PROCITY/README.md
m3ultra d14cf7fa6e Lane F R41 §41.6: 18 gates green — the deny-list, the wardrobe switch, and no byte-hash goldens
qa.sh --strict: 18 passed · 0 failed · 0 warn · 0 skipped. selfcheck 157,647/157,647,
fingerprint 0x5f76e76 unmoved. No tag — John's playtest session rules the epoch.

THE FIVE ASKS. [C] wardrobe wired via exported WARDROBE_BASE + stockBaseFor(shop), preloaded
inside the existing STOCK_REAL gate: ON under ?stock=real (52 pack items, 69 garment ids on
rendered meshes, 1 atlas, exactly 2 requests) and CHEAPER (59->55 draws, 111->100 textures);
OFF is what ships by default, A/B'd against a reverted control tree — default arm identical
on every counter (160 URLs same hash, 131/18,018 street, 59/28,505 interior). [D] three gates
wired (r41_shots.py writes to TMPDIR so gate runs never rewrite committed shots). [E]
clips_verify wired — 46 clips / 6 groups / 3,498,124 B.

[B's bookmark finding] CONFIRMED AND WIDER: street_noon, shopfront_detail, crossroads_busy
AND market_square all give 3 distinct hashes across 3 boots; only night_neon is stable.
RULING: no gate pins a screenshot byte-hash on any bookmark — everything R41 asserts is a
counter. Filed to B: one await document.fonts.ready in buildings.js.

[C's drawSweep] CONFIRMED INDEPENDENTLY with F's own sweep (never calls C's): GLB-on worst
123 @ dept/auto. The phantom control (one stale room left in scene) reads 197 — +74 on every
reading — decomposing R39/R40's '188' as 116 real + ~72 phantom.

NEW GATES, controls demonstrated. r41_denylist.mjs (ruling 3): 738 files / 197.3 MiB scanned
by path AND bytes, 7 banned names, 0 hits; the control plants a banned manifest row every run
-> RED on 2 names -> removed -> GREEN. r41_integration.py: wardrobe both arms · interior <=350
on both instruments · ?noassets=1 zero across six fetch classes over a 3-shop walk (control
fetches 5/6) · ?clips=0 142 URLs and ?classic=1 125 URLs with zero R41 cargo.

BUDGETS. Street: noon 282 · NIGHT 291/120,093 — margin 9, INTACT · classic 269 byte-exact ·
?clips=0 NIGHT 291, delta 0. No lane spent a street draw. Interior: true pre-R41 116, R41 123
@ dept/auto, margin 227; over 33 real shops worst 110; pub 49 quiet / 77 gig night.

FILED BACK: flags_check's _enter_record_shop went RED on 8 smokes because §41.4's bins put
every one of the first six record-shop counters inside 2.6 m — widened to the whole open set,
verified not a game defect. smoke_djdance read _actions[0] and D's per-instance clip swapping
made the mixer multi-action, so a healthy dancer was called a stall — now follows the clip by
name. D's r41_shots.py browse arm is deterministically red here (re-enters the winner after a
~3 s/candidate scan, by which time the occupant has left) — wired WARN-level with the reason
at the call site, fix handed to D. F's own r39_transmission.py had an unmeasured 30 s goto
default that flaked once under a full strict run; pinned to 90 s.

11 proof frames in docs/shots/laneF_r41/ with sidecars: street_postures (5 rigs, 3 clips
playing) against its ?clips=0 control (1 clip) · street_lean · browse_interior · pub_furnished
+ the honest kit before/after pair · record_dj_booth · opshop_wardrobe on/off · credits_panel
with ODbL on screen. Every humanoid frame carries its R10 human-sized line.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-07 18:11:58 +10:00

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# PROCITY
A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every
building enterable (the Vuntra City trick), every interior seeded and themed: record stores,
op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on
the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of
90sDJsim + thriftgod. v1 is the *system*; the GODVERSE/BaseGod real-item content plugs in later.
