interior_mode.js bridges Lane B's enterShop seam to Lane C buildInterior and Lane D keepers (spawn at counter keeperStand, greet, leak-free over 5 cycles). CitizenSim wired into the street loop (pop 140, ~96 active midday, worst ~191 draws). tools/: qa.sh gate runner (all 4 landed gates GREEN --strict), scaffold/consistency checks, shots.py + soak.py browser harnesses. docs/shots/ reference tree, LANE_F_NOTES runbook, V2_IDEAS parking lot. (F's inline seam edits to index.html/skins.js landed with the Lane B commit.) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
258 lines
18 KiB
Markdown
258 lines
18 KiB
Markdown
# LANE F — NOTES (integration runbook + QA gates)
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*Lane F is integration + QA. It runs **after** A–E land. This file is the durable technical spec:
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the exact wiring edits, the contracts F needs from each lane, and the QA gate procedures. It is
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written **before** A–E finished so the wiring is a fast, mechanical pass the moment they do —
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and so each lane can see the small hook F will ask of it and build it in up front.*
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Status of this file: **living**. Update the ✅/⏳ markers as wiring lands. Snapshot of lane
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readiness lives in [`F-progress.md`](../../F-progress.md); run `node tools/qa/scaffold_check.mjs`
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for the live matrix.
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---
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## 0. Ground truth / environment
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- Repo root on this machine: `/Users/m3ultra/Documents/procity` (the lane prompts say
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`/Users/jing/Documents/PROCITY` — that path is from the authoring machine; **use the real path
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above**). Reference repos are cloned alongside: `../90sDJsim`, `../thriftgod`. Ultra box
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(existing 3D library / Blender / clip bank): `ssh johnking@100.91.239.7`.
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- Serve: `cd web && python3 -m http.server 8130`. Node 26, Python 3.14 present.
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- `web/package.json` has `"type":"module"` (Lane A) so `node web/js/**/*.js` runs as ESM.
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- **F never edits another lane's internals.** F adds *wiring* — new files it owns, and small,
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clearly-marked hook edits at the seams. Where a hook must live inside a lane's file, F first
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looks for the hook that lane already exposed (see contracts below); the lane owns its file, F
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owns the glue.
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## 1. Files Lane F owns / creates
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| path | purpose |
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|---|---|
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| `tools/qa.sh` | the QA gate runner (scaffold + citygen selfcheck + manifest validator) ✅ |
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| `tools/qa/scaffold_check.mjs` | scaffold + PRNG determinism law + **live lane-readiness matrix** ✅ |
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| `tools/shots.py` | Playwright tour-capture → `docs/shots/v1_tour/` + contact sheet (ported from 90sDJsim `tools/shots.py`) |
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| `tools/soak.py` | Playwright 10-minute scripted-walk soak (chunk/heap/leak/error gate) |
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| `web/js/citygen/index.js` | barrel so B's `import('./js/citygen/index.js')` resolves to A's `plan.js` ✅ (§3.1) |
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| `web/js/world/interior_mode.js` | **interior bridge** — B's shell ↔ C's `buildInterior`; owns the `interior` mode branch ✅ (§3.2) |
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| `docs/V2_IDEAS.md` | parked-scope catalogue ✅ |
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| `docs/shots/` | reference shot tree (`laneA…E/`, `v1_tour/`, `before/`, `references/`) |
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| `F-progress.md` | status report for fable |
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The wiring is kept as **focused F-owned modules** (e.g. `interior_mode.js`) that the shell imports,
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rather than logic sprinkled through B's files. Each seam edit inside `index.html` is one line,
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commented `[Lane F integration]`, and reversible. That keeps ownership clean: B owns the shell +
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mode machine, C/D own their libraries, F owns the glue modules and the marked seams that call them.
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---
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## 2. Contracts F depends on (verify these as lanes land)
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Pulled from CITY_SPEC + each lane prompt. The scaffold check's readiness matrix tracks presence;
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these are the **shapes** F wires against. If a lane ships a different shape, fix it here and in
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the wiring, not by guessing.
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> **⚠ Corrected against the REAL landed code (2026-07-14).** The bullets below are what the lanes
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> actually shipped — several differ from the spec-derived guesses in an earlier draft (verified by
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> reading each file + the Lane F self-audit workflow).
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**Lane A — `web/js/citygen/plan.js`** *(landed, verified)*
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- `generatePlan(citySeed) → CityPlan` (schema in CITY_SPEC §Layer 1). <3ms, deterministic, JSON-clean.
