Document Pass 11 Phase 1 synthesis and close static archaeology.

Add executive summary and ability migration matrix; finalize evidence index, runtime validation plan, and Phase 1 handoff.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-16 23:40:52 -07:00
co-authored by Cursor
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commit aa0058a018
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# 09 — Enemy AI Static Analysis
**Status: Draft**
**Status: Complete**
- **Scope:** Complete static reconstruction of enemy control, targeting, chase, attack, damage, death, animation callbacks, navigation context, and enemy-GAS boundary (Pass 9). Builds on Batch 1 native + Pass 3 structural seeds.
- **Inspection method:** Native C++ read of `ARIRBaseEnemyCharacter` / `ARIRBaseCharacter` / `ITargetInterface`; BlueprintTools EventGraph DSL + interface graphs; AssetTools find/deps/refs; ObjectTools CDO + placed-instance properties; SceneTools find_actors in Test01; project-wide AI asset/subclass searches.
- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
- **Tool or visibility limitations:** AnimGraph/transition DSL empty (Death transition rule not fully readable); CharacterMovement orient flags partially unreadable; no PIE possession/nav query validation.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass:** Pass 9 (Batch 4C)
- **Next pass expected to contribute:** Pass 4 / Pass 10 when authorized — not auto-started
- **Current phase:** Phase 1 — Static Architecture (complete)
- **Last completed pass:** Pass 11 (Batch 5) — status close; static content Pass 9 (Batch 4C). **Superseded:** earlier “next = Pass 4/10” — Batch 4D completed separately without reopening this docs combat findings.
- **Next pass expected to contribute:** Phase 2D when authorized
## Draft tracking
## Completion notes
### Completed sections
- Native enemy ASC, highlight, no native AI combat
- Full BP_EnemyCharacterBase / BP_Enemy_Skeleton structural + EventGraph reconstruction
- BPI_EnemyCharacter implementation status
- Controller / AutoPossessAI class + instance
- AI framework negative inventory
- Targeting / chase / attack absence
- Attack montage orphan
- ABP_Skeleton locomotion + Death + IsDead forced false
- Damage/death reception absence at BP layer
- Enemy GAS compatibility (Pass 7 + Pass 9)
- Test01 navigation context (no NavMeshBoundsVolume / RecastNavMesh)
- Root-cause classifications for chase and attack
### Pending sections
- Runtime possession confirmation under PIE
- Whether engine TakeDamage has any other consumer outside enemy BP
- ABP Death transition condition exact VariableGet wiring (DSL empty)
### Evidence still required
- PIE: does stock AIController possess placed skeletons?
- PIE: player ApplyDamage visual/health effect on skeleton
- Manual Editor: ABP Death transition rule pins
Static enemy AI archaeology is complete. Chase/attack classified **Implementation Missing** (not caused by GetASC). Runtime possession/damage/Death pins: doc `13`.
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