Commit 362105

2026-09-22 22:45:28 Anonymous: Record shared Entrance Sector enemy and spawn implementation
hold the flood/rooms.md ..
@@ 4,7 4,21 @@
So this page is the home of the station's rooms from now on. **Every room below starts with the owner's own card.** The implementer builds exactly what a card says. Where it is silent, the implementer picks the smallest sensible default, marks it as their own, and lists each choice for the owner; ambiguous wording is left for the owner to clarify. This follows the owner's continuation instructions of 2026-09-20. The older room pages of this wiki ([Station Room And Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory), [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory), [First Expedition Options](/Hold%20The%20Flood/First%20Expedition%20Options)) describe an earlier design. They are not what the game contains.
- ## Threat combat — current implementation, 22 September 2026
+ ## Entrance Sector — current enemy and spawning trial, 22 September 2026
+
+ The Western Promenade, Waiting Area and Cafeteria are different rooms within the **Entrance Sector**, not separate stages. They share one ordinary roster, one Threat schedule and the connected combat population budget. Their shape, benches, tables and doors determine routes and legal arrivals. Walking between them does not reset the clock, give another spawn grace or apply a room difficulty multiplier. Later zones will supply their own enemies, rules and increasing baseline difficulty; their tables and the clock/return policy between zones remain future work.
+
+ **Current ordinary roster:** Crowd has 10 HP and moves at 2.0 m/s; Heavy has 40 HP and moves at 1.4 m/s; Runner has 8 HP and moves at 3.2 m/s. These are complete new-spawn stats, fixed throughout this Entrance trial. Threat changes population and composition rather than continuously increasing their health, speed and damage. Existing bodies retain their birth stats. Heavy has a broad rust-tinted silhouette and slow walk; Crowd keeps its cool blue standard walk, while Runner is narrower, amber tinted and uses the run animation. All use existing assets and unchanged physical footprints. [Combat And Enemy Roster](/Hold%20The%20Flood/Combat%20And%20Enemy%20Roster) owns their full combat and presentation cards.
+
+ **Current arrivals:** one nine-minute schedule serves all three rooms; after nine minutes its final three rows repeat. Each row sets a nearby target, maximum refill and Crowd/Heavy/Runner weights. Nearby counts reachable enemies within 30 m of navigable path, even around corners. New admissions also obey a 120-enemy cap across the active connected dynamic combat area. The initial three-second grace occurs once per departure, not once per room. Safe/static areas pause Threat; new departures reset it. An existing crowd is not removed merely because the next row has a lower target.
+
+ New ordinary bodies need clear, reachable, unseen floor, at least 8 m from both player representations and within the 30 m path boundary. If no legal unseen position exists, that opportunity is skipped; the earlier farthest-visible fallback is not used for this schedule. Remote ordinary bodies can retire after 15 consecutive active Threat seconds unseen, beyond that path boundary and free of an active interaction. Visible or nearby bodies remain. [Threat](/Hold%20The%20Flood/Threat) owns the exact table, connected-area accounting, placement, retirement and save behavior.
+
+ Surviving ordinary dynamic bodies can be displaced by Service Gun hits, and ordinary dynamic melee shares a 0.25-second protection window after a hit; [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) owns the exact scoped rules. Static and legacy combat retain their underlying stats and handling. Boss encounters are planned for specific rooms and are outside this ordinary schedule. The existing reward rules are unchanged by this revision.
+
+ The owner authorized implementation of these starting values, but practical difficulty and feel remain to be evaluated across all three room shapes. The stationary two-starting-pistol run is a diagnostic, not a mandatory defeat target at two to three minutes. Earlier finite room counts, room-clear measurements and relative difficulty targets below are retained as history alongside the unedited owner cards; they are not the current Entrance tuning.
+
+ ## Original Threat introduction — owner record, 22 September 2026
**Owner's original request, word for word:**
@@ 26,7 40,7 @@
**As built:** Western Promenade, Waiting Area and Cafeteria are dynamic unsafe on new departures. [Threat](/Hold%20The%20Flood/Threat) owns the complete spawn/health table, connected caps, placement, chest reservations, rarity and save rules. Their earlier finite kill totals, relative room difficulty and clear rewards below are historical and retained only for static content support and already-active pre-Threat saves. An old active departure finishes its old encounters and switches at the next departure; starting a new game is unnecessary. Safe rooms keep their protections. Static unsafe rooms and specified static rewards remain supported.
