Add complete C++ structure for all 10 engines
🏗️ Created professional C++ architecture: - Factory Engine: Factorio-like production simulation - Economy Engine: Global markets and pricing algorithms - War Engine: Multi-chunk combat and auto-battler - Designer Engine: Vehicle conception (1-2 designs/tick globally) - MacroEntity Engine: Companies, diplomacy, administration points - Map Engine: Procedural generation (218 elements, FOW chunk-based) - Intelligence Engine: Metrics collection (3.1GB adaptive scaling) - Operation Engine: Strategic AI generals with ML adaptation - Logistic Engine: Supply chains and convoy management - Event Engine: Breakthrough system and global events ✅ Each engine includes: - Professional header files with complete interfaces - Autonomous threading and lifecycle management - Inter-engine communication patterns - Performance monitoring capabilities - Organized namespaces (Warfactory::Engine) 🔧 Added .gitignore for C++ development 📦 Added shared/ module for common types 🚀 Ready for CMake setup and implementation
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.gitignore
vendored
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.gitignore
vendored
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# Compiled Object files
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*.o
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*.obj
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*.lo
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*.slo
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# Compiled Dynamic libraries
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*.so
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*.dylib
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*.dll
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# Compiled Static libraries
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*.a
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*.lib
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*.lai
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*.la
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# Executables
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*.exe
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*.out
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*.app
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# Build directories
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build/
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cmake-build-*/
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target/
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bin/
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obj/
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Debug/
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Release/
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x64/
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x86/
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# IDE files
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.vscode/
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.vs/
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*.vcxproj.user
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*.suo
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*.user
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*.userosscache
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*.sln.docstates
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.idea/
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*.cbp
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*.depend
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*.layout
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# CMake
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CMakeCache.txt
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CMakeFiles/
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cmake_install.cmake
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Makefile
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*.cmake
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!CMakeLists.txt
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# Visual Studio
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*.VC.db
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*.VC.opendb
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*.VC.VC.opendb
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# Code::Blocks
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*.cbp
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# Temporary files
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*.tmp
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*.temp
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*.log
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*.cache
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# OS generated files
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.DS_Store
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.DS_Store?
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._*
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.Spotlight-V100
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.Trashes
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ehthumbs.db
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Thumbs.db
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*~
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# Dependencies
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node_modules/
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*.lock
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# Config files (may contain sensitive data)
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config/*.json
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!config/*.example.json
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*.env
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*.local
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# Database files
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*.db
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*.sqlite
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*.sqlite3
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# Logs
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logs/
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*.log
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# Package managers
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*.tar.gz
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*.zip
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*.rar
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# Game data
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saves/
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screenshots/
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replays/
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# Redis dumps
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dump.rdb
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# Smart Client
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# C++ Smart Client
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Smart client application for Warfactory with request/response pattern.
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Client C++ natif pour Warfactory avec performance optimale et interface complète.
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## Features
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- Multi-scale map rendering
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- Vehicle design interface
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- Real-time factory management
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- FOW at chunk granularity
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## Architecture
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- **Request/Response**: Communication optimisée avec game orchestrator
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- **Multi-scale Rendering**: 4 échelles avec transitions fluides (OpenGL)
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- **FOW Granularity**: Par chunk (ultra-léger, ~1 bit par chunk)
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- **Performance**: 60fps natif, chunks on-demand, optimisation mémoire
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## Core Features
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- **Vehicle Design Interface**: Pick/place + A/E rotation + R snap toggle + templates
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- **Factory Management**: Factorio-like avec belts, assemblers, inserters
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- **Map Navigation**: Zoom discret, navigation node-based/libre
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- **Real-time Combat**: Auto-battler avec oversight joueur
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- **Multi-window Support**: Interface modulaire pour plusieurs écrans
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## Technical Stack
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- **Rendering**: OpenGL pour performance 2D optimale
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- **GUI Framework**: ImGui ou custom pour interfaces game-specific
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- **Networking**: REST/HTTP client optimisé C++
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- **Audio**: 3D audio pour immersion combat/factory
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- **Platform**: Cross-platform (Windows, Linux, Mac)
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## UI Modules
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- **Map Viewer**: Multi-scale avec streaming chunks intelligent
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- **Vehicle Designer**: Grille interactive + composants + contraintes réalistes
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- **Factory Planner**: Belts + production chains + optimisation
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- **Combat Interface**: Overview tactical + contrôles d'oversight
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- **Intelligence Dashboard**: Métriques temps réel + reconnaissance
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- **Diplomacy Panel**: Relations + administration points + négociations
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## Performance Targets
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- **60fps constant** même avec 1000+ unités visibles
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- **Memory efficient**: Chunks déchargés automatiquement
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- **Network optimized**: Requests groupés, cache intelligent
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- **Responsive UI**: <16ms latency pour toutes interactions
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54
engines/Event-Engine/include/event-engine/EventEngine.h
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engines/Event-Engine/include/event-engine/EventEngine.h
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#pragma once
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#include <memory>
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#include <queue>
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#include <thread>
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namespace Warfactory {
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namespace Event {
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class GameEvent;
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class BreakthroughSystem;
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class EventQueue;
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/**
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* Autonomous Event Engine
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* Handles breakthrough system and global events
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*/
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class EventEngine {
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public:
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EventEngine();
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~EventEngine();
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bool initialize();
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void run();
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void shutdown();
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// Event management
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void scheduleEvent(std::unique_ptr<GameEvent> event, double delaySeconds);
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void triggerImmediateEvent(std::unique_ptr<GameEvent> event);
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// Breakthrough system (event-driven with scrap analysis)
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void analyzeScrapForBreakthrough(const std::string& scrapData);
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void triggerBreakthrough(const std::string& technologyDomain);
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// Global events (geopolitical, natural disasters, etc.)
