Wave 3 — ran after A pinned the 36 goldens (3face97) and E's tri-diet fix (d81e499). #5 — 23-TOWN DOOR-SOAK: five-town harness scaled (~10 doors/town; sample takes one of every type present then stride-fills). 238 doors / 1,133 in-plan shops / 23 towns. 23/23 PASS — 0 throws / 0 carves / 0 path-fails / 0 over-budget; worst 159 draws (fitzroy) <=350. All 12 archetypes covered town-set-wide (the whole registry). 23/23 towns landed 3 venues — A's cluster bias + district placement hold from the 12-shop thin tail (darwin, toowoomba) to the 139-shop mecca (fitzroy, worst 159 = same band as everywhere: interiors don't care about town scale). Lane G's newtown_godverse passes (18 shops, worst 134). #3 — G2a PER-SHOP ATLAS CONTRACT (C's half), published in LANE_C_PUB §7. All three Fable priors hold; atlas-per-shop is strictly BETTER for draws than today's type-packs. The binding constraint is VRAM, not draws — E's dispose ask GRANTED, it's my seam: - Draws: 1 atlas/shop = 1 draw (shared material + baked UV -> batch merges). Cap 2; 60+ item shops spill to the type-pack. Headroom huge (stock rooms 41-58 vs the <=350 law). - VRAM: E's 181MB audit is right, and the cause is my own design note (stockpack.js:11 caches atlases "NOT per-room, like depot GLBs") — correct for 3 bounded type-packs, wrong for unbounded per-shop. Ruling: <=2 resident atlases, <=8MB decoded, <=1024" typical; C lands the LRU cap + dispose in stockpack.js. Pre-existing + ?stock=real is opt-in (index.html:196) so it can't touch the default boot -> NOT a v4.0 blocker; C's first v4.x item, before G2a ships. - Schema: E's index confirmed verbatim, keyed per shop; UV top-left (C flips V); C reads uv not cell. Fail-soft/parody/?noassets unchanged. Ask to G: emit items[] in deterministic id order — C's seeded per-bin pick indexes into it. C->F: 23-town interior verdict GREEN. Docs-only; both C items closed for v4.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
278 lines
20 KiB
Markdown
278 lines
20 KiB
Markdown
# LANE C — interiors contract (venues + real-town class mapping) → Lanes A/D/E/F
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> **v3.0-FROZEN** · 2026-07-16 · durable contract for Lane D + Lane F. §0–§5 describe the *shipped*
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> venue state; changes require a version bump (CITY_SPEC amendment law). Verified R13 (build) + R14 (audit).
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> **v3.1 amendment:** §3 became the `stage.backline[]` contract (ledger #5 — the amp unification).
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> **v4.0-beta amendment (2026-07-16):** **§6 added — the real-town shop-class → archetype mapping**
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> (ledger #2, the density widening; C→E handshake). The frozen venue contract (§0–§5) is unchanged.
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> **v4.0 amendment (2026-07-16):** **§7 added — the G2a per-shop stock-atlas contract** (C's interior
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> draw/tex ceilings, answering Lane G + E's review). §0–§6 unchanged.
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*The district ships **three** venue archetypes behind `?gigs=1` — `pub`, `band_room`, `rsl`. Lane A
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converts a chosen shop to a venue kind in place (`shop.type = kind`); C keys the interior recipe off
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`shop.type`. All three return the SAME shape (below), so Lane D drops rigs in and Lane F reads state with
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no per-kind branching. Non-venue rooms are byte-identical (venue code runs only for `recipe.venue`, on its
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own seed sub-streams). Verified fresh (seeds 20261990/1990/7/42/101 + 90-build soak): 0 throws · 0 carves ·
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0 path-fails · 0 determinism-fails · leak geo0/tex0 · worst build 8.3 ms. Budgets in §3.*
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---
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## 0. The pose `ry` convention (pinned) — READ THIS FIRST
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**Canonical convention (every C pose uses it):** a pose's `ry` is the yaw of a thing whose **front /
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outward normal is local −Z at ry=0**, i.e. world-facing `(−sin ry, −cos ry)`. `counter.stand`,
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`browsePoints`, `watchPoints` and `bandPoses` ALL follow it, and the box placeholder (`placeholder.js`) is
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built to it (toes at −Z). `keepers.js` greet math assumes it. **Drop a rig in at a pose's `ry` and it faces
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the right way — no per-consumer flip.**
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**Why no flip (the R13 fix, for the record):** the GLB fleet meshes ship facing local **+Z** at ry=0 — the
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opposite of the −Z convention (verified: the anterior toe-bone vector `toe − foot` reads `(≈0, +0.99)`).
