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{"version":3,"format":"goal-ledger-checkpoint","createdAt":"2026-09-16T09:04:06.560Z","coveredBytes":8905,"coveredEvents":14,"acc":{"goals":[{"goalId":"mu3lln4y-51f5mi","latestStatus":"active","latestFocus":false,"latestAuditorResult":{"verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n<approved/>","at":"2026-09-16T09:04:06.559Z"},"createdAt":"2026-09-16T04:26:00.418Z"}],"terminalGoals":[],"focusedGoalId":null,"focusGeneration":0,"focusGenByGoal":[]},"recentEventsByGoal":[["mu3lln4y-51f5mi",[{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-1","at":"2026-09-16T04:26:15.002Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-1","evidence":"Audit doc at .pi/goals/combat-feedback-audit.md; baseline node dev/combat.test.mjs passes (all checks green)","at":"2026-09-16T04:33:51.611Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-2","at":"2026-09-16T04:35:30.972Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-2","evidence":"Committed 5949bac: pure handleFeel (exact integration) + combat.player tuning (thrust 2000/drag 1.8/rot 6.4/brake 0.9); WASD fixed (addKeys comma-list bug → event API); dev/combat.test.mjs 0 failures;","at":"2026-09-16T06:19:40.253Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-3","evidence":"Committed: shared js/combat/CombatSfx.js (7 distinct voices from existing sfx.json: fire=scan, impact=ui_click, shield=solar_buzz, hull=mining_split, kill=thunder×4 random, down=deconstruct, respawn=d","at":"2026-09-16T06:48:29.383Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-4","evidence":"Committed ecff203: Fx.js gains damage() (cyan=shield/orange=hull numbers), color-coded hit flashes, enhanced kill burst (delayed 2nd shockwave), down() + respawn() cues, shared FX_COLORS. Both context","at":"2026-09-16T07:07:02.597Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-5","evidence":"Commit 0d51184: CombatHud shared (lock reticle, threat cues, off-screen arrows, kill feed, gauge flash); pickTarget/feedPush/offscreenArrow in Combat.js; resyncAroundShip fixes main-game pack placemen","at":"2026-09-16T08:03:23.498Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-6","at":"2026-09-16T08:03:51.673Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-6","evidence":"combat.test.mjs 96 checks + sfx.test.mjs 21 checks = 0 failures; sfxcheck PASS both contexts (7 events); gauge-flash/lock/threat/feed verified in both; combat-shot.mjs → dev/shots/combat-range.png + c","at":"2026-09-16T08:59:41.075Z"},{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},{"type":"audit_started","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.730Z"},{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n<approved/>","at":"2026-09-16T09:04:06.559Z"}]]],"runtimeIndex":[["mu3lln4y-51f5mi",{"recent":[{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-1","at":"2026-09-16T04:26:15.002Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-1","evidence":"Audit doc at .pi/goals/combat-feedback-audit.md; baseline node dev/combat.test.mjs passes (all checks green)","at":"2026-09-16T04:33:51.611Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-2","at":"2026-09-16T04:35:30.972Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-2","evidence":"Committed 5949bac: pure handleFeel (exact integration) + combat.player tuning (thrust 2000/drag 1.8/rot 6.4/brake 0.9); WASD fixed (addKeys comma-list bug → event API); dev/combat.test.mjs 0 failures;","at":"2026-09-16T06:19:40.253Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-3","evidence":"Committed: shared js/combat/CombatSfx.js (7 distinct voices from existing sfx.json: fire=scan, impact=ui_click, shield=solar_buzz, hull=mining_split, kill=thunder×4 random, down=deconstruct, respawn=d","at":"2026-09-16T06:48:29.383Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-4","evidence":"Committed ecff203: Fx.js gains damage() (cyan=shield/orange=hull numbers), color-coded hit flashes, enhanced kill burst (delayed 2nd shockwave), down() + respawn() cues, shared FX_COLORS. Both context","at":"2026-09-16T07:07:02.597Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-5","evidence":"Commit 0d51184: CombatHud shared (lock reticle, threat cues, off-screen arrows, kill feed, gauge flash); pickTarget/feedPush/offscreenArrow in Combat.js; resyncAroundShip fixes main-game pack placemen","at":"2026-09-16T08:03:23.498Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-6","at":"2026-09-16T08:03:51.673Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-6","evidence":"combat.test.mjs 96 checks + sfx.test.mjs 21 checks = 0 