# PROCITY — Round 8 lane instructions (from Fable, integrator) > **⚠ SUPERSEDED by [ROUND9_INSTRUCTIONS.md](ROUND9_INSTRUCTIONS.md) (2026-07-14).** Round 8 is > complete with NO slips — weather, Katoomba, 3 stock packs, buy loop, patronage all live; > v2.0-rc tagged (`9cc00ad`) and pushed. Historical reference only. Date: 2026-07-14 · Written after the Fable round-7 review (`16d4f2b`) and the **v2.0-beta tag** (`4feba02`). You are an Opus 4.8 agent assigned ONE lane (read your session prompt). Read this file, your lane spec, your `-progress.md`, and NOTES addressed to you first. Repo state: everything committed on `main` at `16d4f2b`. `tools/qa.sh --strict` GREEN 5/5 with the flags harness **STRICT**. **The streamed roster is the DEFAULT** (`?roster=v1` is the escape hatch; baseline re-pinned 164 draws / 66k tris; plan goldens frozen at `0x3fa36874` synthetic / `0x34cfdec0` osm-Melbourne). `?stock=real` puts real GODVERSE sleeves in record-shop crates and digs. John is pushing main + v1.0/v1.1/v2.0-alpha/ v2.0-beta to origin. fal balance ~$21.36. ## Theme: catch-up + the town comes alive Round 7 turned the two big keys but **two lanes slipped**: B (weather) and A (osm parity) have no round-7 work. Round 8 is those debts plus the "living town" tier that the flip and the stock pack unlock: - **A and B execute their carried tasks** — B's weather is now also a dependency for D. - **C widens real stock** (book/toy) and gives the dig a working **buy loop v0**. - **D makes crowds react** — weather + shop patronage (peds actually enter shops). - **E feeds packs** and stays the asset kitchen. - **F graduates the new smokes to strict** and tags **`v2.0-rc`**. A slip note (this applies to everyone): a lane that can't finish its round MUST commit a partial + write the cut line in its progress doc before the session ends. Round 7's slips were silent again — the schedule harness (F) catches them at round end, but a one-line "stopped at X because Y" turns a re-derive into a resume. ## Prime law (post-amendment state) Default boot = streamed roster at the re-pinned baseline; plan goldens frozen; everything NEW still lands behind a default-off flag; flags compose; `qa.sh --strict` green at every commit. The flags harness is strict — if your feature leaks into the default path, qa fails and it's yours to fix. ## Integrator decisions (so nobody blocks) 1. **B goes first on weather** (carried R7 brief, unchanged — ROUND7 §Lane B): D's crowd reactions consume `window.PROCITY.weather`, so B1 landing early unblocks D2. If B slips again, D ships patronage only (hours-based) and weather-reaction carries — do not fake a weather source. 2. **Buy loop v0 scope (C)**: in-memory only. Player cash starts at a seeded-per-town float (e.g. $40–60), HUD chip, `onBuy` deducts price + removes the sleeve from the bin + adds to a simple inventory list (I key). NO persistence (no localStorage — a page reload resets; that's fine for v0), no selling, no economy sim. Deterministic world, free-agent player: purchases mutate live room state only, never generation. 3. **Pack expansion (E)**: book spines + toy boxes packs, same pipeline/laws as the record pack (build-time extract, parody-transform, atlas + index, depot publish, provenance). Target ~150–250 items each; reuse C's schema (already proven); C wires shelves. 4. **Patronage v0 scope (D)**: streamed peds occasionally path to an OPEN shop's door, pause, "enter" (despawn with a door-swing tell or fade), re-emerge after seeded dwell. No interior presence (interiors stay player-only this round), no queues. Respect hours (closed shops get no visitors; the openLate video shop gets night traffic). 5. **Audio stays parked** (needs John's sourcing decision — flagging it: one line from John unlocks street ambience + door bell, the V2_IDEAS "greenfield" item). 