--- 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. todos: - id: batch1-foundation content: "Batch 1 (authorized): Passes 0–2 — continuity, modules/config, native C++ → 02+03+14+15 (+seeds)" status: completed - id: batch2-bp-foundation content: "Batch 2 (completed): Passes 3+5 — BP hierarchy + BP_PlayerCharacterBase deep dive → 03/05/08 (+seeds)" status: completed - 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" status: pending - id: batch5-synthesis content: "Batch 5 (when authorized): Pass 11 — matrix, unknowns, summary, final handoff" status: pending isProject: false --- # Phase 1 Static Archaeology Execution Plan ## Execution control (mandatory) Do **not** execute Phase 1 in one uninterrupted agent run. Execute **only** the batch explicitly authorized by the user. Do **not** auto-continue to the next batch. ### Phase 1 execution batches | Batch | Passes | Focus | |-------|--------|-------| | **Batch 1 — Foundation** | 0, 1, 2 | Continuity gate; modules/plugins/config; native C++ hierarchy | | **Batch 2 — Blueprint foundation** | 3, 5 | Blueprint hierarchy; `BP_PlayerCharacterBase` deep dive | | **Batch 3 — Character abilities** | 6 | Per-character ability, RPC, networking, animation inventory | | **Batch 4 — Supporting systems** | 4, 7, 8, 9, 10 | Frontend/sessions; partial GAS; animation; enemy AI; UI/HUD/pickups/maps | | **Batch 5 — Synthesis** | 11 (+ final 13/14/01/15) | Migration matrix; unknowns; evidence index; executive summary; final handoff | Do not begin Batch 5 until Batches 1–4 are complete and their documents have been reviewed for sufficient evidence. ### End of every authorized batch 1. Stop all further investigation. 2. Update `14-EvidenceIndex.md`. 3. Update `15-HandoffStatus.md` with exact current state. 4. Mark every touched archaeology document Draft or Complete. 5. List all files created or modified. 6. Report failed MCP calls and incomplete inspections. 7. Report tool, visibility, or context limitations. 8. Record exact recommended starting points for the next batch. 9. Confirm no unauthorized project content or editor state was modified (repository integrity gate). 10. Wait for explicit user authorization before beginning another batch. ## Document creation and status (mandatory) - Do **not** create empty Markdown shells for every planned archaeology document. - Create a document only when its first **substantive evidence** is recorded. - Near the top of every archaeology document: `Status: Draft` or `Status: Complete`. - Mark **Complete** only when all investigation areas assigned to that document for Phase 1 have been inspected as far as approved tools allow. - Do **not** mark Complete merely because the current batch ended. - 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. - Do not leave blank, placeholder-only, or minimally populated shells that could be mistaken for completed archaeology. - Do **not** modify `00-MCP-Capability-Calibration.md`. ## Repository integrity gate (mandatory) **Before** beginning an authorized batch: 1. Record repository status (`git status --short`, `git diff --name-only`, `git diff --cached --name-only` if Git available). 2. Record pre-existing modified/untracked files. 3. Do not alter, stage, commit, revert, delete, or clean pre-existing changes. **After** completing the batch: 1. Re-run read-only status checks; compare to start snapshot. 2. Confirm every newly created/modified file is Markdown under `Documentation/Archaeology/`. 3. If any other file changed: stop immediately; report exact path(s); do not revert/repair without user authorization. 4. Record integrity result in `15-HandoffStatus.md` and the batch completion report. ## Current baseline (do not contradict without evidence) - Only [Documentation/Archaeology/00-MCP-Capability-Calibration.md](Documentation/Archaeology/00-MCP-Capability-Calibration.md) existed before Batch 1. - 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). ## Hard constraints (session-wide) - **Writes:** only Markdown under `Documentation/Archaeology/`. - **MCP:** approved read-only toolsets only; never PIE, load_level, compile, save, mutate, SemanticSearch, ProgrammaticToolset, Slate automation. - Evidence labels: Observed Implementation / Documented Intent / Observed Runtime Behavior / Inferred / Unknown. - Issue labels as specified; baseline defects ≠ migration regressions. - Exact names; no implementation recommendations during investigation batches. - Batch 1 may record Blueprint child paths as seeds only — no deep BP graph/ability/UI/anim/enemy BP analysis. ## Batch status | Batch | Status | |-------|--------| | 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 1 — Foundation (COMPLETED) ### Pass 0 — Continuity gate - Read all existing Archaeology Markdown; confirm PIE off, level/selection unchanged via read-only EditorApp/Scene tools. - Repository integrity pre-snapshot. - Do not mutate editor or repo. ### Pass 1 — Modules, plugins, configuration → `02-ProjectArchitecture.md` - Inspect `.uproject`, Build.cs, Targets, module startup, AdvancedSessions/AdvancedSteamSessions descriptors, DefaultEngine/Game/GameplayTags/Input.ini, PluginToolset read-only. - Seed `13`/`14`/`15` as warranted. ### Pass 2 — Native C++ hierarchy → `03-ClassHierarchy.md` - Inspect every file under `Source/REALMSINRUIN/`. - Document all native classes listed in the brief; record Blueprint subclass paths as Batch 2 seeds only. - Seed `02`, `06`, `08`, `09`, `11`, `12`, `13`, `14`, `15` only when substantive evidence exists. ## Batch 2 — Blueprint foundation (COMPLETED) ### Pass 3 — Blueprint hierarchy - Structural inventory of player/enemy/framework/interface Blueprints; resolve `WBP_PlayerHUD` as AHUD (`RIRHUD` child). - Primary writes: `03`/`08`/`09`/`11`; seeds into `06`/`13`/`14`/`15`. ### Pass 5 — `BP_PlayerCharacterBase` deep dive - Connected path tracing of shared input/RPC/death/HUD/multicast architecture. - Created `05-LegacyAbilityArchitecture.md`; updated `03`/`06`/`08`. **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. ## Batch 3 — Character abilities (COMPLETED) ### Pass 6 — Per-character ability archaeology - Connected-path reconstruction for Paladin → Amazonian → Cleric → Wizard → Gunslinger. - Ability 001–004 Begin/End, UseAbility*, resources, damage, RPCs, parent-call inventory, Montage seeds. - Primary writes: `05`/`08`/`10`; seeds into `06`/`13`/`14`/`15`. - Did **not** create `07-AbilityMigrationMatrix.md` (Pass 11). **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 — Passes 4, 7, 8, 9, 10 Frontend/sessions; partial GAS; animation; enemy AI; UI/HUD/pickups/maps → `04`/`06`/`09`/`10`/`11`/`12`. ### Batch 5 — Pass 11 + synthesis Migration matrix; unknowns; evidence index; executive summary; final handoff → `01`/`07`/`13`/`14`/`15`. ## Contradiction protocol If new evidence conflicts with calibration or an earlier doc: cite both, state which is better supported, update analysis, log in `15-HandoffStatus.md`. ## Completion gate 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.