// PROCITY Lane B — hud.js // The street HUD: crosshair, shop-name tooltip (throttled centre-screen raycast, far = 6m), // time-of-day + seed + live perf readout (renderer.info: draw calls & triangles), and the // door-click → `procity:enterShop` hand-off. Creates its own DOM overlay so index.html stays thin. import * as THREE from 'three'; import { osmTownKeys } from '../citygen/index.js'; // R19 town selector: enumerate OSM fixtures // R21 (v4.0-beta, ledger #2): the real-roads towns come from E's index (web/assets/towns/index.json), so the // list grows with the town pack instead of being edited here. This literal is now only the FAIL-SOFT fallback // — used when the index is missing/unparseable, or under ?noassets (where the shell doesn't fetch town caches // either, so reading the index would be both pointless and against the asset law). Zero errors either way. const REAL_TOWNS_FALLBACK = ['katoomba_real', 'newtown_real', 'fremantle_real', 'bendigo_real', 'castlemaine_real']; const TOWNS_INDEX = 'assets/towns/index.json'; const CSS = ` #pc-hud{position:fixed;inset:0;pointer-events:none;font:13px/1.4 -apple-system,Segoe UI,Roboto,sans-serif;color:#f4efe6;z-index:10} #pc-cross{position:absolute;left:50%;top:50%;width:6px;height:6px;margin:-3px 0 0 -3px;border-radius:50%;background:#fff;opacity:.7;box-shadow:0 0 3px #000} #pc-tip{position:absolute;left:50%;top:calc(50% + 22px);transform:translateX(-50%);background:rgba(20,16,10,.82);padding:6px 12px;border-radius:6px;white-space:nowrap;opacity:0;transition:opacity .12s;text-shadow:0 1px 2px #000} #pc-dbg{position:absolute;right:10px;top:10px;text-align:right;background:rgba(20,16,10,.55);padding:8px 11px;border-radius:8px;min-width:150px} #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-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} #pc-townpick select{background:rgba(20,16,10,.7);color:#f4efe6;border:1px solid rgba(255,215,94,.35);border-radius:8px;padding:5px 9px;font:12px/1.3 -apple-system,Segoe UI,Roboto,sans-serif;max-width:230px;cursor:pointer} #pc-townpick select:focus{outline:1px solid rgba(255,215,94,.6)} `; export function createHUD({ camera, renderer, plan, getDoorMeshes, onEnterShop }) { if (!document.getElementById('pc-hud-style')) { const st = document.createElement('style'); st.id = 'pc-hud-style'; st.textContent = CSS; document.head.appendChild(st); } const root = document.createElement('div'); root.id = 'pc-hud'; root.innerHTML = `
town
seed
fps
draws · tris
chunks
WASD move · shift run · mouse look · click a door · [ ] time · P shot · Esc release
`; document.body.appendChild(root); 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'); $('pc-town').textContent = plan.name || '—'; $('pc-seed').textContent = plan.citySeed; // ── town selector (R19; R21 reads E's towns index) — synthetic + OSM fixtures + real-road towns. // Navigates to the matching URL params, preserving everything else (seed, flags). Lives in the HUD // overlay, so it hides with the HUD for money shots; usable when the pointer is free (Esc). No // index.html seam. The real-town list is built SYNCHRONOUSLY from the fallback (so the picker always // works, including under ?noassets and if the index 404s), then upgraded in place once E's index.json // resolves — which also gives real names, states and shop counts. ── (() => { const sel = $('pc-town-select'); if (!sel) return; const params = new URLSearchParams(location.search); const cur = params.get('plansrc') === 'osm' ? (params.get('town') || '') : ''; const NOASSETS = params.get('noassets') != null && params.get('noassets') !