Core Modules (game-agnostic, reusable for WarFactory): - ResourceModule: Inventory, crafting system (465 lines) - StorageModule: Save/load with pub/sub state collection (424 lines) - CombatModule: Combat resolver, damage/armor/morale (580 lines) - EventModule: JSON event scripting with choices/outcomes (651 lines) MC-Specific Modules: - GameModule v2: State machine + event subscriptions (updated) - TrainBuilderModule: 3 wagons, 2-axis balance, performance malus (530 lines) - ExpeditionModule: A→B expeditions, team management, events integration (641 lines) Features: - All modules hot-reload compatible (state preservation) - Pure pub/sub architecture (zero direct coupling) - 7 config files (resources, storage, combat, events, train, expeditions) - 7 test suites (GameModuleTest: 12/12 PASSED) - CMakeLists.txt updated for all modules + tests Total: ~3,500 lines of production code + comprehensive tests 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
504 lines
15 KiB
Markdown
504 lines
15 KiB
Markdown
# GameModule Implementation - State Machine & Event Subscriptions
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**Date**: December 2, 2025
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**Version**: 0.1.0
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**Status**: Implementation Complete
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## Overview
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This document describes the implementation of the GameModule state machine and event subscription system for Mobile Command. The implementation follows the game-agnostic architecture principles defined in `ARCHITECTURE.md`, where core modules remain generic and GameModule applies Mobile Command-specific logic via pub/sub.
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## Files Modified/Created
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### 1. `src/modules/GameModule.h` (NEW)
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**Purpose**: Header file defining the GameModule class, state machine, and MC-specific game state.
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**Key Components**:
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- `enum class GameState` - 6 states (MainMenu, TrainBuilder, Expedition, Combat, Event, Pause)
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- Helper functions: `gameStateToString()`, `stringToGameState()`
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- `GameModule` class declaration
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- Private methods for state updates and event handlers
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- MC-specific state variables (drones, expeditions, etc.)
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**Architecture**:
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```cpp
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namespace mc {
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enum class GameState { MainMenu, TrainBuilder, Expedition, Combat, Event, Pause };
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class GameModule : public grove::IModule {
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// State machine
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GameState m_currentState;
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void updateMainMenu(float deltaTime);
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void updateTrainBuilder(float deltaTime);
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// ... etc
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// Event handlers - MC-SPECIFIC LOGIC HERE
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void onResourceCraftComplete(const grove::IDataNode& data);
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void onCombatStarted(const grove::IDataNode& data);
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// ... etc
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// MC-specific game state
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std::unordered_map<std::string, int> m_availableDrones;
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int m_expeditionsCompleted;
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int m_combatsWon;
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};
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}
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```
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### 2. `src/modules/GameModule.cpp` (UPDATED)
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**Purpose**: Full implementation of GameModule with state machine and event subscriptions.
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**Key Features**:
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#### State Machine (Lines 70-110)
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```cpp
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void GameModule::process(const grove::IDataNode& input) {
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// Update game time
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m_gameTime += deltaTime;
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// Process incoming messages from core modules
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processMessages();
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// State machine update
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switch (m_currentState) {
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case GameState::MainMenu: updateMainMenu(deltaTime); break;
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case GameState::TrainBuilder: updateTrainBuilder(deltaTime); break;
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case GameState::Expedition: updateExpedition(deltaTime); break;
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case GameState::Combat: updateCombat(deltaTime); break;
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case GameState::Event: updateEvent(deltaTime); break;
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case GameState::Pause: updatePause(deltaTime); break;
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}
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}
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```
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#### Event Subscriptions Setup (Lines 39-68)
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Subscribes to all core module events:
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- **ResourceModule**: `resource:craft_complete`, `resource:inventory_low`, `resource:inventory_changed`
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- **StorageModule**: `storage:save_complete`, `storage:load_complete`, `storage:save_failed`
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- **CombatModule**: `combat:started`, `combat:round_complete`, `combat:ended`
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- **EventModule**: `event:triggered`, `event:choice_made`, `event:outcome`
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#### Message Processing (Lines 112-155)
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Pull-based message consumption from IIO:
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```cpp
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void GameModule::processMessages() {
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while (m_io->hasMessages() > 0) {
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auto msg = m_io->pullMessage();
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// Route to appropriate handler
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if (msg.topic == "resource:craft_complete") {
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onResourceCraftComplete(*msg.data);
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}
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// ... etc
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}
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}
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```
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#### MC-Specific Event Handlers (Lines 213-355)
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**Example 1: Drone Crafting** (Lines 308-327)
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```cpp
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void GameModule::handleDroneCrafted(const std::string& droneType) {
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// MC-SPECIFIC: Track available drones for expeditions
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m_availableDrones[droneType]++;
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// MC-SPECIFIC: Publish to expedition system
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auto droneData = std::make_unique<grove::JsonDataNode>("drone_available");
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droneData->setString("drone_type", droneType);
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droneData->setInt("total_available", m_availableDrones[droneType]);
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m_io->publish("expedition:drone_available", std::move(droneData));
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// MC-SPECIFIC: Fame bonus (future)
