Commit e3dd83

2026-09-21 16:06:46 Anonymous: Record terminal seating and selected Arc Emitter with Trigger button
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, 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.
+ 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.
The owner has confirmed a cafeteria as the next room to design after the Waiting Area. It has no room card or implementation yet.
@@ 246,38 246,52 @@
> 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.
+ **The owner's next feedback, 2026-09-21, in his words:**
+
+ > the size of the room and the bench positioning is now better, but I don't like the bench design. Also, an oxygen tank is also not a great option, simply because it doesn't allow us to test a new mechanic. suggest a few options and I'll pick from them.
+
+ **His selection, in his words:**
+
+ > let's try A and 2
+
+ Here, **A** was terminal seating: three separate padded seats and backs on a slim metal beam, with pale shells, blue cushions and dark supports. **2** was the existing Arc Emitter. The offered option included a Trigger button alongside it, explicitly changing this chest from one item to two so the emitter could be used immediately. These are the options he selected; exact construction measurements and effect appearance below remain implementer choices.
+
+ **Current clean implementation card.** The owner messages above remain unchanged; the latest selection sets the bench style and the fixed two-item reward.
- **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. Replace the previous detector choice with another existing wiki item, fixed at design time. The owner may change that choice later.
+ - **Reward:** when the room is cleared, a chest containing an Arc Emitter and a Trigger button appears. Both are fixed at design time; the button makes the emitter usable immediately through backpack adjacency.
- **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.
+ **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.
- **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.
+ **As built and checked, revised 2026-09-21.** Room size, navigable rows, terminal seating, inactive screens, fight target and the Arc Emitter plus Trigger button 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 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.
+ - **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.
- **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 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.
+ - **Chest and fixed reward:** a chest appears in the middle once this room is cleared. It contains one **Arc Emitter** (2 by 2 pack squares) and one **Trigger button** (1 by 1), as selected by the owner. E opens it and attempts to take the emitter through the existing pack flow. The remaining button is available in the nearby strip or through another E press after closing the pack. If something does not fit, it stays available at the chest; 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.
+ - **Using the reward:** place the button next to the emitter, sharing an edge, then click or press Space. The emitter hits the nearest available enemy and chains through up to six nearby enemies. Its existing three-second cooldown, damage and range rules are retained; lightning now visibly follows the actual hit paths. The item cards remain unchanged on [The Pack](/Hold%20The%20Flood/The%20Pack).
+ - **Existing saves and items:** previously awarded detectors or tanks remain property, whether carried or left in an already opened chest. Unopened Waiting Area chests use the selected pair. An already opened chest is not topped up after the content change. Existing saved fight progress is retained; if new furniture overlaps a saved body, the earlier clear-position recovery still applies.
+ - **Trips:** the fight resets on each new trip. A newly earned empty chest supplies the selected pair 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.
+
+ **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.
+
+ **Seating fitting details (implementation defaults):** measurements below are local to each bench base, which remains 0.03 metres above the floor. Seat shells measure 0.90 by 0.09 by 0.60 metres, centred at height 0.445 and z=0.025; pads measure 0.78 by 0.07 by 0.50, centred at height 0.50 and z=0.045. Back shells measure 0.90 by 0.09 by 0.57 before their 78-degree turn about the horizontal axis, centred at height 0.75 and z=-0.235; back pads measure 0.78 by 0.065 by 0.47, centred at height 0.755 and z=-0.181. The support is 0.14 metres deep. Its two feet at x=±1.22 measure 0.20 by 0.07 by 0.58. Armrests at x=-1.46,-0.49,0.49,1.46 measure 0.08 by 0.06 by 0.48, centred at height 0.69 and z=0.01; stems measure 0.06 by 0.40 by 0.07, centred at height 0.49 and z=-0.16. These are visual fitting choices, not new movement rules.
- **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.
+ **Lightning appearance (implementation defaults):** each actual damaging link appears as a blue-white flash for 0.22 seconds of game time. It starts 0.10 metres wide and narrows; seven points form a small zigzag, no more than 0.15 metres to either side, while its endpoints stay on the actual source and target. Pausing freezes the flash. This adds visible feedback without changing the emitter's damage, cooldown, range or six-enemy cap.
- **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 **187 Core tests and 37 Unity tests passed** (224 total). Checks cover the fixed pair, collecting either item first, full packs, save/load with one item still in the chest, repeated opening, old tank rewards retained, and new trips. The normal E interaction and pack strip expose both items. Actual player and enemy traversal through the existing gaps still passes. Separate checks confirm the lightning follows real chain branches, pauses and expires correctly, and reuses its renderers without replaying old events.
- **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.
+ In the live check, E took the Arc Emitter and opened the pack while the Trigger button remained visible in the nearby strip. A second E took the button; both occupied 14 of 16 squares together with the starting tank and two Service Guns in a legal arrangement. The button was adjacent to the emitter. Three further E presses reported the empty chest and did not duplicate either item. With seven test enemies in a row, the manual button produced six visible links and damaged exactly six enemies; the seventh stayed unharmed. An early second press caused no further Arc hit, and a press after the three-second cooldown worked. Expired flashes disappeared.
- 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.
+ Both room views and the reward UI were inspected. All 48 seats stayed within the 16 original bench collision footprints; the same 483 room shadow casters remained across eight camera angles. The final console had no errors or warnings. Both owner saves were restored byte-identical after all three guarded runs; Unity was stopped and test settings restored. Evidence is in `work/pm/waiting-area-terminal-20260921/`: test receipts, `live-checks.json`, `shadow-checks.json`, restoration receipts and screenshots.
- 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`.
+ **Observed combat:** fight tuning and obstacle footprints are unchanged. A live check with the actual camera at 145 degrees and two Service Guns, standing at the centre, cleared in 35.7 seconds with 97 enemies killed and full health. This does not establish a 50% difficulty increase; that remains the owner's target for judging the encounter.
- **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.
+ **Still for the owner:** how the new seating looks and how the Arc Emitter feels in play. 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.
+ **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.
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