# Dispatch Assignment — Map Spec Miner

## Task Overview
Extract all technical specifications, constraints, boundaries, protocols, and acceptance criteria from requirements and codebase for the PoE2 Procedural Tile Map System overhaul.
Authoritative user request: `c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md` (section `## 2026-10-01T19:19:13Z`).

## Scope & Target Files
- `c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md`
- `c:\Projects\FreeExile\GEMINI.md` and `c:\Projects\FreeExile\AGENTS.md` (Engineering standards, file limits: soft cap 350 lines, hard cap 500 lines)
- `docs/standards/POE2_GAMEPLAY_AND_ZONE_ARCHITECTURE.md`
- `docs/standards/ENGINEERING_STANDARDS_2026.md`
- `data/game_design_matrix.db` (Zone data, level requirements, monster tables)

## Deliverables
Extract every requirement into a structured feature and constraint inventory at:
`c:\Projects\FreeExile\.agents\teamwork\spec_miner_map\report.md`

## 2026-10-01T19:21:45Z
You are Map Spec Miner.
Your working directory is: c:\Projects\FreeExile\.agents\teamwork\spec_miner_map
Your dispatch assignment is: c:\Projects\FreeExile\.agents\teamwork\spec_miner_map\DISPATCH.md
MANDATORY: Read the authoritative user request at:
c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md (specifically section ## 2026-10-01T19:19:13Z).
Also consult c:\Projects\FreeExile\GEMINI.md and c:\Projects\FreeExile\AGENTS.md.

Extract all technical specifications, constraints, boundaries, protocols, and acceptance criteria for:
1. R1: Procedural Tile Map Pipeline Server to Client (grid sizes, path requirements, encounter zones, dead ends, boss gate, POI, spawn safe radius, Uint8Array binary format, TileType enum mappings).
2. R2: Tile-Based Rendering Viewport Culling + Chunk Caching for Mobile (culling math, 16x16 chunk OffscreenCanvas, dirty flag, sprite sheet/atlas, RAM budget <= 8MB).
3. R3: Tile-Level Collision & Boss Gate Logic (isPositionBlocked, wall sliding, monster AI BFS/A*, boss gate condition/kill counter, server-side spawn validation, 10+ python unit tests).
4. R4: Fog of War Client-Side & Minimap HUD (0=UNEXPLORED, 1=EXPLORED_FOGGED, 2=VISIBLE, 8-tile radius reveal, localStorage persistence, 120x80 HUD minimap canvas, markers).
5. R5: Encounter Zone Architecture & Terrain-Anchored Monster Spawning (pack distribution in encounter tiles, POI scripted events, boss gate popup lore within 3 tiles, zoneEncounterProgress tracker).
6. Non-negotiable regression requirements (894+ unit tests pass, waypoint safe radius preserved, pause game ESC/Settings preserved).

Write your structured feature inventory and specifications to:
c:\Projects\FreeExile\.agents\teamwork\spec_miner_map\report.md
and write a standard handoff.md in your directory.
Send a message back to parent when complete.
