# BRIEFING — 2026-10-01T03:11:00Z

## Mission
Remediate Milestone 2 Character Animation & Visceral Combat Feel Engine issues identified by reviewer_m2_2_gen3 and challenger_m2_1_gen3.

## 🔒 My Identity
- Archetype: worker
- Roles: implementer, qa, specialist
- Working directory: c:\Projects\FreeExile\.agents\teamwork\worker_m2_2_gen3
- Original parent: 77cd448f-be37-473e-809c-59db9f78e386
- Milestone: Milestone 2 (Character Animation & Visceral Combat Feel Engine)

## 🔒 Key Constraints
- Code files must strictly adhere to <= 350 lines soft cap and <= 500 lines hard cap.
- No dummy, stub, or facade implementations; maintain real state and genuine logic.
- Must verify with:
  1. `pytest tests/unit/test_challenger_m2_adversarial.py -v` (89 tests pass)
  2. `pytest tests/unit/test_m2_animation_and_combat_feel.py -v` (30 tests pass)
  3. `pytest tests/e2e/test_poe2_ui_animation_vfx_e2e.py -v` (42 tests pass/xpass)
  4. `python tools/lint/check_code_and_doc_hygiene.py --strict` (0 hard cap violations)
- Write only to own directory under `.agents/teamwork/worker_m2_2_gen3/`.

## Current Parent
- Conversation ID: 77cd448f-be37-473e-809c-59db9f78e386
- Updated: 2026-10-01T03:04:11Z

## Task Summary
- **What to build**: Remediation of `combat_feel_engine.js`, `weapon_swing_renderer.js`, `animation_engine.js`, `combat_skills.js`, and `tests/unit/test_m2_animation_and_combat_feel.py`.
- **Success criteria**: All tests pass, hygiene check clean, line limits preserved.
- **Interface contracts**: GEMINI.md, client/webapp/js/engine/*.js
- **Code layout**: client/webapp/js/engine/

## Key Decisions Made
- Implemented `CombatFeelEngine.prototype.getShakeOffset()` returning `{ x, y }` and exposed `window.getShakeOffset`.
- Decremented `hitStopTimer` in `CombatFeelEngine.prototype.update(dt)` while preserving `isHitStopped(dt = 0.016)` countdown logic.
- Implemented `WeaponSwingRenderer.prototype.cancelWindup()` clearing `activeSwings` and canceling in-windup effects.
- Updated `cancelAction(animState)` in `animation_engine.js` to reset `currentClip = 'idle'`, `frameIndex = 0`, `frameTime = 0`, `kineticPhase = 'idle'`, `isActionLocked = false`, `hitTriggered = false`.
- Moved `kineticPhase` computation in `updateAnimation` to after frame advance and completion so phase is synchronized with `frameIndex` without 1-tick lag, guaranteeing `recovery` phase is exhibited.
- Updated `test_camera_shake_uses_combat_feel_offset` to execute real runtime `CombatFeelEngine` methods and assert numeric offset outputs.

## Artifact Index
- DISPATCH.md — Assignment instructions
- BRIEFING.md — Persistent context & state
- progress.md — Liveness & step-by-step progress tracking
- handoff.md — 5-component completion report

## Change Tracker
- **Files modified**:
  - `client/webapp/js/engine/combat_feel_engine.js`: added `getShakeOffset()`, decayed `hitStopTimer` in `update(dt)`, exposed `window.getShakeOffset` (251 lines)
  - `client/webapp/js/engine/weapon_swing_renderer.js`: implemented `cancelWindup()` and `activeSwings` tracking (181 lines)
  - `client/webapp/js/engine/animation_engine.js`: fixed `cancelAction` reset, moved `kineticPhase` calculation after frame advancement and loop handling (347 lines)
  - `tests/unit/test_m2_animation_and_combat_feel.py`: updated `test_camera_shake_uses_combat_feel_offset` to execute runtime methods (278 lines)
- **Build status**: All 89 adversarial tests, 30 unit tests, 42 e2e tests pass; 0 hygiene violations.
- **Pending issues**: None

## Quality Status
- **Build/test result**: Pass (89 adversarial + 30 unit + 42 e2e)
- **Lint status**: 0 hard cap violations across 530 files
- **Tests added/modified**: Updated `test_camera_shake_uses_combat_feel_offset` in `test_m2_animation_and_combat_feel.py`

## Loaded Skills
- None
