Files
realms-in-ruin-dev/Documentation/Archaeology/15-HandoffStatus.md
T
tedwardsandCursor 0d045d142f Document Batch 2–3 Phase 1 archaeology: shared player-base architecture and per-character ability inventories.
Captures Blueprint hierarchy, legacy ability/RPC paths, animation dependency seeds, and handoff state without modifying Unreal assets.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 20:29:10 -07:00

172 lines
6.7 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 15 — Handoff Status
**Status: Draft**
- **Scope:** Authoritative cross-model continuation document for Phase 1.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass / batch:** Batch 3 (Pass 6)
- **Next authorized work:** Wait for user — recommend **Batch 4** (Pass 4 sessions / Pass 7 GAS / Pass 8 animation — only as authorized)
## Phase completed
| Item | Value |
|------|--------|
| Phase | Phase 1 — Static Architecture (in progress) |
| Batch completed | Batch 3 — Per-character ability archaeology |
| Passes completed | Pass 6 (Paladin → Amazonian → Cleric → Wizard → Gunslinger) |
| Date completed | 2026-07-16 |
| Model identifier | Cursor Grok 4.5 |
---
## Repository integrity
### Starting state (Batch 3)
- **Git:** Dirty with expected Batch 2 Archaeology Markdown only (not unexpected):
- Modified: `03`, `06`, `08`, `09`, `11`, `13`, `14`, `15`
- Untracked: `05-LegacyAbilityArchitecture.md`
- **Baseline commit:** `ff5640a0` Establish UE 5.8 known-good baseline with Batch 1 archaeology docs.
- **Editor:** `IsPIERunning=false`; level `/Game/_Main/Levels/Testing/Test01`; selected actor `BP_Enemy_Skeleton_C_1`.
### Ending state (Batch 3 close)
- Modified/created files: Markdown only under `Documentation/Archaeology/` (listed below).
- **Unexpected untracked file reported (not reverted):** `Documentation/Archaeology/01-Phase-1-Plan.md` — present at close; not created by Pass 6 doc writes; contents not inspected this closeout.
- No source, config, plugin, map, or Unreal asset writes.
- PIE not started; level and selection not changed intentionally.
- Ending Git check: only Archaeology Markdown dirty (confirm at close).
---
## Areas fully inspected (Batch 3 tools)
- Player_Paladin: Ability 001004 Begin/End/UseAbility/Charge/ChargeBox connected paths
- Player_Amazonian: Ability 001 + UseAbility001 + ReceiveAnyDamage; 002004 absence
- Player_Cleric: Ability 001004 + ConcentrateHandle/EndConcentrate + UseAbility002/004
- Player_Wizard: EventGraph walk; alternate UseAbility/input/spell search; unwired assets
- Player_Gunslinger: IsDataOnly confirmation; Parent-only EventGraph; inherited stubs
## Areas partially inspected
- FCanUseMana function body (call sites only)
- Client_Charge / ChargeTimeline numeric curve details
- PlayerHitCheck graphs (existence known; full absorb logic → later)
- Montage notify tracks (seeded in doc 10 → Pass 8)
## Areas not yet inspected
- Frontend/session flows (Batch 4 Pass 4)
- GE/cue systemwide inventory (Batch 4 Pass 7)
- Animation deep dive / AnimNotify → UseAbility (Batch 4 Pass 8)
- Enemy BP AI deep dive (Batch 4 Pass 9)
- Full UI trees / pickups (Batch 4)
- Cross-character migration matrix doc 07 (Pass 11)
---
## Blueprints inspected
| Asset | Depth |
|-------|--------|
| BP_PlayerCharacterBase | Correlation only (Batch 2 deep dive stands) |
| Player_Paladin | Pass 6 full ability path reconstruction |
| Player_Amazonian | Pass 6 full ability path reconstruction |
| Player_Cleric | Pass 6 full ability path reconstruction |
| Player_Wizard | Pass 6 ability + alternate path search |
| Player_Gunslinger | Pass 6 data-only / inherited stub confirmation |
Referenced when required for ability identity: montage paths, MagicSpell_01_Cue, BP_PlayerProjectile (unwired), GE_* DefaultAttributes (orphans), NS_Wizard_Ability001 (unwired).
