# Orchestrator Execution Plan — FreeExile UX/UI, Animation & PoE2 Skill VFX Overhaul

## Objective
Nghiên cứu trải nghiệm người dùng (UX/UI), nâng cấp toàn diện giao diện và độ mượt điều khiển, cải tiến chuyển động (animation) nhân vật, và thiết kế hệ thống hiệu ứng thị giác (VFX/Skill Effects) cùng toàn bộ tài nguyên kỹ năng chuẩn phong cách Path of Exile 2 (PoE2) cho FreeExile.

## Plan Steps

### Phase 0: Survey & Specification Extraction
- Dispatch 3 parallel survey agents:
  1. `spec_miner_survey_ui_vfx` (`teamwork_preview_spec_miner`): Extract all UX/UI, HUD, controls, and VFX specs from `ORIGINAL_REQUEST.md`, `GEMINI.md`, `ENGINEERING_STANDARDS_2026.md`, and `POE2_GAMEPLAY_AND_ZONE_ARCHITECTURE.md`.
  2. `explorer_survey_anim_vfx` (`teamwork_preview_explorer`): Investigate existing client codebase (`client/webapp/js/engine/`, `client/webapp/css/`, `client/webapp/index.html`) regarding player animation, combat feel, hit-stop, and current VFX renderer.
  3. `explorer_survey_client_perf` (`teamwork_preview_explorer`): Investigate current skill system (`combat_skills.js`, `skill_catalog.js`, icons, asset references), particle pooling, and 120 FPS performance boundaries.
- Synthesize findings into `PROJECT.md` Feature Inventory & Architecture.

### Phase 1: Dual Track Decomposition & Launch
- **Track A: E2E Testing Track**:
  - Spawn E2E Testing specialist to establish `tests/e2e/test_poe2_ui_animation_vfx_e2e.py` covering Tiers 1-4 across all features and create `TEST_READY.md`.
- **Track B: Implementation Track Milestones**:
  - **M1: Modern ARPG UX/UI & Controls Rework**:
    - Dual Orbs (Health / Mana), dynamic fill shaders/gradients, low-life pulse.
    - Skill bar HUD, keybinding triggers (Q, W, E, R, Space, Mouse Left/Right), cooldown radial sweep animation, ready flash.
    - Responsive mobile ergonomics (virtual touch joystick, touch skill buttons) and desktop mouse/key controls.
  - **M2: Character Animation & Visceral Combat Feel**:
    - Character motion rhythm: Idle, Run, Wind-up anticipation, Impact frame / Hit-stop (2-4 frames freeze on hit), Recovery follow-through.
    - Huyễn Ảnh Bộ (dodge roll) phantom trail / afterimage rendering + smooth 250ms i-frame synchronization.
    - Floating damage numbers (crit styling, element styling, dynamic arc/fade).
  - **M3: PoE2 Hybrid Skill VFX Engine & Elemental Visuals**:
    - Multi-stage skill VFX pipeline (Telegraph/Charge -> Trajectory/Cast -> Impact/Detonation -> Lingering Decal/Crater).
    - Elemental signatures: Lightning fractal branching, Dark blood metallic sheen, Shattered ice shards, Ground fissures.
    - Visual impact juice: Screen shake, directional hit sparks, flash overlays.
  - **M4: Comprehensive Skill Asset Catalog & Integration**:
    - Full asset library in `client/webapp/`: SVG/CSS icons, sprite atlases, shader definitions, particle presets for 100% of skills.
    - Modular architecture, zero hard-coded inline styles, strict compliance with file limits.
  - **M5: 100% E2E Pass, Adversarial Hardening & 120 FPS Optimization**:
    - Object pooling for all particles, projectiles, and floating numbers.
    - Frame budget enforcement (<= 8.33ms / 120 FPS, >= 60 FPS under spam).
    - Zero runtime memory leaks, full E2E pass, strict hygiene lint pass.

### Phase 2: Execution & Gate Enforcement
- For each milestone: 3 Explorers -> 1 Worker -> 2 Reviewers -> 2 Challengers -> 1 Forensic Auditor.
- Pass criteria: Strict AND (Build/Tests pass, All Reviewers APPROVE, All Challengers PASS, Auditor CLEAN).
- Compile soft handoff if spawn count reaches 16, or final completion handoff upon M5 PASS.