failures; sfxcheck PASS both contexts (7 events); gauge-flash/lock/threat/feed verified in both; combat-shot.mjs → dev/shots/combat-range.png + c","at":"2026-09-16T08:59:41.075Z"},{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},{"type":"audit_started","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.730Z"},{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n<approved/>","at":"2026-09-16T09:04:06.559Z"}],"activity":[{"type":"goal_created","goalId":"mu3lln4y-51f5mi","objective":"=== Goal ===\nObjective: Make Orbit's combat both feel and read — sharper ship handling plus clear hit/kill/death feedback (VFX + SFX) and a readability layer (target indicator, damage numbers, kill feed, bar hit-flash), kept in sync across the training range (/combat) and the main-game combat (index.html?combat).\n\nSuccess criteria (observable):\n- In BOTH contexts, each of: firing, bullet impact, shield hit, hull hit, enemy kill, player-down, and player-respawn produces a distinct VFX and a distinct SFX.\n- Readability layer is live in both contexts: damage numbers on every hit (enemy and player), a target/lock indicator on the current target, threat cues for hostiles, a kill feed, and a visible hit-flash on the combat bar's shields/hull gauges.\n- Ship handling feels noticeably better in the range (WASD) — responsive thrust/rotation/brake, all values living in data/combat.json and shared with the main game.\n- node dev/combat.test.mjs passes with 0 failures; CDP screenshots (dev/cdp-shot.mjs pattern) show the new feedback in both /combat and index.html?combat; the README combat section documents the new feedback set and dev hooks.\n\nBoundaries:\n- IN SCOPE: js/combat/* (Combat.js, CombatSystem.js, CombatScene.js, Fx.js, EnemyShip.js, Bullet.js), js/ui/CombatBar.js, data/combat.json, SFX wiring, both combat contexts.\n- OUT OF SCOPE: real skill implementations (the 1–8 seats stay as stubs on the system's cast() stub), new enemy types/AI/behavior variety, waves/difficulty/escalation, permanent death or economy flows, non-combat game systems (map, jump gates, economy), new sprite art.\n\nConstraints:\n- Phaser 4 UMD + plain ES6 modules, no build step; hand-rolled circle collision checks only (no arcade colliders), per the existing combat architecture.\n- No new binary assets: VFX must be procedural (canvas dot textures / additive glows, Fx.js style); SFX must go through the existing data/sfx.json + playSfx() infrastructure using existing sound files only.\n- Pure rules stay in js/combat/Combat.js (pure, unit-tested); ALL tuning numbers live in data/combat.json; the range and the main game must share the same rules and numbers (no divergent copies).\n- Skill seats 1–8, the energy gauge, and the auto-fire model are left as-is (stub/placeholder behavior unchanged).\n\nVerification contract:\n1) node dev/combat.test.mjs → 0 failures. 2) CDP-driven visual checks of BOTH /combat and index.html?combat (dev/cdp-shot.mjs pattern) capturing: damage numbers, target indicator, kill feed, bar hit-flash, kill burst, player-down/respawn cues. 3) Manual flow checklist passed in both contexts: fire → muzzle flash + shot SFX; enemy hit → impact flash + damage number; shield/hull hit → bar flash + appropriate SFX; enemy kill → burst + kill-feed entry + explosion SFX; player down → down cue + respawn cue. 4) Re-read this goal's success criteria and confirm each is addressed before marking complete.\n\nIf blocked: stop and ask the user (default blocker rule).","sisyphus":false,"autoContinue":true,"at":"2026-09-16T04:26:00.418Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-1","at":"2026-09-16T04:26:15.002Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-1","evidence":"Audit doc at .pi/goals/combat-feedback-audit.md; baseline node dev/combat.test.mjs passes (all checks green)","at":"2026-09-16T04:33:51.611Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-2","at":"2026-09-16T04:35:30.972Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-2","evidence":"Committed 5949bac: pure handleFeel (exact integration) + combat.player tuning (thrust 2000/drag 1.8/rot 6.4/brake 0.9); WASD fixed (addKeys comma-list bug → event API); dev/combat.test.mjs 0 failures;","at":"2026-09-16T06:19:40.253Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-3","evidence":"Committed: shared js/combat/CombatSfx.js (7 distinct voices from existing sfx.json: fire=scan, impact=ui_click, shield=solar_buzz, hull=mining_split, kill=thunder×4 random, down=deconstruct, respawn=d","at":"2026-09-16T06:48:29.383Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-4","evidence":"Committed