bb80ac122b
6 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
422f17263e |
Lane C R41 §41.4: the shops get their stock — and the measuring instrument was wrong
110 fittings placed across 12 shop types via new kit41.js (96-row catalogue, 67 ids in pools) and ONE generic kitProp builder; recipes name pools, never asset ids. glb.js now honours seeded per-fitting variants, multi-GLB booths, and a MEASURED autoYaw instead of a 110-row facing table. THE INSTRUMENT WAS WRONG. drawSweep cleared every interior EXCEPT current, so every historical interior number carried a phantom second room — 'toy', untouched this round, 'gained' 4 draws. R39/R40's celebrated 'worst 188, margin 162' was inflated. Corrected, and with 110 new fittings placed: worst room in the game is 122 @ dept/auto, MARGIN 228. Per type: record 61->78, pub 45->59, band_room 39->50, stall 71->82, book 51->61, pawn 60->70, video 54->63, rsl 52->60, dept 116->122, opshop 102->105, milkbar 68->69, toy 86->86 (+0, the control). The pub finally has a bar (plywood_bar), banquettes, pokies, a stage flank. Milk bars get a bain-marie and pie warmer. The pawn shop gets an 808 and an SP-1200 on the bench. Record shops get a rigged DJ booth. Market stalls get 2-4 diggable bins each, closing R39's measured 44%-no-crate hole to 0/40. WARDROBE, route R5: 257.5 KB total (246 KB atlas + 17 KB index), ONE fetch, one material, one draw per fitting — 52 layers picked BY NAME, alpha-cropped, shelf-packed, 3.7% of source bytes, lazy behind ?stock=real. LICENCE CALL MADE EXPLICITLY: AUDIT.md says no real brands ship and the source library is prompted FROM real labels — the adidas jacket renders a legible trefoil. Screened on a contact sheet, then relabelled in parody voice (Paddy's Bootleg, Kaymart, Coogee Knits, Mombo, Stoosh). FIVE DEFECTS FOUND AND FIXED, one long-standing: buyMesh has been INVISIBLE on every GLB fitting since R9 (hiding every buyable item under ?stock=real) · DJ booths were nondeterministic (parts attached in network order) · booth gear floated at 0.92 m · batch.js dropped userData sub-tags on merge, so any post-batch flag read was already a no-op · the path guarantee could empty a room (pub/wide/4242 returned a bar, a stage and nothing else) — new restore pass, 129 pulled -> 101 restored over 480 rooms, path re-proved on every restore. Gates: 288-room sweep x 4 arms all pass; soak 60 rooms avg 3.83 ms worst 10.3 ms, leaks 0; 960-room corpus 0 path-fails 0 carves; determinism byte-equal across fresh contexts (sha256 c26b4848); ?noassets=1 60 rooms with 0 GLB / 0 manifest / 0 wardrobe / 0 stock fetches. DJ control nodes recorded on fitting.controlNodes for a future driver (glTF drops the limit constraints — a driver must clamp travel itself). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
eeba920d68 |
Lane C R39 §39.3: the op shop gets a bin — the verb table, and the margin was never six
THE TABLE (LANE_C_PUB §10, the deliverable): what a player can actually do in each of the 12 shop types, counted in 48 rooms per type. `record` digs (4.6 bins/room) and is the only room where anything can be sold. `stall` digs — in 27 of 48 rooms; the other 21 (44%) have NO crate, a measured correction to the round's binding fact #5. The other ten types offer looking. `?stock=real` is opt-in, so the default boot has zero `buyMesh` anywhere; garments/snacks/magazines/treasures are unbuyable in any mode; `interactable:true` on cases/fridges/returns/arcade is read by nothing. THE MECHANISM: `rummageBin` — a castored galvanised dump tub, rim 0.76 m, heaped with stickered bric-a-brac and a hand-lettered "EVERYTHING $2" card. 72 rooms: placed 72/72, reachable 72/72 (0.77–1.15 m), 0 carves, pathOK 72/72, deterministic 72/72, and the rest of the room byte-identical to pre-R39 72/72 (the spec is appended last). Armed end-to-end: aim → dig → 16 offers → BUY → bin depletes. Default: 0 bins, dig never opens. THE CONTENTS ARE NOT SHIPPED. `o.dig` defaults false, so the tub is furniture and the economy is untouched; `opts.fittingOpts.rummageBin.dig` (or `?opshopdig=1`) arms it. Held for John with the numbers: 44 record + 36 stall vs 147 op shops across 23 towns. THE BUDGET: `C-progress.md:841`'s GLB-on 344 is R9-era and stale — today's tree measured 319 before I touched it, so the margin was 31, not six. The bin costs +5 GLB-off / +10 GLB-on at opshop/hall; every other type byte-identical. Margin now 21. Also: `slot.pool` stops the scatter fill minting a material per item, so 12 goods cost less than 9 did. FILED, NOT FIXED: Lane E's bookshelf GLB ships transmission:1, which triggers three.js's transmission pre-pass and issues every draw in the room twice — opshop/hall 191→104, book/hall 101→51. Roughly half the interior budget. E's asset, so E/F rule. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
05e020e3b8 |
Lane C: round-12 pub venue — archetype + watchPoints + audio.gigKey (?gigs=1)
v3.0-alpha band room. New pub recipe (venue:true): stage + PA + amps at the back wall (new stage/paSpeaker/ampStack fittings, GLB slots stage/pa_speaker/amp for E), bar counter (keeper), sticky carpet, blocked back door = green room.
