85 lines
5.9 KiB
Markdown
85 lines
5.9 KiB
Markdown
# P9.2 Authoritative Battle Implementation Plan
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> Status: `CLOSED_REDESIGN_REQUIRED`
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> Active step: none
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> Baseline: `b43e73e439f786e59aefdd97f3ec6c9d76908b93`
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> Goal: `docs/goals/PHASE9_2_AUTHORITATIVE_BATTLE_GOAL.md`
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> Contract: `docs/runtime/PHASE9_2_AUTHORITATIVE_BATTLE_CONTRACT.md`
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> Process: `docs/runtime/PLAN_DRIVEN_DEVELOPMENT_PROTOCOL.md`
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> Ledger: `docs/reviews/PHASE9_GODOT_VERTICAL_SLICE_LEDGER.md`
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## Player-Visible Stopping Point
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P9.2 ends when the P9.1 final result can continue into one real horizontal
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automatic battle. The player sees both lines move, melee collide, rear roles act,
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HP change and one deterministic outcome. Pause, speed, inspect and legal retreat
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work through real touch. The result explains cause, survivors and next action.
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## Ordered Steps
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| Step | Status | Player outcome | Verification | Commit boundary |
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| P9.2-STEP-0 Contract and baseline | `COMPLETE` | The next playable boundary and frozen scope are unambiguous. | Goal/contract/plan/checkpoint links; exact baseline; one active step. | Planning commit. |
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| P9.2-STEP-1 Authoritative domain | `COMPLETE` | One fixed encounter resolves movement, contact, profession actions, HP, victory/defeat/timeout and retreat identically from the same inputs. | `ABG_P9_2_AUTHORITATIVE_BATTLE_DOMAIN_OK cases=93 actions=37`; strict diagnostics zero; P9.1 foundation/full-session regressions pass. | Pushed in `cbf35d0`. |
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| P9.2-STEP-2 Horizontal battle runtime | `COMPLETE` | The player enters from the P9.1 result and watches real state drive the battlefield and HUD. | `ABG_P9_2_HORIZONTAL_BATTLE_RUNTIME_OK viewport=844x390 source=p9_1_result members=3 hp_import=true movement=true contact=true member_events=true enemy_events=true outcome=victory domain_bound=true`; five native normal-render frames; strict diagnostics zero. | Pushed in `2e2ed93`; evidence in `STEP_2_RUNTIME_EVIDENCE.md`. |
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| P9.2-STEP-3 Controls and result | `COMPLETE` | Pause, 1x/2x, inspect and retreat are understandable; result gives cause/survivors/next. | `ABG_P9_2_CONTROLS_RESULT_RUNTIME_OK touch=10 fallback=0 direct=0`; four outcomes, five result lines, 12 layout fixtures and five normal frames pass strict-clean. | Pushed in `f4ced3f`; evidence in `STEP_3_CONTROLS_RESULT_EVIDENCE.md`. |
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| P9.2-STEP-4 Integrated gate and H5 | `COMPLETE` | Owner can play the complete new encounter through a stable private H5. | `ABG_P9_2_INTEGRATED_RUNTIME_OK profiles=5 touch=35 fallback=0 direct=0`; 26.67s 844x390 recording; runtime-only export and Gallery/browser checks pass. | Runner source `df187aa`; evidence in `INTEGRATED_RUNTIME_EVIDENCE.md`; delivery in `H5_DELIVERY.md`. |
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| P9.2-STEP-5 Owner review | `COMPLETE` | Owner judges movement, causality, controls and retreat decision without coaching. | Font repair passed, then Owner rejected the preceding first-play presentation because it reads as an app rather than a game. | Closed as redesign required; successor P9.2R owns the opening repair. |
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## Current Step Contract
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### P9.2-STEP-5 OWNER_REVIEW
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Owned files:
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```text
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docs/runtime/p9_2/OWNER_PLAY_REPORT.md
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docs/runtime/p9_2/IMPLEMENTATION_PLAN.md
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docs/runtime/p9_2/H5_DELIVERY.md
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docs/runtime/p9_2/FONT_REPAIR_EVIDENCE.md
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docs/goals/PHASE9_2_AUTHORITATIVE_BATTLE_GOAL.md
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docs/reviews/PHASE9_GODOT_VERTICAL_SLICE_LEDGER.md
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CURRENT_CHECKPOINT.md
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runtime/main.gd
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runtime/tests/p9_2/horizontal_battle_runtime_test.gd
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```
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Required acceptance:
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- Owner opens the current signed Gallery link, reaches the real Title, completes
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the preserved P9.1 first session and enters Breach Watch without coaching.
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- Owner can explain Pause, 1x/2x, Inspect, tick-50 Retreat, current HP pressure,
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the five-line result and the difference between continuing and retreating.
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- Record the first confusion, unreadable state, weak-feel moment, false choice
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or reason not to continue in `OWNER_PLAY_REPORT.md`.
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- At most one bounded P9.2 repair batch follows direct Owner feedback. Permanent
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casualty/save, content expansion, packaging and release remain frozen.
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Bounded repair batch `P92-R1` is complete and awaiting Owner replay for the
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Owner-reported P9.2 Chinese missing-glyph screen. It only binds the already-
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embedded Noto Sans SC theme to the outer runtime tree, adds a focused theme/
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glyph regression, regenerates the runtime-only H5, and updates the source-bound
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delivery record. It changes no battle behavior, copy, layout, asset or frozen
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system.
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## Issue Register
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| ID | Status | Boundary | Disposition |
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| P92-I01 | `OPEN` | P9.1 battles are deterministic presentation fixtures rather than a reusable authoritative combat loop. | Step 1 builds an isolated P9.2 domain without rewriting P9.1. |
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| P92-I02 | `OPEN` | Existing product authorities contain later full-game casualty/save rules beyond this milestone. | P9.2 freezes permanent settlement and records only run-local survivors. |
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| P92-I03 | `OPEN` | Gallery H5 cold start is multi-minute. | P9.2 reached the real 844x390 Title in about 180 seconds with browser warnings/errors zero. Cache improves repeat use; bundle/host optimization remains a later delivery task, not a gameplay claim. |
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| P92-I04 | `FIXED_AWAITING_OWNER_REPLAY` | Owner screenshot shows all Chinese glyphs become missing-glyph boxes after the preserved P9.1 flow enters P9.2. Digits and Latin glyphs remain readable. | Source `48228b3` binds the existing Noto Sans SC theme at the outer root and checks exact P9.2 inheritance plus a required Chinese glyph. Clean source-bound regressions, local Web full-flow play and byte-identical Gallery publication pass; Owner replay remains open. |
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## Stopping Rule
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Finish one step, run its checks, commit and push before changing the next step to
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`IN_PROGRESS`. A failure keeps the same step active. P9.3 casualty/recovery/save
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does not begin inside this plan.
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## Legal Terminal
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`Aetherbound Guild P9.2 redesign required: the first-session presentation after
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Title reads as an app-style card and confirmation wizard rather than play inside
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the Guild world.`
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