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Before R13 this was compensated per-consumer, inconsistently: `band.js` flipped by π (band/crowd correct,
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placeholders backward) while `keepers.js` did not (placeholders correct, **keepers + browsers 180° backward
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whenever the GLB fleet was loaded** — they'd been shipping back-to-front). **D fixed it at the source in
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`rigs.js buildFigure`: the cloned `inner` is rotated π about Y so every GLB rig faces −Z**, matching the
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placeholder and every C pose. All consumer flips were then deleted. Net: keepers, browsers, band and crowd
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all face correctly, GLB and placeholder modes are consistent, and C's pure-data poses never moved (no golden
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touched). If you add a new rig consumer, plant it at the pose `ry` with no flip.
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---
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## 1. What `buildInterior` returns for a venue (`shop.type` ∈ `pub` | `band_room` | `rsl`)
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Everything below is **pure data on the return** (room-local coords, the ry convention in §0). Lane D drops
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rigs straight in; Lane F reads state — no new lifecycle vs. the R9 keeper/browser seam.
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### `room.stage` — the band stage, a **4-piece** (null for non-venues)
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```js
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room.stage = {
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x, z, // deck centre (against the back wall)
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w, d, // deck size (m) — varies by kind (table below)
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deckY, // deck top surface height (m) — the front line stands here
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riserY, // drum riser top height (m) = deckY + 0.16 — the drummer sits here
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frontZ, // z of the deck lip (the crowd stands in front of this, +Z)
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bandPoses: [ { x, z, ry, role, y, seated? } ×4 ],
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}
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```
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- `bandPoses[0..2]` = the **front line**: `role` ∈ `guitar` / `vocal` / `bass`, across the deck lip, `y = deckY`.
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- `bandPoses[3]` = the **drummer**: `role: 'drums'`, `seated: true`, up-stage centre on the drum riser,
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`y = riserY` (= `deckY + 0.16`, the `fittings.js` stage riser box).
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- **Lane D:** lift each member to its own `pose.y` (front line = `deckY`, drummer = `riserY`). `role` hints
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the instrument — E's GLBs via `opts.instrumentFor(role)` (electric_guitar/bass_guitar/mic_stand/drum_kit),
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primitives otherwise (asset law). `seated:true` → seated bob. `ry = π` already faces the audience (+Z) — no
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flip (§0).
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- The band is a **4-piece** for v3.0 (front-line trio + drummer). Reverting to a trio would be a version bump
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(drop `bandPoses[3]`), not a runtime toggle.
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### `room.watchPoints` — the audience, **cap by kind** (empty `[]` for non-venues)
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```js
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room.watchPoints = [ { x, z, ry, dance, slotIndex } ] // seeded floor poses, all facing the stage centre
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```
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- **Crowd cap by kind: `pub` 8 · `band_room` 8 · `rsl` 12** (the RSL is the crowd-cap stress case). The room
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fills what geometry allows up to the cap; **the count IS the crowd cap** (F asserts crowd ≤ `watchPoints.length`).
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- `dance` seeded **~⅓ true** ("a bit of both"). D: `dance:false` → stand-and-watch idle; `dance:true` → bob/sway
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with a **seeded phase offset** (use `slotIndex`/coords). Every point walkable, reachable, clear of the keeper
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stand + browse points + stage/PA. Deterministic per `shop.seed`.
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### `room.counter` / keeper — unchanged
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The bar is a normal counter; the barkeep is just a keeper at `room.counter.stand` (R9 seam). Faces the
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customer correctly under §0.
