PROCITY/web/js/citygen/gigs.js
m3ultra 955ec3497b Lane A round 20: spine-poster cap scaled by shop count (v4.0-beta, ledger #1)
Closes my own R19 finding + F's one open budget edge. A sparse REAL town has few shops but a big edge
graph, so the 'two posters per main edge' pole run reads busy (katoomba 438) and drove venue_night to
200,965 tris (+0.5% over the 200k soft ceiling).

- gigs.js buildPosters caps the spine pole run at POSTER_PER_SHOP × shops (1.5/shop, floor 12) — a seeded
  subsample. SCALED BY SHOP COUNT, not edge count (the whole point). katoomba 438→31 posters (~2x the
  synthetic feel), fremantle 32, castlemaine 14. NO-OP on the shop-dense synthetic town (493 shops ⇒ cap
  ~740 ≫ its ~15 posters), so the synthetic gig golden 0xb1d48ea1 stays FROZEN.
- Posters are gig-layer (withGigs), so the real-town BASE goldens are unchanged (correctly green). Added
  REAL_TOWN_GIG_GOLDENS (the full district+capped-poster plan per town: katoomba 0xbd332e83, …) to
  regression-guard the capped output byte-exact, not just via districtInvariants. classic/gig/marched
  fixtures frozen; selfcheck ALL GREEN 51675/51675; scaffold + consistency GREEN; cross-process deterministic.

→ F: re-measure venue_night, the +965 edge should close. Density absorb (ledger #2) pends E's widened
caches — the poster cap already reads the live shop count, so it auto-scales to the widened towns.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 18:27:29 +10:00

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// PROCITY CityGen — v3 GIG LAYER (?gigs=1). Post-hoc augmentation: takes a finished CityPlan and adds
// the town's VENUES (24: pub / band_room / rsl), the week's gig schedule (`plan.gigs`), and poster
// assignments (`plan.posters`). Applied ONLY when the flag is on (selector: generatePlanFor(..,{gigs:true})),
// so the base plan stays byte-identical and the frozen goldens don't move (CITY_SPEC prime flag law).
//
// Source-agnostic: works on synthetic AND osm plans (it only reads shops/lots/blocks/edges). Deterministic
// from citySeed (+ optional custom band names). NO THREE, no network — pure data (CITY_SPEC law).
//
// ROUND13 (v3.0-beta, the district): one venue → 24; one genre → three (by kind); one night's poster run
// → town-wide. See LANE_A_NOTES §Round 13 for the interface C/D/B/F hang off.
import { rng, seedFor, mulberry32, pick, shuffle, irange } from '../core/prng.js';
import { SHOP_TYPES, poleOffset, roadWidth } from '../core/registry.js';
import { shopName, bandName } from './names.js';
const r2 = v => Math.round(v * 100) / 100;
const r4 = v => Math.round(v * 10000) / 10000;
// A venue's own frontage poster seats on the +Z street facade, `d/2 + FACADE_PROUD` out from the lot
// centre (shared by pickVenues' clearance test and buildPosters). ROUND16 (ledger #6): band_room/rsl
// selection prefers a lot whose facade clears every carriageway by ≥ POSTER_CLEAR, so the poster can
// never sit on a back-street's bitumen (a narrow through-lot otherwise abuts the block's other street).
// selfcheck asserts the same floor — import POSTER_CLEAR there, don't re-guess it.
export const POSTER_CLEAR = 0.5;
const FACADE_PROUD = 0.06;
// ROUND20 poster cap: the spine pole run is "2 per main edge", which on a sparse REAL town (few shops, big
// edge graph) reads busy (katoomba: 438). Cap it SCALED BY SHOP COUNT — a seeded subsample of the run. On
// the synthetic town the shop count is in the hundreds, so the cap never binds and the gig golden is frozen.
const POSTER_PER_SHOP = 1.5, POSTER_SPINE_FLOOR = 12;
// nearest point on segment AB to P (same helper the selfcheck uses; kept local so gigs.js stays pure).
const nearestSeg = (px, pz, ax, az, bx, bz) => {
const dx = bx - ax, dz = bz - az, L2 = dx * dx + dz * dz || 1;
let t = ((px - ax) * dx + (pz - az) * dz) / L2; t = Math.max(0, Math.min(1, t));
return [ax + dx * t, az + dz * t];
};
// A night gig: doors at DUSK (seg4), on during NIGHT (seg5) — see lighting.js segment→hour map.
