PROCITY/web/js/world/interior_mode.js
m3ultra 781baea4e2 Lane F R6 F2: wire ?plansrc=osm shell selector + pin osm golden + dig nearest-bin fallback
A landed the plansrc seam (52eb109); F owns the shell bootstrap. index.html: ?plansrc=osm
-> citygen.generatePlanFor(seed,'osm') (real-data 'Melbourne' 95 shops); default synthetic
'Boolarra Heads' unchanged (prime law). scaffold_check.mjs: pin BOTH goldens keyed by
(seed,plansrc) — synthetic 0x3fa36874, osm 0x34cfdec0 (deterministic) — + assert the selector
routes synthetic|osm. flags_check auto-detects + smokes plansrc + the all-on combo (4 flags).

interior_mode.js: restored binUnderAim's nearest-bin fallback (Lane C test-page parity) so E
riffles a nearby bin without perfect aim / before the bin GLB async-loads — fixes the dig
smoke's raycast-miss under fast headless AND improves real UX.

qa.sh --strict GREEN; flags_check GREEN (all 4 flags + all-on combo, 0 console errors).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:59:45 +10:00

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// PROCITY Lane F — interior_mode.js [integration glue, F-owned]
// Bridges Lane B's street shell to Lane C's buildInterior library — this is the wiring behind the
// headline "every door opens". Ownership stays clean: Lane B owns the shell + mode machine, Lane C
// owns the room, Lane F owns THIS bridge (a separate module so the shell edits are a thin, marked
// seam rather than logic sprinkled through B's files).
//
// Contract (verified against the real landed code, 2026-07-14):
// • buildInterior(shop, THREE) → { group(self-lit), spawn:{x,z,ry}, exits:[{x,z,w,toStreet}],
// _debug.grid:{W,D,cols,rows,cw,cd,occ,cellOf}, dispose() }
// • Room origin = centre, floor y=0. spawn is ~1.5m inside the front door facing Z into the shop;
// the (only) street exit sits at the front wall, same x as spawn.
// • occ cells: 0 free · 1 fitting · 2 wall(border). We collide off occ==1 + room bounds, exactly
// like Lane C's interior_test.html walk loop, so behaviour matches the tester the room was tuned in.
//
// The interior renders into its OWN dark THREE.Scene (the street scene is frozen, not disposed —
// CITY_SPEC L3 "pause, not dispose"), so returning to the street is instant.
import { buildInterior } from '../interiors/interiors.js';
import { KeeperManager } from '../citizens/keepers.js'; // Lane D — shopkeeper behind the counter
import { createDig, binSeed } from '../interiors/dig.js'; // Lane C — crate-riffle (v2, gated on ?dig=1)
const EYE = 1.6; // interior eye height (matches interior_test.html; rooms tuned for it)
const RADIUS = 0.30; // player collision radius inside the room
const SPEED = 3.2; // interior walk speed (matches the Lane C tester)
const ARM_DIST = 2.0; // must step this far from the door before the exit arms (spawn is ~1.5m away)
const EXIT_DIST = 1.0; // …then coming back within this distance leaves to the street
export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null, useGLB = false, dig: digEnabled = false }) {
const scene = new THREE.Scene();
scene.background = new THREE.Color('#0e0b07');
// Lane D shopkeeper — one per interior, at the counter. With a rig `fleet` (§3.4) the keeper is a
// shared GLB actor; without one it's an asset-free placeholder. Either way it greets the player.
const keepers = new KeeperManager({ camera, citySeed: plan.citySeed, fleet });
let current = null; // active Lane C interior handle
let currentShop = null; // the shop record for the active interior (dig per-bin seeding)
let doorReturn = null; // { x, y, z, ry } on the street to restore on exit
let exitArmed = false; // disarmed at spawn (spawn sits by the door); arms once player steps inside
let dig = null; // [F2] Lane C crate-riffle instance, created lazily on first use (only if ?dig=1)
const _fwd = new THREE.Vector3();
const _right = new THREE.Vector3();
const _up = new THREE.Vector3(0, 1, 0);
const _digRay = new THREE.Raycaster();
// [Lane F §F2] crate-riffle wiring (v2, ?dig=1). Lane C ships dig.js + gates the flag; F owns the
// in-game *input/mode* hook (its LANE_C_NOTES contract) — the same consumer pattern as Lane C's
// interior_test.html: aim at a record bin, press E → open the riffle, which owns the frame + cursor
// (pointer must be UNLOCKED — the shell handles that on procity:digOpen). Flag off ⇒ none of this runs.
