2 Commits
Author SHA1 Message Date
Magnus HedemarkandGitHub 44809386a5 feat(ascii-city-engine): deep enrichment — street furniture, signage, dense Raleigh (#322)
* feat(ascii-city-engine): deep enrichment — street furniture, signage, dense Raleigh

Enriches the merged v0.1 skill with a dense, real-data streetscape.

Schema (backward-compatible): props gain optional label + provenance; new
optional signs layer for street-name text; buildings gain name/address/use.
world.schema.json admits signs; all v0.1 packs still validate.

Validator: per-kind prop glyph map with unknown-kind flag; sign validation;
signs included in content-bounds; v0.1 guards (isinstance crash-guard,
O(n^2) DoS caps) intact.

Engine: spatially-indexed prop billboards (signals, trees, crossings, transit
stops, bollards, benches, hydrants) depth-tested at terrain(x,y);
perspective-projected street-name sign text as an overlay pass; road
surface-material and lit ground styling; crosswalk bands; wayfinding HUD
naming the current street and the building faced. Reads spawn + first tile
from manifest.json.

Raleigh sample regenerated dense (same authoritative bbox): 159 buildings
(64 named, addresses, uses), 899 surfaces (86 named, surface/lit/lanes),
298 props across 7 kinds, 29 real street-name signs. 520K, under 2 MB.

Docs + evals: contract/engine-architecture/gis-ingestion/raleigh-poc updated
for the new layers and acceptance checks; 2 new evals (no fabricated signage;
props anchored to terrain).

Verified: validator 1410 PASS / 0 FAIL; broken fixture + AttributeError repro
exit 1; 5000-vertex DoS rejected in 31 ms; node --check OK; HTTP smoke 200
on engine/manifest/tile; validate-skills.rb 154 green; eval-coverage passes;
blocklist clean; headless-Chrome render shows readable in-world 'North
Wilmington Street' sign, signals, crosswalks, and on-street HUD.

AI-assisted contribution (Hermes Agent, spec-driven-development pipeline).

* fix(ascii-city-engine): address droid-review findings on PR #322

1. [P1] facingBuilding(): wrap the heading delta to [-pi,pi] before taking
   abs, so the Facing: HUD stops reporting a behind-the-camera building after
   the player turns past ~180 degrees.
2. [P2] buildIndices(): rasterize surface polyline edges into grid cells so
   long straight road segments register for surface styling and the On:
   HUD street name, instead of only indexing endpoint vertices.
3. [P1] validator: guard the new props kinds comprehension and the props/
   signs loops in all_points() against null, so 'props: null' or 'signs: null'
   produce a structured FAIL instead of an uncaught TypeError traceback.
4. [P3][security] validator: enforce the previously-declared
   MAX_FEATURES_PER_TILE (buildings+surfaces+props+signs) to keep the O(n^2)
   geometry and duplicate-ID paths bounded in aggregate.
5. [P3] engine: paint marked crossings as a distinct ground band (=) instead
   of a floating billboard, matching the documented crosswalk rendering.
6. [P3] eval: align prop-null-terrain expected_output with the render-time
   skip behavior actually implemented.

Verified: dense pack 1411/0 exit 0; broken/crash/dos/null packs all exit 1
with clean FAIL reports (no tracebacks); JS node --check OK; validate-skills
154 green; blocklist clean.

* fix(ascii-city-engine): address droid-review round 2 on PR #322

1. [P1] Engine: skip crossing props in the billboard loop so crosswalks
   render only as the documented ground band (no more floating '=' above
   each of the 168 crossings — a regression from the prior fix).
2. [P3] Engine: nearestStreet() filters to kind==='road' so the HUD 'On:'
   line names the street, not a named plaza/sidewalk ('Market Plaza' etc).
3. [P2] Validator: require each sign's text to be a recorded road name
   (collected from surfaces), enforcing the documented never-invented
   signage contract. A fabricated 'Made Up Avenue' sign now FAILs.
4. [P2][security] Validator: short-circuit the tile loop when
   MAX_FEATURES_PER_TILE is exceeded, and replace O(n^2) duplicate-id
   .count() scans with single-pass Counters, bounding the quadratic paths.

Verified: dense pack 1411/0 exit 0; fabricated-sign repro flags only the
injected sign and exits 1; broken/crash/dos/null packs all exit 1 with no
tracebacks; JS node --check OK; validate-skills 154 green; blocklist clean.

* fix(ascii-city-engine): address droid-review round 3 on PR #322

1. [P2] Validator: emit the signs rule unconditionally so a null/non-list
   'signs' value FAILs instead of passing silently (was gated on a truthy
   list check).
2. [P2] Validator: validate sign text against a pack-wide road-name set
   gathered across all tiles, so a sign in one tile may name a road whose
   surface lives in another (the documented multi-tile case).
3. [P2] Schema: require non-empty id/kind/text (minLength 1) on props and
   signs so the schema and validator agree on empty-string rejection.
4. [P3] Engine: drop dead signGrid/IX.key (the sign overlay iterates
   world.signs directly); cap edge-rasterization steps so a degenerate
   resolution (0) or pathologically long edge cannot spin unboundedly.
5. [P3] Validator: unknown prop kinds now pass with a reported fallback-'?'
   note instead of hard-failing, matching the documented fallback glyph and
   the engine's behavior.

