PROCITY/C-progress.md
m3ultra 05e020e3b8 Lane C: round-12 pub venue — archetype + watchPoints + audio.gigKey (?gigs=1)
v3.0-alpha band room. New pub recipe (venue:true): stage + PA + amps at the back wall (new stage/paSpeaker/ampStack fittings, GLB slots stage/pa_speaker/amp for E), bar counter (keeper), sticky carpet, blocked back door = green room.

buildInterior returns for venues: room.watchPoints[] (6-8 seeded audience poses {x,z,ry,dance} facing the stage, dance ~1/3, counter.stand ry convention); room.stage {x,z,w,d,deckY,frontZ,bandPoses[3]} for Lane D's band; room.audio.gigKey ('gig-'+genreKey) set when Lane F passes opts.gig.

Flags-off byte-identical: venue code runs only for recipe.venue on its own seed sub-streams; non-pub rooms have watchPoints:[], stage:null, unchanged placement/audio.

Verified: 40-seed pub sweep (0 throws/carves/path-fails, 8 watchPoints, dance 0.38) + 60-room mixed soak (0 det/path fails, leak geo0/tex0, worst 19ms). Non-pub unchanged. Interface for D/F: docs/LANES/LANE_C_PUB.md. scaffold + manifest green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 18:59:48 +10:00

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# LANE C — INTERIORS · progress (PROCITY-C)
*Status: **v1 complete & verified**. Standalone interiors library + test page. Every shop door opens
into a unique, seeded, themed interior, generated on demand in ~4ms, byte-identical every revisit.*
Last updated: 2026-07-15 (round 12) · owner: PROCITY-C · reviewer: Fable
---
## Update 2026-07-15 (round 12, v3.0-alpha) — the pub venue: archetype + watchPoints
R12 §Lane C (venues & gigs, behind `?gigs=1`). Interface published in
[docs/LANES/LANE_C_PUB.md](docs/LANES/LANE_C_PUB.md) — the "publish interface first" deliverable D/F build on.
- **`pub` archetype** (`theme.js`, `venue:true`): low **stage** + PA cabinets + amps at the back wall (new
`stage`/`paSpeaker`/`ampStack` fittings, GLB slots `stage`/`pa_speaker`/`amp` for E), bar counter (`corner`
— the barkeep is just a keeper), sticky-carpet floor, the blocked back doorway = the green room.
- **`room.watchPoints[]`** — 68 seeded audience floor poses `{x,z,ry,dance,slotIndex}` facing the stage
centre (`counter.stand` ry convention). `dance` seeded **~⅓ true** (John: "a bit of both"). Walkable,
reachable, clear of keeper/browse/stage. **`room.stage`** = `{x,z,w,d,deckY,frontZ,bandPoses[3]}` so D
drops the band on the deck.
- **`room.audio.gigKey`** — F passes `opts.gig` (gig state); a gig-on pub returns `gigKey='gig-'+genreKey`
(`gig-pubrock` for the alpha), else a quiet-night interior. F prefers gigKey over musicKey. (→ E: name the
live bed `gig-pubrock`.)
- **Flags-off byte-identical**: venue code runs only for `recipe.venue`, on its own `stage`/`watch` sub-
streams — non-pub rooms have `watchPoints:[]`, `stage:null`, unchanged audio + placement.
- Verified: 40-seed pub sweep — 0 throws · **0 carves** (PA `areaFree`-guarded off the counter strip) · 0
path-fails · 8 watchPoints each · dance 0.38. 60-room mixed soak (incl. pub) — 0 throws/det/path fails,
**leak geo0/tex0**, worst 19 ms. Non-pub rooms confirmed unchanged.
---
## Update 2026-07-15 (round 11, audio) — `room.audio` contract
R11 §Lane C ("one contract answer"). **Confirmed** Fable's proposal: `buildInterior` now returns
`room.audio = { musicKey, toneKey }`, seeded per shop — F's interior_mode plays it, B's audio.js
resolves the keys. Full contract + F wiring recipe: [docs/LANES/LANE_C_AUDIO.md](docs/LANES/LANE_C_AUDIO.md).
- `toneKey` → a `manifest.audio.ambience` interior room-tone (always set); `musicKey` → a
`manifest.audio.music` bed, or **null** (no music). Keys, not files — buildInterior stays synchronous
and asset-free; silence on missing/`?mute=1`/`?noassets=1` (house audio law).
- Maps mirror the manifest's per-type `types` arrays (one source of truth): record/milkbar/video/dept/
arcade always play their bed; opshop/book/toy/pawn/stall are room-tone-only, except a seeded ~1-in-3
keeps a general radio on (the `general`-tagged milk-bar bed).
- Verified (9 types × 8 seeds): 0 bad keys, 0 nondeterminism, every key resolves + matches manifest
`types` membership; deterministic per shop. `qa.sh --strict` green.