function binUnderAim() {
if (!current) return null;
const bins = [];
current.group.traverse((o) => { if (o.userData && o.userData.kind === 'bin') bins.push(o); });
if (!bins.length) return null;
_digRay.setFromCamera({ x: 0, y: 0 }, camera); // crosshair-centre ray
const hit = _digRay.intersectObjects(bins, true)[0];
if (hit && hit.distance < 3.2) {
let o = hit.object;
while (o && !(o.userData && o.userData.kind === 'bin')) o = o.parent;
return o;
}
// Fallback (matches Lane C's interior_test.html): nearest bin within reach. Uses the bin GROUP's
// world position, so it works even before the bin's GLB mesh has finished loading (async) and is
// forgiving of imperfect aim — stand next to a bin, press E.
const cp = camera.position, wp = new THREE.Vector3();
let best = null, bd = 2.5;
for (const b of bins) { b.getWorldPosition(wp); const d = wp.distanceTo(cp); if (d < bd) { bd = d; best = b; } }
return best;
}
function openDig(bin) {
if (!dig) dig = createDig(THREE, renderer);
if (dig.active) return;
const p = new THREE.Vector3(); bin.getWorldPosition(p);
const key = Math.round(p.x * 100) + '_' + Math.round(p.z * 100); // stable per-bin key (deterministic pos)
dig.open({
seed: binSeed((currentShop && currentShop.seed) || 1, key), count: 16,
shopName: (current && current.recipe && current.recipe.label) || (currentShop && currentShop.name),
shop: currentShop,
onClose: () => window.dispatchEvent(new CustomEvent('procity:digClose')),
});
window.dispatchEvent(new CustomEvent('procity:digOpen')); // shell releases pointer-lock for the cursor
}
if (digEnabled) {
addEventListener('keydown', (e) => {
if (e.code !== 'KeyE' || !current || (dig && dig.active)) return;
const bin = binUnderAim();
if (bin) openDig(bin);
});
}
// a small unobtrusive banner (F-owned; the street HUD is hidden in interior mode)
const banner = document.createElement('div');
banner.style.cssText =
'position:fixed;left:50%;top:14px;transform:translateX(-50%);z-index:20;display:none;' +
'background:rgba(20,16,10,.82);color:#f4efe6;padding:8px 16px;border-radius:8px;' +
'font:14px/1.3 -apple-system,Segoe UI,Roboto,sans-serif;text-shadow:0 1px 2px #000;pointer-events:none';
document.body.appendChild(banner);
// interior-grid collision — mirrors interior_test.html walkable(): room bounds + occ==1 fittings.
function walkable(x, z) {
const g = current._debug.grid;
if (Math.abs(x) > g.W / 2 - RADIUS || Math.abs(z) > g.D / 2 - RADIUS) return false;
for (const [ox, oz] of [[RADIUS, 0], [-RADIUS, 0], [0, RADIUS], [0, -RADIUS]]) {
const [cx, cz] = g.cellOf(x + ox, z + oz);
if (g.occ[cz * g.cols + cx] === 1) return false; // walls are handled by the bounds clamp
}
return true;
}
function nearestExitDist(px, pz) {
let best = Infinity;
for (const e of current.exits) {
if (e.toStreet === false) continue;
const d = Math.hypot(px - e.x, pz - e.z);
if (d < best) best = d;
}
return best;
}
// enter: build the room, show it, drop the player just inside the door. Returns the Lane C handle.
