# V2 Racing Tracks And Open World

§99 is implemented as a production contract around `V2RaceTracks`. The module
continues to own race lines, checkpoints, sector splits, track zones, replay
pose tracks, and authoring components. The new layer adds launch inventory,
Metro City districts, track-editor requirements, dynamic events, faction state,
economy locations, gated quests, hidden areas, and secret mission catalogs.

## Track Categories

Launch track types cover circuit, sprint, drift, drag, speed trap, eliminator,
time trial, knockout, pursuit/patrol, and open-world cruise. Circuit tracks are
closed-loop with sector splits, player racing line, and AI racing line. Sprints
are point-to-point. Drift tracks carry drift zones. Drag strips carry start
lights and perfect-launch/perfect-shift scoring. Time trials use ghost data.
Pursuit and patrol routes support Hot Pursuit and Most Wanted modes.

## Metro City

Metro City has eight districts: urban downtown, industrial port, suburb,
highway-loop, harbor, canyon-mountain, desert outskirts, and airport. Each
district has an aesthetic identity, traffic density, pedestrian density where
applicable, marked open-world events, sunrise/sunset data, and time-of-day cop
density. The districts are faction-controlled and feed territory map state,
gang-war ambushes, blockades, chase-pursuits, and faction garage unlocks.

## Track Production

Every production track has a designer-authored racing line, offline-solver AI
line override, sector splits for time-trial leaderboards, interactable hazards,
360-degree spectator camera locations, and photo-mode hotspots. The in-engine
Track Editor supports racing-line splines, sector triggers, hazard zones, cop
spawn points, crowd zones, community sharing, and moderation.

Launch inventory commits to 12 circuit tracks, 10 sprint tracks, 6 drift tracks,
4 drag strips, 5 off-road/rally tracks, and 3 futuristic tracks, for 40
committed tracks.

## Open-World Systems

Dynamic event scheduling is per district and includes street race challenges,
cop-pursuit ambushes, time-trial billboards, drift competitions, cargo escorts,
police chase escalation, and Power-Play training. Eligibility checks consider
player vehicle, heat level, time of day, weather, and faction state. Spawn-in
uses a cinematic beat, NPC voice line, and map-marker ping.

Persistent destruction tracks broken barriers, crashed traffic, and debris piles
during pursuit and combat racing. Reset rules are configurable per event cycle,
ranked start, and free-roam cleanup.

## Economy, Quests, Hidden Areas

In-world establishments cover auto-shop, paint shop, vinyl shop, specialty parts
vendor, fast-food truck, motorcycle dealership, used-car lot, and player-built
crew shop placement. Shops have first-visit cinematics and hours tied to the
day/night cycle.

Quest gates cover day-only, night-only, rain-only, fog-only, storm-only,
snow-only, and time/weather combo conditions. Every gated quest carries a lore
reason and reward. Hidden areas exist per district and reward rare cosmetics,
hidden parts, lore pages, or collectibles; discovery stamps player profile,
reveals minimap fog-of-war, and can be shared by code.

Each district has a 5-10 item secret mission roster. Triggers include repeated
drive-bys, specific vehicles, speed thresholds, and finding an NPC. Unique
rewards include rare cosmetics, unique titles, and hidden cinematics.

## Verification

`RaceTracksOpenWorld_V2_Contract.json`, `track-open-world-launch.json`, the
`RaceTracks.Module` automation spec, and `check-v2-race-tracks-open-world.py`
validate §99.