## Run
```
cd web && python3 -m http.server 8130
# http://localhost:8130 (game shell — Lane B)
# http://localhost:8130/map.html (2D plan debugger — Lane A)
```
## The manual — how to play (private test)
Click **START** to lock the mouse. Then:
| input | does |
|---|---|
| **W A S D** + mouse | walk / look (first person) |
| walk into a shop door | enter the interior (open shops only — check the hours tooltip) |
| **E** (inside a shop) | open the crate at a record bin — then it's cursor-driven: click sleeves to riffle, click BUY |
| **E** (at the counter) · **C** (anywhere) · **SLEEP** (bottom bar) | sell a find to the keeper (he pays under the **guide band**, never over) · open THE CRATE — your collection, in shops too now · sleep = save, the day advances, stock rotates |
| read the **guide** stamp on every price card | the 90s price-guide band ("guide $824"). An item **asking under its band is a gem** — buy it, sell it to a keeper, pocket the margin. Bought slots stay gone for the day (the bin remembers) |
| **☆ WANT IT** on a pull card | start hunting it — keepers gossip ("saw one in Castlemaine"), and buying one clears the hunt. **Switching towns costs a day** — the 23 towns are a map now, not a dropdown |
| **⚖ LIST** in the crate | consign a find to **GodBay** — the auction hammers overnight (sleep or ride somewhere). One hammer per item, ever: keeper cash now, or the gavel tomorrow |
| wake up (sleep or arrive) | **the morning paper** rides the wake/arrival toast: "⚖ SOLD 'Milk Bar Dreams' — hammer $8, $7 after fees" (or "PASSED IN — it comes home"). The news is a toast, never saved — the ledger is your cash and crate |
| click a book spine / toy box | pull-and-buy card (real price stickers in godverse shops) |
| walk out the door / **Esc** | leave the shop (Esc also frees the mouse anywhere) |
| **F2** | **credits & licences** — what PROCITY is built from and what each source asks for in return (R41). On a real-map boot the HUD link itself carries the obligation: `© OpenStreetMap contributors · credits (F2)` |
| **M** | 2D town map (street only) |
| **[** / **]** | step time of day back / forward · **T** pauses the clock |
| **P** | capture screenshots (street) |
| HUD dropdown (top-left) | switch towns — synthetic, fixtures, 23 real AU towns, godverse |
Worth trying: `?classic=1` (the original v2 town, byte-identical forever) · `?noassets=1`
(zero-network boot) · `?stock=real` in a godverse town (Monster Robot Party's actual crate) ·
`?seed=<n>` (any number = a different town). Night is when the gigs happen — step time with `]`.
## Read first
- **`docs/CITY_SPEC.md`** — the treaty: schema, units, seeds, budgets, file ownership.
- **`docs/V7_THE_GAME.md`** — the CURRENT epoch (ratified): persistence, the collection, the
gem thrill. `docs/V6_LIVING_STREET.md` runs in parallel (mocap NPCs, footpaths, cars).
- **`docs/THE_FRONTIER.md`** — the honest map of what is not figured out yet.
- **`docs/RESEARCH.md`** — what the parent repos already solved, with exact paths to port from.
## The lanes (parallel Opus 4.8 sessions)
Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say:
**"Read docs/LANES/LANE_X_….md and execute it."** AE are parallel-safe (disjoint files,
standalone test pages); F integrates after they land.
| lane | mission | owns |
|---|---|---|
| [A — CITYGEN](docs/LANES/LANE_A_CITYGEN.md) | seed → CityPlan data (streets, blocks, lots, shops) + 2D map | `js/citygen`, `js/core/registry.js`, `map.html` |
| [B — STREETSCAPE](docs/LANES/LANE_B_STREETSCAPE.md) | chunk-streamed instanced 3D town + game shell | `index.html`, `js/world` |
| [C — INTERIORS](docs/LANES/LANE_C_INTERIORS.md) | every door opens: seeded themed shop interiors | `js/interiors`, `interior_test.html` |
| [D — CITIZENS](docs/LANES/LANE_D_CITIZENS.md) | rigged-near / impostor-far NPCs + shopkeepers | `js/citizens`, `citizens_test.html`, `models/` |
| [E — ASSETS](docs/LANES/LANE_E_ASSETS.md) | audit ultra's library, normalize GLBs, skins, manifest | `pipeline/`, `assets/` |
| [F — INTEGRATION](docs/LANES/LANE_F_INTEGRATION.md) | wire AE into one seed-to-town game + QA gates | (after AE) |
## Already in the repo
- `web/vendor/` — three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).