- **Implementation defaults:** this trial uses the handoff's recommended absolute HP correction and completion rules, including birth-time enemy stats, separate static/dynamic pursuit, reserved draws, rarity rolled at the threshold, pending chest retries, and saved departure continuity. These are now implemented trial choices, not claims of earlier approval or proven balance. Chest placement also preserves existing paths to open exits so accumulated rewards cannot seal the player in. The full numerical settings and verification limits are recorded on Threat.
+ **Original implementation defaults:** the first Threat trial used the handoff's absolute HP correction and completion rules, including birth-time enemy stats, separate static/dynamic pursuit, reserved draws, rarity rolled at the threshold, pending chest retries, and saved departure continuity. The later Entrance trial above replaces its ordinary enemy scaling and spawn progression. Reward rules and chest placement that preserves paths to open exits remain unchanged. Threat records the current numerical settings and verification limits.
## Why
@@ 55,7 69,7 @@
- **Control panels:** one panel, kept as one prefab, for every wall panel in the game. E on it brings up its screen and the game waits. Logging in types out a welcome text; under it is a menu of things to ask, each with its answer; one line of the menu can ask for a password, and the right password opens one door. A wrong password gets the panel's own answer and can be tried again. Any text can carry the mark \*REDACTED\*, which the screen draws as a bar of light with the word cut out of it. A menu line can answer differently once the door is open. A password may be up to 24 characters, and capitals never matter. What a panel says, its menu, its password and its door are content; its look is the prefab.
- **Static unsafe rooms with authored encounters:** a room can start sending enemies some seconds after the astronaut walks in. They appear where the camera does not look, just past the edge of the screen, and when the camera sees the whole room, as far from the astronaut as the room allows. The rate they come at climbs from one number to another over a set time; spawning waits while a set number are alive in the room; it ends for good once a set number have been killed; and when the last one falls, a chest can appear at a set place, which E opens for an item from the shared shuffled deck or for specified static items. Every such room starts over on every new trip.
- **Safe rooms:** a room can be marked safe: no enemies may be set in it, none can enter it, and nobody in it can be hit.
- - **Enemies:** Presser (slow and strong), Flanker (fast and weak), Caller (stands and calls a hidden crowd), a weak, slow kind with no name yet, and a tougher version of that kind for the Waiting Area. Bodies standing in the room, bodies hidden behind an opening, what lets them out (walking in, a loud job, a Caller's call, holding a job for some seconds), how many come per second, which job locks them in for ever. A crowd that is not locked is back at full strength on every new trip.
+ - **Enemies:** the current Entrance dynamic roster is Crowd, Heavy and Runner, with fixed role stats and the shared schedule above. The older weak/Waiting Area/Flanker content slots remain usable by static and legacy encounters with their underlying stats; Presser and Caller also remain defined but are not in the Entrance spawn roster. Existing static source support includes standing bodies, bodies hidden behind an opening, walking-in/noisy-work/call triggers, flow rates and jobs that seal an opening.
- **Solid furniture (Waiting Area addition):** benches have solid footprints for the astronaut and enemies. Enemy footprints follow the player colliders with a 1-millimetre clearance margin. Enemies cannot appear inside them, walk into them while chasing, or be pushed into them by separation from another body or the astronaut.
- **Also:** a survivor who waits in a room and walks to the ship when the way is safe; items lying in a room; which rooms join which, in one layout or several.
- **Rules that hold everywhere:** every press of E answers; the only text in a room is the prompt on the thing the astronaut is locked on, and the box on the left that says in plain words what it is and what can be done with it; every job shows a bright bar while E is held; every word the player reads is plain.
@@ 64,7 78,7 @@
Six rooms. **The Dock** is safe: its west door leads into the Western Promenade, its east door stays locked, and the north password door opens only to an unbuilt passage. **The Western Promenade** is a long dynamic unsafe hallway. Its easternmost north doorway leads to **the Gift Shop**, a safe furnished 15-by-15-metre room; trading remains TBD. The middle north doorway leads to **the Public Bathroom**, a safe 10-by-10-metre room with nothing interactable. The westernmost north doorway leads to **the Waiting Area**, a dynamic unsafe 20-by-20-metre room with rows of padded terminal benches and inactive wall screens. The Promenade's west door leads to **the Cafeteria**, a dynamic unsafe 30-by-30-metre room: abandoned meals and dining furniture in its southern two-thirds, buffet in the northern third, and a closed kitchen door centred on the north wall. The kitchen is not built.
