// 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)} #pc-game{position:absolute;right:10px;bottom:12px;display:flex;flex-direction:column;align-items:flex-end;gap:8px} #pc-gamebar{background:rgba(20,16,10,.72);padding:6px 10px;border-radius:10px;display:flex;gap:10px;align-items:center;pointer-events:auto;text-shadow:0 1px 2px #000} #pc-gamebar b{color:#ffd75e;font-weight:600} #pc-gamebar button{background:rgba(20,16,10,.7);color:#f4efe6;border:1px solid rgba(255,215,94,.35);border-radius:8px;padding:4px 10px;font:12px/1.3 -apple-system,Segoe UI,Roboto,sans-serif;cursor:pointer} #pc-gamebar button:hover{border-color:rgba(255,215,94,.7);color:#ffd75e} #pc-crate{width:344px;max-height:min(58vh,470px);overflow-y:auto;background:rgba(20,16,10,.93);border:1px solid rgba(255,215,94,.35);border-radius:12px;padding:10px 12px;pointer-events:auto;display:none} #pc-crate h3{font-size:13px;color:#ffd75e;margin:0 0 6px;font-weight:600;letter-spacing:.04em} .pc-crate-row{display:flex;gap:9px;align-items:center;padding:5px 0;border-top:1px solid rgba(255,244,230,.08)} .pc-thumb{width:44px;height:44px;flex:none;border-radius:4px;background-color:#3a3128;background-repeat:no-repeat;display:flex;align-items:center;justify-content:center;color:rgba(255,244,230,.55);font-size:17px;box-shadow:0 1px 3px rgba(0,0,0,.5)} .pc-crate-main{min-width:0} .pc-crate-title{font-weight:600;white-space:nowrap;overflow:hidden;text-overflow:ellipsis} .pc-crate-artist{opacity:.8;white-space:nowrap;overflow:hidden;text-overflow:ellipsis} .pc-crate-meta{font-size:11px;opacity:.62} .pc-crate-empty{opacity:.7;padding:4px 0 2px} `; 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 ? ` · ${t.shops} shops` : '') + (t.roads === false ? ' · marched' : ''), }))); }) .catch(() => {}); // index missing/blocked → fallback stands, zero errors })(); // ── v7 THE GAME (R30, ledger #4): the collection panel + the SLEEP surface + day/cash readout. // Built LAZILY on the first update() frame that sees a truthy `window.PROCITY.game` — the shell // constructs the game layer AFTER the HUD, and under ?classic=1 / ?game=0 it is null forever, so // NONE of this DOM (bar, panel, KeyC listener, help-line suffix) ever exists on those boots: the // R19 selector's construction-gating, applied to the game (the classic-pure law, ledger #5's gate // measures it). Consumes ONLY the LANE_F_NOTES §30.1 contract: day / cash / collection (read-only // — this UI never mutates it) / sleep(). Cover thumbs resolve the entry's sku against its pack // index (per-shop godverse base when godverseShopId is set, else the town-wide base) — fail-soft: // missing pack / unknown sku / remote atlas / ?noassets ⇒ the type-glyph placeholder stands, // zero errors (the R21 towns-index discipline). Parody finds (slotId, no sku) have no thumb by // design (§30.4). ── let gameUI = null; // built once; null forever when the game layer is absent let onGameKey = null; // KeyC crate toggle — registered only when the game UI exists const shopById = new Map((plan.shops || []).map((s) => [s.id, s])); const GAME_NOASSETS = (() => { try { const v = new URLSearchParams(location.search).get('noassets'); return v != null && v !== '0'; } catch { return false; } })(); const TYPE_GLYPH = { record: '♪', book: '¶', toy: '✦' }; const _packIdx = new Map(); // `${base}|${type}` → Promise — B's own read-only cache function packIndexFor(entry) { if (GAME_NOASSETS || !entry || !entry.sku || !entry.type) return Promise.resolve(null); const base = entry.godverseShopId != null ? `assets/stock_godverse/${entry.godverseShopId}/` : 'assets/models/'; const key = base + '|' + entry.type; if (!_packIdx.has(key)) _packIdx.set(key, fetch(`${base}stock_${entry.type}_index.json`).then((r) => (r.ok ? r.json() : null)).catch(() => null)); return _packIdx.get(key).then((idx) => (idx && Array.isArray(idx.items) ? { idx, base } : null)); } function applyThumb(el, entry) { packIndexFor(entry).then((p) => { if (!p || !el.isConnected) return; const it = p.idx.items.find((i) => i && String(i.id) === entry.sku); if (!it || !it.atlas || !Array.isArray(it.uv) || /^depot:|^https?:/.test(it.atlas)) return; const [u0, v0, u1, v1] = it.uv, du = u1 - u0, dv = v1 - v0; if (!(du > 0) || !