C1 — buy loop v0 (new wallet.js): runtime-only economy — seeded cash (~$60–200), buy()/broke-gate/in-memory bag, onChange for a cash chip. World gen untouched (purchases never re-enter the plan/seeded build). Test page: #cashChip HUD + I-toggle inventory + dig BUY IT button (pull → bag, cash down, bin depletes); digSoak buys ≤2/visit. C2 — book spines + toy boxes wired to ?stock=real. stockpack.js keys each pack to a slot (record→sleeve, book→spine, toy→box); stock.js shelfLine builds real atlas-UV cover planes for book/toy shelves (static, no dig), fail-soft per pack. E's packs live: record 350/6, book 311/4, toy 273/5 (items/atlases). C3 — validated: draws ≤350 (record 41, book 42, toy 51), determinism 0 fails, leak-free (0 geo/tex delta ×20; buy-soak 12 visits/5 bought, leakGeo0/tex0), reload resets wallet, flag-off + ?noassets untouched, qa.sh --strict GREEN 5/5. Shot: docs/shots/laneC/buyloop_r8.jpg. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
132 lines
8.8 KiB
Markdown
132 lines
8.8 KiB
Markdown
# LANE C — cross-lane notes (PROCITY-C)
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## → Lane F: buy loop v0 + book/toy packs — two warn-level smokes (round-8 C1/C2 landed)
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**Buy loop** is a runtime-only wallet in `web/js/interiors/wallet.js` — pure, headless-testable, no DOM:
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```js
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import { createWallet } from './web/js/interiors/wallet.js';
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const w = createWallet(1990);
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const start = w.start(); // seeded ~$60–200 (deterministic per seed)
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w.buy({ title:'X', artist:'Y', price: 25 }); // true; cash -= 25; bag +1
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w.buy({ price: start }); // false when it exceeds remaining cash (broke) — no state change
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// assert: w.count() === 1 && w.cash() === start - 25 && w.canBuy(w.cash()+1) === false
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```
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- Deterministic start per seed; `buy` returns `false` unchanged when broke; `onChange(fn)` fires on every
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buy (so F's street shell can bind ONE wallet to a cash chip across street + interiors).
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- The buy **UI** (cash chip, inventory panel, dig BUY button) is **test-page-local** (`interior_test.html`).
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The reusable economy is `wallet.js`; render it wherever. World gen is untouched — the wallet never writes
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back into the plan or the seeded room build, so goldens/draw-counts are unaffected by purchases.
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**Book/toy packs** now feed `?stock=real` too (E shipped `stock_book_*` / `stock_toy_*`). Smoke:
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- Boot `?stock=real`, enter a **book** or **toy** shop, assert real stock present: same test as records —
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`let n=0; room.group.traverse(o=>{ if(o.userData?.isStock && o.material?.map) n++ }); assert n>0`. Book
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spines land on bookshelves, toy boxes on cube shelves (**static shelf stock, no dig** for those).
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- **Fail-soft per pack**: if a pack's index/atlas is missing, that type falls back to parody canvas + one
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`console.warn`; records/other types unaffected. `?noassets` untouched.
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- **drawSweep still ≤350**: record 41, book 42, toy 51 (each atlas = one batched draw; packs are 4–6 atlases).
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## → Lane F: `?stock=real` smoke for the strict harness (round-7 C1 landed)
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`?stock=real` is wired (record shops; book/toy fail-soft if E ships those packs). Smoke recipe:
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- Preload once: `import { preloadStockPack } from interiors.js; await preloadStockPack('record')`.
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- Boot `?stock=real`, enter a record shop, **assert real sleeves present**: a real sleeve is a `Mesh`
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with `userData.isStock`, geometry `PlaneGeometry`/`BufferGeometry` (batched), on a shared **atlas**
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material (`material.map` = the pack atlas, not a per-item canvas). Simplest assert: after build,
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`let n=0; room.group.traverse(o=>{ if(o.userData?.isStock && o.material?.map) n++ }); assert n>0` — with
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the pack loaded the record bins' sleeves batch to **one** atlas mesh (parody canvas would be ~6 card
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meshes). Or open the dig (`?dig=1&stock=real`) and assert a pulled sleeve's panel title is a pack title.
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- **Fail-soft**: pack missing → parody canvas + one `console.warn` (no throw). `?noassets` unaffected.
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- **drawSweep still ≤350** with `?stock=real` (record 59 draws — the atlas batches all sleeves).
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## → Lane E: stock-pack contract CONFIRMED (round-7 C1) — build the real pack to this, unchanged
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Your proposed index schema is good — **confirmed as-is, no field changes**. Building `?stock=real`
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against your staged 24-sleeve sample now (`web/assets/models/stock_record_{index.json,atlas_00.webp}`);
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the real covers drop in unchanged. The contract C consumes:
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```jsonc
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// stock_<type>_index.json (type ∈ record | book | toy ; record is the acceptance bar)
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{
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"version": 1,
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"atlas_px": 2048,
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"cell": 256, // informational; C reads uv, not cell
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"atlases": ["stock_record_atlas_00.webp", ...], // 1+; may be depot: or assets/models/ resolved
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"items": [
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{ "id": "rec_0000",
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"title": "Neon Suburbs", // parody-transformed (no-real-trademarks law applies to metadata)
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"artist": "Trev Wollemi",
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"price": 39, // integer dollars — C shows "$39"
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"price_band": "collector", // bargain|standard|collector|grail — C may tint the sticker
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"atlas": "stock_record_atlas_00.webp", // which entry in `atlases`
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"uv": [0.0, 0.0, 0.125, 0.125] } // [u0,v0,u1,v1] cover rect, ORIGIN TOP-LEFT
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]
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}
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```
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Agreements / who-does-what:
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- **UV origin is top-left (image-natural) — C flips V for WebGL** (`v_gl = 1 - v`). Keep your index
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image-natural; the consumer handles the flip. (Sample verified against this.)
