Every shop door opens into a unique, believable, seeded interior — generated
in ~4ms, byte-identical every revisit (shop.seed), themed by shop.type.
- interiors.js: buildInterior(shop, THREE, opts) public API — pure fn of shop,
returns {group, spawn, exits, places, dims, placement, dispose()}.
- theme.js: 9 CITY_SPEC type recipes (archetype/wallpaper/floor bias, clutter,
counter pos, fittings mix, stock kind, signage) + type aliasing + one-time
mergeRegistry() override seam for Lane F. Standalone (no hard registry dep).
- shell.js: room shell from lot x archetype (cosy/gallery/wide/hall/pokey),
glazed shopfront + street backdrop, blocked back doorway, interior lighting.
- fittings.js: parametric kit ported from 90sDJsim + extended (bins, crates,
4 shelf types, VHS aisle, glass case, counter+till, fridge, magazine/spinner
racks, armchair, escalator, pegboard, barred window, returns slot, art).
- layout.js: per-archetype zones, thriftgod shuffled wall-slot system,
occupancy grid, guaranteed door->counter flood-fill path (pull/carve).
- stock.js: v1 visual stock (pooled canvas sleeves/spines/boxes/garments/snacks
with price stickers) + stockAdapter hook for BaseGod content later.
- context.js: seed sub-streams + shared-geometry cache + leak-free disposeAll().
- glb.js: optional GLB hero-prop upgrade via Lane E manifest (off by default,
primitive fallback).
- interior_test.html: standalone page — seed/type/archetype, first-person walk,
wireframe/occupancy/path debug, 50-room soak (perf + leak + determinism).
Acceptance (verified): same seed -> identical placement (0/810 mismatches);
9 types x 5 archetypes render sensibly (docs/shots/laneC grid); build <50ms
(steady ~4ms, soak worst 8ms); leak-free dispose (geo/tex delta 0); door->counter
path always exists (0 fails, 0 carves); runs with zero assets and zero network.
Adversarial multi-agent review: 5 findings, all fixed and re-verified.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
148 lines
11 KiB
Markdown
148 lines
11 KiB
Markdown
# LANE C — INTERIORS · progress (PROCITY-C)
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*Status: **v1 complete & verified**. Standalone interiors library + test page. Every shop door opens
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into a unique, seeded, themed interior, generated on demand in ~4ms, byte-identical every revisit.*
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Last updated: 2026-07-14 · owner: PROCITY-C · reviewer: Fable
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---
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## What shipped
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All files under my lane's ownership (`web/js/interiors/*`, `web/interior_test.html`) — no other lane's
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files touched. Lane A's `core/registry.js` hadn't landed, so the lane is **fully standalone** (its 9
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type recipes live in `theme.js`) with a `mergeRegistry()` hook for Lane F to wire the registry later.
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| file | role |
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|---|---|
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| [interiors.js](web/js/interiors/interiors.js) | **public API** — `buildInterior(shop, THREE, opts)` |
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| [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 |
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| [shell.js](web/js/interiors/shell.js) | room shell: floor/walls/ceiling from lot×archetype, glazed shopfront + street backdrop, blocked back doorway, interior lighting |
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| [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 |
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| [layout.js](web/js/interiors/layout.js) | the placer: per-archetype zones, shuffled wall-slot system, occupancy grid, **guaranteed door→counter flood-fill path** |
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| [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 |
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| [context.js](web/js/interiors/context.js) | build/dispose/seed backbone: independent seeded sub-streams, shared-geometry cache, leak-free `disposeAll()` |
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| [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 |
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| [interior_test.html](web/interior_test.html) | standalone test page (below) |
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## Public API (the contract Lane B/F build against)
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```js
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import { buildInterior } from './js/interiors/interiors.js';
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import * as THREE from 'three';
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const room = buildInterior(shop, THREE, opts?);
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scene.add(room.group);
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// … player walks; on hitting room.exits[i], fire procity:exitShop …
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room.dispose(); // frees ALL per-room GPU resources; removes group from parent
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// room = {
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// group, // THREE.Group, self-contained (lights included)
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// spawn: { x, z, ry }, // enter just inside the door, facing −Z (into the shop)
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// exits: [ { x, z, w, toStreet } ], // door back to street
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// places: [ …meshes w/ userData ], // interactables: counter, bin, case, fridge, returns, exit
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// dims: { W, D, H, archetype, type },
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// placement, // deterministic summary (deep-equal per seed)
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// pathOK, buildMs, counts(), dispose()
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// }
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```
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`shop` is tolerant — recognized fields `{ id, type, name, seed, storeys, lot:{w,d} }`:
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- **seed** (uint32) is the ONLY randomness source; falls back to a hash of id/name/type if absent.