const NIGHTS = 7;
const GIG_START_SEG = 5; // NIGHT (22:00) — gig is "on"
const GIG_END_SEG = 5; // single coarse night segment; F does doors at startSeg1 (DUSK)
const VENUES_PER_TOWN = [2, 4]; // seeded count (charter: 24 venues per town)
const GIGS_PER_VENUE = [4, 6]; // per week — the rest are dark nights, which read true
// Kind order as venues are added. A town of 4 gets a second pub at the far end of the spine —
// two pubs and a footy club is the most Australian town there is.
const VENUE_SEQUENCE = ['pub', 'band_room', 'rsl', 'pub'];
// Cover law (ROUND13 §A2): ~half free town-wide; the RSL skews CHEAP (it's a club, the bistro pays the
// bills), the band room skews FREE (the door is a hat on a milk crate). `cover` stays an integer in
// {0} [2,10] for every kind, so F's wallet seam and the selfcheck assert are unchanged.
const COVER_BY_KIND = {
pub: { free: 0.50, min: 2, max: 10 },
band_room: { free: 0.70, min: 2, max: 6 },
rsl: { free: 0.45, min: 2, max: 5 },
};
// ── THE gigKey CONTRACT (ROUND13 debt #1) ─────────────────────────────────────────────
// The audio manifest key for a genre IS the gigKey, and it is ALWAYS `gig-<genreKey>`. There is no
// mapping table anywhere: C emits `audio.gigKey`, E names the manifest bed, B's spill reads it and F
// resolves it — all through this one function. R12 lost a gig bed to a private rename (C asked for
// `gig-pubrock`, E shipped `pubrock-live`, and because audio fails soft the band just mimed). One key,
// zero mapping — import this rather than building the string yourself.
export const gigKeyFor = genreKey => `gig-${genreKey}`;
// ── venue selection ───────────────────────────────────────────────────────────────────
// Placement rules (charter + ROUND13 §A1): pub at a spine END (a destination you follow the sound to),
// band_room on the warehouse fringe, RSL off-spine. Each pick converts a plain shop IN PLACE (keeps the
// lot id + geometry ⇒ enterable, no overlap) and never takes the openLate landmark (the video survives).
// Every rule degrades to "any remaining plain shop" so an osm town — which has no warehouse fringe and
// may have no spine at all — still gets its venues.
function pickVenues(plan, citySeed) {
const lotById = new Map(plan.lots.map(l => [l.id, l]));
const blockById = new Map(plan.blocks.map(b => [b.id, b]));
const mainEdges = new Set(plan.streets.edges.filter(e => e.kind === 'main').map(e => e.id));
const nodeById = new Map(plan.streets.nodes.map(n => [n.id, n]));
const lotOf = s => lotById.get(s.lot);
const blockKindOf = s => { const l = lotOf(s), b = l && blockById.get(l.block); return b ? b.kind : null; };
const onMain = s => { const l = lotOf(s); return !!l && mainEdges.has(l.frontEdge); };
const dist2 = s => { const l = lotOf(s); return l ? l.x * l.x + l.z * l.z : 0; };
const farthestFirst = arr => arr.slice().sort((a, b) => dist2(b) - dist2(a) || a.id - b.id);
// clearance of a shop's +Z frontage-poster point to the nearest carriageway (ROUND16 ledger #6).