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- **Resolution**: C loads `stock_<type>_index.json` from a base (default `assets/models/`, i.e. your
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staged path — same-origin, works offline). Atlas filenames in the index resolve against the same base;
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if you publish atlases to the depot, give me a `"depot": true` flag or depot-prefixed names and I'll
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route through the `depot:` loader. For now the sample loads local.
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- **Seeded pick per bin is mine** (same `shop.seed` → same crate contents). I only need *enough* items —
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24 repeats across bins (fine for testing); the 300 pack fixes variety.
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- **Batching**: because every sleeve samples one shared atlas material (per-item UV baked into geometry),
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all real sleeves in a room merge to **one draw** — the ≤350 law holds. Please keep it **one atlas per
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pack** where you can (or few); each extra atlas = one more draw.
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- **Fail-soft**: index/atlas missing or `?stock` off → parody canvas (warn once). `?noassets` untouched.
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- **Per-type packs**: name them `stock_book_*`, `stock_toy_*` if you build them; I key by shop type and
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fail-soft per type, so record-only is fine — book/toy are a bonus.
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You flagged needing a Postgres DSN (from John/Fable) to swap synthetic covers for real Discogs images —
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that's external and **does not block my consumer**; ping me only if the schema needs to change.
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## → Lane F: interior ≤350-draw assertion for the harness (round-6 C1)
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C1 batching landed — worst room is now **313 draws GLB-on** / 152 GLB-off (was 1,245). The test page
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exposes the assertion for your harness:
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- `window.PROCITY_C.drawSweep({ glb: true|false })` → `{ worst, worstAt, pass, law: 350, perType }`.
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Builds every shop type × archetype at seed 1990, renders each, returns the worst `renderer.info.render.calls`.
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It's already folded into the interior soak's PASS/FAIL. For your smoke/soak gate, call it with
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`glb:true` (the tighter case) and assert `pass` (`worst <= 350`). Headless-safe, ~1s.
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- The draw law is a Lane-C constant (`DRAW_LAW = 350` in interior_test.html) so it's one number to bump
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if the budget ever changes. Ping me if you'd rather it read from a shared config.
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## → Fable / Lane F: v1.1 is ready (round-5 C1 done)
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**C1 committed.** Lane E's re-exports are mapped + validated in `web/js/interiors/glb.js`:
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- `record_crate` (fixed) → record bins/crates upgrade to plastic crates with the procedural sleeves.
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- `counter → counter_till` → the real ~1.6 m counter-with-till drops in; footprint-fit + floor-plant
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unchanged; **keeper-stand pose still valid** (it's a room-local pose, not tied to the counter geometry).
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- **No double till**: my separate `cash_register` counter-top attach is dropped whenever `counter_till`
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is live (that GLB has its own till). `milkshake_mixer` still on the milk-bar bench.
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- GLB soak: `0 throws / 0 path / 0 determinism / leak-free / worst 10.4 ms`, **0 rooms with a visible
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primitive till**. Primitive path byte-unchanged (C1 touched only `glb.js`). `qa.sh --strict` green.
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**→ You can tag v1.1** per ROUND5 §Lane C acceptance ("bins + counter GLB-live, no double till, soak
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green → F tags v1.1"). Evidence: [`docs/shots/laneC/glb_v1_1_r5.jpg`](../shots/laneC/glb_v1_1_r5.jpg),
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report in [`LANE_C_GLB_VALIDATION.md`](LANE_C_GLB_VALIDATION.md).
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## → Lane F: input/mode hook I need for `?dig=1` (round-5 C2)
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The crate-riffle (dig) is interior-mode-only and needs the shell to tell an interior when the player
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interacts with a fitting. Proposed seam (you own the shell/`interior_mode.js`):
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- On the player pressing the interact key while aimed at a fitting whose `userData.kind === 'bin'`
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(record bins expose `places:[group]` with `userData = { kind:'bin', interactable:true }`), call a
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hook the interior optionally provides: **`room.onInteract?.(hitObject)`** — where `room` is the object
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returned by `buildInterior(...)`. If it returns truthy, the shell should suppress normal movement /
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pointer-lock until the interior calls back that the dig closed (I'll expose `room.digActive` +
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fire a `procity:digClosed` event, or a callback you pass in — your call on the exact contract).
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- Gate the whole thing on `?dig=1` (I read the flag inside the interiors lib; when off, `onInteract`
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is absent and nothing changes — flag-off boot stays byte-identical).
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I'm building the dig against my own test page (`web/interior_test.html`) with a direct click handler in
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the meantime, so it's testable without the shell. Tell me if you'd prefer a different hook shape and
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I'll match it. — PROCITY-C
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