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type-two
25cef5983e Fable (integrator): ROUND 35 CLOSED — the first five minutes land; every v7.0 SYSTEM is built
qa.sh --strict --matrix: 7 passed · 0 failed · 0 warn · 0 skipped, MATRIX 10 towns green. New
STRICT smoke_first_five: the fresh game hunts a roster artist and the splash names hunt + cash
· the beats walked the REAL paths (② at the crate, ③ on the buy, the send-off on the ⚖) · a
returning save gets no tutorial · a second fresh browser hunts the SAME artist (seeded, not
random) · ?game=0 shows nothing · 0 console errors. THE CROSS-ROUND CATCH: the seeded want
moved a fresh-boot invariant (wants 1, not 0) and the R33 gate went red on the FULL run while
green solo — amended to a baseline snapshot, lesson filed in §35 (a feature that moves a boot
invariant must sweep every gate that assumed it; full runs exist for exactly this). Money shot:
docs/shots/v7_beta/first_five_splash.png. Remaining for v7.0: the tour + docs freeze + THE TAG
— which waits for John's hands (the alpha precedent).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 20:13:02 +10:00
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
8 changed files with 212 additions and 12 deletions

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@ -4,6 +4,19 @@
---
## Round 35 (v7.0 close, wave 2) — THE FIRST FIVE MINUTES (Fable, solo, JING5)
A fresh game arrives HUNTING: one seeded artist want (`rng(citySeed,'firstwant',0)` × the
parody roster) named on the splash with the pocket money ("You're hunting HILLS HOIST — $191
in your pocket"), pointing the rumors and the tour at the same target. Three toast-beats walk
the hustle off existing events (walk-in → digOpen → first find → first sale-or-listing, then
the listener removes itself). Returning saves get no tutorial; ?game=0/classic never reach it.
#pc-toast body-mounted so beats and morning papers surface inside shops too. STRICT
`smoke_first_five` green (roster want + splash · real-path beats · returning/?game=0 controls
· cross-browser seed determinism). Full record: LANE_F_NOTES §35.
---
## Round 34 (v7.0 close, wave 1) — GODBAY: the offline auction (Fable, solo, JING5)
⚖ LIST from the crate (mail-in consignment) → `listings` on procity-save/1 → resolves the day

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@ -1870,3 +1870,21 @@ m3ultra. If a third machine joins the rotation, sync that dir (49 M) or re-run E
"⚖ SOLD Cane Toad Blues — hammer $22, $19 after fees" · the ride to melbourne hammered a
listing on arrival · ?game=0 has no crate to list from · 0 console errors.
- G's later LIVE tier must match these laws (the ladder rule: the offline tier is the contract).
## §35 — R35: THE FIRST FIVE MINUTES (Fable, solo, JING5)
Fresh-game detection = day 1 ∧ empty collection ∧ empty listings (no flag in the save — the
delta law stays clean; a returning empty-crate player re-seeing beats is onboarding working,
not a bug). Seeded first want: `rng(citySeed,'firstwant',0)` × dig.js ARTISTS (exported R35);
guarded on empty wants so the persisted want isn't re-added. Splash gains #pc-hunt (fresh+game
only). Beats: ① on the go-click (900ms), ② on first `procity:digOpen`, ③ on first find via
wallet.onChange, send-off on first sale-or-listing (listener self-removes). #pc-toast body-
mounted (z 31) — visible in interiors/map; hud.dispose removes it. Gate `smoke_first_five`
STRICT (see ROUND35_INSTRUCTIONS). All v7.0 SYSTEMS are now built — tour + freeze + tag remain,
tag gated on John's playtest.
- **Cross-round amendment the suite caught (the reason full runs exist):** R35's seeded first
want changed the FRESH-BOOT CONTRACT (wants starts at 1, not 0) and the R33 gate's three
fresh-boot assumptions went red on the full run — green solo, red together. Amended to a
baseline snapshot (base = wants at boot; card adds base+1; the rumor may name ANY live want;
buying clears ITS want back to base). A feature that moves a boot invariant must sweep every
gate that assumed it — grep the harness for the invariant before calling a round closed.