buildInterior returns for venues: room.watchPoints[] (6-8 seeded audience poses {x,z,ry,dance} facing the stage, dance ~1/3, counter.stand ry convention); room.stage {x,z,w,d,deckY,frontZ,bandPoses[3]} for Lane D's band; room.audio.gigKey ('gig-'+genreKey) set when Lane F passes opts.gig.
Flags-off byte-identical: venue code runs only for recipe.venue on its own seed sub-streams; non-pub rooms have watchPoints:[], stage:null, unchanged placement/audio.
Verified: 40-seed pub sweep (0 throws/carves/path-fails, 8 watchPoints, dance 0.38) + 60-room mixed soak (0 det/path fails, leak geo0/tex0, worst 19ms). Non-pub unchanged. Interface for D/F: docs/LANES/LANE_C_PUB.md. scaffold + manifest green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
|
||
|
|
c88d8906a2 |
Lane C R6 C2: map the 3 orphaned fittings (glass_case/magazine_rack/crate_stack)
Published R5, unconsumed until now: - glb.js KIND_TO_GLB: glassCase->glass_case, magazineRack->magazine_rack, and a NEW crateStack primitive (fittings.js — a stack of crates) -> crate_stack. yaw 0 (validated on-screen). - theme.js: crateStack in record + opshop (back-room dressing); glassCase added to milkbar; magazineRack added to pawn; milkbar magazineRack moved window->wall (dodges the door-counter congestion). - layout.js: fixed placeNearCounter — it picked one random side and gave up, so counter-zone fittings (the glass case) rarely landed. Now it tries both sides + offsets, then falls back to a free aisle spot, so a min>=1 fitting reliably lands. Validated (GLB on, baked depot): all 3 load + render planted/scaled/facing right. Appearance glassCase 12/12 (toy/pawn/milkbar), magazineRack 12/12 (milkbar/pawn), crateStack ~11/12 (record/opshop). drawSweep still <=350 with them on (worst 177 GLB-on / 157 off). Determinism 0 fails, leak-free, dig (?dig=1) still riffles batched bins (C3 re-verify). Contact sheet docs/shots/laneC/glb_orphans_r6.jpg. qa.sh --strict GREEN. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
34926324bd |
Lane C R4: hero props into rooms (arcade/booth/fridge/mixer/register)
Round-4 §Lane C — map the 4 new hero props + cash_register (manifest now
14 fittings), validate, measure, clean up.
- glb.js: map listening_booth→listeningCorner (record), drinks_fridge→fridge
(milkbar), arcade_cabinet→new arcadeCabinet primitive (video focal prop).
New attachCounterTop() places cash_register on every counter's till slot
(hides the primitive till) + milkshake_mixer on the milk-bar benchtop;
counter primitive + keeper stand untouched. All yaw 0 (no correction).
- fittings.js: new arcadeCabinet primitive (footprint/height matched to the
GLB); counter exposes counterTop attach points + tags the primitive till.
- theme.js: arcadeCabinet in the video recipe; the 3 focal props (arcade,
listeningCorner already, +) raised to priority 6 + placed first so the
door-counter path loop can't pull them → 24/24 appearance.
- interiors.js: thread recipe.key to upgradeRoom (gates milkshake_mixer to
milk bars).
- interior_test.html: load GLBs via the live depot: path (drop the deleted
_local_glb localBase shim; ?localdepot=1 still works offline).
Validated (all via live depot): primitive sweep 810 {throws 0, pathFail 0,
detFail 0}; GLB-on soak {throws 0, path 0, det 0, leakGeo 0, leakTex 0,
worst 7.3ms}; all 5 new props render planted/scaled/facing right (contact
sheet docs/shots/laneC/glb_heroprops_r4.jpg). Room tris measured: milk-bar
GLB-on ~468k (drinks_fridge 77k + milkshake_mixer 73k) — reported to Lane E
as the #1 bake-pass target (not fixed, per integrator decision #2; interiors
render one-at-a-time so gate 3 is unaffected). record_crate still broken +
counter still oversized — both await Lane E re-export (C task 5). Deleted the
stale web/assets/_local_glb/ validation copy. qa.sh --strict GREEN.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
|
||
|
|
0e9d3fb0f2 |
Lane C: on-demand seeded shop interiors (library + test page)
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>
|