PROCITY/web/js/interiors/interiors.js

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// 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;
}
// ── audio EMITTERS (round 28) — WHERE a key sounds from ────────────────────────────
// room.audio.emitters says which room-local point each bed/sfx belongs to, so the gig comes from the
// stage and the till from the counter instead of from the whole room. Pure data on the EXISTING
// `playInterior(room.audio)` call — no new lifecycle, no traverse, no dispose hook (the v3.0 note
// proposed `userData.audioEmitter` on a prop mesh; that shape is wrong — the engine holds no reference
// to the room group and would have to walk a scene it can't reach. The line was the stale thing).
//
// `r` is the REACH: distance at which the emitter has decayed to `floor`. It is the ROOM DIAGONAL, not
// a constant — measured across 8 types × 4 seeds, diagonals run 9.8115.63 m, and scaling by the room
// keeps the door→stage proximity in a consistent 0.420.59 band from a pokey band_room to a hall pub.
// `floor` is the room-filling RESIDUE and is never 0: a pub PA fills the room, what changes as you walk
// in is the BALANCE, not the presence. floor 0.35 ⇒ ~4 dB door→stage — audible, not a new game.
//
// NOTE FOR THE CONSUMER (measured, R28): do NOT spatialise these with a PannerNode. Nothing in the tree
// sets `ctx.listener`, so a panner resolves against a listener frozen at (0,0,0) — which, because rooms
// are built in room-local coords at the origin, is the room's own centre, forever. Measured via
// OfflineAudioContext: stage bed RMS 0.106905 at the door, 0.106905 at the stage — ratio 1.0000, no
// error, no warning, and it never changes as you cross the room. Use a distance-gain against
// PROCITY.camera.position, the way the tram/spill/gig-spill already do. See LANE_C_AUDIO.md §Emitters.
const EMITTER_FLOOR = { stage: 0.35, counter: 0.15 }; // PA fills a room; a till is a point source
const round = (v) => Math.round(v * 1000) / 1000; // same 3-dp form layout.js publishes poses in
function emittersFor(lay, dims) {
const r = round(Math.hypot(dims.W, dims.D)); // the room's own reach
const em = {};
if (lay.stage) {
// ear height above the deck, at the band's centre — not the deck surface
em.stage = { x: round(lay.stage.x), y: round((lay.stage.deckY || 0) + 1.2), z: round(lay.stage.z),
r, floor: EMITTER_FLOOR.stage };
}
if (lay.counter) {
em.counter = { x: lay.counter.pose.x, y: 1.1, z: lay.counter.pose.z,
r, floor: EMITTER_FLOOR.counter };
}
return em;
}
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);
// [Lane F R30 seam — SLEEP=TOMORROW, LANE_F_NOTES §30.3] opts.stockDay salts ONLY the stock pick
// streams (layout.js `stk-*`): the room/fittings/audio streams are untouched, so the shop is the same
// shop every day and only what's in the crates rotates. Absent (no game / day 1 / real-sourced) ⇒ ''.
ctx.stockSalt = opts.stockDay != null ? ':d' + (opts.stockDay >>> 0) : '';
// 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
// { musicKey, toneKey, gigKey?, emitters } — Lane E manifest.audio keys (R11/R12) + WHERE they sound
// from (R28). emitters.stage is venue-only; emitters.counter is always present. Absent emitter ⇒
// room-filling, which stays the right default for a shop radio (the v3.0 call, unchanged).
audio: { ...audioFor(recipe.key, ctx, opts, norm.raw), emitters: emittersFor(lay, dims) },
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;
}