- `web/assets/gen/` — 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds,
8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.
- `web/js/core/` — frozen shared modules: `prng.js` (seeded-everything law), `loaders.js`
(fail-soft promise-cached GLB/texture + 3GOD depot), `canvas.js` (text planes).
## House laws (short form — CITY_SPEC has the fine print)
Seeded everything, `Math.random` banned in gen code · the game must run with zero assets ·
instancing from day one · canvas text, no font files · characters = shared base rigs + one
clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.
## v3.1 — THE FLIP: the town shows its best by default
The Friday-night layer soaked through alpha, beta, and the v3.0 release — so **v3.1 flips it on by
default**, and the mature v2 flags flip with it. Boot the plain URL and each town seeds **24 venues**
(pub, band room, RSL) with a **full seeded week of gigs**, town-wide **posters**, and a Friday night that
reads: a **4-piece band** (trio + a **seated drummer**) with real instruments, a mixed **crowd**, an
outdoor **queue**, a per-venue **cover charge**, muffled **gig spill** + **walla and applause**,
town-wide **streetlamp pools**, and **identity continuity** — the ped you followed in is in the crowd.
Plus **weather**, the **tram**, and the parallax interior-**window shader**, all live by default.
**The covenant moved, it didn't disappear.** `?classic=1` boots the **exact v2 town** — byte-identical
forever (synthetic golden `0x3fa36874`, zero gig layer, zero fetch delta). That is the new frozen
regression target; the default boot is deterministic to the gig golden `0xb1d48ea1`. Asset-free
(`?noassets=1`) composes with the default boot and stays silent-and-fine.
**Flags** — the four headliners are **ON by default**, each with a `=0` opt-out; `?classic=1` is the
master off:
| flag | default | what |
|---|---|---|
| `?classic=1` | off | **the exact v2 boot** — all four below off, byte-identical to the frozen baseline |
| `?gigs=0` | **on** | the gig district — venues, week schedule, band/crowd/queue, cover, posters, night pass |
| `?weather=0` · `?tram=0` · `?winmap=0` | **on** | seeded weather · the tram loop · the parallax interior-window shader |
| `?roster=v1` · `?pop=N` | stream | chunk-streamed citizen density is the baseline; `?roster=v1` restores the fixed roster |
| `?dig=0` · `?stock=real` | dig on | crate-riffle on record bins · real GODVERSE sleeves in the stock — and, since R41, the **op-shop wardrobe**: 52 named 1990s Australian garment layers on the clothes rails and shelves, one 246 KB atlas, one material, and it costs *fewer* draws and 11 fewer textures than the procedural canvas it replaces. Opt-in: a default boot still builds the canvas, byte-identically |
| `?clips=0` | **library on** | turns the R41 **motion library** off and nothing else — 46 Mixamo clips in 6 grouped GLBs (2 fetched at boot, 3 on first demand, 1 never). With it off the crowd is 99.3% walking on one clip; with it on, 78.1% walking, 9.5% sitting on a real bench, 7.1% leaning on a shopfront, 20 distinct clips in play. `?classic=1` is a bad control for this (it also changes the ped pool, the fog and half the shell) which is exactly why this flag exists |
| `?verge=0` | **off** | reverts the ground to the **pre-kerb-ruling** geometry (bitumen painted to the full corridor). John's v8 ruling made the band between kerb and shopfront **footpath** — 9 m on the synthetic town's 28 m main, **7 m** on a real 24 m main, and **3 m** on the `side`@12 edge that is 72% of the corpus. The flag stays forever as the gate's falsifiability control: the poster-clearance leg is asserted to FAIL under it, at exactly 14 posters standing on road paint. `?classic=1` forces the ruling off — the covenanted town keeps its paint |
