From e028e16f700847841abadd9f31be8a24ee110018 Mon Sep 17 00:00:00 2001 From: Trevor Date: Thu, 16 Jul 2026 22:02:01 -0700 Subject: [PATCH] Update Phase 1 plan for Batch 4 progress and relocate migration notes. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Record completed Batch 4A–4C passes (7/8/9) with outcomes and pending 4D work; move UE54 baseline notes under Documentation/Migration-Notes. Co-authored-by: Cursor --- .../Archaeology/00A-Phase-1-Execution-Plan.md | 92 ++++++++++++++++--- .../Migration-Notes}/UE54-Baseline.md | 0 2 files changed, 81 insertions(+), 11 deletions(-) rename {Migration-Notes => Documentation/Migration-Notes}/UE54-Baseline.md (100%) diff --git a/Documentation/Archaeology/00A-Phase-1-Execution-Plan.md b/Documentation/Archaeology/00A-Phase-1-Execution-Plan.md index 3977ff88..02bf4341 100644 --- a/Documentation/Archaeology/00A-Phase-1-Execution-Plan.md +++ b/Documentation/Archaeology/00A-Phase-1-Execution-Plan.md @@ -1,6 +1,6 @@ --- name: Phase 1 Archaeology -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. +overview: "Phase 1 archaeology: Batches 1–3 complete; Batch 4 in progress (4A/4B/4C done — Passes 7/8/9; 4D pending — Passes 4/10); Batch 5 waiting. Docs only with substantive evidence; integrity gate before/after; no auto-continue." todos: - id: batch1-foundation content: "Batch 1 (authorized): Passes 0–2 — continuity, modules/config, native C++ → 02+03+14+15 (+seeds)" @@ -11,8 +11,17 @@ todos: - id: batch3-abilities content: "Batch 3 (completed): Pass 6 — per-character ability/RPC/anim inventory → 05/08/10 (+seeds)" status: completed - - id: batch4-supporting - content: "Batch 4 (when authorized): Passes 4+7+8+9+10 — frontend, GAS, anim, enemy, UI/pickups/maps" + - id: batch4a-animation + content: "Batch 4A (completed): Pass 8 — AnimBP/montage/notify inventory → 10 (+seeds)" + status: completed + - id: batch4b-gas + content: "Batch 4B (completed): Pass 7 — partial GAS (ASC/GE/tags/grants/UI boundary) → 06/11/12 (+seeds)" + status: completed + - id: batch4c-enemy + content: "Batch 4C (completed): Pass 9 — enemy AI static analysis → 09 (+seeds)" + status: completed + - id: batch4d-remaining + content: "Batch 4D (when authorized): Pass 4 sessions/frontend and/or Pass 10 pickup deep dive → 11/12/02" status: pending - id: batch5-synthesis content: "Batch 5 (when authorized): Pass 11 — matrix, unknowns, summary, final handoff" @@ -85,7 +94,7 @@ Do not begin Batch 5 until Batches 1–4 are complete and their documents have b - 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. - Native GAS ownership split: player ASC on `ARIRPlayerState`; enemy ASC on `ARIRBaseEnemyCharacter`; empty `URIRGameplayAbility` scaffolding. - Playable BPs: Paladin, Amazonian, Cleric, Wizard, Gunslinger. -- Framework BPs: `GI_Dungeoneer`, `GM_Dungeoneer`, `GM_MainMenu`; default-attribute GEs for Paladin/Amazon/Cleric/Wizard (Gunslinger GE absence unconfirmed until inspected). +- Framework BPs: `GI_Dungeoneer`, `GM_Dungeoneer`, `GM_MainMenu`; default-attribute GEs for Paladin/Amazon/Cleric/Wizard (**no `GE_Gunslinger_*` observed** — Pass 7). ## Hard constraints (session-wide) @@ -103,8 +112,8 @@ Do not begin Batch 5 until Batches 1–4 are complete and their documents have b | Batch 1 — Foundation (Passes 0–2) | **Completed** | | Batch 2 — Blueprint foundation (Passes 3 + 5) | **Completed** | | Batch 3 — Character abilities (Pass 6) | **Completed** | -| Batch 4 — Supporting systems | Waiting for authorization | -| Batch 5 — Synthesis | Waiting for authorization | +| Batch 4 — Supporting systems | **In progress** — 4A/4B/4C complete (Passes 7, 8, 9); **4D pending** (Passes 4, 10) | +| Batch 5 — Synthesis | Waiting for authorization (requires Batch 4 complete) | ## Batch 1 — Foundation (COMPLETED) @@ -144,13 +153,74 @@ Do not begin Batch 5 until Batches 1–4 are complete and their documents have b **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). -## Later batches (not authorized yet) +## Batch 4 — Supporting systems (IN PROGRESS) -### Batch 4 — Passes 4, 7, 8, 9, 10 -Frontend/sessions; partial GAS; animation; enemy AI; UI/HUD/pickups/maps → `04`/`06`/`09`/`10`/`11`/`12`. +Batch 4 was authorized and executed as **sub-batches 4A–4D** (one pass or paired pass per authorization). Do **not** auto-continue from 4C to 4D. -### Batch 5 — Pass 11 + synthesis -Migration matrix; unknowns; evidence index; executive summary; final handoff → `01`/`07`/`13`/`14`/`15`. +| Sub-batch | Pass | Status | Primary docs | Git anchor | +|-----------|------|--------|--------------|------------| +| **4A** | 8 — Animation | **Completed** | `10` (+seeds `05`/`08`/`13`/`14`/`15`) | `4e926d1c` | +| **4B** | 7 — Partial GAS | **Completed** | `06`, `11`, `12` (+seeds `03`/`05`/`08`/`13`/`14`/`15`) | `e50c8032` | +| **4C** | 9 — Enemy AI | **Completed** | `09` (+seeds `03`/`05`/`06`/`10`/`13`/`14`/`15`) | `53315574` | +| **4D** | 4 + 10 — Sessions / pickups | **Pending authorization** | `11`, `12`, `02` (seeds) | — | + +**Handoff authority:** `15-HandoffStatus.md` (last closed: Batch 4C / Pass 9, 2026-07-16). + +### Batch 4A — Animation (COMPLETED) + +#### Pass 8 — Animation dependencies → `10-AnimationDependencies.md` +- Per-character AnimBP architecture (Paladin, Amazonian, Cleric, Wizard, Gunslinger). +- Per-ability Montage + AnimNotify tables (001–004); shared `AN_Ability_001–004` and `AN_AttackComplete` callback wiring. +- `Multicast_PlayMontage` OnCompleted/OnBlendOut/OnInterrupted **unwired**; `CurrentlyAttacking` cleanup depends on `AN_AttackComplete`. +- Pass 6 ability classifications revalidated against notify paths; Wizard/Gunslinger confirm no ability montages. + +**Batch 4A outcomes (do not contradict without evidence):** gameplay consequences for notify-driven abilities flow through embedded AnimNotify BPs → BPI `UseAbility00N` / `SetIsAttacking`; Cleric 001 notify fires but `UseAbility001` unimplemented; montage section names / exact notify times require Manual Editor. + +### Batch 4B — Partial GAS (COMPLETED) + +#### Pass 7 — GAS archaeology → `06-PartialGASArchitecture.md` (+ `11`, `12` seeds) +- ASC ownership matrix (player on `ARIRPlayerState`; enemy on `ARIRBaseEnemyCharacter`). +- Full project GE inventory (8 assets): 4 consumable **Active**; 4 default-attribute GEs **Present but Unreferenced**; no `GE_Gunslinger_*`. +- `BP_PlayerState.DefaultAttributesGameplayEffect=None`; native ctor inits Health/Mana only. +- Negative searches: no discrete GA assets; no GiveAbility / TryActivateAbility; tags in `DefaultGameplayTags.ini` unreferenced; no Gameplay Cue assets. +- EffectActor + consumable overlap→apply wiring; enemy `GetASC` via interface returns **nullptr** (baseline defect). +- Dual HUD: ASC Overlay path active; DEPRECATED float HUD path still present; stamina delegate type alias debt. + +**Batch 4B outcomes (do not contradict without evidence):** GAS is partially integrated (consumables + Overlay UI) while abilities remain legacy; default GEs and tags are scaffolding; legacy DEPRECATED floats and ASC attributes are unsynchronized. + +### Batch 4C — Enemy AI (COMPLETED) + +#### Pass 9 — Enemy static analysis → `09-EnemyAI-StaticAnalysis.md` +- `BP_EnemyCharacterBase` / `BP_Enemy_Skeleton` EventGraph reconstruction; `BPI_EnemyCharacter` implementation status. +- Chase and attack: **Implementation Missing** (empty Tick/Overlap; no MoveTo; `EnemyMeleeAttack` unimplemented). +- Stock `AIController`; `AutoPossessAI=PlacedInWorld`; no project BT/BB/StateTree/EQS/Perception. +- Test01: no NavMeshBoundsVolume / RecastNavMesh. +- `Anim_SkeletonAttackMontage` orphan (0 referencers); `ABP_Skeleton` Death state exists but `SetIsDead(false)` every Update. +- Enemy damage reception absent at BP layer; `GetASC` defect confirmed **separate** from chase/attack failure. + +**Batch 4C outcomes (do not contradict without evidence):** placed skeletons may possess but have no behavior; player `ApplyDamage` has no static enemy health/death consumer; highlight via native `ITargetInterface` is active. + +### Batch 4D — Remaining (NOT AUTHORIZED) + +Authorize **explicitly** before starting (Pass 4 and/or Pass 10 may be separate authorizations): + +#### Pass 4 — Frontend / sessions → `11-UI-HUD-And-Sessions.md` (+ `02` seeds) +- Main menu / browser / character-select widget flow. +- Production vs Example Advanced Sessions Blueprints. +- Session create/find/join graphs; CommonUI usage confirmation. + +#### Pass 10 — Pickups deep dive → `12-Pickups-And-Effects.md` (+ `11`/`02` seeds) +- Per-pickup authority, destroy/respawn, UI notify beyond HealthPotion DSL. +- ManaPotion / ManaCrystal / OrangeSlice graph confirmation; gold/stamina pickups if present. + +**4D starting files:** `00`, `11`, `12`, `13`, `14`, `15`, `02`. + +## Batch 5 — Synthesis (NOT AUTHORIZED) + +### Pass 11 + final synthesis +Migration matrix; unknowns consolidation; evidence index; executive summary; final handoff → `01`/`07`/`13`/`14`/`15`. + +Do not begin until Batch 4D is complete and docs reviewed. ## Contradiction protocol diff --git a/Migration-Notes/UE54-Baseline.md b/Documentation/Migration-Notes/UE54-Baseline.md similarity index 100% rename from Migration-Notes/UE54-Baseline.md rename to Documentation/Migration-Notes/UE54-Baseline.md