Lane F R32 (v7.0-beta wave 1): per-day scarcity — pulls ride procity-save/1, the bin remembers

save.js: optional pulls: string[] on the SAME schema (validated exact-and-loud when present;
absent on every alpha save — old savers drop it silently, never reject; payload omits it when
empty so the alpha byte shape survives). recordPull/pullsFor seams; pruned on sleep/import —
day-tagged keys from other days are unreachable by construction (the consumer embeds the
current day), untagged keys are real-sourced and KEPT (sold means gone, tier-2 spirit at
tier 1). Cap 600 FIFO (delta law: saves stay tiny). Collection entries gain optional band
(recordFind stamps dig + shelf buys) — C's §9.1 sell basis reads it.
interior_mode.js: pull keys ${shopId}|${binKey}${pullTag}#${slot} — pullTag @d<game.day> for
rotating crates INCLUDING day 1 (the SEED stays untagged per the day-1 convention; the ledger
doesn't — a day-1 pull must not survive into day 2's identical-looking untagged key space),
'' for real-sourced (their pulls never expire). The seed input to binSeed is UNTOUCHED — A's
rotation boundary holds. Selling an item does NOT restock the bin (pulls are independent of the
collection — the leak the §30.6 filing predicted). digOffers getter = the honest-gate surface
(index/ask/band/sku) so the bible gate asserts identity, not looks.
This commit is contained in:
type-two 2026-07-20 18:26:36 +10:00
parent f9517f14ab
commit 75e5e06288
2 changed files with 78 additions and 10 deletions

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@ -117,6 +117,7 @@ export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null
let currentAdapter = null; // [F2 §stock] ?stock=real stockAdapter for this shop (null → parody fallback)
let currentStockDay = null; // [R30 §30.3] the day salt for THIS room's stock streams (null = no rotation:
// no game, day 1, or a REAL-sourced crate — real stock never rotates)
let currentRealSourced = false; // [R32] this room's crate is sourcing:'real' — its pulls never expire
let doorReturn = null; // { x, y, z, ry } on the street to restore on exit
let exitArmed = false; // disarmed at spawn (spawn sits by the door); arms once player steps inside
let dig = null; // [F2] Lane C crate-riffle instance, created lazily on first use (only if ?dig=1)
@ -166,26 +167,40 @@ export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null
// [R30 §30.3] the riffle rotates with the day: salt the bin key when this room's stock rotates
// (currentStockDay is null for no-game / day-1 / REAL-sourced crates — those riffle exactly as pre-v7).
const dayTag = currentStockDay != null ? '@d' + currentStockDay : '';
// [R32 scarcity] the PULL key's day tag is broader than the SEED's: a rotating bin is pulled-from
// per (bin, day) even on day 1 (where the seed stays untagged by the day-1 convention), while a
// REAL-sourced crate stays untagged forever — sold means gone, so its pulls never expire. The seed
// input above is UNTOUCHED (A's rotation-boundary law); this tag exists only in the save's ledger.
const pullTag = (game && !currentRealSourced) ? '@d' + game.day : '';
const pullPrefix = `${(currentShop && currentShop.id) ?? '?'}|${key}${pullTag}#`;
dig.open({
seed: binSeed((currentShop && currentShop.seed) || 1, key + dayTag), count: 16,
shopName: (current && current.recipe && current.recipe.label) || (currentShop && currentShop.name),
shop: currentShop,
stockAdapter: currentAdapter, // [F2 §stock=real] real covers in the riffle (null → parody)
gone: game ? game.pullsFor(pullPrefix) : undefined, // [R32] this bin's bought slots stay gone today
// [F R8 — Lane C buy loop v0] bind the session wallet so pulling a sleeve deducts cash + banks it.
// dig removes the pulled sleeve from the bin; onBuy returns false when broke (no state change).
// [R30 — THE COLLECTION] a successful buy also records the find into game.collection (§30.1 entry
// shape): a dig pull is a 'record' wherever it happens (an opshop bin is still a record crate);
// sku = the pack item id when real/mint, else slotId = the bin's day-salted key + offer index.