- The three dynamic unsafe rooms share Threat-based difficulty and rewards. Each 30 Threat seconds can earn a chest in the current dynamic room, including the Cafeteria, subject to the shared deck and clear placement. There is no room-clear reward or room-specific difficulty multiplier on new departures.
+ The three dynamic unsafe rooms form one Entrance Sector and share its Threat schedule and rewards. Each 30 Threat seconds can earn a chest in the current dynamic room, including the Cafeteria, subject to the shared deck and clear placement. There is no room-clear reward or room-specific difficulty multiplier on new departures.
The player starts with the owner's two items, the Oxygen Tank and the Service Gun. Ship storage is empty.
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- **South side: the windows.** Six panoramic windows between pale stone piers, with dark teal recesses, deep dark frames, bronze edges and clipped corners. Each window has just one slim central bar; the small crossed lattice and rosettes are gone. The outer frames are 8.7 metres wide and 3.45 high, above a low stone sill whose top trim reaches 0.55 metres. The top of the wall is 4.27 metres above the floor. Warm lanterns run down the piers, with soft pools of light and a thin light along the foot of the wall. Beyond the lightly tinted glass there is open space and stars. Nobody walks through it. The whole upper frame, piers and cornice disappear together when that wall faces the camera; the low sill and clear glass remain, so no unsupported metal grille hangs in front of the fight. The hidden architecture continues casting its full shadows through the real window openings, so rotating the camera does not change the shade on the floor. This corrects the disappearing-shadow bug reported on 20 September. *(This observation-gallery look, proportions, colours and lighting are the implementer's choices in response to the appearance request.)*
- **The promenade around it.** A broad stone walkway with dark teal strips along its sides, narrow bronze borders and six small diamond inlays, one opposite each window. The paving is in 2.5-metre slabs, using four different parts of the stone texture and alternating their direction. The solid north, east and west walls have matching stone panels, teal lower panels, warm wall lamps, and a cornice 3.8 metres high; the existing doors have matching surrounds. The central walking space stays clear. The walls, floor, windows and doorway barriers still stop the astronaut in the same places. No new furniture, interaction, text, enemy rule or reward was added. *(The materials, paving, inlays, lamps and surrounds are the implementer's choices.)*
- **Visual details chosen by the implementer.** Piers are 1.3 metres wide, with half piers at the ends; their lanterns sit 2.45 metres above the floor. Five warm point lights sit at the inner piers, ten metres apart, with a seven-metre reach and Unity intensity 3.6. The lights remain on when the wall is hidden by the camera. The glass is a subtle blue-green tint at 7% opacity. The pale surfaces use the free [Marble 01 texture by Rob Tuytel / Poly Haven](https://polyhaven.com/a/marble_01), under [CC0](https://polyhaven.com/license); two 1K maps, with credits kept beside them in the project. Texture pixels were not changed; the material samples inside the slabs, so the paving determines where the joints lie.
- - **The enemies.** They can be here, and anything that chases the astronaut can follow in here, including from the Waiting Area. They cannot follow into the Dock, the Gift Shop or the Public Bathroom: they come to the safe room's doorway and wait there.
+ - **Current Entrance encounter:** this room uses the shared roster and schedule above. The finite-spawner timings, counts and original combat measurements immediately below are historical, retained for the owner card and legacy departures.
+ - **The enemies — original finite encounter.** They can be here, and anything that chases the astronaut can follow in here, including from the Waiting Area. They cannot follow into the Dock, the Gift Shop or the Public Bathroom: they come to the safe room's doorway and wait there.
- **When:** three seconds after the astronaut first walks in on a trip, the first one appears. Walking out and in again does not start it twice, and once started it goes on whether the astronaut stays or leaves *(mine: the card says only when it starts)*.
- **Where:** at a place in the room the camera does not show, picked at random from those just past the edge of the screen (no more than 6 metres beyond the nearest such place), so they walk in from every side that has an unseen part; never closer than 8 metres to the astronaut. When the camera shows the whole room, the place farthest from the astronaut. *(The 6 and the 8 are mine.)* They know where the astronaut is from the moment they appear.
- **How fast:** one every two seconds at first, climbing steadily to five a second over **60 seconds** *(the 60 is mine for "slowly")*.