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- `chunkIndex(plan) → { chunkSize, chunks }` where `chunks["cx,cz"] = { lots:[id…], shops:[…], edges:[…] }`
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(a **plain object, not a callable**; a lot may bucket into several chunks). Also exports `chunkKey(cx,cz)`.
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- `web/js/core/registry.js` exports `SHOP_TYPES` — per type `{ label, facades:[<full filename>.jpg…],
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sign, interior, fittings:[…], storeys:[min,max], hours:{open,close} }`. **`facades` are full
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filenames** (`facade-timber-teal.jpg`), not bare keys — see the skins seam in §7.
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- `web/map.html` — 2D plan viewer (verified rendering real towns). `web/js/citygen/index.js` **is the
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barrel Lane F added** so the shell's `import('./js/citygen/index.js')` resolves (§3.1).
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**Lane B — `web/index.html` + `web/js/world/*`** *(landed, verified live)*
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- Mode state machine `MODE ∈ {map, street, interior}` (interior branch not yet used), one renderer.
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- **`createChunkManager(plan, scene, ctx)`** — a **factory**, not a class; returns
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`{ update(pos), warmup(pos), getColliders(x,z), setNight(bool), getDoorMeshes(), count, dispose() }`.
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**No `onChunkBuilt/onChunkDisposed` lifecycle hooks** — so §3.3 must drive citizens off the street
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graph, not chunk lifecycle (or F adds a hook; prefer graph-driven).
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- Door pick is wired via HUD: `createHUD({ onEnterShop: (shopId,name)=>enterShop(...) })`; `enterShop()`
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dispatches `procity:enterShop` and is otherwise **a stub** (`hud.showToast('interiors coming')`) —
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this is the seam F completes in §3.2. Interior returns via `procity:exitShop`.
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- HUD shows draws / tris / fps / seed / time-of-day (F reads these for the budget gate).
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- Exposes `window.PROCITY = { plan, scene, camera, renderer, chunks, lighting, player, skins }`
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(F builds the `window.DBG` harness hook on top of this — §4).
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**Lane C — `web/js/interiors/interiors.js`** *(landed, verified)*
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- `buildInterior(shop, THREE, opts={registry,archetype,stockAdapter}) → { group, spawn:{x,z,ry},
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exits:[…], places:[…], dims, recipe:{counterPos,…}, dispose() }`. Matches the wiring plan.
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- Caller must attach lot dims: pass `{ ...shop, lot: plan.lots.find(l=>l.id===shop.lot) }`.
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`dispose()` frees tracked GPU resources (soak gate asserts baseline).
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**Lane D — `web/js/citizens/*`** *(landed, verified)*
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- `sim.js` exports **`class CitizenSim`** — `new CitizenSim({ renderer, scene, camera, citySeed,
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graph, fleet, group })`. It is **street-graph driven, not per-chunk**: there is no
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`spawnRoster/despawn/setDaySegment` — build it once from the street graph and tick it in the loop.
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- `keepers.js` exports **`class KeeperManager`** — `new KeeperManager({ camera, citySeed, fleet })`,
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then `spawn(target, { x, z, ry, shopId, type }) → handle`, `remove(handle)`, `disposeAll()`,
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`update(dt, playerPos)`. (Not `spawnFor/disposeFor`.)
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**Lane E — `web/assets/manifest.json` + `pipeline/validate_manifest.py`**
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- Manifest: `{depot, fittings:{id:{file,footprint,thumb}}, furniture:{…}, skins:{facade,sky,ground,wall,interior}}`.
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- `python3 pipeline/validate_manifest.py` green (F's gate 5 runs it).
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- B/C read the manifest for GLB upgrades; **primitive fallbacks must still fire under `?noassets=1`**.
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---
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## 3. Wiring checklist (LANE_F §Wiring — expanded to exact steps)
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All of this lives in `web/js/world/wiring.js` (F-owned) + the minimal hooks each lane exposes.
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### 3.1 Plan source swap (A → B) ✅ DONE (verified live)
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- Lane B already reads `?seed=N` (default `20261990`), guards the citygen import, and surfaces the
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town name + seed in the start panel and HUD. **But it imported `./js/citygen/index.js`, which did
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not exist** (Lane A shipped `plan.js`), so it silently fell back to the 14-shop fixture.
