Commit 2648d1

2026-09-22 13:41:34 Anonymous: Add owner Boots of Dodgin reward and Space dodge
hold the flood/rooms.md ..
@@ 256,15 256,23 @@
Here, **A** was terminal seating: three separate padded seats and backs on a slim metal beam, with pale shells, blue cushions and dark supports. **2** was the existing Arc Emitter. The offered option included a Trigger button alongside it, explicitly changing this chest from one item to two so the emitter could be used immediately. These are the options he selected; exact construction measurements and effect appearance below remain implementer choices.
- **Current clean implementation card.** The owner messages above remain unchanged; the latest selection sets the bench style and the fixed two-item reward.
+ **The owner's replacement reward, 2026-09-22, word for word:**
+
+ > I see. well, it works, but I want us to do something else: place in that chest a pair of "Boots of Dodgin" (it's actually one item). a 2x1 item, with the following properties: +10% to walking speed. when pressing Space: spend 5 seconds of oxygen to dodge: gain +200% movement speed for 0.5 second. 3 seconds cooldown. cannot be used while already dodging from another item)
+
+ Asked whether +200% triples the already boosted walking speed or adds to base speed, he answered:
+
+ > Triple boosted walking speed: 3.3× base
+
+ **Current clean implementation card.** The owner messages above remain unchanged. Terminal seating stays; the boots replace the earlier two-item reward.
- **Room:** a 20-by-20-metre waiting area, with more benches arranged in rows and a few deactivated screens on the walls. Leave enough space for the player and enemies to navigate between the benches, with the rows shaping their paths.
- **Fight:** enemies spawn in the room. The target is a fight about 50% harder than the Western Promenade.
- - **Reward:** when the room is cleared, a chest containing an Arc Emitter and a Trigger button appears. Both are fixed at design time; the button makes the emitter usable immediately through backpack adjacency.
+ - **Reward:** when the room is cleared, a chest containing one pair of Boots of Dodgin appears. It is one 2x1 item: +10% walking speed; Space spends 5 seconds of oxygen for +200% movement speed for 0.5 second, with a 3-second cooldown and no overlapping dodge from any item. The owner confirmed 3.3× base speed with one pair.
**Wording tidied in the clean card only:** sentence starts and the room names are capitalized; room measurements are written in metres to match the other room cards. All owner quotations, including their punctuation and spacing, are unchanged.
- **As built and checked, revised 2026-09-21.** Room size, navigable rows, terminal seating, inactive screens, fight target and the Arc Emitter plus Trigger button are the owner's selected requirements. The retained count, exact measurements, construction details and fight numbers are implementer defaults.
+ **As built and checked, revised 2026-09-22.** Room size, navigable rows, terminal seating, inactive screens, fight target and Boots of Dodgin are the owner's selected requirements. The retained count, exact measurements, construction details and fight numbers are implementer defaults.
- **Room and connection:** `room.R05`, using `module.waiting_area`, **20 by 20 metres**. The Promenade's westernmost north doorway, `face.R02.north_west`, joins its centred south entrance, `face.R05.south`. This is the last of the Promenade's three north doorways. The entrance is 2 metres wide; its centring and width are retained implementation defaults. The room is not safe: enemies can spawn here and chase between it and the Promenade.
- **Furniture:** **16 benches in four staggered rows**, each with three separate padded terminal seats and backs, and three inactive screens mounted on the walls. All benches face north. The bench count, stagger and facing are retained implementation choices; the terminal style and three separate seats per bench come from the owner's selected option A. Gaps are 1.3 metres between bench ends and 3.28 metres between rows, with at least 1.2 metres to the inner wall. The entrance remains clear; players and enemies use the spaces between benches. Benches and screens have no interaction or written text; the screens emit no glow or light.
@@ 273,10 281,11 @@
- **When and where enemies appear:** the first appears 3 seconds after entry. The existing spawner tries positions outside the camera's view, and uses the farthest available position when necessary, now keeping enemy bodies clear of benches. Once started, it continues after the player leaves; leaving and returning on the same trip does not restart it. These are retained spawner defaults, not extra owner requirements.
