@jgengine/core 0.18.0 → 0.18.1

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Files changed (174) hide show
  1. package/CHANGELOG.md +114 -2
  2. package/dist/ai/decisionGraph.d.ts +52 -0
  3. package/dist/ai/decisionGraph.js +82 -0
  4. package/dist/ai/mobBrainGraph.d.ts +3 -0
  5. package/dist/ai/mobBrainGraph.js +25 -0
  6. package/dist/ai/tacticalQueries.d.ts +30 -0
  7. package/dist/ai/tacticalQueries.js +45 -0
  8. package/dist/anim/animGraph.d.ts +144 -0
  9. package/dist/anim/animGraph.js +286 -0
  10. package/dist/anim/ikSolver.d.ts +51 -0
  11. package/dist/anim/ikSolver.js +124 -0
  12. package/dist/anim/locomotionGraph.d.ts +26 -0
  13. package/dist/anim/locomotionGraph.js +33 -0
  14. package/dist/assets/spriteAtlas.d.ts +21 -0
  15. package/dist/assets/spriteAtlas.js +103 -0
  16. package/dist/audio/audioFalloff.d.ts +10 -0
  17. package/dist/economy/currency.d.ts +16 -2
  18. package/dist/economy/currency.js +55 -14
  19. package/dist/economy/wallet.d.ts +5 -4
  20. package/dist/economy/wallet.js +8 -4
  21. package/dist/editor/commandApply.js +1 -0
  22. package/dist/editor/commands.d.ts +4 -1
  23. package/dist/editor/document.d.ts +2 -1
  24. package/dist/editor/document.js +89 -0
  25. package/dist/editor/environment.d.ts +3 -0
  26. package/dist/editor/environment.js +16 -0
  27. package/dist/editor/index.d.ts +4 -2
  28. package/dist/editor/index.js +1 -1
  29. package/dist/editor/types.d.ts +16 -0
  30. package/dist/game/cameraConfig.d.ts +8 -0
  31. package/dist/game/chat.d.ts +22 -1
  32. package/dist/game/chat.js +48 -19
  33. package/dist/game/controlGate.d.ts +6 -0
  34. package/dist/game/controlGate.js +30 -1
  35. package/dist/game/defineGame.d.ts +10 -1
  36. package/dist/game/events.d.ts +8 -1
  37. package/dist/game/pixelPerfect.d.ts +25 -0
  38. package/dist/game/pixelPerfect.js +29 -0
  39. package/dist/game/playableGame.d.ts +97 -3
  40. package/dist/game/systemRuntime.js +6 -1
  41. package/dist/input/actionBindings.d.ts +2 -1
  42. package/dist/input/actionBindings.js +10 -8
  43. package/dist/input/actionContexts.d.ts +21 -0
  44. package/dist/input/actionContexts.js +56 -0
  45. package/dist/input/gamepadModel.d.ts +45 -0
  46. package/dist/input/gamepadModel.js +69 -0
  47. package/dist/meta/changelog.d.ts +1 -1
  48. package/dist/meta/changelog.js +85 -1
  49. package/dist/movement/characterController.d.ts +76 -0
  50. package/dist/movement/characterController.js +216 -0
  51. package/dist/movement/freeFlight.d.ts +119 -0
  52. package/dist/movement/freeFlight.js +294 -0
  53. package/dist/movement/playerMovement.d.ts +10 -2
  54. package/dist/movement/playerMovement.js +218 -4
  55. package/dist/movement/serverStep.d.ts +5 -0
  56. package/dist/movement/serverStep.js +6 -0
  57. package/dist/movement/solidObstacles.d.ts +30 -7
  58. package/dist/movement/solidObstacles.js +27 -4
  59. package/dist/multiplayer/poseSyncGate.d.ts +3 -1
  60. package/dist/multiplayer/poseSyncGate.js +9 -1
  61. package/dist/multiplayer/presenceContract.d.ts +6 -0
  62. package/dist/multiplayer/presenceModel.d.ts +2 -0
  63. package/dist/multiplayer/presenceModel.js +11 -0
  64. package/dist/nav/navMesh.d.ts +33 -0
  65. package/dist/nav/navMesh.js +164 -0
  66. package/dist/physics/flightDynamics.d.ts +8 -0
  67. package/dist/physics/kinematicVehicle.d.ts +6 -1
  68. package/dist/physics/physicsBackend.d.ts +191 -0
  69. package/dist/physics/physicsBackend.js +49 -0
  70. package/dist/physics/physicsBackendConformance.d.ts +27 -0
  71. package/dist/physics/physicsBackendConformance.js +117 -0
  72. package/dist/physics/physicsWorldBackend.d.ts +44 -0
  73. package/dist/physics/physicsWorldBackend.js +485 -0
  74. package/dist/physics/worldColliders.d.ts +13 -0
  75. package/dist/physics/worldColliders.js +96 -0
  76. package/dist/random/rng.d.ts +12 -1
  77. package/dist/random/rng.js +20 -3
  78. package/dist/render/environment.d.ts +23 -0
  79. package/dist/render/environment.js +1 -0
  80. package/dist/render/lookPreset.d.ts +11 -5
  81. package/dist/render/lookPreset.js +29 -4
  82. package/dist/render/postProcessing.d.ts +10 -1
  83. package/dist/render/sprite2d.d.ts +38 -0
  84. package/dist/render/sprite2d.js +40 -0
  85. package/dist/runtime/adapter.d.ts +20 -1
  86. package/dist/runtime/adapter.js +8 -1
  87. package/dist/runtime/commandInput.d.ts +15 -0
  88. package/dist/runtime/commandInput.js +13 -0
  89. package/dist/runtime/commandRunner.d.ts +12 -7
  90. package/dist/runtime/commandRunner.js +7 -5
  91. package/dist/runtime/gameContext.js +11 -1
  92. package/dist/runtime/gameContextTypes.d.ts +14 -4
  93. package/dist/runtime/gameRuntime.d.ts +20 -4
  94. package/dist/runtime/gameRuntime.js +17 -4
  95. package/dist/runtime/headlessRunner.d.ts +10 -0
  96. package/dist/runtime/headlessRunner.js +26 -8
  97. package/dist/runtime/hostPolicy.d.ts +3 -2
  98. package/dist/runtime/hostPolicy.js +8 -10
  99. package/dist/runtime/hostedGameRunner.js +34 -6
  100. package/dist/runtime/hostedWorldSession.d.ts +12 -16
  101. package/dist/runtime/hostedWorldSession.js +29 -6
  102. package/dist/runtime/hostedWorldStore.d.ts +20 -0
  103. package/dist/runtime/hostedWorldStore.js +1 -0
  104. package/dist/runtime/inputRecorder.d.ts +30 -0
  105. package/dist/runtime/inputRecorder.js +59 -0
