2026-09-22 15:04:33
Anonymous:
Use a shared shuffled item deck for both current chests
hold the flood/rooms.md ..
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- **Doors:** a room card can describe any doorway as a door with a name: open, or locked. An ordinary visible locked door answers E with words of the card's choosing, shown for a moment at the door itself. A locked door stays locked until something in the game opens it, and then stays open for good, through trips, deaths and saves. Doors slide open and shut.
- **Concealed doors (Public Bathroom addition):** a door can remain locked behind the same finish as the surrounding wall. From the concealed side it has no visible frame, lock-on target, prompt or interaction. The bathroom's door has no opening control or other-side room yet; this does not implement a future opening sequence.
- **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.
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- **Rooms that fill with enemies:** 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 a set item. Every such room starts over on every new trip.
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- **Rooms that fill with enemies:** 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.
- **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.
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## The station today
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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 chest with a second pistol 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 chest containing a fixed Arc Emitter and Trigger button 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.
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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.
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 player starts with the owner's two items, the Oxygen Tank and the Service Gun. Ship storage is empty.
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## Dynamic and static chests — owner decision, 2026-09-22
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**Owner request, word for word:**
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> much better.
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> next, let's work on the chests.
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> for now they are both static chests, which is great for testing and for specific rooms. however, most chests should by dynamics. a dynamic chest pick an item from a shuffled items deck. for now, we have 2 items in our deck: the pistol, and the boots. 1 of each. once an item has been picked from the deck, it doesn't return to it, unless a departure starts, in which case the deck resets.
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>
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> make the 2 current chests dynamic. make sure to keep the option of a static chest that give specific items.
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**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.
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**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.
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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.
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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.
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**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.
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## Room cards
### Dock
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- **The end:** when 50 of this room's enemies have been killed, no more come. Those still alive must be killed too: between 50 and 64 come in all. When the last one falls, the chest appears.
- **The kind: weak and slow.** A new, fourth kind, with no name yet. *(All its numbers are mine:)* walks 1 metre a second, as slow as the slowest thing in the station (the astronaut walks 4), dies from any one hit (health 1; the Service Gun does 5), hits for 5% of the astronaut's health after a one-second wind-up, then rests 1.8 seconds; a little smaller than the others and paler.
- **The chest.** It grows out of the floor in the exact middle of the room, with a soft gold light and a thin glowing outline round it, and the message line says "A chest has appeared in the middle of the Western Promenade." *(The words and the look are mine.)* Somebody standing on that spot is moved aside first.
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- **Press E** while locked on it: it opens and gives a second Service Gun, the same gun the astronaut starts with; the pack opens so it can be placed. If it does not fit, it stays in the chest to be taken later; on a later trip it is still in there once the chest is won and opened again, and it cannot be got at before that. Opened and emptied, the chest says "empty" and its light goes out.
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- **Every trip starts the room over** *(mine: the card does not say; it follows the game's standing rule that enemies are back on every new trip)*: going home or dying and coming back brings the enemies and the chest again, with another pistol in it.
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- **Press E** while locked on it: it opens and draws one item from the shared shuffled chest deck (owner change, 2026-09-22); the pack opens so it can be placed. If it does not fit, it stays in the chest to be taken later; on a later trip it is still in there once the chest is won and opened again, and it cannot be got at before that. Opened and emptied, the chest says "empty" and its light goes out.
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- **Every trip starts the room over** *(mine: the card does not say; it follows the game's standing rule that enemies are back on every new trip)*: a new departure brings the enemies and the chest again and resets the shared deck. An empty chest draws once when opened; property left in it is kept instead of being replaced or topped up.
- **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."
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- **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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- **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.
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- **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.
**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.
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**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.
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**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 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.
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- **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.
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- **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.
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- **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.
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- **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.
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- **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.
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- **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.
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- **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.
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- **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.
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- **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.
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- **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.
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- **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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- **Trips:** the fight resets on each new trip. A newly earned empty chest draws one item once from the reset shared deck. 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.