John ruled at the R24 kickoff: v5.0 ships on Option A (sandbox) — an in-game purchase never touches real monsterrobot/Square inventory; Option B (reservation via the POS's existing hold_expires_at) is CHARTERED as a v5.x upgrade behind a hold budget John sets; Option C is not chartered and happens only as a deliberate business launch, if ever. Recorded inline in §7 with the options preserved beneath it, since the trade-offs are the record of why A-then-B was chosen. Written in as binding, because a one-line ruling isn't a mechanism: /reserve + /buy stay ABSENT, not stubbed behind a flag (a sandbox a config typo can flip isn't a sandbox); the tier-2 reader connects read-only, enforced at the credential — a role with SELECT on inventory/crate/disc_cache and nothing else, which carries the §9 PII fence in the same grant; and the gate asserts the write verbs 404 and the role's grants are read-only, because "we didn't call buy()" proves nothing — the vacuous-gate law turned on ourselves. Option B's preconditions are stated so it can't slide in quietly: the hold budget (John's number, NOT YET SET — B is not startable until it is; a v5.x item, not a v5.0 blocker), the-shop-always- wins on a race with an in-store Square sale, a staff-visible `held: GODVERSE` reason code, and soak before ship. Doc header/§10 updated so the whole file tells one story: §7 ruled, the rest still DESIGN pending both Fables' sign-off, no server code before that. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| docs | ||
| pipeline | ||
| priorwork | ||
| tools | ||
| web | ||
| .gitignore | ||
| B-progress.md | ||
| C-progress.md | ||
| D-progress.md | ||
| E-progress.md | ||
| F-progress.md | ||
| G-progress.md | ||
| README.md | ||
PROCITY
A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every building enterable (the Vuntra City trick), every interior seeded and themed: record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of 90sDJsim + thriftgod. v1 is the system; the GODVERSE/BaseGod real-item content plugs in later.
Run
cd web && python3 -m http.server 8130
# http://localhost:8130 (game shell — Lane B)
# http://localhost:8130/map.html (2D plan debugger — Lane A)
Read first
docs/CITY_SPEC.md— the treaty: schema, units, seeds, budgets, file ownership.docs/RESEARCH.md— what the parent repos already solved, with exact paths to port from.
The lanes (parallel Opus 4.8 sessions)
Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say: "Read docs/LANES/LANE_X_….md and execute it." A–E are parallel-safe (disjoint files, standalone test pages); F integrates after they land.
| lane | mission | owns |
|---|---|---|
| A — CITYGEN | seed → CityPlan data (streets, blocks, lots, shops) + 2D map | js/citygen, js/core/registry.js, map.html |
| B — STREETSCAPE | chunk-streamed instanced 3D town + game shell | index.html, js/world |
| C — INTERIORS | every door opens: seeded themed shop interiors | js/interiors, interior_test.html |
| D — CITIZENS | rigged-near / impostor-far NPCs + shopkeepers | js/citizens, citizens_test.html, models/ |
| E — ASSETS | audit ultra's library, normalize GLBs, skins, manifest | pipeline/, assets/ |
| F — INTEGRATION | wire A–E into one seed-to-town game + QA gates | (after A–E) |
Already in the repo
web/vendor/— three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).web/assets/gen/— 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds, 8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.web/js/core/— frozen shared modules:prng.js(seeded-everything law),loaders.js(fail-soft promise-cached GLB/texture + 3GOD depot),canvas.js(text planes).
House laws (short form — CITY_SPEC has the fine print)
Seeded everything, Math.random banned in gen code · the game must run with zero assets ·
instancing from day one · canvas text, no font files · characters = shared base rigs + one
clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.
v3.1 — THE FLIP: the town shows its best by default
The Friday-night layer soaked through alpha, beta, and the v3.0 release — so v3.1 flips it on by default, and the mature v2 flags flip with it. Boot the plain URL and each town seeds 2–4 venues (pub, band room, RSL) with a full seeded week of gigs, town-wide posters, and a Friday night that reads: a 4-piece band (trio + a seated drummer) with real instruments, a mixed crowd, an outdoor queue, a per-venue cover charge, muffled gig spill + walla and applause, town-wide streetlamp pools, and identity continuity — the ped you followed in is in the crowd. Plus weather, the tram, and the parallax interior-window shader, all live by default.