(dv > 0)) return; el.textContent = ''; // atlas crop via CSS background — uv origin is top-left (image-natural), same as CSS el.style.backgroundImage = `url("${p.base + it.atlas}")`; el.style.backgroundSize = `${100 / du}% ${100 / dv}%`; el.style.backgroundPosition = `${du < 1 ? (u0 / (1 - du)) * 100 : 0}% ${dv < 1 ? (v0 / (1 - dv)) * 100 : 0}%`; }); } // where the find happened: this boot's town → the shop's name off the plan; another town's find → // the town part of its townKey (`plansrc/town@seed`) — honest, never guessed. function foundAt(entry, game) { if (entry.townKey === game.townKey) { const s = shopById.get(entry.shopId); if (s && s.name) return s.name; } const m = /^[^/]+\/([^@]+)@/.exec(entry.townKey || ''); return m ? m[1].replace(/_/g, ' ') : '?'; } function buildGameUI(game) { const wrap = document.createElement('div'); wrap.id = 'pc-game'; const panel = document.createElement('div'); panel.id = 'pc-crate'; const bar = document.createElement('div'); bar.id = 'pc-gamebar'; bar.innerHTML = `day · $ `; wrap.append(panel, bar); root.appendChild(wrap); const elDay = bar.querySelector('#pc-day'), elCash = bar.querySelector('#pc-cash'), btnCrate = bar.querySelector('#pc-crate-btn'), btnSleep = bar.querySelector('#pc-sleep-btn'); let shownDay = null, shownCash = null, shownCount = null, open = false; function rebuildList() { const col = game.collection || []; panel.textContent = ''; const h = document.createElement('h3'); const spent = col.reduce((a, e) => a + (e.pricePaid || 0), 0); h.textContent = `THE CRATE — ${col.length} find${col.length === 1 ? '' : 's'} · $${spent} spent`; panel.appendChild(h); if (!col.length) { const d = document.createElement('div'); d.className = 'pc-crate-empty'; d.textContent = 'Empty — go dig.'; panel.appendChild(d); return; } for (let i = col.length - 1; i >= 0; i--) { // newest find first const e = col[i]; const row = document.createElement('div'); row.className = 'pc-crate-row'; const th = document.createElement('div'); th.className = 'pc-thumb'; th.textContent = TYPE_GLYPH[e.type] || '♦'; applyThumb(th, e); const main = document.createElement('div'); main.className = 'pc-crate-main'; const t = document.createElement('div'); t.className = 'pc-crate-title'; t.textContent = e.title || e.sku || e.slotId || 'unknown'; // C's fallback rule (§30.1) const a = document.createElement('div'); a.className = 'pc-crate-artist'; a.textContent = e.artist || ''; const meta = document.createElement('div'); meta.className = 'pc-crate-meta'; meta.textContent = `paid $${e.pricePaid} · ${foundAt(e, game)} · day ${e.dayFound}`; main.append(t, a, meta); row.append(th, main); panel.appendChild(row); } } function setOpen(v) { open = v; panel.style.display = v ? 'block' : 'none'; if (v) { shownCount = (game.collection || []).length; rebuildList(); } } btnCrate.onclick = () => setOpen(!open); // SLEEP — enabled any time (alpha; home-base gating is beta). The shell's onDay hook owns the // wake toast; the HUD just refreshes its readouts off the contract getters. btnSleep.onclick = () => { try { game.sleep(); } catch (err) { console.warn('[hud] sleep failed:', err); } refresh(); }; function refresh() { const col = game.collection || []; if (game.day !== shownDay) { shownDay = game.day; elDay.textContent = shownDay; } if (game.cash !== shownCash) { shownCash = game.cash; elCash.textContent = shownCash; } if (col.length !== shownCount) { shownCount = col.length; btnCrate.textContent = `CRATE ${shownCount}`; if (open) rebuildList(); } } refresh(); onGameKey = (e) => { // C toggles the crate on the street (not inside a shop — E/dig territory) if (e.code !== 'KeyC') return; const P = window.PROCITY; if (P && P.mode === 'interior') return; setOpen(!open); }; addEventListener('keydown', onGameKey); const help = root.querySelector('#pc-help'); if (help) help.textContent += ' · C crate'; return { refresh }; } 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(); // v7 game surface — lazy construction (the shell builds the game after the HUD; null under // ?classic=1 / ?game=0 ⇒ this never fires), then cheap getter polls offset from the raycast frames. if (!gameUI) { if (frame % 30 === 0) { const g = window.PROCITY && window.PROCITY.game; if (g) gameUI = buildGameUI(g); } } else if (frame % 6 === 3) gameUI.refresh(); // 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); if (onGameKey) removeEventListener('keydown', onGameKey); root.remove(); } return { update, tickToast, showToast, setVisible, dispose, getHovered: () => hovered, getFps: () => fpsShown }; }