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### `room.audio.gigKey` — the live bed
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`room.audio = { musicKey, toneKey, gigKey? }`. The manifest key **is** the gigKey, canonical form
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**`gig-<genreKey>`** — no mapping table. F passes gig state via `opts.gig`:
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```js
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buildInterior(rslShop, THREE, { gig: { on: true } }) // → room.audio.gigKey === 'gig-covers'
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```
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- Genre resolves `opts.gig.genreKey` → the venue's own `shop.genreKey` (A sets it) → a kind default
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(`pub`→pubrock, `band_room`→grunge, `rsl`→covers). Present **only when a gig is on**.
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- **Prefer `gigKey` over `musicKey`** while the gig plays. E's beds are `gig-pubrock` / `gig-grunge` /
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`gig-covers`; a missing key → silence (audio law), band still visible.
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- C hand-builds `'gig-'+genreKey` (byte-identical to citygen's `gigKeyFor`, selfcheck-asserted) rather than
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importing it — deliberately, to keep the interiors lib standalone (it never imports citygen).
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### The venue table (C-owned tuning)
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| kind | archetype bias | ceiling | deck `w × d`, `deckY` | crowd cap | genre → gigKey | dressing |
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|---|---|---|---|---|---|---|
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| `pub` | wide / hall | 3.6 m | `0.58·W × 2.0`, 0.32 | 8 | pubrock → `gig-pubrock` | pub tables, sticky carpet, bar |
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| `band_room` | cosy / pokey / wide | **3.4 m (low)** | `0.62·W × 1.6`, **0.20** (barely a riser) | 8 | grunge → `gig-grunge` | near-empty standing room, tin-shed dingy |
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| `rsl` | hall / wide | **4.0 m (tall)** | `0.50·W × 2.4`, **0.40** | **12** | covers → `gig-covers` | flock walls, club carpet, bistro tables, members' bar |
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## 2. Quiet-night variant
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No `opts.gig` → a normal interior: `stage` + `watchPoints` are still returned as data, but there's **no
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`gigKey`** (room-tone + maybe the seeded radio `musicKey`), and D spawns no crowd. A seeded dark night reads
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true — the venue is just a quiet pub/club.
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## 3. `stage.backline[]` — the amp slots (v3.1, ledger #5)
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`room.stage.backline = [ { x, z, ry, y } ×2 ]` — seeded up-stage amp/spare-cab poses, **pure data** (C plants
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no amp meshes as of v3.1). This is the unified backline: **Lane D plants E's `guitar_amp` GLB here** (its own
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primitive fallback under `?noassets`) — one amp system, GLB when present. C's old primitive ampStacks are
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**dropped** from all three venue recipes.
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- **slot[0]** = stage-right (the primary amp) at `(stage.x + stage.w·0.36, deckY, stage.z − stage.d·0.22)` —
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identical to D's R15-verified plant, so wiring D's amp to `backline[0]` moves nothing on screen.
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**slot[1]** = stage-left spare cab (mirror). `ry = π` faces the audience (+Z, the §0 convention); `y = deckY`.
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- **Guarantees** (verified fresh, seed 20261990, pub/band_room/rsl): every slot is **up-stage of the front
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line**, flanks the drum riser, **clear of all 4 bandPoses** (nearest-bass clearance **0.87 m pub / 0.70 m
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band_room / 0.92 m rsl**) and **all watchPoints** (≥1.95 m), and **on-deck** (within the deck footprint).
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Deterministic per `shop.seed`. **Lane D:** verify no interpenetration once wired (C's R15 clearance discipline).
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- **Draw impact:** dropping C's primitives shaved ~4 draws off each empty venue shell (drawSweep glb-off:
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pub 122 · band_room 120 · rsl 131 ≤350); D's GLB/primitive at `backline[0]` adds it back on the gig night.
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- *v3.2 (parked):* the drummer sit clip, instrument LOD, and C's `audioEmitter` idea.
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## 4. Budgets (measured R14, seed 20261990, fresh context)
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- **Empty shells** (`drawSweep` glb-off): band_room **124** · pub **126** · rsl **135** — town-wide worst
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161 (opshop/hall). ≤ 350. ✓ (identical to R13 — C geometry unchanged).
