Lane C R19 (v4.0-alpha close): re-soak katoomba interiors on real roads (ledger #5, on-call)
E's roads landed (katoomba_real now schema v2, 484 real roads), so re-ran the door soak against the real street graph (closes the R18 "re-run when roads land" caveat). Honest caveat: the dev server also served Lane A's UNCOMMITTED R19 fragmentation WIP (plan_osm.js: JOIN_TOL/BRIDGE_MAX, junction-protected DP, island cull/bridge), so this exercised A's in-progress finalization, not a frozen state. Robust result (holds whatever A's WIP does): every shop the plan produced builds a valid interior -- 0 throws/carves/path-fails/over-budget, worst 147 draws; 3 gig venues (district placement holds on the real graph); plan deterministic; lot dims unchanged (7.5-8.5 x 14 -> interiors dim-identical to R18, road-agnostic). Shop count came out 19 here, but that reflects A's in-flight cull/bridge logic (expected per Fable's fragmentation ruling), NOT a defect -- not filed as a finding; interiors build clean whichever count A pins. Final C spot-confirm pending A's committed finalization + golden pin (C confirms after A). Docs-only. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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*Status: **v1 complete & verified**. Standalone interiors library + test page. Every shop door opens
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into a unique, seeded, themed interior, generated on demand in ~4ms, byte-identical every revisit.*
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Last updated: 2026-07-16 (round 18) · owner: PROCITY-C · reviewer: Fable
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Last updated: 2026-07-16 (round 19) · owner: PROCITY-C · reviewer: Fable
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## Update 2026-07-16 (round 19, v4.0-alpha CLOSE) — re-soak katoomba on REAL roads (against A's in-flight pass)
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R19 §Lane C (on-call, ledger #5): E's roads landed (`dbb52c2` — katoomba_real is now **schema v2, 484 real
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roads**), so I re-ran the 20-door soak against the real street graph — closing the R18 "re-run when roads land"
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caveat. **Honest caveat: the working tree also carried Lane A's UNCOMMITTED R19 fragmentation pass** (plan_osm.js
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WIP — `JOIN_TOL`/`BRIDGE_MAX`, junction-protected Douglas–Peucker, shopless-island cull / shop-island bridge),
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so the dev server served A's *in-progress* finalization, not a frozen state. Read this as "interiors survive
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A's real-graph pipeline as it stands mid-round"; a clean confirm follows A's commit.
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**Robust result (holds whatever A's WIP does):** every shop the plan produced builds a **valid interior** —
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0 throws · 0 carves · 0 path-fails · 0 over-budget · worst **147** draws (min 115); 3 gig venues
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(pub/band_room/rsl — **district placement holds on the real graph**); plan deterministic (byte-identical
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re-gen). Lot dims **unchanged** (7.5–8.5 × 14) → interiors are dim-identical to R18 (road-agnostic confirmed;
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my R18 degenerate-lot proof already spans anything the real graph can seat).
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**Shop count observed = 19 (NOT filed as a defect).** The plan yielded 19 shops here, but against A's in-flight
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fragmentation code that's expected, not a bug — A's ruling explicitly culls shopless islands and bridges/
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drops-with-count shop-bearing ones, so the final count is A's to pin (could land at 20 connected or an explicit
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19 with a `norm.dropped` count). I'm not attributing it to A as a finding; I only confirm interiors build clean
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whichever way it resolves. (If A's committed pass surprises with a shop that *can't* build an interior, that
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would be the finding — none did in this run.)
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**Final C spot-confirm pending A's COMMITTED finalization + golden pin** (per Fable's sequencing, C confirms
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after A). When A pins `katoomba_real`'s real-roads golden I'll re-run once against the frozen state. Docs-only
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round for C.
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---
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