## C++ classes inspected
None new this batch (Batch 1 inventory stands).
## Assets / configs inspected
Unreal content via MCP read-only only. No config file writes.
## Files created
| File | Status |
|------|--------|
| Documentation/Archaeology/10-AnimationDependencies.md | Draft |
## Files updated
| File | Status |
|------|--------|
| Documentation/Archaeology/05-LegacyAbilityArchitecture.md | Draft (major Pass 6 rewrite) |
| Documentation/Archaeology/06-PartialGASArchitecture.md | Draft |
| Documentation/Archaeology/08-CharacterSystems.md | Draft |
| Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md | Draft |
| Documentation/Archaeology/14-EvidenceIndex.md | Draft |
| Documentation/Archaeology/15-HandoffStatus.md | Draft |
**03-ClassHierarchy.md not modified** (no Batch 2 structural correction required).
**00-MCP-Capability-Calibration.md not modified.**
**07-AbilityMigrationMatrix.md not created** (Pass 11).
## Toolsets used
EditorAppToolset (IsPIERunning, GetSelectedActors); SceneTools (get_current_level); AssetTools (class/tags/deps/refs); BlueprintTools (graphs/events/functions/variables/find_nodes/get_node_infos/get_connected_subgraph/read_graph_dsl); ObjectTools (get_properties).
## Tool limitations / failed queries
- CustomEvent Reliable/Unreliable flags: **Unknown — MCP property visibility limitation**
- `find_nodes(title="Comment")` returned [] — comment-box regions Unknown
- SemanticSearch unavailable
- Some CallMcpTool invocations initially failed when `server`/`toolName` wrapper omitted; retried successfully
- Blocked read-only continuity queries (if any): recorded as tool limitation, not mutation
## Contradictory evidence
1. Dual HUD: native ASC Overlay vs DEPRECATED float UpdatePlayerHUD — both active statically.
2. DefaultAttributes: GE assets exist (incl. character orphans); BP_PlayerState=None; C++ never applies.
3. Enemy ASC ownership vs GetASC PlayerState path — unchanged from Batch 1.
4. Cleric Ability 004: FCanUseMana executed but Branch uses literal true — structural defect.
## Unresolved naming ambiguities
- Amazon vs Amazonian GE folder naming (Pass 7)
- WBP_PlayerHUD naming — resolved class-wise; name still misleading
## Requires Manual Editor Inspection
- CustomEvent Reliable/Unreliable flags
- DEPRECATED comment-box visual boundaries
- Montage notify tracks → UseAbility*
## Requires Runtime Inspection / PIE
- Dual HUD behavior
- Default attribute spawn values
- Enemy GetASC impact
- Cleric Ability 004 / Wizard BeginPlay Parent skip
- Ability networking feel / reliability
## Suggested next bounded task
**Authorize Batch 4 only** (choose one or more Passes explicitly):
1. Pass 7 — GAS GE/cue/tag inventory
2. Pass 8 — Animation / AnimNotify → UseAbility wiring
3. Pass 4 — Frontend / session flows
4. Pass 9 — Enemy BP AI
**Do not begin** Pass 11 migration matrix or PIE until authorized.
**Exact starting files for next model:**
- Read: `00`, `05`, `06`, `08`, `10`, `13`, `14`, `15`
- For Pass 7: start GE assets under `/Game/_Main/` + ASC defaults
- For Pass 8: start montages listed in `10-AnimationDependencies.md`
## Confirmation
- No Unreal assets modified
- No source/config/map/plugin modified
- No editor state intentionally modified (PIE not started; level/selection unchanged)
- No work beyond Pass 6 performed
- Waiting for explicit authorization before Batch 4