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m3ultra c68bba8f32 Lane C round-9 C2: buy-anywhere — pull-and-buy on book spines + toy boxes
Book/toy shelves get pull-and-buy over the SAME wallet; records keep the
deep dig. New stockpack.buildBuyableShelf(): a real shelf is merged,
per-item-ADDRESSABLE meshes — one per atlas (all covers drawn from one
seeded atlas → one draw/shelf), tagged noBatch so batch.js leaves them
intact. Aim a spine/box → pull card (title/author-or-maker/$price/band
from the pack index) → BUY debits the wallet, adds to inventory, and
collapseBuyItem() zero-areas the item's quad in place (removed from the
shelf, no geometry churn). Parody stock → no buy mesh → no card. Fail-
soft per pack; atlasPool() keeps each shelf single-atlas (one draw).

Test page: E interacts (bin→dig, shelf→card) + a #shelfBuy pull card;
shelfBuySoak() buys one item per book/toy seed. Validated: raycast→card
→BUY end-to-end (quad collapses to centre, cash/inventory update),
buy-soak 6/6 collapseOk leak geo0/tex0, ?stock=real draws record 41/
book 58/toy 57 ≤350, drawSweep GLB-off 168/on 344 unchanged, placement
determinism 0 fails, qa --strict GREEN 5/5. Shot: browse_buy_r9.jpg.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 09:56:21 +10:00
docs Lane C round-9 C2: buy-anywhere — pull-and-buy on book spines + toy boxes 2026-07-15 09:56:21 +10:00
pipeline Lane E round 8: REAL stock packs (record 350 / book 311 / toy 273) live on depot 2026-07-15 04:09:14 +10:00
priorwork Fable (integrator): round-3 lane instructions + archive round-1 lane prompts 2026-07-14 14:30:36 +10:00
tools Lane F R8: wire town/weather/patronage/buy + graduate harness + new smokes 2026-07-15 09:09:11 +10:00
web Lane C round-9 C2: buy-anywhere — pull-and-buy on book spines + toy boxes 2026-07-15 09:56:21 +10:00
.gitignore Lane E round 8: REAL stock packs (record 350 / book 311 / toy 273) live on depot 2026-07-15 04:09:14 +10:00
B-progress.md Lane B round-8: weather (?weather=1) — seeded rain/overcast/clear, exposes PROCITY.weather for D 2026-07-15 02:34:14 +10:00
C-progress.md Lane C round-9 C2: buy-anywhere — pull-and-buy on book spines + toy boxes 2026-07-15 09:56:21 +10:00
D-progress.md Lane D round-8: shop patronage v0 + weather reaction 2026-07-15 04:42:34 +10:00
E-progress.md Lane E round 8: REAL stock packs (record 350 / book 311 / toy 273) live on depot 2026-07-15 04:09:14 +10:00
F-progress.md Lane F R8: wire town/weather/patronage/buy + graduate harness + new smokes 2026-07-15 09:09:11 +10:00
README.md PROCITY scaffold: spec, research, 6 Opus lane prompts, core modules, vendored three r175, 69 inherited skins 2026-07-14 10:46:40 +10:00

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)

Read first

  • docs/CITY_SPEC.md — the treaty: schema, units, seeds, budgets, file ownership.
  • 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 seed → CityPlan data (streets, blocks, lots, shops) + 2D map js/citygen, js/core/registry.js, map.html
B — STREETSCAPE chunk-streamed instanced 3D town + game shell index.html, js/world
C — INTERIORS every door opens: seeded themed shop interiors js/interiors, interior_test.html
D — CITIZENS rigged-near / impostor-far NPCs + shopkeepers js/citizens, citizens_test.html, models/
E — ASSETS audit ultra's library, normalize GLBs, skins, manifest pipeline/, assets/
F — INTEGRATION 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.