function enter(shop, name) {
if (current) exit(); // never stack interiors
current = buildInterior(shop, THREE, { useGLB }); // [Lane F §3.4] depot GLB fittings when assets are on
currentShop = shop;
scene.add(current.group);
// Lane D keeper at the counter — Lane C tags the stand pose on the counter interactable
const counter = current.places.find((p) => p.userData && p.userData.keeperStand);
if (counter) {
const st = counter.userData.keeperStand;
keepers.spawn(current.group, { x: st.x, z: st.z, ry: st.ry, shopId: shop.id, type: shop.type });
}
doorReturn = { x: camera.position.x, y: camera.position.y, z: camera.position.z, ry: camera.rotation.y };
camera.position.set(current.spawn.x, EYE, current.spawn.z);
camera.rotation.set(0, current.spawn.ry, 0, 'YXZ'); // PointerLockControls re-reads this on next mouse move
exitArmed = false;
let hasBins = false;
if (digEnabled) current.group.traverse((o) => { if (o.userData && o.userData.kind === 'bin') hasBins = true; });
banner.textContent = `🚪 ${name || shop.name || 'shop'} — walk out the door or press Esc to leave`
+ (hasBins ? ' · E: riffle a record bin' : '');
banner.style.display = 'block';
return current;
}
// update: walk + render the interior. Returns true once the player reaches a street exit
// (the shell then calls exit() + setMode('street') — update never disposes on its own).
function update(dt, keys) {
if (!current) return false;
// [F2] riffling: the dig owns the whole frame (its own scene/camera + cursor input). No interior
// walk, no exit check — the player is "in the crate" until they close it (Esc / WALK OUT button).
if (dig && dig.active) {
if (dig.update) dig.update(dt);
renderer.autoClear = true;
renderer.render(dig.scene, dig.camera);
return false;
}
const f = (keys.has('KeyW') || keys.has('ArrowUp') ? 1 : 0) - (keys.has('KeyS') || keys.has('ArrowDown') ? 1 : 0);
const s = (keys.has('KeyD') || keys.has('ArrowRight') ? 1 : 0) - (keys.has('KeyA') || keys.has('ArrowLeft') ? 1 : 0);
if (f || s) {
camera.getWorldDirection(_fwd); _fwd.y = 0; _fwd.normalize();
_right.crossVectors(_fwd, _up).normalize();
const dx = _fwd.x * f + _right.x * s, dz = _fwd.z * f + _right.z * s;
const len = Math.hypot(dx, dz) || 1;
const step = SPEED * dt;
const nx = (dx / len) * step, nz = (dz / len) * step;
const p = camera.position;
if (walkable(p.x + nx, p.z)) p.x += nx; // per-axis → slide along walls/fittings
if (walkable(p.x, p.z + nz)) p.z += nz;
p.y = EYE;
}
keepers.update(dt); // Lane D: keeper idle + turn-to-greet (playerPos defaults to the camera)
renderer.autoClear = true; // the composer may have left autoClear=false; force a clean interior frame
renderer.render(scene, camera);
const de = nearestExitDist(camera.position.x, camera.position.z);
if (!exitArmed && de > ARM_DIST) exitArmed = true;
return exitArmed && de < EXIT_DIST;
}
// exit: dispose the room (frees GPU + removes group), restore the player to the street door.
function exit() {
if (!current) return;
if (dig && dig.active) dig.close(); // [F2] close an open riffle before leaving (frees its per-open GPU)
keepers.disposeAll(); // Lane D: free the keeper actor(s) before the room
current.dispose();
current = null;
currentShop = null;
banner.style.display = 'none';
if (doorReturn) {
camera.position.set(doorReturn.x, doorReturn.y, doorReturn.z);
camera.rotation.set(0, doorReturn.ry, 0, 'YXZ');
}
}
return {
enter,
update,
exit,
scene,
keepers,
get active() { return !!current; },
get current() { return current; },
get digActive() { return !!(dig && dig.active); }, // [F2] shell reads this to keep pointer-lock/Esc sane while riffling
};
}