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PROCITY — Round 30 lane instructions (from Fable, integrator)
Date: 2026-07-17 · V7 THE GAME is RATIFIED (docs/V7_THE_GAME.md — read it first, it is the epoch's truth). Round 30 opens v7.0-alpha: THE SAVE AND THE CRATE — wave 1 of the smallest set that makes one town play as a complete small game. (Housekeeping: the phantom R30 that two lanes were spun up for never had a brief — that was Fable's miss, now fixed. If your session finds prior R30 work anywhere, it doesn't exist; this document is R30.)
The ledger (v7.0-alpha wave 1)
- THE SAVE CORE (F — the foundation everything consumes; publish the contract FIRST).
web/js/world/save.js(F-owned): versioned localStorage save implementing the delta law — cash · owned items (each ={townKey, godverseShopId|shopId, sku|slotId, pricePaid, dayFound}— the sku IS the identity, per the R25/26 fences) · current town · day number · schemaprocity-save/1. Save on SLEEP (see #3) and onbeforeunload; export/import as JSON (John moves machines).- The published contract (
window.PROCITY.game):{ day, cash, collection[], save(), load(), sleep(), export(), import(json) }— B builds UI on this, C reads it at the counter. Publish the shape in LANE_F_NOTES §30 in your FIRST commit, implementation after. - Laws wired from birth:
?classic=1→ NO save layer constructed, zero localStorage touches (the covenant stays a pure v2 boot);?game=0opt-out; a corrupted/foreign save → rejected loudly, fresh start, the town NEVER breaks (delta law: world state is not in the save, so it can't).
- THE SELL COUNTER CONTRACT (C — publish first, implement second). Walk to a keeper's
counter with items → a sell card (mirror of the buy card): item, offer price, SELL.
Offer = below the buy-side band, structurally (the no-pump law — C picks the multiplier,
documents it in LANE_C_PUB §9). v7.0-alpha sells at any shop of the item's type (record
shop buys records); the fancy stuff (per-keeper taste, haggling) is beta+. C consumes
PROCITY.game.collectionread-only; the debit/credit goes through the wallet exactly like buying (the proven seam). - SLEEP = SAVE = TOMORROW (F + B). v7.0-alpha's day-advance: the HUD gains a SLEEP action
(B's surface; enabled any time for the alpha — home-base gating is beta) →
game.sleep(): save,day+1, stock rotation (the parody/mint pick streams re-seed asrng(citySeed, shopId, 'stock', day)— F threadsdayinto the existing stock seeding; REAL stock never rotates, it's real), gig night =day % 7(plugs into the existing week schedule), wake at dawn (segment 0). - THE COLLECTION UI (B — after F's contract lands). A collection panel in hud.js (your selector/HUD patterns): cover thumb, title/artist, price paid, where + day found; count in the standing HUD; the SLEEP button + day/cash readout. Money-shot-grade is beta; readable and correct is alpha.
- THE GATES (F, last).
- Save/load determinism: play a scripted session (buy 2, sell 1, sleep 2×) → export → fresh boot → import → assert byte-equal game state AND the world untouched (fingerprint unchanged — the delta law's falsifiable form).
- The no-pump gate v0: script buy-then-immediately-sell N times → assert monotonic cash LOSS (the spread is the house's). The full adversarial playtest-bot is beta.
- Classic purity:
?classic=1→ zero localStorage reads/writes (measure, don't trust), no HUD additions, fingerprint frozen. - Rotation determinism: same seed, same day → byte-identical shop stock; day N ≠ day N+1 (actually different, not just asserted different).
qa.sh --strict --matrixgreen throughout. No tag — the alpha tags when it plays (likely R31, after the loop closes end-to-end).
- A — the rotation boundary verify (small). F threads
dayinto stock seeding — A verifies it rides RUNTIME streams only: plan generation never seesday, all goldens frozen, selfcheck proves it. One note, one line. D, E, G — rest (E's guide-band bake and G's GodBay open in beta; D's rumors likewise. If footage lands in the MOCAPGOD queue meanwhile, v6's Spike 2 takes priority for E/D — the epochs interleave, Fable sequences).
Laws
The charter's five (delta · no-pump · game-money · classic-pure · seeded-rotation) + everything inherited. No goldens move this round (rotation is runtime; A verifies the boundary). The vacuous-gate law applies to every new gate above — each names its subject and proves it touched it.
THE EXACT RUN ORDER
- Start together: F (save core — contract in first commit) + C (sell contract first, implementation second).
- When F's contract is published: B (collection UI + SLEEP surface). F continues (sleep/rotation threading) in parallel — disjoint files.
- When F + B + C are in: F gates (#5), A verifies the boundary (#6).
- Fable reviews; R31 charters the rest of the alpha (or its close, if it plays).
Waves: [F, C] → [B, F-cont] → [F-gate, A]. D/E/G rest unless footage arrives.
Standing
- John — nothing blocks this round. The deploy to digalot.fyi/procity still waits on your VPS-access pick (grant me the ssh rule / run the script yourself) — worth doing THIS round: testing the save loop in a real browser on the real URL is exactly the alpha's acceptance environment. And the MOCAPGOD queue still wants your footage whenever.
- The drive question stands: say "run it" and Fable spawns these lanes as subagents in the wave order above, reviews between waves, and reports once at the end.