PROCITY/docs/CITY_SPEC.md
m3ultra b20b3b08f5 Lane A round 3: verify F finding #5 (storeys) stale, harden selfcheck + document corner-anchor rule
Per ROUND3_INSTRUCTIONS 'Lane A — on-call + one verification':
- F finding #5 (shops with storeys outside registry range) verified STALE across 8
  seeds: zero violations. Single-storey types (video/milkbar/stall) never exceed 1;
  the only shops above registry max are the intentional 3-storey corner anchors
  (tall-capable types), exactly per CITY_SPEC. Round-1 cornerBoost gate already
  prevents the reported bug. This is also the source of qa.sh's 5 benign storeys
  warnings (flagged for Lane F to scope to permittedMax).
- Hardened the selfcheck storeys assertion from the too-lax <=max(mx,3) to the exact
  permitted range (max>=2 ? min(max+1,3) : max), so a single-storey type exceeding 1
  now fails loudly. Proven non-vacuous. selfcheck.js only — plan output/fingerprint
  unchanged (golden 0x098eec2b still matches, confirmed per task 2).
- Documented the storeys corner-anchor rule in the CITY_SPEC schema.
- hours/openLate contract unchanged; ready for Lane F's §3.5 consumer.

qa.sh --strict GREEN (4/4). Committed atomically by pathspec (shared-tree race).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:52:30 +10:00

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# PROCITY — CITY_SPEC (the shared contract)
*Every lane reads this first. If a lane needs to change something in here, it changes this file
in the same commit and says so loudly in the commit message — this doc is the treaty.*
## What we are building
A standalone, procedurally generated, fully walkable Australian shopping town — the Vuntra City
trick (every building enterable, interiors generated on demand) applied not to cyberpunk towers
but to **record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars,
market stalls**. 90s-Australia aesthetic, low-poly + generated texture skins. Content (real item
data, lore, economy) plugs in later via the GODVERSE/BaseGod feeds — v1 is the *system*: plan →
streets → facades → doors that open → themed interiors → NPCs walking around.
## Engine decision (settled — do not relitigate)
**three.js r175, vendored, plain JS ES modules, importmap, zero build step, zero npm.**
This is the proven house stack (90sDJsim + thriftgod both ship on it), it runs great on Apple
Silicon, and it lets us lift working code (fittings kit, rig stack, dig.js) verbatim. Unreal was
considered and parked: nothing in v1 needs it, and the asset pipeline (GLB, web-ok licensing,
3GOD depot) is web-native. Serve with `cd web && python3 -m http.server 8130`.
- `three` and `three/addons/` resolve via importmap to `web/vendor/` (copied from 90sDJsim).
- No DRACO requirement (house GLBs ship uncompressed/webp-optimized); DRACOLoader is vendored if needed.
- No external CDNs at runtime. Everything local or from `https://digalot.fyi/3god` (CORS-enabled).
## Units, axes, determinism
- **Metres. +Y up. Ground plane is XZ.** City origin (0,0) = centre of the main square.
- **Right-handed three.js defaults.** Buildings face their street; a facade's outward normal
points at its street edge. GLB convention: origin at base, facing **Z**, real-world scale.
- **Seeded everything, `Math.random()` is banned in generation code.**
`web/js/core/prng.js` is the only randomness source:
- `seedFor(citySeed, kind, id)` → stable uint32 (xmur3 hash of `"seed:kind:id"`).
- `rng(citySeed, kind, id)` → mulberry32 stream.
- Same citySeed ⇒ byte-identical city, forever. This is the thriftgod/90sDJsim house rule and
it's what makes the authored-override layer possible later.
## The three-layer architecture
```
LAYER 1 CityPlan (pure data, no THREE) Lane A
LAYER 2 Streetscape (chunked 3D realization) Lane B
LAYER 3 Interiors (on-demand room scenes) Lane C
Citizens (NPCs over layers 2+3) Lane D
Assets (skins + GLB depot) Lane E
```
### Layer 1 — CityPlan (JSON-serializable, generated in <100ms)
The whole town as lightweight data, generated up front from `citySeed`, dumpable to JSON.