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@ -0,0 +1,36 @@
# PROCITY — Round 35 instructions (from Fable, integrator)
Date: 2026-07-20 · **R34 closed all green** (GODBAY hammers). Round 35 is **THE FIRST FIVE
MINUTES** ([V7_THE_GAME.md](../V7_THE_GAME.md) system #7 — "smallest system, biggest
stranger-facing payoff"), the last unbuilt v7.0 system before the tour/freeze/tag.
## What ships
1. **You arrive with a want.** A FRESH game (day 1, empty crate, empty auction house) seeds ONE
artist want off `rng(citySeed,'firstwant',0)` × C's parody roster (ARTISTS now exported) —
so the splash, the keeper rumors, and the tour all point at the same hunt on a given seed.
The splash names it: "You're hunting HILLS HOIST — $191 in your pocket." A returning save
gets its town back, not a tutorial; ?game=0 / classic never reach the block.
2. **Three toast-beats walk the hustle** (fresh games only): ① find a record shop / E at a
crate (on walk-in) → ② riffle · mind the guide · BUY (first digOpen) → ③ sell at a counter
or ⚖ LIST and sleep (first find banked) → the send-off ("that's the whole hustle") on the
first sale-or-listing. Driven off existing events + wallet.onChange — zero new systems.
3. **Toasts surface in every mode**#pc-toast moved to document.body (the #pc-game body-mount
rule): beats fire INSIDE shops, and a SLEEP taken at a counter now shows its morning paper.
## Gate (F): `smoke_first_five` (STRICT)
Fresh game: 1 seeded want from the roster + the splash names hunt AND cash · beats ②/③/send-off
through the REAL paths (E at crate / dig buy / crate ⚖) · a returning save gets NO tutorial
(splash line hidden, no ② on dig) · a second fresh browser hunts the SAME artist (seeded, not
random) · ?game=0 shows nothing · 0 console errors.
## ROUND CLOSED (Fable) — ALL GREEN
`qa.sh --strict --matrix`: 7 passed · 0 failed · 0 warn · 0 skipped, MATRIX 10 towns green
(final tree). Gate run: hunts HILLS HOIST with $191, beats walked through the real dig/buy/list
paths, returning-save and ?game=0 controls clean, second fresh browser hunts the same artist,
0 console errors. Money shot: `docs/shots/v7_beta/first_five_splash.png`.
**v7.0 remaining:** the tour ("day one to first gem") · docs freeze · the tag — and the tag
waits for John's playtest (the alpha precedent: hands before tags).

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@ -2158,6 +2158,9 @@ def smoke_wantlist_travel(p):
c.dispatchEvent(new PointerEvent('pointerdown', { clientX: 640, clientY: 360, bubbles: true }));
c.dispatchEvent(new PointerEvent('pointerup', { clientX: 640, clientY: 360, bubbles: true })); }""")
pg.wait_for_timeout(300)
# [R35 amendment] a FRESH game already hunts ONE seeded want (the first-five system) — this
# gate's fresh-boot baseline is that want, and the card adds a SECOND on top of it.
base = pg.evaluate("() => window.PROCITY.game.wants.length")
rw = pg.evaluate("""() => {
const w = document.querySelector('.pcdg-panel .want');
if (!w) return { err: 'no WANT line on the card' };
@ -2165,11 +2168,14 @@ def smoke_wantlist_travel(p):
const g = window.PROCITY.game, ex = JSON.parse(g.export());
return { before, after: w.textContent, wants: ex.wants || [], live: g.wants.length }; }""")
