docs(roadmap): 2026-06-01 truthfulness audit — 8 of 10 Near-Term items already wired#123
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The 2026-03-29 ROADMAP listed 10 Near-Term items "code ready to build". An
audit of the actual codebase on 2026-06-01 finds 8 of those 10 items already
fully wired across src/app/. The doc has drifted from reality.
This PR:
* Updates Current State date 2026-03-29 → 2026-06-01.
* Refreshes Current State narrative to reflect wired Jessica + Q gameplay
loops, dual-alert HUD, editor-surface cleanup (#116→#120), E2E suite
operational again (#118→#121, #122 follow-up).
* Moves 8 Near-Term items to a new "Completed (2026-06-01 audit)" section,
each annotated with file:line citations showing the wiring location.
* Keeps 2 genuinely-pending items in Near-Term:
- Apply balance analyser recommendations to per-level configs
- bestpractices.dev registration for OpenSSF Silver
* Adds 2 new Near-Term items that surfaced this session:
- 6 residual Playwright failures (a11y, perf, console) — tracks #122
- idaptik-ums/src/editor/ rewrite gated on AS user-module codegen
* Adds an estate ReScript→AffineScript migration line in Long-Term
(alongside the existing ReScript 13 line — both are tracked separately).
The 8 audited-as-done items:
* QPrograms.res wired into GameLoop + PlayerState + LoadoutScreen + QViewScreen.
* JessicaClass→JessicaBackground rename; PlayerAttributes.makeWithClass.
* MoletaireHunger gravity in Moletaire.update.
* MoletaireCoprocessors multipliers throughout Moletaire.update.
* JessicaLoadout 3-slot system (6 weapons + 8 tools + 6 consumables = 20).
* Dual alert HUD via DualAlertBridge + HUD.res + GameLoop.
* Jessica customisation in JessicaCustomiseScreen.res.
* Critical success/failure in CriticalRoll.res, wired in WorldBuilder + QPrograms.
No source-code changes — documentation truthfulness only.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Signed-off-by: hyperpolymath <6759885+hyperpolymath@users.noreply.github.com>
🔍 Hypatia Security ScanFindings: 71 issues detected
View findings[
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Summary
The 2026-03-29 ROADMAP listed 10 "Near-Term (code ready to build)" items. An audit of the actual codebase on 2026-06-01 finds 8 of those 10 items already fully wired across
src/app/. The ROADMAP has drifted from reality — this PR realigns the doc with the code.No source-code changes. Documentation truthfulness only.
Changes
The 8 audited-as-done items, with citations
QPrograms.res13 programs, 4-slot deckGameLoop.res:27,94+PlayerState.res:57,83,145-149+LoadoutScreen.res:191-192+QViewScreen.res:431-438JessicaClass→PlayerAttributesJessicaBackground.background;PlayerAttributes.makeWithClassatPlayerAttributes.res:41-51MoletaireHungergravityMoletaire.res:1052-1092(inupdate)MoletaireCoprocessorsmultipliersMoletaire.res:229,276,441,457,467,476,485,520,555,1034,1051JessicaLoadout3-slot, 20 itemsGameLoop.res:35,100+PlayerState.res:56,82,117-138+LoadoutScreen.res:153,161— 6 weapons + 8 tools + 6 consumables verifiedDualAlertBridge.res(full bridge) +HUD.res:76,86+GameLoop.res:25,93,886-894JessicaCustomiseScreen.res(hair, colour, preview); reachable fromCharacterSelectScreen.res:343CriticalRoll.res; applied atWorldBuilder.res:1453+(Jessica) +QPrograms.res:376-379(Q)Why this matters
Truthful roadmaps are load-bearing for: (a) prioritisation (don't re-implement what's already there), (b) contributor onboarding (knowing what's already wired), (c) cross-estate planning (idaptik's surface is referenced by issue threads in affinescript / standards / proven for migration sequencing). The estate has a documented preference for one-line truthful entries over aspirational lists (see panll#60 ROADMAP truthfulness pattern).
Test plan
grep -rnoversrc/ROADMAP.mdonly🤖 Generated with Claude Code