ecff203: Fx.js gains damage() (cyan=shield/orange=hull numbers), color-coded hit flashes, enhanced kill burst (delayed 2nd shockwave), down() + respawn() cues, shared FX_COLORS. Both context","at":"2026-09-16T07:07:02.597Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-5","evidence":"Commit 0d51184: CombatHud shared (lock reticle, threat cues, off-screen arrows, kill feed, gauge flash); pickTarget/feedPush/offscreenArrow in Combat.js; resyncAroundShip fixes main-game pack placemen","at":"2026-09-16T08:03:23.498Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-6","at":"2026-09-16T08:03:51.673Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-6","evidence":"combat.test.mjs 96 checks + sfx.test.mjs 21 checks = 0 failures; sfxcheck PASS both contexts (7 events); gauge-flash/lock/threat/feed verified in both; combat-shot.mjs → dev/shots/combat-range.png + c","at":"2026-09-16T08:59:41.075Z"},{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},{"type":"audit_started","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.730Z"},{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n<approved/>","at":"2026-09-16T09:04:06.559Z"}],"oracle":[],"lifecycle":{"type":"goal_created","goalId":"mu3lln4y-51f5mi","objective":"=== Goal ===\nObjective: Make Orbit's combat both feel and read — sharper ship handling plus clear hit/kill/death feedback (VFX + SFX) and a readability layer (target indicator, damage numbers, kill feed, bar hit-flash), kept in sync across the training range (/combat) and the main-game combat (index.html?combat).\n\nSuccess criteria (observable):\n- In BOTH contexts, each of: firing, bullet impact, shield hit, hull hit, enemy kill, player-down, and player-respawn produces a distinct VFX and a distinct SFX.\n- Readability layer is live in both contexts: damage numbers on every hit (enemy and player), a target/lock indicator on the current target, threat cues for hostiles, a kill feed, and a visible hit-flash on the combat bar's shields/hull gauges.\n- Ship handling feels noticeably better in the range (WASD) — responsive thrust/rotation/brake, all values living in data/combat.json and shared with the main game.\n- node dev/combat.test.mjs passes with 0 failures; CDP screenshots (dev/cdp-shot.mjs pattern) show the new feedback in both /combat and index.html?combat; the README combat section documents the new feedback set and dev hooks.\n\nBoundaries:\n- IN SCOPE: js/combat/* (Combat.js, CombatSystem.js, CombatScene.js, Fx.js, EnemyShip.js, Bullet.js), js/ui/CombatBar.js, data/combat.json, SFX wiring, both combat contexts.\n- OUT OF SCOPE: real skill implementations (the 1–8 seats stay as stubs on the system's cast() stub), new enemy types/AI/behavior variety, waves/difficulty/escalation, permanent death or economy flows, non-combat game systems (map, jump gates, economy), new sprite art.\n\nConstraints:\n- Phaser 4 UMD + plain ES6 modules, no build step; hand-rolled circle collision checks only (no arcade colliders), per the existing combat architecture.\n- No new binary assets: VFX must be procedural (canvas dot textures / additive glows, Fx.js style); SFX must go through the existing data/sfx.json + playSfx() infrastructure using existing sound files only.\n- Pure rules stay in js/combat/Combat.js (pure, unit-tested); ALL tuning numbers live in data/combat.json; the range and the main game must share the same rules and numbers (no divergent copies).\n- Skill seats 1–8, the energy gauge, and the auto-fire model are left as-is (stub/placeholder behavior unchanged).\n\nVerification contract:\n1) node dev/combat.test.mjs → 0 failures. 2) CDP-driven visual checks of BOTH /combat and index.html?combat (dev/cdp-shot.mjs pattern) capturing: damage numbers, target indicator, kill feed, bar hit-flash, kill burst, player-down/respawn cues. 3) Manual flow checklist passed in both contexts: fire → muzzle flash + shot SFX; enemy hit → impact flash + damage number; shield/hull hit → bar flash + appropriate SFX; enemy kill → burst + kill-feed entry + explosion SFX; player down → down cue + respawn cue. 4) Re-read this goal's success criteria and confirm each is addressed before marking complete.\n\nIf blocked: stop and ask the user (default blocker rule).","sisyphus":false,"autoContinue":true,"at":"2026-09-16T04:26:00.418Z"},"lastActivityEvent":{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n<approved/>","at":"2026-09-16T09:04:06.559Z"},"completion":{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},"audit":{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n<approved/>","at":"2026-09-16T09:04:06.559Z"}}]]}