  106. package/dist/runtime/inputSnapshot.d.ts +8 -0
  107. package/dist/runtime/inputSnapshot.js +1 -0
  108. package/dist/runtime/poseInterpolation.d.ts +36 -0
  109. package/dist/runtime/poseInterpolation.js +91 -0
  110. package/dist/runtime/prediction.d.ts +45 -0
  111. package/dist/runtime/prediction.js +62 -0
  112. package/dist/runtime/simContext.d.ts +45 -0
  113. package/dist/runtime/simContext.js +65 -0
  114. package/dist/runtime/simLoop.d.ts +52 -0
  115. package/dist/runtime/simLoop.js +72 -0
  116. package/dist/runtime/simSnapshot.d.ts +32 -0
  117. package/dist/runtime/simSnapshot.js +60 -0
  118. package/dist/runtime/snapshot.d.ts +8 -0
  119. package/dist/runtime/snapshotBuffer.d.ts +33 -0
  120. package/dist/runtime/snapshotBuffer.js +58 -0
  121. package/dist/runtime/transport.d.ts +32 -2
  122. package/dist/runtime/worldChunks.d.ts +2 -0
  123. package/dist/runtime/worldChunks.js +14 -0
  124. package/dist/runtime/worldProjection.d.ts +9 -0
  125. package/dist/runtime/worldProjection.js +17 -1
  126. package/dist/runtime/worldSnapshot.d.ts +6 -0
  127. package/dist/runtime/worldSnapshot.js +3 -0
  128. package/dist/scene/behaviorRuntime.d.ts +19 -1
  129. package/dist/scene/behaviorRuntime.js +55 -4
  130. package/dist/scene/behaviors.d.ts +8 -1
  131. package/dist/scene/builtinSceneKinds.js +10 -0
  132. package/dist/sensor/perception.d.ts +60 -0
  133. package/dist/sensor/perception.js +142 -0
  134. package/dist/settings/graphicsProfile.d.ts +19 -0
  135. package/dist/settings/graphicsProfile.js +36 -0
  136. package/dist/time/accrueSince.d.ts +10 -0
  137. package/dist/time/accrueSince.js +9 -0
  138. package/dist/time/rateWindow.d.ts +16 -0
  139. package/dist/time/rateWindow.js +14 -0
  140. package/dist/time/serverTick.d.ts +21 -3
  141. package/dist/time/serverTick.js +14 -13
  142. package/dist/vfx/particleDirector.d.ts +68 -0
  143. package/dist/vfx/particleDirector.js +81 -0
  144. package/dist/world/buildings.d.ts +12 -0
  145. package/dist/world/buildings.js +43 -3
  146. package/dist/world/cityContent.js +103 -25
  147. package/dist/world/cityKind.d.ts +132 -0
  148. package/dist/world/cityKind.js +315 -15
  149. package/dist/world/features.d.ts +27 -1
  150. package/dist/world/features.js +7 -2
  151. package/dist/world/placement.d.ts +7 -0
  152. package/dist/world/placement.js +2 -0
  153. package/dist/world/placementController.d.ts +1 -1
  154. package/dist/world/placementController.js +7 -0
  155. package/dist/world/raceCircuit.d.ts +168 -0
  156. package/dist/world/raceCircuit.js +797 -0
  157. package/dist/world/terrain.d.ts +5 -1
  158. package/dist/world/terrain.js +5 -0
  159. package/dist/world/territory.d.ts +97 -0
  160. package/dist/world/territory.js +182 -0
  161. package/dist/world.d.ts +5 -3
  162. package/dist/world.js +4 -2
  163. package/package.json +1 -1
  164. package/skills/ce-handoff/SKILL.md +1 -1
  165. package/skills/game-design/SKILL.md +11 -1
  166. package/skills/jgengine/SKILL.md +2 -0
  167. package/skills/jgengine/api.md +94 -19
  168. package/skills/jgengine/capabilities.md +28 -0
  169. package/skills/jgengine-gameplay/SKILL.md +10 -0
  170. package/skills/jgengine-gameplay/api.md +40 -18
  171. package/skills/jgengine-gameplay/capabilities.md +12 -0
  172. package/skills/jgengine-world/SKILL.md +6 -0
  173. package/skills/jgengine-world/api.md +312 -12
  174. package/skills/jgengine-world/capabilities.md +102 -0
@@ -0,0 +1,68 @@
1
+ import type { EmitterConfig, Vec3 } from "./particles.js";
2
+ /** How a particle effect composites on screen: `additive` for sparks/fire/glow, `normal` for smoke/dust. */
3
+ export type ParticleBlendHint = "additive" | "normal";
4
+ /** A one-shot burst request — consumed once by the renderer, never serialized. */
5
+ export interface ParticleBurst {
6
+ /** Monotonic sequence id so a renderer can consume each burst exactly once. */
7
+ seq: number;
8
+ config: EmitterConfig;
9
+ /** Particles to emit immediately. */
10
+ count: number;
11
+ blending?: ParticleBlendHint;
12
+ }
13
+ /** Options for {@link ParticleDirector.attach}. */
14
+ export interface ParticleAttachOptions {
15
+ /** Scene entity id the emitter origin tracks each frame (plus `offset`). */
16
+ follow?: string;
17
+ /** World offset from the followed entity (or from the config position when unfollowed). */
18
+ offset?: Vec3;
19
+ blending?: ParticleBlendHint;
20
+ }
21
+ /** A keyed continuous emitter owned by the director until detached. */
22
+ export interface ParticleEmitterSpec {
23
+ id: string;
24
+ config: EmitterConfig;
25
+ follow?: string;
26
+ offset?: Vec3;
27
+ blending?: ParticleBlendHint;
28
+ }
29
+ /** Serializable director state: the standing emitters (bursts are transient by nature). */
30
+ export interface ParticleDirectorState {
31
+ nextSeq: number;
32
+ emitters: ParticleEmitterSpec[];
33
+ }
34
+ /**
35
+ * The game-side seam for particle effects. Game logic requests one-shot bursts and
36
+ * standing emitters as plain data; the shell renders them through
37
+ * `createParticleSystem`/`ParticleField`, applies the graphics-quality particle cap,
38
+ * and tracks `follow` entities. Nothing here touches a renderer, so commands and
39
+ * `onTick` systems can drive VFX headlessly and tests can assert the requested effects.