| `?r=N` · `?shadows=0\|1` | auto | streaming radius and the sun-shadow pass. **Auto is load-bearing**: a big town (>120 shops or >200 street edges) gets radius 2 with shadows off. A `?r=` **above** auto is a DIAGNOSTIC boot and declares its own law (R40): `?r=3` measures **382 noon / 391 night** draws at 4548 live chunks — structural, not fat — so it boots under a pinned **≤420** ceiling (`PROCITY.budget`, console-warned, gated by `tools/qa/r40_lane_b.py`), tri law unchanged. Not a supported boot |
| `?live=1` · `?live=<url>` | **off** | **tier 2** — live stock from the GODVERSE server (sold-in-the-real-shop means gone in the game). Opt-in by design: absent ⇒ byte-identical to tier 1, and the game never asks a question it has no reason to expect an answer to |
| `?noassets=1` · `?plansrc=osm` · `?mute=1` · `?dbg=1` | off | asset-free (zero network) · OSM plan source · silence · the `window.DBG` capture/soak harness |
| `?plansrc=osm&town=<key>` | — | boot a **real Australian town**: fixtures `melbourne`/`katoomba`/`silverton`, or a real OSM cache `bendigo_real`/`castlemaine_real`/`fremantle_real`/`katoomba_real`/`newtown_real` (ODbL, `web/assets/towns/SOURCES.md`). **REAL ROADS:** a cache with `roads[]` (schema v2) builds the CityPlan street graph from the town's **actual OSM streets**; without `roads[]` a cache marches onto synthetic avenues. Or just **pick a town from the HUD selector** — no URL needed |
## v4.0 — THE REAL MAP: the towns *are* the product
**23 real Australian towns — 1,210 real shops, every state and territory — on their actual streets.** Not
"inspired by": Fitzroy's shops sit on Fitzroy's roads, at their real positions, because the pipeline eats
OpenStreetMap and marches it through the same CityPlan contract the procedural town uses. **Pick one from
the in-HUD selector and walk it.** Everything built across v1v3 comes along unchanged — the venues and their
seeded week of gigs, the 4-piece band with the seated drummer, the crowd that follows you into the pub, the
interiors behind every door, weather, the tram — because they all hang off the plan contract and never had
to know the geography got real.
The towns run from **meccas** (Fitzroy, 160 shops) to the **thin tail** (12), at real retail density: the
secondhand heroes keep their footfall while the street around them gets ~4× busier — texture, never a
takeover. Venues bias to the retail heart. The tram only runs where it fronts a real high street (elsewhere
it was honestly "a highway bus", so it's fenced). Everything stays **deterministic from the seed**, silent
under `?noassets=1`, and **`?classic=1` still boots the exact v2 town, byte-identical forever** (`0x3fa36874`).
**The tour:** [`docs/shots/release_v4/contact.html`](docs/shots/release_v4/) — the Fremantle hero, the
Fitzroy mecca, the thin tail (labelled honestly: the floor is shops-per-street-metre, and Toowoomba is
below it), the synthetic control, and the `?classic=1` covenant made visible. Charter:
[`docs/V4_REAL_MAP.md`](docs/V4_REAL_MAP.md) · data + licences (ODbL):
[`web/assets/towns/SOURCES.md`](web/assets/towns/SOURCES.md).
## v5.0-alpha — THE FIRST REAL CRATE: the shops get real too
**v4 made the towns real. v5 makes the shops real** — and the first one is standing.
Boot `?plansrc=osm&town=redhill_godverse&stock=real`, walk down **Musgrave Road** into **Monster Robot
Party** (147 Musgrave Rd, Red Hill, Brisbane — a real record shop), and riffle its crate. The records in
it are **that shop's real stock**: 120 real records off its real point-of-sale, real covers, real titles,
real prices. Buy one and the wallet debits what the sticker says. It's gone for the session and back next
boot — because until the live tier lands, the crate is a **file**, not a shop's ledger.
