docs: close recruit-line integration audit

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# Pre-Development Readiness Audit
# Recruit-Line Pre-Development Readiness Audit
Date: 2026-08-10
Date: 2026-08-11
Status: `READY_FOR_INDEPENDENT_REVIEW`
Integrated product source: `f0095af`
Frozen specification: `.agent-taskgraph/spec.md` revision `design-spec-r3`
## Decision
`FAIL`: the static system/content specifications are indexed, but the
owner-facing UI package is not complete and is not ready for approval. Owner
review on 2026-08-10 could not understand `SYS-001`; inspection proved that the
82 entries were rendered through six shared templates rather than 82 designed
pages. Formal game implementation remains frozen.
The six design authorities have been integrated without write conflicts and
the current deterministic pre-development validator passes. The package is
ready for an independent read-only design review. It is not yet owner-approved
and does not authorize HTML prototype, engine, asset generation, audio
generation, packaging or release work.
Earliest failed boundary: page-specific visual communication. `SYS-001`
incorrectly inherited a windmill background, save/cache HUD, return action and
`none` button even though its contract is an automatic boot/loading state.
## Integrated Candidates
## Verified Design Authority
| Domain | Verified scope | Current result |
| Workstream | Candidate | Scope |
|---|---|---|
| Product | original fantasy, audience, 25-35 hour campaign, full completion and postgame | specified |
| Battle and systems | six-person formation, telegraphs, Directives, automation, failure and recovery | specified and cross-checked |
| Economy and save | 1,700 authored minutes, five pacing traces, prices, caps, atomic save and corruption handling | static validator pass |
| Content | 30 characters, 36 professions, 100 enemies, 320 items, 8 chapters, 48 achievements, 20 collections | complete indexed rows |
| Pages and states | 82 requirements indexed | 1 dedicated page / 40 family mockups / 41 missing page compositions |
| Art production | character, profession, enemy, item, environment, UI, animation and VFX identities | production catalog complete; final assets open |
| Audio production | 30 music suites, 94 ambience configurations, at least 2,602 bilingual voice assets, 710 SFX identities | production catalog complete; generation/listening open |
| HTML shell | 11 views, selector, flow order, chapters and searchable content catalogs | technically browser verified; product comprehension failed |
| Core systems | `b0f9033` -> integrated as `f55906e` | four files under `docs/product/` |
| Content matrix | `4e07a91` + `6a41189` -> `65f316d` + `30fb0b9` | `docs/content/` only |
| UX and screen states | `c364a5e` -> `dc8d654` | two named presentation files |
| Art, animation and VFX | `ca4d3df` -> `4b6270a` | art catalog only |
| Audio | `1d51137`, repair `ff4101a` -> `8b26e0a`, `f0095af` | audio catalog only |
| Design validator | `493e714`, repair `e7f80d0` -> `b2d8f7b`, `83bba23` | validator contract and executable only |
## Reproducible Local Checks
The content worker's exact identity ACK was observed at candidate close instead
of before implementation. Runtime configuration, isolated worktree, exclusive
write scope, two candidate commits and clean terminal are all independently
recorded. This is a process-order deviation for reviewer awareness, not hidden
evidence or a reason to upgrade product acceptance.
Run from the repository root while the site is served on port `8766`:
## Verified Envelope
| Domain | Verified count or boundary |
|---|---|
| Professions | 12 base + 24 advanced + 6 hidden = 42 |
| Recruit traits | 36 |
| Equipment | 320 |
| Run artifacts | 60 |
| Ordinary/elite enemies | 100 |
| Bosses | 16 |
| Regions | 8 |
| Player-facing pages | 49 complete screen definitions |
| Audio production IDs | 32 music, 76 ambience, 228 shared SFX, 32 voice intents |
| Integration bindings | 31 declarations; zero unresolved values |
The product authority now uses generated recruits, repeated shop decisions, a
single ordered horizontal party line, automatic combat, recruitment,
dismissal, permanent casualty and replacement. Fixed protagonists,
relationships, fixed six-person grid combat, three lanes and manual
Directive/Anchor/Cache battle authority are retired.