40
+ */
41
+ export interface ParticleDirector {
42
+ /** Queue a one-shot burst (impact puff, debris, muzzle smoke). */
43
+ burst(config: EmitterConfig, count: number, blending?: ParticleBlendHint): void;
44
+ /** Create or replace a standing emitter under `id` (exhaust, dust plume, torch smoke). */
45
+ attach(id: string, config: EmitterConfig, options?: ParticleAttachOptions): void;
46
+ /** Patch a standing emitter's config in place (e.g. scale exhaust rate with speed). */
47
+ retune(id: string, patch: Partial<EmitterConfig>): void;
48
+ /** Remove a standing emitter. Unknown ids are ignored. */
49
+ detach(id: string): void;
50
+ /** Drop every standing emitter and any unconsumed bursts. */
51
+ clear(): void;
52
+ /** The standing emitters, for renderers and assertions. */
53
+ emitters(): readonly ParticleEmitterSpec[];
54
+ /** Return and forget the queued bursts — the renderer's consume-once read. */
55
+ drainBursts(): ParticleBurst[];
56
+ subscribe(listener: () => void): () => void;
57
+ snapshot(): ParticleDirectorState;
58
+ restore(state: ParticleDirectorState): void;
59
+ }
60
+ /**
61
+ * Create the particle intent registry a `GameContext` exposes as `ctx.particles`.
62
+ * State is data-only and serializable: standing emitters survive `snapshot`/`restore`,
63
+ * queued bursts are transient. The renderer subscribes, drains bursts, and mirrors
64
+ * the emitter list — the director never allocates particle pools itself.
65
+ *
66
+ * @capability particle-director game-reachable VFX seam: queue one-shot particle bursts and keyed follow-capable standing emitters as serializable data for the shell to render
67
+ */
68
+ export declare function createParticleDirector(): ParticleDirector;
@@ -0,0 +1,81 @@
1
+ /**
2
+ * Create the particle intent registry a `GameContext` exposes as `ctx.particles`.
3
+ * State is data-only and serializable: standing emitters survive `snapshot`/`restore`,
4
+ * queued bursts are transient. The renderer subscribes, drains bursts, and mirrors
5
+ * the emitter list — the director never allocates particle pools itself.
6
+ *
7
+ * @capability particle-director game-reachable VFX seam: queue one-shot particle bursts and keyed follow-capable standing emitters as serializable data for the shell to render
8
+ */
9
+ export function createParticleDirector() {
10
+ let nextSeq = 1;
11
+ let bursts = [];
12
+ const emitters = new Map();
13
+ const listeners = new Set();
14
+ function notify() {
15
+ for (const listener of listeners)
16
+ listener();
17
+ }
18
+ return {
19
+ burst(config, count, blending) {
20
+ const wanted = Math.floor(count);
21
+ if (wanted <= 0)
22
+ return;
23
+ bursts.push({ seq: nextSeq++, config, count: wanted, ...(blending === undefined ? {} : { blending }) });
24
+ notify();
25
+ },
26
+ attach(id, config, options) {
27
+ emitters.set(id, {
28
+ id,
29
+ config,
30
+ ...(options?.follow === undefined ? {} : { follow: options.follow }),
31
+ ...(options?.offset === undefined ? {} : { offset: options.offset }),
32
+ ...(options?.blending === undefined ? {} : { blending: options.blending }),
33
+ });
34
+ notify();
35
+ },
36
+ retune(id, patch) {
37
+ const current = emitters.get(id);
38
+ if (current === undefined)
39
+ return;
40
+ emitters.set(id, { ...current, config: { ...current.config, ...patch } });
41
+ notify();
42
+ },
43
+ detach(id) {
44
+ if (!emitters.delete(id))
45
+ return;
46
+ notify();
47
+ },
48
+ clear() {
49
+ if (emitters.size === 0 && bursts.length === 0)
50
+ return;
51
+ emitters.clear();
52
+ bursts = [];
53
+ notify();
54
+ },
55
+ emitters() {
56
+ return Array.from(emitters.values());
57
+ },
58
+ drainBursts() {
59
+ if (bursts.length === 0)
60
+ return [];
61
+ const drained = bursts;
62
+ bursts = [];
63
+ return drained;
64
+ },
65
+ subscribe(listener) {
66
+ listeners.add(listener);
67
+ return () => listeners.delete(listener);
68
+ },
69
+ snapshot() {
70
+ return { nextSeq, emitters: Array.from(emitters.values()) };
71
+ },
72
+ restore(state) {
73
+ nextSeq = state.nextSeq;
74
+ bursts = [];
75
+ emitters.clear();
76
+ for (const spec of state.emitters)
77
+ emitters.set(spec.id, spec);
78
+ notify();
79
+ },
80
+ };
81
+ }
@@ -108,6 +108,18 @@ export type BuildingPaletteOverrides = Partial<BuildingPalette>;
108
108
  export type BuildingStyle = "generic" | "capital" | "village" | "desert" | "industrial" | "coastal" | "neon" | "ruin" | "frontier" | "aerial";
109
109
  export declare const DEFAULT_BUILDING_STYLE: BuildingStyle;
110
110
  export declare const BUILDING_STYLE_PALETTES: Record<BuildingStyle, BuildingPalette>;
111
+ /**
112
+ * Per-style facade-tone family: the wall colours a district spreads across its buildings so
113
+ * neighbours differ in hue and value while the block stays one palette. Index 0 is the palette's
114
+ * own `wall`; the rest fan warmer/cooler and lighter/darker around it.
115
+ */
116
+ export declare const BUILDING_STYLE_WALL_TONES: Record<BuildingStyle, readonly string[]>;
117
+ /**
118
+ * The facade-tone family for a style — the ramp {@link BUILDING_STYLE_WALL_TONES} keeps, falling
119
+ * back to the style's single palette wall when a style has no ramp.