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- **Fix:** Lane F added `web/js/citygen/index.js` (barrel re-exporting `generatePlan/chunkIndex/chunkKey`
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from `plan.js`). Verified live: shell logs "using Lane A generatePlan", HUD shows the real town
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("Boolarra Heads", 523 shops), 31 chunks stream.
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- Map key **M** is wired by Lane B to an in-shell minimap (not map.html). Fine for v1.
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- **Gate:** plan determinism asserted green by `scaffold_check.mjs`. Map-PNG determinism pending the
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shot harness + DBG hook (§4).
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### 3.2 enterShop → interiors (B ↔ C) ✅ DONE (verified live, 2026-07-14)
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Implemented as an **F-owned bridge module `web/js/world/interior_mode.js`** (`createInteriorMode`),
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plus a thin marked seam in the shell. The bridge renders the interior into its **own dark
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THREE.Scene** — the street scene is simply left frozen (not disposed → instant return, CITY_SPEC L3
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"pause, not dispose"), which is cleaner than hiding B's ground+chunk meshes in a shared scene.
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```
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enterShop(shopId, name): // shell seam (was the toast stub)
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shop = plan.shops.find(s => s.id === shopId) // id is numeric; matches door.shopId
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lot = plan.lots.find(l => l.id === shop.lot) // attach {w,d} — Lane C sizes the room to it
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interiorMode.enter({ ...shop, lot:{w,d} }, name); setMode('interior')
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interiorMode.enter(shop): // F module
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current = buildInterior(shop, THREE); scene.add(current.group) // Lane C
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doorReturn = {x,y,z,ry of the player on the street}
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camera → current.spawn (x, 1.6, z, ry); exitArmed = false
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loop [MODE==='interior']: if interiorMode.update(dt,keys) leaveShop()
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update: walk via current._debug.grid occ/bounds (mirrors interior_test.html) → renderer.render(ownScene)
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exit arms once player steps >2m from the door, then fires within 1m of exits[].toStreet
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leaveShop() / 'procity:exitShop' / Esc(unlock): // three exit routes, all → leaveShop
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interiorMode.exit(): current.dispose() (frees GPU + unparents); camera → doorReturn
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setMode('street') // pointer stayed locked → walking resumes at once
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```
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- **Verified live** (seed 20261990 "Boolarra Heads"): door → **Toy Shop "Numbat Playthings"**
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renders (ivy wallpaper, stocked shelves, counter, exit doorway); exit state-machine correct
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(no instant-exit at spawn; arms then fires at the door); **leak-free** — GPU memory 134 geo/37 tex
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→ 217 loaded → **back to 134/37 after `dispose()`**. Swept **all 9 shop types** (toy/video/pawn/
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opshop/book/record/stall/dept/milkbar), every one `ok+pathOK+leftClean`, worst build **8.4ms**
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(budget 50), zero console errors.
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- **Gate:** determinism (byte-identical placement per seed) is asserted by Lane C's own soak page;
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memory-to-baseline after `dispose()` confirmed above. Real pointer-lock walk-in is the one bit the
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automated browser can't drive — needs a human (or the DBG hook in §4).
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### 3.3 Citizens + keepers (D)
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**Keepers ✅ DONE (verified live).** Wired into the interior bridge (`interior_mode.js`), not the shell:
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`new KeeperManager({ camera, citySeed: plan.citySeed })` — **no `fleet` passed → asset-free placeholder
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actor** (rig-fleet upgrade is later, with §3.4). On `enter`, find the counter interactable
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(`places.find(p => p.userData.keeperStand)` — Lane C tags `{x,z,ry}` there) and
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`keepers.spawn(interior.group, { x, z, ry, shopId, type })`; tick `keepers.update(dt)` each interior
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frame (playerPos defaults to the camera); `keepers.disposeAll()` on `exit`, before the room disposes.
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- **Verified:** placeholder keeper (11-mesh humanoid) stands at the counter pose (record shop:
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`{2.55,-2.46, ry 1.571}`), **turns to greet** a nearby player (0.21 rad) and eases back when they
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leave (~0), disposes to 0. **Leak-free**: 5 enter/leave cycles over 5 shop types → after-leave
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memory constant at 96 geo/16 tex, **net growth 0**; 0 console errors.
