diff --git a/LANES/LANE4-integration.md b/LANES/LANE4-integration.md new file mode 100644 index 0000000..905e8d4 --- /dev/null +++ b/LANES/LANE4-integration.md @@ -0,0 +1,71 @@ +# LANE 4 — Integration: Lane 2's fractured props into both front doors + +**Owns:** `game/` AND `web/` (run as ONE session, after Lanes 1–3 are merged — they are). +**For:** an Opus 4.8 session. **Context:** all three original lanes shipped and were +review-verified 2026-07-14 (Fable). This lane closes the loop they couldn't: Lanes 1 & 3 +finished before Lane 2's batch landed, so neither consumer uses the new assets yet. + +## What Lane 2 delivered (live now) + +All 16 Destroyulator props on the 3GOD shelf as `.glb` + `.fractured.glb` +(32 files, verified `chunk_00…chunk_NN` contract): office-printer (the boss), office-desk, +crt-monitor, desk-phone, filing-cabinet, water-cooler, office-chair, fluorescent-light, +coffee-mug, potted-plant, wall-clock, cardboard-box, turntable, amp-speaker, cash-register, +wall-shelf. Fetch: `https://digalot.fyi/3god/a/` (read is public; never write from +game/web code). Local copies also in `~/Documents/meshgod/assets3d/destroyulator/` +(content-hashed names — the depot names are the clean slugs). + +## Deliverables + +### A. Godot (`game/`) — fractured shatter + the printer boss +1. Pull chosen GLBs into `game/assets/store/` yourself (scope rule: this lane copies, e.g. + `curl -O https://digalot.fyi/3god/a/office-printer.glb` + its `.fractured.glb`). Start + with: office-printer, crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable. +2. Extend `Smashable.shatter()` to prefer a pre-fractured sibling: if the piece was built + from `.glb` and `.fractured.glb` exists, on smash hide/free the intact body + and spawn each `chunk_*` as a `RigidBody3D` (vinyl/glass brittle rules still apply) that + inherits the parent's velocity + gets the impulse. Keep chunks in `debris` group so HUD + + `Juice` keep working; despawn like existing shards. Fall back to the current primitive + shards when no fractured sibling exists. +3. Place the new props in `Main` — the **printer on a desk as the level boss** (bigger + health/impulse threshold, extra juice on death), others scattered as furniture. +4. **Remember the class-cache gotcha:** after adding any `class_name` script run + `--editor --quit` once before the headless test. + +### B. Web (`web/`) — catalog the batch + kill the 404 spam +1. Add all 16 slugs to `props.js` CATALOG (`depot: '.glb'`, material/kind per prop — + printer/filing-cabinet/water-cooler = steel-ish, desk/turntable/wall-shelf = wood, + crt-monitor = glass, cardboard-box = cardboard, coffee-mug = glass/ceramic voice, + potted-plant = wood/soft). `loadFractured()` already handles the `.fractured.glb` swap — + catalog entries are all it needs. +2. Mirror the printer + 2–3 heroes into `web/assets/` (offline fallback like the others). +3. Place the printer in the room as the web boss too; a couple of desks/monitors for set + dressing. Keep total bodies modest — check it still holds ~60fps. +4. `record.fractured.glb` currently 404s on every record spawn (fetch not cached). + Fix both ends: cache the negative result in `loadFractured()` (one miss per id, not per + spawn), AND generate the real thing — run meshgod's fracture CLI on the existing store + GLBs (`python3 -m meshgod.fracture --chunks 8 --out …` from `~/Documents/meshgod`, + no meshgod code changes) for record/crate/rack, push to 3GOD via `scripts/push_3god.py` + (tailnet origin, see that script's header), and mirror into `web/assets/` + `game/assets/store/`. + +### C. Web — pointer-lock fallback (shareability bug, found in review) +In embedded/iframe contexts the Pointer Lock API is unavailable +(`THREE.PointerLockControls: Unable to use Pointer Lock API`) and the toy dead-ends on the +title overlay. Add a fallback: if the lock request fails, enter a **drag-to-look** mode +(mousedown+move rotates, click still smashes, overlay dismisses anyway). The `?debug` +handle in `main.js` already proves the sim runs fine without lock — this is just input. + +## Acceptance +- Godot: headless smoke test still clean (`--quit-after 180`, zero SCRIPT ERROR/Parse Error, + the two "material is null" lines are benign). In-scene: smashing the printer spawns its + 16 GLB chunks, not primitive shards. +- Web: `http://localhost:8099/?debug` — `DESTROY.unpause()`, teleport to the printer, + `aimSmash()` returns its kind, chunks (not generative shards) spawn, `counts()` shows + debris then drains. No `record.fractured.glb` 404s after first load. Drag-look works with + pointer lock unavailable. +- Commit + push per existing conventions (monorepo `origin main`; any meshgod-side fracture + outputs need no meshgod commit unless a manifest changed). + +## Out of scope +- 3GOD hardening (open-mode + `/api/fetch` SSRF) — still the owner's call, tracked in PLAN.md. +- New game modes / balance (combo counting is intentionally generous for now).