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realms-in-ruin-dev/Documentation/Archaeology/15-HandoffStatus.md
T
tedwardsandCursor 53315574a4 Document Batch 4C Pass 9 enemy AI archaeology: missing chase and attack implementation.
Records empty enemy EventGraphs, stock AIController possession, orphan attack montage, and separates GetASC defect from chase/attack failure.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 21:46:08 -07:00

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4.0 KiB
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# 15 — Handoff Status
**Status: Draft**
- **Scope:** Authoritative cross-model continuation document for Phase 1.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass / batch:** Batch 4C (Pass 9)
- **Next authorized work:** Wait for user — recommend **Batch 4D** (Pass 4 sessions and/or Pass 10 pickups) as separately authorized
## Phase completed
| Item | Value |
|------|--------|
| Phase | Phase 1 — Static Architecture (in progress) |
| Batch completed | Batch 4C — Enemy AI static analysis |
| Passes completed | Pass 9 |
| Date completed | 2026-07-16 |
| Model identifier | Cursor Grok 4.5 |
---
## Repository integrity
### Starting state (Batch 4C)
- **Git:** Clean (`git status --short` empty; diffs empty).
- **Baseline includes:** `e50c8032` Batch 4B Pass 7 GAS archaeology.
- **Editor:** `IsPIERunning=false`; level `/Game/_Main/Levels/Testing/Test01`; selected actor `BP_Enemy_Skeleton_C_1`.
### Ending state (Batch 4C close)
- Modified files: Markdown under `Documentation/Archaeology/` (listed below).
- **Unexpected working-tree changes (not caused by Pass 9; not reverted):**
- Deleted: `Migration-Notes/UE54-Baseline.md`
- Untracked: `Documentation/Migration-Notes/`
- No Unreal assets, source, config, plugins, or maps modified by this batch.
- PIE not started; level and selection unchanged.
- Ending Git: Archaeology Markdown dirty **plus** the unexpected Migration-Notes paths above.
---
## Areas fully inspected (Batch 4C)
- `ARIRBaseEnemyCharacter` / `ARIRBaseCharacter` GetASC / `ITargetInterface`
- `BP_EnemyCharacterBase` + `BP_Enemy_Skeleton` EventGraphs, GetEnemyREF, CDO control
- `BPI_EnemyCharacter` (GetEnemyREF / AddPlayerTarget / EnemyMeleeAttack)
- Placed `BP_Enemy_Skeleton_C_1` controller/possession props
- Project-wide BT/BB/StateTree/EQS/AIPerception/AIController subclass searches
- Test01 NavMeshBoundsVolume / RecastNavMesh absence
- `ABP_Skeleton` EventGraph + deps; `Anim_SkeletonAttackMontage` referencers
## Areas partially inspected
- `BP_Enemy_Skeleton_C_0` (presence only)
- ABP Death transition pin details (AnimGraph DSL empty)
- CharacterMovement orient flags (partially unreadable)
## Areas not yet inspected
- Pass 4 frontend/sessions
- Pass 10 full pickup deep dive
- Pass 11 migration matrix
- PIE / runtime
---
## Files updated
| File | Status |
|------|--------|
| Documentation/Archaeology/09-EnemyAI-StaticAnalysis.md | Draft (Pass 9 rewrite) |
| Documentation/Archaeology/03-ClassHierarchy.md | Draft |
| Documentation/Archaeology/05-LegacyAbilityArchitecture.md | Draft (enemy ApplyDamage note) |
| Documentation/Archaeology/06-PartialGASArchitecture.md | Draft |
| Documentation/Archaeology/10-AnimationDependencies.md | Draft |
| Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md | Draft |
| Documentation/Archaeology/14-EvidenceIndex.md | Draft |
| Documentation/Archaeology/15-HandoffStatus.md | Draft |
**12 not modified** (no new EffectActor evidence beyond Pass 7).
**07 not created.**
## Key Pass 9 outcomes
1. **Chase primary classification: Implementation Missing** (empty Tick/Overlap; no MoveTo; no target acquisition).
2. **Attack primary classification: Implementation Missing** (EnemyMeleeAttack unimplemented; orphan montage).
3. **Stock AIController + PlacedInWorld** — possession may occur; no behavior.
4. **No BT/BB/Perception/navmesh** in project / Test01.
5. **GetASC defect is separate** — does not cause chase/attack failure.
6. **ABP SetIsDead(false)** every Update — death path incomplete.
7. **Player ApplyDamage has no enemy health/death consumer** statically.
## Suggested next bounded task
**Authorize Batch 4D explicitly**, e.g.:
1. Pass 4 — Frontend / sessions
2. Pass 10 — Pickup deep dive
**Do not begin** Pass 11 or PIE until authorized.
**Starting files:** `00`, `09`, `11`, `12`, `13`, `14`, `15`.
## Confirmation
- No Unreal assets modified
- No source/config/map/plugin modified
- No editor state intentionally modified
- No work beyond Pass 9 performed
- Waiting for explicit authorization before Batch 4D