Document Batch 2–3 Phase 1 archaeology: shared player-base architecture and per-character ability inventories.
Captures Blueprint hierarchy, legacy ability/RPC paths, animation dependency seeds, and handoff state without modifying Unreal assets. Co-authored-by: Cursor <cursoragent@cursor.com>
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---
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name: Phase 1 Archaeology
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overview: Execute Phase 1 archaeology in user-authorized batches (Batch 1–5). Create docs only with substantive evidence; mark Draft/Complete correctly; run repository integrity before/after; never auto-continue to the next batch.
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todos:
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- id: batch1-foundation
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content: "Batch 1 (authorized): Passes 0–2 — continuity, modules/config, native C++ → 02+03+14+15 (+seeds)"
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status: completed
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- id: batch2-bp-foundation
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content: "Batch 2 (completed): Passes 3+5 — BP hierarchy + BP_PlayerCharacterBase deep dive → 03/05/08 (+seeds)"
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status: completed
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- id: batch3-abilities
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content: "Batch 3 (completed): Pass 6 — per-character ability/RPC/anim inventory → 05/08/10 (+seeds)"
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status: completed
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- id: batch4-supporting
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content: "Batch 4 (when authorized): Passes 4+7+8+9+10 — frontend, GAS, anim, enemy, UI/pickups/maps"
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status: pending
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- id: batch5-synthesis
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content: "Batch 5 (when authorized): Pass 11 — matrix, unknowns, summary, final handoff"
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status: pending
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isProject: false
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---
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# Phase 1 Static Archaeology Execution Plan
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## Execution control (mandatory)
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Do **not** execute Phase 1 in one uninterrupted agent run.
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Execute **only** the batch explicitly authorized by the user. Do **not** auto-continue to the next batch.
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### Phase 1 execution batches
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| Batch | Passes | Focus |
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|-------|--------|-------|
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| **Batch 1 — Foundation** | 0, 1, 2 | Continuity gate; modules/plugins/config; native C++ hierarchy |
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| **Batch 2 — Blueprint foundation** | 3, 5 | Blueprint hierarchy; `BP_PlayerCharacterBase` deep dive |
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| **Batch 3 — Character abilities** | 6 | Per-character ability, RPC, networking, animation inventory |
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| **Batch 4 — Supporting systems** | 4, 7, 8, 9, 10 | Frontend/sessions; partial GAS; animation; enemy AI; UI/HUD/pickups/maps |
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| **Batch 5 — Synthesis** | 11 (+ final 13/14/01/15) | Migration matrix; unknowns; evidence index; executive summary; final handoff |
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Do not begin Batch 5 until Batches 1–4 are complete and their documents have been reviewed for sufficient evidence.
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### End of every authorized batch
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1. Stop all further investigation.
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2. Update `14-EvidenceIndex.md`.
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3. Update `15-HandoffStatus.md` with exact current state.
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4. Mark every touched archaeology document Draft or Complete.
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5. List all files created or modified.
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6. Report failed MCP calls and incomplete inspections.
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7. Report tool, visibility, or context limitations.
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8. Record exact recommended starting points for the next batch.
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9. Confirm no unauthorized project content or editor state was modified (repository integrity gate).
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10. Wait for explicit user authorization before beginning another batch.
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## Document creation and status (mandatory)
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- Do **not** create empty Markdown shells for every planned archaeology document.
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- Create a document only when its first **substantive evidence** is recorded.
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- Near the top of every archaeology document: `Status: Draft` or `Status: Complete`.
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- Mark **Complete** only when all investigation areas assigned to that document for Phase 1 have been inspected as far as approved tools allow.
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- Do **not** mark Complete merely because the current batch ended.
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- Every **Draft** document must clearly include: Completed sections; Pending sections; Evidence still required; Tool/visibility limitations; Unknowns requiring later verification; Last completed pass; Next pass expected to contribute.
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- Do not leave blank, placeholder-only, or minimally populated shells that could be mistaken for completed archaeology.
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- Do **not** modify `00-MCP-Capability-Calibration.md`.
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## Repository integrity gate (mandatory)
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**Before** beginning an authorized batch:
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1. Record repository status (`git status --short`, `git diff --name-only`, `git diff --cached --name-only` if Git available).
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2. Record pre-existing modified/untracked files.
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3. Do not alter, stage, commit, revert, delete, or clean pre-existing changes.
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**After** completing the batch:
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1. Re-run read-only status checks; compare to start snapshot.
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2. Confirm every newly created/modified file is Markdown under `Documentation/Archaeology/`.
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3. If any other file changed: stop immediately; report exact path(s); do not revert/repair without user authorization.
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4. Record integrity result in `15-HandoffStatus.md` and the batch completion report.
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## Current baseline (do not contradict without evidence)
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- Only [Documentation/Archaeology/00-MCP-Capability-Calibration.md](Documentation/Archaeology/00-MCP-Capability-Calibration.md) existed before Batch 1.
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- Calibration: no project BT/Blackboard/custom AIController; no discrete GA assets found; `Player_Amazonian` (not `Player_Amazon`); stock `AIController` on skeleton; DEPRECATED Paladin graphs inspectable.
