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