Measured worst interior with 3 two-draw rig proxies at browse points: 68 draws (opshop/hall) in the ?stock=real path — browsers add ≤6, ample headroom. Flags the one tight spot for D/F: pre-existing GLB-on opshop/ hall is 344/350, so keep rigs impostor-cheap if ever stacked on GLB hero-props there; F's sweep-with-browsers confirms ≤350. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
15 KiB
LANE C — cross-lane notes (PROCITY-C)
→ Lane D + Lane F: BROWSE-POINTS interface (round-9 C1 — LANDED, code live)
Status: shipped. room.browsePoints[] is live on the room API (commit 5ae635a, ref
lane-c/round9-browse). The contract below is final — build against it. It is the seam the whole round
hangs off. C owns the points + room fit; D owns occupancy truth; F owns the handoff.
F smoke (warn): enter a ?stock=real book/toy/record shop, assert room.browsePoints.length >= 1
and every point walkable+reachable (or just trust C's asserts and check .length + that D's rig count ==
min(occupancy,3)). Test page: the path overlay draws each point as a cyan post + facing nose.
Draw headroom for D's rigs (I measured with 3 two-draw rig proxies standing at the points): worst
interior in the ?stock=real path is 68 draws (opshop/hall) — browsers add ≤6, tons of room. The one
tight spot is the pre-existing GLB-on worst (opshop/hall 344/350, unrelated to browsers): if D's rigs
are ever on TOP of GLB hero-props in that room, keep them impostor-cheap (≤2 draws each, the keeper pattern)
and F's sweep-with-browsers should confirm ≤350. Everywhere else there's ample headroom.
What C exposes on the room API (live once C1 commits)
room.browsePoints: BrowsePoint[] // 0..3 entries, DETERMINISTIC per shop.seed, stably ordered
BrowsePoint = {
x, z, // room-local floor position (metres). Origin = room centre, +Z = door/street side,
// −Z = back — the SAME frame as room.spawn / room.counter.stand.
ry, // facing yaw, oriented to look AT the shelf. SAME convention as room.counter.stand.ry
// (rig-front = local −Z, i.e. the value keepers.js already consumes). Drop your
// browser rig in with rotation.y = ry and it faces the goods.
atKind, // string — the fitting kind being browsed ('bin' | 'shelf' | 'rack' | 'table' | 'case' …).
// Purely informational (pick a browse clip by it if you like); not load-bearing.
slotIndex, // 0-based, == array position. Stable across rebuilds of the same seed.
}
Guarantees C makes about every point (drawSweep + a new browse-collision assert prove them):
- Walkable: the cell is floor-free (occ==0) — never inside a fitting footprint, wall, door corridor reserve, or the counter-front service strip.
- Reachable: connected to the spawn cell by the same 4-connected flood-fill that guards door→counter.
- Spaced: points are ≥0.6 m apart from each other AND from the keeper stand, so rigs don't interpenetrate.
- Deterministic: pure function of
shop.seed; same seed → same points, same order. - Every archetype: cosy/gallery/wide/hall/pokey all yield ≥1 point when the room has ≥1 browsable floor fitting (a bare room — e.g. a tiny pokey with only a counter — may yield 0; treat 0 as "no browsers").
C adds no meshes and no draws for browse points — they are pure poses. The ≤350 law is unaffected by C1; the only draw cost is D's rigs, which ride the interior budget (see below).
The D → F → C handoff (who calls whom)
- D owns occupancy truth. Propose
occupancyOf(shopId) → { count, occupants:[{ seed, enteredAt }] }(your shape — C doesn't consume it). Count is however many peds patronage says are inside, pre-cap. - F wires it at interior build. On enter, F reads D's occupancy, then:
const pts = room.browsePoints.slice(0, Math.min(occ.count, 3));and asks D's fleet to stand one browser rig perptat(pt.x, pt.z),rotation.y = pt.ry. Cap 3 is enforced by there being ≤3 points — F just clamps count. Identity: pairoccupants[i].seedwithpts[i]so the same ped is the same rig deterministically. - Rig lifecycle is D's (KeeperManager-style fleet clone, the leak-proven keeper pattern): idle/browse pose, dispose on player exit, despawn on dwell-expiry. Browsers count against the interior ≤350 — C's soak will run WITH browsers injected at the points to prove keeper+stock+dig+browsers all compose.
Open question for A (via D): closing-time behaviour for occupants — A rules, D implements, C's points don't care (a closed shop simply isn't entered). No blocker on C.
If any field above doesn't fit D's rig spawner or F's wiring, flag it here before I finalize — but the
shape mirrors counter.stand exactly, which both of you already consume, so it should slot straight in.
→ Lane F: buy-anywhere (round-9 C2 landed) — shelf pull-and-buy smoke (warn)
Book spines + toy boxes are now buyable over the same wallet (records keep the dig). A real shelf is a
merged, per-item-addressable mesh: mesh.userData.buyMesh === true, mesh.userData.buyItems = [{item, center, vStart}], one draw per shelf (drawSweep with ?stock=real: record 41 · book 58 · toy 57, ≤350).