@@ 216,7 231,7 @@
- **Nothing else:** no jobs, no items lying about, no panel. Nothing on screen says that the enemies have started, how many are left, or that they have stopped coming *(not asked for; easy to add)*.
- **A game saved before this room existed gets the room:** the station is laid out as the content has it now, not as the save remembered it, and the message line says "The station has changed since this game was saved. Its new rooms are there now."
- **Measured, not decided** (a scripted play, the astronaut standing still in the middle with only the starting gun): the room is won in 47 seconds (53 before guns learned to leave a dying enemy alone, 2026-09-20: see The Pack, "Two of the same gun"), 63 or 64 enemies come, never more than 15 at once, and **the astronaut is never touched**: the gun reaches 15 metres and every hit kills, so they fall long before they arrive. With the gun left aboard they do arrive and hurt: in one play check 15 of them took the astronaut from full health to 45% in about 25 seconds (at an earlier walking speed of 1.2). Whether that is how hard this room should be is the owner's call.
+ **Historical measurement of the original finite encounter, not current Entrance balance** (a scripted play, the astronaut standing still in the middle with only the starting gun): the room is won in 47 seconds (53 before guns learned to leave a dying enemy alone, 2026-09-20: see The Pack, "Two of the same gun"), 63 or 64 enemies come, never more than 15 at once, and **the astronaut is never touched**: the gun reaches 15 metres and every hit kills, so they fall long before they arrive. With the gun left aboard they do arrive and hurt: in one play check 15 of them took the astronaut from full health to 45% in about 25 seconds (at an earlier walking speed of 1.2). Whether that is how hard this room should be is the owner's call.
**New building blocks this card added:** a side of a room can be a row of large decorated windows onto open space; a room can fill with enemies by the rules described under "Rooms that fill with enemies"; a fourth, weak and slow kind of enemy; a chest that appears when a room is won and gives an item; open space is no longer drawn over a neighbouring room.
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> 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.
+ **Earlier clean room card, before the shared Threat encounters.** The owner messages above remain unchanged. The room appearance and furniture remain current; the room-specific fight target and clear-reward wording below preserve the earlier card, superseded for dynamic Entrance encounters by Threat.
- **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.
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**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 2026-09-22.** Room size, navigable rows, terminal seating, inactive screens, fight target and the current shared-deck reward are the owner's selected requirements. The retained count, exact measurements, construction details and fight numbers are implementer defaults.
+ **Room construction and earlier encounter record, revised 2026-09-22.** Room size, navigable rows, terminal seating and inactive screens remain current. The current Entrance uses the shared schedule above. The finite fight target, count, spawn rate and clear-reward descriptions below are historical; their original owner requirements and implementer defaults are preserved for reference.
- **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.
- **Appearance:** each bench has three pale seat shells with blue seat and back pads, four slim armrests and one low dark metal support. The previous wooden bench frame is omitted. Pads and shells reuse the carpet section of the existing CC0 Kenney cushion model; the support reuses the station's CC0 Quaternius rail. Source asset files are unchanged. The grey floor, wall finish and inactive screens retain their earlier appearance. No purchases or generated artwork.
- **Solid benches:** benches stop the astronaut and enemy bodies. Enemy clearance follows the visible benches' player colliders, with a 1-millimetre outward margin to cover tiny position-rounding differences. Each enemy's body size also counts when choosing spawn positions, moving and separating bodies, so an enemy cannot appear, chase or be pushed inside a bench. Enemies route around the bench ends and can continue through the doorway into the Promenade. Safe-room boundaries still stop them. The margin and routes are implementation choices.
- - **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 were tuned while the Promenade guaranteed a second Service Gun. The shared deck can now give boots, a tank or a material first, so a second gun is no longer guaranteed before this fight; no retuning is included in the chest change. 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. The earlier two-gun checks do not establish difficulty when the Promenade does not give another gun.
+ - **Original finite encounter placement, historical:** 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.
+ - **Original finite fight tuning, historical:** these were the earlier fight numbers. They were tuned while the Promenade guaranteed a second Service Gun. The shared deck can now give boots, a tank or a material first, so a second gun is no longer guaranteed before this fight; no retuning is included in the chest change. 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.
