PROCITY/web/js/interiors/interiors.js
m3ultra ba901d4a75 Lane C R24: the contract fix — the runtime is the authority (ledger #1, the root cause)
F held the tag because my published atlas contract and my own loader were mutually
incompatible. That was mine. Closed, and published FIRST so G and E re-emit against it.

WHAT WAS WRONG: my R22 §7 invented `stock_shop_<godverseShopId>_index.json`; the loader
(stockpack.js:25) fetches `${base}stock_${type}_index.json`. An index named per the contract
can never be fetched by the code meant to load it. G built runtime-compatible (correct), E
built contract-compatible (also correct — the contract said so), and E's validator globbed
stock_shop_*_index.json -> zero files -> vacuous pass. Nobody was wrong; the contract was.

§7 REWRITTEN AGAINST THE CODE (LANE_C_PUB):
- Authority rule: stockpack.js IS the contract; doc vs loader disagreement = doc bug.
- Layout ratified as G shipped it: assets/stock_godverse/<godverseShopId>/stock_<type>_index.json
  (`type` is load-bearing — SLOT_FOR picks the slot). stock_shop_* RETIRED.
  -> E: the glob becomes stock_godverse/**/stock_*_index.json (the vacuous gate's actual cause).
- Runtime-read vs ignored stated exactly: reads atlases[] + items[{atlas,uv}] (uv top-left, the
  loader flips V); ignores version/atlas_px/cell*/count/kind/tier/shop/crate/provenance.
- Provenance drift dies: runtime reads none of it, so the authority is E's validator + the 23
  shipped town caches -> TOP-LEVEL `license` (US), attribution, generator, snapshot. British
  `licence` retired; G lifts+renames those four, keeps its rich nested provenance{} as colour.
  atlas_px stays REQUIRED (checked against real dims). cell* informational — C reads uv, never
  cell; do NOT shrink the cell for VRAM (the dig renders covers close-up).

CODE (F's filed item): stockpack cache identity is now `${base}|${type}`;
getStockPack(type, base = DEFAULT_STOCK_BASE); new opts.stockBase on buildInterior = the seam F
wires. Omitted => town-wide packs, byte-identical to today. Pre-v5 callers untouched.

VERIFIED FRESH — and I fixed my own metric first: R23's "8/8 atlas-backed" only checked that a
map exists, but a parody canvas has a map too (same species as the vacuous gate). Re-asserted
falsifiably: every sleeve's texture source IS stock_godverse/3962749/stock_record_atlas_00/01.webp,
pack items == index items by id; negative control — the parody room's textures are (canvas, no src)
and touch the atlas zero times, so the metric discriminates. Collision FIXED (shop 120 + town 350
coexist). Fail-soft FIXED with a populated cache (missing base -> null -> parody). 98 draws with
real covers, pathOK, 0 carves, 0 console errors.

SCOPED NOT SLID: the LRU+dispose (§7.6) lands at v5.0-beta — one stocked shop can't accrete, and
safe eviction needs a room-exit hook (a live room holds the pack's shared material) that arrives
with F's per-shop preload. Written into the contract so it can't slide silently.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 00:43:50 +10:00

208 lines
13 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// PROCITY Lane C — public API. The Vuntra move: every shop door opens into a unique, believable,
// seeded interior, generated on demand in <50ms, byte-identical every revisit (shop.seed), themed
// by shop.type. This is a standalone library + test page; Lane B wires it to real doors later via
// the procity:enterShop / procity:exitShop events.
//
// import { buildInterior } from './js/interiors/interiors.js';
// import * as THREE from 'three';
// const room = buildInterior(shop, THREE); // shop = a CityPlan shop record + its lot dims
// scene.add(room.group);
// // … player walks around, hits room.exits …
// room.dispose(); // frees all per-room geometry/material/textures
//
// buildInterior(shop, THREE, opts?) → {
// group, // THREE.Group, self-contained (lights included). Add to a scene.
