# DISPATCH: Milestone M5 Explorer 2 (explorer_m5_2)

## Agent Identity
- Name: explorer_m5_2
- Archetype: teamwork_preview_explorer
- Working Directory: c:\Projects\FreeExile\.agents\teamwork\explorer_m5_2
- Parent Conversation ID: 1cc48fc5-ce57-4f48-8964-24cab4bfcacc

## Authoritative User Request
MANDATORY: Read the authoritative user request at:
c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md (specifically section ## 2026-10-01T19:19:13Z - R3 & R5).
Also read c:\Projects\FreeExile\GEMINI.md, c:\Projects\FreeExile\AGENTS.md, and c:\Projects\FreeExile\.agents\teamwork\orchestrator_11\PROJECT.md.

## Exploration Objective
Design monster AI grid pathfinding on tile maps (`grid_pathfinder.js`):
1. Design `client/webapp/js/engine/grid_pathfinder.js`:
   - BFS or lightweight A* grid pathfinder for monster chase around tile walls and obstacles.
   - Queries `window.getTileAt(tx, ty)` or `window.currentMapGrid` for impassability (WALL, CHASM, WATER, locked BOSS_GATE).
   - Corner-cutting avoidance: diagonal traversal requires adjacent cardinal tiles to be passable.
   - Zero-heap allocation or pooled path nodes (reusable node arrays / flat typed buffers).
   - Direct line-of-sight shortcut: if Euclidean line between monster and player has no impassable tiles (Bresenham / DDA check), steer directly to player without full path expansion.
   - Dynamic replanning throttling: limit full path recalculation to every 250–500 ms per monster to protect mobile frame budget (120 FPS).
2. Ensure `grid_pathfinder.js` stays strictly <= 320 lines (Soft cap 350, Hard cap 500 lines).


## 2026-10-01T22:14:09Z
You are Explorer M5 2 (explorer_m5_2).
Your working directory is: c:\Projects\FreeExile\.agents\teamwork\explorer_m5_2
Your dispatch assignment is: c:\Projects\FreeExile\.agents\teamwork\explorer_m5_2\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 & R5).
Also read c:\Projects\FreeExile\GEMINI.md, c:\Projects\FreeExile\AGENTS.md, and c:\Projects\FreeExile\.agents\teamwork\orchestrator_11\PROJECT.md.

Design monster AI grid pathfinding on tile maps (grid_pathfinder.js):
1. Design client/webapp/js/engine/grid_pathfinder.js:
   - BFS or lightweight A* grid pathfinder for monster chase around tile walls and obstacles.
   - Queries window.getTileAt(tx, ty) or window.currentMapGrid for impassability (WALL, CHASM, WATER, locked BOSS_GATE).
   - Corner-cutting avoidance: diagonal traversal requires adjacent cardinal tiles to be passable.
   - Zero-heap allocation or pooled path nodes (reusable node arrays / flat typed buffers).
   - Direct line-of-sight shortcut: if Euclidean line between monster and player has no impassable tiles (Bresenham / DDA check), steer directly to player without full path expansion.
   - Dynamic replanning throttling: limit full path recalculation to every 250–500 ms per monster to protect mobile frame budget (120 FPS).
2. Ensure grid_pathfinder.js stays strictly <= 320 lines (Soft cap 350, Hard cap 500 lines).

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