PROCITY/docs/LANES/ROUND30_INSTRUCTIONS.md
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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)

  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 · schema procity-save/1. Save on SLEEP (see #3) and on beforeunload; 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=0 opt-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).
  2. 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.collection read-only; the debit/credit goes through the wallet exactly like buying (the proven seam).
  3. 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 as rng(citySeed, shopId, 'stock', day) — F threads day into 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).
  4. 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.
  5. 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 --matrix green throughout. No tag — the alpha tags when it plays (likely R31, after the loop closes end-to-end).
  6. A — the rotation boundary verify (small). F threads day into stock seeding — A verifies it rides RUNTIME streams only: plan generation never sees day, 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

  1. Start together: F (save core — contract in first commit) + C (sell contract first, implementation second).
  2. When F's contract is published: B (collection UI + SLEEP surface). F continues (sleep/rotation threading) in parallel — disjoint files.
  3. When F + B + C are in: F gates (#5), A verifies the boundary (#6).
  4. 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.