// PROCITY Lane F — interior_mode.js [integration glue, F-owned] // Bridges Lane B's street shell to Lane C's buildInterior library — this is the wiring behind the // headline "every door opens". Ownership stays clean: Lane B owns the shell + mode machine, Lane C // owns the room, Lane F owns THIS bridge (a separate module so the shell edits are a thin, marked // seam rather than logic sprinkled through B's files). // // Contract (verified against the real landed code, 2026-07-14): // • buildInterior(shop, THREE) → { group(self-lit), spawn:{x,z,ry}, exits:[{x,z,w,toStreet}], // _debug.grid:{W,D,cols,rows,cw,cd,occ,cellOf}, dispose() } // • Room origin = centre, floor y=0. spawn is ~1.5m inside the front door facing −Z into the shop; // the (only) street exit sits at the front wall, same x as spawn. // • occ cells: 0 free · 1 fitting · 2 wall(border). We collide off occ==1 + room bounds, exactly // like Lane C's interior_test.html walk loop, so behaviour matches the tester the room was tuned in. // // The interior renders into its OWN dark THREE.Scene (the street scene is frozen, not disposed — // CITY_SPEC L3 "pause, not dispose"), so returning to the street is instant. import { buildInterior, getStockPack, makeStockAdapter } from '../interiors/interiors.js'; import { KeeperManager } from '../citizens/keepers.js'; // Lane D — shopkeeper behind the counter import { createDig, binSeed } from '../interiors/dig.js'; // Lane C — crate-riffle (v2, gated on ?dig=1) import { collapseBuyItem } from '../interiors/stockpack.js'; // Lane C — R9 buy-anywhere (book spines / toy boxes) const EYE = 1.6; // interior eye height (matches interior_test.html; rooms tuned for it) const RADIUS = 0.30; // player collision radius inside the room const SPEED = 3.2; // interior walk speed (matches the Lane C tester) const ARM_DIST = 2.0; // must step this far from the door before the exit arms (spawn is ~1.5m away) const EXIT_DIST = 1.0; // …then coming back within this distance leaves to the street export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null, useGLB = false, dig: digEnabled = false, stockReal = false, wallet = null, occupancyOf = null }) { const scene = new THREE.Scene(); scene.background = new THREE.Color('#0e0b07'); // Lane D shopkeeper — one per interior, at the counter. With a rig `fleet` (§3.4) the keeper is a // shared GLB actor; without one it's an asset-free placeholder. Either way it greets the player. const keepers = new KeeperManager({ camera, citySeed: plan.citySeed, fleet }); let current = null; // active Lane C interior handle let currentShop = null; // the shop record for the active interior (dig per-bin seeding) let currentAdapter = null; // [F2 §stock] ?stock=real stockAdapter for this shop (null → parody fallback) let doorReturn = null; // { x, y, z, ry } on the street to restore on exit let exitArmed = false; // disarmed at spawn (spawn sits by the door); arms once player steps inside let dig = null; // [F2] Lane C crate-riffle instance, created lazily on first use (only if ?dig=1) const _fwd = new THREE.Vector3(); const _right = new THREE.Vector3(); const _up = new THREE.Vector3(0, 1, 0); const _digRay = new THREE.Raycaster(); // [Lane F §F2] crate-riffle wiring (v2, ?dig=1). Lane C ships dig.js + gates the flag; F owns the // in-game *input/mode* hook (its LANE_C_NOTES contract) — the same consumer pattern as Lane C's // interior_test.html: aim at a record bin, press E → open the riffle, which owns the frame + cursor // (pointer must be UNLOCKED — the shell handles that on procity:digOpen). Flag off ⇒ none of this runs. function binUnderAim() { if (!current) return null; const bins = []; current.group.traverse((o) => { if (o.userData && o.userData.kind === 'bin') bins.push(o); }); if (!bins.length) return null; _digRay.setFromCamera({ x: 0, y: 0 }, camera); // crosshair-centre ray const hit = _digRay.intersectObjects(bins, true)[0]; if (hit && hit.distance < 3.2) { let o = hit.object; while (o && !