120
+ * @internal
121
+ */
122
+ export declare function resolveBuildingWallTones(style?: BuildingStyle): readonly string[];
111
123
  /** @internal */
112
124
  export declare function resolveBuildingPalette(style?: BuildingStyle, overrides?: BuildingPaletteOverrides): BuildingPalette;
113
125
  /**
@@ -181,6 +181,34 @@ export const BUILDING_STYLE_PALETTES = {
181
181
  corner: "#c3d0d7",
182
182
  },
183
183
  };
184
+ /**
185
+ * Per-style facade-tone family: the wall colours a district spreads across its buildings so
186
+ * neighbours differ in hue and value while the block stays one palette. Index 0 is the palette's
187
+ * own `wall`; the rest fan warmer/cooler and lighter/darker around it.
188
+ */
189
+ export const BUILDING_STYLE_WALL_TONES = {
190
+ generic: ["#9c8f80", "#736a60", "#b7a894", "#8b8a80", "#c3ac90", "#635c54", "#a1978c"],
191
+ capital: ["#cfc5ad", "#ac9878", "#e6e0cf", "#a8a698", "#c8b48d", "#847b68", "#ded2b3"],
192
+ village: ["#b59e7a", "#9c8360", "#c9b895", "#8d7a5f", "#c2a173", "#a8977f", "#d6c3a1"],
193
+ desert: ["#c9a877", "#b08f61", "#ddc396", "#a4855c", "#d3b98d", "#93764f", "#c6b189"],
194
+ industrial: ["#7c838f", "#565d69", "#96a0ac", "#68737a", "#8a8173", "#4a5058", "#a0a6ac"],
195
+ coastal: ["#e8e2d2", "#cfd6d3", "#f1ece0", "#c9c0ac", "#dbe0dc", "#b7b3a3", "#e5d9c4"],
196
+ neon: ["#1b1b26", "#262233", "#141a24", "#2c2030", "#181f2b", "#221d1f", "#101018"],
197
+ ruin: ["#6b6156", "#57503f", "#7d7266", "#4f4a44", "#736450", "#8a8072", "#5d5b53"],
198
+ frontier: ["#7f5539", "#6a462d", "#96684a", "#5c4331", "#8a6540", "#a07a55", "#6f523c"],
199
+ aerial: ["#dfe7ec", "#c6d2da", "#eef3f6", "#b6c3cb", "#d3dde2", "#a7b7c0", "#e7eef1"],
200
+ };
201
+ /**
202
+ * The facade-tone family for a style — the ramp {@link BUILDING_STYLE_WALL_TONES} keeps, falling
203
+ * back to the style's single palette wall when a style has no ramp.
204
+ * @internal
205
+ */
206
+ export function resolveBuildingWallTones(style = DEFAULT_BUILDING_STYLE) {
207
+ const tones = BUILDING_STYLE_WALL_TONES[style];
208
+ if (tones !== undefined && tones.length > 0)
209
+ return tones;
210
+ return [resolveBuildingPalette(style).wall];
211
+ }
184
212
  /** @internal */
185
213
  export function resolveBuildingPalette(style = DEFAULT_BUILDING_STYLE, overrides) {
186
214
  const preset = BUILDING_STYLE_PALETTES[style];
@@ -413,9 +441,21 @@ function pushRoof(parts, config, width, depth) {
413
441
  for (let index = 0; index < roofCells; index += 1) {
414
442
  if (!chance(config.seed, `roof:prop:${index}`, config.probabilities.roofProp))
415
443
  continue;
416
- const x = config.center[0] - width / 2 + config.bayWidth * ((index % config.baysWide) + 0.5);
417
- const z = config.center[1] - depth / 2 + config.bayWidth * (Math.floor(index / config.baysWide) + 0.5);
418
- parts.push(part(config, "roofProp", "roof", [x, height + config.facadeDepth + config.floorHeight * 0.16, z], [config.bayWidth * 0.34, config.floorHeight * 0.32, config.bayWidth * 0.34], `roof:prop:${index}`, { facade: "roof", level: config.floors, bay: index }, ["decor"]));
444
+ // Plant sized and nudged off its cell centre: props locked to the bay grid at one size read as
445
+ // a checkerboard of cubes rather than a roof of mechanical units.
446
+ const wide = hash01(config.seed, `roof:prop:${index}:w`);
447
+ const tall = hash01(config.seed, `roof:prop:${index}:h`);
448
+ const propW = config.bayWidth * (0.2 + wide * 0.4);
449
+ const propD = config.bayWidth * (0.18 + (1 - wide) * 0.36);
450
+ const propH = config.floorHeight * (0.14 + tall * 0.52);
451
+ const x = config.center[0] -
452
+ width / 2 +
453
+ config.bayWidth * ((index % config.baysWide) + 0.5 + (hash01(config.seed, `roof:prop:${index}:x`) - 0.5) * 0.5);
454
+ const z = config.center[1] -
455
+ depth / 2 +
456
+ config.bayWidth *
457
+ (Math.floor(index / config.baysWide) + 0.5 + (hash01(config.seed, `roof:prop:${index}:z`) - 0.5) * 0.5);
458
+ parts.push(part(config, "roofProp", "roof", [x, height + config.facadeDepth + propH / 2, z], [propW, propH, propD], `roof:prop:${index}`, { facade: "roof", level: config.floors, bay: index }, ["decor"]));
419
459
  }
420
460
  }
421
461
  function pushCorners(parts, config, width, depth) {
@@ -13,18 +13,18 @@ export const CITY_LOT_CLASSES = [
13
13
  /** All filler classes, for validation and interior-pass allow-lists. */
14
14
  export const CITY_FILLER_CLASSES = ["garage", "depot"];
15
15
  const CLASS_PROFILES = {
16
- tower: { width: [16, 24], depth: [14, 20], setbackFactor: 0.3, spacingFactor: 1, floors: [12, 34], backRow: true },
17
- slab: { width: [14, 20], depth: [11, 15], setbackFactor: 0.5, spacingFactor: 1, floors: [4, 9], backRow: true },
18
- shop: { width: [10, 15], depth: [8, 12], setbackFactor: 0.2, spacingFactor: 0.6, floors: [1, 2], backRow: true },
19
- rowhouse: { width: [6, 8.5], depth: [9, 12], setbackFactor: 0.5, spacingFactor: 0.12, floors: [2, 3], backRow: true },
16
+ tower: { width: [14, 22], depth: [12, 20], setbackFactor: 0.15, spacingFactor: 0.35, floors: [12, 34], backRow: true },
17
+ slab: { width: [12, 20], depth: [10, 16], setbackFactor: 0.2, spacingFactor: 0.4, floors: [4, 9], backRow: true },
18
+ shop: { width: [8, 14], depth: [8, 12], setbackFactor: 0.05, spacingFactor: 0.15, floors: [1, 2], backRow: true },
19
+ rowhouse: { width: [5.5, 8], depth: [9, 13], setbackFactor: 0.2, spacingFactor: 0.05, floors: [2, 3], backRow: true },
20
20
  house: { width: [9, 12], depth: [8, 11], setbackFactor: 1, spacingFactor: 1, floors: [1, 2], backRow: true },
21
21
  mansion: { width: [18, 26], depth: [14, 20], setbackFactor: 2, spacingFactor: 1.6, floors: [2, 3], backRow: false },
22
22
  farmhouse: { width: [11, 14], depth: [9, 12], setbackFactor: 2.8, spacingFactor: 4, floors: [2, 2], backRow: false },
23
23
  barn: { width: [12, 16], depth: [9, 13], setbackFactor: 3.6, spacingFactor: 5, floors: [1, 1], backRow: false },
24
24
  silo: { width: [5, 6], depth: [5, 6], setbackFactor: 4, spacingFactor: 3, floors: [1, 1], backRow: false },
25
25
  // Interior-fill fillers: broad, plain footprints that pack the backs of dense blocks.