+ - **Earlier room-specific difficulty target, superseded for dynamic Entrance:** the starting and maximum spawn rates were 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" was the earlier finite-room target; the current Entrance schedule does not apply it as a room multiplier. The earlier two-gun checks do not establish difficulty when the Promenade does not give another gun.
- **Chest and dynamic reward:** a chest appears in the middle once this room is cleared. E draws one item from the shared shuffled deck 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.
- **When the reward is boots:** 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 draw from the shared deck. 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.
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Both room views and the reward UI were inspected. All 48 seats stayed within the 16 original bench collision footprints; the same 483 room shadow casters remained across eight camera angles. The final console had no errors or warnings. Both owner saves were restored byte-identical after all three guarded runs; Unity was stopped and test settings restored. Evidence is in `work/pm/waiting-area-terminal-20260921/`: test receipts, `live-checks.json`, `shadow-checks.json`, restoration receipts and screenshots.
- **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.
+ **Historical combat observation for the finite encounter:** fight tuning and obstacle footprints were unchanged at that check. 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.
**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/`.
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- Safety: “Combat room — I’ll give the fight details”.
- Encounter and reward: “aim for about 50% harder than the waiting room. As for the reward, for now don't bother with it.”
- **Clean implementation card:** a 30×30 Cafeteria, west of the Western Promenade, entered through its east wall. Dining tables and chairs occupy the southern 20 metres; the buffet occupies the northern 10 metres. It looks like a meal was abruptly abandoned, with misplaced chairs, spills, dishes and rotten food on tables and in trays. There is a kitchen door centred on the north wall. Enemies can spawn and chase here. Target difficulty is about 50% above the Waiting Area. No reward is provided for now.
+ **Earlier clean implementation card:** a 30×30 Cafeteria, west of the Western Promenade, entered through its east wall. Dining tables and chairs occupy the southern 20 metres; the buffet occupies the northern 10 metres. It looks like a meal was abruptly abandoned, with misplaced chairs, spills, dishes and rotten food on tables and in trays. There is a kitchen door centred on the north wall. Enemies can spawn and chase here. Target difficulty is about 50% above the Waiting Area. No reward is provided for now.
The clean card corrects only obvious slips: “it's south” to “its south”, duplicate “and”, “north 1/3 if” to “north 1/3 is”, “treys” to “trays”, and “The is a door” to “There is a door”. The exact owner text above is preserved.
- **As built — implementation choices where the owner left details open:**
+ **As built — room construction and historical finite encounter:** the room and furnishings remain current. Its room-specific fight numbers and rewardless-clear behavior below record the initial Cafeteria version; current dynamic Entrance encounters use the shared schedule above.
+
+ Implementation choices where the owner left details open:
- Room `room.R06`, module `module.cafeteria`, 30×30 metres. The Promenade west face joins the Cafeteria east face at their centres. It is not a safe room. The kitchen door is a visible, closed, locked door with no opening control or built room beyond it yet. E answers “The kitchen door is closed.” Its explanation is “A closed door to the kitchen.” Door wording and temporary lock are implementation defaults, not additional story.
- Twelve dining tables, four chairs per table (48 total), with seven displaced and three tipped chairs; two 9-metre serving counters and four 3.4-metre back counters/appliance stations. Tables are 3.2×1.35 metres. Ivory surfaces, teal seating and wall bands, graphite bases, steel trim and muted mustard trays use the existing station palette. Eleven floor debris/spill clusters, irregular tabletop stains, empty/broken dishes and uneven buffet portions make the abandoned meal visible. Table centres are x=−10,−4,4,10 and z=−11,−5,3 in room-local coordinates. The centre aisle and the east entrance remain open. Buffet furniture lies north of z=5 and splits around the route to the kitchen door. Counts, positions, palette, finish, spills and exact food arrangements are visual implementation choices. They add no lore, items or interactions.
- Tables, chairs and counters have matching player collision and conservative world-space footprints for enemies. Plates, food and other small debris are decorative. Wall-mounted details cut away with the wall while their shadows remain; floor furniture stays visible.
- - Encounter `spawner.R06` reuses the Waiting Area enemy: 6 health, speed 1, with its existing attacks. It starts 3 seconds after entry. Spawn rate rises from 1.125 to 11.25 enemies per second over 20 seconds (1.5× the Waiting Area rates). Spawning pauses at 35 enemies in the room and ends at 113 kills (rounded up from 1.5×23 and 1.5×75). Any survivors must still be killed before the room is clear. Existing out-of-view/farthest-place spawning and per-departure reset apply. These numbers are a first tuning choice toward the owner's difficulty target; larger floor area and furniture change the practical fight.
