Commit Graph

17 Commits

Author SHA1 Message Date
m3ultra
74cbd71ad3 Materials, and the floor-cache bug that would have eaten the promotion
Two things, one of them a real bug.

THE BUG: bakeTiles baked to a single global 'floor:tiles' and early-returned if
that key existed. Textures outlive a scene, so the first venue you played baked
the floor for every venue after it — you would survive a week at The Royal, get
promoted, walk into Voltage and still be standing on the pub's carpet. It only
shows on promotion, which is exactly the moment the venue ladder is supposed to
pay off, and never in a dev route because those reload the page. The baked
texture is now keyed per venue; verified by switching venues inside one session
and watching the concrete arrive.

MATERIALS: FloorLayout.materials names a generated plate per tile kind and the
baker stamps it TINTED to the palette colour. The plate carries grain, the
palette keeps hue — an untinted photo-real plate blows straight past the
brightness band the whole room was tuned in, and darkness is the mechanic.
Plates are 16x16, the game's own tile, because at that size "carpet" is
structured noise, which is also what pub carpet looks like from head height.
Ten of them: carpet, concrete, deck, parquet, looTile, paving, plaster, brick,
timber, steel. No plate named, or art not landed, falls back to flat colour
exactly as before.

Wave 2 filler for the two spaces the review found genuinely empty — The Royal's
central carpet (four props across ~500 tiles) and ROOM's east hall (~23% of its
interior with no lights and three props) — plus the kit every real room has and
no game room does: fire extinguishers, exit signs, CCTV, bins, a notice board,
ceiling fans. Voltage gets the same pass; being the reference room is how it
quietly missed the last one.

The invariant caught a duplicate prop id I introduced while placing these, which
is what it is for.

Also relaxed one ROOM assertion that keyed on array order: it checked that the
FIRST sodium light stands over the loading dock, which broke the moment the east
hall legitimately burned the same colour. It now checks that one of them does.

Gate: lint clean, tsc clean, 821 tests passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 21:56:20 +10:00
m3ultra
4caa901df2 Four venues, four rooms: the ladder stops being one map with different numbers
The venue ladder has always listed four venues in data/venues.ts, but they
shared ONE floor map and differed only by difficulty knobs — so a promotion you
survived a whole week for looked exactly like the room you had just left.

- venueMap.ts grows a FloorLayout contract (map + props + lights + posts +
  probes + palette) and the newGrid() primitives every room is painted with.
  Voltage stays IN venueMap rather than moving to layouts/, so the new rooms can
  import primitives from it without closing an import cycle.
- Three new rooms in src/scenes/floor/layouts/: The Royal (horseshoe public bar,
  pool room, pokies corner, trough + two cubicles, a beer garden that is plainly
  the nicest room in the pub, and a DJ "corner" that is a folding table because
  this pub never built a booth), Elevate (open-air rooftop — most of the grid is
  sky, the DJ is on an unwalled plinth, you arrive by lift), ROOM (concrete
  warehouse, pillars you path around, central booth, loading-dock smoking area,
  twelve lights in the whole venue).
- Nothing about a room is a module singleton any more. FloorView, sweep and
  FloorDemoScene take the layout; the door picks its street plate by venue id.
- FloorDemoScene's six hardcoded station spots (TAPS_SPOT, DECKS_SPOT, ...) were
  Voltage's tile coordinates. At four venues a hardcoded (47,3) puts the bar
  shift inside The Royal's pool room, so each layout now names its own stations
  and the scene reads them from there.
- tests/floor/layoutInvariants.ts is an executable rulebook: perimeter holds,
  every walkable tile reachable from the entry, anchors on walkable ground,
  posts not sealed (a post on a sealed tile freezes the player for the night —
  that has shipped twice), probes reachable, props on-grid. Proved against
  Voltage BEFORE the new rooms were authored against it.

Dev route #floor:<venueId> boots the floor straight into one room, because
otherwise seeing ROOM means surviving three weeks of the ladder.

Gate: lint clean, build clean, 821 tests passing (was 784).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 19:51:54 +10:00
type-two
ae036d9d0e One camera for the whole tileset: nine chunky props re-meshed and ortho-rendered
9/9 through flux product shot -> trellis2_mlx -> glb_to_sprite, unattended.
Rake corrected after the first pass: tall objects need a STEEPER angle (76), not
a shallower one — an arcade at 55 is a front-on slab. Re-angled from the meshes
already on disk, no re-generation, which is the point of keeping the GLB.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 14:55:19 +10:00
type-two
433bf77a78 The [GLB] hop, closed: headless Blender ortho-render turns TRELLIS meshes into props
tools/glb_to_sprite.py completes SPACES.md's 3D route — fixed ortho camera fitted
to the mesh bounds, flat light, transparent film, straight into props_import.
A/B'd on one pool table: TRELLIS wins for objects with volume (worn felt, real
pockets, rails), flux stays for flat things. Rake is 60 not 90 — straight down
turns a fridge into a grey box.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 13:37:36 +10:00
type-two
c20a689086 ROOM boss week: venue 4 — seeded 15-min dress-code shuffle (the board is the law), lip-read rope dialogue, ROOM crowd/knobs; SCENARIOS shelf cleared
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 02:06:16 +10:00
type-two
fbcbb2e349 The DJ shift: hold the decks — bass-out builds, bar-line-judged drops, booth requests with odds
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 19:49:33 +10:00
type-two
1b0842024b The whole shelf: 9 scripted characters (cop/celebrity/sovereign/rider/promoter/neighbour/hens/twins/ex-doorman) + 5 floor systems (vomit/phone/water/first-aid/kebab run)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 19:27:43 +10:00
type-two
d8c3b0507d SCENARIOS shelf: mark lockout, passback, step-up lines, fence-jumpers shipped
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 18:46:12 +10:00
type-two
389376c2f1 The joint bust (ChoiceOverlay, corruption verb, report accounts) + the glassie run (kitchen, rack carry, wobble physics, glass smash)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 17:51:49 +10:00
type-two
b1e2f038bc Spaces: DJ booth, smoking yard, sinks, glassie station; data-driven PROPS/LIGHTS with beat-pulsed zone lighting; art drop-in pipeline + generation queue
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 14:38:19 +10:00
type-two
2e0b1917b8 Asset survey: RIGROOM library, modular kit, repose pipeline, procity notes
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 13:36:50 +10:00
type-two
0f7b948439 Phase 2: night-flow integration — door/floor interleave, Kayden, TechnoEngine in the night, run progression; Phase 3 lane instructions
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 20:20:18 +10:00
type-two
595371f684 Phase 1 review: merge door/floor/juice, fold CCRs into contracts, integration fixes
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 19:26:35 +10:00
type-two
9805ff8fe5 Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 16:20:53 +10:00
type-two
4eb8135585 Fleet asset notes: reusable network assets for the v0.4 art pass
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 16:00:53 +10:00
type-two
92e370e8c3 Add role ladder (glassie/bartender/doorgirl/bouncer/DJ) to design + role-agnostic sim rule
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 15:58:03 +10:00
type-two
5086a325d8 Design docs, build plan, contracts, and lane instructions for NOT TONIGHT
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 15:48:44 +10:00