- Optional visual-source prop (`userData.audioEmitter`) deferred to v2.2 (in the note) — out of round scope.
---
## Update 2026-07-15 (round 9) — ship v2.0: browse points (C→D→F seam) + buy-anywhere
Round-9 §Lane C. The round hangs off C1 (two lanes build on it), so it shipped first as a handshake +
working code; C2 widens buying beyond the dig.
**C1 — browse points (the round's one cross-lane seam).** `layout.js placeBrowsePoints()` exposes
`room.browsePoints[]` — 13 deterministic floor poses in front of browsable fittings, facing the goods,
where Lane D stands browser rigs (F wires occupancy → points). Same coord frame + `ry` convention as
`counter.stand`, so D's fleet clones drop straight in. Pure data — **no meshes, no draws**; the ≤350 law
is untouched by C1. Guarantees (all asserted headless): walkable (occ-free, not reserved), reachable from
spawn (the door→counter flood-fill), ≥0.6 m apart + clear of the keeper stand, deterministic per
`shop.seed`, ≥1 point in every archetype that has a browsable fitting. A rich candidate ring (4 sides × 2
gaps + diagonals) + a nearest-free-cell fallback covers tight/mismatched rooms. Interface published in
[LANE_C_NOTES.md](docs/LANES/LANE_C_NOTES.md) **before** code (decision #1 half-day handshake) → committed
first so D/F unblock. Validated: **180 type×archetype×seed combos → 0 empties** (177×3 pts, 3×1 via
fallback), determinism 0 fails, min-sep 0.7 m, 0 keeper clashes. Test page: cyan browse-post markers on the
`path` overlay + a HUD count.
**C2 — buy-anywhere (decision #2).** Book spines + toy boxes get pull-and-buy over the **same wallet**;
records keep the deep dig. New `stockpack.buildBuyableShelf()` builds each real shelf as merged,
per-item-**addressable** meshes — one mesh per atlas (all covers on a shelf drawn from a single seeded
atlas → **one draw/shelf**), tagged `noBatch` so `batch.js` leaves them intact. Aiming a spine/box raises a
pull card (title / author-or-maker / $price / band from the pack index); BUY debits the wallet, adds to
inventory, and `collapseBuyItem()` zero-areas that item's quad in place (**removed from the shelf**, one
draw, no geometry churn). Parody stock has no buy mesh → **no card** ("not for sale"). Fail-soft per pack.
Validated: raycast→card→BUY works end-to-end (item collapses to its centre, cash/inventory update, card
closes); **buy-soak 6/6 bought, `collapseOk`, leak geo 0 / tex 0**; draws with `?stock=real` **record 41 ·
book 58 · toy 57** (≤350); full drawSweep unchanged (GLB-off 168 · GLB-on 344, both pass); placement
determinism 0 fails. Shot: [browse_buy_r9.jpg](docs/shots/laneC/browse_buy_r9.jpg).
**→ D**: consume `room.browsePoints` (contract in LANE_C_NOTES) — stand rigs at the first
`min(occupancy, 3)` points. **→ F**: two new warn smokes (hooks in LANE_C_NOTES): browse-points present +
valid, and shelf-buy (aim → card → wallet debit → collapse). C's soak covers keeper+stock+dig+buy together.
---
## Update 2026-07-15 (round 8) — the town comes alive: buy loop v0 + book/toy real stock
Round-8 §Lane C, theme "the town comes alive". Two deliverables + a verify pass.
**C1 — buy loop v0** (new `web/js/interiors/wallet.js`). A shallow, **runtime-only** economy: seeded
starting cash, purchases, an in-memory bag. Reload resets; world generation is **untouched** (purchases
never enter the plan or the seeded room build — the wallet is a separate object the shell reads, never
writes back into gen).
- `createWallet(seed)``{ cash, start, canBuy, buy(offer), inventory, count, onChange }`. Start is
seeded ~$60200 (`mulberry32`). `buy` deducts + records on success, **returns false unchanged if broke**.
`onChange` lets F's street shell subscribe the same wallet to a cash chip.
- **Test page** (`interior_test.html`): a `#cashChip` HUD (`$163 · 🛍 N`, street + interior) + an
inventory panel toggled with **I**. The dig's pull card gets a **BUY IT** button (price + band); buying
pulls the sleeve into the bag, decrements cash, updates the chip, and **depletes that bin** (bought bins
offer fewer sleeves on re-riffle). Broke → the button no-ops (can't buy). `digSoak` now buys up to 2/visit.
- Offer shape is the dig offer (`{a,t,price,s}`) OR a pack item (`{title,artist,price,price_band}`) — one
`buy()` eats both.
