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m3ultra 5b8c806271 Lane A round 4: harden openLate contract (hours>=22 ⟺ openLate == the video), confirm F2
v1-tag round. Two confirmations + one hardening fix; qa.sh --strict GREEN (4/4).

A2 — openLate: F's night gate `hours[1] >= 22` matched 4–15 shops/seed (regular videos
jitter base-21 → 22), not the single landmark the shell assumes. Fixed in plan.js: regular
shops close by LATE_HOUR-1 (21:00); only the deterministically chosen openLate landmark
reaches ≥22, pick is now video-first. So `hours[1] >= 22` and the `openLate` field are the
same singleton, always the video rental (verified 15 seeds). Makes generation match
web/index.html:159-161 + soak.py:68 ("at night only the openLate shop is open"). selfcheck
asserts exactly-one / field⟺threshold / is-video. ALL GREEN 1301/1301.

A1 — Lane F's F2 permittedMax storeys scoping: confirmed 0 warnings across 7 seeds + a
false-negative test (injected video@2 in a scratch checker → caught every seed).

GOLDEN.hash 0x098eec2b → 0x3fa36874: intended A2 output change (a few videos close 21 not
22 for seed 20261990), NOT drift; F2 is tooling-only. Same lots/shops/types/names/skins.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:26:30 +10:00
docs Lane A round 4: harden openLate contract (hours>=22 ⟺ openLate == the video), confirm F2 2026-07-14 18:26:30 +10:00
pipeline Lane E round 3 (landed by Fable after review): 5 hero props gen'd local + published, local-depot mode, manifest 14 fittings + 8 furniture 2026-07-14 18:03:03 +10:00
priorwork Fable (integrator): round-3 lane instructions + archive round-1 lane prompts 2026-07-14 14:30:36 +10:00
tools Lane F R4: wire citizens.setExposure (F1) + permittedMax storeys-checker fix (F2) 2026-07-14 18:15:42 +10:00
web Lane A round 4: harden openLate contract (hours>=22 ⟺ openLate == the video), confirm F2 2026-07-14 18:26:30 +10:00
.gitignore Lane E round 3 (landed by Fable after review): 5 hero props gen'd local + published, local-depot mode, manifest 14 fittings + 8 furniture 2026-07-14 18:03:03 +10:00
B-progress.md Lane B (Streetscape): round-3 — scene.environment for PBR peds + budget re-measure with citizens 2026-07-14 16:00:22 +10:00
C-progress.md Lane C: round-3 GLB hero-prop validation (useGLB path) 2026-07-14 16:18:12 +10:00
D-progress.md Lane D (Citizens): round-3 support — setExposure day/night hook + design notes 2026-07-14 15:55:25 +10:00
E-progress.md Lane E round 3 (landed by Fable after review): 5 hero props gen'd local + published, local-depot mode, manifest 14 fittings + 8 furniture 2026-07-14 18:03:03 +10:00
F-progress.md Lane F R3: hours/closed-shops + manifest/rig-fleet/?noassets + --depot + QA harness fixes 2026-07-14 17:19:11 +10:00
README.md PROCITY scaffold: spec, research, 6 Opus lane prompts, core modules, vendored three r175, 69 inherited skins 2026-07-14 10:46:40 +10:00

PROCITY

A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every building enterable (the Vuntra City trick), every interior seeded and themed: record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of 90sDJsim + thriftgod. v1 is the system; the GODVERSE/BaseGod real-item content plugs in later.

Run

cd web && python3 -m http.server 8130
# http://localhost:8130            (game shell — Lane B)
# http://localhost:8130/map.html   (2D plan debugger — Lane A)

Read first

  • docs/CITY_SPEC.md — the treaty: schema, units, seeds, budgets, file ownership.
  • docs/RESEARCH.md — what the parent repos already solved, with exact paths to port from.

The lanes (parallel Opus 4.8 sessions)

Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say: "Read docs/LANES/LANE_X_….md and execute it." AE are parallel-safe (disjoint files, standalone test pages); F integrates after they land.

lane mission owns
A — CITYGEN seed → CityPlan data (streets, blocks, lots, shops) + 2D map js/citygen, js/core/registry.js, map.html
B — STREETSCAPE chunk-streamed instanced 3D town + game shell index.html, js/world
C — INTERIORS every door opens: seeded themed shop interiors js/interiors, interior_test.html
D — CITIZENS rigged-near / impostor-far NPCs + shopkeepers js/citizens, citizens_test.html, models/
E — ASSETS audit ultra's library, normalize GLBs, skins, manifest pipeline/, assets/
F — INTEGRATION wire AE into one seed-to-town game + QA gates (after AE)

Already in the repo

  • web/vendor/ — three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).
  • web/assets/gen/ — 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds, 8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.
  • web/js/core/ — frozen shared modules: prng.js (seeded-everything law), loaders.js (fail-soft promise-cached GLB/texture + 3GOD depot), canvas.js (text planes).

House laws (short form — CITY_SPEC has the fine print)

Seeded everything, Math.random banned in gen code · the game must run with zero assets · instancing from day one · canvas text, no font files · characters = shared base rigs + one clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.