PROCITY/web/js/world/interior_mode.js
type-two 37773bc81d Lane F R33 (v7.0-beta wave 2): wants on the save · the keeper's rumor · TRAVEL COSTS A DAY
save.js: optional wants:[{artist?|title?|sku?}] on procity-save/1 (validated exact-and-loud,
≥1 string field per entry, cap 40, absent-when-empty — the same back-compat law as pulls).
recordWant (case-insensitive dedupe) / findWant (a want covers an item when every field the
WANT names matches) / removeWant (identity). TRAVEL in adopt(): the adopted save's town !==
this boot's townKey (town OR seed — a new seed is a new town) ⇒ day += 1, traveled = true,
prunePulls — load AND import both pay the fare; same-town adoption is FREE, so reloads and
export→import round trips keep the save-determinism gate's byte equality untouched. The 23
towns are a map you spend days crossing now, not a dropdown.
interior_mode.js: onWant/isWanted seams into dig.open; buying a matching item clears its want
('✓ off the wantlist'). THE RUMOR (charter #6 — the keeper finally gossips): seeded
xmur3('rumor:citySeed:shopId:day') → ~45% of shop entries mutter a hunted want + a real
cached town in the banner. Runtime-only stream, freshly keyed — A's rotation boundary holds;
no game / empty wantlist ⇒ the line never exists. Full persona lines stay D's for the v6
clip epoch; the banner is the keeper's voice until then.
2026-07-20 19:01:40 +10:00

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// 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 { GigCrew } from '../citizens/band.js'; // Lane D — band trio + audience (R12, ?gigs=1)
import { createDig, binSeed } from '../interiors/dig.js'; // Lane C — crate-riffle (v2, gated on ?dig=1)
import { mulberry32, xmur3 } from '../core/prng.js'; // [R33] the rumor roll (seeded, runtime-only)
import { collapseBuyItem } from '../interiors/stockpack.js'; // Lane C — R9 buy-anywhere (book spines / toy boxes)
import { createSell, nearCounter } from '../interiors/sell.js'; // Lane C — R30 sell counter (F owns this hook, §9.4)
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
// [Lane F R13 — debt #1 CLOSED] The gigKey contract is now canonical: a genre's live-bed manifest key IS
// `gig-<genreKey>` (Lane A exports gigKeyFor(); Lane C emits room.audio.gigKey; Lane E named the manifest
// beds gig-pubrock/gig-grunge/gig-covers to match). So the room's gigKey feeds the audio engine DIRECTLY,
// with NO mapping. The R12 `GIG_BED` bridge that rewrote gig-pubrock→pubrock-live is DELETED — and not a
// moment too soon: E renamed pubrock-live→gig-pubrock this round, so the old bridge had become a LIVE BUG
// (it pointed at a manifest key that no longer exists → the band would mime in a silent room). Contract line
// lives in CITY_SPEC §v3. See LANE_F_NOTES §12.
const WALLA_KEY = 'crowd-walla'; // [R13] manifest.ambience — crowd murmur layered under the gig bed while 'on'
// [R33 — THE RUMOR] where a keeper's mutter can point: the repo's real cached towns (display names).
// Flavor + a travel nudge, not a promise — the 90s had no stock lookups, and the town-wide packs mean
// every town CAN surface any hunted record eventually. Full persona lines are D's when the clip work lands.
const RUMOR_TOWNS = ['Katoomba', 'Newtown', 'Fremantle', 'Bendigo', 'Castlemaine'];
// [Lane F R24 §6a] The per-shop stock base for a GODVERSE shop — A's `godverseShopId` → C's per-shop
// pack location (LANE_C_PUB §7.3/§7.5). Exported and used by BOTH the shell's boot preload and the room's
// lookup, deliberately: C's cache identity is the LITERAL (type, base) pair, so if the two sides built
// this string even slightly differently the lookup would miss and a real shop would fall silently to
// parody — a bug that looks exactly like "no stock" and would sail past a covers-render eyeball.
// One function, one string, one cache key. Shops without the field return undefined → town-wide packs.
export function godverseBaseFor(shop) {
const id = shop && shop.godverseShopId;
return id ? `assets/stock_godverse/${id}/` : undefined;
}
// [Lane F R27 §2 — THE TIER-2 READER] Live stock, per C's §8 ruling: direct wire, no lifecycle hook.