Verified: dense pack 1411/0 exit 0; signs:null FAILs; fabricated sign FAILs;
multi-tile sign-to-road reference PASSes; broken/crash/dos/null all exit 1;
JS node --check OK; validate-skills 154 green; blocklist clean.

* fix(ascii-city-engine): address droid-review round 4 on PR #322

1. [P2] Engine: render props as once-per-frame perspective-projected one-cell
   billboards in an overlay pass (like signs) instead of during the ray march,
   eliminating the multi-row vertical streak a close prop produced. Verified in
   a live browser: signals/trees/crosswalks now render as discrete single cells.
2. [P3][security] Engine: bound aggregate rasterization in buildIndices() —
   cap surfaces (5000) and cells per surface (40000) so a crafted pack cannot
   freeze the tab on load (the validator's caps are not applied client-side).
3. [P2][security] Engine: guard sign text (missing/non-string text now skips
   the sign instead of throwing in the rAF loop and freezing the view).
4. [P3] Validator: still collect building/surface IDs for oversized tiles so
   pack-wide uniqueness detection runs even when the per-feature geometry checks
   are short-circuited (duplicates in an over-cap tile are no longer hidden).

Verified: dense pack 1411/0 exit 0; live browser render shows discrete props
(no streaks); broken/crash/dos/null/nullsign/fabric all exit 1, valid
multi-tile pack exit 0; JS node --check OK; validate-skills 154 green;
blocklist clean.

* fix(ascii-city-engine): address droid-review round 5 on PR #322

1. [P2][security] Engine: guard terrain() against non-finite x/y and guard the
   prop/sign overlay passes against non-array, non-object entries, so a
   malformed pack (missing y, signs=42, null entries) degrades gracefully
   instead of throwing in the rAF loop and freezing the view. Verified in a
   live browser: a pack with signs=42 + a prop missing y renders with the
   frame loop alive and no console errors beyond the favicon 404.
2. [P3] Engine: per-surface 'seen' set now dedupes cells across edges (was
   per-edge), eliminating the repeated linear includes() scan that made the
   rasterizer quadratic in the worst case.
3. [P3] Engine: raise the per-edge step cap to 20000 since the per-surface
   cell cap bounds total work, so long edges are fully sampled at the 2-5 m
   resolutions raleigh-poc.md recommends (fixes road-styling drops).
4. [P3] Validator: lower MAX_FEATURES_PER_TILE to 50,000 (shipped pack is
   1,385), bounding the quadratic pair tests more tightly.
5. [P3] raleigh-poc: correct walkthrough step 3 — East Hargett sign is ~141 m
   behind the spawn, not ahead; only North Wilmington is ahead. HUD count
   guards signs/props as arrays.

Verified: dense pack 1411/0 exit 0; broken/crash/dos/null/nullsign/fabric all
exit 1, valid multi-tile pack exit 0; malformed-pack live render survives;
JS node --check OK; validate-skills 154 green; blocklist clean.

* fix(ascii-city-engine): address droid-review round 6 on PR #322

1. [P1] Engine: props/signs overlay passes now use the corrected perpendicular
   distance (d*cos(ray_angle-heading)) for row projection, distance scaling,
   and the depth test — matching the ray march — so FOV-edge objects project to
   the right row and no longer falsely occlude or poison later depth tests.
2. [P2][security] Engine: terrain() guards malformed terrain metadata (missing
   terrain/resolution, non-positive resolution, missing origin, null elevations),
   so a crafted pack degrades to a clean error instead of freezing the tab.
   Verified live: a resolution-0/null-elevations pack shows 'Cannot load...'
   with no page errors.
3. [P3] raleigh-poc: walkthrough step 3 corrected — W/S only translate, so a
   167-deg-off sign needs A/D rotation, not 'hold S'.
4. [P3][security] Validator: all_points() guards buildings/surfaces/props/signs
   against truthy non-iterables (e.g. props=42), matching the other null guards,
   so malformed packs report structured FAIL instead of an uncaught TypeError.

Verified: dense pack 1411/0 exit 0; crash/dos/null/nullsign/fabric/props42/
broken all exit 1 (no tracebacks); valid multi-tile exit 0; malformed-terrain
live render shows clean error, no freeze; JS node --check OK; validate-skills
154 green; blocklist clean.

* fix(ascii-city-engine): address droid-review round 7 on PR #322

1. [P2] Engine: spatial-index buildings (footprint bbox -> grid cells) so the
   render loop and collision test find nearby buildings in O(nearby) instead of
   scanning the whole O(buildings) list per ray sample. Browser-measured frame
   cost dropped ~62ms (16 FPS) to 12.5ms mean (~80 FPS) on the dense pack.
2. [P2][security] Engine: terrain() guards null/ragged elevation rows, so a
   pack with a null row degrades to a clean error instead of freezing the tab
   (live-verified: null-row pack shows 'Cannot load...', no page errors).
3. [P2][security] Engine: cap sign text at 80 chars in the overlay pass, so a
   pathological pack-supplied sign cannot drive an unbounded per-frame loop.
4. [P3] Validator: reference FALLBACK_GLYPH constant (was dead) in the
   unknown-kinds report message.
5. [P3] raleigh-poc: fix stale expected validator tail (was 30/25; actual is
   159/899, rules_passed=1411).