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// if (m_timeline.year >= 2024) { publishFameGain("drone_crafted", 5); }
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}
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```
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**Example 2: Low Fuel Warning** (Lines 329-346)
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```cpp
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void GameModule::handleLowSupplies(const std::string& resourceId) {
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// MC-SPECIFIC: Critical resource checks
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if (resourceId == "fuel_diesel" && !m_lowFuelWarningShown) {
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spdlog::warn("[GameModule] MC: CRITICAL - Low on fuel! Return to train recommended.");
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m_lowFuelWarningShown = true;
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}
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if (resourceId == "ammunition_9mm") {
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spdlog::warn("[GameModule] MC: Low on ammo - avoid combat or resupply!");
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}
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}
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```
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**Example 3: Combat Victory** (Lines 283-296)
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```cpp
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void GameModule::onCombatEnded(const grove::IDataNode& data) {
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bool victory = data.getBool("victory", false);
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if (victory) {
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m_combatsWon++; // MC-SPECIFIC: Track victories
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handleCombatVictory(data);
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}
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// MC-SPECIFIC: Transition back to expedition
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transitionToState(GameState::Expedition);
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}
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```
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#### Hot-Reload Support (Lines 365-419)
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Preserves all state including:
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- Game time, frame count, state time
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- Current and previous states
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- MC-specific counters (expeditions, combats won)
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- Available drones map
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- Warning flags
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### 3. `config/game.json` (UPDATED)
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**Purpose**: GameModule configuration.
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```json
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{
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"version": "0.1.0",
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"game": {
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"name": "Mobile Command",
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"targetFrameRate": 10
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},
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"debug": {
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"logLevel": "debug",
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"showFrameCount": true
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},
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"initialState": "MainMenu",
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"tickRate": 10,
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"debugMode": true
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}
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```
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**New Fields**:
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- `initialState`: Starting game state (MainMenu/TrainBuilder/etc.)
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- `tickRate`: Game loop frequency (10 Hz)
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- `debugMode`: Enable debug logging
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### 4. `tests/GameModuleTest.cpp` (NEW)
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**Purpose**: Comprehensive unit tests for GameModule.
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**Test Coverage** (12 tests):
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| Test # | Name | Purpose |
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|--------|------|---------|
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| 1 | InitialStateIsMainMenu | Verify initial state configuration |
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| 2 | StateTransitionsWork | Test state machine transitions |
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| 3 | EventSubscriptionsSetup | Verify all topics subscribed |
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| 4 | GameTimeAdvances | Test time progression |
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| 5 | HotReloadPreservesState | Test state serialization |
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| 6 | DroneCraftedTriggersCorrectLogic | Test MC-specific drone logic |
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| 7 | LowFuelWarningTriggered | Test MC-specific fuel warning |
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| 8 | CombatVictoryIncrementsCounter | Test combat tracking |
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| 9 | EventTriggersStateTransition | Test event state changes |
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| 10 | ModuleTypeIsCorrect | Test module identification |
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| 11 | ModuleIdleInMainMenu | Test idle state detection |
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| 12 | MultipleMessagesProcessedInSingleFrame | Test batch processing |
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**Mock Infrastructure**:
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- `MockIIO`: Full IIO implementation for testing
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- `MockTaskScheduler`: Stub implementation
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- Message queue simulation
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- Published message tracking
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**Example Test**:
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```cpp
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TEST_F(GameModuleTest, DroneCraftedTriggersCorrectLogic) {
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// Simulate drone craft completion
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auto craftData = std::make_unique<JsonDataNode>("craft_complete");
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craftData->setString("recipe", "drone_recon");
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craftData->setInt("quantity", 1);
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mockIO->pushMessage("resource:craft_complete", std::move(craftData));
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// Process the message
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auto input = std::make_unique<JsonDataNode>("input");
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input->setFloat("deltaTime", 0.1f);
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module->process(*input);
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// Check that expedition:drone_available was published
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EXPECT_TRUE(mockIO->hasPublished("expedition:drone_available"));
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}
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```
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### 5. `CMakeLists.txt` (UPDATED)
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**Changes**:
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- Added `GameModule.h` to GameModule target
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- Added include directories for GameModule
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- Added Google Test via FetchContent
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- Added GameModuleTest executable
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- Added test targets: `test_game`, `test_all`
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## Architecture Compliance
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### Game-Agnostic Core Modules ✅
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The implementation strictly follows the architecture principle:
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**Core modules (ResourceModule, CombatModule, etc.)**:
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- ❌ NO knowledge of "train", "drone", "expedition" (MC concepts)
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- ✅ Publish generic events: `resource:craft_complete`, `combat:ended`
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- ✅ Pure functionality: inventory, crafting, combat formulas
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- ✅ Configured via JSON
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- ✅ Reusable for WarFactory or other games
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**GameModule (MC-SPECIFIC)**:
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- ✅ CAN reference "train", "drone", "expedition" (MC concepts)
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- ✅ Subscribes to core module events
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- ✅ Applies MC-specific interpretations
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- ✅ Contains game flow orchestration
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- ✅ Fully decoupled via pub/sub
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### Example Flow: Drone Crafting
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```
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1. ResourceModule (game-agnostic):
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- Completes craft of "drone_recon"
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- Publishes: resource:craft_complete { recipe: "drone_recon", quantity: 1 }
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- Has NO idea what a "drone" is or why it matters
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2. GameModule (MC-specific):
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- Receives resource:craft_complete
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- Recognizes recipe starts with "drone_"
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- MC LOGIC: Adds to available drones for expeditions
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- MC LOGIC: Publishes expedition:drone_available
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- MC LOGIC: Could award fame if year >= 2024
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Result: Core module stays generic, MC logic in GameModule
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```
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### Pub/Sub Decoupling ✅
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**No Direct Coupling**:
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```cpp
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// ❌ BAD (direct coupling)
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ResourceModule* resources = getModule<ResourceModule>();
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resources->craft("drone_recon");
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// ✅ GOOD (pub/sub)
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auto craftRequest = std::make_unique<JsonDataNode>("request");
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craftRequest->setString("recipe", "drone_recon");
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m_io->publish("resource:craft_request", std::move(craftRequest));
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```
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**Benefits**:
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- Modules can be hot-reloaded independently
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- ResourceModule can be reused in WarFactory unchanged
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- Easy to mock for testing
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- Clear event contracts
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## State Machine Design
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### States
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| State | Purpose | MC-Specific Behavior |
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|-------|---------|---------------------|
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| **MainMenu** | Initial menu, load/new game | No game time progression |
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| **TrainBuilder** | Configure train wagons | Balance calculations, wagon upgrades |
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| **Expedition** | Team out scavenging | Track progress, trigger events |
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| **Combat** | Battle in progress | Monitor combat, apply MC rules |
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| **Event** | Player making choice | Wait for choice, apply MC consequences |
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| **Pause** | Game paused | Freeze all progression |
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### State Transitions
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```
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MainMenu → TrainBuilder (new game/continue)
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TrainBuilder → Expedition (launch expedition)
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Expedition → Combat (encounter enemies)
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Expedition → Event (trigger event)
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Combat → Expedition (combat ends)
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Event → Expedition (choice made)
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Any → Pause (player pauses)
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Pause → Previous State (resume)
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```
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### Transition Events
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All transitions publish `game:state_changed`:
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```json
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{
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"previous_state": "Expedition",
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"new_state": "Combat",
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"game_time": 1234.5
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}
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```
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## Hot-Reload Compatibility
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### State Preservation
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All state is serialized in `getState()`:
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```cpp
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state->setFloat("gameTime", m_gameTime);
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state->setString("currentState", gameStateToString(m_currentState));
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state->setInt("combatsWon", m_combatsWon);
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// ... + all MC-specific state
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```
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### Workflow
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```bash
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# 1. Game running
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./build/mobilecommand.exe
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# 2. Edit GameModule.cpp (add feature, fix bug)
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# 3. Rebuild module only (fast)
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cmake --build build --target GameModule
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# 4. Module auto-reloads with state preserved
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# Player continues playing without interruption
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```
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### Test Coverage
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Test #5 `HotReloadPreservesState` validates:
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- ✅ Game time preserved
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- ✅ Frame count preserved
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- ✅ State machine state preserved
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- ✅ MC-specific counters preserved
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## Testing Strategy
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### Unit Tests (tests/GameModuleTest.cpp)
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- **Mock IIO**: Simulate core module events
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- **Mock TaskScheduler**: Stub implementation
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- **Isolated Tests**: No dependencies on other modules
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- **Fast Execution**: All tests run in < 1 second
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### Integration Tests (Future)
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```cpp
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// Example: Full game flow test
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TEST(Integration, CompleteGameLoop) {
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// 1. Start in MainMenu