The covenant moved, it didn't disappear. ?classic=1 boots the exact v2 town — byte-identical
forever (synthetic golden 0x3fa36874, zero gig layer, zero fetch delta). That is the new frozen
regression target; the default boot is deterministic to the gig golden 0xb1d48ea1. Asset-free
(?noassets=1) composes with the default boot and stays silent-and-fine.
Flags — the four headliners are ON by default, each with a =0 opt-out; ?classic=1 is the
master off:
| flag | default | what |
|---|---|---|
?classic=1 |
off | the exact v2 boot — all four below off, byte-identical to the frozen baseline |
?gigs=0 |
on | the gig district — venues, week schedule, band/crowd/queue, cover, posters, night pass |
?weather=0 · ?tram=0 · ?winmap=0 |
on | seeded weather · the tram loop · the parallax interior-window shader |
?roster=v1 · ?pop=N |
stream | chunk-streamed citizen density is the baseline; ?roster=v1 restores the fixed roster |
?dig=0 · ?stock=real |
dig on | crate-riffle on record bins · real GODVERSE sleeves in the stock |
?noassets=1 · ?plansrc=osm · ?mute=1 · ?dbg=1 |
off | asset-free (zero network) · OSM plan source · silence · the window.DBG capture/soak harness |
?plansrc=osm&town=<key> |
— | boot a real Australian town: fixtures melbourne/katoomba/silverton, or a real OSM cache bendigo_real/castlemaine_real/fremantle_real/katoomba_real/newtown_real (ODbL, web/assets/towns/SOURCES.md). REAL ROADS: a cache with roads[] (schema v2) builds the CityPlan street graph from the town's actual OSM streets; without roads[] a cache marches onto synthetic avenues. Or just pick a town from the HUD selector — no URL needed |
v4.0 — THE REAL MAP: the towns are the product
23 real Australian towns — 1,210 real shops, every state and territory — on their actual streets. Not "inspired by": Fitzroy's shops sit on Fitzroy's roads, at their real positions, because the pipeline eats OpenStreetMap and marches it through the same CityPlan contract the procedural town uses. Pick one from the in-HUD selector and walk it. Everything built across v1–v3 comes along unchanged — the venues and their seeded week of gigs, the 4-piece band with the seated drummer, the crowd that follows you into the pub, the interiors behind every door, weather, the tram — because they all hang off the plan contract and never had to know the geography got real.
The towns run from meccas (Fitzroy, 160 shops) to the thin tail (12), at real retail density: the
secondhand heroes keep their footfall while the street around them gets ~4× busier — texture, never a
takeover. Venues bias to the retail heart. The tram only runs where it fronts a real high street (elsewhere
it was honestly "a highway bus", so it's fenced). Everything stays deterministic from the seed, silent
under ?noassets=1, and ?classic=1 still boots the exact v2 town, byte-identical forever (0x3fa36874).
The tour: docs/shots/release_v4/contact.html — the Fremantle hero, the
Fitzroy mecca, the thin tail (labelled honestly: the floor is shops-per-street-metre, and Toowoomba is
below it), the synthetic control, and the ?classic=1 covenant made visible. Charter:
docs/V4_REAL_MAP.md · data + licences (ODbL):
web/assets/towns/SOURCES.md.
| ?seed=N | 20261990 | town seed |
Release tour: docs/shots/release_v3_1/contact.html — the money shots on
the default boot, plus a ?classic=1 before/after. QA: tools/qa.sh --strict (classic regression +
default-boot gate + smokes + no-giants) --soak (the full-week soak); the seated drummer passes the
no-giants gate at the seated stature band [0.9,1.5] m.