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**CitizenSim (street peds) ✅ DONE (verified live).** Happy surprise: **`plan.streets` already IS the
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graph** — `{ nodes:[{id,x,z}], edges:[{id,a,b,width,kind}] }` — so `graph: plan.streets` passes
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straight in, **no adapter needed** (the runbook's earlier `streetGraphFrom` is unnecessary). In the
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shell: `new CitizenSim({ renderer, scene, camera, citySeed: plan.citySeed, graph: plan.streets })`,
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`setPopulation(140)` (`?pop=` tunable), then in the **street** branch each frame:
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`setTimeOfDay((clk.seg + clk.frac)/6)` + **`update(dt)`** — note `update` takes **only dt** and reads
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`this.camera.position` internally (the runbook's `update(dt,pos)` was wrong). `visibilitychange →
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setPaused`. No fleet → asset-free placeholder(near)/impostor(mid) tiers; sim self-manages NEAR/MID/FAR
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LOD off camera distance (not chunk-driven — chunks.js has no lifecycle hook).
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- **⚠ gotcha (fixed):** `getClock().hour` is a **display string** (`'12:30'`), so `hour/24` → NaN →
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0 peds. Use the numeric day fraction `(seg + frac)/6` instead.
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- **Verified:** 140 pop → **96 active midday** (density curve; `~7` at night), peds walk footpaths at
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~1.5 m/s, deterministic per seed (Lane D property; F passes the same graph+seed). **Budget:** 1 near
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placeholder ≈ **11 draws** (11 meshes), bounded by `NEAR_MAX=24`; but a hamlet never fills it —
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worst across all 6 main/high edges was **near 3, ~191 composer draws** (budget 300). Coexists with
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interiors+keepers (round-trip regression clean); 0 console errors.
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- **Note for §3.4:** placeholder near-tier is the draw cost; the **rig-fleet upgrade** (shared meshes +
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impostor promotion) is what lets `?pop=` rise well past 140. Until then 140 is the safe lively default.
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### 3.4 Point B/C at E's manifest ⏳
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- Shell loads `web/assets/manifest.json` if present → `window.PROCITY.manifest`. B/C prefer manifest
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GLB upgrades over primitives; **registry.js (Lane A) stays the type→skin source of truth**, the
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manifest is the *GLB-upgrade + validated-skin* layer.
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- `?noassets=1`: shell sets `window.PROCITY.noassets = true`; manifest load is skipped and every
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loader call is short-circuited to the primitive/flat-colour fallback. (F defines the flag; B/C/E
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check `window.PROCITY.noassets` before touching `loaders.js`.)
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- **Gate:** asset-free — `?noassets=1` full playthrough, zero crashes, town still legible.
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### 3.5 Hours / closed shops (A data → B facade + C gate) ⏳
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- `isOpen(shop, seg)` from `shop.hours:[open,close]` vs the current day segment (map 6 segments →
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hour). Closed ⇒ B renders dark windows + CLOSED plate (facade state); enterShop → locked toast.
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- Exactly one late-night shop per town (Lane A seeds a shop whose `hours` run late). **F asserts it
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exists**: `plan.shops.some(s => s.hours[1] >= 22)` (tune threshold to A's convention).
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- **Gate:** at night, ≥1 open shop; closed shops visibly closed + un-enterable.
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---
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## 4. QA gates (all green ⇒ v1). `tools/qa.sh --strict` is the umbrella.
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| # | gate | how | tool | state |
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|---|---|---|---|---|
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| 1 | **Determinism** | seed 1234 → identical map PNG + identical first-interior placement list, 2 runs/machines | `scaffold_check.mjs` (plan) + `shots.py --seed 1234` (map PNG) + interior placement hash | ⏳ needs A,B,C |
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| 2 | **Soak** | 10-min scripted walk, ≥30 chunks, ≥15 shops; `renderer.info.memory` geo/tex back to baseline after each interior; JS heap stable; **0** console errors | `tools/soak.py` | ⏳ needs B,C |
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| 3 | **Budget** | busiest intersection, midday: HUD ≤300 draws, ≤200k tris | read HUD via `soak.py`/browser | ⏳ needs B |
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| 4 | **Asset-free** | `?noassets=1` full playthrough, zero crashes | `soak.py --noassets` | ⏳ needs B |
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| 5 | **Selfchecks** | `node web/js/citygen/selfcheck.js` + `python3 pipeline/validate_manifest.py` green | `tools/qa.sh` | ✅ runner ready; ⏳ inputs |
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| 6 | **Shots** | refresh `docs/shots/*`; add `docs/shots/v1_tour/` (10 beauty shots) | `tools/shots.py` | ⏳ needs B,C |
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### DBG hook F requests from Lane B (for gates 1–4,6)
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The house shot/soak harnesses drive the game through a debug object. **Ask Lane B to expose**, on
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`window.DBG` (guarded, only when `?dbg=1`):
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- `DBG.ready` → true once first chunks built + assets settled (soak/shots wait on it).