6. **Tag `v2.0-rc`** (F, end of round) when: weather + patronage + buy-v0 + ≥1 new pack landed and smoke-green, stock/weather smokes graduated strict, qa strict green. Same no-hostage rule: tag what landed, note what slipped. ## Process rules (unchanged) - ONE shared working tree; stage only your files by exact path; options before `--`; `add` new files first; pin a durable lane ref; leave qa GREEN; progress doc + NOTES. - F owns `web/index.html` + `tools/`; document call sites for F. - `procityprogress.txt` / `settings.local.json` stay untracked; `pipeline/_stockpack/` and staging dirs are gitignored — keep build output out of the repo. - Repo `/Users/m3ultra/Documents/procity`; GODVERSE at `~/Documents/dealgod`; dev `:8130`. ## Sequencing ``` B1 (weather, carried) ──────────→ D2 (weather-reactive crowds) ─┐ E1 (book/toy packs) ──→ C2 (wire shelves) ──┐ │ C1 (buy loop v0) ── independent ─────────────┼──→ F1 (strict graduations + new smokes) A1 (osm parity + 2nd town, carried) ─────────┘ └──→ F2 (tag v2.0-rc) D1 (patronage, hours-based) ── independent of B ``` B and E start immediately (both feed others). C1 and D1 need nobody. --- ## Lane A (Citygen) — carried round-7 brief, unchanged Execute ROUND7_INSTRUCTIONS.md §Lane A verbatim. Summary: (1) selfcheck parity for osm plans (full invariant suite runs on both sources; F pins both goldens); (2) a second fixture town (`?plansrc=osm&town=`, checked-in module, zero network, golden pinned — pick a small coastal/regional strip for contrast with inner-Melbourne); (3) the "add a town" recipe in LANE_A_NOTES; (4) importer normalizes real-world data to the contracts (exactly-one openLate etc.) and logs what it changed. This brief has now slipped twice (R7; and R4–R5 for its predecessor). If a full session isn't available, land ANY complete subset with a cut-line note — parity alone is a fine round. **Acceptance**: full selfcheck green on every (source, town); second town boots end-to-end (or a documented cut); goldens pinned; qa green. ## Lane B (Streetscape) — carried round-7 brief: weather Execute ROUND7_INSTRUCTIONS.md §Lane B verbatim. Summary: `?weather=1` — seeded per (citySeed, day) state (clear/overcast/rain) exposed at `window.PROCITY.weather`; rain particles (ONE draw), wet-ground response, matching sky dome from the existing set; wind sway if cheap; ≤300 draws worst view; composes with winmap/night (rain-through-lit-window screenshot); flag-off identical. Tram (`?tram=1`) remains the stretch, only after weather. **New this round**: D consumes `window.PROCITY.weather` (decision #1) — expose it early (even while polishing visuals) and document the shape in LANE_B_NOTES: at minimum `{ state: 'clear'|'overcast'|'rain', intensity: 0..1 }`, stable per day segment. **Acceptance**: as ROUND7 §Lane B, plus the documented `PROCITY.weather` contract; qa green. ## Lane C (Interiors) — buy loop v0 + wire the new packs 1. **C1 — buy loop v0** (decision #2, in the dig, works with parody AND real stock): seeded starting cash → HUD chip (street + interior); pulling the front sleeve and confirming buys it: cash decreases by the sleeve's price, sleeve leaves the bin (bin mesh updates — your batching keeps dug bins addressable, use that), inventory list on I. Broke = can't buy (a "not enough cash" tell). In-memory only; reload resets. Leak/determinism laws: world generation unchanged (purchases are runtime state); dig soak extended to buy 2 items per visit — no leaks, ≤350 draws. 2. **C2 — wire book spines + toy boxes** when E1's packs land: `?stock=real` extends to book/toy shelves through the same stockAdapter path (static shelf stock; digging other shop types is NOT this round). Fail-soft per pack (record pack present but book missing → records real, books parody). 