2026-09-21 14:25:49
Anonymous:
Revise Waiting Area size bench rows and fixed tank reward
hold the flood/rooms.md ..
@@ 38,7 38,7 @@
## 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 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): a 15-by-15-metre room with benches, inactive wall screens, a harder fight as its target, and a chest containing a fixed Simple FoF detector once the room is cleared. The Promenade's west doorway remains sealed; there is no built room behind it yet.
+
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 full Oxygen Tank once the room is cleared. 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.
@@ 239,37 239,45 @@
> Yes! Very good. That is correct. A waiting area!
> It will be a 15x15 waiting area, with benches and a few deactivated screens on the walls. this room will have enemies spawning in it. (the fight should be about 50% harder than the western promenade), and when it's cleared another chest with an item should appear. pick one of the items from the wiki (now, at design time, not at runtime), and I'll see if we want to change it.
-
**Clean implementation card.** The original message above remains unchanged.
+
**The owner's revision, later on 2026-09-21, in his words:**
+
+
> ok, several issues:
+
> 1- let's make the room 20x20
+
> 2- you pushed the benches against the wall, let's instead have them in rows. make sure to keep them spaced enough that zombies and the player can and have to navigate between them. (this also means having more benches)
+
> 3- the item you picked is not great, let's try something else.
+
+
**Current clean implementation card.** Both owner messages above remain unchanged; the later revision sets the current room size, seating arrangement and replacement reward request.
-
- **Room:** a 15-by-15-metre waiting area, with benches and a few deactivated screens on the walls.
+
- **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 chest containing an item appears. The implementer chooses one existing wiki item now; the reward is fixed rather than selected during play. The owner may change that choice later.
+
- **Reward:** when the room is cleared, a chest containing an item appears. Replace the previous detector choice with another existing wiki item, fixed at design time. The owner may change that choice later.
-
**Wording tidied in the clean card only:** sentence starts and the room names are capitalized; "15x15" is written in metres to match the other room cards. The owner's quotation, including its punctuation and spacing, 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. Both owner quotations, including their punctuation and spacing, are unchanged.
-
**As built and checked, 2026-09-21.** The room size, furniture types, fight target and fixed-item selection are the owner's requirements. The following placement, appearance, tuning and item choice are the implementer's defaults.
+
**As built and checked, revised 2026-09-21.** The larger room, more benches in navigable rows, inactive screens, fight target and replacement fixed reward are the owner's requirements. The following bench count, arrangement, appearance, unchanged fight numbers and replacement item choice are the implementer's defaults.
-
- **Room and connection:** `room.R05`, using `module.waiting_area`, 15 by 15 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 implementation defaults. The room is not safe: enemies can spawn here and chase between it and the Promenade.
-
- **Furniture:** eight benches around the perimeter, each visually divided into three seats, and three inactive screens mounted on the walls. The counts, placement and seat divisions are the implementer's choices. The centre of the floor and the entrance stay clear. Benches and screens have no interaction or written text; the screens emit no glow or light.
+
- **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 visually divided into three seats, and three inactive screens mounted on the walls. All benches face north. The count, stagger, facing and seat divisions are the implementer's choices. 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:** pale grey floor, ivory bench frames, blue cushions and station trim. These are the implementer's choices, using existing free CC0 Kenney models. The room adds 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:** assumes 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.
+
- **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.
- **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.
-
- **Chest and fixed reward:** a chest appears in the middle once this room is cleared. E opens it for the **Simple FoF detector** (`part.threat_sensor`), using the existing item-gain and pack-placement flow. This item was chosen by the implementer under the owner's request to choose one from the wiki. It is fixed in the room content and is not a random drop or an item the owner personally selected.
-
- **Why this item:** the one-square detector introduces neighbour activation: once a second, an enemy within 15 metres makes it activate adjacent items. It can sit beside the familiar Service Guns or later items that need a neighbour to activate them. Each item's own cooldown and other limits still apply. Its existing card is on [The Pack](/Hold%20The%20Flood/The%20Pack).
+
- **Chest and fixed reward:** a chest appears in the middle once this room is cleared. E opens it for a **full Oxygen Tank**, using the existing item-gain and pack-placement flow. It occupies 3 by 1 pack squares and contains five minutes of oxygen. The implementer chose the tank in response to the owner's request for another item; the owner has not specifically selected the tank. The chest's reward is fixed in content, with no random selection during play. If the astronaut is standing where the chest appears, the automatic step aside chooses clear floor within reach of it, avoiding the benches.
+
- **Why this item:** a full tank is immediately useful for further exploration and works while carried, without needing another item to activate it. The existing neighbour-activated weapons and shield would need an activator to work. The tank's existing card is unchanged on [The Pack](/Hold%20The%20Flood/The%20Pack).