26
- garage: { width: [18, 26], depth: [16, 22], setbackFactor: 0.3, spacingFactor: 0.4, floors: [2, 6], backRow: true },
27
- depot: { width: [20, 30], depth: [18, 26], setbackFactor: 0.4, spacingFactor: 0.5, floors: [1, 2], backRow: true },
26
+ garage: { width: [16, 24], depth: [14, 20], setbackFactor: 0.2, spacingFactor: 0.3, floors: [2, 6], backRow: true },
27
+ depot: { width: [18, 28], depth: [16, 24], setbackFactor: 0.25, spacingFactor: 0.35, floors: [1, 2], backRow: true },
28
28
  };
29
29
  /**
30
30
  * Natural frontage-width range (meters) of a class's massing — what the plot-size class bias reads
@@ -131,6 +131,59 @@ function box(offset, size, role, options = {}) {
131
131
  function gable(offset, size, rotationY = 0) {
132
132
  return { shape: "gable", offset, size, rotationY, role: "roof", grounded: false, banded: false };
133
133
  }
134
+ /**
135
+ * Finish a flat roof at height `top`: a recessed dark deck, a parapet upstand on all four edges,
136
+ * and seeded rooftop plant (mechanical units, a stair bulkhead, a tank). A city skyline is mostly
137
+ * roofs seen from above, so every flat-capped class runs through here instead of a bare slab.
138
+ */
139
+ function flatRoofTop(pieces, width, depth, top, rng) {
140
+ const rail = Math.min(1.15, 0.55 + rng() * 0.55);
141
+ const wall = Math.min(0.55, Math.max(0.18, Math.min(width, depth) * 0.035));
142
+ const innerW = Math.max(0.4, width - wall * 2);
143
+ const innerD = Math.max(0.4, depth - wall * 2);
144
+ pieces.push(box([0, top, 0], [innerW, 0.14, innerD], "roof"));
145
+ pieces.push(box([0, top, (depth - wall) / 2], [width, rail, wall], "trim"));
146
+ pieces.push(box([0, top, -(depth - wall) / 2], [width, rail, wall], "trim"));
147
+ pieces.push(box([(width - wall) / 2, top, 0], [wall, rail, innerD], "trim"));
148
+ pieces.push(box([-(width - wall) / 2, top, 0], [wall, rail, innerD], "trim"));
149
+ const deck = top + 0.14;
150
+ const units = innerW * innerD > 110 ? 1 + Math.floor(rng() * 3) : rng() < 0.7 ? 1 : 0;
151
+ for (let i = 0; i < units; i += 1) {
152
+ const uw = Math.min(innerW * 0.34, 1.6 + rng() * 2.4);
153
+ const ud = Math.min(innerD * 0.34, 1.4 + rng() * 2);
154
+ pieces.push(box([(rng() - 0.5) * Math.max(0, innerW - uw), deck, (rng() - 0.5) * Math.max(0, innerD - ud)], [uw, 0.6 + rng() * 0.9, ud], "roof"));
155
+ }
156
+ if (rng() < 0.55) {
157
+ const bw = Math.min(innerW * 0.34, 2.2 + rng() * 1.6);
158
+ const bd = Math.min(innerD * 0.36, 2 + rng() * 1.4);
159
+ pieces.push(box([(rng() - 0.5) * Math.max(0, innerW - bw), deck, (rng() - 0.5) * Math.max(0, innerD - bd)], [bw, 1.9 + rng() * 1.1, bd], "trim"));
160
+ }
161
+ if (rng() < 0.4) {
162
+ const r = Math.min(2.2, Math.min(innerW, innerD) * 0.26);
163
+ pieces.push({
164
+ shape: "cylinder",
165
+ offset: [(rng() - 0.5) * Math.max(0, innerW - r), deck, (rng() - 0.5) * Math.max(0, innerD - r)],
166
+ size: [r, 1.4 + rng() * 1.2, r],
167
+ rotationY: 0,
168
+ role: "trim",
169
+ grounded: false,
170
+ banded: false,
171
+ });
172
+ }
173
+ }
174
+ /**
175
+ * Street-level treatment for a commercial frontage: a plinth course wrapping the base, a recessed
176
+ * dark entrance on the street face, and a canopy over the sidewalk — so floor 1 never reads like
177
+ * floor 30. `overhang` is the plinth's outward step (0 keeps it flush for terraced classes).
178
+ */
179
+ function streetLevel(pieces, width, depth, bandHeight, overhang, rng) {
180
+ pieces.push(box([0, 0, 0], [width + overhang, bandHeight, depth + overhang], "trim", { grounded: true }));
181
+ const doorW = Math.min(width * 0.32, 3.4);
182
+ const doorX = (rng() - 0.5) * Math.max(0, width - doorW * 1.6) * 0.5;
183
+ const face = depth / 2 + overhang / 2;
184
+ pieces.push(box([doorX, 0, face], [doorW, bandHeight * 0.76, 0.5], "roof", { grounded: true }));
185
+ pieces.push(box([doorX, bandHeight * 0.8, face + 0.6], [doorW * 1.5, 0.22, 1.3], "accent"));
186
+ }
134
187
  /**
135
188
  * Compose the massing pieces for one lot. Deterministic per `rng` stream: the same class, size,
136
189
  * floors, and stream always yield the identical silhouette. Sizes are in meters, lot-local.
