Update Phase 1 plan for Batch 4 progress and relocate migration notes.

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 <cursoragent@cursor.com>
This commit is contained in:
2026-07-16 22:02:01 -07:00
co-authored by Cursor
parent 53315574a4
commit e028e16f70
2 changed files with 81 additions and 11 deletions
@@ -1,6 +1,6 @@
--- ---
name: Phase 1 Archaeology name: Phase 1 Archaeology
overview: Execute Phase 1 archaeology in user-authorized batches (Batch 15). 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 13 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: todos:
- id: batch1-foundation - id: batch1-foundation
content: "Batch 1 (authorized): Passes 02 — continuity, modules/config, native C++ → 02+03+14+15 (+seeds)" content: "Batch 1 (authorized): Passes 02 — continuity, modules/config, native C++ → 02+03+14+15 (+seeds)"
@@ -11,8 +11,17 @@ todos:
- id: batch3-abilities - id: batch3-abilities
content: "Batch 3 (completed): Pass 6 — per-character ability/RPC/anim inventory → 05/08/10 (+seeds)" content: "Batch 3 (completed): Pass 6 — per-character ability/RPC/anim inventory → 05/08/10 (+seeds)"
status: completed status: completed
- id: batch4-supporting - id: batch4a-animation
content: "Batch 4 (when authorized): Passes 4+7+8+9+10 — frontend, GAS, anim, enemy, UI/pickups/maps" 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 status: pending
- id: batch5-synthesis - id: batch5-synthesis
content: "Batch 5 (when authorized): Pass 11 — matrix, unknowns, summary, final handoff" content: "Batch 5 (when authorized): Pass 11 — matrix, unknowns, summary, final handoff"
@@ -85,7 +94,7 @@ Do not begin Batch 5 until Batches 14 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. - 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. - Native GAS ownership split: player ASC on `ARIRPlayerState`; enemy ASC on `ARIRBaseEnemyCharacter`; empty `URIRGameplayAbility` scaffolding.
- Playable BPs: Paladin, Amazonian, Cleric, Wizard, Gunslinger. - 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) ## Hard constraints (session-wide)
@@ -103,8 +112,8 @@ Do not begin Batch 5 until Batches 14 are complete and their documents have b
| Batch 1 — Foundation (Passes 02) | **Completed** | | Batch 1 — Foundation (Passes 02) | **Completed** |
| Batch 2 — Blueprint foundation (Passes 3 + 5) | **Completed** | | Batch 2 — Blueprint foundation (Passes 3 + 5) | **Completed** |
| Batch 3 — Character abilities (Pass 6) | **Completed** | | Batch 3 — Character abilities (Pass 6) | **Completed** |
| Batch 4 — Supporting systems | 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 | | Batch 5 — Synthesis | Waiting for authorization (requires Batch 4 complete) |
## Batch 1 — Foundation (COMPLETED) ## Batch 1 — Foundation (COMPLETED)
@@ -144,13 +153,74 @@ Do not begin Batch 5 until Batches 14 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). **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 Batch 4 was authorized and executed as **sub-batches 4A4D** (one pass or paired pass per authorization). Do **not** auto-continue from 4C to 4D.
Frontend/sessions; partial GAS; animation; enemy AI; UI/HUD/pickups/maps → `04`/`06`/`09`/`10`/`11`/`12`.
### Batch 5 — Pass 11 + synthesis | Sub-batch | Pass | Status | Primary docs | Git anchor |
Migration matrix; unknowns; evidence index; executive summary; final handoff → `01`/`07`/`13`/`14`/`15`. |-----------|------|--------|--------------|------------|
| **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 (001004); shared `AN_Ability_001004` 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 ## Contradiction protocol