// F already holds `currentAdapter` and hands it to `dig.open()` per dig, so a fresh read is picked up by
// the NEXT dig for free. The read is fire-and-forget: if it hasn't landed, hasn't finished, or failed,
// the adapter is simply the tier-1 pack. THE DIG NEVER BLOCKS ON THE NETWORK (charter risk #1).
//
// What it may touch is deliberately tiny, and C's §8.3 is the reason: `items[]` identity and ORDER are
// the pick's stability. So we set `pack.gone` (C picks from the full list and omits after — filtering the
// array instead reshuffles the crate: C measured ONE sale changing 21 other records) and we update
// `price` IN PLACE. We never add, remove, or reorder items[]. Live values are consumed at pick time and
// never persisted — no golden, no seeded stream (charter law #2, the determinism boundary sits here).
const LIVE_TIMEOUT_MS = 1200; // beyond this the shop is tier 1 for this dig; the player never waits
const _liveCache = new Map(); // godverseShopId → { etag, gone:Set, prices:Map } (etag-cached per §4)
let _liveDown = false; // circuit breaker: one failure and we stop asking until reload
async function readLiveStock(base, shop, pack) {
if (_liveDown || !base || !shop.godverseShopId) return null;
const id = shop.godverseShopId;
const ctl = new AbortController();
const timer = setTimeout(() => ctl.abort(), LIVE_TIMEOUT_MS);
try {
const prev = _liveCache.get(id);
const r = await fetch(`${base}/godverse/v1/shop/${id}/stock`,
{ signal: ctl.signal, headers: prev ? { 'If-None-Match': prev.etag } : {} });
if (r.status === 304 && prev) { applyLive(pack, prev); return prev; }
if (!r.ok) return null; // 404 = not a real shop. Tier 1. Silently.
const d = await r.json();
const live = { etag: d.etag, gone: new Set(d.gone || []),
prices: new Map((d.items || []).map((i) => [i.id, i.price])) };
_liveCache.set(id, live);
applyLive(pack, live);
return live;
} catch (e) {
// Dead / unreachable / slow / aborted → tier 1 EXACTLY, and we stop asking. The offline law is not
// a fallback path here, it is the same path: the pack was already complete before we asked.
_liveDown = true;
return null;
} finally { clearTimeout(timer); }
}
function applyLive(pack, live) {
if (!pack) return;
pack.gone = live.gone; // C omits these AFTER the draw (§8.2)
for (const it of (pack.items || [])) { // live price, IN PLACE (§8.3) — no reshuffle
const p = live.prices.get(it.id);
if (p != null) it.price = p;
}
}
export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null, useGLB = false,
dig: digEnabled = false, stockReal = false, wallet = null,
occupancyOf = null, gigState = null, rosterOf = null,
liveBase = null, sourcingOf = null, game = 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 });
// [Lane F R12] Lane D's band trio + audience. Built lazily on the first gig (a town has ONE venue and
// most rooms never see one), disposed with the room like the keepers.
let crew = null;
let crewInfo = null; // { band, crowd } — what actually spawned (F's smokes read this)
let applauded = false; // [R13] one-shot latch: the on→done applause sting has fired for this visit
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 currentStockDay = null; // [R30 §30.3] the day salt for THIS room's stock streams (null = no rotation:
// no game, day 1, or a REAL-sourced crate — real stock never rotates)
let currentRealSourced = false; // [R32] this room's crate is sourcing:'real' — its pulls never expire
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)
let sellCard = null; // [R30 §9.4] Lane C sell card, created lazily on first counter-E (only when the game is on)
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.