@@ -147,17 +200,22 @@ export function buildLotPieces(cls, width, depth, floors, floorHeight, rng) {
147
200
  const h2 = H * (0.24 + rng() * 0.08);
148
201
  const h3 = H - h1 - h2;
149
202
  pieces.push(box([0, 0, 0], [width, h1, depth], "wall", { grounded: true, banded: true }));
203
+ // Occasional attached wing breaks the identical-rect streetwall without replacing the shaft.
204
+ if (width >= 16 && depth >= 14 && rng() < 0.42) {
205
+ const wingW = width * (0.34 + rng() * 0.1);
206
+ const side = rng() < 0.5 ? 1 : -1;
207
+ pieces.push(box([side * (width / 2 - wingW / 2), 0, depth * 0.28], [wingW, h1 * (0.55 + rng() * 0.2), depth * 0.42], "wall", { grounded: true, banded: true }));
208
+ }
150
209
  const w2 = width * (0.78 + rng() * 0.08);
151
210
  const d2 = depth * (0.78 + rng() * 0.08);
152
211
  pieces.push(box([0, h1, 0], [w2, h2, d2], "wall", { banded: true }));
153
212
  const w3 = width * (0.55 + rng() * 0.1);
154
213
  const d3 = depth * (0.55 + rng() * 0.1);
155
214
  pieces.push(box([0, h1 + h2, 0], [w3, h3, d3], "wall", { banded: true }));
156
- pieces.push(box([0, H, 0], [w3 * 1.04, 0.5, d3 * 1.04], "trim"));
215
+ flatRoofTop(pieces, w3 * 1.04, d3 * 1.04, H, rng);
157
216
  if (rng() < 0.35)
158
217
  pieces.push(box([0, H + 0.5, 0], [1.2, 3 + rng() * 5, 1.2], "trim"));
159
- else if (rng() < 0.5)
160
- pieces.push(box([0, H + 0.5, 0], [w3 * 0.4, 1.6, d3 * 0.4], "roof"));
218
+ streetLevel(pieces, width, depth, Math.min(floorHeight * 1.1, H * 0.5), 0.35, rng);
161
219
  }
162
220
  else {
163
221
  const h1 = H * (0.66 + rng() * 0.1);
@@ -165,32 +223,58 @@ export function buildLotPieces(cls, width, depth, floors, floorHeight, rng) {
165
223
  const w2 = width * (0.72 + rng() * 0.1);
166
224
  const d2 = depth * (0.72 + rng() * 0.1);
167
225
  pieces.push(box([0, h1, 0], [w2, H - h1, d2], "wall", { banded: true }));
168
- pieces.push(box([0, H, 0], [w2 * 1.05, 0.45, d2 * 1.05], "trim"));
226
+ flatRoofTop(pieces, w2 * 1.05, d2 * 1.05, H, rng);
227
+ streetLevel(pieces, width, depth, Math.min(floorHeight * 1.1, H * 0.5), 0.35, rng);
169
228
  }
170
229
  return pieces;
171
230
  }
172
231
  case "slab": {
173
- pieces.push(box([0, 0, 0], [width, H, depth * 0.95], "wall", { grounded: true, banded: true }));
174
- pieces.push(box([0, H, 0], [width * 1.02, 0.35, depth * 0.97], "trim"));
175
- if (rng() < 0.6)
176
- pieces.push(box([(rng() - 0.5) * width * 0.4, H + 0.35, 0], [width * 0.22, 2, depth * 0.3], "roof"));
232
+ // Full streetwall depth; irregular plans break the identical-cell silhouette.
233
+ if (width >= 14 && depth >= 12 && rng() < 0.55) {
234
+ const wing = width * (0.38 + rng() * 0.14);
235
+ const side = rng() < 0.5 ? 1 : -1;
236
+ const frontH = H * (0.92 + rng() * 0.12);
237
+ const wingH = H * (0.7 + rng() * 0.25);
238
+ pieces.push(box([0, 0, depth * 0.08], [width, frontH, depth * 0.62], "wall", { grounded: true, banded: true }));
239
+ pieces.push(box([side * (width / 2 - wing / 2), 0, -depth * 0.08], [wing, wingH, depth * 0.82], "wall", { grounded: true, banded: true }));
240
+ flatRoofTop(pieces, width * 0.98, depth * 0.62, frontH, rng);
241
+ if (rng() < 0.45)
242
+ flatRoofTop(pieces, wing * 1.02, depth * 0.78, wingH, rng);
243
+ streetLevel(pieces, width, depth * 0.62, Math.min(floorHeight * 1.05, frontH * 0.5), 0.25, rng);
244
+ }
245
+ else if (width >= 16 && depth >= 14 && rng() < 0.35) {
246
+ // Open mid-block court: street wall + two side wings, rear open as a service yard.
247
+ const wallT = Math.min(width, depth) * 0.28;
248
+ pieces.push(box([0, 0, (depth - wallT) / 2], [width, H, wallT], "wall", { grounded: true, banded: true }));
249
+ pieces.push(box([(width - wallT) / 2, 0, -wallT * 0.15], [wallT, H * (0.75 + rng() * 0.2), depth - wallT], "wall", { grounded: true, banded: true }));
250
+ pieces.push(box([-(width - wallT) / 2, 0, -wallT * 0.15], [wallT, H * (0.7 + rng() * 0.2), depth - wallT], "wall", { grounded: true, banded: true }));
251
+ flatRoofTop(pieces, width * 1.01, wallT * 1.02, H, rng);
252
+ streetLevel(pieces, width, wallT, Math.min(floorHeight * 1.05, H * 0.5), 0.25, rng);
253
+ }
254
+ else {
255
+ pieces.push(box([0, 0, 0], [width, H, depth], "wall", { grounded: true, banded: true }));
256
+ flatRoofTop(pieces, width * 1.02, depth * 1.02, H, rng);
257
+ streetLevel(pieces, width, depth, Math.min(floorHeight * 1.05, H * 0.5), 0.25, rng);
258
+ }
177
259
  return pieces;
178
260
  }
179
261
  case "shop": {
180
262
  pieces.push(box([0, 0, 0], [width, H, depth], "wall", { grounded: true }));
181
- pieces.push(box([0, H, 0], [width * 1.03, 0.5, depth * 1.03], "trim"));
263
+ flatRoofTop(pieces, width * 1.03, depth * 1.03, H, rng);
182
264
  // Front awning strip over the sidewalk face.