3. Keep the pack schema doc current if E's new packs need any field additions. **Acceptance**: buying works end-to-end in a dig (cash/HUD/inventory/bin-update), soak green with purchases; book+toy shelves show real stock when packs present, fail-soft otherwise; ≤350 draws; qa green. ## Lane D (Citizens) — the crowd comes alive 1. **D1 — shop patronage v0** (decision #4, independent of B): streamed peds occasionally select an OPEN shop within their chunk, path to its door, pause, despawn-with-tell, re-emerge after a seeded dwell. Hours-aware: closed = no visitors; night = the openLate video shop is the only draw. Deterministic per seed+time; budget-neutral (it's the same peds, different paths); leak-free (despawn/respawn through your existing lifecycle). Behind `?patronage=0` OFF-switch — patronage is default-ON for streamed rosters (it's crowd behavior, not a new system; the flags-off baseline may move a hair — coordinate the re-pin with F if draws shift, same protocol as the flip). 2. **D2 — weather reaction** (after B1 exposes `PROCITY.weather`): rain → density drops (~40–60%), walk speed up slightly, more peds choose shop doors (shelter patronage); clear → v1 behavior. Read the contract from LANE_B_NOTES; do not import B's modules. 3. Re-run the roster soak with patronage on (leak-free over the despawn/respawn cycles). **Acceptance**: peds visibly enter/leave open shops day-long and cluster on the video shop at night; deterministic + leak-free + budget-neutral; rain thins and redirects the crowd (or documented as carried if B slips); qa green. ## Lane E (Assets) — pack kitchen 1. **E1 — book spines + toy boxes packs** (decision #3): same pipeline as the record pack (`build_stock_pack.py` — generalize it rather than copying), build-time extract from the GODVERSE datasets (bookgod/toygod per GODVERSE.md), parody-transform, ~150–250 items each, atlas + index to C's schema, depot publish + local stage, provenance in AUDIT.md. Book spines are TALL-thin (different atlas cell aspect) — coordinate the cell geometry with C before baking. 2. **E2 — pack QA**: extend your provenance-drift gate (or add a small check) to validate pack indexes — every entry has atlas+UV in range, price band sane, no empty titles — so a bad bake fails qa instead of rendering blank sleeves. 3. **On-call**: B may want a rain-streak/puddle texture (procedural first, flux_local if truly needed — free); D may want a door-swing tell sprite (same rule). 4. No fal spends (broken-prop clause stands). Audio assets stay parked (decision #5). **Acceptance**: two new packs live (depot + staged), indexes validate in qa, C consumes them; pack-QA gate green; provenance logged; qa green. ## Lane F (Integration) — graduate, marshal, tag 1. **F1 — smoke graduations + additions**: `stock=real` and (when B lands) `weather=1` graduate warn → strict. New smokes at warn: buy-v0 (open dig, buy 1 item, assert cash decreased + bin count dropped, 0 errors), patronage (advance time, assert ≥1 ped despawns at an open shop door over N seconds), book/toy stock (enter book shop with `?stock=real`, assert real spine meshes), 2nd osm town if A lands (pin its golden). 2. **F2 — patronage default-on baseline**: if D1 moves the flags-off draws/tris beyond tolerance, re-pin with the same one-commit protocol as the flip (old values in the message). Plan goldens still frozen. 3. **F3 — tag `v2.0-rc`** (decision #6 criteria; no-hostage rule). Update flags table + runbook; note anything carried. Remind John of unpushed refs if any remain. 4. **Marshal**: B and A are on carried briefs — check for their commits mid-round; if either stalls again, note it in F-progress the moment you see it, not at tag time. **Acceptance**: graduated smokes strict + green; new smokes running at warn; baseline re-pin (if needed) done by protocol; `v2.0-rc` tagged on a green tree; runbook current. --- *— Fable (integrator). The machine is built and strict; this round is about the town feeling inhabited — rain on the awnings, peds ducking into shops, and walking out of a dig with a record you paid for. Commit atomically, pin your refs, leave it green — and if you must stop early, say where and why.*