// [R30 §9.4 amendment] strictAim skips the proximity fallback. The fallback ignores aim entirely
// (nearest bin within 2.5 m of the CAMERA), so at a counter that sits near a bin it would swallow
// the E and the sell card could never open there. The routing below therefore asks twice: first
// AIMED-only (the contract's "aimed bin → dig"), then — only after the sell trigger has declined —
// the forgiving nearest-bin pick, so imperfect aim at a bin still opens the riffle away from a sale.
function binUnderAim(strictAim = false) {
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;
}
if (strictAim) return null;
// 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)
// [R30 §30.3] the riffle rotates with the day: salt the bin key when this room's stock rotates
// (currentStockDay is null for no-game / day-1 / REAL-sourced crates — those riffle exactly as pre-v7).
const dayTag = currentStockDay != null ? '@d' + currentStockDay : '';
// [R32 scarcity] the PULL key's day tag is broader than the SEED's: a rotating bin is pulled-from
// per (bin, day) even on day 1 (where the seed stays untagged by the day-1 convention), while a
// REAL-sourced crate stays untagged forever — sold means gone, so its pulls never expire. The seed
// input above is UNTOUCHED (A's rotation-boundary law); this tag exists only in the save's ledger.
const pullTag = (game && !currentRealSourced) ? '@d' + game.day : '';
const pullPrefix = `${(currentShop && currentShop.id) ?? '?'}|${key}${pullTag}#`;
dig.open({
seed: binSeed((currentShop && currentShop.seed) || 1, key + dayTag), 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)
gone: game ? game.pullsFor(pullPrefix) : undefined, // [R32] this bin's bought slots stay gone today
// [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).
// [R30 — THE COLLECTION] a successful buy also records the find into game.collection (§30.1 entry
// shape): a dig pull is a 'record' wherever it happens (an opshop bin is still a record crate);
// sku = the pack item id when real/mint, else slotId = the bin's day-salted key + offer index.
// [R32] the find carries its BAND (the sell counter's §9.1 basis) and the pull enters the save's
// ledger — the slot is gone for the rest of the day even if the item is later sold on.
getCash: wallet ? () => wallet.cash() : undefined,
// [R33] the wantlist seams — game-only (undefined ⇒ dig builds zero WANT DOM, classic-pure)
onWant: game ? (o) => game.recordWant({ artist: o && (o.a || o.artist), title: o && (o.t || o.title),
sku: o && o.item && o.item.id != null ? String(o.item.id) : undefined }) : undefined,
isWanted: game ? (o) => !!game.findWant({ artist: o && (o.a || o.artist), title: o && (o.t || o.title),
sku: o && o.item && o.item.id != null ? String(o.item.id) : '' }) : undefined,
onBuy: wallet ? (o) => {
const ok = wallet.buy(o);
if (ok && game) {
const sku = o && o.item && o.item.id != null ? String(o.item.id) : null;
game.recordFind(currentShop, {
type: 'record',
sku: sku ?? undefined,
slotId: sku != null ? undefined : `${key}${dayTag}#${(o && o.i) ?? 0}`,
title: o && (o.t || o.title), artist: o && (o.a || o.artist),
price: (o && o.price) || 0,
band: (o && o.band) || undefined,
});
game.recordPull(pullPrefix + (sku != null ? 'sku:' + sku : String((o && o.i) ?? 0)));
// [R33] the hunt ends when you're holding it: buying a wanted item clears its want
const w = game.findWant({ artist: o && (o.a || o.artist), title: o && (o.t || o.title), sku: sku || '' });
if (w) { game.removeWant(w); flashToast('✓ off the wantlist'); }
}
return ok;
} : 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 })) {
// [R30 — THE COLLECTION] record the find (§30.1): a shelf buy's type is the pack's slot type,
// which is the shop type by construction (SLOT_FOR: book→spine, toy→box — the only shelf packs).
if (game) game.recordFind(currentShop, {
type: currentShop && currentShop.type,
sku: item.id != null ? String(item.id) : undefined,
slotId: item.id != null ? undefined : `shelf#${(best.vStart | 0)}`,
title: item.title, artist: item.artist,
price: item.price || 20,
band: item.price_band || undefined, // [R32] the shelf find carries its band too (§9.1 basis)
});
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');
}
}
// [Lane F R30 — THE SELL ROUTING (C's §9.4, F's held join)] E at the keeper's counter holding items
// this shop trades in → C's sell card. F does both halves of the §9.3 seam, in this order: removal
// via THE GAME API first (identity — removeFind false ⇒ keeper veto, nothing moves, and no credit
// can ever be minted for an item that is not in the collection), then the credit through the SAME
// wallet facade every buy seam uses. C's card never touches game state; this closure is the only
// place a sale moves money or the collection. No game layer ⇒ trySell is a no-op (classic-pure, C §9.5).
