Commit a70e11

2026-09-20 18:11:44 Anonymous: Add owner Gift Shop card, clarified furnishing, safe connection and trading TBD
hold the flood/rooms.md ..
@@ 2,7 2,7 @@
**Owner decision, 2026-09-19.** After reading the inventory of the rooms as they were built, the owner found a pattern of things to interact with that gave the player no reason to care (the ward window photograph, the fault lamp, the bridge rack, and more), and said: "it seems like the best solution is for me to design each room manually." Asked how to begin, he answered: "let's start with an empty station and add the rooms as I design them", and "I will write them here. you will transfer them both to code and the wiki."
- So this page is the home of the station's rooms from now on. **Every room below is the owner's own card.** The implementer builds exactly what a card says, and asks where a card is silent instead of filling the gap. 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.
+ 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.
## Why
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## The station today
- Two 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 other four doorways are sealed, because no room has been designed behind them yet.
+ Three 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 Promenade's west doorway and its other two north doorways remain sealed, because no room has been designed behind them yet.
The player starts with the owner's two items, the Oxygen Tank and the Service Gun. Ship storage is empty.
@@ 84,7 84,7 @@
- **Small slips corrected in the shipped text; everything else is word for word. Say so to have any of them back as typed:** "take of all of your medical needs" became "take care of all of your medical needs"; "COME BACK LATER\*" became "COME BACK LATER."; "Weather" became "Whether"; "a medical staff" became "medical staff"; "As the situation change" became "As the situation changes"; "require lifting" became "requires lifting"; "in illegal" became "is illegal"; "as soon as / once the communication relay will go back online" became "... goes back online"; a full stop was added where a sentence ended without one. The WARNING stands as its own paragraph.
- **Two things left for the owner to settle.** (1) The fourth question is shipped exactly as typed, "Why is the emergency lockdown?", because mending it would be a guess: "Why is there an emergency lockdown?", "Why the emergency lockdown?" and "Why is the emergency lockdown on?" are all possible. (2) The welcome text was typed ending "COME BACK LATER\*", with a lone star and no closing quote. It is shipped as "LATER." on the reading that the star was a slip for the closing quote; if a struck-out word or anything else was meant to follow, it is missing.
- **Words on the screen that are not the owner's (all mine, all changeable):** the heading SECURITY DOOR 1; the lamp word LOCKED / OPEN; the numbers 1 to 6 before the questions; the chosen question repeated above its answer after a ">"; the line of key hints at the bottom ("Up / Down choose", "Enter ask", "Esc step away", "Enter show it all", "Enter back to the questions", "Type the password, then press Enter", "Enter try again", "Esc back to the questions"); and, in the game's message line after the right password, "The north door is open."
- - **The password is still a placeholder: 1234.** It was TEST, but the new text contains the word "testing", and the check that nothing in the Dock shows the password caught it. The card says the real one is found in the west wing, which has no card yet; the owner names it.
+ - **The password is still a placeholder: 1234.** It was TEST, but the new text contains the word "testing", and the check that nothing in the Dock shows the password caught it. The card says the real one is found in the west wing; no card has yet specified where it is found. The owner names it.
- **South side:** no wall. A force field instead: **one unbroken sheet** of faint blue light from end to end, as tall as a wall, between a glowing rail at the floor and a thin one overhead, with a post at each end. The light is brightest at the rails and a faint grain drifts up it, so it reads as energy and not as glass. It is solid: nobody walks through it. Beyond it there is nothing but stars. It is never lowered for the camera, because it is see-through. *(Owner, same day, on the first version, which had upright lines every three metres: "the force field should not be separated to panels. it should be one long force field.")*
- **Your ship:** a small space shuttle, about 12 metres long and 8.4 metres across the wings, standing in the south middle of the room with its nose to the north and its tail 3 metres from the force field it came in through *(size and position are my choices)*. It is made of plain shapes for now. It is solid, and there is room to walk all the way round it.
- **Press E** while locked on the ship, from any side of it: go home. The trip ends, you keep all you carry, your health and air are refilled, the game saves. Exactly what the old "ship airlock" did.
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**As built.** Where the card gives no number, the number is the implementer's choice and is marked so; change any of them by saying so.
- **Place and size:** 60 metres long (east to west) and 10 deep, joined to the Dock's west door by its own east door. The HUD names it "Western Promenade".
- - **Doorways:** one in the middle of the east wall (open, into the Dock), one in the middle of the west wall, and three on the north wall, 15, 30 and 45 metres along it, so the four stretches of wall between and beside them are equal *(my reading of "equally spaced"; the other reading would be 10, 30 and 50)*. The west one and the three north ones have no room behind them yet, so they show as sealed doorways ("Sealed doorway. No room behind it now."), like any doorway the cards say nothing of.
+ - **Doorways:** one in the middle of the east wall (open, into the Dock), one in the middle of the west wall, and three on the north wall, 15, 30 and 45 metres along it, so the four stretches of wall between and beside them are equal *(my reading of "equally spaced"; the other reading would be 10, 30 and 50)*. The easternmost north doorway opens into the Gift Shop through its south entrance. The west doorway and the other two north doorways have no room behind them yet, so they show as sealed doorways ("Sealed doorway. No room behind it now."), like any doorway the cards say nothing of.
- **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. They cannot follow into the Dock: they come to its doorway and wait there.
+ - **The enemies.** They can be here, and anything that chases the astronaut can follow in here. They cannot follow into the Dock or the Gift Shop: 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")*.