if rw.get('err'): FAIL(f"wantlist: {rw['err']}"); return
if 'WANT IT' in rw['before'] and 'ON THE WANTLIST' in rw['after'] and len(rw['wants']) == 1 and rw['live'] == 1:
OK(f"wantlist: ☆→★ through the real card — the save carries {rw['wants'][0]}")
if 'WANT IT' in rw['before'] and 'ON THE WANTLIST' in rw['after'] and len(rw['wants']) == base + 1 and rw['live'] == base + 1:
OK(f"wantlist: ☆→★ through the real card — the save carries {len(rw['wants'])} want(s) "
f"(the seeded hunt + {rw['wants'][-1]})")
else:
FAIL(f"wantlist: want did not take — {rw}")
artist = (rw['wants'][0].get('artist') or rw['wants'][0].get('title') or '').upper()
FAIL(f"wantlist: want did not take — base {base}, {rw}")
# the rumor may pick ANY current want (seeded index over the live list)
artists = [str(w.get('artist') or w.get('title') or '').upper() for w in rw['wants']]
artist = artists[-1]
pg.evaluate("""() => { const p = document.querySelector('.pcdg-panel');
const x = p && p.querySelector('.x'); if (x) x.click();
const o = document.querySelector('.pcdg-out'); if (o) o.click(); }""")
@ -2190,20 +2196,21 @@ def smoke_wantlist_travel(p):
seen.push(s.id);
}
return { rumor: null, tried: seen.length }; }""")
if rr.get('rumor') and artist and artist in rr['rumor']:
if rr.get('rumor') and any(a and a in rr['rumor'] for a in artists):
OK(f"rumor: a keeper muttered after {rr['tried']} shop(s) — {rr['rumor'][:80]}")
else:
FAIL(f"rumor: no keeper named {artist!r} in {rr.get('tried')} open shops — {rr}")
FAIL(f"rumor: no keeper named any of {artists} in {rr.get('tried')} open shops — {rr}")
# (c) buy the wanted sleeve → the want clears itself
r1 = _enter_record_shop(pg)
if r1.get('err'): FAIL(f"wantlist/buy: {r1['err']}"); return
_at_bin(pg)
rb = _dig_buy(pg)
rc = pg.evaluate("() => ({ wants: window.PROCITY.game.wants.length, n: window.PROCITY.game.collection.length })")
if not rb.get('err') and not rb.get('disabled') and rc['wants'] == 0 and rc['n'] >= 1:
OK('wantlist: bought the hunted sleeve — the want cleared itself, the find is in the crate')
if not rb.get('err') and not rb.get('disabled') and rc['wants'] == base and rc['n'] >= 1:
OK('wantlist: bought the hunted sleeve — ITS want cleared itself (the seeded hunt stays), '
'the find is in the crate')
else:
FAIL(f"wantlist/buy: {rb} · after {rc}")
FAIL(f"wantlist/buy: {rb} · after {rc} (want base {base})")
base = pg.evaluate("() => ({ day: window.PROCITY.game.day, cash: window.PROCITY.game.cash, n: window.PROCITY.game.collection.length })")
# (d) travel: another town on the SAME save — the ride costs exactly one day
boot(pg, 'plansrc=osm&town=melbourne')
@ -2357,6 +2364,89 @@ def smoke_godbay(p):
b.close()
def smoke_first_five(p):
"""R35 gate — THE FIRST FIVE MINUTES (charter #7). Legs: (a) a FRESH game arrives with a seeded
first want (parody roster) and the splash names the hunt + the pocket money; (b) the want is
the SAME artist in a second fresh browser (seeded, not random); (c) the beats walk the hustle:
E at a crate '', a buy '', a LIST the send-off; (d) a RETURNING save gets no
tutorial (splash line hidden, no '' on dig); (e) ?game=0 shows no hunt line at all."""