Smoke recipe (headless — no raycast needed):
const room = buildInterior({ id:'book', type:'book', seed:1990 }, THREE, { stock:'real' });
let mesh=null; room.group.traverse(o=>{ if(!mesh && o.userData?.buyMesh && o.userData.buyItems.length) mesh=o; });
assert(mesh); // real book/toy shop has ≥1 buy mesh
const it = mesh.userData.buyItems[0]; // {item:{title,artist,price,price_band}, center, vStart}
// buy path: wallet.buy({t:it.item.title, price:it.item.price||20}); collapseBuyItem(mesh, it);
// assert: geometry.position vert[it.vStart] collapsed to it.center (item removed) · wallet.count()++ · leak-free
Test page exposes shelfBuySoak() (buys one shelf item per book/toy seed, asserts collapse + leak 0/0) and
shelfUnderAim()/showShelfCard()/buyShelfOffer() for the live raycast path (E key: bin→dig, shelf→card).
Parody stock (no pack) has no buy mesh → aiming shows no card ("not for sale"). Fail-soft per pack.
→ Lane F: buy loop v0 + book/toy packs — two warn-level smokes (round-8 C1/C2 landed)
Buy loop is a runtime-only wallet in web/js/interiors/wallet.js — pure, headless-testable, no DOM:
import { createWallet } from './web/js/interiors/wallet.js';
const w = createWallet(1990);
const start = w.start(); // seeded ~$60–200 (deterministic per seed)
w.buy({ title:'X', artist:'Y', price: 25 }); // true; cash -= 25; bag +1
w.buy({ price: start }); // false when it exceeds remaining cash (broke) — no state change
// assert: w.count() === 1 && w.cash() === start - 25 && w.canBuy(w.cash()+1) === false
- Deterministic start per seed;
buyreturnsfalseunchanged when broke;onChange(fn)fires on every buy (so F's street shell can bind ONE wallet to a cash chip across street + interiors). - The buy UI (cash chip, inventory panel, dig BUY button) is test-page-local (
interior_test.html). The reusable economy iswallet.js; render it wherever. World gen is untouched — the wallet never writes back into the plan or the seeded room build, so goldens/draw-counts are unaffected by purchases.
Book/toy packs now feed ?stock=real too (E shipped stock_book_* / stock_toy_*). Smoke:
- Boot
?stock=real, enter a book or toy shop, assert real stock present: same test as records —let n=0; room.group.traverse(o=>{ if(o.userData?.isStock && o.material?.map) n++ }); assert n>0. Book spines land on bookshelves, toy boxes on cube shelves (static shelf stock, no dig for those). - Fail-soft per pack: if a pack's index/atlas is missing, that type falls back to parody canvas + one
console.warn; records/other types unaffected.?noassetsuntouched. - drawSweep still ≤350: record 41, book 42, toy 51 (each atlas = one batched draw; packs are 4–6 atlases).
→ Lane F: ?stock=real smoke for the strict harness (round-7 C1 landed)
?stock=real is wired (record shops; book/toy fail-soft if E ships those packs). Smoke recipe:
- Preload once:
import { preloadStockPack } from interiors.js; await preloadStockPack('record'). - Boot
?stock=real, enter a record shop, assert real sleeves present: a real sleeve is aMeshwithuserData.isStock, geometryPlaneGeometry/BufferGeometry(batched), on a shared atlas material (material.map= the pack atlas, not a per-item canvas). Simplest assert: after build,let n=0; room.group.traverse(o=>{ if(o.userData?.isStock && o.material?.map) n++ }); assert n>0— with the pack loaded the record bins' sleeves batch to one atlas mesh (parody canvas would be ~6 card meshes). Or open the dig (?dig=1&stock=real) and assert a pulled sleeve's panel title is a pack title. - Fail-soft: pack missing → parody canvas + one
console.warn(no throw).?noassetsunaffected. - drawSweep still ≤350 with
?stock=real(record 59 draws — the atlas batches all sleeves).
