§3.5 hours: isOpen() gates enterShop — closed shops locked; at night only the openLate video rental opens. §3.4: ?noassets (zero-network primitive path, verified via Performance API), interior fitting GLB upgrades from the 3GOD depot (useGLB), and the rig-fleet upgrade (models/peds/*.glb) so peds + keepers become shared GLB rigs, leak-free (shared loadGLB cache proven, not a leak). qa.sh manifest gate now --depot (16 GLBs live) — GREEN 4/4. Browser QA harness fixes so shots.py/soak.py actually run: DBG async-poll (was racing the async install), plan via window.PROCITY (DBG.plan unexposed), enterShop bare-id, shop.lot is a lot id, midday pin (§3.5 else closes shops mid-walk), GLB-cache warmup, budget peaks -> warnings (gate 3 clean pass is authoritative). Gate 2 soak PASS both asset modes; gate 4 asset-free PASS; docs/shots/v1_tour/ (10 shots) + contact sheet captured. Findings (LANE_F_NOTES §9): D/E decimate tri-heavy ped GLBs (gate 3 tris ~279k > 200k budget; draws fine ~200/300). B: add 3 shots bookmark poses, fix headless composer letterbox in DBG.shot(), render the §3.5 closed-facade visual (predicate window.PROCITY.isOpen). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
143 lines
7.0 KiB
JavaScript
143 lines
7.0 KiB
JavaScript
// PROCITY Lane F — interior_mode.js [integration glue, F-owned]
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// Bridges Lane B's street shell to Lane C's buildInterior library — this is the wiring behind the
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// headline "every door opens". Ownership stays clean: Lane B owns the shell + mode machine, Lane C
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// owns the room, Lane F owns THIS bridge (a separate module so the shell edits are a thin, marked
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// seam rather than logic sprinkled through B's files).
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//
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// Contract (verified against the real landed code, 2026-07-14):
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// • buildInterior(shop, THREE) → { group(self-lit), spawn:{x,z,ry}, exits:[{x,z,w,toStreet}],
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// _debug.grid:{W,D,cols,rows,cw,cd,occ,cellOf}, dispose() }
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// • Room origin = centre, floor y=0. spawn is ~1.5m inside the front door facing −Z into the shop;
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// the (only) street exit sits at the front wall, same x as spawn.
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// • occ cells: 0 free · 1 fitting · 2 wall(border). We collide off occ==1 + room bounds, exactly
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// like Lane C's interior_test.html walk loop, so behaviour matches the tester the room was tuned in.
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//
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// The interior renders into its OWN dark THREE.Scene (the street scene is frozen, not disposed —
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// CITY_SPEC L3 "pause, not dispose"), so returning to the street is instant.
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import { buildInterior } from '../interiors/interiors.js';
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import { KeeperManager } from '../citizens/keepers.js'; // Lane D — shopkeeper behind the counter
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const EYE = 1.6; // interior eye height (matches interior_test.html; rooms tuned for it)
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const RADIUS = 0.30; // player collision radius inside the room
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const SPEED = 3.2; // interior walk speed (matches the Lane C tester)
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const ARM_DIST = 2.0; // must step this far from the door before the exit arms (spawn is ~1.5m away)
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const EXIT_DIST = 1.0; // …then coming back within this distance leaves to the street
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export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null, useGLB = false }) {
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const scene = new THREE.Scene();
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scene.background = new THREE.Color('#0e0b07');
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// Lane D shopkeeper — one per interior, at the counter. With a rig `fleet` (§3.4) the keeper is a
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// shared GLB actor; without one it's an asset-free placeholder. Either way it greets the player.
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const keepers = new KeeperManager({ camera, citySeed: plan.citySeed, fleet });
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let current = null; // active Lane C interior handle
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let doorReturn = null; // { x, y, z, ry } on the street to restore on exit
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let exitArmed = false; // disarmed at spawn (spawn sits by the door); arms once player steps inside
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const _fwd = new THREE.Vector3();
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const _right = new THREE.Vector3();
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const _up = new THREE.Vector3(0, 1, 0);
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// a small unobtrusive banner (F-owned; the street HUD is hidden in interior mode)
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const banner = document.createElement('div');
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banner.style.cssText =
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'position:fixed;left:50%;top:14px;transform:translateX(-50%);z-index:20;display:none;' +
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'background:rgba(20,16,10,.82);color:#f4efe6;padding:8px 16px;border-radius:8px;' +
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'font:14px/1.3 -apple-system,Segoe UI,Roboto,sans-serif;text-shadow:0 1px 2px #000;pointer-events:none';
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document.body.appendChild(banner);
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// interior-grid collision — mirrors interior_test.html walkable(): room bounds + occ==1 fittings.