function trySell() {
if (!game || !wallet || !current || !currentShop) return false;
if (!nearCounter(current, camera.position)) return false; // §9.4: within SELL_DIST of the bench
if (!sellCard) sellCard = createSell();
if (sellCard.active) return true;
const opened = sellCard.open({
shopType: currentShop.type,
shopName: (current.recipe && current.recipe.label) || currentShop.name,
items: game.collection, // READ-ONLY — sell.js cards a filtered copy (§9.3)
getCash: () => wallet.cash(),
emitters: current.audio && current.audio.emitters,
onSell: (item, offer) => {
if (!game.removeFind(item)) return false; // not in the collection ⇒ veto: card unchanged, $0 moves
wallet.sell(item, offer); // credit rides the proven seam (mirrors wallet.js sell)
return true;
},
onClose: () => window.dispatchEvent(new CustomEvent('procity:sellClose')),
});
if (opened) window.dispatchEvent(new CustomEvent('procity:sellOpen')); // shell releases pointer-lock (dig precedent)
return opened;
}
if (digEnabled || wallet) {
addEventListener('keydown', (e) => {
if (e.code !== 'KeyE' || !current || (dig && dig.active) || (sellCard && sellCard.active)) return;
if (digEnabled) { const bin = binUnderAim(true); if (bin) { openDig(bin); return; } } // AIMED bin → riffle (§9.4 first branch)
if (trySell()) return; // [R30 §9.4] near the counter with ≥1 sellable → the sell card
if (digEnabled) { const bin = binUnderAim(); if (bin) { openDig(bin); return; } } // forgiving nearest-bin (away from a sale)
buyShelfUnderAim(); // else 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.
// [R24 §6a — the per-shop base] A shop that carries A's `godverseShopId` is a REAL shop with its own
// real stock, so it resolves its OWN pack under its OWN base (C's §7.5 seam); everything else keeps
// the town-wide packs, byte-identically. Cache identity is (type, base) since C's R24 fix, so the two
// coexist instead of the per-shop pack silently inheriting the town-wide one (the R23 bug that held
// the tag). Missing atlas → 404 → null → parody: the fail-soft law runs through the SAME path.
// Gated on stockReal, never on the id alone: ?noassets ⇒ stockReal false ⇒ not one byte fetched.
// [R26] NO probe here. R24 preloaded this shop's pack on entry — which meant walking into a keyed
// shop whose type has no atlas fired a fetch that could only 404. The shell now preloads every
// (shop, type) the manifest actually lists, at boot, so by the time a door opens the pack is either
// resolved or was never going to exist; asking again at the door can only ask for the absent one.
// F's own gate caught this leftover the moment the 404 tolerance came out — which is the argument
// for taking tolerances out. Lookup only: a shop with no pack gets null → parody, silently.
const gBase = stockReal ? godverseBaseFor(shop) : undefined;
currentAdapter = stockReal ? makeStockAdapter(getStockPack(shop.type, gBase)) : null;
// [R27 §2] Tier 2, fire-and-forget. ONLY for a real-sourced shop: G's fence 404s a mint shop, and
// asking anyway would be R26's blind probe wearing a server. The manifest already told us which is
// which, so we ask only where an answer exists. No await — the room is already built and complete.
if (stockReal && gBase && liveBase && sourcingOf && sourcingOf(shop.godverseShopId) === 'real') {
const pack = getStockPack(shop.type, gBase);
if (pack) readLiveStock(liveBase, shop, pack);
}
// [Lane F R13 THE DISTRICT] Is THIS shop the venue with a gig on right now? Per-venue query — a town has
// 24 venues, each with its own latch keyed by shop id. Lane C only stamps room.audio.gigKey when we pass
// opts.gig, so pass NULL unless it's really on: a quiet-night venue then builds as a normal interior
// (stage + watch points still there, just nobody on them), the "quiet night" Lane C specced.
const gigOn = !!(gigState && gigState.onOf(shop.id));
const tonight = gigOn ? gigState.gigOf(shop.id) : null;
// [R30 §30.3 — SLEEP=TOMORROW] the day salt for this room's stock pick streams. RUNTIME ONLY (the
// plan never sees day — A verifies the boundary). Null (= no rotation, byte-identical to pre-v7)
// when: no game layer · day 1 (the day-1 convention) · a REAL-sourced crate (the godverse manifest
// says sourcing:'real' — real stock never rotates, it's real). Mint crates and parody stock rotate.
