# HyperTwist Phase 4 gameplay readiness/eligibility surface packet

Created on `2026-05-08`

Status:

- first-party HyperTwist packet
- bounded Phase `4` gameplay-facing consumer slice

## Purpose

This packet closes the next thin gameplay-facing consumer seam above the panel-widget and session-actor coach helpers by exposing one pure readiness/eligibility summary surface over the already-landed primary coach CTA, queue-control, queue-recovery posture, handoff-continuation, focus/provenance, and workload/budget surfaces.

The open tasks were:

- stop forcing gameplay / Blueprint callers to read raw actionability booleans, active-run state, and queue-suppression strings just to explain whether coach work is actionable now
- expose one thin first-party readiness/eligibility surface that summarizes the live actionable control, the blocking condition when no control is live, and the direct reason for that blocked state
- keep that surface derived from already-cached gameplay consumer state instead of widening into dashboard-only orchestration or backend queue policy

It is not:

- a new coach launch policy packet
- a queue suppression or queue recovery policy packet
- a dashboard actionability migration
- a broader gameplay HUD composition pass

## Scope

Bounded lane:

- add a first-party readiness/eligibility surface in shared training types
- add a coach-library helper that derives the surface from panel state, the displayed primary CTA surface, the displayed queue-control surface, the displayed queue-recovery posture surface, the displayed handoff-continuation surface, the displayed focus/provenance surface, and the displayed workload/budget surface
- expose that derived readiness/eligibility surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`
- keep the derivation presentation-only and rooted in already-cached gameplay consumer state

Out of scope:

- changing coach continuation branch order
- changing queue suppression or queue recovery policy
- importing dashboard-only orchestration or retained analytics into gameplay consumers
- widening into higher-level gameplay UI composition in the same packet

## Why this was the right next packet

Before this slice:

- gameplay-facing panel/session consumers already exposed truthful primary CTA, queue-control, queue-recovery posture, handoff-continuation, focus/provenance, and workload/budget surfaces

But one thin consumer seam was still open:

- callers could bind actions, explain continuation, narrate provenance, and summarize workload
- but they still had to inspect raw booleans and queue-suppression text to explain whether coach work was actionable now or blocked

That meant:

- action binding was thin
- continuation, provenance, and workload explanation were thin
- but live readiness explanation still leaked raw panel-state gating into callers

So the next bounded move was:

- keep the already-landed action, posture, continuation, provenance, and workload surfaces unchanged
- and expose one narrow readiness/eligibility summary surface above them

## What landed

Primary code changes:

- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingTypes.h`
  - added `EHyperTwistTrainingCoachEligibilityKind`
  - added `FHyperTwistTrainingCoachReadinessEligibilitySurface`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingCoachLibrary.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingCoachLibrary.cpp`
  - added `DeriveCoachReadinessEligibilitySurface(...)`
  - readiness/eligibility is derived from existing panel-state, primary CTA, queue-control, queue-recovery posture, handoff-continuation, focus/provenance, and workload/budget inputs
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingPanelWidget.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingPanelWidget.cpp`
  - added `GetDisplayedCoachReadinessEligibilitySurface()`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Public/HyperTwistTraining/HyperTwistTrainingSessionActor.h`
- `UnrealHyperTwist/Source/UnrealHyperTwist/Private/HyperTwistTraining/HyperTwistTrainingSessionActor.cpp`
  - added `GetDisplayedCoachReadinessEligibilitySurface()`

## Product effect

The gameplay-facing coach consumer layer is now more complete:

- gameplay / Blueprint callers can read one pure surface to explain whether primary continuation, deferred promotion, or defer is actionable now
- callers can also read one direct blocked-reason line when active-run state or queue suppression prevents another coach action
- callers no longer need to inspect raw booleans or queue-suppression strings just to narrate live readiness
- the surface stays aligned with the already-landed primary CTA, queue-control, queue-recovery posture, handoff-continuation, focus/provenance, and workload/budget surfaces without importing dashboard-only orchestration

## Acceptance criteria

- shared training types expose a narrow readiness/eligibility surface
- coach-library derivation consumes already-cached gameplay consumer state rather than adding new runtime fetches
- panel-widget callers can fetch the displayed readiness/eligibility surface directly
- session-actor callers can fetch the displayed readiness/eligibility surface directly
- full product build succeeds

## Validation checklist

1. build `UnrealHyperTwist.sln` / `UnrealHyperTwistEditor`
2. confirm the new readiness/eligibility surface compiles in shared types and coach library
3. confirm panel-widget getters compile and return the derived readiness/eligibility surface
4. confirm session-actor getters compile and return the derived readiness/eligibility surface
5. confirm no backend continuity or dashboard-only orchestration work was pulled into the packet

## Validation result

- full `Development Editor|Win64` build succeeded on `2026-05-08`
- build completed with `0` warnings and `0` errors

## Next bounded follow-on slice

- stay on the same gameplay-facing consumer lane and expose one thin coach verification / recognition / review-policy context surface on `HyperTwistTrainingPanelWidget` and `HyperTwistTrainingSessionActor`, so gameplay callers can render repository-verification, recognition-provider, and review-policy context without reading raw status/detail lines directly