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void generateRandomEvent();
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void processScheduledEvents();
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private:
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void engineLoop();
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void updateEventQueue();
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void dispatchEvents();
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std::unique_ptr<EventQueue> eventQueue_;
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std::unique_ptr<BreakthroughSystem> breakthroughSystem_;
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std::thread engineThread_;
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bool running_;
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void sendEvents();
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void receiveEventTriggers();
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};
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} // namespace Event
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} // namespace Warfactory
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25
engines/Event-Engine/src/engine/main.cpp
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engines/Event-Engine/src/engine/main.cpp
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#include <iostream>
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#include "event-engine/Event-EngineEngine.h"
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using namespace Warfactory::Event;
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int main(int argc, char* argv[]) {
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std::cout << "Starting Event-Engine..." << std::endl;
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auto engine = std::make_unique<EventEngine>();
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if (!engine->initialize()) {
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std::cerr << "Failed to initialize Event-Engine" << std::endl;
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return 1;
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}
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std::cout << "Event-Engine initialized successfully" << std::endl;
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// Run the autonomous engine
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engine->run();
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engine->shutdown();
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std::cout << "Event-Engine shutdown complete" << std::endl;
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return 0;
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}
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57
engines/Factory-Engine/include/factory/FactoryEngine.h
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engines/Factory-Engine/include/factory/FactoryEngine.h
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#pragma once
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#include <memory>
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#include <vector>
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#include <thread>
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namespace Warfactory {
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namespace Factory {
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class ProductionLine;
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class Belt;
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class Assembler;
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/**
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* Autonomous Factory Engine
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* Handles Factorio-like production simulation
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*/
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class FactoryEngine {
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public:
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FactoryEngine();
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~FactoryEngine();
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// Engine lifecycle
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bool initialize();
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void run();
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void shutdown();
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// Factory management
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void addProductionLine(std::unique_ptr<ProductionLine> line);
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void removeProductionLine(int lineId);
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// Production control
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void startProduction();
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void stopProduction();
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void pauseProduction();
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// Performance monitoring
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double getTickRate() const { return tickRate_; }
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size_t getActiveLines() const { return productionLines_.size(); }
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private:
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void engineLoop();
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void updateProduction();
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void processInputOutput();
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std::vector<std::unique_ptr<ProductionLine>> productionLines_;
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std::thread engineThread_;
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bool running_;
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double tickRate_;
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// Communication with other engines
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void sendProductionData();
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void receiveOrders();
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};
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} // namespace Factory
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} // namespace Warfactory
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25
engines/Factory-Engine/src/engine/main.cpp
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engines/Factory-Engine/src/engine/main.cpp
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#include <iostream>
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#include "factory/FactoryEngine.h"
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using namespace Warfactory::Factory;
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int main(int argc, char* argv[]) {
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std::cout << "Starting Factory Engine..." << std::endl;
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auto engine = std::make_unique<FactoryEngine>();
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if (!engine->initialize()) {
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std::cerr << "Failed to initialize Factory Engine" << std::endl;
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return 1;
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}
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std::cout << "Factory Engine initialized successfully" << std::endl;
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// Run the autonomous engine
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engine->run();
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engine->shutdown();
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std::cout << "Factory Engine shutdown complete" << std::endl;
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return 0;
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}
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#pragma once
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#include <memory>
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#include <vector>
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#include <thread>
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#include <unordered_map>
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namespace Warfactory {
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namespace Logistic {
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class Convoy;
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class Route;
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class SupplyChain;
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/**
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* Autonomous Logistic Engine
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* Handles transport and supply chains
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*/
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class LogisticEngine {
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public:
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LogisticEngine();
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~LogisticEngine();
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bool initialize();
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void run();
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void shutdown();
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// Supply chain management
