Commit 3ede68

2026-09-22 15:19:17 Anonymous: Expand chest deck with oxygen tank and separate one-square materials
hold the flood/rooms.md ..
@@ 54,15 54,50 @@
>
> make the 2 current chests dynamic. make sure to keep the option of a static chest that give specific items.
- **As built:** the Promenade and Waiting Area chests share one shuffled deck containing exactly one Service Gun (the pistol) and one Boots of Dodgin (the pair is one item). Each dynamic chest draws one item without replacement. A new departure refills and reshuffles the deck. Static chests remain available for one specified item or several specified items and never use the deck. The starting pistol is separate from the chest deck.
+ **As built:** the Promenade and Waiting Area chests share the 12-item shuffled deck listed below. The initial two-card deck has been expanded by the owner's later addition. Each dynamic chest draws one item without replacement. A new departure refills and reshuffles the deck. Static chests remain available for one specified item or several specified items and never use the deck. The starting pistol is separate from the chest deck.
+
+ **Owner addition later on 2026-09-22, word for word:**
+
+ > great. now also add to the deck the following items:
+ >
+ > - 1 oxygen tank (we already implemented it)
+ > - 3 iron bar (each of them is it's own item. you only draw one per chest)
+ > - 3 copper bar (each of them is it's own item. you only draw one per chest)
+ > - 3 Plastic salvage (each of them is it's own item. you only draw one per chest)
+ >
+ >
+ > Iron bar , copper bar, and plastic salvage, all have the same basic stats:
+ >
+ > Name (obviously)
+ >
+ > size: 1x1
+ >
+ > do: nothing
+
+ **Current deck — 12 individual draws:**
+
+ | Item | Copies in the deck | Size and effect |
+ |---|---:|---|
+ | Service Gun (pistol) | 1 | Existing gun and item card |
+ | Boots of Dodgin | 1 | Existing 2x1 pair and item card |
+ | Oxygen Tank | 1 | Existing 3x1 tank; supplied full, five minutes |
+ | Iron bar | 3 | Each is a separate 1x1 item; does nothing |
+ | Copper bar | 3 | Each is a separate 1x1 item; does nothing |
+ | Plastic salvage | 3 | Each is a separate 1x1 item; does nothing |
+
+ A chest draws **one item**, never all three copies of a material together. Each copy is a separate object occupying its own square; matching items are not stacked into one square. Materials have no passive or activated effect, and this addition gives them no crafting, trading or other use.
+
+ **Implementation defaults:** the existing chest rule supplies an Oxygen Tank at its ordinary full amount. A saved departure keeps its already-shuffled deck, order and used cards, including an older two-card deck; the expanded deck takes effect on the next departure. Previously opened chests and awarded property remain intact. First-opening draws, save/load handling, no replacement before departure and static chest support are unchanged.
**Implementer's handling defaults:** draw on the first opening of an empty chest, rather than when the room is cleared. A full pack leaves that same drawn item at the chest. Reopening, collecting, dropping, returning, dying, saving or loading never puts a card back or rerolls it; only a departure resets the deck. An exhausted deck yields an empty chest until another departure; it never silently refills. The deck's order and used cards are saved, including an empty deck. A reshuffle can legitimately produce the same order again.
Already opened chests and awarded property are preserved. Property left in a chest on an earlier trip is still there when that chest is won and opened again; retrieving it does not draw or consume a fresh card and the chest is not topped up on that trip. For an old save without deck information, start a fresh shuffled deck once while retaining its chest progress and items; its earlier static rewards are not retroactively treated as deck draws. These compatibility choices keep the existing property rules.
- This changes rewards, not room appearance, combat, item mechanics or controls. The Waiting Area can now be reached with boots instead of the second gun; the earlier two-gun combat measurement is historical and does not establish balance for that order.
+ This changes rewards, not room appearance, combat, item mechanics or controls. The Waiting Area can now be reached with boots, a tank or a material instead of the second gun; the earlier two-gun combat measurement is historical and does not establish balance for that order.
+
+ **Previous two-card verification:** all **289 tests passed (229 Core + 60 Unity)**, covering draw order, exhaustion, full packs, old and current saves, return/death versus departure, and static single/multiple rewards. Normal E and pack interactions pass for both room visit orders. In play, a saved first draw stayed consumed after restarting; the other chest gave the remaining item. Repeated E created nothing further, returning kept the deck empty, and the next departure restored both cards. Visiting the Waiting Area first then gave the pistol there and boots in the Promenade. Both pickups and their inventory screens were inspected. These checks isolate rewards with cleared-room state; they do not remeasure combat difficulty.
- **Verification:** all **289 tests passed (229 Core + 60 Unity)**, covering draw order, exhaustion, full packs, old and current saves, return/death versus departure, and static single/multiple rewards. Normal E and pack interactions pass for both room visit orders. In play, a saved first draw stayed consumed after restarting; the other chest gave the remaining item. Repeated E created nothing further, returning kept the deck empty, and the next departure restored both cards. Visiting the Waiting Area first then gave the pistol there and boots in the Promenade. Both pickups and their inventory screens were inspected. These checks isolate rewards with cleared-room state; they do not remeasure combat difficulty.
+ **Expanded-deck verification:** all **300 tests passed (237 Core + 63 Unity)**. Checks cover the exact 12-card counts, separate material copies, one item per chest, inert 1x1 items, full tank supply, saving and exhaustion, old two-card saves retained until departure, static rewards and actual E/pack interactions. In a live check with cleared rooms and controlled deck order, E collected Iron bar, Copper bar and Plastic salvage as separate one-square items; the tank arrived with 300 seconds of oxygen. Inventory icons, colours, item descriptions and final layout were inspected. This checks rewards and presentation, not combat balance.
## Room cards
@@ 288,7 323,7 @@
- **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 dynamic chest appears. It draws one item from the same deck as the Promenade chest: one Service Gun and one Boots of Dodgin per departure, shuffled. This later owner change replaces the fixed boots reward; the boots item card is unchanged.
+ - **Reward:** when the room is cleared, a dynamic chest appears. It draws one item from the same deck as the Promenade chest: the 12 individual items listed in the shared deck above, shuffled each departure. This later owner change replaces the fixed boots reward; the boots item card is unchanged.
**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.
@@ 299,8 334,8 @@
- **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 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 for the new boots-first order.
+ - **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.
- **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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