m3ultra
42350607a0
Lane C: keeper stand pose on the counter contract (Lane D/F integration)
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Answers Lane F §8 (the counter is kind:'counter' in `places`) and closes the
keeper-spawn gap: buildInterior now returns room.counter = { mesh, pose, stand }
and tags the counter interactable with userData.keeperStand. `stand` = {x,z,ry}
where a shopkeeper stands (service side, facing the customer), in room-local
space, rig-front = local -Z per keepers.js. Deterministic; purely additive.
Verified in-browser: 36-build type sweep + 50-room soak — stand in-bounds,
faces customer (dot>0 all), carried on `places` (deep-equal), deterministic;
no change to existing placement, path, leaks, or perf (avg 3.6ms / worst 7.7ms,
geo/tex leak 0).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 13:37:26 +10:00
m3ultra
0e9d3fb0f2
Lane C: on-demand seeded shop interiors (library + test page)
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Every shop door opens into a unique, believable, seeded interior — generated
in ~4ms, byte-identical every revisit (shop.seed), themed by shop.type.
- interiors.js: buildInterior(shop, THREE, opts) public API — pure fn of shop,
returns {group, spawn, exits, places, dims, placement, dispose()}.
- theme.js: 9 CITY_SPEC type recipes (archetype/wallpaper/floor bias, clutter,
counter pos, fittings mix, stock kind, signage) + type aliasing + one-time
mergeRegistry() override seam for Lane F. Standalone (no hard registry dep).
- shell.js: room shell from lot x archetype (cosy/gallery/wide/hall/pokey),
glazed shopfront + street backdrop, blocked back doorway, interior lighting.
- fittings.js: parametric kit ported from 90sDJsim + extended (bins, crates,
4 shelf types, VHS aisle, glass case, counter+till, fridge, magazine/spinner
racks, armchair, escalator, pegboard, barred window, returns slot, art).
- layout.js: per-archetype zones, thriftgod shuffled wall-slot system,
occupancy grid, guaranteed door->counter flood-fill path (pull/carve).
- stock.js: v1 visual stock (pooled canvas sleeves/spines/boxes/garments/snacks
with price stickers) + stockAdapter hook for BaseGod content later.
- context.js: seed sub-streams + shared-geometry cache + leak-free disposeAll().
- glb.js: optional GLB hero-prop upgrade via Lane E manifest (off by default,
primitive fallback).
- interior_test.html: standalone page — seed/type/archetype, first-person walk,
wireframe/occupancy/path debug, 50-room soak (perf + leak + determinism).
Acceptance (verified): same seed -> identical placement (0/810 mismatches);
9 types x 5 archetypes render sensibly (docs/shots/laneC grid); build <50ms
(steady ~4ms, soak worst 8ms); leak-free dispose (geo/tex delta 0); door->counter
path always exists (0 fails, 0 carves); runs with zero assets and zero network.
Adversarial multi-agent review: 5 findings, all fixed and re-verified.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 12:08:12 +10:00
m3ultra
8b7ca9aae4
Lane A (CityGen): deterministic town generator, registry, names, 2D map, self-check
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Layer-1 CityPlan generator per CITY_SPEC schema v1 — pure data, no THREE, all randomness
through core/prng, deterministic + JSON-serializable + <1ms.
- web/js/citygen/plan.js: generatePlan(citySeed) → CityPlan (spine, cross-streets, market
square + dept anchor, arcade, warehouse fringe, residential collar w/ corner milkbars,
laneways) + chunkIndex (Amanatides–Woo edge supercover) + corner overlap-resolution pass.
- web/js/core/registry.js: SHOP_TYPES (all 9) + district weights + enums (shared vocabulary).
- web/js/citygen/names.js + wordlists.js: seeded 90s-AU shop/town names, 50+ patterns.
- web/js/citygen/index.js: canonical barrel entry (adopts Lane F's integration shim).
- web/map.html: standalone Canvas-2D plan debugger (pan/zoom/hover, layers, export JSON).
- web/js/citygen/selfcheck.js: node acceptance harness — determinism, golden fingerprint,
facing, within- AND cross-block no-overlap, chunk+edge coverage, finiteness, assets. ALL GREEN
(1271/1271) over 6 seeds. web/package.json ({"type":"module"}) lets node run it.
- docs/shots/laneA/: 5 seeds screenshotted, each reads as a town.
Fixes from an adversarial multi-agent review (15 confirmed defects): market facades faced the
wrong way; cross-block corner overlaps; chunkIndex skipped chunks incl. the origin/spine;
stall frontEdge z-band; doubled-possessive names; unparseable map road colour; +others.
CITY_SPEC amendment (treaty, same commit): shop-types table aligned to the registry lanes
import; documented lot.ry/frontEdge, block.kind/district-id, and web/package.json.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 12:06:41 +10:00