## Reproducible Checks
Run from the repository root:
```bash
python3 tools/validate_design_contracts.py
python3 tools/build_prototype_data.py
python3 tools/build_gallery_bundle.py
node --check prototype/site/app.js
node --check tools/verify_prototype.js
NODE_PATH=/Users/wusumac/Documents/Projects/hapi/node_modules node tools/verify_prototype.js
python3 tools/validate_predevelopment_design.py --self-test
python3 tools/validate_predevelopment_design.py
python3 tools/validate_predevelopment_design.py --json
git diff --check
```
Expected design marker:
Expected markers and counts:
```text
ABG_DESIGN_CONTRACTS_OK chapter_minutes=1700
gaps={'normal':150,'active':110,'efficient':160,'adversarial':130,'returning':140}
recruit_cap=250 counter_cap=180 cache_vectors=5 damage_floor=6
ABG_PREDEVELOPMENT_DESIGN_SELF_TEST_OK cases=15
ABG_PREDEVELOPMENT_DESIGN_OK errors=0
```
Expected prototype markers:
The JSON result must contain `"ok": true`, an empty `diagnostics` array and
the exact counts above.
```text
ABG_PROTOTYPE_DATA_OK screens=82 characters=30 professions=36 enemies=100 items=320 chapters=8 achievements=48 collections=20
ABG_PROTOTYPE_BROWSER_OK views=11 screens=82 flow_steps=17 chapters=8 responsive=desktop,tablet,phone_portrait,phone_landscape
```
`tools/validate_design_contracts.py` and the current `prototype/site/` bundle
belong to the superseded fixed-character, chapter-grid design. They are not
evidence for this revision and must not be shown to the owner as the current
game. Updating or replacing the HTML prototype is a later Goal after
independent review and owner direction approval.
## Owner Review Order
## Independent Review Questions
1. Do not ask the owner to review the 82-page set again yet.
2. Inspect all eight chapter directions and judge whether each promises a
strategically and visually different problem.
3. Produce dedicated title, Guild, formation, map, route, battle, result,
reward, Anchor and restoration pages before the next owner candidate.
4. Search the complete content catalogs and challenge roles, counters,
progression relationships, and production feasibility.
5. Accept, revise, or reject the visual direction and product scope before a
CH-01 runtime vertical-slice Goal is opened.
1. Does the ten-minute loop remain immediately understandable: inspect offers,
recruit or buy, equip, reorder, choose risk, watch automatic combat, read
casualties/rewards, then make the next shop decision?
2. Does party order materially change protection, reach, movement, healing and
replacement without recreating a hidden lane grid?
3. Do permanent loss and price pressure create recoverable adaptation instead
of an unrecoverable run collapse or a trivial dismissal exploit?
4. Are all 42 professions, 36 traits, 320 equipment, 60 artifacts and 116 enemy
identities decision-bearing rather than name-only filler?
5. Are the five pacing profiles, save/failure transaction rules and postgame
loop executable and mutually consistent?
6. Can the 49-page landscape UX teach the loop without relying on prose-heavy
documentation, unexplained icons or manual skill controls?
7. Are the modular art and audio scopes feasible, original and consistent with
generated recruits rather than fixed protagonists?
8. Do any transferred structural lessons reproduce commercial expression,
names, formulas, layouts, source or assets?
## Open Gates
- Owner visual acceptance and page-by-page comprehension.
- Human judgment of choice quality, fun, pacing and willingness to continue.
- Final art selection, production, integration, animation and runtime review.
- Music, ambience, voice and SFX production plus human listening.
- Engine implementation, simulation, runtime, physical device and persistence.
- Packaging, signing, store records, submission, publishing and release.
- Independent reviewer PASS/FAIL/INVALID on a fixed clean revision.
- Owner acceptance of game direction, comprehension, choice quality and scope.
- Rebuilt landscape HTML gallery and interactive design prototype.
- Final art/audio generation, integration, human visual review and listening.
- Engine implementation, simulations, runtime, physical device and persistence.
- Packaging, signing, stores, submission, publishing and release.