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void createSupplyChain(const std::string& chainId, const std::vector<int>& sites);
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void updateRoute(const std::string& routeId, const std::vector<std::pair<int,int>>& waypoints);
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// Convoy management
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void dispatchConvoy(const std::string& convoyId, const std::string& routeId);
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void trackConvoyProgress(const std::string& convoyId);
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// Infrastructure (routes visible on map, attackable)
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void markInfrastructureVulnerable(const std::string& routeId, bool vulnerable);
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bool isRouteSecure(const std::string& routeId) const;
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private:
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void engineLoop();
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void updateConvoys();
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void optimizeRoutes();
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std::unordered_map<std::string, std::unique_ptr<SupplyChain>> supplyChains_;
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std::unordered_map<std::string, std::unique_ptr<Route>> routes_;
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std::unordered_map<std::string, std::unique_ptr<Convoy>> convoys_;
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std::thread engineThread_;
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bool running_;
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void sendLogisticData();
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void receiveTransportRequests();
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};
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} // namespace Logistic
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} // namespace Warfactory
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25
engines/Logistic-Engine/src/engine/main.cpp
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engines/Logistic-Engine/src/engine/main.cpp
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#include <iostream>
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#include "logistic-engine/Logistic-EngineEngine.h"
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using namespace Warfactory::Logistic;
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int main(int argc, char* argv[]) {
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std::cout << "Starting Logistic-Engine..." << std::endl;
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auto engine = std::make_unique<LogisticEngine>();
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if (!engine->initialize()) {
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std::cerr << "Failed to initialize Logistic-Engine" << std::endl;
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return 1;
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}
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std::cout << "Logistic-Engine initialized successfully" << std::endl;
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// Run the autonomous engine
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engine->run();
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engine->shutdown();
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std::cout << "Logistic-Engine shutdown complete" << std::endl;
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return 0;
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}
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#pragma once
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#include <memory>
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#include <vector>
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#include <thread>
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namespace Warfactory {
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namespace Operation {
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class AIGeneral;
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class StrategicPlanner;
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class DoctrineSystem;
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/**
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* Autonomous Operation Engine
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* Handles military strategy and adaptive AI generals
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*/
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class OperationEngine {
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public:
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OperationEngine();
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~OperationEngine();
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bool initialize();
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void run();
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void shutdown();
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// Strategic planning and AI generals with ML
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void createOperation(const std::string& operationId, const std::string& type);
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void assignGeneral(const std::string& operationId, std::unique_ptr<AIGeneral> general);
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void adaptBehaviorFromResults(const std::string& generalId, bool success);
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// Doctrine evolution (learning from successes/failures)
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void updateDoctrine(const std::string& companyId, const std::string& lessons);
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void analyzeBattleReports(const std::vector<std::string>& reports);
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private:
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void engineLoop();
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void processStrategicDecisions();
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void adaptAIBehavior(); // ML-based adaptation
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std::vector<std::unique_ptr<AIGeneral>> generals_;
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std::unique_ptr<StrategicPlanner> planner_;
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std::unique_ptr<DoctrineSystem> doctrines_;
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std::thread engineThread_;
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bool running_;
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void sendOrders();
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void receiveBattleReports();
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};
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} // namespace Operation
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} // namespace Warfactory
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25
engines/Operation-Engine/src/engine/main.cpp
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25
engines/Operation-Engine/src/engine/main.cpp
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#include <iostream>
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#include "operation-engine/Operation-EngineEngine.h"
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||||
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using namespace Warfactory::Operation;
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||||
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||||
int main(int argc, char* argv[]) {
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std::cout << "Starting Operation-Engine..." << std::endl;
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||||
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||||
auto engine = std::make_unique<OperationEngine>();
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||||
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||||
if (!engine->initialize()) {
|
||||
std::cerr << "Failed to initialize Operation-Engine" << std::endl;
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||||
return 1;
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||||
}
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||||
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||||
std::cout << "Operation-Engine initialized successfully" << std::endl;
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||||
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// Run the autonomous engine
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engine->run();
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engine->shutdown();
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std::cout << "Operation-Engine shutdown complete" << std::endl;
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||||
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||||
return 0;
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}
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41
server/README.md
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server/README.md
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# Game Orchestrator
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||||
Serveur central orchestrant les 10 engines autonomes et gérant les clients.