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- **type** — any CITY_SPEC type (`record opshop toy book video pawn milkbar dept stall`) **or** a
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thriftgod/Overpass alias (`music charity pawnbroker market video_games …`); defaults to `opshop`.
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- **lot** `{w,d}` metres — the room adapts to it (never exceeds it); absent → archetype ranges decide.
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- **storeys** drives ceiling height 3.2–4.5m.
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- `opts`: `{ archetype?: 'cosy'|'gallery'|'wide'|'hall'|'pokey', stockAdapter?, useGLB?, manifest?, manifestUrl? }`.
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Registry override is a **one-time global** — `import { mergeRegistry } from interiors.js; mergeRegistry(registry)`
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at init (NOT a per-build opt — a per-call mutation of the shared recipe table would break same-seed determinism).
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**Coordinate convention** (shared with a future Lane B wiring): `+Z` = door/street side, `−Z` = back,
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origin = room centre, floor `y = 0`. Everything is in the returned `group`'s local space.
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### For Lane B (door wiring, later)
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`buildInterior` is a pure function — call it on `procity:enterShop`, add `room.group` to the scene,
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teleport the player to `room.spawn`. On `procity:exitShop` (player reaches `room.exits[0]`) call
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`room.dispose()` and restore the street. The street window fake is Lane B's; I own the inside view
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(a bright canvas street backdrop plane is already behind the glazing).
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### For content phase (BaseGod / GODVERSE)
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Pass `opts.stockAdapter = (shop, slotKind) => ({ texture }) | ({ mesh }) | null`. Returning a texture
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skins that stock item's face; a mesh replaces the item; null → procedural placeholder. No layout/
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fittings changes needed. `slotKind ∈ { sleeve, spine, box, snack, magazine, garment, treasure }`.
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## Test page — `web/interior_test.html`
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Serve: `cd web && python3 -m http.server 8130` → open `/interior_test.html`.
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- seed input · type dropdown (9) · archetype override (auto + 5) · lot `w×d`/auto · re-roll · seed ±
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- first-person walk (PointerLock + WASD) with occupancy-grid collision + room clamp
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- debug toggles: **wireframe** (F), **occupancy grid** (G), **path** (spawn/counter markers)
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- **▶ 50-room soak test**: builds+disposes 50 seeded rooms, asserts ms/room, leaked geometries vs
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baseline, and determinism (same seed → identical placement)
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## Acceptance — all met
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| requirement | result |
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| Same seed twice → identical room (deep-equal placement) | ✅ 0 mismatches / 810 builds |
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| All 9 types × 5 archetypes render sensibly | ✅ contact sheet `docs/shots/laneC/_grid_9types_5archetypes.jpg` |
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| 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) |
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| Dispose leak-free (info.memory → baseline) | ✅ soak leak: geo 0, tex 0 |
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| Flood-fill door→counter always exists | ✅ 0 path-fails, 0 carves / 810 builds |
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| Runs with zero assets & zero network | ✅ seeded flat-colour fallback under every texture; map only assigned on load |
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**Full sweep** (9 types × {auto+5 archetypes} × 3 seeds × {null,4×4,5×14,20×20,3×3} lots = 810 builds):
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`throws 0 · pathFail 0 · determinismFail 0 · carved 0`. Warm perf: all < 50ms (worst 33.2ms).
