docs(teleport-flow): implementation plan — 22 TDD tasks across 5 slices (Work item B)
Bite-sized TDD plan for the retail teleport flow. Slice 1: pure TeleportAnimSequencer (7-state TAS) + golden-timing tests. Slice 2: the #145 readiness-gate fix (IsLandblockLoaded + Decide outdoorReady axis + apparatus probe) — ships independently of the visuals. Slice 3: TeleportFlowController (delegate-injected, unit-tested) + TeleportFadeOverlay + portal wiring (PlaceTeleportArrival split: place vs InWorld so the input lock persists the whole animation). Slice 4: one yaw-freeze + portal sounds via the EnumIDMap chain. Slice 5: de-dup login readiness onto Decide, route login/death through the controller, logout (Shift+Esc) + 0xF653 + disconnect, remove dead _teleportArrival plumbing. Slice 6 (literal 3D swirl) is a follow-up plan gated on a cdb asset trace. Drafted via two research + drafting workflows; slices 3-5 redrafted as one cohesive unit against a pinned controller API after the first parallel pass produced cross-slice inconsistencies (missing controller task, triplicated yaw-freeze, a fabricated PlayerMovementController.Update signature). All load-bearing signatures personally verified against the tree. Plan: docs/superpowers/plans/2026-06-21-retail-teleport-flow.md Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
aab9ddaf6b
commit
82462ff153
1 changed files with 2315 additions and 0 deletions
2315
docs/superpowers/plans/2026-06-21-retail-teleport-flow.md
Normal file
2315
docs/superpowers/plans/2026-06-21-retail-teleport-flow.md
Normal file
File diff suppressed because it is too large
Load diff
Loading…
Add table
Add a link
Reference in a new issue