- **Current fight tuning:** the fight numbers are unchanged. They assume the player brought two Service Guns after clearing the Promenade. The room uses `role.waiting`, a version of the weak enemy with 6 health, requiring two 5-damage Service Gun hits. Its speed, attack and other settings are the same as the weak kind. The spawn rate starts at 0.75 enemies per second and rises to 7.5 per second over **20 seconds**. Spawning pauses at **23 enemies inside the room**. After **75 of this spawner's enemies** are killed, spawning ends; any that remain alive must also die before the chest appears. All these fight numbers are the implementer's choices.
- **Difficulty target:** the starting and maximum spawn rates are 50% above the Promenade's rates; the faster rise, larger crowd, higher kill target, enemy health and room shape also differ. These inputs do not establish that the fight is 50% harder. "About 50% harder" remains the owner's target for assessing and adjusting the encounter with the second Service Gun available.
- - **Chest and fixed reward:** a chest appears in the middle once this room is cleared. It contains one **Arc Emitter** (2 by 2 pack squares) and one **Trigger button** (1 by 1), as selected by the owner. E opens it and attempts to take the emitter through the existing pack flow. The remaining button is available in the nearby strip or through another E press after closing the pack. If something does not fit, it stays available at the chest; the player can rearrange the pack or leave it. Repeated opening does not create more items. The automatic step aside chooses floor clear of benches.
- - **Using the reward:** place the button next to the emitter, sharing an edge, then click or press Space. The emitter hits the nearest available enemy and chains through up to six nearby enemies. Its existing three-second cooldown, damage and range rules are retained; lightning now visibly follows the actual hit paths. The item cards remain unchanged on [The Pack](/Hold%20The%20Flood/The%20Pack).
- - **Existing saves and items:** previously awarded detectors or tanks remain property, whether carried or left in an already opened chest. Unopened Waiting Area chests use the selected pair. An already opened chest is not topped up after the content change. Existing saved fight progress is retained; if new furniture overlaps a saved body, the earlier clear-position recovery still applies.
- - **Trips:** the fight resets on each new trip. A newly earned empty chest supplies the selected pair once. Existing property left in a chest is retained under the existing chest rules. Collection, pack placement and save handling use the existing item system.
+ - **Chest and fixed reward:** a chest appears in the middle once this room is cleared. It contains one **Boots of Dodgin** item occupying 2 by 1 pack squares. E opens it and attempts to take it through the existing pack flow. If it does not fit, it remains at the chest in the nearby strip; the player can rearrange the pack or leave it. Repeated opening does not create more items. The automatic step aside chooses floor clear of benches.
+ - **Using the reward:** the packed boots add 10% walking speed. Space spends five seconds of oxygen and triples that boosted walking speed for half a second: 3.3× the ordinary base speed with one pair. Cooldown is three seconds; an active dodge from any item blocks another. The exact owner card and implementation defaults are recorded on [The Pack](/Hold%20The%20Flood/The%20Pack). The handling defaults are normal movement keys and collisions, no added invulnerability, cooldown starting at activation, emptiest packed tanks then suit oxygen, and additive 10% walking bonuses/per-item cooldowns if further pairs are collected. Space still also activates a carried Trigger button; a click or neighbour cannot activate the boots.
+ - **Existing saves and items:** previously awarded detectors, tanks, Arc Emitters and Trigger buttons remain property, whether carried or left in an already opened chest. Unopened Waiting Area chests use the boots. An already opened chest is not topped up after the content change. Existing saved fight progress is retained; if furniture overlaps a saved body, the earlier clear-position recovery still applies.
+ - **Trips:** the fight resets on each new trip. A newly earned empty chest supplies one boots item once. Existing property left in a chest is retained under the existing chest rules. Collection, pack placement and save handling use the existing item system. Active dodge timing and per-item cooldowns survive saving and loading.