**C2 — book spines + toy boxes wired to `?stock=real`.** E shipped the generalized packs
(`stock_book_*` 311 items / 4 atlases, `stock_toy_*` 273 items / 5 atlases, alongside `stock_record_*`
350/6). `stockpack.js` now keys each pack to its slot via `SLOT_FOR = {record:'sleeve', book:'spine',
toy:'box'}`; `stock.js shelfLine` consults the adapter and builds real cover planes for book spines
(bookshelves) and toy boxes (cube shelves) — **static shelf stock, no dig** for those, fail-soft per pack.
Every real mesh samples its atlas material with a baked per-item UV, so a whole shelf still batches to one
draw per atlas.
**C3 — validated** (all three packs live, `?stock=real`):
- **Draws ≤350** (the law): record **41**, book **42**, toy **51** worst over seeds {1990,7,42(,101)}.
- **Determinism**: same seed → identical draw calls + mesh count, all three types (0 fails).
- **Leak-free**: 0 geometry/texture delta over 20 build/dispose cycles; **buy-soak** 12 record-dig visits,
5 bought (wallet depletes to broke → exercises the can't-buy path), `leakGeo 0 / leakTex 0`; resting geo
back to baseline after close. Atlas textures shared/cached (not per-room); per-item geo ctx-tracked & disposed.
- **Reload resets** the wallet (fresh boot → seeded start again); **flag-off + `?noassets` untouched**.
- Shot: [buyloop_r8.jpg](docs/shots/laneC/buyloop_r8.jpg) — toy boxes, book spines, record dig → BUY card.
**→ F**: two new warn-level smokes (hooks in [LANE_C_NOTES.md](docs/LANES/LANE_C_NOTES.md)): (1) **buy loop**
`createWallet` deduct/broke/inventory is pure and headless-testable; (2) **book/toy packs** — enter book or
toy shop with `?stock=real`, assert `isStock` meshes on a shared atlas material (drawSweep ≤350). Buy UI is
test-page-local; the reusable piece for the street shell is `wallet.js` + `onChange`.
---
## Update 2026-07-14 (round 7) — `?stock=real`: real GODVERSE sleeves in the crates
Round-7 §Lane C: the `stockAdapter` seam built in v1 finally eats. Lane E's GODVERSE stock pack (parody-
transformed Discogs metadata + cover atlas) feeds record-shop bins + the dig riffle behind `?stock=real`.
- **Contract handshake** (task 1, unblocked E): confirmed E's index schema as-is in
[LANE_C_NOTES.md](docs/LANES/LANE_C_NOTES.md) — `{ items:[{id,title,artist,price,price_band,atlas,uv}] }`,
UV origin top-left (C flips V for WebGL), fail-soft, per-type packs.
- **New `stockpack.js`**: `preloadStockPack`/`getStockPack` (cached) + `makeStockAdapter`. Atlas texture +
material are shared/cached (like depot GLBs); sleeves are cover PLANEs sampling the atlas at each item's
baked UV → all real sleeves in a room **batch to one draw** (record: 59 draws).
- **Consumers**: `stock.js binFan` builds real cover planes (else parody canvas); `dig.js` riffles real
covers and the pull card shows **title / artist / $price / band**; `interiors.js` wires `opts.stock='real'`
through the seam (warn-once + parody fallback if the pack is absent); test page reads `?stock=real`.
- **Validated (sample 24-pack)**: determinism 0 fails/30, leak-free rooms AND real dig (0/0 over 25 cycles —
atlas shared, sleeve geo disposed), draws ≤139 all rooms (record 59), fail-soft on no-pack types (opshop
ok → parody), `?dig=1&stock=real` leak-free. Flag-off + `?noassets` untouched (procedural path byte-identical).
- Built against E's **staged sample** (real index format, synthetic covers); real Discogs covers drop in
unchanged when E gets the DB (external — John/Fable). Shot: [stock_real_r7.jpg](docs/shots/laneC/stock_real_r7.jpg).
**→ F**: new smoke for your strict harness — `?stock=real` enter record shop + open dig → assert real
(non-parody) sleeves; the record bin's real sleeves are cover planes with `userData.isStock` on a shared
atlas material (drawSweep stays ≤350). Hook + adapter in LANE_C_NOTES.
---
## Update 2026-07-14 (round 6) — C1 interior draw batching (≤350 draws/room is law)
Round-6 §Lane C task 1 (the review debt: book room was 1,245 draws GLB-on). **Diagnosed** the two
drivers — (a) multi-material stock boxes cost one draw PER face (6×), (b) one mesh per stock item —
then batched (new `web/js/interiors/batch.js`):
- **stock.js**: boxes are now single-material; every stock mesh tagged `userData.isStock`.
- **batch.js** (`batchRoom`, called from interiors.js before the GLB upgrade): two-tier merge —
room-level merge of all `isStock` across every fitting (grouped by material, world transforms baked)
+ per-fitting merge of fixture frames (kept in-group so bins stay raycast targets and the GLB
upgrade can hide the fixture). `mergeGeometries` from vendored BufferGeometryUtils.
