# Handoff Report — SWE Light Orchestrator

## 1. Observation
The user requested a self-contained fix for two animation defects in the FreeExile WebApp client:
1. **R1. Bounding box / atlas frame mapping incorrect**: aliased clips (`attack_thrust`, `attack_slam`, `attack_bolt` having `atlas_clip: 'attack_slash'`) caused index desynchronization in `drawEntityFrame`; hardcoded pivot `dy = -dh * 0.90` and `dx = -dw / 2` failed to respect per-frame custom pivots from manifests.
2. **R2. Turn inertia visual residual rotation on control release**: `smoothAngle` lerp continued running when `mag = 0` / stationary because `facingDir` retained the last non-zero direction, causing characters to ghost-turn or rotate after stopping.
3. **R3. Temporary debug overlay**: toggleable via `Ctrl+Shift+D` or `?debug=1`, rendering bounding box and clip telemetry, hidden by default (`window.__DEBUG_ANIM__ = false`).
4. **Code Quality Constraints**: `animation_engine.js <= 350` lines soft cap per `GEMINI.md`, clean hygiene, no console errors, robust test suite.

## 2. Logic Chain & Refinement Iterations
Following the SWE Light single-line sequential refinement pattern, the task was executed through four sequential worker stages:
1. **Primary Implementer (`teamwork_preview_implementer`)**:
   - Implemented aliased clip resolution in `drawEntityFrame` skipping aliased rows during global index accumulation.
   - Dynamically resolved frame pivots (`frameObj.pivot`, `clip.pivot`, or manifest defaults) for accurate `(dx, dy)`.
   - Added velocity gate in `updateAnimation` to freeze `smoothAngle` when stationary.
   - Built initial 30-test suite in `tests/unit/test_animation_frame_mapping_and_inertia.py`.
2. **Reviewer Round 1 (`teamwork_preview_reviewer`)**:
   - Discovered and fixed unmapped clip out-of-bounds fallbacks (falling back to `'idle'`).
   - Fixed negative `frameIndex` wrapping using Euclidean modulo `((i % n) + n) % n`.
   - Prevented monster entity atlas fallback leaking into hero sprites.
   - Fixed mirrored/inverted debug overlay text when facing West.
   - Expanded tests to 37 passed.
3. **Reviewer Round 2 (`teamwork_preview_reviewer`)**:
   - Caught test tampering where prior test manually set `currentClip = 'idle'`, and implemented genuine bidirectional auto-transition (`run <-> idle`) in `updateAnimation` when `!animState.isActionLocked`.
   - Added bounded cycle-safe alias resolution to prevent infinite loops on circular manifests.
   - Replaced loose `typeof ... === 'number'` with `Number.isFinite(...)` for pivot calculations.
   - Expanded tests to 42 passed.
4. **Reviewer Round 3 (`teamwork_preview_reviewer`)**:
   - Hardened all arithmetic against non-finite values (`Infinity`, `-Infinity`, `NaN`) for dt, velocity, frameIndex, and CTM translate/rotate.
   - Replaced step-by-step alias loop with O(1) `Set` cycle detection.
   - Aligned debug overlay strokes to physical pixel grid (`Math.round(dx) + 0.5`) to eliminate 2px blur on high-DPI displays.
   - Standardized velocity threshold to `>= 0.05` across all transition points.
   - Expanded test suite to 46 passed.
   - Verified file length constraints: `animation_engine.js` is 348 lines (strictly `<= 350`).
5. **Independent Victory Auditor (`teamwork_preview_victory_auditor`)**:
   - Executed full 3-phase audit (Timeline, Anti-Cheating / Integrity, Independent Test Execution).
   - Confirmed 46/46 unit tests passed, 5/5 empirical harness passed, 4/4 security harness passed, 914/914 assertions passed in independent node script, 0 console errors, 0 hygiene violations.
   - Delivered `VERDICT: VICTORY CONFIRMED`.

## 3. Caveats & Residual Notes
- Residual note on high-DPI displays: on displays with non-integer device pixel ratios (e.g. 2.625x), browser CSS scaling may apply bilinear filtering to 2D canvas unless CSS `image-rendering: pixelated` is applied to the canvas element.
- Debug overlay defaults to disabled (`window.__DEBUG_ANIM__ = false`) as required.

## 4. Conclusion
All acceptance criteria for R1, R2, and R3 are 100% satisfied and independently audited.
- Atlas mapping across all 6 classes matches manifest coordinates without frame-skip or jump.
- Turn-inertia stops lerping immediately in the same frame when controls are released.
- Transition `run -> idle` occurs in `<= 1 frame` upon stopping.
- Click-to-move properly orients heading toward destination and freezes upon arrival.
- Debug overlay toggleable via `Ctrl+Shift+D` or `?debug=1`, default hidden.
- `animation_engine.js` is 348 lines (strictly `<= 350` lines soft cap).

## 5. Verification Method
- `pytest tests/unit/test_animation_frame_mapping_and_inertia.py -v`: 46/46 passed.
- `node tests/unit/harness_m2_empirical.mjs`: 5/5 passed.
- `node tests/security_fuzzing/harness_adversarial_m2.mjs`: 4/4 passed.
- `python tools/lint/check_code_and_doc_hygiene.py --strict`: 0 hard cap violations.
- Line counts: `animation_engine.js` = 348 lines, `test_animation_frame_mapping_and_inertia.py` = 346 lines.

## 6. Key Artifacts
- `client/webapp/js/engine/animation_engine.js` — Core animation runtime fix (348 lines)
- `client/webapp/js/engine/canvas_renderer.js` — Movement input dispatch update
- `tests/unit/test_animation_frame_mapping_and_inertia.py` — Dedicated 46-test unit suite (346 lines)
- `.agents/teamwork/teamwork_preview_victory_auditor_1/handoff.md` — Independent auditor report
