Analysis reveals that only 1 of 7 implemented modules is active in the
runtime. All modules are coded (ResourceModule, CombatModule, StorageModule,
EventModule, TrainBuilderModule, ExpeditionModule, GameModule) but only
GameModule is loaded in main.cpp.
Key findings:
- 70% code written, 15% functional
- Pub/sub architecture fully implemented but inactive
- Config files exist but unused
- Hot-reload works but only for GameModule
Root cause: main.cpp lines 115-117 only load GameModule, missing 6 other
modules from the moduleList.
Fix effort: 5 minutes (add 6 lines to moduleList)
Development effort wasted: ~3000 lines of isolated module code
This documents the gap for future reference and provides clear path to
resolution.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Update documentation to emphasize core modules reusability:
- ARCHITECTURE.md: New file explaining game-agnostic principles
- CLAUDE.md: Add strict rules for core modules, pub/sub patterns
- README.md: Update roadmap with Phase 1-4, clarify status
Core modules (ResourceModule, StorageModule, etc.) will be
reusable between Mobile Command and WarFactory via pub/sub.
Game-specific logic stays in GameModule via event subscriptions.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Architecture basée sur GroveEngine (hot-reload C++17)
- Structure du projet (src, config, external)
- CMakeLists.txt avec support MinGW
- GameModule de base (hot-reloadable)
- Main loop 10Hz avec file watcher
- Configuration via JSON
- Documentation README et CLAUDE.md
✅ Build fonctionnel
✅ Hot-reload validé
🚧 Prochaine étape: Prototype gameplay
🤖 Generated with Claude Code
Co-Authored-By: Claude <noreply@anthropic.com>