- **glb.js**: frame-hide is now by `isStock` tag (not frame-count), so batched fixtures hide and the
room-level stock rides on the GLB.
**Result** (drawSweep, all 9 types × 6 archetypes, seed 1990):
- GLB-off worst **152** (opshop/hall), GLB-on worst **313** (opshop/hall) — book 1,245 → **189**. **≤350 ✓**.
- Determinism 0 fails / 810 builds · leak-free · dig still riffles batched bins (bins keep frame as hit
target; dig regenerates its own sleeves) · worst warm build 38ms (<50) · visually identical.
- **Sweep now ASSERTS 350** (`drawSweep()` in the test page, folded into the soak; `window.PROCITY_C.
drawSweep` for F's harness see LANE_C_NOTES for the hook).
**C2 — map the 3 orphaned fittings** (published R5, unconsumed). In `glb.js`: `glassCase→glass_case`,
`magazineRack→magazine_rack`, and a NEW `crateStack` primitive (stack of crates) `crate_stack`.
Recipe placements: crateStack in record + opshop (back-room dressing), glassCase added to milkbar,
magazineRack added to pawn (+ moved milkbar's magazineRack windowwall to dodge the door-counter).
Also **fixed `placeNearCounter`** it picked one random side and gave up, so counter-zone fittings
(the glass case) rarely landed; now it tries both sides + offsets, then falls back to a free aisle spot.
All 3 load + render planted/scaled/facing right (yaw 0). Appearance: glassCase **12/12** (toy/pawn/milkbar),
magazineRack **12/12** (milkbar/pawn), crateStack ~11/12 (record/opshop). Contact sheet:
[glb_orphans_r6.jpg](docs/shots/laneC/glb_orphans_r6.jpg). drawSweep still 350 with them on (worst 177
GLB-on). **C3**: dig soak re-run after batching + new fittings riffle works on batched bins, leak-free.
**Round 6 complete for Lane C**: C1 (batching, `35981ad`) + C2/C3 (orphans + dig re-verify) committed.
Draw law satisfied (≤313 was the tightest; 177 after C2), determinism/leak/dig all green, qa strict green.
---
## Update 2026-07-14 (round 5) — C1 v1.1 re-map (record_crate + counter_till) · **F can tag v1.1**
Round-5 §Lane C task 1 (the v1.1 gate). Lane E's re-exports mapped + validated in `glb.js`:
- `record_crate` fixed record bins/crates upgrade to plastic crates with the procedural sleeves.
- `counter → 'counter_till'` (the real ~1.6 m counter-with-till). Keeper-stand pose unaffected.
- **Double-till resolved**: cash_register attach dropped when counter_till is live (it has its own till);
falls back on the primitive; milkshake_mixer stays on the milk-bar bench (lifted to the GLB height).
- Sweep + soak (GLB on): `0 throws / 0 path / 0 det / leak-free / worst 10.4ms`; **0 double tills**.
Primitive path unchanged (glb.js-only edit). Contact sheet: [glb_v1_1_r5.jpg](docs/shots/laneC/glb_v1_1_r5.jpg).
- Report + decision detail: [LANE_C_GLB_VALIDATION.md](docs/LANES/LANE_C_GLB_VALIDATION.md); F note in
[LANE_C_NOTES.md](docs/LANES/LANE_C_NOTES.md). ** F: C1 committed, v1.1 can be tagged.**
**C2 — `?dig=1` crate-riffle (v2, behind flag).** Ported 90sDJsim `dig.js` `web/js/interiors/dig.js`:
walk to a record bin, press **E**, riffle its sleeves (scroll/drag), click the front to pull, **BUY IT**
(STUBBED toast + remove; getCash constant; real economy is round 6+). Riffle items are seeded per bin
via the `stockAdapter(shop,'sleeve')` seam (procedural fallback now parody 90s-AU sleeves). Own scene +
camera, procedural fwip/thunk audio, **leak-free** (per-open resources freed on close dig soak 20×
`leakGeo 0 / leakTex 0`). Flag-off (`?dig=0`) is **byte-identical** `buildInterior` is untouched; the dig
is wired only in the test page (F owns the shell seam hook documented in LANE_C_NOTES §"input/mode hook").
Shot: [dig_riffle_r5.jpg](docs/shots/laneC/dig_riffle_r5.jpg).
**C3 — interior re-measure after Lane E's bake (`c522464`).** E baked the 6 heavy hero props to 8k tris.
Re-measured every interior (cache-busted to bypass the dev browser's stale HTTP cache): **record 43.6k**
(the C3 target, ~273k pre-bake), **milkbar 38.9k** (was the flagged 468k over-budget flag CLOSED), all
rooms 107k tris. `book` is the draw-call outlier (1,245 draws from ~9 bookshelf GLBs + primitive spines)
tris fine, interiors render one-at-a-time so gate 3 unaffected; instancing spines is the future lever.
