THE SHOP HAS A STREET. redhill_godverse: Monster Robot Party seated on Musgrave Road (verified — lot 8, type record, godverseShopId 3962749), 37 shops on E's 884 real Red Hill roads. Its coordinate is John-supplied (Google Maps place /g/11g6rlbbc0 -> -27.4553791, 153.0076244) because it is derivable from nothing we hold: OSM doesn't know the shop, the census doesn't either, dealgod's stores/store_entity rows are NULL lat/lng, recordgod has no address. Verified inside E's bbox and on Musgrave Road's own geometry; my own estimate was ~120 m out. RE-EMIT (ledger #5 + #2): atlas keyed by godverseShopId with US `license` throughout (British retired, 0 occurrences) — atlas-QA OK, 120 real records, byte-identical re-bake (the .webp bytes did not move; only the index). newtown_godverse re-emitted with ids (18 keyed). godverse_town.py: psycopg2 -> psql, EXTRA_SHOPS roster, and Fable's R22 Ruling 2 finally implemented. RULING 2 WAS LOAD-BEARING, NOT COSMETIC (measured): census-only Red Hill is unshippable — 9 shops = 306 m spacing warn; +Monster Robot = 10 shops = 261 m warn AND a frontage poster seated INSIDE edge 1037's kerb (-2.95 m); + the donor's texture layer (37) = no warn, poster passes. 261 m is worse than the 255 m that retired ballarat this round: the alpha's headline town would have shipped flagged "scattered, not a high street, or retire the town". 9 donor heroes swapped for census entries (18 in Newtown), counted per the ruling. CONFLICT #1 — C §7.3 vs E's validator. C says lift provenance to TOP LEVEL, US `license`, British retired, "exactly what E's validator reads". Measured: it is not. validate_atlas.py:98 reads NESTED `provenance`; :105 reads `licence` British-first. Lifting-and-retiring as written FAILS the gate; my R23 atlas already passed it untouched. Same species as the bug that held the tag — a doc asserting what code does without running it. Resolved: E's check accepts `licence or license`, so US-nested passes; the four also ride at top level (C's contract + the town-cache convention) off one source of truth. -> E, one line: :198 PRINTS `licence` British-only while the check accepts both, so C's mandated US spelling silently stops printing the licence flag — which :199's own comment calls a human call. Gate passes; evidence line vanished. Fix: .get("licence") or .get("license"). CONFLICT #2 — Ruling 2 vs A's identity gate. NEEDS A RULING; it is why the tree is red (6 of 8). Ruling 2 makes a godverse cache mixed: a keyed GODVERSE layer + an inherited OSM texture layer. A's sweep asserts EVERY shop is keyed -> partial FAILs. Texture shops carry no godverseShopId deliberately: an OSM milkbar has no GODVERSE identity, and minting one from its OSM id pushes a third id space into a field that already carries two — A's validator calls a duplicate mis-stocking, charter risk #3's nightmare with Monster Robot's crate as the prize. And A's own two checks disagree: the validator says "Missing = tier 0 (soft). Duplicate = mis-stocked (hard). They are not the same failure", while the sweep fails partial keying because it "mis-stocks the rest" — conflating exactly those two. Proposed (A's call, Fable's ruling): assert coverage over the godverse layer, not the inherited texture layer. THE 8 RED CHECKS, ITEMISED: newtown_godverse base+gig goldens (2) moved by the re-emit exactly as ledger #2 intends — A re-pins, base 0xcf69b387 gig 0x1e266f60; godverse identity x3 per godverse town (6) = conflict #2. Nothing else. Classic covenant 0x3fa36874 intact. redhill_godverse pins: base 0xb2224939. Verified live: the shop's 120-record pack and the town-wide 350 pack now COEXIST through C's type+base fix. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|---|---|---|
| docs | ||
| pipeline | ||
| priorwork | ||
| tools | ||
| web | ||
| .gitignore | ||
| B-progress.md | ||
| C-progress.md | ||
| D-progress.md | ||
| E-progress.md | ||
| F-progress.md | ||
| G-progress.md | ||
| README.md | ||
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." A–E 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 A–E into one seed-to-town game + QA gates | (after A–E) |
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.
v3.1 — THE FLIP: the town shows its best by default
The Friday-night layer soaked through alpha, beta, and the v3.0 release — so v3.1 flips it on by default, and the mature v2 flags flip with it. Boot the plain URL and each town seeds 2–4 venues (pub, band room, RSL) with a full seeded week of gigs, town-wide posters, and a Friday night that reads: a 4-piece band (trio + a seated drummer) with real instruments, a mixed crowd, an outdoor queue, a per-venue cover charge, muffled gig spill + walla and applause, town-wide streetlamp pools, and identity continuity — the ped you followed in is in the crowd. Plus weather, the tram, and the parallax interior-window shader, all live by default.