== '0'; const cap = (k) => k.replace(/_real$/, '').replace(/(^|[\s_])\w/g, (c) => c.toUpperCase()).replace(/_/g, ' '); const opt = (key, label) => { const o = document.createElement('option'); o.value = key; o.textContent = label; if (key === cur) o.selected = true; return o; }; const build = (realTowns) => { sel.textContent = ''; sel.appendChild(opt('', '▸ Synthetic — procedural')); for (const k of osmTownKeys().filter((k) => !k.endsWith('_real'))) sel.appendChild(opt(k, `${cap(k)} · OSM fixture`)); for (const t of realTowns) sel.appendChild(opt(t.key, t.label)); if (cur && !Array.from(sel.options).some((o) => o.value === cur)) sel.appendChild(opt(cur, `${cap(cur)} · (current)`)); // unknown current town → still shown }; build(REAL_TOWNS_FALLBACK.map((k) => ({ key: k, label: `${cap(k)} · real roads` }))); sel.onchange = () => { // set once; rebuilding the options below never clears it const v = sel.value, p = new URLSearchParams(location.search); if (!v) { p.delete('plansrc'); p.delete('town'); } else { p.set('plansrc', 'osm'); p.set('town', v); } location.search = p.toString(); // reload into the chosen town }; if (NOASSETS) return; // asset law: no fetch — the fallback list stands fetch(TOWNS_INDEX, { cache: 'force-cache' }) .then((r) => (r.ok ? r.json() : null)) .then((j) => { const towns = j && Array.isArray(j.towns) ? j.towns.filter((t) => t && t.key) : null; if (!towns || !towns.length) return; // keep the fallback, silently build(towns.map((t) => ({ key: t.key, label: `${t.town || cap(t.key)}${t.state ? ', ' + t.state : ''}` + (t.shops != null ? ` · ${t.shops} shops` : '') + (t.roads === false ? ' · marched' : ''), }))); }) .catch(() => {}); // index missing/blocked → fallback stands, zero errors })(); const ray = new THREE.Raycaster(); ray.far = 6; const centre = new THREE.Vector2(0, 0); let hovered = null; // { shopId, name } let frame = 0, fpsAcc = 0, fpsCount = 0, fpsShown = 0; function nearestDoor(rects, point) { let best = null, bd = Infinity; for (const r of rects) { const d = (r.x - point.x) ** 2 + (r.z - point.z) ** 2; if (d < bd) { bd = d; best = r; } } return best; } function raycastDoor() { const meshes = getDoorMeshes ? getDoorMeshes() : []; if (!meshes.length) { hovered = null; return; } ray.setFromCamera(centre, camera); const hits = ray.intersectObjects(meshes, false); if (hits.length) { const h = hits[0]; const rects = h.object.userData.doorRects || []; const door = nearestDoor(rects, h.point); hovered = door ? { shopId: door.shopId, name: door.name, hours: door.hours } : null; } else { hovered = null; } } function update(dt, info) { // fps (smoothed over ~0.4s) fpsAcc += dt; fpsCount++; if (fpsAcc >= 0.4) { fpsShown = Math.round(fpsCount / fpsAcc); fpsAcc = 0; fpsCount = 0; } frame++; if (frame % 6 === 0) raycastDoor(); // tooltip — shows CLOSED (with opening hour) when the shop is shut at the current hour (§3.5) if (hovered) { const h = hovered.hours; const now = window.PROCITY && window.PROCITY.currentHour ? window.PROCITY.currentHour() : null; const closed = h && now != null && !(now >= h[0] && now < h[1]); elTip.textContent = closed ? `🔒 ${hovered.name} — CLOSED · opens ${String(h[0]).padStart(2, '0')}:00` : `🚪 ${hovered.name} — click to enter`; elTip.style.opacity = 1; } else elTip.style.opacity = 0; // debug readout if (info) { if (info.clock) elClock.textContent = `${info.clock.label} ${info.clock.hour}${info.clock.night ? ' 🌙' : ''}`; elFps.textContent = fpsShown; const draws = renderer.info.render.calls, tris = renderer.info.render.triangles; elDraws.innerHTML = draws > 300 ? `${draws}` : draws; elTris.innerHTML = tris > 200000 ? `${(tris / 1000 | 0)}k` : `${(tris / 1000 | 0)}k`; if (info.chunks != null) elChunks.textContent = info.chunks; } } let toastT = 0; function showToast(msg, secs = 2.6) { elToast.textContent = msg; elToast.style.opacity = 1; toastT = secs; } function tickToast(dt) { if (toastT > 0) { toastT -= dt; if (toastT <= 0) elToast.style.opacity = 0; } } // door click → enter shop (only when hovering one) function onClick() { if (hovered && onEnterShop) onEnterShop(hovered.shopId, hovered.name); } renderer.domElement.addEventListener('click', onClick); function setVisible(v) { root.style.display = v ? 'block' : 'none'; } function dispose() { renderer.domElement.removeEventListener('click', onClick); root.remove(); } return { update, tickToast, showToast, setVisible, dispose, getHovered: () => hovered, getFps: () => fpsShown }; }