const facadeClear = s => {
const l = lotOf(s); if (!l) return Infinity;
const off = l.d / 2 + FACADE_PROUD;
const px = l.x + Math.sin(l.ry) * off, pz = l.z + Math.cos(l.ry) * off;
let best = Infinity;
for (const e of plan.streets.edges) {
const a = nodeById.get(e.a), b = nodeById.get(e.b); if (!a || !b) continue;
const [nx, nz] = nearestSeg(px, pz, a.x, a.z, b.x, b.z);
best = Math.min(best, Math.hypot(px - nx, pz - nz) - roadWidth(e) / 2);
}
return best;
};
const base = plan.shops.filter(s => {
if (s.openLate) return false; // must not displace the night landmark
const l = lotOf(s);
return !!l && l.use === 'shop'; // a plain shop → keeps SOLID + geometry
});
const taken = new Set();
const out = [];
const n = irange(rng(citySeed, 'venueN', 0), VENUES_PER_TOWN[0], VENUES_PER_TOWN[1]);
for (let i = 0; i < n; i++) {
const kind = VENUE_SEQUENCE[i] || 'pub';
const pool = base.filter(s => !taken.has(s.id));
if (!pool.length) break; // degenerate town — fewer venues, still valid
let cand;
if (kind === 'band_room') {
cand = pool.filter(s => blockKindOf(s) === 'warehouse');
if (!cand.length) cand = pool.filter(s => !onMain(s)); // osm: no warehouse district
} else if (kind === 'rsl') {
cand = pool.filter(s => !onMain(s) && blockKindOf(s) !== 'warehouse');
if (!cand.length) cand = pool.filter(s => !onMain(s));
} else {
cand = pool.filter(onMain);
// a SECOND pub belongs at the other end of the spine, not next door to the first
const firstPub = out.find(v => v.kind === 'pub');
if (firstPub) {
const pz = (lotOf(firstPub.shop) || {}).z || 0;
const far = cand.filter(s => Math.sign((lotOf(s) || {}).z || 0) !== Math.sign(pz));
if (far.length) cand = far;
}
}
// ROUND16 ledger #6: keep the off-spine kinds off a back-street's bitumen. Prefer candidates whose
// +Z facade clears every carriageway by ≥ POSTER_CLEAR; if the warehouse fringe is uniformly narrow,
// broaden to ANY off-spine clear lot before falling back. (pub is spine-fronted — its +Z is open —
// so it keeps its placement untouched; the hero shot doesn't move.) Always a clear lot exists in the
// synthetic town; the fallback only ever fires on a degenerate/osm plan.
if (kind === 'band_room' || kind === 'rsl') {
let clear = cand.filter(s => facadeClear(s) >= POSTER_CLEAR);
if (!clear.length) clear = pool.filter(s => !onMain(s) && facadeClear(s) >= POSTER_CLEAR);
if (clear.length) cand = clear;
}
if (!cand.length) cand = pool; // last resort: anything left
const shortlist = farthestFirst(cand).slice(0, Math.min(5, cand.length));
const shop = pick(rng(citySeed, 'venuepick', i), shortlist);
if (!shop) break;
taken.add(shop.id);
out.push({ shop, kind });
}
return out;
}
// Convert a chosen shop into a venue of `kind`, in place.
function convertVenue(citySeed, shop, kind) {
const reg = SHOP_TYPES[kind];
const vseed = seedFor(citySeed, 'venue', shop.id);
const vr = mulberry32(vseed);
shop.type = kind;
shop.facadeSkin = pick(vr, reg.facades);
const nm = shopName(vseed, kind);
shop.name = nm.name; shop.sign = nm.sign;
// clamp into the kind's registry band (the shop may have been a 3-storey corner anchor; a band room
// is a single-storey shed). A pub reads as a ≥2-storey corner hotel.
shop.storeys = Math.min(Math.max(shop.storeys | 0, reg.storeys[0]), reg.storeys[1]);
if (kind === 'pub') shop.storeys = Math.max(shop.storeys, 2);
shop.hours = [reg.hours.open, reg.hours.close]; // open into NIGHT so the gig runs
shop.venue = true; // easy lookup alongside venueKind
shop.venueKind = kind;
shop.genreKey = reg.genre; // ⇒ gigKeyFor(genreKey) is the audio bed
return shop;
}
// ── the week's schedule ───────────────────────────────────────────────────────────────
// 7 nights × every venue, but not every venue plays every night: each takes a seeded 46 of the 7 and
// goes dark the rest. Slots are walked NIGHT-MAJOR so John's custom band names spread across the whole
// week rather than filling one venue's residency.
function buildSchedule(plan, citySeed, venues, customBands) {
const playing = venues.map((v) => {
const k = irange(rng(citySeed, 'gignights', v.shop.id), GIGS_PER_VENUE[0], GIGS_PER_VENUE[1]);
const order = shuffle(rng(citySeed, 'gigwhich', v.shop.id), [0, 1, 2, 3, 4, 5, 6]);
return new Set(order.slice(0, k));
});
// John's OPTIONAL custom names (web/assets/custom_bands.json via opts.customBands) get PRIORITY —
// deduped, shuffled deterministically, filled first. Absent/empty ⇒ pure generator (?noassets path).