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- `DBG.shot(name)` → snap camera to a named bookmark (`street_noon`, `arcade`, `market_square`,
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`milkbar_dusk`, `night_neon`, …); returns after the frame settles.
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- `DBG.teleport(x,z,ry)` and `DBG.setSegment(seg)` → drive the soak walk + time of day.
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- `DBG.enterShop(shopId)` / `DBG.exitShop()` → scripted interior visits (shot `record_interior`).
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- `DBG.info()` → `{drawCalls, tris, fps, heapMB, geometries, textures, chunk, mode}` (budget/soak read this).
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This mirrors 90sDJsim's `window.DBG.ST` / `window.DBG.shot()` (`90sDJsim/tools/shots.py:31-33`).
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Until it exists, `shots.py`/`soak.py` degrade to booting the default view and warn.
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---
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## 5. Order of operations once lanes land
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1. ✅ `node tools/qa/scaffold_check.mjs` — A's plan determinism + registry confirmed present.
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2. ✅ Wire §3.1 (plan swap) → generated seed boots on the shell (barrel + skins fix, verified live).
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3. ✅ Wire §3.2 (interiors) → door opens, enter/walk/exit + dispose verified across all 9 types.
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4. ✅ Wire §3.3 (citizens + keepers) → keeper greets at the counter; peds walk the graph, budget-safe.
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5. ⏳ Wire §3.4 (manifest + `?noassets`) — also the rig-fleet upgrade. Then §3.5 (hours). Commit.
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6. ⏳ Run gates 1–6; capture `docs/shots/v1_tour/`; write final numbers into `F-progress.md`.
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7. ⏳ `tools/qa.sh --strict` green ⇒ tag v1.
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## 7. Live smoke-test findings (2026-07-14, real generated town, seed 20261990)
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Booted the wired game in a browser and drove the camera via `window.PROCITY`. State:
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`Boolarra Heads · 523 shops · 711 lots · 31 chunks live · 31 door meshes · 24.7k tris`.
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- ✅ **Seed → real town** works after the barrel fix (§3.1). Contiguous strip, awnings, verandah
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posts, doors, windows, gum trees, sky dome, 6-segment day cycle — all render.
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- ✅ **Facade skins seam (FIXED).** `skins.js facadeMat` built `assets/gen/facade-<name>.jpg` but
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Lane A's `facadeSkin` is the **full filename** (`facade-fibro-blue.jpg`) → every facade requested
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`facade-facade-…jpg.jpg` (404 → flat colour). Lane F normalized the name at the `facadeMat`
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chokepoint (strip a leading `facade-` + image extension; idempotent for bare keys). Verified:
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facade JPEGs now return **200 OK**, town is textured. *Root cause is a cross-lane naming contract
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ambiguity — registry stores filenames, skins.js expected bare keys. Worth a CITY_SPEC line so
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ground/awning/interior skins don't hit the same trap.*
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- ⚠ **Budget:** ~**334 draw calls** at spawn (radius 3), over the CITY_SPEC ≤300. Tris fine (~25k).
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Options for Lane B: drop default radius to 2, or merge more per chunk. Gate 3 will fail until shaved.
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- ⏳ **Interiors not wired** (§3.2), **citizens not wired** (§3.3), **manifest/`?noassets` not wired**
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(§3.4) — the remaining integration passes.
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## 8. Open questions for the lanes (surface, don't guess)
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- **B:** will you expose the `window.DBG` hook (§4) and the `ChunkManager` lifecycle callbacks
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(§3.3)? If not, F wires citizens via a MutationObserver-style scan — slower, please prefer callbacks.
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- **A:** which field marks the "open late" shop, and what's the `hours` encoding (24h ints? segment idx)?
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- **C:** does `places` tag the counter slot with a stable `kind:'counter'` so keepers find it?
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- **E:** is `?noassets` honored inside your manifest-consuming code, or does F gate it at the shell?
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- **D:** roster spawn/despawn API name + does it accept a chunk key directly?
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