Full table in [LANE_C_GLB_VALIDATION.md](docs/LANES/LANE_C_GLB_VALIDATION.md §C3).
**Round 5 complete for Lane C**: C1 (v1.1 re-map) + C2 (`?dig=1`) + C3 (re-measure) all committed.
---
## Update 2026-07-14 (round 4) — hero props into rooms
Round-4 task (ROUND4_INSTRUCTIONS §Lane C): map the 4 new hero props + cash_register (manifest now 14
fittings), sweep/soak with them on, screenshot each, delete the stale `_local_glb/`, measure a hero
room. **All done.** Full report for Lane E: [LANE_C_GLB_VALIDATION.md](docs/LANES/LANE_C_GLB_VALIDATION.md);
contact sheet [docs/shots/laneC/glb_heroprops_r4.jpg](docs/shots/laneC/glb_heroprops_r4.jpg).
- **New mappings** (`glb.js`): `arcade_cabinet`new `arcadeCabinet` primitive (video focal prop),
`listening_booth`→`listeningCorner` (record), `drinks_fridge`→`fridge` (milkbar). All load, `glb_law`
compliant, yaw 0 (no correction). A new **counter-top attach** (`attachCounterTop`) puts `cash_register`
on every counter's till slot (hides the primitive till) and `milkshake_mixer` on the milk-bar benchtop
the counter primitive + keeper stand are untouched.
- **Focal-prop reliability fix**: the door-counter path loop was pulling priority-4 focal props (arcade
appeared in only 5/24 video rooms). Raised the 3 focal props to priority 6 + placed-first
**24/24 appearance**, still 0 carves / 0 path-fails.
- **Validation**: primitive sweep 810 builds `{throws 0, pathFail 0, detFail 0}`; GLB-on soak
`{throws 0, path 0, det 0, leakGeo 0, leakTex 0, worst 7.3ms}`; all 5 new props confirmed in-room.
- **Room tris measured** (task 4): milk-bar GLB-on **468k tris** (over budget) driven by `drinks_fridge`
(77k) + `milkshake_mixer` (73k) **reported to Lane E** as the #1 bake-pass target (not fixed, per
integrator decision #2; interiors render one-at-a-time so gate 3 / the street budget is unaffected).
- **Cleanup**: deleted `web/assets/_local_glb/` (R3 validation copy); test page now loads GLBs via the
live `depot:` path (`?localdepot=1` still works for offline). `localBase` hook kept in `glb.js`.
- **Standby (C task 5)**: when Lane E re-exports `record_crate` (broken) + a ~2 m counter-with-till, I
re-map both. Not landed at commit time.
---
## Update 2026-07-14 (round 3) — GLB hero-prop visual validation
Round-3 task (ROUND3_INSTRUCTIONS §Lane C): flip `useGLB` on and validate Lane E's fitting GLBs in real
rooms. Done full report for Lane E in [docs/LANES/LANE_C_GLB_VALIDATION.md](docs/LANES/LANE_C_GLB_VALIDATION.md).
**Verdict:** 5 of 9 fitting GLBs are good and now live behind `useGLB` (wire_shelf, clothes_rack,
bookshelf, cube_shelf_wide, work_table); 2 fall back to primitive with a report filed
(`record_crate` **broken — won't load**; `counter` **too long/no till** primitive keeps the till +
keeper stand). record bins stay primitive until Lane E re-exports the crate.
**Soak with `useGLB` on** (50 rooms, all types): `throws 0 · pathFail 0 · determinismFail 0 · leakGeo 0 ·
leakTex 0 · worst build 10.5ms · 256 upgrades applied` GLB resources dispose leak-free on room exit.
**glb.js changes (my file):**
- `manifest.localBase` load GLBs from a served local dir for offline validation (production still uses
`depot:<file>`; forward-compatible with Lane E's local-depot mode).
- **Real-metre scale, clamped** to the reserved footprint (was fit-to-width, which squashed tall props);
matches `glb_law` (metres). Per-kind **yaw correction** (`KIND_TO_YAW`) for the Z-major assets
(bookshelf/cube/work_table need +90°) per the manifest `facing` convention ("Lane B/C rotate directional props").
- `room.glbReady` (interiors.js) a promise that resolves when GLB swaps settle, so callers can await
before screenshot/leak-check (Lane F can use it in the §3.4 wiring).
- Test page (`interior_test.html`) gains a **GLB props** toggle + a `GLB props: N upgraded` HUD line.
Local validation needs the GLBs copied in: `cp pipeline/_normalized/procity_fit_*.glb web/assets/_local_glb/`
(untracked; real GLBs live on the depot). Screenshot grid: [docs/shots/laneC/glb_validation_grid.jpg](docs/shots/laneC/glb_validation_grid.jpg).