head('GATE R35: THE FIRST FIVE MINUTES — seeded want · splash · beats (+ returning/?game=0 controls)')
ROSTER = {'THE VERANDAHS', 'DEZ & THE UTES', 'MERINO', 'HILLS HOIST', 'THE ESKIES', 'GOON BAG',
'STOBIE POLES', 'THE FIBROS', 'WARATAH', 'THONGS', 'THE CLOTHESLINE', 'GALAH'}
b, pg, errs = new_page(p)
try:
boot(pg, '')
fa = pg.evaluate("""() => { const g = window.PROCITY.game, h = document.getElementById('pc-hunt');
return { wants: g.wants.map(w => w.artist), cash: g.cash,
hunt: h ? { shown: h.style.display !== 'none', text: h.textContent } : null }; }""")
if (len(fa['wants']) == 1 and fa['wants'][0] in ROSTER and fa['hunt'] and fa['hunt']['shown']
and fa['wants'][0] in fa['hunt']['text'] and f"${fa['cash']}" in fa['hunt']['text']):
OK(f"first-five: fresh game hunts {fa['wants'][0]} with ${fa['cash']} — the splash says so")
else:
FAIL(f"first-five: seeded want/splash wrong — {fa}")
# (c) the beats, through the real paths
r0 = _enter_record_shop(pg)
if r0.get('err'): FAIL(f"first-five: {r0['err']}"); return
pg.evaluate("""() => { const g = window.PROCITY.game;
const ex = JSON.parse(g.export()); ex.cash = 5000; ex.savedAt = Date.now(); g.import(JSON.stringify(ex)); }""")
pg.evaluate("() => window.DBG.setSegment(2)")
_at_bin(pg)
pg.evaluate("() => window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyE' }))")
pg.wait_for_timeout(350)
t2 = pg.evaluate("() => (document.getElementById('pc-toast') || {}).textContent || ''")
pg.evaluate("() => { const o = document.querySelector('.pcdg-out'); if (o) o.click(); }")
pg.wait_for_timeout(200)
_at_bin(pg)
rb = _dig_buy(pg)
t3 = pg.evaluate("() => (document.getElementById('pc-toast') || {}).textContent || ''")
rl = pg.evaluate("""() => {
window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyC' }));
const lb = document.querySelector('#pc-crate .pc-crate-row div[title*="GodBay"]');
if (lb) lb.click();
window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyC' }));
return (document.getElementById('pc-toast') || {}).textContent || ''; }""")
if '' in t2 and '' in t3 and 'whole hustle' in rl:
OK('first-five: the beats walked the hustle — ② at the crate, ③ on the buy, the send-off on the ⚖')
else:
FAIL(f"first-five: beats wrong — ②:{('' in t2)} ③:{('' in t3)} send-off:{('whole hustle' in rl)}")
# (d) a returning save gets no tutorial
boot(pg, '')
rd = pg.evaluate("""() => { const h = document.getElementById('pc-hunt');
return { shown: h && h.style.display !== 'none', n: window.PROCITY.game.collection.length,
nl: window.PROCITY.game.listings.length }; }""")
r1 = _enter_record_shop(pg)
if r1.get('err'): FAIL(f"first-five/return: {r1['err']}")
else:
_at_bin(pg)
pg.evaluate("() => window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyE' }))")
pg.wait_for_timeout(350)
tr = pg.evaluate("""() => { const t = document.getElementById('pc-toast');
return { text: t ? t.textContent : '', vis: t ? t.style.opacity : '0' }; }""")
if not rd['shown'] and not ('' in tr['text'] and tr['vis'] == '1'):
OK(f"first-five/return: a save with {rd['n']} find(s)/{rd['nl']} listing(s) gets no tutorial")
else:
FAIL(f"first-five/return: tutorial leaked to a returning save — {rd} {tr}")
# (b) determinism: a second FRESH browser hunts the same artist
b2, pg2, _ = new_page(p)
try:
boot(pg2, '')
w2 = pg2.evaluate("() => window.PROCITY.game.wants.map(w => w.artist)")
if w2 == fa['wants']: OK(f"first-five: a second fresh browser hunts the same {w2[0]} — seeded, not random")
else: FAIL(f"first-five: fresh want differs across browsers — {fa['wants']} vs {w2}")
finally:
b2.close()
# (e) ?game=0 — no hunt line
boot(pg, 'game=0')
g0 = pg.evaluate("""() => { const h = document.getElementById('pc-hunt');
return h ? h.style.display !== 'none' : false; }""")
if not g0: OK('first-five/control: ?game=0 — no hunt, no tutorial')
else: FAIL('first-five/control: game=0 shows the hunt line')
if errs: FAIL(f"first-five: {len(errs)} console error(s); first: {errs[0][:140]}")
else: OK('first-five: 0 console errors')
finally:
b.close()
def smoke_classic_purity(p):
"""R30 gate (c) — ?classic=1 and ?game=0: ZERO Storage-prototype calls (instrumented before any
page script), zero game DOM (B's ids), game null. Default boot is the POSITIVE control (the
@ -2513,6 +2603,7 @@ def main():
smoke_bible(p) # R32 — THE BIBLE (bands · gems · ledger) + per-day scarcity + ?game=0 control
smoke_wantlist_travel(p) # R33 — wantlist · keeper rumor · travel-costs-a-day (+ controls)
smoke_godbay(p) # R34 — GODBAY offline auction (one hammer · bounded · morning paper)
smoke_first_five(p) # R35 — the first five minutes (seeded want · splash · beats + controls)
smoke_tier2(p) # R27 — the kill-the-server gate (charter law #1)
smoke_real_crate(p) # R24 — THE REAL CRATE (per-shop atlas identity · soft fall · no-op off the path)
finally:

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@ -32,6 +32,7 @@
<h1>PROCITY</h1>
<div class="sub">A procedurally generated, walkable 90s-Australian shopping town.
