Commit Graph

9 Commits

Author SHA1 Message Date
type-two
55b984e0b0 Lane C+B R35 (v7.0 close #2): THE FIRST FIVE MINUTES — arrive hunting, three beats walk the hustle
A FRESH game (day 1 · empty crate · empty auction house) seeds ONE artist want off
rng(citySeed,'firstwant',0) × the parody roster (dig.js ARTISTS exported) — the splash names
the mission before the first step ('You're hunting HILLS HOIST — $191 in your pocket'), and
the keeper rumors point at the same hunt from shop one. Three toast-beats ride EXISTING events
(zero new systems): ① find a record shop (on the go-click) → ② riffle · mind the guide · BUY
(first digOpen) → ③ sell at a counter or ⚖ LIST and sleep (first find, via wallet.onChange) →
the send-off on the first sale-or-listing (the listener removes itself). A returning save gets
its town back, not a tutorial (fresh-detection = state, no save flag — the delta law stays
clean); ?game=0 / ?classic=1 never reach the block. #pc-toast body-mounted (the #pc-game rule):
beats fire INSIDE shops, and a SLEEP taken at a counter now shows its morning paper.
2026-07-20 20:13:02 +10:00
type-two
e528c92fed Lane B R34: ⚖ LIST in the crate · AT AUCTION section · the morning paper rides the toasts
hud.js: every crate find row gains ⚖ (mail-in consignment — very 1996); AT AUCTION section
(non-empty only) shows what hammers tomorrow; the rebuild watcher now folds listings in.
index.html: the wake toast and the travel-arrival toast carry the drained auction news —
'🌅 day 2 · ⚖ SOLD "Cane Toad Blues" — hammer $22, $19 after fees' is the come-back-tomorrow
hook paying off at dawn.
2026-07-20 19:32:06 +10:00
type-two
7b26e45fa0 Lane B R33: THE WANTLIST in the crate panel · the arrival toast · the build-race fix the shot found
hud.js: THE WANTLIST section in the crate (non-empty only — no header over nothing): hunted
rows, ✕ stops hunting, refresh watches wants length so an open panel follows adds/clears.
THE FIX: R32's game surface BUILT only in street update() frames — a door entered fast after
boot had no crate/bar inside at all, and the interior tickGame() refreshed a UI that never
existed. Every gate idles on the street long enough to build, so green gates missed it; the
R33 money-shot script entered faster and exposed it. tickGame() now builds-or-refreshes in
ANY mode (shots are a detector, not decoration — filed in LANE_F_NOTES §33).
index.html: game.traveled at boot → '🚌 <town> — the ride cost a day. Day N' toast (save.js
already charged the fare and re-keyed the week before the shell read game.day).
2026-07-20 19:01:40 +10:00
type-two
bb30767b62 Lane B R32 (§31.6 queue 1–3): the crate lives in shops · cluster-pose spawn · dawn reads dawn
hud.js: #pc-game rides document.body (position:fixed, z 30) instead of the mode-hidden street
root — day/cash/CRATE/SLEEP are YOURS inside a shop too (the playtest's 'crate at the counter').
C toggles the crate ANYWHERE; the surface yields to the dig/sell cards and the map (they own
the screen). tickGame() exported so the interior/map frame branches keep it live (buys update
the count while you shop); dispose removes the body-mounted wrap.
index.html: the frozen spawn (-96,9,east) was tuned for the synthetic fixture — on real towns
it faced dirt (§31.6-1). Non-classic boots now spawn ON the main-street footpath door-line
(block kind 'mainstreet', both generators; every-door fallback) at the door nearest the shop
cluster's heart, facing the LONGER run of shopfronts down the strip's dominant axis. Pure plan
math, zero draws — no stream moves; ?classic=1 keeps the frozen pose forever.
lighting.js: dawnSky opt (shell passes high-cirrus, null under classic) — the DAWN segment
swaps the dome off the golden-SUNSET default that read dusk-orange (§31.6-3), and swaps back.
setSky() is now an explicit override: weather's rain/overcast dome always wins over base+dawn.
2026-07-20 18:26:56 +10:00
m3ultra
cb03f07fb2 Lane B R30 (v7.0-alpha ledger #4): THE COLLECTION UI + SLEEP surface — the crate panel in hud.js (cover thumb = pack-atlas CSS crop off the sku, per-shop/town-wide bases, parody = glyph by design; where+day honest, foreign towns fall back to townKey), game bar day/$/CRATE count + SLEEP on F's §30.1 contract; construction-gated on PROCITY.game itself (classic/game=0 ⇒ zero DOM/listeners, measured); venue.js compat venueShopId = live weekNight getter (F's §30.4 filing, 116→490 across a sleep). Verified vs F's REAL committed core (nothing stubbed) on no-store :8151 snapshot; qa 6/6 2026-07-18 14:37:15 +10:00
m3ultra
4b0144989b Lane B round 21 (v4.0-beta): town selector reads E's towns index (ledger #2, the missed R20 #5)
Closes the gap Fable caught (hud.js:11 still hardcoded REAL_TOWNS). The real-town list now comes from E's
web/assets/towns/index.json (procity-towns-index/1), so it grows with the town pack instead of being edited
in hud.js. Verified fresh Chromium. Nothing else touched -- tram/ground work is done and verified.

