Files
realms-in-ruin-dev/Documentation/Archaeology/00A-Phase-1-Execution-Plan.md
T
tedwardsandCursor 48d7a75149 Mark Batch 4 complete in Phase 1 execution plan.
Unlocks Batch 5 (Pass 11 synthesis) after Batch 4D archaeology was committed.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 23:33:22 -07:00

15 KiB
Raw Blame History

name, overview, todos, isProject
name overview todos isProject
Phase 1 Archaeology Phase 1 archaeology: Batches 14 complete (4A4D — Passes 4, 7, 8, 9, 10); Batch 5 waiting (Pass 11 synthesis). Docs only with substantive evidence; integrity gate before/after; no auto-continue.
id content status
batch1-foundation Batch 1 (authorized): Passes 02 — continuity, modules/config, native C++ → 02+03+14+15 (+seeds) completed
id content status
batch2-bp-foundation Batch 2 (completed): Passes 3+5 — BP hierarchy + BP_PlayerCharacterBase deep dive → 03/05/08 (+seeds) completed
id content status
batch3-abilities Batch 3 (completed): Pass 6 — per-character ability/RPC/anim inventory → 05/08/10 (+seeds) completed
id content status
batch4a-animation Batch 4A (completed): Pass 8 — AnimBP/montage/notify inventory → 10 (+seeds) completed
id content status
batch4b-gas Batch 4B (completed): Pass 7 — partial GAS (ASC/GE/tags/grants/UI boundary) → 06/11/12 (+seeds) completed
id content status
batch4c-enemy Batch 4C (completed): Pass 9 — enemy AI static analysis → 09 (+seeds) completed
id content status
batch4d-remaining Batch 4D (completed): Pass 4 sessions/frontend + Pass 10 HUD/pickups → 11/12/02 (+seeds) completed
id content status
batch5-synthesis Batch 5 (when authorized): Pass 11 — matrix, unknowns, summary, final handoff pending
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 14 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 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 02) 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 — 4A4D
Batch 5 — Synthesis Waiting for authorization (requires Batch 4 complete)

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 001004 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 4A4D (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 (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 — 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 (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 4 is complete and docs reviewed. Authorize Pass 11 explicitly before starting.

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.