// [R32] the find carries its BAND (the sell counter's §9.1 basis) and the pull enters the save's
// ledger — the slot is gone for the rest of the day even if the item is later sold on.
getCash: wallet ? () => wallet.cash() : undefined,
onBuy: wallet ? (o) => {
const ok = wallet.buy(o);
if (ok && game) game.recordFind(currentShop, {
if (ok && game) {
const sku = o && o.item && o.item.id != null ? String(o.item.id) : null;
game.recordFind(currentShop, {
type: 'record',
sku: o && o.item && o.item.id != null ? String(o.item.id) : undefined,
slotId: o && o.item && o.item.id != null ? undefined : `${key}${dayTag}#${(o && o.i) ?? 0}`,
sku: sku ?? undefined,
slotId: sku != null ? undefined : `${key}${dayTag}#${(o && o.i) ?? 0}`,
title: o && (o.t || o.title), artist: o && (o.a || o.artist),
price: (o && o.price) || 0,
band: (o && o.band) || undefined,
});
game.recordPull(pullPrefix + (sku != null ? 'sku:' + sku : String((o && o.i) ?? 0)));
}
return ok;
} : undefined,
onClose: () => window.dispatchEvent(new CustomEvent('procity:digClose')),
@ -224,6 +239,7 @@ export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null
slotId: item.id != null ? undefined : `shelf#${(best.vStart | 0)}`,
title: item.title, artist: item.artist,
price: item.price || 20,
band: item.price_band || undefined, // [R32] the shelf find carries its band too (§9.1 basis)
});
collapseBuyItem(mesh, best); // zero-area the bought quad in place
flashToast(`SOLD — ${item.title || 'item'} · $${item.price || 20} · $${wallet.cash()} left`);
@ -346,6 +362,7 @@ export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null
// when: no game layer · day 1 (the day-1 convention) · a REAL-sourced crate (the godverse manifest
// says sourcing:'real' — real stock never rotates, it's real). Mint crates and parody stock rotate.
const realSourced = !!(shop.godverseShopId && sourcingOf && sourcingOf(shop.godverseShopId) === 'real');
currentRealSourced = realSourced; // [R32] pull-ledger tagging reads this at dig-open time
currentStockDay = (game && game.day > 1 && !realSourced) ? game.day : null;
current = buildInterior(shop, THREE, { useGLB, stockAdapter: currentAdapter,
stockDay: currentStockDay,
@ -471,6 +488,7 @@ export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null
currentShop = null;
currentAdapter = null;
currentStockDay = null;
currentRealSourced = false;
banner.style.display = 'none';
toast.style.display = 'none'; _toastT = 0;
if (doorReturn) {
@ -491,6 +509,9 @@ export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null
get crewInfo() { return crewInfo; }, // [R12] { band, crowd } actually spawned — F's smokes assert on this
get digActive() { return !!(dig && dig.active); }, // [F2] shell reads this to keep pointer-lock/Esc sane while riffling
get sellActive() { return !!(sellCard && sellCard.active); }, // [R30 §9.4] same contract for the sell card
// [R32 — honest-gate surface] the open bin's offers by identity (index/ask/band/sku); null when no
// dig is open. The bible/scarcity gate asserts on THESE, not on how the crate looked.
get digOffers() { return dig && dig.active ? dig.currentOffers() : null; },
// [Lane F R24 — the honest-gate surface, per the vacuous-gate law] What stock is in THIS room, BY
// IDENTITY. R23's #7a could go green on "real covers render" while the room held the generic v2 pack

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@ -42,6 +42,14 @@ export function validateSave(obj) {
if (!Array.isArray(obj.collection)) return { ok: false, why: 'collection not an array' };
for (let i = 0; i < obj.collection.length; i++)
if (!validEntry(obj.collection[i])) return { ok: false, why: `collection[${i}] malformed` };
// [R32 scarcity] `pulls` is OPTIONAL (absent on every alpha save — those stay valid forever); when
// present it must be an array of strings (exact-and-loud like everything else). An old loader that
// predates this field simply ignores and drops it on its next save — degraded, never rejected.