// spawn: { x, z, ry }, // where/what-heading the player enters at (just inside the door)
// exits: [ { x, z, w, toStreet } ], // door(s) back to the street
// places: [ …meshes with userData ], // interactables: counter, bins, case, fridge, returns, exit
// counter: { mesh, pose, stand }, // pay point. stand:{x,z,ry} = where a shopkeeper (Lane D)
// // stands, in room-local space, facing the customer.
// browsePoints: [ {x,z,ry,atKind,slotIndex} ], // 0..3 seeded floor poses (R9) where Lane D stands
// // browser rigs, facing the goods (same frame + ry as counter.stand)
// audio: { musicKey, toneKey, gigKey? }, // R11/R12 — keys into Lane E manifest.audio (music bed +
// // room-tone), seeded per shop. musicKey may be null. gigKey set
// // only when opts.gig is on (venue) — F prefers gigKey over musicKey.
// watchPoints: [ {x,z,ry,dance,slotIndex} ], // VENUE (R12/13, else []) — audience poses facing the stage;
// // dance ~1/3 true. Cap by kind: pub/band_room 8, rsl 12. Same
// // frame + ry convention as counter.stand (rig-front = local Z).
// stage: { x,z,w,d,deckY,riserY,frontZ,bandPoses,backline }, // VENUE (else null) — the band stage. bandPoses[4]:
// // front-line trio (guitar/vocal/bass) on the deck + a drummer (role
// // 'drums', seated) up-stage on the riser. Each pose carries y (front
// // line = deckY, drummer = riserY). ry=π faces the audience. backline[]
// // (v3.1) = up-stage amp slots {x,z,ry,y} where Lane D plants the
// // guitar_amp GLB (primitive fallback under ?noassets).
// dims: { W, D, H, archetype, type }, // room metrics
// placement, // deterministic placement summary (deep-equal per seed)
// pathOK, // door→counter connectivity held (always true; carved if needed)
// dispose(), // release GPU resources; removes group from its parent
// }
//
// `shop` is tolerant. Recognized fields: { id, type, name, seed, storeys, lot:{w,d} }.
// • seed : uint32 — the ONLY randomness source (falls back to a hash of id/name if absent)
// • type : any CITY_SPEC type or thriftgod alias (see theme.js); defaults to 'opshop'
// • lot : { w, d } metres — room adapts to it; if absent, archetype ranges decide the size
// • storeys: ceiling height driver (1 → 3.2m … up to 4.5m)
// opts: { archetype?: 'cosy'|'gallery'|'wide'|'hall'|'pokey', stockAdapter?, stock?: 'real', stockBase? }
// • stockBase (v5.0): which real-stock pack `stock:'real'` resolves. Omit → the town-wide packs
// (`assets/models/`, today's behaviour). Pass `assets/stock_godverse/<godverseShopId>/` for a shop
// with its own real crate. The pack cache is keyed by (type, base) — see stockpack.js + LANE_C_PUB §7.
//
// Registry override (Lane F): call mergeRegistry(registry) ONCE at init to let authored registry data
// override recipe fields. It is deliberately NOT a per-build option — a per-call mutation of the shared
// recipe table would break the same-seed determinism guarantee for every later build.
import { Ctx } from './context.js';
import { getRecipe, mergeRegistry, SHOP_TYPES } from './theme.js';
import { ARCHETYPE_KEYS, chooseArchetype, computeDims, buildShell } from './shell.js';
import { layout } from './layout.js';
import { batchRoom } from './batch.js';
import { preloadManifest, upgradeRoom } from './glb.js';
import { getStockPack, makeStockAdapter } from './stockpack.js';
import { xmur3 } from '../core/prng.js';
export { SHOP_TYPES, ARCHETYPE_KEYS, mergeRegistry };
export { preloadManifest } from './glb.js'; // Lane F: preload once so GLB upgrades apply synchronously
export { preloadStockPack, getStockPack, makeStockAdapter } from './stockpack.js'; // ?stock=real
let glbManifest = null; // resolved manifest cache (once the depot answers)
const _warned = new Set();
function warnOnce(msg) { if (!_warned.has(msg)) { _warned.add(msg); console.warn('[interiors] ' + msg); } }
function normalizeShop(shop) {
const s = shop || {};
let seed = s.seed;
if (seed == null) seed = xmur3(`${s.id ?? ''}:${s.name ?? ''}:${s.type ?? ''}`)();
const lot = s.lot && s.lot.w && s.lot.d ? { w: +s.lot.w, d: +s.lot.d }
: (s.lotW && s.lotD ? { w: +s.lotW, d: +s.lotD } : null);
return {
id: s.id ?? 'shop',
type: s.type ?? 'opshop',
name: s.name ?? '',
seed: seed >>> 0,
storeys: s.storeys ?? 1,
lot,
raw: s,
};
}
// ── interior audio contract (round 11) ───────────────────────────────────────────────
// buildInterior returns room.audio = { musicKey, toneKey } — keys into Lane E's manifest.audio (a music
// bed + an interior room-tone). Lane F's interior_mode plays them on enter / fades on exit; Lane B's
// audio.js resolves key → file. Missing key / ?mute=1 / ?noassets=1 → silence (house audio law), so this
// is pure data: buildInterior stays synchronous and asset-free, it only names what SHOULD play.
