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realms-in-ruin-dev/Documentation/Archaeology/15-HandoffStatus.md
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tedwardsandCursor aa0058a018 Document Pass 11 Phase 1 synthesis and close static archaeology.
Add executive summary and ability migration matrix; finalize evidence index, runtime validation plan, and Phase 1 handoff.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 23:40:52 -07:00

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# 15 — Handoff Status
**Status: Complete**
- **Scope:** Authoritative Phase 1 completion handoff for cross-model continuation into Phase 2.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture (**complete**)
- **Last completed pass / batch:** Batch 5 / Pass 11 (synthesis)
- **Next authorized work:** Wait for user — **Phase 2A only** when explicitly authorized
## Phase completed
| Item | Value |
|------|--------|
| Phase | Phase 1 — Static Architecture |
| Phase status | **Complete** |
| Batch completed | Batch 5 — Synthesis |
| Passes completed | Passes 011 (Batches 15) |
| Date completed | 2026-07-16 |
| Model identifier | Cursor Grok 4.5 |
---
## Passes completed
| Batch | Passes | Focus |
|-------|--------|-------|
| 1 | 02 | Continuity; modules/config; native C++ |
| 2 | 3, 5 | BP hierarchy; BP_PlayerCharacterBase |
| 3 | 6 | Per-character abilities |
| 4A | 8 | Animation / AnimNotify |
| 4B | 7 | Partial GAS |
| 4C | 9 | Enemy AI static |
| 4D | 4, 10 | Frontend/sessions; HUD/pickups |
| 5 | 11 | Executive summary; migration matrix; final handoff |
---
## Documents created
| File | Role |
|------|------|
| Documentation/Archaeology/01-ExecutiveSummary.md | Phase 1 executive synthesis |
| Documentation/Archaeology/07-AbilityMigrationMatrix.md | Final ability migration matrix |
(Other archaeology docs were created in prior batches.)
---
## Documents completed
| File | Status |
|------|--------|
| 00-MCP-Capability-Calibration.md | Complete (unchanged in Pass 11) |
| 00A-Phase-1-Execution-Plan.md | Execution plan (Batch 5 marked completed; not a result doc) |
| 01-ExecutiveSummary.md | **Complete** |
| 02-ProjectArchitecture.md | **Complete** |
| 03-ClassHierarchy.md | **Complete** |
| 05-LegacyAbilityArchitecture.md | **Complete** |
| 06-PartialGASArchitecture.md | **Complete** |
| 07-AbilityMigrationMatrix.md | **Complete** |
| 08-CharacterSystems.md | **Complete** |
| 09-EnemyAI-StaticAnalysis.md | **Complete** |
| 10-AnimationDependencies.md | **Complete** |
| 11-UI-HUD-And-Sessions.md | **Complete** |
| 12-Pickups-And-Effects.md | **Complete** |
| 14-EvidenceIndex.md | **Complete** |
| 15-HandoffStatus.md | **Complete** (this document) |
---
## Documents remaining Draft
| File | Why Draft |
|------|-----------|
| 13-Unknowns-And-RuntimeQuestions.md | Runtime validation planned but **not executed**; remains the open runtime boundary |
---
## Repository state
### Starting state (Pass 11)
- **Git before gate commit:** Dirty — only `Documentation/Archaeology/00A-Phase-1-Execution-Plan.md` (Batch 4 complete status).
- **Gate commit:** `48d7a751` — Mark Batch 4 complete in Phase 1 execution plan.
- **After gate:** `git status --short` empty; diffs empty. Batch 4D docs already at `ee652712`.
### Ending state (Pass 11 close)
- Modified/created: Markdown under `Documentation/Archaeology/` only (Pass 11 synthesis set).
- No Unreal assets, source, config, plugins, or maps modified.
- PIE not started; level unchanged at closeout.
- Ending Git: Archaeology Markdown dirty only (expected before user commit request).
---
## Editor continuity
| Check | Result |
|-------|--------|
| IsPIERunning | false |
| Current level | `/Game/_Main/Levels/Testing/Test01` |
| Selected actors | Empty at Pass 11 continuity check (previously Batch 4D: `BP_Enemy_Skeleton_C_1`) |
| Editor mutation | None |
---
## Runtime work intentionally not performed
- No PIE / Simulate / standalone / multiplayer sessions
- No compile or save of Unreal assets
- No Blueprint / GE / GA / tag / animation / widget / map / AI edits
- No OnlineSubsystem configuration changes
- Runtime validation plan written in doc 13 only
---
## Major current-system conclusions
1. Combat is **legacy Blueprint abilities** (IA → Server_Ability_* → Multicast montage → AnimNotify), not GAS activation.