if (obj.pulls != null) {
if (!Array.isArray(obj.pulls)) return { ok: false, why: 'pulls not an array' };
for (let i = 0; i < obj.pulls.length; i++)
if (typeof obj.pulls[i] !== 'string' || !obj.pulls[i]) return { ok: false, why: `pulls[${i}] malformed` };
}
return { ok: true, state: obj };
}
@ -58,12 +66,22 @@ export function createGame({ townKey, startCash = 0, storage = null, onDay = nul
let day = 1;
let cash = Math.max(0, Math.floor(+startCash || 0));
let collection = [];
// [R32 scarcity] pull records — one string per bought dig slot, keyed by the CONSUMER
// (interior_mode: `${shopId}|${binKey}@d<day>#<slot>`; real-sourced crates omit the day tag — real
// stock never rotates, so a real pull is gone for good). The save only stores and prunes them.
let pulls = [];
const PULLS_CAP = 600; // FIFO backstop — a save stays tiny (delta law)
const PULL_DAY_RE = /@d(\d+)#/;
// ── storage (fail-soft: a blocked/full localStorage warns and plays on in memory) ────────────
function payload() {
const p = { schema: SAVE_SCHEMA, day, cash, town: townKey, collection, savedAt: Date.now() };
if (pulls.length) p.pulls = pulls; // absent when empty → alpha-era byte shape preserved
return p;
}
function save() {
if (!store) return false;
const payload = { schema: SAVE_SCHEMA, day, cash, town: townKey, collection, savedAt: Date.now() };
try { store.setItem(SAVE_KEY, JSON.stringify(payload)); return true; }
try { store.setItem(SAVE_KEY, JSON.stringify(payload())); return true; }
catch (e) { console.warn('[procity save] write failed (playing on in memory):', e && e.message || e); return false; }
}
@ -71,6 +89,15 @@ export function createGame({ townKey, startCash = 0, storage = null, onDay = nul
day = state.day;
cash = Math.floor(state.cash);
collection = state.collection.slice();
pulls = Array.isArray(state.pulls) ? state.pulls.slice() : [];
prunePulls();
}
// Day-tagged pulls from another day can never match a bin key again (the consumer embeds the
// CURRENT day in rotating bins' keys) — dead weight, dropped. Untagged pulls are real-sourced
// (never rotate) and persist: sold means gone, the tier-2 spirit at tier 1.
function prunePulls() {
pulls = pulls.filter((k) => { const m = PULL_DAY_RE.exec(k); return !m || +m[1] === day; });
}
function load() {
@ -137,13 +164,14 @@ export function createGame({ townKey, startCash = 0, storage = null, onDay = nul
// save (noted vs the brief's literal order in §30.1): disk always carries the morning you woke into.
sleep() {
day += 1;
prunePulls(); // [R32] yesterday's day-tagged pulls are unreachable — drop them
if (onDay) { try { onDay(day); } catch (e) { console.warn('[procity save] onDay hook threw:', e); } }
save();
return day;
},
export() {
return JSON.stringify({ schema: SAVE_SCHEMA, day, cash, town: townKey, collection, savedAt: Date.now() });
return JSON.stringify(payload());
},
import(json) { // loud reject leaves CURRENT state untouched
@ -175,6 +203,7 @@ export function createGame({ townKey, startCash = 0, storage = null, onDay = nul
else e.slotId = String((info && info.slotId) || 'slot#0');
if (info && info.title) e.title = String(info.title);
if (info && info.artist) e.artist = String(info.artist);
if (info && info.band) e.band = String(info.band); // [R32] §9.1 sell basis — optional, alpha entries lack it
collection.push(e);
notify();
return e;
@ -188,6 +217,24 @@ export function createGame({ townKey, startCash = 0, storage = null, onDay = nul
notify();
return true;
},
// ── the pull seam (R32 scarcity — interior_mode records a bought dig slot; SELLING an item does
// NOT restock the bin, which is why this list is independent of the collection) ──────────────
recordPull(key) {
const k = String(key || '');
if (!k || pulls.includes(k)) return false;
pulls.push(k);
if (pulls.length > PULLS_CAP) pulls.splice(0, pulls.length - PULLS_CAP);
return true;
},
// The consumer's read: every recorded slot for one bin, as the Set dig.open({gone}) takes —
// suffixes only ('sku:<id>' | '<offer index>'), prefix = `${shopId}|${binKey}${tag}#`.
pullsFor(prefix) {
const out = new Set();
for (const k of pulls) if (k.startsWith(prefix)) out.add(k.slice(prefix.length));
return out;
},
};
// boot: adopt an existing save (fresh start on absence/rejection), then arm the unload save-point.