2026-09-21 14:04:02
Anonymous:
Add Waiting Area owner card, fixed detector reward and verified checks
hold the flood/rooms.md ..
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- **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.
- **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.
- **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.
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- **Enemies:** four kinds (Presser: slow and strong; Flanker: fast and weak; Caller: stands and calls a hidden crowd; and a weak, slow kind with no name yet). 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.
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- **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.
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- **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.
- **Also:** a survivor who waits in a room and walks to the ship when the way is safe; items lying in a room; which rooms join which, in one layout or several.
- **Rules that hold everywhere:** every press of E answers; the only text in a room is the prompt on the thing the astronaut is locked on, and the box on the left that says in plain words what it is and what can be done with it; every job shows a bright bar while E is held; every word the player reads is plain.
## The station today
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Four 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 next north doorway to the west, in the middle of the Promenade's north wall, leads to **the Public Bathroom** (the owner's fourth card): a safe 10-by-10-metre bathroom with nothing to interact with. The Promenade's west doorway and its westernmost north doorway remain sealed, because no room has been designed behind them 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 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.
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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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**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".
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- **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 middle north doorway opens into the Public Bathroom through its south entrance. The west doorway and the westernmost north doorway 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.
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- **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)*. From east to west, the three north doorways open into the Gift Shop, the Public Bathroom and the Waiting Area, each through that room's south entrance. The west doorway has no built room behind it yet, so it shows as a sealed doorway ("Sealed doorway. No room behind it now.").
- **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.
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- **The enemies.** They can be here, and anything that chases the astronaut can follow in here. They cannot follow into the Dock, the Gift Shop or the Public Bathroom: they come to the safe room's doorway and wait there.
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- **The enemies.** They can be here, and anything that chases the astronaut can follow in here, including from the Waiting Area. They cannot follow into the Dock, the Gift Shop or the Public Bathroom: 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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**Checks completed:** all 170 Core tests and 17 Unity tests passed. The added tests cover room size and links, pursuit stopping at the safe entrance, protection from hits just inside, no new enemies or rewards, older three-room saves gaining the bathroom and its lock without losing the trip, and the concealed wall’s collision, prompts and shadows. In play, the astronaut crossed the entrance, was stopped by the counter and north wall, and received no target or prompt at the concealed section; E/F did not change the saved world. The journal showed only the bathroom’s south exit. The same 295 bathroom shadow casters remained across eight camera angles. Room views, the normal UI and the journal were inspected; evidence is in `work/pm/bathroom-20260920/` (`final-35.png`, `final-145.png`, `final-ui.png`, `journal.png`, test receipts). Both owner save files were restored byte-identical after each of three guarded runs. No claim is made about the future room or its opening mechanism.
**New building block this card adds:** a concealed locked door that looks like the ordinary wall and supplies no target or interaction from its hidden side. Opening it from another room remains future work.
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### Waiting Area
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**The owner's card, 2026-09-21, in his words:**
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> Yes! Very good. That is correct. A waiting area!
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> 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.
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**Clean implementation card.** The original message above remains unchanged.
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- **Room:** a 15-by-15-metre waiting area, with benches and a few deactivated screens on the walls.
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- **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 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.
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**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.
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**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.
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- **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.
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- **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.
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- **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.
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- **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.
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- **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:** 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.
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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. 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.
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- **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).
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- **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.
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**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.
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**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.
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**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.
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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.
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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`.
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**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.
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**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.