Schema v1 (Lane A owns it; extend, don't break):
```js
{
version: 1,
citySeed: 20261990, // uint32
name: "…", // generated town name
size: { w: 1024, d: 1024 }, // metres, city core v1 = 1km²
districts: [ { id, kind, cx, cz } ],
// kind: 'mainstreet' | 'arcade' | 'backstreets' | 'warehouse' | 'residential' | 'market'
streets: {
nodes: [ { id, x, z } ],
edges: [ { id, a, b, width, kind } ] // kind: 'main' | 'side' | 'lane' | 'arcade'
},
blocks: [ { id, district, kind, poly: [[x,z],] } ],
// district = district ID (index into districts[]); kind = that district's kind string, denormalized
// onto the block so consumers can theme it without a lookup (Lane A extension, non-breaking).
lots: [ { id, block, x, z, w, d, ry, frontEdge, use } ],
// use: 'shop' | 'anchor' | 'house' | 'yard' | 'stall' | 'infill'
// ry: Y-rotation (radians) so a GLB modelled facing Z ends up with its facade's OUTWARD normal
// pointing at frontEdge. World facing = (sin ry, cos ry). Lane B rotates the shell by ry.
// frontEdge: id of the street edge this lot fronts (guaranteed to exist and be geometrically adjacent).
shops: [ { id, lot, type, name, sign, seed, facadeSkin, storeys, hours: [open, close], openLate? } ]
// type: see SHOP TYPES below. hours: [open, close], 24h integers, 0 ≤ open < close ≤ 23.
// storeys: integer in [registryMin, permittedMax] where permittedMax = registryMax≥2 ? min(registryMax+1,3)
// : registryMax. The "+1 (cap 3)" is the CITY_SPEC "occasional 3-storey corner anchor" — it fires ONLY
// for tall-capable types (registry max ≥ 2); single-storey types (video/milkbar/stall, [1,1]) are NEVER
// boosted. So `storeys > registryMax` on a corner anchor is EXPECTED, not plan↔registry drift.
// openLate: present and `true` on EXACTLY ONE shop per town — the designated late-night landmark
// (closes ≥ 22:00; a naturally-late type, video rental or milk bar, never a market stall). Absent
// on every other shop. Lane B lights it after dark; Lane F's night gate keys off this field
// (`plan.shops.find(s => s.openLate)`), NOT a magic hours threshold.
}
```
> **Field-type contract** (Lane A is the source of truth; consumer *fixtures* must match this, not the
> reverse). Every `id` and every reference to one — `lot.block`, `lot.frontEdge`, `edge.a`/`b`,
> `block.district`, `shop.lot` — is an **integer**, not a string. `facadeSkin`, and every entry in a
> registry `facades` pool, is a **full filename** under `web/assets/gen/` (e.g. `"facade-fibro-blue.jpg"`)
> — load it verbatim; do **not** prepend `facade-` or append an extension (the shop-types table below
> abbreviates skin names for readability only). The same rule holds for Lane E's ground/awning/sky/wall/
> interior skins: store the file exactly as the manifest names it, never re-derive a key from it.
> **Layer-1 invariants Lane A guarantees** (enforced by `web/js/citygen/selfcheck.js`): fully
> deterministic per `citySeed` (with a committed golden fingerprint guarding against drift); every
> `frontEdge`/`block`/`district`/`lot` reference resolves; every lot faces its `frontEdge`; **no two
> building lots (`shop`/`anchor`/`house`/`stall`) overlap, within OR across blocks**; **exactly one shop
> carries `openLate`** (the late-night landmark); `chunkIndex` covers every lot and lists every edge in
> every chunk its road **corridor (road + verge, centreline ± width/2)** touches — so verge-placed street
> furniture never resolves to a chunk that omits its edge; strictly JSON round-trippable (all finite
> numbers, no stray keys).
Chunk key: `cx = floor(x/64)`, `cz = floor(z/64)`. **Chunk size 64m.** Lane A ships a
`chunkIndex(plan)` helper: chunk key → { lots, shops, edges } touching it. Edges are bucketed across
the full road **corridor** (centreline ± `width/2`), so anything placed in the verge (street furniture,
footpath NPCs) resolves to a chunk whose `edges` list includes its edge.
### Layer 2 — Streetscape (Lane B)
Realizes CityPlan chunks around the player. Hard requirements the two parent games skipped:
- **Contiguous geometry** — no teleport seams; you can walk the whole core.
- **Chunk streaming** — build/dispose chunk Groups at radius ~23; never rebuild the world.
- **InstancedMesh from day one** for: building shells, awning boxes, verandah posts, street
furniture, trees, streetlights. Canvas signage batched into a **sign atlas texture** per chunk
(one CanvasTexture, many UV-mapped planes) — not one canvas per sign.