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// 2. Transition to TrainBuilder
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// 3. Launch expedition
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// 4. Trigger combat
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// 5. Win combat
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// 6. Return to train
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// 7. Save game
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// 8. Load game
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// 9. Verify state restored
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}
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```
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### Manual Testing
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```bash
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# Build and run
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cmake -B build -G "MinGW Makefiles"
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cmake --build build -j4
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cd build && ./mobilecommand.exe
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# Run tests
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cmake --build build --target test_game
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cmake --build build --target test_all
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```
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## Build Instructions
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### Initial Build
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```bash
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cmake -B build -G "MinGW Makefiles"
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cmake --build build -j4
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```
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### Hot-Reload Workflow
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```bash
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# Terminal 1: Run game
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cd build && ./mobilecommand.exe
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# Terminal 2: Edit and rebuild
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# Edit src/modules/GameModule.cpp
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cmake --build build --target GameModule
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# Module reloads automatically in Terminal 1
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```
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### Run Tests
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```bash
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# GameModule tests only
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cmake --build build --target test_game
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# All tests
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cmake --build build --target test_all
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# Or using CTest
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cd build && ctest --output-on-failure
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```
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## Future Enhancements
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### Phase 2: Full Gameplay
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1. **Timeline System**: Track year (2022-2025), apply era-specific rules
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2. **Fame System**: Award fame for achievements, unlock features
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3. **Reputation System**: Track faction relationships
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4. **Commander Skills**: Modify combat/expedition outcomes
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### Phase 3: Advanced State Machine
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1. **State Stack**: Push/pop states (e.g., pause over any state)
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2. **Sub-states**: TrainBuilder.SelectingWagon, TrainBuilder.Upgrading
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3. **State Data**: Attach context data to states
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4. **Transitions Guards**: Conditions for valid transitions
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### Phase 4: AI Director
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```cpp
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// GameModule orchestrates AI director events
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void GameModule::updateExpedition(float deltaTime) {
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// MC-SPECIFIC: Check conditions for AI director events
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if (m_gameTime - m_lastEventTime > 600.0f) { // 10 minutes
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float dangerLevel = calculateDangerLevel();
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triggerAIDirectorEvent(dangerLevel);
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}
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}
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```
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## Validation Checklist
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Based on the requirements from the task:
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- ✅ State machine functional (6 states)
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- ✅ Subscribes to core module topics (12 topics)
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- ✅ MC-specific logic in subscriptions (drone, fuel, combat)
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- ✅ Hot-reload works (getState/setState implemented)
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- ✅ Tests pass (12 tests, all passing)
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- ✅ Existing functionality preserved (backward compatible)
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- ✅ Files created/updated:
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- ✅ GameModule.h (new)
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- ✅ GameModule.cpp (updated)
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- ✅ game.json (updated)
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- ✅ GameModuleTest.cpp (new)
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- ✅ CMakeLists.txt (updated)
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## Key Takeaways
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### 1. Clear Separation of Concerns
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**Core Modules**: Generic, reusable, data-driven
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**GameModule**: MC-specific, orchestration, game flow
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### 2. Pub/Sub Decoupling
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All communication via IIO topics, no direct module references.
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### 3. MC Logic Centralized
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All Mobile Command-specific interpretations live in GameModule event handlers.
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### 4. Hot-Reload Ready
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Full state serialization enables seamless development workflow.
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### 5. Testable
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Mock IIO allows isolated unit testing without dependencies.
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---
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## Conclusion
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The GameModule implementation successfully adds a state machine and event subscription system while maintaining strict adherence to the game-agnostic architecture. Core modules remain reusable, and all Mobile Command-specific logic is centralized in GameModule through pub/sub event handlers.
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**Next Steps** (from PROTOTYPE_PLAN.md Phase 1):
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1. Implement ResourceModule (game-agnostic)
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2. Implement StorageModule (game-agnostic)
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3. Validate hot-reload workflow with real module changes
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4. Add UI layer for state visualization
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---
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**Implementation Date**: December 2, 2025
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**Status**: ✅ Complete and Ready for Testing
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**Files**: 5 files created/modified
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**Lines of Code**: ~750 lines (including tests)
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**Test Coverage**: 12 unit tests, all passing
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