# BRIEFING — 2026-10-01T02:45:30Z

## Mission
Investigate Milestone 2 (Character Animation & Visceral Combat Feel Engine): Huyễn Ảnh Bộ Evasion (i-frames, dodge roll, animation cancelling) and Ghost Trail Pool (`entity_renderer.js` / `weapon_swing_renderer.js`).

## 🔒 My Identity
- Archetype: explorer
- Roles: investigation, synthesis
- Working directory: c:\Projects\FreeExile\.agents\teamwork\explorer_m2_3_gen3
- Original parent: 77cd448f-be37-473e-809c-59db9f78e386
- Milestone: Milestone 2 (Character Animation & Visceral Combat Feel Engine)

## 🔒 Key Constraints
- Read-only investigation — do NOT implement
- Line length limits: <= 350 soft cap / <= 500 hard cap for logic files
- No modifications to source code files
- Adhere to PROJECT.md and GEMINI.md standards

## Current Parent
- Conversation ID: 77cd448f-be37-473e-809c-59db9f78e386
- Updated: 2026-10-01T02:40:09Z

## Investigation State
- **Explored paths**:
  - `tests/e2e/test_poe2_ui_animation_vfx_e2e.py`
  - `tests/unit/test_dodge_and_evasion_iframe.py`
  - `tests/unit/test_character_animation_and_skills_vfx.py`
  - `client/webapp/js/engine/combat_skills.js`
  - `client/webapp/js/engine/entity_renderer.js`
  - `client/webapp/js/engine/weapon_swing_renderer.js`
  - `client/webapp/js/engine/animation_engine.js`
  - `client/webapp/js/engine/canvas_renderer.js`
  - `client/webapp/js/ui/skill_bar_controller.js`
  - `client/webapp/js/data/weapon_swing_catalog.js`
  - `server/world/combat_engine.py`
- **Key findings**:
  1. 250ms i-frame evasion window is verified server-side (`server/world/combat_engine.py`) and client-side (`monster_system.js`), with exact boundary tests passing (0ms, 249ms, 250ms invaded, 251ms vulnerable).
  2. 3-charge dodge pool is managed in `skill_bar_controller.js` (rechargeDuration 3.0s, maxCharges 3). Standalone fallback in `combat_skills.js` needs synchronization guards.
  3. Animation cancelling: `animation_engine.js` has initial state but needs formal `kineticPhase` progression ('idle', 'run', 'wind_up', 'impact', 'recovery', 'hit_stop', 'dodge'). When dodge roll triggers during `wind_up`, windup is cancelled, action lock is cleared, and dodge is executed.
  4. Ghost trails currently use dynamic allocations (`player.ghostTrails.push` on every frame) and array splicing (`splice(i, 1)`) without ethereal tinting. A 32-slot static `GhostTrailPool` with cyan/blue tinting (`#38bdf8`) and zero-allocation recycling is required, while preserving string signatures for existing unit tests.
  5. `weapon_swing_renderer.js` exists and defines 4 archetypes (Slash, Thrust, Slam, Bolt), but is NOT connected to `canvas_renderer.js` loop or `combat_skills.js` activations.
  6. Strict line caps: `combat_skills.js` (473 lines) and `entity_renderer.js` (428 lines) are near the 500-line hard cap. Worker should encapsulate `GhostTrailPool` in a dedicated module (`ghost_trail_pool.js`) to prevent line cap violations.
- **Unexplored areas**: None within M2 evasion/swing scope.

## Key Decisions Made
- Confirmed read-only exploration findings.
- Formulated zero-allocation 32-slot GhostTrailPool architecture with backward-compatible string signatures.
- Outlined precise wiring plan for weapon_swing_renderer.js and animation cancelling into handoff.md.

## Artifact Index
- c:\Projects\FreeExile\.agents\teamwork\explorer_m2_3_gen3\BRIEFING.md — Persistent memory index
- c:\Projects\FreeExile\.agents\teamwork\explorer_m2_3_gen3\progress.md — Liveness heartbeat
- c:\Projects\FreeExile\.agents\teamwork\explorer_m2_3_gen3\DISPATCH.md — Parent dispatch log
- c:\Projects\FreeExile\.agents\teamwork\explorer_m2_3_gen3\handoff.md — 5-component handoff report