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- **Gig-night interior draws**, D's `GigCrew` with the real instrument GLBs + amp (localdepot): pub **60** ·
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band_room **52** · rsl **71**. Asset-free (placeholder crowd, no GLBs) worst RSL **237** (16 rigs). ≤ 350. ✓
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- **Tris**: fleet peds ~2.7k each; E's instrument GLBs **14k each** (decimated to the ≤15k target), 5 on a
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stage = 70k — the instruments dominate. RSL gig-night ≈ **182k tris** once the async GLBs settle. The
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interior gate is **draws** (passes); tris are the *street* budget (200k), so this is not an interior gate.
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*Note for E/F:* F's gig-night smoke reports ~34k because it measures **before** the async instrument GLBs
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load; the settled scene is ~180k. A camera-distance LOD on instruments is a v3.1 candidate.
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- **Determinism / release-law**: C's interior code is unchanged since R13; D's continuity + RY-fix ride
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disjoint rng namespaces (`ctx.stream(salt)` vs `rng(citySeed,kind,id)`) and cannot perturb C's placement
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or any golden. 90-build venue soak: 0 determinism · 0 carve · 0 path-fail · worst 8.3 ms; leak geo0/tex0.
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## 5. The archetypes (C-owned)
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`band_room` = a tin shed: small (cosy/pokey), low ceiling, barely-a-riser deck, near-empty standing floor,
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bar in the corner — the PA louder than the room. `rsl` = carpet-and-flock club: the biggest floor in town
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(hall/wide), a proper raised stage at one end, bistro tables round the edge, members' bar, the biggest crowd
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cap. Both reuse the `pub` venue machinery (`theme.js venueSpec` + `layout.js` placeStage/placeWatchPoints);
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only the dressing + `venueSpec` differ. Stage/PA keep GLB slots for Lane E (primitive fallback holds); the
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backline amp is D's, planted at `stage.backline[0]` (see §3).
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---
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## 6. Real-town shop-class → interior archetype mapping (v4.0-beta, ledger #2) → Lane E
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**Directive (John, kickoff — SUBTLE: texture, not takeover).** The secondhand shops stay the **heroes** of
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the town (they *are* the game). The widening adds general retail as *texture* — the everyday main-street
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staples a real Australian town has — mapped onto **existing** archetypes (**no new archetypes this round**).
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The player should feel the town's more alive, not that the game changed.
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**How it's applied (E owns the emission).** `plan_osm` keeps only **registry types** (`SHOP_TYPES` — unknowns
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flatten to `opshop`). So E maps each fetched OSM `shop=*` / `amenity=*` value to a **registry type** below and
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bakes it into the cache's `shop.type`. Every target is an existing type, so C's recipes, A's registry, and the
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budgets are all unchanged. Unknown/unlisted classes degrade safely to `opshop` (R18-proven: 18 real OSM types
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all built valid).
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**Heroes — secondhand (unchanged; NEVER subsampled):**
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| OSM class | → type |
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|---|---|
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| `charity`, `second_hand`, `antiques`, `vintage` | `opshop` |
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| `books`, `bookshop` | `book` |
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| `music` | `record` |
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| `video`, `games` | `video` |
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| `pawnbroker` | `pawn` |
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| `toys` | `toy` |
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**Widened — everyday main-street texture (general retail):**
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| OSM class(es) | → type | wears it as |
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|---|---|---|
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| `bakery`, `cafe`†, `confectionery`, `pastry`, `chocolate`, `deli`/`delicatessen`, `butcher`, `cheese`, `coffee`, `tea` | `milkbar` | the food counter |
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| `convenience`, `kiosk`, `general`, `dairy` | `milkbar` | the corner store |
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| `newsagent`, `stationery` | `milkbar` | papers + magazines |
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| `chemist`, `pharmacy`, `cosmetics`, `perfumery` | `milkbar` | dispensary counter |
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| `clothes`, `fashion`, `boutique`, `shoes`, `bag`, `jewelry`/`jewellery` | `dept` | the dressed retail floor |
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| `department_store`, `variety_store`, `supermarket` | `dept` | big general retail |
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| `hardware`, `doityourself`, `trade`, `electronics`, `mobile_phone`, `furniture`, `houseware`/`homeware` | `dept` | shelved goods |
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| `greengrocer`, `florist`, `farm`, `garden_centre` | `stall` | produce/plants on trestles |
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† `cafe`/`fast_food` are `amenity=*`, not `shop=*` — fetch them from the amenity tag; everything else is `shop=*`.