Every door opens. Dig the crates, sell the flips, sleep — the town remembers.</div>
<div class="sub" id="pc-hunt" style="color:#ffd75e;display:none"></div>
<button id="pc-go">walk into town</button>
<div class="seed" id="pc-startseed"></div>
<div class="sub" style="font-size:12px;opacity:.7">WASD move · shift run · mouse look · click a door · E riffle a bin / sell at the counter · C your crate · SLEEP to save · [ ] time · M map</div>
@ -63,6 +64,8 @@ import { loadPedFleet } from './js/citizens/rigs.js'; // [Lane F §3
import { VenueQueue } from './js/citizens/queue.js'; // [Lane F R13] Lane D outdoor gig queue (?gigs=1)
import { preloadManifest, preloadStockPack } from './js/interiors/interiors.js'; // [Lane F] Lane E manifest + Lane C/E stock pack
import { createGame } from './js/world/save.js'; // [Lane F R30] v7 THE SAVE CORE (contract: LANE_F_NOTES §30)
import { ARTISTS } from './js/interiors/dig.js'; // [R35] the parody roster — a fresh game's seeded first want
import { rng, pick } from './js/core/prng.js'; // [R35] seeded first-want draw (runtime stream, fresh key)
main().catch((err) => {
console.error('[procity] init failed:', err);
@ -292,6 +295,40 @@ if (game) {
+ (bootNews.length ? ' · ' + bootNews.join(' · ') : ''), bootNews.length ? 7 : 4);
else if (bootNews.length) hud.showToast(bootNews.join(' · '), 6);
}
// ── [R35 — THE FIRST FIVE MINUTES (charter #7)] ────────────────────────────────────────────────
// A stranger arrives with cash and A WANT, and three toast-beats walk the whole hustle: dig →
// buy → sell-or-list. FRESH games only (day 1, empty crate, empty auction house) — a returning
// save gets its town back, not a tutorial. ?game=0 / ?classic=1 never reach this block. The
// first want is SEEDED (citySeed → the parody roster), so the splash line, the keeper rumors,
// and the tour all point at the same hunt on a given seed — deterministic, gate-checkable.
if (game && game.day === 1 && !game.collection.length && !game.listings.length) {
if (!game.wants.length) game.recordWant({ artist: pick(rng(plan.citySeed, 'firstwant', 0), ARTISTS) });
const hunt = document.getElementById('pc-hunt');
if (hunt && game.wants.length) {
hunt.textContent = `You're hunting ${game.wants[0].artist} — $${game.cash} in your pocket.`;
hunt.style.display = 'block';
}
let stage = 1;
const go = document.getElementById('pc-go');
if (go) go.addEventListener('click', () =>
setTimeout(() => { if (stage === 1) hud.showToast('① find a record shop — walk in, press E at a crate', 7); }, 900),
{ once: true });
window.addEventListener('procity:digOpen', () => {
if (stage === 1) { stage = 2; hud.showToast('② riffle with the wheel · pull a sleeve · mind the guide — BUY', 7); }
});
let n3 = 0;
const offBeats = game.wallet.onChange(() => {
if (stage <= 2 && game.collection.length) {
stage = 3; n3 = game.collection.length;
hud.showToast('③ yours now. Sell it at a counter (E) — or ⚖ LIST it in the crate and SLEEP on it', 8);
} else if (stage === 3 && (game.listings.length || game.collection.length < n3)) {
stage = 4;
hud.showToast('Thats the whole hustle. ☆ want things · keepers gossip · 🚌 towns cost a day. Good digging.', 9);
offBeats();
}
});
}
// [Lane F R9] occupancyOf closure defers to `citizens` (declared just below); only invoked at enter()
// time (door click), long after citizens is initialized — so the forward reference is safe.