---
## Update 2026-07-14 (b) — keeper stand pose (resolves Lane F §8 · unblocks §3.2/§3.3)
Lane F's runbook asked (LANE_F_NOTES §8): *"does `places` tag the counter slot with a stable
`kind:'counter'` so keepers find it?"* **Yes** the counter interactable has always carried
`mesh.userData.kind === 'counter'` (+ `interactable:true`). But Lane D's keeper needs more than a
tag: `keepers.spawn(group,{x,z,ry})` needs *where the shopkeeper stands and which way it faces*
(keepers.js:28 "`ry` = the counter's outward facing"). I computed the customer-facing side
internally but never surfaced it so Lane D would have read the bench's raw transform and stood a
keeper embedded in the counter, possibly facing a wall. Closed that gap (my files only, purely additive):
- **New: `room.counter = { mesh, pose:{x,z,ry}, stand:{x,z,ry} }`** (interiors.js). `pose` is the
bench; **`stand` is the keeper pose** behind the bench on the service side, facing the customer,
clamped inside the room, in **room-local space** (the same space Lane D adds the keeper into via
`interior.group`). `ry` uses the rig-front = local Z convention keepers.js expects.
- **The same `{x,z,ry}` also rides the counter interactable**: `place.userData.keeperStand` for the
`places`-iteration path Lane D/F described. Deep-equal to `room.counter.stand`.
**Lane D/F wiring (drop-in for §3.2/§3.3):**
```js
const room = buildInterior(shop, THREE);
const s = room.counter.stand; // or: room.places.find(p=>p.userData.kind==='counter').userData.keeperStand
keepers.spawn(room.group, { ...s, shopId: shop.id, type: shop.type });
// on exit: keepers.remove(handle) / keepers.disposeAll(), then room.dispose()
```
Verified in-browser (9 types × 4 seeds = 36 builds, + 50-room soak):
`stand in-bounds ✓ · faces-customer ✓ (dot>0 for all) · places-carries-keeperStand ✓ (deep-equal) ·
stand deterministic ✓ · placement determinism unchanged ✓ · soak avg 3.6ms / worst 7.7ms · leak geo0 tex0 ·
pathFail 0 · every room has a counter+stand`. No change to layout/placement of existing rooms.
**Minor known cosmetic (corner counters):** a corner counter sits ~0.55 m off the east wall, so the
service gap (~0.25 m) is narrower than a person the keeper stands *at* the till with a small hidden
overlap into the solid waist-high bench (torso reads above the counter, legs behind it). Facing and
side are correct; it reads as "keeper at the till." If Lane D/Fable want real standing clearance I can
nudge corner counters ~0.2 m off the wall but that changes those rooms' committed placement +
screenshots, so it's a decision, not a bug.
**Two contract-drift corrections for the F runbook** 2's Lane-C line was written against an earlier
draft of my API): (1) there is **no `opts.registry`** registry override is the one-time global
`mergeRegistry(registry)` (a per-build registry mutation broke same-seed determinism; removed in the
review pass). (2) `recipe.counterPos` is a **placement-strategy string** (`door|forward|back|corner`),
**not** a world position use `room.counter.stand` for the keeper pose.
---
## What shipped
All files under my lane's ownership (`web/js/interiors/*`, `web/interior_test.html`) no other lane's
files touched. Lane A's `core/registry.js` hadn't landed, so the lane is **fully standalone** (its 9
type recipes live in `theme.js`) with a `mergeRegistry()` hook for Lane F to wire the registry later.
