Ship round. Docs + one selfcheck log-line only; no generator change ⇒ all three goldens unchanged (synthetic 0x3fa36874, osm/melbourne 0x34cfdec0, osm/katoomba 0x0f652510). 1. CITY_SPEC v2 contract FROZEN — new "CityPlan v2 — frozen producer contract" section: producer API, goldens table (keyed seed/plansrc/town) + how to pin a new one, town-key mechanism, osm normalization rules, hours/openLate/storeys laws. Matches code as shipped (F diffs claims vs code). Refreshed the stale round-6 Plan-sources blockquote to multi-town reality. Layer-1 changes now require a CITY_SPEC amendment + golden re-pin in the same commit. 2. Recipe sanity — DRY-RAN end-to-end: appended a throwaway Newtown (42 shops), selfcheck auto-ran the full parity suite (1931/1932, only golden unpinned) and printed a paste-ready `newtown: 0x9045e577,`. Reverted; no 3rd town shipped. Added the selfcheck `⚠ UNPINNED — add to OSM_GOLDENS` line so the recipe is mechanical; fixed the recipe wording to match. 3. Closing-time occupant ruling (D's on-call Q) — ratifies + freezes what D's sim.js already does: half-open hours, no new entry when closed, occupants DRAIN (finish bounded dwell) never popped, player not force-ejected, openLate video is the night crowd. In CITY_SPEC + LANE_A_NOTES. No code change asked of D. qa.sh --strict GREEN; selfcheck 1727/1727. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| docs | ||
| pipeline | ||
| priorwork | ||
| tools | ||
| web | ||
| .gitignore | ||
| B-progress.md | ||
| C-progress.md | ||
| D-progress.md | ||
| E-progress.md | ||
| F-progress.md | ||
| README.md | ||
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." A–E 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 A–E into one seed-to-town game + QA gates | (after A–E) |
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.