--- name: Phase 1 Archaeology overview: "Phase 1 archaeology COMPLETE: Batches 1–5 (Passes 0–11). Synthesis delivered (01 + 07 + final 13/14/15). Docs only; integrity gate; no auto-continue into Phase 2." 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: 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 (completed): Pass 4 sessions/frontend + Pass 10 HUD/pickups → 11/12/02 (+seeds)" status: completed - id: batch5-synthesis content: "Batch 5 (completed): Pass 11 — matrix, unknowns, summary, final handoff → 01/07/13/14/15" status: completed 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 (**no `GE_Gunslinger_*` observed** — Pass 7). ## 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 (Passes 4, 7, 8, 9, 10) | **Completed** — 4A–4D | | Batch 5 — Synthesis (Pass 11) | **Completed** — `01-ExecutiveSummary`, `07-AbilityMigrationMatrix`, final `13`/`14`/`15` | ## 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). ## Batch 4 — Supporting systems (COMPLETED) Batch 4 was authorized and executed as **sub-batches 4A–4D** (one pass or paired pass per authorization). Do **not** auto-continue from one sub-batch to the next without explicit authorization. | 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 | **Completed** | `11`, `12`, `02` (+seeds `03`/`06`/`08`/`13`/`14`/`15`) | `ee652712` | **Handoff authority:** `15-HandoffStatus.md` (last closed: Batch 4D / Passes 4 + 10, 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 — Frontend / sessions + pickups (COMPLETED) #### Pass 4 — Frontend / sessions → `11-UI-HUD-And-Sessions.md` (+ `02` seeds) - Main menu / browser / character-select widget flow (`WBP_MainMenu`, `WBP_GameSlot`, `WBP_CharacterSelect`). - Production AdvancedSessions nodes connected in `PC_MainMenu` / menu widgets; Example AdvancedSessions BPs unreferenced. - Session create/find/join graphs; OnlineSubsystem project INI **Missing**; `GI_Dungeoneer` Present but Unconnected. - Map / GameMode / pawn-spawn matrix (DefaultPawn=None → char-select → SpawnActor+Possess). #### Pass 10 — HUD / pickups deep dive → `12-Pickups-And-Effects.md` (+ `11`/`02`/`06` seeds) - ASC Overlay HUD path: Health/Mana bindings connected; no stamina widget; Overlay class CDOs assigned. - Legacy `UpdatePlayerHUD` / `AddGold` unimplemented on `PC_Character`. - Four `RIREffectActor` GE pickups: overlap→apply→destroy; **Authority Risk** (`bReplicates=false`, no authority gate). - Gold via `BP_SmallGoldPickUp` / `BP_BasePickUp` Partial (AddGold hole); no stamina pickup assets. **Batch 4D outcomes (do not contradict without evidence):** sessions live in menu PC/widgets (not GameInstance); AdvancedSessions connected but OnlineSubsystem INI absent — do not claim sessions work without runtime; Overlay Health/Mana static path present; four GE pickups Active with Authority Risk; gold Partial; Gunslinger absent from char-select UI; char-select widget created server-only. ## Batch 5 — Synthesis (COMPLETED) ### Pass 11 + final synthesis — **Completed 2026-07-16** Migration matrix; unknowns consolidation; evidence index; executive summary; final handoff → `01`/`07`/`13`/`14`/`15`. **Outcomes:** Phase 1 Static Architecture complete. Runtime validation intentionally not executed. Next action: Phase 2A when explicitly authorized (see `15-HandoffStatus.md`). ## 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.