Files
realms-in-ruin-dev/Documentation/Archaeology/00A-Phase-1-Execution-Plan.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

9.0 KiB
Raw Blame History

name, overview, todos, isProject
name overview todos isProject
Phase 1 Archaeology 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.
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
batch4-supporting Batch 4 (when authorized): Passes 4+7+8+9+10 — frontend, GAS, anim, enemy, UI/pickups/maps pending
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 (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 02) 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 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).

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.