Add executive summary and ability migration matrix; finalize evidence index, runtime validation plan, and Phase 1 handoff. Co-authored-by: Cursor <cursoragent@cursor.com>
15 KiB
name, overview, todos, isProject
| name | overview | todos | isProject | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Phase 1 Archaeology | 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. |
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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
- Stop all further investigation.
- Update
14-EvidenceIndex.md. - Update
15-HandoffStatus.mdwith exact current state. - Mark every touched archaeology document Draft or Complete.
- List all files created or modified.
- Report failed MCP calls and incomplete inspections.
- Report tool, visibility, or context limitations.
- Record exact recommended starting points for the next batch.
- Confirm no unauthorized project content or editor state was modified (repository integrity gate).
- 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: DraftorStatus: 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:
- Record repository status (
git status --short,git diff --name-only,git diff --cached --name-onlyif Git available). - Record pre-existing modified/untracked files.
- Do not alter, stage, commit, revert, delete, or clean pre-existing changes.
After completing the batch:
- Re-run read-only status checks; compare to start snapshot.
- Confirm every newly created/modified file is Markdown under
Documentation/Archaeology/. - If any other file changed: stop immediately; report exact path(s); do not revert/repair without user authorization.
- Record integrity result in
15-HandoffStatus.mdand 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(notPlayer_Amazon); stockAIControlleron skeleton; DEPRECATED Paladin graphs inspectable. - Native GAS ownership split: player ASC on
ARIRPlayerState; enemy ASC onARIRBaseEnemyCharacter; emptyURIRGameplayAbilityscaffolding. - Playable BPs: Paladin, Amazonian, Cleric, Wizard, Gunslinger.
- Framework BPs:
GI_Dungeoneer,GM_Dungeoneer,GM_MainMenu; default-attribute GEs for Paladin/Amazon/Cleric/Wizard (noGE_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
13/14/15as 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
02,06,08,09,11,12,13,14,15only when substantive evidence exists.
Batch 2 — Blueprint foundation (COMPLETED)
Pass 3 — Blueprint hierarchy
- Structural inventory of player/enemy/framework/interface Blueprints; resolve
WBP_PlayerHUDas AHUD (RIRHUDchild). - Primary writes:
03/08/09/11; seeds into06/13/14/15.
Pass 5 — BP_PlayerCharacterBase deep dive
- Connected path tracing of shared input/RPC/death/HUD/multicast architecture.
- Created
05-LegacyAbilityArchitecture.md; updated03/06/08.
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 into06/13/14/15. - 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_001–004andAN_AttackCompletecallback wiring. Multicast_PlayMontageOnCompleted/OnBlendOut/OnInterrupted unwired;CurrentlyAttackingcleanup depends onAN_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 onARIRBaseEnemyCharacter). - 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.iniunreferenced; no Gameplay Cue assets. - EffectActor + consumable overlap→apply wiring; enemy
GetASCvia 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_SkeletonEventGraph reconstruction;BPI_EnemyCharacterimplementation status.- Chase and attack: Implementation Missing (empty Tick/Overlap; no MoveTo;
EnemyMeleeAttackunimplemented). - Stock
AIController;AutoPossessAI=PlacedInWorld; no project BT/BB/StateTree/EQS/Perception. - Test01: no NavMeshBoundsVolume / RecastNavMesh.
Anim_SkeletonAttackMontageorphan (0 referencers);ABP_SkeletonDeath state exists butSetIsDead(false)every Update.- Enemy damage reception absent at BP layer;
GetASCdefect 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_DungeoneerPresent 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/AddGoldunimplemented onPC_Character. - Four
RIREffectActorGE pickups: overlap→apply→destroy; Authority Risk (bReplicates=false, no authority gate). - Gold via
BP_SmallGoldPickUp/BP_BasePickUpPartial (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.