+ - **Historical finite encounter:** `spawner.R06` reused the Waiting Area enemy: 6 health, speed 1, with its existing attacks. It starts 3 seconds after entry. Spawn rate rises from 1.125 to 11.25 enemies per second over 20 seconds (1.5× the Waiting Area rates). Spawning pauses at 35 enemies in the room and ends at 113 kills (rounded up from 1.5×23 and 1.5×75). Any survivors must still be killed before the room is clear. Existing out-of-view/farthest-place spawning and per-departure reset apply. These numbers are a first tuning choice toward the owner's difficulty target; larger floor area and furniture change the practical fight.
- No chest, reward, new item or deck draw on clearing this room. Completion says “The Cafeteria is clear.” instead of announcing a nonexistent chest. Existing two dynamic chests and the 12-card deck are unchanged.
- Free human-made Kenney Furniture Kit and Food Kit pieces, with the existing station kit and procedural room finish. Sources and licences are recorded beside the selected assets. No generated art or purchased assets.
- **Verification, 2026-09-22:** all **315 tests passed (244 Core + 71 Unity)**. Coverage includes the new room card/topology, old five-room saves gaining the Cafeteria and kitchen lock without losing property/deck/encounters, entry/delay/cap/reset, rewardless clearing and its correct message, real player traversal and kitchen collision, enemy pursuit and spawn clearance around all 66 furniture colliders, food texture dependencies and wall cutaways. Historical room-save fixtures were corrected to exclude later rooms, and legacy chest tests now distinguish chest-bearing encounters from rewardless fights.
+ **Historical Cafeteria verification, 2026-09-22:** all **315 tests passed (244 Core + 71 Unity)**. These counts predate the Entrance redesign. Coverage includes the new room card/topology, old five-room saves gaining the Cafeteria and kitchen lock without losing property/deck/encounters, entry/delay/cap/reset, rewardless clearing and its correct message, real player traversal and kitchen collision, enemy pursuit and spawn clearance around all 66 furniture colliders, food texture dependencies and wall cutaways. Historical room-save fixtures were corrected to exclude later rooms, and legacy chest tests now distinguish chest-bearing encounters from rewardless fights.
Live inspection covered the overview and normal play views from multiple angles, entry from the Promenade with the real controller, and the normal kitchen E response. All eight tested camera angles retained 111 room shadow casters. Clearing granted no property, drew no card and created no chest. The final live console had no errors or warnings. Both owner saves were restored byte-identical after guarded tests and play checks; Unity was stopped and test settings restored. Selected asset hashes and external texture references were verified. Evidence: `work/pm/cafeteria-20260922/` and `unity/Captures/Cafeteria/`.
- **Combat observation, not a difficulty measurement:** at the room centre, using the real camera at 145 degrees and normal zoom and the furnished movement plan, two Service Guns cleared the Waiting Area in 35.75 seconds / 97 kills and the Cafeteria in 53.2 seconds / 147 kills, both at full health. Peak crowds were 23 and 35. In a separate one-gun stationary check, the Waiting Area cleared in 62.3 seconds with 20% health, while the Cafeteria overwhelmed the player in 35.75 seconds after 48 kills. These checks exercise actual spawning, firing and damage; they do not establish an exact 50% difficulty increase, active movement/boots balance or every deck order. A second gun is not guaranteed by the dynamic deck. The encounter is ready for owner play feedback.
+ **Historical finite-encounter observation, not current Entrance balance:** at the room centre, using the real camera at 145 degrees and normal zoom and the furnished movement plan, two Service Guns cleared the Waiting Area in 35.75 seconds / 97 kills and the Cafeteria in 53.2 seconds / 147 kills, both at full health. Peak crowds were 23 and 35. In a separate one-gun stationary check, the Waiting Area cleared in 62.3 seconds with 20% health, while the Cafeteria overwhelmed the player in 35.75 seconds after 48 kills. These checks exercise actual spawning, firing and damage; they do not establish an exact 50% difficulty increase, active movement/boots balance or every deck order. A second gun is not guaranteed by the dynamic deck. The encounter is ready for owner play feedback.
**Still for the owner:** judge the abandoned-meal appearance and the encounter's practical difficulty; provide the kitchen room card when ready.
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