183
265
  pieces.push(box([0, Math.min(H - 0.4, 2.6), depth / 2 + 0.35], [width * 0.9, 0.35, 0.9], "accent"));
266
+ pieces.push(box([0, 0, depth / 2 - 0.05], [width * 0.82, Math.min(H * 0.62, 2.5), 0.4], "roof", { grounded: true }));
184
267
  return pieces;
185
268
  }
186
269
  case "rowhouse": {
187
- pieces.push(box([0, 0, 0], [width * 0.96, H, depth * 0.85], "wall", { grounded: true, banded: true }));
270
+ pieces.push(box([0, 0, 0], [width * 0.98, H, depth * 0.92], "wall", { grounded: true, banded: true }));
188
271
  if (rng() < 0.55) {
189
- pieces.push(gable([0, H, 0], [width * 0.96, 1.6 + rng() * 0.8, depth * 0.9]));
272
+ pieces.push(gable([0, H, 0], [width * 0.98, 1.6 + rng() * 0.8, depth * 0.96]));
190
273
  }
191
274
  else {
192
- pieces.push(box([0, H, 0], [width * 1.0, 0.45, depth * 0.9], "trim"));
275
+ pieces.push(box([0, H, 0], [width * 1.0, 0.45, depth * 0.94], "trim"));
193
276
  }
277
+ streetLevel(pieces, width * 0.98, depth * 0.92, Math.min(floorHeight * 0.95, H * 0.5), 0.04, rng);
194
278
  return pieces;
195
279
  }
196
280
  case "house": {
@@ -273,13 +357,7 @@ export function buildLotPieces(cls, width, depth, floors, floorHeight, rng) {
273
357
  case "garage": {
274
358
  // Parking structure: a plain banded box (the window bands read as deck slots) with a flat cap.
275
359
  pieces.push(box([0, 0, 0], [width, H, depth], "wall", { grounded: true, banded: true }));
276
- pieces.push(box([0, H, 0], [width * 1.02, 0.4, depth * 1.02], "trim"));
277
- if (rng() < 0.6) {
278
- // Stair/lift core poking above the roof deck.
279
- const cx = (rng() - 0.5) * width * 0.5;
280
- const cz = (rng() - 0.5) * depth * 0.4;
281
- pieces.push(box([cx, H + 0.4, cz], [width * 0.16, 1.6 + rng() * 1.2, depth * 0.16], "accent"));
282
- }
360
+ flatRoofTop(pieces, width * 1.02, depth * 1.02, H, rng);
283
361
  return pieces;
284
362
  }
285
363
  case "depot": {
@@ -1,6 +1,7 @@
1
1
  import { type ParamSchema, type SceneKindObject, type SceneKindResolveContext, type WeightedParamEntry } from "../scene/sceneKinds.js";
2
2
  import { type BuildingStyle } from "./buildings.js";
3
3
  import { type CityLotClass, type CityLotPiece, type CityTreeSpecies, type CityZoneBand, type CityZoneProfile } from "./cityContent.js";
4
+ import { type CircuitCorner, type CircuitGate, type CircuitSealKind } from "./raceCircuit.js";
4
5
  import type { RoadPoint } from "./roads.js";
5
6
  import { type StreetFeatureKind } from "./streetGenerator.js";
6
7
  import { type CityBlockKind } from "./cityBlocks.js";
@@ -29,6 +30,17 @@ export interface CityRules {
29
30
  minTurnAngle: number;
30
31
  /** Sharpest corner (degrees) a street may take — tighter ones are beveled away. */
31
32
  maxTurnAngle: number;
33
+ /** Organic boundary clipping, 0..1. 0 fills the volume's rectangle; higher grows lobes and bays. */
34
+ outline: number;
35
+ /** Share of branch lanes grown as winding residential side streets, 0..1. */
36
+ residentialBranches: number;
37
+ /** Road-surface relief, 0..1. 0 is dead flat; 1 is ~22 m of rise and fall across a ~520 m district. */
38
+ elevation: number;
39
+ /** Steepest road grade (rise/run) the elevation pass allows on any street. */
40
+ maxGrade: number;
41
+ /** Circuit space-filling, 0..1. 0 is a flowing loop around an empty middle; higher folds the lap
42
+ * back through its own interior (switchbacks, hairpins, parallel runs). Circuit mode only. */
43
+ compactness: number;
32
44
  /** Lay parcels + buildings against the streets (city fabric). Off = bare roads/track, no plots. */
33
45
  fabric: boolean;
34
46
  /** Streets bore through ridges on tunnel decks instead of climbing over them. */
@@ -84,6 +96,10 @@ export interface CityRules {
84
96
  treeMix: WeightedParamEntry[];
85
97
  /** Street-light density along non-lane streets, 0..1. */
86
98
  lightDensity: number;
99
+ /** Parked-vehicle density along street curbs and inside parking pads, 0..1. */
100
+ parkedCars: number;
101
+ /** Junction control density, 0..1: mast-arm signals on arterial crossings, sign posts below them. */
102
+ signals: number;
87
103
  /** Ring estate lots (mansions) with perimeter hedges and a gated gap. */
88
104
  hedges: boolean;
89
105
  /** Connect houses/estates/farms to their street with driveways. */
@@ -104,6 +120,22 @@ export interface CityRules {
104
120
  sidewalks: boolean;
105
121
  /** Sidewalk band width in meters at "street" hierarchy (boulevards scale up, lanes down). */
106
122
  sidewalkWidth: number;
123
+ /** Lift an instanced street race out of the district's own streets (see {@link ResolvedRace}). */
124
+ race: boolean;
125
+ /** Target race lap length in meters — the search keeps the cycle closest to this. */
126
+ raceLapLength: number;
127
+ /** 0 races any street; 1 keeps the lap on avenues and boulevards only. */
128
+ raceArterial: number;
129
+ /** Ordered checkpoint gates placed around the lap. */
130
+ raceCheckpoints: number;
131
+ /** Laps the race runs. */
132
+ raceLaps: number;
133
+ /** Close every side street leaving the lap with barriers — what makes it an instanced event. */
134
+ raceSeals: boolean;
135
+ /** Starting grid slots behind the line (0 = no grid). */
136
+ raceGridSlots: number;
137
+ /** Radius (m) the racing line is worked toward at the lap's junction corners. */
138
+ raceCornerRadius: number;
107
139
  /** Building style palette id (see {@link BUILDING_STYLE_PALETTES}). */
108
140
  style: BuildingStyle;
109
141
  /**
@@ -132,6 +164,9 @@ export interface CityStreet {
132
164
  surface: "asphalt" | "gravel";
133
165
  /** Whether sidewalk ribbons flank this street. */
134
166
  sidewalk: boolean;
167
+ /** Grade-limited road-surface height per point, present only when `elevation` is above 0. This is
168
+ * ROAD relief, not the terrain the district stands on. */
169
+ heights?: readonly number[];
135
170
  /** Cul-de-sac turning bulb at a dangling end, when the lane never reconnected. */
136
171
  bulb?: RoadPoint;
137
172
  /** Bridge/tunnel spans along this street as `[from, to]` index windows into `points`. */
