Book/toy shelves get pull-and-buy over the SAME wallet; records keep the deep dig. New stockpack.buildBuyableShelf(): a real shelf is merged, per-item-ADDRESSABLE meshes — one per atlas (all covers drawn from one seeded atlas → one draw/shelf), tagged noBatch so batch.js leaves them intact. Aim a spine/box → pull card (title/author-or-maker/$price/band from the pack index) → BUY debits the wallet, adds to inventory, and collapseBuyItem() zero-areas the item's quad in place (removed from the shelf, no geometry churn). Parody stock → no buy mesh → no card. Fail- soft per pack; atlasPool() keeps each shelf single-atlas (one draw). Test page: E interacts (bin→dig, shelf→card) + a #shelfBuy pull card; shelfBuySoak() buys one item per book/toy seed. Validated: raycast→card →BUY end-to-end (quad collapses to centre, cash/inventory update), buy-soak 6/6 collapseOk leak geo0/tex0, ?stock=real draws record 41/ book 58/toy 57 ≤350, drawSweep GLB-off 168/on 344 unchanged, placement determinism 0 fails, qa --strict GREEN 5/5. Shot: browse_buy_r9.jpg. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
31 KiB
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 9) · owner: PROCITY-C · reviewer: Fable
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[] — 1–3 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 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.
→ 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 ~$60–200 (mulberry32).buydeducts + records on success, returns false unchanged if broke.onChangelets F's street shell subscribe the same wallet to a cash chip.- Test page (
interior_test.html): a#cashChipHUD ($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).digSoaknow buys up to 2/visit. - Offer shape is the dig offer (
{a,t,price,s}) OR a pack item ({title,artist,price,price_band}) — onebuy()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 +
?noassetsuntouched. - Shot: buyloop_r8.jpg — toy boxes, book spines, record dig → BUY card.
→ F: two new warn-level smokes (hooks in 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 —
{ 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 binFanbuilds real cover planes (else parody canvas);dig.jsriffles real covers and the pull card shows title / artist / $price / band;interiors.jswiresopts.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=realleak-free. Flag-off +?noassetsuntouched (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.
→ 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 allisStockacross 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).
mergeGeometriesfrom vendored BufferGeometryUtils.
- per-fitting merge of fixture frames (kept in-group so bins stay raycast targets and the GLB
upgrade can hide the fixture).
- glb.js: frame-hide is now by
isStocktag (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. drawSweepfor 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 window→wall 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. 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_cratefixed → 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. - Report + decision detail: LANE_C_GLB_VALIDATION.md; F note in 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.
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;
contact sheet docs/shots/laneC/glb_heroprops_r4.jpg.
- New mappings (
glb.js):arcade_cabinet→newarcadeCabinetprimitive (video focal prop),listening_booth→listeningCorner(record),drinks_fridge→fridge(milkbar). All load,glb_lawcompliant, yaw 0 (no correction). A new counter-top attach (attachCounterTop) putscash_registeron every counter's till slot (hides the primitive till) andmilkshake_mixeron 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 livedepot:path (?localdepot=1still works for offline).localBasehook kept inglb.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.
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 usesdepot:<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 manifestfacingconvention ("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 + aGLB props: N upgradedHUD 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.
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).poseis the bench;standis 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 viainterior.group).ryuses the rig-front = local −Z convention keepers.js expects. - The same
{x,z,ry}also rides the counter interactable:place.userData.keeperStand— for theplaces-iteration path Lane D/F described. Deep-equal toroom.counter.stand.
Lane D/F wiring (drop-in for §3.2/§3.3):
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 | public API — buildInterior(shop, THREE, opts) |
| theme.js | 9 shop-type recipes (archetype/wallpaper/floor bias, clutter, counter pos, fittings mix, stock kind, signage) + aliasing + registry-override hook |
| shell.js | room shell: floor/walls/ceiling from lot×archetype, glazed shopfront + street backdrop, blocked back doorway, interior lighting |
| 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 | the placer: per-archetype zones, shuffled wall-slot system, occupancy grid, guaranteed door→counter flood-fill path |
| 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 | build/dispose/seed backbone: independent seeded sub-streams, shared-geometry cache, leak-free disposeAll() |
| 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 | standalone test page (below) |
Public API (the contract Lane B/F build against)
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 toopshop. - lot
{w,d}metres — the room adapts to it (never exceeds it); absent → archetype ranges decide. - storeys drives ceiling height 3.2–4.5m.
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 door→counter 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.jsported (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
buildShopported: 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 ~80–110 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— itsSHOP_TYPE_IDSmatch my 9 recipe keys exactly. I kept the interior recipes local (the registry doesn't carry archetype-bias/clutter/counter-pos/stock detail), withmergeRegistry()as the one-time override seam for Lane F. - Lane E
web/assets/manifest.json— itsfittingssection (9 depot GLBs with footprints) is now wired throughglb.js(opt-inuseGLB, 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— itskeepers.spawn(group,{x,z,ry,shopId,type})now has a clean source:room.counter.stand(also onplace.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 —
stockAdapterhook 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) +useGLBflipped 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).