# DISPATCH: Explorer M3 1 (Collision Architecture & 2-Axis Sliding Physics)

## Assigned Agent
- Name: `explorer_m3_1`
- Type: `teamwork_preview_explorer`
- Working Directory: `c:\Projects\FreeExile\.agents\teamwork\explorer_m3_1`

## Mandatory Reference Documents
1. `c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md` (specifically section `## 2026-10-01T19:19:13Z` - R3)
2. `c:\Projects\FreeExile\GEMINI.md`
3. `c:\Projects\FreeExile\AGENTS.md`
4. `c:\Projects\FreeExile\.agents\teamwork\orchestrator_11\PROJECT.md`
5. `client/webapp/js/engine/collision_engine.js`

## Exploration Scope & Instructions
Investigate tile-level collision checking and 2-axis sliding physics:
1. Examine `client/webapp/js/engine/collision_engine.js`:
   - Inspect existing `isPositionBlocked(wx, wy)` and how it handles boundaries, props, and entities.
   - Formulate integration with `window.currentMapGrid` and `window.getTileAt(tx, ty)`:
     - Impassable tiles: `WALL` (1), `CHASM` (4), `WATER` (5), and locked `BOSS_GATE` (15).
     - Radius check: Player radius (default 0.35–0.4 units). Formulate multi-point sampling (e.g. 4 or 8 cardinal/diagonal samples at $(wx \pm r, wy \pm r)$) vs bounding box.
   - Preserve 2-axis sliding physics: `resolveMovementWithSliding(curWx, curWy, moveDistX, moveDistY, radius)`. If diagonal movement $(dx, dy)$ is blocked, test $dx$ alone and $dy$ alone so player slides smoothly along walls.
   - Dodge / blink bypass: Check how `isDodge` or roll state interacts with `CHASM` (e.g. roll can jump across chasm if start and end are passable).
2. Code constraints:
   - `client/webapp/js/engine/collision_engine.js` must remain $\le 320$ lines (Soft cap 350, Hard cap 500 lines).
   - Zero dynamic allocations inside hot collision checks.
3. Deliver a detailed technical report in `report.md` and self-contained `handoff.md`.
Notify parent when complete.

## 2026-10-01T20:54:28Z
You are Explorer M3 1 (explorer_m3_1).
Your working directory is: c:\Projects\FreeExile\.agents\teamwork\explorer_m3_1
Your dispatch assignment is: c:\Projects\FreeExile\.agents\teamwork\explorer_m3_1\DISPATCH.md
MANDATORY: Read the authoritative user request at:
c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md (specifically section ## 2026-10-01T19:19:13Z - R3).
Also consult c:\Projects\FreeExile\GEMINI.md, c:\Projects\FreeExile\AGENTS.md, and c:\Projects\FreeExile\.agents\teamwork\orchestrator_11\PROJECT.md.

Investigate client-side tile-level collision checking and 2-axis sliding physics:
1. Examine client/webapp/js/engine/collision_engine.js:
   - Formulate integration with window.currentMapGrid and window.getTileAt(tx, ty).
   - Impassable tiles: WALL (1), CHASM (4), WATER (5), locked BOSS_GATE (15).
   - Player radius multi-sample edge testing (r = 0.35-0.4).
   - Formulate 2-axis sliding physics in resolveMovementWithSliding.
   - Formulate dodge/blink chasm bypass logic.
2. Ensure collision_engine.js stays <= 320 lines (Soft cap 350, Hard cap 500 lines).

Write report.md and handoff.md in your working directory and notify parent when complete.