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**Fallback:** any fetched class not listed → `opshop`.
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**Copy-paste map for E (`build_towns.py`):**
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```json
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{
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"charity":"opshop","second_hand":"opshop","antiques":"opshop","vintage":"opshop",
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"books":"book","bookshop":"book","music":"record","video":"video","games":"video",
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"pawnbroker":"pawn","toys":"toy",
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"bakery":"milkbar","cafe":"milkbar","confectionery":"milkbar","pastry":"milkbar","chocolate":"milkbar",
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"deli":"milkbar","delicatessen":"milkbar","butcher":"milkbar","cheese":"milkbar","coffee":"milkbar","tea":"milkbar",
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"convenience":"milkbar","kiosk":"milkbar","general":"milkbar","dairy":"milkbar",
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"newsagent":"milkbar","stationery":"milkbar",
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"chemist":"milkbar","pharmacy":"milkbar","cosmetics":"milkbar","perfumery":"milkbar",
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"clothes":"dept","fashion":"dept","boutique":"dept","shoes":"dept","bag":"dept","jewelry":"dept","jewellery":"dept",
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"department_store":"dept","variety_store":"dept","supermarket":"dept",
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"hardware":"dept","doityourself":"dept","trade":"dept","electronics":"dept","mobile_phone":"dept",
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"furniture":"dept","houseware":"dept","homeware":"dept",
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"greengrocer":"stall","florist":"stall","farm":"stall","garden_centre":"stall"
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}
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```
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Default (not in the map) → `opshop`.
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**Subtlety guardrails (E):**
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- Fetch only these tasteful staples — **not** every OSM `shop=*`. Skip vehicle/tyres/fuel, funeral, storage,
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industrial, and pure services the player never browses (`hairdresser`, `beauty`, `travel_agency`, `bank`,
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`laundry`, `estate_agent`).
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- **Never** subsample the secondhand heroes.
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- If a town's general-retail count would visually **drown** the secondhand strip, seed-subsample the *texture*
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classes (the milkbar/dept/stall targets) toward **~2–3× the secondhand count**, and count the drops in
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`norm.dropped` like every other drop.
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**Why these targets:** `milkbar` (counter + fridge + magazine rack + glass case) is the canonical Australian
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counter shop — it wears cafe/bakery/deli/newsagent/chemist naturally; `dept` (cube shelves + clothes racks +
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glass cases) wears clothes + hardware + big retail; `stall` (trestles + crates) wears produce + florist. Three
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general-retail looks + the six secondhand heroes + the three venues = variety with no new archetypes.
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**Pre-verified (seed 20261990, real-town lot 8.5×14):** milkbar/dept/stall/opshop all build valid (0 carves,
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≤143 draws); `dept` reads as a clean **dressed-retail floor** (cube shelves + clothes racks + counter, the
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escalator does *not* dominate the ~7.9×11.7 room), so `clothes`/`hardware` → `dept` is confirmed. C re-checks
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the full result in the five-town door-soak (ledger #6) once E's caches land. (FYI: C's `theme.js canonicalType`/ALIAS already recognizes several
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of these — `deli`/`corner_store`→milkbar etc. — for any direct `buildInterior(rawClass)`; the authoritative
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mapping for the caches is this table.)