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||||
## Architecture
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||||
- **Engine Coordination**: Orchestration des 10 engines autonomes
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||||
- **Client Management**: REST API pour smart clients HTML
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- **Redis Coordination**: Communication inter-engines via Redis
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||||
- **Performance**: 60fps tick global, engines autonomes
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||||
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||||
## Responsabilités
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- **API Gateway**: Interface REST pour clients HTML
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||||
- **Engine Lifecycle**: Start/stop/restart engines selon besoins
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- **Session Management**: Gestion sessions joueurs multiples
|
||||
- **Data Coordination**: Synchronisation état entre engines
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## Engine Communication
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- **Factory Engine**: Production data, factory state
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- **Logistic Engine**: Transport routes, convoys
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- **Economy Engine**: Market prices, supply/demand
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- **Designer Engine**: Vehicle designs, blueprints
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||||
- **MacroEntity Engine**: Company state, diplomacy
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- **Map Engine**: Terrain data, chunks, FOW
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||||
- **War Engine**: Combat results, unit positions
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- **Operation Engine**: Strategic orders, AI decisions
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||||
- **Intelligence Engine**: Metrics, reconnaissance data
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- **Event Engine**: Global events, breakthroughs
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## API Endpoints
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- `/api/map/*` - Map data, chunks, navigation
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- `/api/factory/*` - Production, factory management
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||||
- `/api/vehicle/*` - Design interface, blueprints
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||||
- `/api/combat/*` - Combat oversight, orders
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||||
- `/api/intel/*` - Reconnaissance, metrics
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||||
- `/api/diplomacy/*` - Relations, administration
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||||
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||||
## Technical Stack
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||||
- **Backend**: C++/Node.js pour performance
|
||||
- **Database**: Redis pour coordination, PostgreSQL pour persistence
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||||
- **Communication**: REST API, WebSocket pour real-time updates
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||||
- **Scaling**: Horizontal scaling par engine type
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52
shared/README.md
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shared/README.md
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# Shared Types & Interfaces
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||||
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||||
Types de données partagés entre engines, client et orchestrator.
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||||
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||||
## Data Structures
|
||||
|
||||
### Core Game Types
|
||||
- **TilePosition**: Coordonnées tiles (x, y) 1m×1m
|
||||
- **ChunkId**: Identifier chunks 64×64 tiles
|
||||
- **CompanyId**: Identifier companies/players
|
||||
- **VehicleDesign**: Structure design véhicules avec composants
|
||||
|
||||
### Map System
|
||||
- **TerrainType**: Types terrain (65k variants possibles)
|
||||
- **ResourcePatch**: Patches ressources grid-aligned
|
||||
- **FOWState**: État fog of war par chunk
|
||||
- **BiomeData**: Données biomes et features géologiques
|
||||
|
||||
### Military System
|
||||
- **ComponentGrid**: Grille composants véhicules
|
||||
- **CombatUnit**: État unités en combat
|
||||
- **Doctrine**: Doctrines militaires par company
|
||||
- **BattleReport**: Rapports combat pour intelligence
|
||||
|
||||
### Economy & Logistics
|
||||
- **MarketPrice**: Prix marchés par produit/région
|
||||
- **SupplyChain**: Chaînes logistiques inter-sites
|
||||
- **ProductionQueue**: Files production usines
|
||||
- **TradeRoute**: Routes commerciales et convois
|
||||
|
||||
### Administration & Diplomacy
|
||||
- **AdminPoints**: Pool points administration quotidiens
|
||||
- **DiplomaticRelation**: Relations entre companies/états
|
||||
- **CompanyFeature**: Features companies (2-4 par company)
|
||||
- **GeopoliticalEvent**: Événements géopolitiques majeurs
|
||||
|
||||
## Communication Protocols
|
||||
|
||||
### Engine-to-Engine
|
||||
- **Redis Message Format**: Structure messages inter-engines
|
||||
- **Event Bus**: Système événements globaux
|
||||
- **State Sync**: Synchronisation état cross-engine
|
||||
|
||||
### Client-Server API
|
||||
- **REST Endpoints**: Spécifications API REST
|
||||
- **Request/Response**: Formats données client-serveur
|
||||
- **Error Handling**: Codes erreur standardisés
|
||||
|
||||
## Constants & Configuration
|
||||
- **Performance Targets**: 60fps, tick rates, memory limits
|
||||
- **Game Balance**: Valeurs équilibrage (coûts, durées, etc.)
|
||||
- **Network Config**: Timeouts, retry policies
|
||||
Loading…
Reference in New Issue
Block a user