<!-- NEW1 — TEST 1 · THE LIVING DISTRICT · part 441 -->
aceNone, CustomBlending, CustomToneMapping, Data3DTexture, DataArrayTexture, DataTexture, DepthFormat, DepthStencilFormat, DepthTexture, DoubleSide, DstAlphaFactor, DstColorFactor, EqualCompare, EqualDepth, EquirectangularReflectionMapping, EquirectangularRefractionMapping, EventDispatcher, ExternalTexture, Float32BufferAttribute, FloatType, FrontSide, Frustum, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, HalfFloatType, IntType, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NoBlending, NoColorSpace, NoToneMapping, NormalBlending, NotEqualCompare, NotEqualDepth, ObjectSpaceNormalMap, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, PerspectiveCamera, Plane, PlaneGeometry, R11_EAC_Format, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReverseSubtractEquation, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, ShaderChunk, ShaderLib, ShaderMaterial, ShortType, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, SubtractEquation, SubtractiveBlending, TangentSpaceNormalMap, Texture, Uint16BufferAttribute, Uint32BufferAttribute, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebXRController, ZeroFactor, createCanvasElement, error, log, warn, warnOnce };


===== FILE: public/new1/life.js =====
/* life.js — THE DIRECTOR for the King's /new1 test.
 *
 * Every generated citizen gets an OBJECTIVE ASSESSMENT: a house in
 * the suburbs that is theirs (when they come out of its door, that
 * is who they are), a job at one of the city's complexes, and their
 * own schedule. They sleep at home at night, commute along the real
 * street lattice in the morning (crossing the river only at bridge
 * streets), work the day, and spend their free hours on normal
 * activity — the grocery, a run, a bike ride, a kickabout at the
 * park pitch — before going home.
 *
 * The director thinks in game minutes. The clock runs at RATE
 * game-minutes per real second, so a full day can be witnessed in
 * twelve minutes. Citizens travel at the nerves' own speeds; their
 * departure is PLANNED from the route's true length, so they arrive
 * at work when their schedule says — the assessment is arithmetic,
 * not theater.
 *
 * Contract: makeLife(THREE, meta, pieces) -> { group, update, census }
 *   meta   — from city-layout.js (complexes, houses, streets,
 *            riverBand, bridges)
 *   pieces — from citizens.js { makeFigure, makeBike, poses, gait }
 *   update(dtRealSeconds) advances the clock and every life.
 *   census() -> { day, clock, counts, spotlight }
 */

'use strict';

function mulberry32(seed) {
  let a = seed >>> 0;
  return function () {
    a |= 0; a = (a + 0x6D2B79F5) | 0;
    let t = Math.imul(a ^ (a >>> 15), 1 | a);
    t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
    return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
  };
}

const RATE = 2;                 // game-minutes per real second (a day = 12 real minutes)
const DAY = 1440;               // game-minutes in a day
const POPULATION = 29;
const NAMES = ['Keola', 'Malia', 'Noa', 'Leila', 'Kainoa', 'Anela', 'Makoa', 'Lina',
  'Ikaika', 'Moana', 'Kalea', 'Nakoa', 'Pua', 'Kimo', 'Alana', 'Ezra', 'Mina', 'Toma',
 