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**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.
**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.
+
+ ### Gift Shop
+
+ **The owner's card, 2026-09-20, in his words:**
+
+ > not a bad guess, but no. The first room is going to be attached to the eastmost northern door and it's going to be:
+ > The gift shop.
+ > It is medium size, 15x15.
+ > it will be safe (enemies can't spawn or chase)
+ > it will have plenty of furniture that looks like a ship.
+ > including a sales stand, behind with stands a selling robot.
+ > here players will be able to buy and sell items from their inventory.
+ >
+ > *for now* don't implement the trading window yet, but mark it as TBD. we will get back to it later.
+
+ **The owner's clarification, 2026-09-20, in his words:**
+
+ > A furnished shop: shelves, displays and a sales counter
+
+ This answered: "You wrote “furniture that looks like a ship.” Did you mean a furnished shop, or furniture shaped like ships?" The furnishings therefore look like ordinary shop furniture; the owner did not request furniture shaped like ships.
+
+ **Clean implementation card.** The original wording above is retained. This version incorporates the owner's clarification and the wording fixes listed below.
+
+ - **Name and size:** Gift Shop. A medium-sized room, 15 by 15 metres.
+ - **Doorway:** attached to the easternmost doorway on the Western Promenade's north wall.
+ - **Enemies:** safe. Enemies cannot spawn here or chase the player into it.
+ - **Furniture:** plenty of shop furniture: shelves, displays and a sales counter, with a selling robot standing behind the counter.
+ - **Purpose:** players will be able to buy and sell items from their inventory here.
+ - **Trading window:** **TBD. Do not implement it yet.** The owner will return to it later.
+
+ **Wording fixes and clarification applied:** "eastmost" became "easternmost"; "medium size" became "medium-sized"; "behind with stands a selling robot" became "with a selling robot standing behind the counter". Sentence starts and the room name were capitalized, and missing full stops were added. "Furniture that looks like a ship" was resolved by the owner's explicit clarification, not by a spelling guess. "15x15" is written as "15 by 15 metres" to match the room measurements on this page. The named Promenade connection and "chase the player into it" spell out the card's context without adding another rule.
+
+ **As built, 2026-09-20.** The room requirements above are the owner's. The following layout and furnishing details are the implementer's defaults.
+
+ - **Room and connection:** `room.R03`, 15 by 15 metres, marked safe. Its only doorway is its south entrance, `face.R03.south`, joined to the Promenade's easternmost north doorway, `face.R02.north_east`. The single south entrance is the implementer's layout choice for the specified connection; the card requests no other doorway.
+ - **Safe:** no enemies spawn here or enter while chasing. It uses the existing safe-room rule, including protection from enemy hits while the astronaut is inside. That last protection comes from the existing implementation of safe rooms, rather than a new request in this card.
+ - **Furniture:** six tall wall shelves, two low displays, two round tables and a sales counter. These counts and the arrangement are the implementer's choices for "plenty of furniture." The entrance and an aisle to the counter stay clear.
+ - **Selling robot:** behind the sales counter, at room coordinates `(0, 4.8)` metres relative to the centre. That position and its appearance are the implementer's choices.
+ - **Trading:** **TBD and unimplemented.** The room establishes the place and seller for the owner's future buying and selling system. The card does not define stock, prices or the trading window's behaviour.
+
+ **Additional furnishing defaults (the implementer's choices):** pale wooden furniture, warm stone paving using the existing Promenade texture, two teal rugs, two back cabinets, five plants, decorative books and toy bears, and a small screen on the counter. The goods are scenery, not defined trading stock. Existing free CC0 models: [Kenney Furniture Kit](https://kenney.nl/assets/furniture-kit) and [Quaternius Animated Robot](https://quaternius.com/packs/animatedrobot.html); licences and original download hashes are included with the game assets. No generated artwork.
+
+ **Layout numbers (also implementation defaults):** room-local coordinates use the centre as `(0, 0)`, north positive. The three shelves on each side stand at `x = ±6.7`, `z = -3.7, -0.7, 2.3`; each is 2.45 m wide, 2.45 m tall and 0.7 m deep. The two low displays stand at `(±3.2, -3.2)` and measure 2.3 × 1.1 × 1.2 m (width × height × depth); the two round tables stand at `(±3.3, 0.6)` and are 1.9 m across and 0.9 m tall. The counter stands at `(0, 3.5)`, 4.4 m wide, 1.05 m tall and 1.05 m deep. The robot is 2.25 m tall, faces the entrance and stands still. The two back cabinets stand at `(±3.7, 6.65)`, 2.5 × 1.1 × 0.9 m. Entrance plants are at `(±5.8, -6.1)`; rugs sit at `(0, -5.6)` and `(0, 1.8)`. These are arrangement and appearance choices, not new game rules.
+
+ **At the seller:** the usual nearby prompt says “Seller robot · Trading TBD.” E or F answers “Trading TBD. Buying and selling will be added later.” These are temporary words chosen by the implementer. Reach is measured from the counter so the player can speak from the customer side. No trading window opens and no items change hands. The shop uses the existing safe-room rule; it adds no healing or oxygen refill.
+
+ **Existing saves:** a game saved before this room existed gains the Gift Shop while keeping its existing trip, explored rooms and carried items. The new shop starts unexplored.
+
+ **Still for the owner:** how the trading window works and what can be bought and sold. The furnishings and seller are not a claim that trading already works.
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