const realSourced = !!(shop.godverseShopId && sourcingOf && sourcingOf(shop.godverseShopId) === 'real');
currentRealSourced = realSourced; // [R32] pull-ledger tagging reads this at dig-open time
currentStockDay = (game && game.day > 1 && !realSourced) ? game.day : null;
current = buildInterior(shop, THREE, { useGLB, stockAdapter: currentAdapter,
stockDay: currentStockDay,
gig: gigOn ? { on: true, genreKey: tonight.genreKey || 'pubrock', gigId: tonight.gigId } : null });
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.
// [R13] While the band is on, the LIVE BED plays over the room's radio: room.audio.gigKey is ALREADY the
// manifest key (gig-<genreKey> — debt #1 closed, no bridge), and the crowd WALLA rides the interior tone
// layer under it (you hear the room, not the fridge hum). Quiet night → the room's own seeded bed.
const ra = current.audio || {};
const gigAudio = gigOn && ra.gigKey ? { musicKey: ra.gigKey, toneKey: WALLA_KEY } : ra;
window.PROCITY.audio && window.PROCITY.audio.playInterior(gigAudio);
applauded = false; // [R13] re-arm the on→done applause sting for this visit
// 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}`,
}));
}
// [Lane F R12 — the gig itself] Lane D's GigCrew at Lane C's poses: a 4-piece on the deck, up to 8/12 at
// the watch points (~⅓ seeded to dance — John's "a bit of both"). D's own spawn caps the crowd at
// watchPoints.length and reuses the gate-protected spawnRig path, so the R10 no-giants gate covers these
// rigs too; E's instrument GLBs ride in via D's instrumentFor seam.
// [Lane F R15 — identity continuity (ledger #3)] pass D's TONIGHT ROSTER so the front crowd slots ARE the
// punters who came in (surge occupants + queue admits, keyed by venue). D fills the rest with seeded
// strangers; an EMPTY roster is byte-identical to R13 (D's law), which is what a fresh/quiet venue gets.
crewInfo = null;
if (gigOn && current.stage && current.watchPoints && current.watchPoints.length) {
if (!crew) crew = new GigCrew({ citySeed: plan.citySeed, fleet });
crewInfo = crew.spawn(current.group, { stage: current.stage, watchPoints: current.watchPoints,
gig: tonight, roster: rosterOf ? rosterOf(shop.id) : [] });
}
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; });
// [R30 §9.4] the sell hint shows only when the player actually HOLDS something this shop trades in
// (type = type, C's fail-closed matcher) — a hint over nothing sellable would advertise a dead E.
const canSell = !!(game && game.collection && game.collection.some((it) => it && it.type === shop.type));
// [R33 — THE RUMOR, charter #6, the keeper finally gossips] Seeded per (citySeed, shop, day): a
// ~45% mutter naming a hunted want + a real town — the reason to ride somewhere tomorrow. Runtime
// stream, freshly keyed: no plan/golden moves (A's boundary). No game / empty wantlist ⇒ silence,
// and the banner line simply doesn't exist (classic-pure by construction).
let rumor = '';
if (game && game.wants && game.wants.length) {
const rr = mulberry32(xmur3(`rumor:${plan.citySeed}:${shop.id}:${game.day}`)() >>> 0);
if (rr() < 0.45) {
const w = game.wants[(rr() * game.wants.length) | 0];
const towns = RUMOR_TOWNS.filter((t) => !(plan.name || '').toLowerCase().includes(t.toLowerCase()));
const town = towns[(rr() * towns.length) | 0] || RUMOR_TOWNS[0];
rumor = ` · 🗣 “${String(w.artist || w.title || w.sku).toUpperCase()}? saw one in ${town} just last week”`;
}
}
banner.textContent = `🚪 ${name || shop.name || 'shop'} — walk out the door or press Esc to leave`
+ (gigOn ? ` · 🎸 ${String(tonight.bandName).toUpperCase()} — LIVE` : '')
+ (hasBins ? ' · E: riffle a record bin' : '')
+ (canSell ? ' · E at the counter: sell' : '')
+ rumor;
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)
if (crew) crew.update(dt); // [R12] Lane D: band strum-sway + crowd stand/dance (seeded phase per member)
// [Lane F R13] applause sting on on→done: crewInfo is non-null only when a gig crew spawned (gigOn at
// enter); when the clock then rolls the gig off (NIGHT→DAWN — the band's last song), the crowd claps
// ONCE. Fail-soft via the house audio law (no-op muted / ?noassets / pre-gesture). applauded guards re-fire.