+
**Layout defaults:** coordinates are local to the room centre, with north positive. Rows stand at `z = -6, -2, 2, 6`. Each row has four benches with base centres at `x = -6.45, -2.15, 2.15, 6.45`; alternate rows shift all four centres by `-0.7` and `+0.7` metres, starting with `-0.7` on the southern row. Benches face north and retain their fitted size of 3 metres wide, 1.05 metres high and 0.72 metres deep, with feet 0.03 metres above the floor. Each terminal bench keeps that solid collision footprint. Seat centres are at local x=-0.98, 0 and 0.98 metres within the bench; shells are 0.90 metres wide and blue pads 0.78 metres wide. Seat pads are centred 0.50 metres above the bench base; the backs lean 12 degrees. The shared support is 2.84 metres long and 0.38 metres tall. These fitting dimensions are implementation choices. The three screens sit at the centres of the north, east and west walls, 9.67 metres from the room centre, with their bottoms 1.68 metres high. Their fitted sizes remain 2.65 by 1.18 by 0.16 metres. The floor uses an eight-by-eight grid of 2.5-metre tiles, a darker perimeter and a slim border 8.5 metres from the centre. The existing wall height is 3 metres. These numbers, positions and finishes are implementer choices.
@@ 284,7 293,7 @@
**Lightning appearance (implementation defaults):** each actual damaging link appears as a blue-white flash for 0.22 seconds of game time. It starts 0.10 metres wide and narrows; seven points form a small zigzag, no more than 0.15 metres to either side, while its endpoints stay on the actual source and target. Pausing freezes the flash. This adds visible feedback without changing the emitter's damage, cooldown, range or six-enemy cap.
- **Checks completed:** all **187 Core tests and 37 Unity tests passed** (224 total). Checks cover the fixed pair, collecting either item first, full packs, save/load with one item still in the chest, repeated opening, old tank rewards retained, and new trips. The normal E interaction and pack strip expose both items. Actual player and enemy traversal through the existing gaps still passes. Separate checks confirm the lightning follows real chain branches, pauses and expires correctly, and reuses its renderers without replaying old events.
+ **Previous seating/Arc verification, 2026-09-21 (historical reward):** all **187 Core tests and 37 Unity tests passed** (224 total). Checks cover the fixed pair, collecting either item first, full packs, save/load with one item still in the chest, repeated opening, old tank rewards retained, and new trips. The normal E interaction and pack strip expose both items. Actual player and enemy traversal through the existing gaps still passes. Separate checks confirm the lightning follows real chain branches, pauses and expires correctly, and reuses its renderers without replaying old events.
In the live check, E took the Arc Emitter and opened the pack while the Trigger button remained visible in the nearby strip. A second E took the button; both occupied 14 of 16 squares together with the starting tank and two Service Guns in a legal arrangement. The button was adjacent to the emitter. Three further E presses reported the empty chest and did not duplicate either item. With seven test enemies in a row, the manual button produced six visible links and damaged exactly six enemies; the seventh stayed unharmed. An early second press caused no further Arc hit, and a press after the three-second cooldown worked. Expired flashes disappeared.
@@ 292,6 301,8 @@
**Observed combat:** fight tuning and obstacle footprints are unchanged. A live check with the actual camera at 145 degrees and two Service Guns, standing at the centre, cleared in 35.7 seconds with 97 enemies killed and full health. This does not establish a 50% difficulty increase; that remains the owner's target for judging the encounter.
- **Still for the owner:** how the new seating looks and how the Arc Emitter feels in play. The cafeteria is the confirmed next room to design; its card and implementation are still to come.
+ **Boots replacement verification, 2026-09-22:** all **250 tests passed** (204 Core + 46 Unity), including the current one-item reward and old multi-item chest support, full-pack handling, old rewards retained, oxygen/cooldown boundaries, shared dodge exclusion, saving, actual movement distance and collisions, pauses, Space input and Trigger compatibility. In play, the normal chest interaction collected one pair; a tank, two guns and the boots occupied 11 of 16 squares. Space spent five seconds of oxygen, moved at 3.3× for 0.5 second then returned to 1.1×; a 0.6-second measured move travelled 7.04 metres. The pair has a free, credited human-made boots icon. This change adds no room/layout/fight changes. Evidence: `work/pm/boots-of-dodgin-20260922/`.
+
+ **Still for the owner:** how Boots of Dodgin feel in play; the multiple-copy and handling defaults above remain open to change. The cafeteria is the confirmed next room to design; its card and implementation are still to come.
**New building blocks:** a fixed chest can contain several items using the existing collection and pack flow; chain lightning shows the same branches used to apply its damage. Furniture still uses the same solid footprints for player and enemy movement.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9