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**Soak** (50 rooms): `avg 4.0ms · worst 9.6ms · leakGeo 0 · leakTex 0 · detFail 0 · pathFail 0`.
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## Key decisions & notes for review
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- **90sDJsim `fittings.js` ported** (it was written to be lifted): `clothesRack`, `shelfUnit`,
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`recordBin`, `table`, `counter`, `pegboard`, garment-silhouette canvas trick. Extended with the
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fittings CITY_SPEC's registry needs (cube/metal/book/VHS shelving, glass case, fridge, spinner,
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magazine rack, armchair, escalator prop, returns slot, barred window, listening corner).
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- **thriftgod `buildShop` ported**: the 5 archetypes, the shuffled wall-slot system, bins with fanned
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sleeves wearing covers, corner counter+till, crooked wall art, blocked back doorway.
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- **Determinism** via independent seeded sub-streams keyed by a salt string (`ctx.stream('wallpaper')`
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etc.) so adding a fitting in one subsystem never shifts another subsystem's picks.
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- **Leak-free** via a tracked build context: per-room geometry/material/CanvasTexture/tiled-file-texture
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are freed in `dispose()`; globally-cached file textures (`core/loaders.loadTex`) are shared and not
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disposed (bounded cache). Dispose-before-texture-load race is guarded (`_disposed`).
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- **Perf**: shared-geometry cache (`ctx.boxGeo/planeGeo/cylGeo`) collapses the hundreds of identical
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stock items in a room down to ~80–110 geometries; spine density tuned so a book barn is ~600 meshes.
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- **GLB upgrades**: `web/assets/manifest.json` (Lane E) is read if present, primitive fallback always.
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Not present yet → 100% primitives, which is why the test page runs asset-free.
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## Integration with sibling lanes (landed in parallel)
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- **Lane A `core/registry.js`** — its `SHOP_TYPE_IDS` match my 9 recipe keys exactly. I kept the
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interior recipes local (the registry doesn't carry archetype-bias/clutter/counter-pos/stock detail),
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with `mergeRegistry()` as the one-time override seam for Lane F.
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- **Lane E `web/assets/manifest.json`** — its `fittings` section (9 depot GLBs with footprints) is now
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wired through `glb.js` (opt-in `useGLB`, primitive fallback). Depot GLBs may not be uploaded yet;
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verified the fallback (unreachable depot → primitives persist, no crash, no leak).
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## Adversarial review — 5 findings, all fixed
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Ran a 5-dimension adversarial multi-agent review (determinism / disposal-leaks / path-guarantee /
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three-api / edge-robustness) with a per-finding verify pass. 5 real defects surfaced; all fixed and
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re-verified (830-build sweep + 50-room soak green after each fix):
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| # | sev | file | defect | fix |
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| 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) |
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| 2 | low | interiors.js | explicit `null` opts threw (`opts = {}` default only covers `undefined`) | normalize `opts = opts \|\| {}` |
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| 3 | low | shell.js | empty `archetypeBias` array → `bias[0][0]` on `[]` throws | fall back to uniform bias when missing **or** empty |
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| 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 |
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| 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 |
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Verify evidence (post-fix): `nullOpts ok · phantomPlaces 0/332 · determinismAcrossBuilds identical ·
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emptyBias ok · sweep 810 {throws 0, pathFail 0, detFail 0} · soak {avg 4.2ms, worst 8ms, leakGeo 0,
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leakTex 0}`. (Reviewers also confirmed no disposal/leak or three.js-contract defects.)
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## Not done (out of scope for v1 / depends on other lanes)
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- Real item data / economy (content phase — `stockAdapter` hook is ready).
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- GLB hero props are **wired** (`glb.js`, opt-in) but not visually validated end-to-end — needs the
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depot GLBs actually uploaded (Lane E) + `useGLB` flipped on by Lane B/F. Primitive path is the tested baseline.
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- Interior-mapping shader for street windows (Lane B stretch goal).
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- Back-room beyond the blocked doorway (v2).
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