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---
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## 7. G2a — per-shop stock atlases: C's interior ceilings (v4.0, ledger #3) → Lane G + Lane E
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*Answering Fable's three priors + E's half (LANE_E_NOTES). **Verdict: all three priors hold — atlas-per-shop
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is the right shape, and it's strictly BETTER for draws than today's type-packs.** The binding constraint is
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**VRAM, not draws**, and E's dispose ask is granted: it's my seam and I own the fix.*
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**1. Draw ceiling — ONE atlas per shop (hard cap 2).**
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Real stock batches to **one draw per atlas** (shared material per atlas + per-item UV baked into geometry →
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`batch.js` merges). A room shows exactly one shop's stock, so a per-shop atlas = **1 atlas = 1 draw** — better
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than a type-pack, which can hit several atlases per room. **Rule: 1 atlas/shop; hard cap 2** (each extra = +1
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draw, and the R9 buyable-shelf path wants one atlas per shelf to stay one-mesh/one-draw). A 60+ item shop
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spills to the shared type-pack rather than fragmenting the room (E's (b) — agreed). *Headroom: `?stock=real`
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worst rooms today are record 41 / book 58 / toy 57 draws against the ≤350 law; my R22 23-town soak worst is
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159. Draws are not the constraint.*
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**2. Texture/VRAM ceiling — the real limit. E's dispose ask: GRANTED, and it's mine to land.**
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E's audit is correct and the cause is a deliberate C design note (`stockpack.js:11`): atlas textures are
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"shared/cached in the pack (**NOT per-room**), like depot GLBs". That is **right for 3 bounded type-packs**
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and **wrong for unbounded per-shop atlases** (23 towns × N shops). The ceiling:
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- **Resident: ≤2 shop atlases** (the room you're in + 1 for re-entry), **≤8 MB decoded**.
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- **Atlas size: ≤1024² for a typical shop** (16 items @256² cell); **2048² only for a 60+ item shop**, and
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prefer spilling to the type-pack. At 1024² RGBA ≈ 4 MB → ≤2 resident ≈ **8 MB** (vs E's measured **181 MB**
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resident today — ~20× better, and bounded instead of accreting).
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- **C lands the LRU cap + dispose in `stockpack.js`** (evicted shop's atlas texture + material disposed).
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Type-packs keep today's shared cache (bounded, reused across rooms of a type) — unchanged.
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- **Scheduling:** today's 181 MB accretion is **pre-existing**, and `?stock=real` is **opt-in**
|
||
(`index.html:196` — `params.get('stock')==='real' && !NOASSETS`), so it cannot touch the default boot and is
|
||
**not a v4.0-tag blocker**. I land the cap as **C's first v4.x item — before G2a ships**. G: build to the
|
||
ceiling; the loader will honour it.
|
||
|
||
**3. Index schema — E's (c) confirmed VERBATIM, keyed per shop.**
|
||
`stock_shop_<godverseShopId>_index.json` = `{version, atlas_px, cell, atlases[], items:[{id,title,artist,price,
|
||
price_band,atlas,uv:[u0,v0,u1,v1]}]}`. `stockpack.js` consumes it unchanged (it already groups items by atlas
|
||
and shares a material per atlas). **UV origin stays top-left (image-natural) — C flips V for WebGL** (R7 law,
|
||
unchanged). Book cell 176×256 portrait is fine: **C reads `uv`, never `cell`**.
|
||
|
||
**4. Fail-soft + `?noassets` — unchanged law, confirmed.**
|
||
Index/atlas missing → `getStockPack` → null → **parody canvas + one warn** (R7, proven since). `?noassets`
|
||
fetches zero. A godverse town under `?noassets` stays silent-and-fine. `?stock=real` opt-in ⇒ G2a cannot
|
||
regress the default or classic boots.
|
||
|
||
**5. Determinism — one ask back to G.**
|
||
The seeded pick per bin is C's and stays: same `shop.seed` → same crate contents, byte-identical revisits.
|
||
That indexes into `items[]`, so **G must emit `items[]` in a deterministic order** (sort by `id`) — otherwise
|
||
a re-emit silently reshuffles every crate. Same discipline as E's byte-identical cache re-runs.
|
||
|
||
**6. Buy-anywhere (R9) — compatible, no change.**
|
||
`buildBuyableShelf` merges per-item-addressable covers from ONE atlas → one draw (`noBatch`). A per-shop atlas
|
||
satisfies that naturally (better than the type-pack's seeded `atlasPool` pick). Parody = not buyable stays.
|
||
|
||
**7. Parody law — E's (d), unchanged and not C's to relax.** Metadata deterministically parody-transformed;
|
||
cover art real; prices real-or-seeded.
|