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m3ultra e5d4679471 Lane A round 9: freeze CityPlan v2 contract in CITY_SPEC + closing-time occupant ruling
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>
2026-07-15 10:56:19 +10:00
docs Lane A round 9: freeze CityPlan v2 contract in CITY_SPEC + closing-time occupant ruling 2026-07-15 10:56:19 +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 A round 9: freeze CityPlan v2 contract in CITY_SPEC + closing-time occupant ruling 2026-07-15 10:56:19 +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-9: interior presence — occupancy truth + browser rigs (C->D->F seam) 2026-07-15 10:21:10 +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.