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>
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# 09 — Enemy AI Static Analysis
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**Status: Draft**
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**Status: Complete**
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- **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.
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- **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.
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- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
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- **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.
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- **Last updated:** 2026-07-16
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- **Current phase:** Phase 1 — Static Architecture
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- **Last completed pass:** Pass 9 (Batch 4C)
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- **Next pass expected to contribute:** Pass 4 / Pass 10 when authorized — not auto-started
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- **Current phase:** Phase 1 — Static Architecture (complete)
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- **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 **Superseded:** earlier “next = Pass 4/10” — Batch 4D completed separately without reopening this doc’s combat findings.
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- **Next pass expected to contribute:** Phase 2D when authorized
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## Draft tracking
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## Completion notes
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### Completed sections
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- Native enemy ASC, highlight, no native AI combat
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- Full BP_EnemyCharacterBase / BP_Enemy_Skeleton structural + EventGraph reconstruction
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- BPI_EnemyCharacter implementation status
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- Controller / AutoPossessAI class + instance
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- AI framework negative inventory
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- Targeting / chase / attack absence
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- Attack montage orphan
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- ABP_Skeleton locomotion + Death + IsDead forced false
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- Damage/death reception absence at BP layer
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- Enemy GAS compatibility (Pass 7 + Pass 9)
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- Test01 navigation context (no NavMeshBoundsVolume / RecastNavMesh)
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- Root-cause classifications for chase and attack
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### Pending sections
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- Runtime possession confirmation under PIE
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- Whether engine TakeDamage has any other consumer outside enemy BP
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- ABP Death transition condition exact VariableGet wiring (DSL empty)
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### Evidence still required
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- PIE: does stock AIController possess placed skeletons?
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- PIE: player ApplyDamage visual/health effect on skeleton
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- Manual Editor: ABP Death transition rule pins
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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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---
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