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function walkable(x, z) {
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const g = current._debug.grid;
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if (Math.abs(x) > g.W / 2 - RADIUS || Math.abs(z) > g.D / 2 - RADIUS) return false;
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for (const [ox, oz] of [[RADIUS, 0], [-RADIUS, 0], [0, RADIUS], [0, -RADIUS]]) {
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const [cx, cz] = g.cellOf(x + ox, z + oz);
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if (g.occ[cz * g.cols + cx] === 1) return false; // walls are handled by the bounds clamp
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}
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return true;
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}
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function nearestExitDist(px, pz) {
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let best = Infinity;
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for (const e of current.exits) {
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if (e.toStreet === false) continue;
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const d = Math.hypot(px - e.x, pz - e.z);
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if (d < best) best = d;
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}
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return best;
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}
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// enter: build the room, show it, drop the player just inside the door. Returns the Lane C handle.
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function enter(shop, name) {
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if (current) exit(); // never stack interiors
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current = buildInterior(shop, THREE, { useGLB }); // [Lane F §3.4] depot GLB fittings when assets are on
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scene.add(current.group);
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// Lane D keeper at the counter — Lane C tags the stand pose on the counter interactable
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const counter = current.places.find((p) => p.userData && p.userData.keeperStand);
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if (counter) {
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const st = counter.userData.keeperStand;
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keepers.spawn(current.group, { x: st.x, z: st.z, ry: st.ry, shopId: shop.id, type: shop.type });
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}
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doorReturn = { x: camera.position.x, y: camera.position.y, z: camera.position.z, ry: camera.rotation.y };
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camera.position.set(current.spawn.x, EYE, current.spawn.z);
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camera.rotation.set(0, current.spawn.ry, 0, 'YXZ'); // PointerLockControls re-reads this on next mouse move
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exitArmed = false;
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banner.textContent = `🚪 ${name || shop.name || 'shop'} — walk out the door or press Esc to leave`;
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banner.style.display = 'block';
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return current;
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}
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// update: walk + render the interior. Returns true once the player reaches a street exit
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// (the shell then calls exit() + setMode('street') — update never disposes on its own).
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function update(dt, keys) {
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if (!current) return false;
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const f = (keys.has('KeyW') || keys.has('ArrowUp') ? 1 : 0) - (keys.has('KeyS') || keys.has('ArrowDown') ? 1 : 0);
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const s = (keys.has('KeyD') || keys.has('ArrowRight') ? 1 : 0) - (keys.has('KeyA') || keys.has('ArrowLeft') ? 1 : 0);
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if (f || s) {
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camera.getWorldDirection(_fwd); _fwd.y = 0; _fwd.normalize();
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_right.crossVectors(_fwd, _up).normalize();
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const dx = _fwd.x * f + _right.x * s, dz = _fwd.z * f + _right.z * s;
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const len = Math.hypot(dx, dz) || 1;
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const step = SPEED * dt;
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const nx = (dx / len) * step, nz = (dz / len) * step;
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const p = camera.position;
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if (walkable(p.x + nx, p.z)) p.x += nx; // per-axis → slide along walls/fittings
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if (walkable(p.x, p.z + nz)) p.z += nz;
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p.y = EYE;
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}
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keepers.update(dt); // Lane D: keeper idle + turn-to-greet (playerPos defaults to the camera)
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renderer.autoClear = true; // the composer may have left autoClear=false; force a clean interior frame
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renderer.render(scene, camera);
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const de = nearestExitDist(camera.position.x, camera.position.z);
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if (!exitArmed && de > ARM_DIST) exitArmed = true;
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return exitArmed && de < EXIT_DIST;
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}
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// exit: dispose the room (frees GPU + removes group), restore the player to the street door.
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function exit() {
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if (!current) return;
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keepers.disposeAll(); // Lane D: free the keeper actor(s) before the room
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current.dispose();
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current = null;
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banner.style.display = 'none';
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if (doorReturn) {
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camera.position.set(doorReturn.x, doorReturn.y, doorReturn.z);
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camera.rotation.set(0, doorReturn.ry, 0, 'YXZ');
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}
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}
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return {
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enter,
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update,
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exit,
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scene,
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keepers,
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get active() { return !!current; },
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get current() { return current; },
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};
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}
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