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realms-in-ruin-dev/Documentation/Archaeology/15-HandoffStatus.md
T
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.


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:

  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.