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- Native GAS ownership split: player ASC on `ARIRPlayerState`; enemy ASC on `ARIRBaseEnemyCharacter`; empty `URIRGameplayAbility` scaffolding.
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- Playable BPs: Paladin, Amazonian, Cleric, Wizard, Gunslinger.
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- Framework BPs: `GI_Dungeoneer`, `GM_Dungeoneer`, `GM_MainMenu`; default-attribute GEs for Paladin/Amazon/Cleric/Wizard (Gunslinger GE absence unconfirmed until inspected).
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## Hard constraints (session-wide)
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- **Writes:** only Markdown under `Documentation/Archaeology/`.
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- **MCP:** approved read-only toolsets only; never PIE, load_level, compile, save, mutate, SemanticSearch, ProgrammaticToolset, Slate automation.
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- Evidence labels: Observed Implementation / Documented Intent / Observed Runtime Behavior / Inferred / Unknown.
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- Issue labels as specified; baseline defects ≠ migration regressions.
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- Exact names; no implementation recommendations during investigation batches.
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- Batch 1 may record Blueprint child paths as seeds only — no deep BP graph/ability/UI/anim/enemy BP analysis.
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## Batch status
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| Batch | Status |
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|-------|--------|
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| Batch 1 — Foundation (Passes 0–2) | **Completed** |
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| Batch 2 — Blueprint foundation (Passes 3 + 5) | **Completed** |
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| Batch 3 — Character abilities (Pass 6) | **Completed** |
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| Batch 4 — Supporting systems | Waiting for authorization |
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| Batch 5 — Synthesis | Waiting for authorization |
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## Batch 1 — Foundation (COMPLETED)
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### Pass 0 — Continuity gate
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- Read all existing Archaeology Markdown; confirm PIE off, level/selection unchanged via read-only EditorApp/Scene tools.
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- Repository integrity pre-snapshot.
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- Do not mutate editor or repo.
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### Pass 1 — Modules, plugins, configuration → `02-ProjectArchitecture.md`
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- Inspect `.uproject`, Build.cs, Targets, module startup, AdvancedSessions/AdvancedSteamSessions descriptors, DefaultEngine/Game/GameplayTags/Input.ini, PluginToolset read-only.
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- Seed `13`/`14`/`15` as warranted.
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### Pass 2 — Native C++ hierarchy → `03-ClassHierarchy.md`
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- Inspect every file under `Source/REALMSINRUIN/`.
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- Document all native classes listed in the brief; record Blueprint subclass paths as Batch 2 seeds only.
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- Seed `02`, `06`, `08`, `09`, `11`, `12`, `13`, `14`, `15` only when substantive evidence exists.
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## Batch 2 — Blueprint foundation (COMPLETED)
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### Pass 3 — Blueprint hierarchy
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- Structural inventory of player/enemy/framework/interface Blueprints; resolve `WBP_PlayerHUD` as AHUD (`RIRHUD` child).
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- Primary writes: `03`/`08`/`09`/`11`; seeds into `06`/`13`/`14`/`15`.
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### Pass 5 — `BP_PlayerCharacterBase` deep dive
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- Connected path tracing of shared input/RPC/death/HUD/multicast architecture.
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- Created `05-LegacyAbilityArchitecture.md`; updated `03`/`06`/`08`.
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**Batch 2 outcomes (do not contradict without evidence):** abilities are legacy `IA_Ability_*` → `Server_Ability_*` (not GAS GAs); `BP_PlayerState.DefaultAttributesGameplayEffect=None`; dual HUD (ASC Overlay + DEPRECATED floats); Gunslinger data-only / Wizard no ability events.
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## Batch 3 — Character abilities (COMPLETED)
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### Pass 6 — Per-character ability archaeology
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- Connected-path reconstruction for Paladin → Amazonian → Cleric → Wizard → Gunslinger.
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- Ability 001–004 Begin/End, UseAbility*, resources, damage, RPCs, parent-call inventory, Montage seeds.
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- Primary writes: `05`/`08`/`10`; seeds into `06`/`13`/`14`/`15`.
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- Did **not** create `07-AbilityMigrationMatrix.md` (Pass 11).
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**Batch 3 outcomes (do not contradict without evidence):** Paladin 001/003/004 and Amazonian 001 Implemented; Cleric 003 Implemented / 004 broken; Wizard + Gunslinger inherit PrintString stubs; no GA activate/grant in ability graphs; most Ends missing; Reliability flags Unknown (MCP).
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## Later batches (not authorized yet)
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### Batch 4 — Passes 4, 7, 8, 9, 10
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Frontend/sessions; partial GAS; animation; enemy AI; UI/HUD/pickups/maps → `04`/`06`/`09`/`10`/`11`/`12`.
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### Batch 5 — Pass 11 + synthesis
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Migration matrix; unknowns; evidence index; executive summary; final handoff → `01`/`07`/`13`/`14`/`15`.
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## Contradiction protocol
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If new evidence conflicts with calibration or an earlier doc: cite both, state which is better supported, update analysis, log in `15-HandoffStatus.md`.
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## Completion gate
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Phase 1 complete only when all required docs exist with sufficient evidence, Batch 5 synthesis is done, and no non-Markdown project content was modified.
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