Fail-soft by construction: createHUD is synchronous, so the picker is built immediately from the fallback
literal and UPGRADED IN PLACE when the index resolves -- if the index never arrives, a working list is
already on screen.
- index present -> real names/states/shop counts: "Katoomba, NSW · 80 shops", "Fremantle, WA · 80 shops",
  "Newtown, NSW · 72 shops", "Bendigo, VIC · 36 shops", "Castlemaine, VIC · 24 shops" (roads:false -> "· marched").
- ?noassets -> the fetch is SKIPPED entirely (asset law; the shell doesn't load town caches there either).
  Measured: 0 index fetches, fallback list, 0 errors.
- anything wrong with the index -> the fallback simply stands. Exercised the exact chain: 404, network error,
  malformed JSON, towns:[], towns-not-an-array, junk entries (no key) -> none throws, none rebuilds from junk;
  only a good index rebuilds.

REAL_TOWNS_FALLBACK is retained ONLY as that fallback (comment says so), no longer the source of truth.
Verified live: booting katoomba_real shows "Katoomba, NSW · 80 shops" pre-selected; fits (193px of 230px max);
0 page errors; navigation unchanged (onchange is set once on the <select>, so rebuilding options never clears it).

-> F: unchanged from R19 -- NO shell seam (selector is entirely hud.js, already built by createHUD) and it
   lives inside #pc-hud so setVisible(false) hides it for the beta money shot. The gating call is still yours.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 20:35:47 +10:00
m3ultra
73694c97aa Lane B round 19 (v4.0-alpha): in-game town selector (ledger #4, beta pull-forward, non-blocking)
Shipped the town picker in hud.js (which already owns its DOM overlay -> NO index.html seam). A compact
<select> in the HUD (top-left, pointer-events:auto), 9 options: synthetic + 3 OSM fixtures (osmTownKeys
minus _real) + 5 real-road caches (Katoomba/Newtown/Fremantle/Bendigo/Castlemaine, hardcoded REAL_TOWNS --
no manifest yet, beta derives it). Selecting navigates: synthetic clears plansrc/town; a town sets
?plansrc=osm&town=<key>, preserving all other params. Current pre-selected; unknown-current still shown.
Verified end-to-end: picked katoomba_real through the dropdown -> booted real Katoomba (966 edges/323
intersections/3 venues), 0 errors. Lives inside #pc-hud so hud.setVisible(false) hides it for money shots.

-> F (B->F seam): NONE -- self-contained in hud.js (already constructed by createHUD). Gate it behind ?dbg
   with one setVisible call if you prefer; left always-in-HUD as a modest debug-grade feature.

Corner-strips spot-check (R18 failure-item #3): ground fills real intersections OK -- degree-4 junction
(58 exist) shows road strips overlap-filling the junction, lane markings + zebra crossing render, no gross
gap. Acceptable for alpha; finer acute-angle pass = beta.

Budget note -> F (measured vs A's UNCOMMITTED WIP -- caveat, not a defect): F's BIG_CITY one-liner is live
(chunks 50->26). But venue block still ~237k tris at night against the current tree, which carries A's
uncommitted R19 finalization (plan_osm modified; graph grew 799->966 edges, junction-joining in but the
far-island CULL not yet). Fable's ruling: the cull is "half of B's tris problem" -> the <=200k gate needs
F's fix AND A's committed cull. Re-measure the busiest real block after A pins (the deferred tris-post-cull
re-measure genuinely waits on A's commit; the dev server serves other lanes' uncommitted edits).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 17:38:59 +10:00
m3ultra
6323d58736 Lane B round-4: closed facades (§3.5) + shot poses/letterbox + furniture GLB + novelty_record
- B1: per-shop closed-facade visuals — dark windows + red CLOSED plate + door tooltip, batched via a
  per-vertex aHours attr + two shared shaders + one uHour/uNight uniform pair on a procity:segment
  event (facade atlas untouched, no per-shop materials, no per-frame poll). 22:00 → only the openLate
  video shop lit, all others CLOSED; ~200 draws worst-view with citizens.
- B2: the shots 'letterbox' was camera-jammed-into-a-wall poses, not a composer bug (composer proven
  correctly sized headless). Reframed street_noon/arcade/warehouse to look down a street
  (streetViewPose), added the 3 missing bookmarks, night_neon now frames the lit video shop amid
  CLOSED neighbours, + a defensive composer resize. shots.py: 10 un-letterboxed shots, 0 errors.
- B3: furniture GLB use-if-ready upgrade (bench + food_cart, sit on their footprints) + novelty_record
  placed at record stores. novelty_record GLB is 26.5k tris (5x glb_law) → stays low-poly primitive
  until Lane E decimates it; ?noassets verified 0 network.

qa.sh --strict GREEN (4/4).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:59:27 +10:00
m3ultra
5313402e43 Lane B (Streetscape): chunk-streamed walkable town shell
First-person shell: chunk streaming, instanced buildings + facade texture atlas
(22 facade materials -> 1; 5 skin materials city-wide), signs, awnings, furniture,
day/night lighting, minimap, pixel-accurate collision (incl. arbitrary-angle lots),
door raycast -> procity:enterShop, DBG harness, all-fallback mode. Renders Lane A's
full generated town (seed 20261990 'Boolarra Heads', 493 shops); worst continuous-
walk view ~261 draws (<=300 gate). 6 adversarial-review bugs fixed (collision sign,
house doors, awning skin, sign atlas, furniture seed hash, shot-mode restore).

index.html and skins.js include Lane F's inline integration seam edits (marked
'[Lane F integration]'): interior/keeper/citizen wiring + facade filename fix.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 14:28:47 +10:00