PROCITY/web/js/interiors/stockpack.js
m3ultra fbc8ffa1c8 Lane C round-8: buy loop v0 + book/toy real stock (?stock=real)
C1 — buy loop v0 (new wallet.js): runtime-only economy — seeded cash
(~$60–200), buy()/broke-gate/in-memory bag, onChange for a cash chip.
World gen untouched (purchases never re-enter the plan/seeded build).
Test page: #cashChip HUD + I-toggle inventory + dig BUY IT button
(pull → bag, cash down, bin depletes); digSoak buys ≤2/visit.

C2 — book spines + toy boxes wired to ?stock=real. stockpack.js keys
each pack to a slot (record→sleeve, book→spine, toy→box); stock.js
shelfLine builds real atlas-UV cover planes for book/toy shelves
(static, no dig), fail-soft per pack. E's packs live: record 350/6,
book 311/4, toy 273/5 (items/atlases).

C3 — validated: draws ≤350 (record 41, book 42, toy 51), determinism
0 fails, leak-free (0 geo/tex delta ×20; buy-soak 12 visits/5 bought,
leakGeo0/tex0), reload resets wallet, flag-off + ?noassets untouched,
qa.sh --strict GREEN 5/5. Shot: docs/shots/laneC/buyloop_r8.jpg.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 04:33:00 +10:00

82 lines
4.2 KiB
JavaScript

// PROCITY Lane C — real record sleeves for `?stock=real` (round 7). Feeds Lane E's GODVERSE stock pack
// (parody-transformed Discogs metadata + cover atlases) into the interior stock via the stockAdapter
// seam built in v1. Read-only, no economy (buying stays a stub — that's a later round).
//
// Pack contract (agreed in LANE_C_NOTES): stock_<type>_index.json →
// { version, atlas_px, cell, atlases:["…webp"], items:[{ id,title,artist,price,price_band,atlas,uv }] }
// uv = [u0,v0,u1,v1] cover rect, ORIGIN TOP-LEFT (image-natural) — this module flips V for WebGL.
//
// Batching: every sleeve samples ONE shared atlas material with a per-item UV baked into its geometry,
// so all real sleeves in a room merge (batch.js) to one draw per atlas — the ≤350 law holds.
// Leak-free: the atlas texture + material are shared/cached in the pack (NOT per-room), like depot GLBs;
// per-sleeve geometries are ctx-tracked and disposed with the room.
// Fail-soft: index/atlas missing → getStockPack returns null → callers fall back to parody canvas.
import * as THREE_NS from 'three';
const _texLoader = new THREE_NS.TextureLoader();
const _packs = new Map(); // type → Promise<pack|null>
const _resolved = new Map(); // type → pack|null (sync accessor for buildInterior)
// Preload a pack (fetch index + atlas textures). Cached. Call once before building with ?stock=real.
export function preloadStockPack(type, { base = 'assets/models/', THREE = THREE_NS } = {}) {
if (_packs.has(type)) return _packs.get(type);
const p = fetch(`${base}stock_${type}_index.json`)
.then(r => (r.ok ? r.json() : null))
.then(idx => (idx && idx.items && idx.items.length ? buildPack(type, idx, base, THREE) : null))
.catch(() => null)
.then(pack => { _resolved.set(type, pack); return pack; });
_packs.set(type, p);
return p;
}
// Synchronous accessor — the resolved pack if preloaded, else null (buildInterior uses this).
export function getStockPack(type) { return _resolved.get(type) || null; }
async function buildPack(type, idx, base, THREE) {
const names = idx.atlases || [];
const materials = {};
await Promise.all(names.map(async (name) => {
const url = /^depot:|^https?:/.test(name) ? name : base + name;
let tex;
try { tex = await _texLoader.loadAsync(url); } catch (e) { tex = null; }
if (tex) { tex.colorSpace = THREE.SRGBColorSpace; tex.anisotropy = 4; }
materials[name] = new THREE.MeshStandardMaterial({ color: 0xffffff, roughness: 0.72, map: tex || null });
}));
const first = names[0];
return {
type,
items: idx.items,
// shared material for an item's atlas (batching groups sleeves by this)
material(item) { return materials[item.atlas] || materials[first]; },
// WebGL-flipped cover rect [u0, v0, u1, v1] (origin bottom-left) for a plane's UV
uvRect(item) { const u = item.uv; return [u[0], 1 - u[3], u[2], 1 - u[1]]; },
};
}
// Each pack type feeds exactly one stock slot kind so a record shop's pack never lands on a bric-a-brac
// shelf: record→sleeve (bins), book→spine (bookshelves), toy→box (cube shelves).
const SLOT_FOR = { record: 'sleeve', book: 'spine', toy: 'box' };
// The stockAdapter for ?stock=real. Returns the pack POOL for its matching slot kind; consumers
// (stock.binFan / stock.shelfLine / dig.js) pick a seeded subset. Other kinds → null → procedural.
export function makeStockAdapter(pack) {
if (!pack || !pack.items || !pack.items.length) return null;
const want = SLOT_FOR[pack.type] || 'sleeve';
return (shop, slotKind) => (slotKind === want ? { real: true, pack } : null);
}
// Build a leaning cover PLANE for one pack item, UV-remapped to its atlas rect, tagged isStock so
// batch.js merges it. Shared material (per atlas) → the whole bin batches to one draw.
export function realSleeveMesh(ctx, pack, item, w, h) {
const THREE = ctx.THREE;
const g = ctx.geom(new THREE.PlaneGeometry(w, h));
const [u0, v0, u1, v1] = pack.uvRect(item); // already WebGL-flipped
const a = g.attributes.uv;
a.setXY(0, u0, v1); a.setXY(1, u1, v1); a.setXY(2, u0, v0); a.setXY(3, u1, v0); // TL,TR,BL,BR
a.needsUpdate = true;
const mesh = new THREE.Mesh(g, pack.material(item));
mesh.userData.isStock = true;
return mesh;
}