**Stock is a data tier now**, exactly like assets — each rung fully playable, each degrading softly to
the one below, so the game never depends on a server to be a game:
| tier | what | deterministic? |
|---|---|---|
| **0 · parody** | seeded canvas sleeves (v1) — any boot, always works | yes — the QA baseline |
| **1 · static real** | per-shop atlases baked from the shop's own POS | yes — atlases are files |
| **2 · live GODVERSE** | `?live=1` — live stock off the real till: **sell a record in the shop and it's gone from the game crate** | **no — by design** |
**The offline law:** the server enriches, never gates. `?noassets=1` still fetches **zero bytes** and plays
silent-and-fine; a shop whose atlas is missing falls soft to parody rather than borrowing someone else's
crate; and **`?classic=1` still boots the exact v2 town, byte-identical forever** (`0x3fa36874`). The
world stays seeded and golden-gated — only the *stock inside it* is data.
**Provenance:** item photos are each shop's own product shots, 🟢 in-house — **flagged before any public
or commercial release**, and every atlas carries that flag where the QA gate must print it. Real titles
and artists are an in-house amendment to the no-real-trademarks law, on the same footing. **Nothing an
in-game purchase does touches real inventory** — v5.0 ships sell-sandboxed by ruling; a real reservation
tier is chartered for v5.x, not assumed. Charter: [`docs/V5_REAL_SHOP.md`](docs/V5_REAL_SHOP.md) ·
economy design: [`docs/G3_ECONOMY_DESIGN.md`](docs/G3_ECONOMY_DESIGN.md).
| `?seed=N` | `20261990` | town seed |
**Release tour:** [`docs/shots/release_v3_1/contact.html`](docs/shots/release_v3_1/) — the money shots on
the default boot, plus a `?classic=1` before/after. **QA:** `tools/qa.sh --strict` (classic regression +
default-boot gate + smokes + no-giants) `--soak` (the full-week soak); the seated drummer passes the
no-giants gate at the seated stature band `[0.9,1.5] m`.
## v7.0 — THE GAME: you're a crate-digger in 90s Australia
v4 made the towns real, v5 made the shops real — **v7 makes it a game.** Boot the plain URL on a
fresh browser and you arrive HUNTING: the splash names a seeded first want and your pocket money
("You're hunting HILLS HOIST — $191 in your pocket"), three toast-beats walk you through the first
dig, and from there the loop is live:
**dig** (E at a record bin — the crate riffle) → **read the guide** (every price card carries a 90s
price-guide band; an item asking *under* its band is a gem, and spotting one is the whole skill) →
**☆ WANT** what you're hunting (keepers gossip seeded rumors — "saw one in Castlemaine") →
**travel** (switching towns costs a day; the 23 towns are a strategy map) → sell to the **keeper**
(instant cash, always under guide — the no-pump law) or **⚖ LIST on GodBay** (a seeded offline
auction that hammers overnight; one hammer per item, ever — no retry farm) → **SLEEP** (= save; the
day advances, parody/mint stock rotates per (shop, day), bought slots come back) → wake to **the
morning paper** ("⚖ SOLD — hammer $22, $19 after fees"). Repeat, richer and one gem wiser.
The machinery under it: a versioned localStorage save carrying THE DELTA ONLY (cash · collection ·
day · town · wants · pulls · listings — the world always regenerates from seed, so a corrupt save
can cost you your stuff, never the town), JSON export/import for moving machines, and an economy
fenced by gates: sell < guide-band structurally, auction EV 0.8×mid (random flips bleed; only
finds profit), save/load byte-determinism, rotation seeded by (citySeed, shop, day).
**`?classic=1` still boots the pure v2 town zero save, zero game DOM, zero Storage calls,
instrumented every run** and `?game=0` opts out of the layer on any boot. Charter:
[`docs/V7_THE_GAME.md`](docs/V7_THE_GAME.md) (ratified 2026-07-17, risk verdicts appended at the
close) · economy: [`docs/G3_ECONOMY_DESIGN.md`](docs/G3_ECONOMY_DESIGN.md) · the tour (day one to
first gem, 6 frames, no staging): [`docs/shots/v7_tour/`](docs/shots/v7_tour/).