// The maps mirror the manifest's per-type `types` arrays so the type→bed grouping has one source of truth.
const ROOMTONE_BY_TYPE = { // manifest.audio.ambience entries with scope:'interior'
milkbar: 'roomtone-milkbar',
video: 'roomtone-video', dept: 'roomtone-video', arcade: 'roomtone-video',
}; // default → 'roomtone-retail'
const MUSIC_BY_TYPE = { // manifest.audio.music dedicated beds
record: 'record-shop', // "record shop plays music" — always on
milkbar: 'milkbar', video: 'video-synth',
dept: 'arcade', arcade: 'arcade',
}; // default → null (no dedicated bed)
// The genre a venue kind plays — mirrors registry.SHOP_TYPES[kind].genre so C resolves the gigKey even
// standalone (the gig plan carries shop.genreKey; this is the fallback when a test builds a bare venue
// without A's conversion). ROUND13 §Lane C: pub → pubrock, band_room → grunge, rsl → covers.
const GENRE_BY_TYPE = { pub: 'pubrock', band_room: 'grunge', rsl: 'covers' };
function audioFor(type, ctx, opts, shop) {
const toneKey = ROOMTONE_BY_TYPE[type] || 'roomtone-retail';
let musicKey = MUSIC_BY_TYPE[type] || null;
// Shops with no dedicated bed: a seeded ~1-in-3 keeps a general radio on (the milk-bar bed carries the
// manifest "general" tag). Seeded on its own sub-stream so the same shop is silent-or-playing every
// revisit and adding it never shifts another subsystem's seeded picks.
if (!musicKey && ctx.stream('audio')() < 0.34) musicKey = 'milkbar';
const audio = { musicKey, toneKey };
// Venue gig (R12/13): Lane F passes the live gig state via opts.gig; F should prefer gigKey over musicKey
// while the gig is on. A quiet-night venue has no opts.gig → normal interior (room-tone + maybe radio).
// The genre resolves gig.genreKey → the venue's own shop.genreKey (A sets it) → the kind default. The
// manifest key IS the gigKey, canonical form `gig-<genreKey>` — no mapping table (ROUND13 debt #1). This
// string is byte-identical to citygen's `gigKeyFor(genreKey)` (selfcheck asserts it); it is hand-built,
// NOT imported, on purpose — the interiors lib stays standalone (never imports citygen). Keep the form,
// don't privately rename it (the R12 trap) and don't import citygen (breaks standalone).
const gig = opts && opts.gig;
if (gig && (gig.on || gig.genreKey)) {
const genreKey = gig.genreKey || (shop && shop.genreKey) || GENRE_BY_TYPE[type] || 'pubrock';
audio.gigKey = 'gig-' + genreKey;
}
return audio;
}
export function buildInterior(shop, THREE, opts) {
opts = opts || {}; // tolerate undefined AND explicit null
const t0 = (typeof performance !== 'undefined' ? performance.now() : 0);
const norm = normalizeShop(shop);
const recipe = getRecipe(norm.type);
const ctx = new Ctx(THREE, norm.seed);
// room shape → dims → shell
const archetype = chooseArchetype(recipe, ctx.stream('archetype'), opts.archetype);
const dims = computeDims(ctx, recipe, archetype, norm.lot, norm.storeys);
const shell = buildShell(ctx, { recipe, archetype, dims });
// fittings + wall decor + stock + walkable-path guarantee. ?stock=real feeds a real-stock pack through
// the stockAdapter seam (preload it first); missing pack → parody canvas (warn once).