(o.userData && o.userData.kind === 'bin')) o = o.parent; return o; } // Fallback (matches Lane C's interior_test.html): nearest bin within reach. Uses the bin GROUP's // world position, so it works even before the bin's GLB mesh has finished loading (async) and is // forgiving of imperfect aim — stand next to a bin, press E. const cp = camera.position, wp = new THREE.Vector3(); let best = null, bd = 2.5; for (const b of bins) { b.getWorldPosition(wp); const d = wp.distanceTo(cp); if (d < bd) { bd = d; best = b; } } return best; } function openDig(bin) { if (!dig) dig = createDig(THREE, renderer); if (dig.active) return; const p = new THREE.Vector3(); bin.getWorldPosition(p); const key = Math.round(p.x * 100) + '_' + Math.round(p.z * 100); // stable per-bin key (deterministic pos) dig.open({ seed: binSeed((currentShop && currentShop.seed) || 1, key), count: 16, shopName: (current && current.recipe && current.recipe.label) || (currentShop && currentShop.name), shop: currentShop, stockAdapter: currentAdapter, // [F2 §stock=real] real covers in the riffle (null → parody) // [F R8 — Lane C buy loop v0] bind the session wallet so pulling a sleeve deducts cash + banks it. // dig removes the pulled sleeve from the bin; onBuy returns false when broke (no state change). getCash: wallet ? () => wallet.cash() : undefined, onBuy: wallet ? (item) => wallet.buy(item) : undefined, onClose: () => window.dispatchEvent(new CustomEvent('procity:digClose')), }); window.dispatchEvent(new CustomEvent('procity:digOpen')); // shell releases pointer-lock for the cursor } // [F R9 — Lane C buy-anywhere] E aimed at a book spine / toy box shelf (userData.buyMesh) buys the // nearest item over the same wallet: collapse the quad in place + bank it. Parody stock has no buyMesh // → no-op ("not for sale"). Records keep the dig. Reuses collapseBuyItem (Lane C stockpack export). const _buyRay = new THREE.Raycaster(), _lp = new THREE.Vector3(); function buyShelfUnderAim() { if (!wallet || !current) return; const meshes = []; current.group.traverse((o) => { if (o.userData && o.userData.buyMesh && o.userData.buyItems && o.userData.buyItems.length) meshes.push(o); }); if (!meshes.length) return; _buyRay.setFromCamera({ x: 0, y: 0 }, camera); const hit = _buyRay.intersectObjects(meshes, false)[0]; if (!hit || hit.distance > 3.0) return; const mesh = hit.object; _lp.copy(hit.point); mesh.worldToLocal(_lp); let best = null, bd = Infinity; for (const it of mesh.userData.buyItems) { if (it.sold) continue; const d = (it.center.x - _lp.x) ** 2 + (it.center.y - _lp.y) ** 2 + (it.center.z - _lp.z) ** 2; if (d < bd) { bd = d; best = it; } } if (!best) return; const item = best.item || {}; if (wallet.buy({ title: item.title, artist: item.artist, price: item.price || 20 })) { collapseBuyItem(mesh, best); // zero-area the bought quad in place flashToast(`SOLD — ${item.title || 'item'} · $${item.price || 20} · $${wallet.cash()} left`); } else { flashToast('not enough cash'); } } if (digEnabled || wallet) { addEventListener('keydown', (e) => { if (e.code !