const seen = new Set();
const custom = (Array.isArray(customBands) ? customBands : [])
.filter(b => typeof b === 'string' && b.trim())
.map(b => b.trim())
.filter(b => (seen.has(b) ? false : (seen.add(b), true)));
const queue = custom.length ? shuffle(rng(citySeed, 'bands', 0), custom.slice()) : [];
const gigs = [];
const usedByNight = new Map();
let ci = 0, gi = 0;
for (let night = 0; night < NIGHTS; night++) {
let used = usedByNight.get(night);
if (!used) usedByNight.set(night, used = new Set());
for (let vi = 0; vi < venues.length; vi++) {
if (!playing[vi].has(night)) continue; // dark tonight
const v = venues[vi];
// No band plays two venues at once. Custom names are deduped and used at most once each, so they
// can never clash; a GENERATED name can collide with anything already booked tonight, so advance
// the generator stream until it doesn't (deterministic: `gi` only ever moves forward).
let band;
if (ci < queue.length) band = queue[ci++];
else do { band = bandName(seedFor(citySeed, 'band', gi++)); } while (used.has(band));
used.add(band);
const cv = COVER_BY_KIND[v.kind] || COVER_BY_KIND.pub;
const gr = mulberry32(seedFor(citySeed, 'gig', v.shop.id * 8 + night));
const cover = gr() < cv.free ? 0 : cv.min + ((gr() * (cv.max - cv.min + 1)) | 0);
gigs.push({
gigId: gigs.length, venueShopId: v.shop.id, bandName: band, genreKey: v.shop.genreKey,
night, startSeg: GIG_START_SEG, endSeg: GIG_END_SEG, cover,
});
}
}
return gigs;
}
// ── posters, town-wide ────────────────────────────────────────────────────────────────
// Each venue playing TONIGHT (night 0) gets a poster on its own frontage plus a seeded run along the
// spine. Different venues' posters share the same pole runs — that IS the district reading.
//
// `ry` follows the ONE house convention, the same one lot.ry uses and selfcheck enforces: it is the
// Y-rotation of a thing whose FRONT/outward normal is local Z at ry=0, i.e. world facing
// (sin ry, cos ry). A poster faces the people who read it.
//
// ROUND13 debt #5 — R12 put spine posters at `node.x + 2`, i.e. 2m from an intersection's CENTRELINE,
// which is mid-bitumen on a 28m corridor. They now seat on the verge via registry.poleOffset(edge)
// (just behind the kerb), and the venue's own poster sits on its FACADE rather than at the lot centre,
// which is inside the building shell.
function buildPosters(plan, citySeed, venues, gigs) {
const posters = [];
const add = (x, z, ry, gigId) => posters.push({ id: posters.length, gigId, x: r2(x), z: r2(z), ry: r4(ry) });
const lotById = new Map(plan.lots.map(l => [l.id, l]));
const nodeById = new Map(plan.streets.nodes.map(n => [n.id, n]));
const tonight = new Map(); // venueShopId → tonight's gig
for (const g of gigs) if (g.night === 0 && !tonight.has(g.venueShopId)) tonight.set(g.venueShopId, g);
if (!tonight.size) return posters; // every venue dark tonight — no posters, reads true
// 1. one on each playing venue's own frontage
for (const v of venues) {
const gig = tonight.get(v.shop.id);
const lot = gig && lotById.get(v.shop.lot);
if (!lot) continue;
// ROUND15 (ledger #1): B's buildings put the street facade on local +Z (frontage/queue seat on
// (sin ry, cos ry)); this once used Z, so the poster sat ~16 m BEHIND the building, invisible from
// the street — it's why queue_night framed no poster. Seat it on the +Z street face, AND turn it to
// read FROM the street: venue.js renders a poster's printed face along (sin ry, cos ry) = A's
// outward normal, so ry = lot.ry + π points that face outward (else DoubleSide shows a mirrored name).
const fx = Math.sin(lot.ry), fz = Math.cos(lot.ry); // +Z: the street facade (B's canon)
const off = lot.d / 2 + FACADE_PROUD; // out onto the facade plane, proud of it
add(lot.x + fx * off, lot.z + fz * off, lot.ry + Math.PI, gig.gigId);
}
// 2. the spine run — seeded pole positions along main edges, on the verge, facing the footpath.