if (crewInfo && !applauded && gigState && currentShop && !gigState.onOf(currentShop.id)) {
applauded = true;
window.PROCITY.audio && window.PROCITY.audio.playSfx && window.PROCITY.audio.playSfx('applause', { gain: 0.9 });
}
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)
if (sellCard && sellCard.active) sellCard.close(); // [R30] the sell card never outlives the room
keepers.disposeAll(); // Lane D: free the keeper actor(s) before the room
if (crew) { crew.disposeAll(); crewInfo = null; } // [R12] band + crowd out before the room goes
current.dispose();
current = null;
currentShop = null;
currentAdapter = null;
currentStockDay = null;
currentRealSourced = false;
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 crew() { return crew; }, // [R12] Lane D GigCrew (null until a gig has been entered)
get crewInfo() { return crewInfo; }, // [R12] { band, crowd } actually spawned — F's smokes assert on this
get digActive() { return !!(dig && dig.active); }, // [F2] shell reads this to keep pointer-lock/Esc sane while riffling
get sellActive() { return !!(sellCard && sellCard.active); }, // [R30 §9.4] same contract for the sell card
// [R32 — honest-gate surface] the open bin's offers by identity (index/ask/band/sku); null when no
// dig is open. The bible/scarcity gate asserts on THESE, not on how the crate looked.
get digOffers() { return dig && dig.active ? dig.currentOffers() : null; },
// [Lane F R24 — the honest-gate surface, per the vacuous-gate law] What stock is in THIS room, BY
// IDENTITY. R23's #7a could go green on "real covers render" while the room held the generic v2 pack
// and `stock_godverse/` was never fetched — presence, not identity. So the gate needs falsifiables:
// which base the room resolved, how many items, and the actual item ids on the rendered buy meshes
// (C tags those with `buyItems[].item`; a plain sleeve carries only `isStock`, so ids come from the
// buyables and the pack, never from "it looked right"). Null when no room is open.
get stockInfo() {
if (!current || !currentShop) return null;
const base = stockReal ? godverseBaseFor(currentShop) : undefined;
const pack = stockReal ? getStockPack(currentShop.type, base) : null;
const renderedIds = [], renderedTitles = [], texUrls = new Set();
let stockMeshes = 0;
scene.traverse((o) => {
const u = o.userData || {};
if (!u.isStock && !u.buyMesh) return;
stockMeshes++;
if (Array.isArray(u.buyItems)) {
for (const b of u.buyItems) if (b && b.item) {
if (b.item.id != null) renderedIds.push(String(b.item.id));
if (b.item.title) renderedTitles.push(b.item.title);
}
}
// The atlas the GPU is actually sampling. This is the ONLY assertion that survives everything:
// ids are positional slots (`rec_0000`) that BOTH packs reuse, so id equality cannot tell the
// real crate from the generic v2 pack — every atlas id is also a town-pack id (measured R24).
// A texture URL is the file the pixels come from. Falsifiable, and it cannot be faked by a
// pack that merely looks right.
for (const m of (Array.isArray(o.material) ? o.material : [o.material])) {
const src = m && m.map && m.map.image && (m.map.image.src || m.map.image.currentSrc);
if (src) texUrls.add(String(src));
}
});
return {
shopId: currentShop.id,
godverseShopId: currentShop.godverseShopId || null,
name: currentShop.name,
type: currentShop.type,
base: base || null, // null ⇒ the town-wide pack (or no stock at all)
packItems: pack && pack.items ? pack.items.length : 0,
packIds: pack && pack.items ? pack.items.map((i) => String(i.id)) : [],
packTitles: pack && pack.items ? pack.items.map((i) => i.title).filter(Boolean) : [],
stockMeshes,
renderedIds,
renderedTitles,
texUrls: [...texUrls],
};
},
};
}