Commit 39d8c9

2026-09-22 16:19:14 Anonymous: Build owner Cafeteria card with abandoned meal scenery and rewardless encounter
hold the flood/rooms.md ..
@@ 38,9 38,9 @@
## The station today
- Five rooms. **The Dock** (the owner's first card, below): its west door stands open and leads into the Western Promenade, its east door is locked and nothing opens it, and its north door is locked until the password is typed into the panel beside it; no room has been designed behind the north door yet, so once open it shows a short dark passage and the astronaut cannot go past the door frame. **The Western Promenade** (the owner's second card): a long hallway west of the Dock that fills with weak, slow enemies, and gives a dynamic chest when they are all dead. Its easternmost north doorway leads to **the Gift Shop** (the owner's third card): a safe, furnished 15-by-15-metre shop, with shelves, displays, a sales counter and a selling robot behind it. Buying and selling are intended, but the trading window is **TBD and unimplemented**, as the owner requested. The middle north doorway leads to **the Public Bathroom** (the owner's fourth card): a safe 10-by-10-metre bathroom with nothing to interact with. The westernmost north doorway leads to **the Waiting Area** (the owner's fifth card, revised): a 20-by-20-metre room with rows of benches, inactive wall screens, a harder fight as its target, and a dynamic chest once the room is cleared. The current benches have separate padded terminal seats on a shared metal support. The Promenade's west doorway remains sealed; there is no built room behind it yet.
+ Six rooms. **The Dock** (the owner's first card, below): its west door stands open and leads into the Western Promenade, its east door is locked and nothing opens it, and its north door is locked until the password is typed into the panel beside it; no room has been designed behind the north door yet, so once open it shows a short dark passage and the astronaut cannot go past the door frame. **The Western Promenade** (the owner's second card): a long hallway west of the Dock that fills with weak, slow enemies, and gives a dynamic chest when they are all dead. Its easternmost north doorway leads to **the Gift Shop** (the owner's third card): a safe, furnished 15-by-15-metre shop, with shelves, displays, a sales counter and a selling robot behind it. Buying and selling are intended, but the trading window is **TBD and unimplemented**, as the owner requested. The middle north doorway leads to **the Public Bathroom** (the owner's fourth card): a safe 10-by-10-metre bathroom with nothing to interact with. The westernmost north doorway leads to **the Waiting Area** (the owner's fifth card, revised): a 20-by-20-metre room with rows of benches, inactive wall screens, a harder fight as its target, and a dynamic chest once the room is cleared. The current benches have separate padded terminal seats on a shared metal support. The Promenade's west doorway leads to **the Cafeteria** (the owner's sixth card): a 30-by-30-metre combat room with abandoned meals, dining furniture across the southern two-thirds and a buffet across the northern third. A visible closed kitchen door is centred on its north wall; the kitchen itself is not built. There is no cafeteria reward for now.
- The owner has confirmed a cafeteria as the next room to design after the Waiting Area. It has no room card or implementation yet.
+ The Cafeteria is now built from the owner's card below. Its encounter targets roughly 50% greater difficulty than the Waiting Area; the numerical tuning is an implementer starting point, not a measured difficulty result.
The player starts with the owner's two items, the Oxygen Tank and the Service Gun. Ship storage is empty.
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**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.
+ **Still for the owner:** how Boots of Dodgin feel in play; the multiple-copy and handling defaults above remain open to change. The Cafeteria now follows this room; its owner card and implementation are recorded below.
**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.
+
+
+ ### Cafeteria
+
+ **Owner card, 2026-09-22 — word for word:**
+
+ > ok, great. next step: the cafeteria. it's a 30x30 room. it's south 2/3 is eating tables and and chairs, while the north 1/3 if the buffet area.it should look messy, like something happened during a meal. rotten food still on the table and in the treys, etc. The is a door to the kitchen area in the center of the north wall.
+
+ **Owner clarifications — word for word:**
+
+ - Entrance: “Promenade’s west door”.
+ - 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.
+
+ 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:**
+
+ - 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.
+ - 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.
+
+ 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.
+
+ **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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