const interiorMode = createInteriorMode({ THREE, renderer, camera, plan, fleet, useGLB: !NOASSETS,

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@ -17,8 +17,9 @@ const SLEEVE = [0.31, 0.31, 0.0060]; // w, h, thickness (packed a touc
// 90s-Australian crate genres → sleeve card colour.
const GENRE = [['ROCK', '#7a2a3a'], ['SOUL', '#b0894a'], ['JAZZ', '#2a4a6a'], ['DISCO', '#8a3a7a'],
['COUNTRY', '#6a5a2a'], ['PUNK', '#3a3a3a'], ['REGGAE', '#2a6a4a'], ['POP', '#b05a8a']];
const ARTISTS = ['THE VERANDAHS', 'DEZ & THE UTES', 'MERINO', 'HILLS HOIST', 'THE ESKIES', 'GOON BAG',
'STOBIE POLES', 'THE FIBROS', 'WARATAH', 'THONGS', 'THE CLOTHESLINE', 'GALAH'];
// [R35] exported: the shell seeds a fresh game's FIRST WANT from this roster (THE FIRST FIVE MINUTES).
export const ARTISTS = ['THE VERANDAHS', 'DEZ & THE UTES', 'MERINO', 'HILLS HOIST', 'THE ESKIES', 'GOON BAG',
'STOBIE POLES', 'THE FIBROS', 'WARATAH', 'THONGS', 'THE CLOTHESLINE', 'GALAH'];
const TITLES = ['Sunburnt', 'Back o Bourke', 'Servo at Midnight', 'Long Weekend', 'Tinny',
'Southerly Buster', 'Milk Bar Dreams', 'Cane Toad Blues', 'Ute Muster', 'Arvo'];
const CONDS = ['VG+', 'VG', 'G+', 'NM', 'EX'];

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@ -21,7 +21,7 @@ const CSS = `
#pc-dbg b{color:#ffd75e;font-weight:600}
#pc-dbg .warn{color:#ff9a6a}
#pc-clock{font-size:15px;margin-bottom:3px}
#pc-toast{position:absolute;left:50%;bottom:64px;transform:translateX(-50%);background:rgba(20,16,10,.9);padding:10px 18px;border-radius:10px;font-size:15px;opacity:0;transition:opacity .25s;text-shadow:0 1px 2px #000}
#pc-toast{position:fixed;left:50%;bottom:64px;transform:translateX(-50%);background:rgba(20,16,10,.9);padding:10px 18px;border-radius:10px;font-size:15px;opacity:0;transition:opacity .25s;text-shadow:0 1px 2px #000;z-index:31;max-width:80vw;font:15px/1.4 -apple-system,Segoe UI,Roboto,sans-serif;color:#f4efe6;pointer-events:none}
#pc-help{position:absolute;left:12px;bottom:12px;background:rgba(20,16,10,.5);padding:7px 11px;border-radius:8px;opacity:.85}
#pc-townpick{position:absolute;left:10px;top:10px;pointer-events:auto;opacity:.8;transition:opacity .12s}
#pc-townpick:hover{opacity:1}
@ -67,6 +67,9 @@ export function createHUD({ camera, renderer, plan, getDoorMeshes, onEnterShop }
const $ = (id) => root.querySelector('#' + id);
const elTip = $('pc-tip'), elClock = $('pc-clock'), elFps = $('pc-fps'), elDraws = $('pc-draws'),
elTris = $('pc-tris'), elChunks = $('pc-chunks'), elToast = $('pc-toast');
// [R35] toasts surface in EVERY mode (beats fire inside shops; a SLEEP taken at a counter must
// still show its morning paper) — same body-mount rule as #pc-game, same dispose duty.
document.body.appendChild(elToast);
$('pc-town').textContent = plan.name || '—';
$('pc-seed').textContent = plan.citySeed;
@ -379,6 +382,7 @@ export function createHUD({ camera, renderer, plan, getDoorMeshes, onEnterShop }
renderer.domElement.removeEventListener('click', onClick);
if (onGameKey) removeEventListener('keydown', onGameKey);
if (gameUI && gameUI.wrap) gameUI.wrap.remove(); // [R32] the game surface lives on document.body now
elToast.remove(); // [R35] so does the toast
root.remove();
}