| file | role |
|---|---|
| [interiors.js](web/js/interiors/interiors.js) | **public API** `buildInterior(shop, THREE, opts)` |
| [theme.js](web/js/interiors/theme.js) | 9 shop-type recipes (archetype/wallpaper/floor bias, clutter, counter pos, fittings mix, stock kind, signage) + aliasing + registry-override hook |
| [shell.js](web/js/interiors/shell.js) | room shell: floor/walls/ceiling from lot×archetype, glazed shopfront + street backdrop, blocked back doorway, interior lighting |
| [fittings.js](web/js/interiors/fittings.js) | parametric fittings kit (ported from 90sDJsim + extended): bins, crates, racks, 4 shelf types, VHS aisle, glass case, counter+till, fridge, magazine/spinner racks, armchair, escalator, pegboard, barred window, returns slot, art frames |
| [layout.js](web/js/interiors/layout.js) | the placer: per-archetype zones, shuffled wall-slot system, occupancy grid, **guaranteed door→counter flood-fill path** |
| [stock.js](web/js/interiors/stock.js) | v1 visual stock: pooled canvas-texture sleeves/spines/boxes/garments/snacks with price stickers (dig.js trick) + `stockAdapter` hook for BaseGod data |
| [context.js](web/js/interiors/context.js) | build/dispose/seed backbone: independent seeded sub-streams, shared-geometry cache, leak-free `disposeAll()` |
| [glb.js](web/js/interiors/glb.js) | **optional** GLB hero-prop upgrade reads Lane E's `manifest.json`, swaps primitives for depot GLBs, placeholder-persists. OFF by default; primitive fallback always |
| [interior_test.html](web/interior_test.html) | standalone test page (below) |
## Public API (the contract Lane B/F build against)
```js
import { buildInterior } from './js/interiors/interiors.js';
import * as THREE from 'three';
const room = buildInterior(shop, THREE, opts?);
scene.add(room.group);
// … player walks; on hitting room.exits[i], fire procity:exitShop …
room.dispose(); // frees ALL per-room GPU resources; removes group from parent
// room = {
// group, // THREE.Group, self-contained (lights included)
// spawn: { x, z, ry }, // enter just inside the door, facing Z (into the shop)
// exits: [ { x, z, w, toStreet } ], // door back to street
// places: [ …meshes w/ userData ], // interactables: counter, bin, case, fridge, returns, exit
// counter: { mesh, pose, stand }, // pay point. stand:{x,z,ry} = keeper (Lane D) spawn pose
// dims: { W, D, H, archetype, type },
// placement, // deterministic summary (deep-equal per seed)
// pathOK, buildMs, counts(), dispose()
// }
```
`shop` is tolerant recognized fields `{ id, type, name, seed, storeys, lot:{w,d} }`:
- **seed** (uint32) is the ONLY randomness source; falls back to a hash of id/name/type if absent.
- **type** any CITY_SPEC type (`record opshop toy book video pawn milkbar dept stall`) **or** a
thriftgod/Overpass alias (`music charity pawnbroker market video_games …`); defaults to `opshop`.
- **lot** `{w,d}` metres the room adapts to it (never exceeds it); absent archetype ranges decide.
- **storeys** drives ceiling height 3.24.5m.
- `opts`: `{ archetype?: 'cosy'|'gallery'|'wide'|'hall'|'pokey', stockAdapter?, useGLB?, manifest?, manifestUrl? }`.
Registry override is a **one-time global** `import { mergeRegistry } from interiors.js; mergeRegistry(registry)`
at init (NOT a per-build opt a per-call mutation of the shared recipe table would break same-seed determinism).
**Coordinate convention** (shared with a future Lane B wiring): `+Z` = door/street side, `Z` = back,
origin = room centre, floor `y = 0`. Everything is in the returned `group`'s local space.
### For Lane B (door wiring, later)
`buildInterior` is a pure function call it on `procity:enterShop`, add `room.group` to the scene,
teleport the player to `room.spawn`. On `procity:exitShop` (player reaches `room.exits[0]`) call
`room.dispose()` and restore the street. The street window fake is Lane B's; I own the inside view
(a bright canvas street backdrop plane is already behind the glazing).
### For content phase (BaseGod / GODVERSE)
Pass `opts.stockAdapter = (shop, slotKind) => ({ texture }) | ({ mesh }) | null`. Returning a texture
skins that stock item's face; a mesh replaces the item; null procedural placeholder. No layout/
fittings changes needed. `slotKind ∈ { sleeve, spine, box, snack, magazine, garment, treasure }`.
## Test page — `web/interior_test.html`
Serve: `cd web && python3 -m http.server 8130` open `/interior_test.html`.
- seed input · type dropdown (9) · archetype override (auto + 5) · lot `w×d`/auto · re-roll · seed ±
- first-person walk (PointerLock + WASD) with occupancy-grid collision + room clamp
- debug toggles: **wireframe** (F), **occupancy grid** (G), **path** (spawn/counter markers)
- **▶ 50-room soak test**: builds+disposes 50 seeded rooms, asserts ms/room, leaked geometries vs
baseline, and determinism (same seed identical placement)
## Acceptance — all met
| requirement | result |
|---|---|
| Same seed twice identical room (deep-equal placement) | 0 mismatches / 810 builds |
| All 9 types × 5 archetypes render sensibly | contact sheet `docs/shots/laneC/_grid_9types_5archetypes.jpg` |
| Build < 50ms/room | steady-state ~4ms, clean-soak worst ~8ms (first-ever build ~60ms one-time cold-JIT; occasional ~60ms GC pauses only under back-to-back torture loops not a real per-room cost) |
| Dispose leak-free (info.memory baseline) | soak leak: geo 0, tex 0 |
| Flood-fill doorcounter always exists | 0 path-fails, 0 carves / 810 builds |
| Runs with zero assets & zero network | seeded flat-colour fallback under every texture; map only assigned on load |
**Full sweep** (9 types × {auto+5 archetypes} × 3 seeds × {null,4×4,5×14,20×20,3×3} lots = 810 builds):
`throws 0 · pathFail 0 · determinismFail 0 · carved 0`. Warm perf: all < 50ms (worst 33.2ms).