== 'KeyE' || !current || (dig && dig.active)) return; if (digEnabled) { const bin = binUnderAim(); if (bin) { openDig(bin); return; } } // bin → riffle buyShelfUnderAim(); // shelf → buy }); } // a small unobtrusive banner (F-owned; the street HUD is hidden in interior mode) const banner = document.createElement('div'); banner.style.cssText = 'position:fixed;left:50%;top:14px;transform:translateX(-50%);z-index:20;display:none;' + 'background:rgba(20,16,10,.82);color:#f4efe6;padding:8px 16px;border-radius:8px;' + 'font:14px/1.3 -apple-system,Segoe UI,Roboto,sans-serif;text-shadow:0 1px 2px #000;pointer-events:none'; document.body.appendChild(banner); // [F R9] transient buy-feedback toast (shelf-buy). Separate from the persistent banner. const toast = document.createElement('div'); toast.style.cssText = 'position:fixed;left:50%;bottom:60px;transform:translateX(-50%);z-index:21;display:none;' + 'background:rgba(14,28,18,.92);color:#8fffb0;padding:8px 16px;border-radius:8px;' + 'font:600 14px -apple-system,Segoe UI,Roboto,sans-serif;text-shadow:0 1px 2px #000;pointer-events:none'; document.body.appendChild(toast); let _toastT = 0; function flashToast(msg) { toast.textContent = msg; toast.style.display = 'block'; _toastT = 1.6; } // interior-grid collision — mirrors interior_test.html walkable(): room bounds + occ==1 fittings. function walkable(x, z) { const g = current._debug.grid; if (Math.abs(x) > g.W / 2 - RADIUS || Math.abs(z) > g.D / 2 - RADIUS) return false; for (const [ox, oz] of [[RADIUS, 0], [-RADIUS, 0], [0, RADIUS], [0, -RADIUS]]) { const [cx, cz] = g.cellOf(x + ox, z + oz); if (g.occ[cz * g.cols + cx] === 1) return false; // walls are handled by the bounds clamp } return true; } function nearestExitDist(px, pz) { let best = Infinity; for (const e of current.exits) { if (e.toStreet === false) continue; const d = Math.hypot(px - e.x, pz - e.z); if (d < best) best = d; } return best; } // enter: build the room, show it, drop the player just inside the door. Returns the Lane C handle. function enter(shop, name) { if (current) exit(); // never stack interiors // [F2 §stock=real] real GODVERSE sleeves in this shop's crates. makeStockAdapter(null) → null → // Lane C fails soft to the parody canvas, so a missing/unpreloaded pack just shows placeholders. currentAdapter = stockReal ? makeStockAdapter(getStockPack(shop.type)) : null; current = buildInterior(shop, THREE, { useGLB, stockAdapter: currentAdapter }); // static room sleeves currentShop = shop; scene.add(current.group); // [Lane F R11 audio] fade in this room's seeded bed (Lane C room.audio {musicKey,toneKey} → Lane B engine). // Guarded + no-op when muted / ?noassets / pre-gesture / engine still async-loading — silent-and-happy. window.PROCITY.audio && window.PROCITY.audio.playInterior(current.audio); // Lane D keeper at the counter — Lane C tags the stand pose on the counter interactable const counter = current.places.find((p) => p.userData && p.userData.keeperStand); if (counter) { const st = counter.userData.keeperStand; keepers.spawn(current.group, { x: st.x, z: st.z, ry: st.ry, shopId: shop.id, type: shop.type }); } // [F R9 — interior presence, C→D→F seam] browser rigs at C's browse points, one per patronage // occupant, capped at 3 (≤3 points). D owns occupancy truth + the rig (KeeperManager browse pose, // ~1 draw, no player-greet); F reads occupancy and places them. Freed with the room by exit()'s // keepers.disposeAll(). occupants[i].pedIndex → the exact ped who ducked in off the street. if (occupancyOf && current.browsePoints && current.browsePoints.length) { const occ = occupancyOf(shop.id) || { count: 0, occupants: [] }; const pts = current.browsePoints.slice(0, Math.min(occ.count | 0, 3)); pts.forEach((pt, i) => keepers.spawn(current.group, { x: pt.x, z: pt.z, ry: pt.ry, shopId: shop.id, browse: true, pedIndex: occ.occupants && occ.occupants[i] ? occ.occupants[i].pedIndex : null, seedKey: `${shop.id}#${i}`, })); } doorReturn = { x: camera.position.x, y: camera.position.y, z: camera.position.z, ry: camera.rotation.y }; camera.position.set(current.spawn.x, EYE, current.spawn.z); camera.rotation.set(0, current.spawn.ry, 0, 'YXZ'); // PointerLockControls re-reads this on next mouse move exitArmed = false; let hasBins = false; if (digEnabled) current.group.traverse((o) => { if (o.userData && o.userData.kind === 'bin') hasBins = true; }); banner.textContent = `🚪 ${name || shop.name || 'shop'} — walk out the door or press Esc to leave` + (hasBins ? ' · E: riffle a record bin' : ''); banner.style.display = 'block'; return current; } // update: walk + render the interior. Returns true once the player reaches a street exit // (the shell then calls exit() + setMode('street') — update never disposes on its own). function update(dt, keys) { if (!current) return false; if (_toastT > 0) { _toastT -= dt; if (_toastT <= 0) toast.style.display = 'none'; } // [R9] buy toast decay // [F2] riffling: the dig owns the whole frame (its own scene/camera + cursor input). No interior // walk, no exit check — the player is "in the crate" until they close it (Esc / WALK OUT button). if (dig && dig.active) { if (dig.update) dig.update(dt); renderer.autoClear = true; renderer.info.reset(); // autoReset is off (shell owns it for the composer); reset per interior frame renderer.render(dig.scene, dig.camera); return false; } const f = (keys.has('KeyW') || keys.has('ArrowUp') ? 1 : 0) - (keys.has('KeyS') || keys.has('ArrowDown') ? 1 : 0); const s = (keys.has('KeyD') || keys.has('ArrowRight') ? 1 : 0) - (keys.has('KeyA') || keys.has('ArrowLeft') ? 1 : 0); if (f || s) { camera.getWorldDirection(_fwd); _fwd.y = 0; _fwd.normalize(); _right.crossVectors(_fwd, _up).normalize(); const dx = _fwd.x * f + _right.x * s, dz = _fwd.z * f + _right.z * s; const len = Math.hypot(dx, dz) || 1; const step = SPEED * dt; const nx = (dx / len) * step, nz = (dz / len) * step; const p = camera.position; if (walkable(p.x + nx, p.z)) p.x += nx; // per-axis → slide along walls/fittings if (walkable(p.x, p.z + nz)) p.z += nz; p.y = EYE; } keepers.update(dt); // Lane D: keeper idle + turn-to-greet (playerPos defaults to the camera) renderer.autoClear = true; // the composer may have left autoClear=false; force a clean interior frame renderer.info.reset(); // autoReset is off (shell owns it for the composer); reset per interior frame so // renderer.info.render.calls reports THIS frame's draws (HUD + the ≤350 room gate) renderer.render(scene, camera); const de = nearestExitDist(camera.position.x, camera.position.z); if (!exitArmed && de > ARM_DIST) exitArmed = true; return exitArmed && de < EXIT_DIST; } // exit: dispose the room (frees GPU + removes group), restore the player to the street door. function exit() { if (!current) return; window.PROCITY.audio && window.PROCITY.audio.stopInterior(); // [Lane F R11 audio] fade the interior bed out (0.7s) if (dig && dig.active) dig.close(); // [F2] close an open riffle before leaving (frees its per-open GPU) keepers.disposeAll(); // Lane D: free the keeper actor(s) before the room current.dispose(); current = null; currentShop = null; currentAdapter = null; banner.style.display = 'none'; toast.style.display = 'none'; _toastT = 0; if (doorReturn) { camera.position.set(doorReturn.x, doorReturn.y, doorReturn.z); camera.rotation.set(0, doorReturn.ry, 0, 'YXZ'); } } return { enter, update, exit, scene, keepers, get active() { return !!current; }, get current() { return current; }, get digActive() { return !!(dig && dig.active); }, // [F2] shell reads this to keep pointer-lock/Esc sane while riffling }; }