@@ -277,6 +312,97 @@ export interface CityParking {
277
312
  size: readonly [number, number];
278
313
  rotationY: number;
279
314
  }
315
+ /** Silhouette class of a parked vehicle — sizes the body the renderer instances. */
316
+ export type CityVehicleKind = "car" | "van" | "truck";
317
+ /** One parked vehicle standing at a curb or nose-in inside a parking pad. */
318
+ export interface CityVehicle {
319
+ x: number;
320
+ z: number;
321
+ /** Yaw the body points down (engine rotationY convention). */
322
+ rotationY: number;
323
+ kind: CityVehicleKind;
324
+ /** Seeded body-paint index; the renderer maps it into its own palette. */
325
+ paint: number;
326
+ /** Where it stands, so the renderer drapes it onto carriageway or pad height. */
327
+ stall: "curb" | "lot";
328
+ }
329
+ /** One junction control on an approach arm: an arterial mast-arm signal, or a plain sign post. */
330
+ export interface CitySignal {
331
+ x: number;
332
+ z: number;
333
+ /** Yaw the head faces — into the traffic approaching down this arm. */
334
+ heading: number;
335
+ kind: "signal" | "sign";
336
+ /** How far the mast arm reaches over the carriageway, to the right of {@link CitySignal.heading}. */
337
+ reach: number;
338
+ }
339
+ /** One street closed off where it leaves the race lap: world XZ, the yaw down the sealed street, and
340
+ * the width the barrier run spans. */
341
+ export interface CityRaceSeal {
342
+ x: number;
343
+ z: number;
344
+ heading: number;
345
+ width: number;
346
+ kind: CircuitSealKind;
347
+ }
348
+ /** One kerb strip hugging a corner's road edge, as a world-space polyline to stripe. */
349
+ export interface CityRaceKerb {
350
+ points: readonly RoadPoint[];
351
+ /** Strip width across, meters. */
352
+ width: number;
353
+ /** Which side of travel the strip sits on: -1 left, 1 right. */
354
+ side: -1 | 1;
355
+ /** Alternating stripe length along the run, meters. */
356
+ stripe: number;
357
+ /** Corner this kerb belongs to (index into {@link ResolvedRace.corners}). */
358
+ corner: number;
359
+ }
360
+ /** The start/finish line: where it is, which way cars face, and the painted line across the road. */
361
+ export interface CityRaceStart {
362
+ x: number;
363
+ z: number;
364
+ /** Yaw cars face on the grid (direction of travel). */
365
+ heading: number;
366
+ /** The two road-edge ends of the painted line. */
367
+ line: readonly [RoadPoint, RoadPoint];
368
+ /** Arc-length position of the line along the lap, meters. */
369
+ distance: number;
370
+ width: number;
371
+ }
372
+ /** One staggered spawn behind the start line. */
373
+ export interface CityRaceGridSlot {
374
+ x: number;
375
+ z: number;
376
+ heading: number;
377
+ }
378
+ /**
379
+ * An instanced street race lifted out of the district's OWN streets: a closed lap through the city,
380
+ * with every side street leaving it sealed off. World space, like the rest of {@link ResolvedCity}.
381
+ */
382
+ export interface ResolvedRace {
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+ /** Closed lap centerline — the last point joins the first. */
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+ centerline: readonly RoadPoint[];
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+ /** Road width at each centerline point, inherited from the streets the lap follows. */
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+ widths: readonly number[];
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+ /** Road-surface height per point, present only when the district carries `elevation`. */
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+ heights?: readonly number[];
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+ /** Lap length, meters. */
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+ length: number;
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+ /** Ids of the district streets the lap runs on — style exactly these as track surface. */
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+ streets: readonly string[];
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+ seals: readonly CityRaceSeal[];
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+ corners: readonly CircuitCorner[];
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+ kerbs: readonly CityRaceKerb[];
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+ /** Ordered gates, finish last — ready for `raceTrack({ checkpoints, laps })`. */
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+ checkpoints: readonly CircuitGate[];
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+ laps: number;
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+ start: CityRaceStart;
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+ grid: readonly CityRaceGridSlot[];
401
+ /** Arc-length fractions (0..1) where each timing sector begins; the first is always 0. */
402
+ sectors: readonly number[];
403
+ /** Tightest radius (m) the finished racing line actually holds. */
404
+ tightestRadius: number;
405
+ }
280
406
  /** A resolved city district: world-space network, zoned lots, parks, and furniture. */
281
407
  export interface ResolvedCity {
282
408
  center: readonly [number, number, number];
@@ -299,6 +425,12 @@ export interface ResolvedCity {
299
425
  hedges: readonly CityHedge[];
300
426
  driveways: readonly CityDriveway[];
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427
  parkingLots: readonly CityParking[];
428
+ /** Parked vehicles along the curbs and inside the parking pads. */
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+ vehicles: readonly CityVehicle[];
430
+ /** Traffic signals and sign posts, one per controlled junction approach. */
431
+ signals: readonly CitySignal[];
432
+ /** The instanced street race through these streets, when `race` is on and a lap could be found. */
433
+ race?: ResolvedRace;
302
434
  }
303
435
  /** Extended resolve context: sibling `cityzone` volumes that override the band/mix locally. */
304
436
  export interface CityResolveContext extends SceneKindResolveContext {