PROCITY/docs/shots/README.md
m3ultra aa4ed4fdca Lane F: integration — interiors + keepers + street peds + QA harness
interior_mode.js bridges Lane B's enterShop seam to Lane C buildInterior and Lane D
keepers (spawn at counter keeperStand, greet, leak-free over 5 cycles). CitizenSim
wired into the street loop (pop 140, ~96 active midday, worst ~191 draws). tools/:
qa.sh gate runner (all 4 landed gates GREEN --strict), scaffold/consistency checks,
shots.py + soak.py browser harnesses. docs/shots/ reference tree, LANE_F_NOTES
runbook, V2_IDEAS parking lot.

(F's inline seam edits to index.html/skins.js landed with the Lane B commit.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 14:29:03 +10:00

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# docs/shots — visual regression + devlog reference tree
Owned by Lane F (each lane also drops its own acceptance screenshots here).
```
docs/shots/
laneA/ … A: 5 seeds rendered in map.html (spine, arcade, market, milkbars)
laneB/ … B: 3 fixed street cameras (P-key shot harness)
laneC/ … C: 9 types × 5 archetypes interior grid
laneD/ … D: near / mid tiers + busy main street
laneE/ … E: skin contact sheets (new skins vs originals)
v1_tour/ … F: the 10 beauty shots (see tools/shots.py TOUR) — the devlog set
before/ … F: last known-good capture, for side-by-side regression
references/ … real-world reference photos named per shot (street_noon.jpg, arcade.png, …)
contact.html … generated by tools/shots.py — this-run | before | reference
```
## Capture (Lane F, once Lane B's shell + `window.DBG` hook land)
```
cd web && python3 -m http.server 8130 # terminal 1
python3 -m venv tools/.venv # once
tools/.venv/bin/pip install playwright
tools/.venv/bin/python -m playwright install chromium
tools/.venv/bin/python tools/shots.py v1_tour --seed 20261990 # terminal 2
open docs/shots/contact.html
```
Before a risky change, snapshot the good state into `before/`
(`tools/.venv/bin/python tools/shots.py before`), then re-run and eyeball `contact.html`.
The v1 tour list (LANE_F_INTEGRATION §Shots): main-street noon, arcade, market square,
milkbar dusk, night neon, warehouse fringe, residential collar, record interior, opshop
interior, busy crossroads. Adjust `TOUR` in `tools/shots.py` as the town evolves.