+
- **Existing saves and items:** a detector already awarded is retained, whether collected or left in an already opened chest. The tank replaces the reward in unopened Waiting Area chests and on new trips; an opened chest does not award a second item. If a saved enemy now intersects a bench after the layout change, only that blocked body moves to the nearest clear position in the same room. The fight's progress and existing items are preserved.
- **Trips:** the room restarts on each new trip, with another fight and one chest reward for that trip. Opening the chest repeatedly does not give repeated rewards within the same trip. Continuing after exit, resetting each trip and the chest's existing item-handling rules are retained implementation defaults.
-
**Layout defaults:** coordinates are local to the room centre, with north positive. Two benches sit along each wall, centred 6.88 metres from the middle and offset 3.5 metres to either side of the wall's centre. They face inward and are fitted to 3 metres wide, 1.05 metres high and 0.72 metres deep, with feet 0.03 metres above the floor. The three screens sit at the centres of the north, east and west walls, 7.17 metres from the room centre, with their bottoms 1.68 metres high. Their fitted sizes are 2.65 by 1.18 by 0.16 metres. The floor uses a six-by-six grid of 2.5-metre tiles, a darker perimeter and a slim border 5.5 metres from the centre. The existing wall height is 3 metres. All these positions, sizes and finishes are implementer choices.
+
**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. 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.
-
**Observed combat:** in the final live check, with the actual camera controlling spawn visibility and the bench obstacles registered, an astronaut standing still with **two Service Guns** cleared the room in **35.40 seconds**, killing all 97 enemies that spawned and finishing at full health. At most 23 were inside the room and 24 were alive across the station; the nearest enemy came within about 2.44 metres. This documents the current encounter, but does not establish that it is exactly 50% harder than the Promenade. The second gun is a tuning assumption, and difficulty still needs the owner's judgment.
+
**Observed combat:** in the final live check, using the actual camera's spawn visibility, an astronaut standing at the centre with **two Service Guns** cleared the revised room in **35.7 seconds**. All 97 spawned enemies were killed, and the astronaut finished at full health. This records the current result; it does not prove a 50% increase in difficulty. The second gun remains a tuning assumption, and the owner's difficulty target still needs judgment in play.
-
**Checks completed:** all **178 Core tests and 28 Unity tests passed**. These cover the room card and connection, spawner and fixed reward, older saves gaining the room, inactive displays, the hidden chest, and enemy spawning, chasing and separation around the real bench colliders. Six additional pursuit cases check that enemies actually get around benches and reach the astronaut, both inside the room and after following through the south doorway. In play, the entrance could be crossed and the north bench stopped the astronaut. The same 122 shadow-casting objects remained across eight camera angles.
+
**Checks completed:** all **178 Core tests and 33 Unity tests passed**. They cover the larger room, all seat gaps and side passages, enemy spawning and pursuit through the rows and out of the entrance, bench collision and crowd separation, safe relocation of a saved enemy blocked by new furniture, clear placement when the chest moves the astronaut aside, and the full tank reward through saving and repeated opening. The actual player controller also walked the staggered central aisles end to end in play. The same 195 shadow-casting objects remained across eight camera angles.
-
The chest stayed hidden during combat and appeared once the room was cleared. Pressing E through the normal interaction awarded one carried Simple FoF detector and opened the pack. Three more presses after closing the pack left the count at one and the chest marked empty. The final console check had no errors or warnings. Both owner save files were restored byte-identical after all eight guarded runs, and play mode was stopped.
+
When the chest appeared, the astronaut was moved onto clear floor with no bench overlap and could reach E to open it. The reward contained **300 seconds of oxygen** and opened the pack. Three more E presses after closing the pack left the item count unchanged and the chest marked empty. Both owner save files were restored byte-identical after all four guarded runs, and Unity was stopped.
-
Evidence is in `work/pm/waiting-area-20260921/`: `final-core-tests.json`, `final-unity-tests.json`, `live-checks.json`, `final-live-checks.json`, the eight `restored.json` receipts, and `final-35.png`, `final-145.png`, `final-combat.png`, `final-chest-ui.png`, `final-reward-ui.png` and `verified-cleared-ui.png`.
+
Evidence is in `work/pm/waiting-area-rows-20260921/`: `final-core-tests.json`, `final-unity-tests.json`, `initial-live-checks.json`, `final-live-checks.json`, the four `restored.json` receipts, and `final-35.png`, `final-145.png`, `combat-35.png`, `final-chest-ui.png` and `final-reward-ui.png`.
-
**Still for the owner:** whether to keep the chosen detector reward and whether the fight meets the intended difficulty. The cafeteria is the confirmed next room to design; its card and implementation are still to come.
+
**Still for the owner:** whether the bench rows meet the intended movement challenge, whether to keep the chosen tank reward, and whether the fight meets the intended difficulty. The cafeteria is the confirmed next room to design; its card and implementation are still to come.
**New building block this card adds:** enemy movement and spawning can respect the same solid furniture footprints used by the astronaut, with the small clearance margin described above.