destroyulator/game/dev
Monster Robot Party 8e61640c38 LANE10: SITE 7 — the real shop, imported from its own database
The level the whole game started as, and the only one that isn't authored.

robotmonster.party/store/ is assembled procedurally from Postgres (the wowplatter
virtual_* schema, served by recordgod), and this game's sites are already data — so
tools/import_store.py reads the live shop and emits assets/store/shop_floor.json:
the actual 6.66 x 9.51 m floor, 35 racks across 21 archetypes, 278 bins carrying
their real genre labels (HARD TRANCE, $12-$15 EURO/ITALO HOUSE), 21,159 records
of stock. Levels.record_store() loads it; 'store' joins ORDER as the seventh site.

The shop's schema IS the cascade. virtual_crate.rack_id already records which rack
holds which bin, so bins arrive frozen and supported_by their rack and none of the
structure is authored. To carry that, smashables gained two optional generic keys —
'id' and 'supported_by' — so any level can express support as data. Every existing
level is unaffected.

Two reconciliations, because a storefront is a renderer:
- Mesh sizes are a lie: 21 archetypes share a few stand-in GLBs, so each piece
  carries 'fit' (the archetype's real dims from the shop's table) and _glb_piece
  scales the visual to it and builds the collider from it. Also fixed racks being
  flattened to the floor — pos_y is a piece's BOTTOM, which is what sit_on means,
  so the ceiling beams, aircon and wall shelves now stay up where they belong.
- Nothing collides in a renderer: racks that sat inside each other for years get
  separated (weighted, so racks barely move and aisles keep their shape — 3 m of
  correction across 35), rack footprints inset 1.5 cm a side for the few genuinely
  wedged units, and the importer AUDITS ITS OWN OUTPUT with the same test
  probe_overlap runs. Bins are deliberately not separated from their rack: cargo
  inside a container is what the shop means, they spawn frozen, and the audit skips
  frozen bodies because a frozen body cannot be depenetrated across the room.

dev/probe_store.gd: 22 racks hold bins, 255 labels survived, and smashing the rack
carrying 22 bins releases exactly those 22 while the other 256 stay frozen.
All gates green: smoke clean, 7/7 sites 0.00 m/s, overlap CLEAN, LANE9 probes pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 00:49:49 +10:00
..
demo.tscn LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
DemoDriver.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
DemoDriver.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_arms.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_arms.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_backrooms.gd LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic 2026-07-31 19:05:56 +10:00
probe_backrooms.gd.uid LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic 2026-07-31 19:05:56 +10:00
probe_bags.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_bags.gd.uid LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_chair.gd LANE9: ride the office chair 2026-08-04 00:25:32 +10:00
probe_chair.gd.uid LANE9: ride the office chair 2026-08-04 00:25:32 +10:00
probe_death.gd LANE7: you can die in LEVEL 0, and how you died decides which death you get 2026-07-31 19:44:26 +10:00
probe_death.gd.uid LANE7: there are two of them, and the room changes one thing every loop 2026-07-31 20:07:44 +10:00
probe_gauntlet.gd LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_gauntlet.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_grocer.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_grocer.gd.uid LANE8: the greengrocer — soft stock, stacks that collapse, and litres 2026-08-01 09:38:35 +10:00
probe_horror.gd LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
probe_horror.gd.uid LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
probe_levels.gd LANE9: the grocer is still again — settle sweep + parked scale pans 2026-08-03 23:57:25 +10:00
probe_levels.gd.uid LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition 2026-07-31 18:12:20 +10:00
probe_overlap.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_overlap.gd.uid LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_receipt.gd LANE9: the incident report — HR itemizes your meltdown 2026-08-04 00:05:33 +10:00
probe_receipt.gd.uid LANE9: the incident report — HR itemizes your meltdown 2026-08-04 00:05:33 +10:00
probe_roomba.gd LANE9: the Roomba — company property that eats your evidence 2026-08-04 00:00:58 +10:00
probe_roomba.gd.uid LANE9: the incident report — HR itemizes your meltdown 2026-08-04 00:05:33 +10:00
probe_scale.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_scale.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_settle.gd LANE8: scales that swing, bags that don't open, and fruit you can throw 2026-08-01 11:22:47 +10:00
probe_settle.gd.uid LANE9: the Roomba — company property that eats your evidence 2026-08-04 00:00:58 +10:00
probe_store.gd LANE10: SITE 7 — the real shop, imported from its own database 2026-08-04 00:49:49 +10:00
probe_two.gd LANE7: there are two of them, and the room changes one thing every loop 2026-07-31 20:07:44 +10:00
probe_two.gd.uid LANE7: there are two of them, and the room changes one thing every loop 2026-07-31 20:07:44 +10:00
probe_vm.gd LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
probe_vm.gd.uid LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00