- Facade formula (proven in both games): instanced box shell + front `PlaneGeometry` with a
`facade-*.jpg` skin + parametric awning/verandah + sign band + door + window planes.
Skins are generated with **blank signboards** — the game overlays the shop name.
### Layer 3 — Interiors (Lane C)
Interiors are **not** street geometry. Walking into a doorway triggers
`enterShop(shop)` → separate room Group built from `shop.seed` (thriftgod archetypes + the
90sDJsim `fittings.js` parametric kit), themed by `shop.type`. Leaving restores the street
exactly where you stood. Street windows show a cheap fake (tinted glass + emissive warm glow at
night in v1; interior-mapping shader is a stretch goal).
## Shop types v1 (registry lives in `web/js/core/registry.js`, Lane A writes it, all lanes read)
> **`web/js/core/registry.js` is the machine-readable source of truth** — import `SHOP_TYPES` for
> the exact facade pools, sign hints, interior archetype, fittings, storeys, hours and district
> weights. This table mirrors it. *(Lane A amendment 2026-07-14: added a variety facade to
> `toy`/`book`/`pawn` and rounded out the fittings mixes — a `counter` to shops that sell over one,
> a `freezer` to milkbar, a `glass_case`+`counter` to dept — so this table matches the registry
> lanes actually consume. Non-breaking; all facades exist in `web/assets/gen/`.)*
>
> *(Lane A amendment 2026-07-14 · round 2, responding to B/E/F integration notes: gave `stall` a 2nd
> facade `facade-corrugated.jpg` (a market-shed backdrop, matching Lane E's manifest facade→type map,
> so every type now has ≥ 2 facades per Lane E's validator). Replaced the old per-shop 6% "open late"
> dice — which yielded 0…many late shops and often none past 22:00 — with **exactly one** deterministic
> `openLate` landmark per town (see the schema note above). Widened `chunkIndex` edge coverage to the
> full road corridor. All non-breaking; self-check green at 1283/1283; golden fingerprint refreshed to
> `0x098eec2b`.)*
| type | facade pool | interior archetype | fittings mix |
|---|---|---|---|
| `record` | timber-teal, arcade-tile, djsim-record | crates + bins | record bins, crates, counter, listening corner |
| `opshop` | weatherboard, fibro-blue, djsim-opshop | racks + shelves | clothes racks, bric-a-brac shelving, book wall, counter |
| `toy` | stucco-pink, deco-pastel, boutique | shelves + glass case | cube shelves, display tables, glass case, counter |
| `book` | federation, sandstone, redbrick | halls of shelves | bookshelves, spinner racks, armchair, counter |
| `video` | stripmall, djsim-video | aisle shelves | VHS shelving, returns slot, poster wall, counter |
| `pawn` | besser, grimy, djsim-pawn, corrugated | counter-forward | glass cabinets, wall hooks, barred window, counter |
| `milkbar` | djsim-milkbar, brickveneer | counter + freezer | counter, fridge, magazine rack, freezer |
| `dept` (anchor) | terrazzo, djsim-dept | grand hall | mixed sections, escalator prop, glass case, counter |
| `stall` (market) | market, corrugated | open stall | trestle tables, crates |
## NPC contract (Lane D)
- **Fleet rule (house law):** 2 rigged base meshes + shared clip bank. Canonical rigs:
`~/Documents/character_kit/` (female `grandma_game.glb` route, male `hum_character.glb`) plus
the 19 peds in `90sDJsim/web/world/models/peds/`. Game-local copies are byte-identical builds —
**copy from character_kit / 90sDJsim, never edit locally.**
- Distance tiers: near <25m = rigged `SkeletonUtils.clone` + AnimationMixer; mid = billboard
impostor (pre-rendered sprite, instanced); far = culled. Walkers path along street-edge
footpath lanes from the CityPlan graph.
- Licensing: 🟢 web-ok only (Mixamo, CC0/CC-BY, CGTrader RF). **No ActorCore in web builds.**
## Performance budget (M-series laptop, 60fps)
- 300 draw calls in street mode, 200k tris in a typical view.
- `renderer.setPixelRatio(min(devicePixelRatio, 2))`.
- Textures: skins 1024px, sign atlases 2048px, total GPU texture < 512MB.
- Chunk build must not hitch: budget 4ms/frame (build incrementally or in idle callbacks).
- Adopt 90sDJsim's `GFX_TIERS` idea later if needed; don't gold-plate now.