// `opts.stockBase` (v5.0) selects WHICH pack: omit it for the town-wide packs, or pass a per-shop base
// (`assets/stock_godverse/<godverseShopId>/`) for a shop with its own real crate. The pack cache is keyed
// by (type, base), so a per-shop pack and the town-wide pack coexist — see stockpack.js.
let adapter = opts.stockAdapter || null;
if (!adapter && opts.stock === 'real') {
const pack = getStockPack(recipe.key, opts.stockBase);
if (pack) adapter = makeStockAdapter(pack);
else warnOnce(`stock=real: no pack for "${recipe.key}" @${opts.stockBase || 'default base'} (preload it) — using parody canvas`);
}
const lay = layout(ctx, { recipe, dims, shell, adapter, shop: norm });
// DRAW BATCHING (round 6, ≤350 draws/room law): merge the many same-material stock/fixture meshes
// inside each fitting group into a few merged geometries. Fitting groups (and their userData) are
// kept, so bins stay raycast targets for ?dig=1. Runs BEFORE the GLB upgrade so its frame-hide sees
// the merged fixture meshes. opts.noBatch disables it (diagnostics only).
if (!opts.noBatch) batchRoom(ctx, shell.group);
// OPTIONAL GLB hero-prop upgrade (off by default). Placeholder-persists: primitives stay until (and
// unless) the depot answers. `opts.useGLB` enables it; the manifest may be preloaded (glb.preloadManifest)
// or passed as opts.manifest. Never blocks the build; never required for a fully-usable room.
let glbReady = Promise.resolve(); // resolves when GLB upgrades settle (immediately if off)
if (opts.useGLB) {
const manifest = opts.manifest || (glbManifest && glbManifest.__resolved) || null;
if (manifest) glbReady = upgradeRoom(ctx, lay.placed, manifest, recipe.key);
else glbReady = preloadManifest(opts.manifestUrl).then(m => {
if (m && !ctx._disposed) { glbManifest = { __resolved: m }; return upgradeRoom(ctx, lay.placed, m, recipe.key); }
});
}
const group = shell.group;
const buildMs = (typeof performance !== 'undefined' ? performance.now() : 0) - t0;
let disposed = false;
const api = {
group,
spawn: shell.spawn,
exits: shell.exits,
places: lay.places,
counter: lay.counter, // { mesh, pose:{x,z,ry}, stand:{x,z,ry} } — Lane D keeper spawn pose
browsePoints: lay.browsePoints, // [ {x,z,ry,atKind,slotIndex} ] 0..3 — Lane D browser rig poses (R9)
watchPoints: lay.watchPoints || [], // venue: [ {x,z,ry,dance,slotIndex} ] audience poses, cap by kind (pub/band_room 8, rsl 12); else []
stage: lay.stage || null, // venue: { x,z,w,d,deckY,riserY,frontZ,bandPoses[4],backline[] } (4-piece + up-stage amp slots); else null
audio: audioFor(recipe.key, ctx, opts, norm.raw), // { musicKey, toneKey, gigKey? } — Lane E manifest.audio keys (R11/R12)
dims: { ...dims, archetype, type: recipe.key },
recipe: { key: recipe.key, label: recipe.label, counterPos: recipe.counterPos, clutter: recipe.clutter },
placement: lay.placement,
pathOK: lay.pathOK,
carved: lay.carved,
glbReady, // Promise — resolves when opts.useGLB hero-prop swaps have settled
buildMs,
_debug: { grid: lay.grid, spawnCell: lay.spawnCell, targetCell: lay.targetCell, ctx },
counts: () => ctx.counts(),
dispose() {
if (disposed) return;
disposed = true;
if (group.parent) group.parent.remove(group);
// drop lights/children refs, then free tracked GPU resources
ctx.disposeAll();
},
};
return api;
}