→ Lane E: stock-pack contract CONFIRMED (round-7 C1) — build the real pack to this, unchanged
Your proposed index schema is good — confirmed as-is, no field changes. Building ?stock=real
against your staged 24-sleeve sample now (web/assets/models/stock_record_{index.json,atlas_00.webp});
the real covers drop in unchanged. The contract C consumes:
// stock_<type>_index.json (type ∈ record | book | toy ; record is the acceptance bar)
{
"version": 1,
"atlas_px": 2048,
"cell": 256, // informational; C reads uv, not cell
"atlases": ["stock_record_atlas_00.webp", ...], // 1+; may be depot: or assets/models/ resolved
"items": [
{ "id": "rec_0000",
"title": "Neon Suburbs", // parody-transformed (no-real-trademarks law applies to metadata)
"artist": "Trev Wollemi",
"price": 39, // integer dollars — C shows "$39"
"price_band": "collector", // bargain|standard|collector|grail — C may tint the sticker
"atlas": "stock_record_atlas_00.webp", // which entry in `atlases`
"uv": [0.0, 0.0, 0.125, 0.125] } // [u0,v0,u1,v1] cover rect, ORIGIN TOP-LEFT
]
}
Agreements / who-does-what:
- UV origin is top-left (image-natural) — C flips V for WebGL (
v_gl = 1 - v). Keep your index image-natural; the consumer handles the flip. (Sample verified against this.) - Resolution: C loads
stock_<type>_index.jsonfrom a base (defaultassets/models/, i.e. your staged path — same-origin, works offline). Atlas filenames in the index resolve against the same base; if you publish atlases to the depot, give me a"depot": trueflag or depot-prefixed names and I'll route through thedepot:loader. For now the sample loads local. - Seeded pick per bin is mine (same
shop.seed→ same crate contents). I only need enough items — 24 repeats across bins (fine for testing); the 300 pack fixes variety. - Batching: because every sleeve samples one shared atlas material (per-item UV baked into geometry), all real sleeves in a room merge to one draw — the ≤350 law holds. Please keep it one atlas per pack where you can (or few); each extra atlas = one more draw.
- Fail-soft: index/atlas missing or
?stockoff → parody canvas (warn once).?noassetsuntouched. - Per-type packs: name them
stock_book_*,stock_toy_*if you build them; I key by shop type and fail-soft per type, so record-only is fine — book/toy are a bonus.
You flagged needing a Postgres DSN (from John/Fable) to swap synthetic covers for real Discogs images — that's external and does not block my consumer; ping me only if the schema needs to change.
→ Lane F: interior ≤350-draw assertion for the harness (round-6 C1)
C1 batching landed — worst room is now 313 draws GLB-on / 152 GLB-off (was 1,245). The test page exposes the assertion for your harness:
window.PROCITY_C.drawSweep({ glb: true|false })→{ worst, worstAt, pass, law: 350, perType }. Builds every shop type × archetype at seed 1990, renders each, returns the worstrenderer.info.render.calls. It's already folded into the interior soak's PASS/FAIL. For your smoke/soak gate, call it withglb:true(the tighter case) and assertpass(worst <= 350). Headless-safe, ~1s.- The draw law is a Lane-C constant (
DRAW_LAW = 350in interior_test.html) so it's one number to bump if the budget ever changes. Ping me if you'd rather it read from a shared config.
→ Fable / Lane F: v1.1 is ready (round-5 C1 done)
C1 committed. Lane E's re-exports are mapped + validated in web/js/interiors/glb.js:
record_crate(fixed) → record bins/crates upgrade to plastic crates with the procedural sleeves.counter → counter_till→ the real ~1.6 m counter-with-till drops in; footprint-fit + floor-plant unchanged; keeper-stand pose still valid (it's a room-local pose, not tied to the counter geometry).- No double till: my separate
cash_registercounter-top attach is dropped whenevercounter_tillis live (that GLB has its own till).milkshake_mixerstill on the milk-bar bench. - GLB soak:
0 throws / 0 path / 0 determinism / leak-free / worst 10.4 ms, 0 rooms with a visible primitive till. Primitive path byte-unchanged (C1 touched onlyglb.js).qa.sh --strictgreen.
→ You can tag v1.1 per ROUND5 §Lane C acceptance ("bins + counter GLB-live, no double till, soak
green → F tags v1.1"). Evidence: docs/shots/laneC/glb_v1_1_r5.jpg,
report in LANE_C_GLB_VALIDATION.md.
→ Lane F: input/mode hook I need for ?dig=1 (round-5 C2)
The crate-riffle (dig) is interior-mode-only and needs the shell to tell an interior when the player
interacts with a fitting. Proposed seam (you own the shell/interior_mode.js):
- On the player pressing the interact key while aimed at a fitting whose
userData.kind === 'bin'(record bins exposeplaces:[group]withuserData = { kind:'bin', interactable:true }), call a hook the interior optionally provides:room.onInteract?.(hitObject)— whereroomis the object returned bybuildInterior(...). If it returns truthy, the shell should suppress normal movement / pointer-lock until the interior calls back that the dig closed (I'll exposeroom.digActive+ fire aprocity:digClosedevent, or a callback you pass in — your call on the exact contract). - Gate the whole thing on
?dig=1(I read the flag inside the interiors lib; when off,onInteractis absent and nothing changes — flag-off boot stays byte-identical).
I'm building the dig against my own test page (web/interior_test.html) with a direct click handler in
the meantime, so it's testable without the shell. Tell me if you'd prefer a different hook shape and
I'll match it. — PROCITY-C