2. Player ASC/AttributeSet on PlayerState are **Active**; consumable GEs are the only confirmed GE apply path.
3. Dual DEPRECATED vs ASC resources are **unsynchronized** (P0).
4. Amazonian Ability 001 is the only ability with supplied **Observed Runtime Behavior** confirmation.
5. Enemy chase/attack/damage reception are **Implementation Missing** (independent of GetASC defect).
6. Sessions graphs exist but OSS project INI is **Missing**; do not claim MP works.
7. Overlay Health/Mana connected statically; legacy UpdatePlayerHUD and AddGold **unimplemented**.
---
## Major defects
| Priority | Defect |
|----------|--------|
| P0 | Dual resource SoT; enemy damage/death missing; enemy chase/attack missing |
| P1 | Multicast notify gameplay/cleanup; EffectActor authority; GetASC nullptr; char-select MP; sessions/OSS; AddGold/UpdatePlayerHUD |
| P2 | Cleric 004 defects; orphan default GEs; stamina scaffolding |
| P3 | Naming/prefix debt; unused tags/cues/GI |
---
## Ability migration summary
| Character | Disposition summary |
|-----------|---------------------|
| Amazonian 001 | Preserve behavior, migrate implementation (Phase 2C reference) |
| Paladin 001/003/004 | Preserve behavior, migrate implementation |
| Paladin 002 / Cleric partials | Reconstruct legacy behavior first, then migrate |
| Cleric 003 | Preserve behavior, migrate implementation |
| Wizard / Gunslinger stubs | Replace directly with GAS after framework |
| Wizard orphans | Defer pending design decision |
| Shared Multicast gameplay | Replace directly with native/shared framework |
| Dual resources | Reconstruct SoT in 2A first |
Full matrix: [`07-AbilityMigrationMatrix.md`](07-AbilityMigrationMatrix.md).
---
## Phase 2 recommended starting point
**Phase 2A — Baseline framework stabilization**
Establish canonical health/mana/stamina source of truth; default attribute initialization; legacy↔ASC transition policy; shared death/damage architecture; server-authoritative gameplay rules; reliable cleanup/interruption rules; repeatable runtime validation harness.
Do **not** begin per-character implementation until these contracts are approved.
---
## Required runtime-validation gates
Before trusting modernization claims, execute (when authorized) the grouped tests in [`13-Unknowns-And-RuntimeQuestions.md`](13-Unknowns-And-RuntimeQuestions.md):
1. Attributes/HUD → 2. Ability authority → 3. AnimNotify → 4. Interrupt cleanup → 5. Player death → 67. Enemy ASC/damage → 8. Pickups → 9. Char-select MP → 10. Sessions → 11. Gold → 12. Respawn/HUD.
---
## Tool limitations
- CustomEvent Reliability flags not exposed via MCP
- AnimGraph / Death transition DSL empty
- Montage notify trigger times require Manual Editor
- Sphere CDO collision often unreadable
- Semantic Search unavailable in prior passes
- A blocked read-only query is a tool limitation, not evidence of mutation
---
## Exact next action
Begin Phase 2A with a bounded runtime-baseline and shared resource-authority design pass. Do not begin per-character implementation until the canonical attribute, damage, death, authority, and cleanup contracts are approved.
**Do not begin Phase 2 without explicit user authorization.**
---
## Integrity statement
No Unreal assets, source, configuration, maps, plugins, or editor state were modified during Phase 1 archaeology (Passes 011). Only Markdown files beneath `Documentation/Archaeology/` were created or updated.
---
## Continuity checklist for next model
1. Read `01-ExecutiveSummary.md`, `07-AbilityMigrationMatrix.md`, `13`, `14`, `15`, then domain docs as needed.
2. Confirm git status before any work; only Archaeology Markdown may change unless user expands authorization.
3. Confirm PIE stopped; level Test01 unless user changed it.
4. Phase 2A = design + bounded runtime validation harness — not full character implementation.
5. Wait for explicit authorization before Phase 2.