**Soak** (50 rooms): `avg 4.0ms · worst 9.6ms · leakGeo 0 · leakTex 0 · detFail 0 · pathFail 0`.
## Key decisions & notes for review
- **90sDJsim `fittings.js` ported** (it was written to be lifted): `clothesRack`, `shelfUnit`,
`recordBin`, `table`, `counter`, `pegboard`, garment-silhouette canvas trick. Extended with the
fittings CITY_SPEC's registry needs (cube/metal/book/VHS shelving, glass case, fridge, spinner,
magazine rack, armchair, escalator prop, returns slot, barred window, listening corner).
- **thriftgod `buildShop` ported**: the 5 archetypes, the shuffled wall-slot system, bins with fanned
sleeves wearing covers, corner counter+till, crooked wall art, blocked back doorway.
- **Determinism** via independent seeded sub-streams keyed by a salt string (`ctx.stream('wallpaper')`
etc.) so adding a fitting in one subsystem never shifts another subsystem's picks.
- **Leak-free** via a tracked build context: per-room geometry/material/CanvasTexture/tiled-file-texture
are freed in `dispose()`; globally-cached file textures (`core/loaders.loadTex`) are shared and not
disposed (bounded cache). Dispose-before-texture-load race is guarded (`_disposed`).
- **Perf**: shared-geometry cache (`ctx.boxGeo/planeGeo/cylGeo`) collapses the hundreds of identical
stock items in a room down to ~80110 geometries; spine density tuned so a book barn is ~600 meshes.
- **GLB upgrades**: `web/assets/manifest.json` (Lane E) is read if present, primitive fallback always.
Not present yet 100% primitives, which is why the test page runs asset-free.
## Integration with sibling lanes (landed in parallel)
- **Lane A `core/registry.js`** its `SHOP_TYPE_IDS` match my 9 recipe keys exactly. I kept the
interior recipes local (the registry doesn't carry archetype-bias/clutter/counter-pos/stock detail),
with `mergeRegistry()` as the one-time override seam for Lane F.
- **Lane E `web/assets/manifest.json`** its `fittings` section (9 depot GLBs with footprints) is now
wired through `glb.js` (opt-in `useGLB`, primitive fallback). Depot GLBs may not be uploaded yet;
verified the fallback (unreachable depot primitives persist, no crash, no leak).
- **Lane D `citizens/keepers.js`** its `keepers.spawn(group,{x,z,ry,shopId,type})` now has a clean
source: `room.counter.stand` (also on `place.userData.keeperStand`). See the *Update (b)* section at
the top. Verified the pose is on the service side, faces the customer, and is deterministic.
## Adversarial review — 5 findings, all fixed
Ran a 5-dimension adversarial multi-agent review (determinism / disposal-leaks / path-guarantee /
three-api / edge-robustness) with a per-finding verify pass. 5 real defects surfaced; all fixed and
re-verified (830-build sweep + 50-room soak green after each fix):
| # | sev | file | defect | fix |
|---|---|---|---|---|
| 1 | med | interiors.js | per-build `opts.registry` permanently mutated the shared recipe table latent same-seed determinism break across differing registry states | removed per-build option; registry override is now a one-time global `mergeRegistry()` (Lane F setup) |
| 2 | low | interiors.js | explicit `null` opts threw (`opts = {}` default only covers `undefined`) | normalize `opts = opts \|\| {}` |
| 3 | low | shell.js | empty `archetypeBias` array `bias[0][0]` on `[]` throws | fall back to uniform bias when missing **or** empty |
| 4 | med | layout.js | fittings pulled by the path loop left phantom interactables in `places` (dangling after dispose) | collect `places` from survivors at the end, not incrementally at placement |
| 5 | low | layout.js | `rebuildOcc` re-stamped wall-mounted fittings that `placeAtWall` never stamped phantom floor obstacles after a blocker-pull | mark wall-mounted `noStamp`; skip in `rebuildOcc` **and** exclude from the removable pool |
Verify evidence (post-fix): `nullOpts ok · phantomPlaces 0/332 · determinismAcrossBuilds identical ·
emptyBias ok · sweep 810 {throws 0, pathFail 0, detFail 0} · soak {avg 4.2ms, worst 8ms, leakGeo 0,
leakTex 0}`. (Reviewers also confirmed no disposal/leak or three.js-contract defects.)
## Not done (out of scope for v1 / depends on other lanes)
- Real item data / economy (content phase `stockAdapter` hook is ready).
- GLB hero props are **wired** (`glb.js`, opt-in) but not visually validated end-to-end needs the
depot GLBs actually uploaded (Lane E) + `useGLB` flipped on by Lane B/F. Primitive path is the tested baseline.
- Interior-mapping shader for street windows (Lane B stretch goal).
- Back-room beyond the blocked doorway (v2).