const spine = plan.streets.edges.filter(e => e.kind === 'main');
const runs = spine.length ? spine : plan.streets.edges.slice();
const bill = [...tonight.values()];
if (!runs.length || !bill.length) return posters;
// ROUND19 (E's finding): on a REAL street graph a spine edge is crossed by side streets, so a pole
// placed on the spine verge can overhang a crossing carriageway. Skip any candidate that lands on a
// carriageway — measured EXACTLY as the selfcheck's floor (nearest edge, `roadWidth/2`). This is a
// no-op on the synthetic town (its spine posters already clear every carriageway, so nothing skips and
// the gig golden is frozen); it only drops the overhanging ones on real graphs. `pr()` is consumed
// before the check, so the rng stream — hence the synthetic output — is unchanged.
const onCarriageway = (x, z) => {
let best = Infinity, bestE = null;
for (const e2 of plan.streets.edges) {
const a2 = nodeById.get(e2.a), b2 = nodeById.get(e2.b); if (!a2 || !b2) continue;
const ex = b2.x - a2.x, ez = b2.z - a2.z, L2 = ex * ex + ez * ez || 1;
let tt = ((x - a2.x) * ex + (z - a2.z) * ez) / L2; tt = Math.max(0, Math.min(1, tt));
const d = Math.hypot(x - (a2.x + ex * tt), z - (a2.z + ez * tt));
if (d < best) { best = d; bestE = e2; }
}
return bestE && best < roadWidth(bestE) / 2 - 1e-6;
};
const pr = rng(citySeed, 'posters', 0);
const PER_EDGE = 2;
const spineCands = [];
for (const e of runs) {
const a = nodeById.get(e.a), b = nodeById.get(e.b);
if (!a || !b) continue;
const dx = b.x - a.x, dz = b.z - a.z, len = Math.hypot(dx, dz);
if (len < 8) continue;
const ux = dx / len, uz = dz / len;
const off = poleOffset(e); // verge, just behind the kerb — never bitumen
for (let i = 0; i < PER_EDGE; i++) {
const t = 0.2 + 0.6 * pr(); // somewhere along the block, not on the corner
const side = pr() < 0.5 ? 1 : -1;
// outward normal (road → pole), exactly marchStrip's convention: a pole is a tiny lot, its front
// faces back across its own footpath, so ry = atan2(nx, nz).
const nx = side > 0 ? -uz : uz, nz = side > 0 ? ux : -ux;
const x = a.x + ux * len * t + nx * off, z = a.z + uz * len * t + nz * off;
if (onCarriageway(r2(x), r2(z))) continue; // check the r2-rounded position `add` stores — overhangs a crossing → skip (E's R18 finding)
spineCands.push({ x, z, ry: Math.atan2(nx, nz) });
}
}
// ROUND20 poster cap: thin the pole run to ~POSTER_PER_SHOP × shops (a seeded subsample), so a sparse
// real town reads like a main street, not a poster wall. cap ≫ candidates on synthetic ⇒ no-op ⇒ frozen.
const cap = Math.max(POSTER_SPINE_FLOOR, Math.round(POSTER_PER_SHOP * plan.shops.length));
const chosen = spineCands.length > cap ? shuffle(rng(citySeed, 'postercap', 0), spineCands.slice()).slice(0, cap) : spineCands;
let k = 0;
for (const c of chosen) add(c.x, c.z, c.ry, bill[k++ % bill.length].gigId);
return posters;
}
// ── public: augment a finished plan with the gig layer ─────────────────────────────────
// Mutates + returns `plan` (caller passes a fresh plan). Adds `plan.gigs` + `plan.posters` and converts
// 24 shops into venues in place.
export function withGigs(plan, citySeed, opts = {}) {
citySeed = citySeed >>> 0;
const venues = pickVenues(plan, citySeed);
if (!venues.length) { plan.gigs = []; plan.posters = []; return plan; } // no plain shops at all
for (const v of venues) convertVenue(citySeed, v.shop, v.kind);
plan.gigs = buildSchedule(plan, citySeed, venues, opts.customBands);
plan.posters = buildPosters(plan, citySeed, venues, plan.gigs);
return plan;
}