The covenant moved, it didn't disappear. ?classic=1 boots the exact v2 town — byte-identical
forever (synthetic golden 0x3fa36874, zero gig layer, zero fetch delta). That is the new frozen
regression target; the default boot is deterministic to the gig golden 0xb1d48ea1. Asset-free
(?noassets=1) composes with the default boot and stays silent-and-fine.
Flags — the four headliners are ON by default, each with a =0 opt-out; ?classic=1 is the
master off:
| flag | default | what |
|---|---|---|
?classic=1 |
off | the exact v2 boot — all four below off, byte-identical to the frozen baseline |
?gigs=0 |
on | the gig district — venues, week schedule, band/crowd/queue, cover, posters, night pass |
?weather=0 · ?tram=0 · ?winmap=0 |
on | seeded weather · the tram loop · the parallax interior-window shader |
?roster=v1 · ?pop=N |
stream | chunk-streamed citizen density is the baseline; ?roster=v1 restores the fixed roster |
?dig=0 · ?stock=real |
dig on | crate-riffle on record bins · real GODVERSE sleeves in the stock |
?noassets=1 · ?plansrc=osm · ?mute=1 · ?dbg=1 |
off | asset-free (zero network) · OSM plan source · silence · the window.DBG capture/soak harness |
?plansrc=osm&town=<key> |
— | boot a real Australian town: fixtures melbourne/katoomba/silverton, or a real OSM cache bendigo_real/castlemaine_real/fremantle_real/katoomba_real/newtown_real (ODbL, web/assets/towns/SOURCES.md). REAL ROADS: a cache with roads[] (schema v2) builds the CityPlan street graph from the town's actual OSM streets; without roads[] a cache marches onto synthetic avenues. Or just pick a town from the HUD selector — no URL needed |
v4.0 — THE REAL MAP: the towns are the product
23 real Australian towns — 1,210 real shops, every state and territory — on their actual streets. Not "inspired by": Fitzroy's shops sit on Fitzroy's roads, at their real positions, because the pipeline eats OpenStreetMap and marches it through the same CityPlan contract the procedural town uses. Pick one from the in-HUD selector and walk it. Everything built across v1–v3 comes along unchanged — the venues and their seeded week of gigs, the 4-piece band with the seated drummer, the crowd that follows you into the pub, the interiors behind every door, weather, the tram — because they all hang off the plan contract and never had to know the geography got real.
The towns run from meccas (Fitzroy, 160 shops) to the thin tail (12), at real retail density: the
secondhand heroes keep their footfall while the street around them gets ~4× busier — texture, never a
takeover. Venues bias to the retail heart. The tram only runs where it fronts a real high street (elsewhere
it was honestly "a highway bus", so it's fenced). Everything stays deterministic from the seed, silent
under ?noassets=1, and ?classic=1 still boots the exact v2 town, byte-identical forever (0x3fa36874).
The tour: docs/shots/release_v4/contact.html — the Fremantle hero, the
Fitzroy mecca, the thin tail (labelled honestly: the floor is shops-per-street-metre, and Toowoomba is
below it), the synthetic control, and the ?classic=1 covenant made visible. Charter:
docs/V4_REAL_MAP.md · data + licences (ODbL):
web/assets/towns/SOURCES.md.
| ?seed=N | 20261990 | town seed |
Release tour: docs/shots/release_v3_1/contact.html — the money shots on
the default boot, plus a ?classic=1 before/after. QA: tools/qa.sh --strict (classic regression +
default-boot gate + smokes + no-giants) --soak (the full-week soak); the seated drummer passes the
no-giants gate at the seated stature band [0.9,1.5] m.