Verified: dense pack 1411/0 exit 0; crash/dos/null/nullsign/fabric/props42/
broken all exit 1, valid multi-tile exit 0; null-row pack shows clean error,
no freeze; ~80 FPS browser-measured on dense pack; JS node --check OK;
validate-skills 154 green; blocklist clean.

* fix(ascii-city-engine): address droid-review round 8 on PR #322

1. [P1][security] Engine: bound the building spatial-index rasterization with
   MAX_BUILDING_PTS (2000) and MAX_BUILDING_CELLS (40000) and require >=3 finite
   footprint points, so a ~100-byte crafted footprint cannot drive a ~1e10-
   iteration synchronous hang on load (the surface rasterizer's cap, applied
   to the building index I added in round 7).
2. [P2][security] Engine: facingBuilding() filters footprints to finite points
   before reducing, so a building with a null element in its footprint no
   longer throws in the rAF loop on frame 1.
3. [P2][security] Engine: collides() and pointNearPolyline() filter footprints/
   polylines to valid array points before edge tests, so null footprint points
   no longer throw once the player enters those cells.
4. [P3] Validator: correct the feature-cap comment to 'buildings + surfaces +
   props + signs combined' (signs were already counted).

Verified: dense pack 1411/0 exit 0; ~85 FPS browser-measured (perf fix intact);
badfoot pack (null-point + missing-footprint buildings) renders with zero page
errors and frame loop alive; crash/dos/null/nullsign/fabric/props42/broken all
exit 1, valid multi-tile exit 0; JS node --check OK; validate-skills 154 green;
blocklist clean.
2026-08-16 05:51:25 -04:00
Magnus HedemarkandGitHub b6a96eb22e feat: add ascii-city-engine skill (#321)
* feat: add ascii-city-engine skill

New skill teaching portable first-person colored-ASCII city engines and
small GIS-derived city packs:

- references/engine-architecture.md: terrain height function, ground-
  attached pedestrian physics (feet_z=terrain(x,y), step/slope limits,
  building-footprint collision with wall sliding), fisheye-corrected
  raycast-to-ASCII pipeline, glyph density ladder, deterministic color.
- references/city-provider-contract.md: manifest + world-tile semantics,
  single-height-per-column v1 limit, reserved surface-graph extension.
- references/gis-ingestion.md: USGS 3DEP/OSM/municipal source classes,
  meter-CRS reprojection, unit checks, 3.2 m/floor height fallback,
  provenance/confidence recording.
- references/raleigh-poc.md: numeric downtown bbox, named sources with
  URLs, acquire/convert/validate commands, 4 human acceptance checks.
- templates/: city-pack-manifest + world JSON Schemas.
- scripts/validate-city-pack.py: pure-stdlib offline validator (78 rules).
- assets/raleigh-downtown-sample/: committed coarse pack (30 real OSM
  buildings, 25 road/path surfaces, 78x64 10 m terrain) <= 64K.
- assets/ascii-city-engine.html: dependency-free Canvas 2D engine.
- evals/evals.json: 6 schema-valid cases incl. runtime-specificity and
  large-GIS-commit refusal boundaries.
- README.md catalog entry.

AI-assisted contribution (Hermes Agent, spec-driven-development pipeline).

* chore: regenerate claude marketplace for ascii-city-engine

* chore: regenerate codex plugin and llms.txt for ascii-city-engine

* fix(ascii-city-engine): address droid-review findings on PR #321

1. [P2] Engine scaffold now reads manifest.json for spawn + first tile
   instead of hardcoding (315,385) — restores pack interchangeability.
2. [P2] Validator all_points() guards isinstance(dict) so structurally
   invalid tiles report FAIL instead of crashing with AttributeError.
3. [P2] raleigh-poc acceptance walk: correct duration/elevation math
   (~25s/~100m to ~100.9m at (315,505); ~95s to north edge ~103.0m).
4. [P3] known-limitations: match committed data — 5/30 explicit OSM
   height (0.88), 25 floor-estimated (0.72), not ~26%/0.55/0.35.
5. [P3] bbox: document tangent-plane 632x779m vs normalized 630x770m
   working extent instead of asserting 630x770 as the conversion result.
6. [P3][security] cap polygon vertices (2000), elevation cells (4M),
   feature count to prevent O(n^2) CPU-exhaustion on crafted packs.

Verified: sample pack 79/79 PASS exit 0; broken fixture exit 1; droid
AttributeError repro now FAILs cleanly; 5000-vertex footprint rejected
in 58ms; node --check OK; validate-skills.rb 154 green; blocklist clean.
2026-08-15 21:13:11 -04:00