## Modes & shell (Lane B owns the shell)
`MODE ∈ { map, street, interior }` one renderer, one state machine, same as both parent games.
`map` = 2D canvas town directory (Lane A's debug view grows into it). Save/load = localStorage v1.
## File ownership (parallel-safety treaty)
| path | owner |
|---|---|
| `web/js/core/*` (prng, loaders, canvas) | scaffold (frozen propose changes via CITY_SPEC PR) |
| `web/js/core/registry.js` | Lane A |
| `web/js/citygen/*`, `web/map.html` | Lane A |
| `web/index.html`, `web/js/world/*` | Lane B |
| `web/js/interiors/*`, `web/interior_test.html` | Lane C |
| `web/js/citizens/*`, `web/citizens_test.html`, `web/models/*` | Lane D |
| `pipeline/*`, `web/assets/*` + `web/assets/manifest.json` | Lane E |
| `web/package.json` | scaffold/shared `{"type":"module"}` only, added by Lane A |
| `docs/*` | everyone, additively |
Each lane also ships its own standalone test page so it can be verified without the others.
**Never edit another lane's files.** Integration (Lane F) happens after AE land.
> `web/package.json` (added by Lane A) contains only `{"type":"module"}` so `node` runs the pure
> `web/js/**` ES modules directly (e.g. `node web/js/citygen/selfcheck.js`, an acceptance criterion).
> Browsers and `python3 -m http.server` ignore it; no deps, no build step. It changes Node's module
> interpretation for every lane's `web/js/**` — which is what we want (all lanes can node-test their
> pure modules) — so it's flagged here as shared scope, not silently added.
## Infrastructure map
- **This mac** dev box, Blender + Unreal installed, Apple Silicon (no CUDA all gen is
cloud-API or tailnet).
- **ultra** `ssh johnking@100.91.239.7` (key auth works, always-on M1 Ultra): MESHGOD Blender
scripts (`~/Documents/MESHGOD/scripts/finish_glb.py`, `render_glb.py`, `media_primitive.py`),
sorted model library `~/Documents/3D=models/` (shop-fittings / street-furniture / furniture
see its `MANIFEST.md` + `CH_MAPPING.md`), `character_kit/`, `mixamo-fetch/out/` clip bank
(34 clips never re-download an existing clip). Caveats: no GNU coreutils/timeout/setsid,
system python 3.9, Homebrew at /opt/homebrew.
- **m3ultra** `http://100.89.131.57:11434` Ollama (`qwen3:235b/32b/8b`, `gemma3:4b` vision,
`gemma4`). Free local LLM for name generation, lore, cataloguing. Use it before any paid API.
- **3GOD depot** `https://digalot.fyi/3god` `POST /api/upload?name=<f>.glb`, `GET /a/<f>`,
`GET /api/list` (CORS on). The shared GLB CDN all sibling games use.
- **MeshGod** `https://digalot.fyi/meshgod` imageGLB generation (~30¢/solid; check the
DealGod canon-3D cache first; media/books use the free parametric skinner).
- **Image gen** house flow is prompt packs (see `~/Documents/FLOW_PROMPTS.md` format) +
thriftgod's `gen_assets.py` batch pipeline (OpenRouter `google/gemini-3.1-flash-image`,
~$0.004/img, style-bible prefix, resumable) and 90sDJsim's Cloudflare Flux scripts
(creds in `~/Documents/backnforth/.env`).
## Style lock (visual)
Low-poly chunky geometry, flat-ish shading, muted 90s Australian palette, warm cinematic light
the 90sDJsim POLY lock skinned with the thriftgod generated-texture kit (69 skins already in
`web/assets/gen/`). Facade prompt template (blank signboards!) is in thriftgod
`gen_assets.py:69-86` reuse it for new skins so everything matches.
## House patterns to keep (both games proved these)
- Promise-cached loaders; missing asset placeholder box, never a crash. The game must run
with zero assets.
- `CanvasTexture` text planes for ALL signage/text no font files.
- `SkeletonUtils.clone` for anything skinned; canonicalize `mixamorig\d+` `mixamorig` so one
clip drives every character; strip position tracks from shared clips (`_rotOnly`).
- Height-normalize rigs off the head bone; plant feet by min bone Y.
- Seeded flat-colour fallbacks under every texture.
- A `shot()` fixed-camera screenshot harness for visual regression (90sDJsim `tools/shots.py`).