Replace engine architecture with modular triple interface system
- Remove old 10-engine system (engines/ directory deleted) - Implement C++ triple interface architecture: * IEngine: Execution coordination (Debug → Production) * IModuleSystem: Strategy pattern (Sequential → Threaded → Cluster) * IModule: Pure game logic interface (200-300 lines per module) * IIO: Communication transport (Intra → Local → Network) - Add autonomous module structure: * modules/factory/: Production logic with autonomous build * modules/economy/: Market simulation with autonomous build * modules/logistic/: Supply chain with autonomous build * Each module: CLAUDE.md + CMakeLists.txt + shared/ + build/ - Benefits for Claude Code development: * Ultra-focused contexts (200 lines vs 50K+ lines) * Autonomous builds (cmake . from module directory) * Hot-swappable infrastructure without logic changes * Parallel development across multiple Claude instances 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
parent
bb92e9dc93
commit
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219
CMakeLists.txt
219
CMakeLists.txt
@ -46,32 +46,16 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
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# Add subdirectories for all engines
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add_subdirectory(engines/Designer-Engine)
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add_subdirectory(engines/Economy-Engine)
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add_subdirectory(engines/Event-Engine)
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add_subdirectory(engines/Factory-Engine)
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add_subdirectory(engines/Intelligence-Engine)
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add_subdirectory(engines/Logistic-Engine)
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add_subdirectory(engines/MacroEntity-Engine)
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add_subdirectory(engines/Map-Engine)
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add_subdirectory(engines/Operation-Engine)
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add_subdirectory(engines/War-Engine)
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# Add subdirectories for modular architecture
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add_subdirectory(core)
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add_subdirectory(modules)
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# Build all engines target
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add_custom_target(all-engines
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# Build core system target
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add_custom_target(warfactory-core
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DEPENDS
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designer-engine
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economy-engine
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event-engine
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factory-engine
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intelligence-engine
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logistic-engine
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macroentity-engine
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map-engine
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operation-engine
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war-engine
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COMMENT "Building all Warfactory engines"
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warfactory-engine
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warfactory-modules
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COMMENT "Building Warfactory modular core"
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)
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# =============================================================================
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@ -79,40 +63,40 @@ add_custom_target(all-engines
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# =============================================================================
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if(ENABLE_ADVANCED_TOOLS)
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# Fuzzing targets for all engines
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add_custom_target(fuzz-all-engines
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COMMENT "Running fuzzing on all engines"
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# Fuzzing targets for modular system
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add_custom_target(fuzz-all-modules
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COMMENT "Running fuzzing on all modules"
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)
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# Static analysis for all engines
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add_custom_target(analyze-all-engines
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COMMENT "Running static analysis on all engines"
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# Static analysis for modular system
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add_custom_target(analyze-all-modules
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COMMENT "Running static analysis on all modules"
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)
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# Coverage for all engines
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add_custom_target(coverage-all-engines
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COMMENT "Generating coverage reports for all engines"
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# Coverage for modular system
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add_custom_target(coverage-all-modules
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COMMENT "Generating coverage reports for all modules"
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)
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# Concurrency analysis for all engines
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add_custom_target(concurrency-all-engines
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COMMENT "Running concurrency analysis on all engines"
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# Concurrency analysis for modular system
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add_custom_target(concurrency-all-modules
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COMMENT "Running concurrency analysis on all modules"
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)
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# ABI validation for all engines
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add_custom_target(abi-all-engines
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COMMENT "Validating ABI for all engines"
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# ABI validation for modular system
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add_custom_target(abi-all-modules
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COMMENT "Validating ABI for all modules"
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)
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# Master testing target
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add_custom_target(test-everything
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DEPENDS fuzz-all-engines analyze-all-engines coverage-all-engines
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COMMENT "Run all advanced testing on all engines"
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DEPENDS fuzz-all-modules analyze-all-modules coverage-all-modules
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COMMENT "Run all advanced testing on modular system"
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)
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message(STATUS "🎯 Advanced testing targets configured")
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message(STATUS " - Use 'make fuzz-all-engines' for fuzzing")
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message(STATUS " - Use 'make analyze-all-engines' for static analysis")
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message(STATUS " - Use 'make fuzz-all-modules' for fuzzing")
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message(STATUS " - Use 'make analyze-all-modules' for static analysis")
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message(STATUS " - Use 'make test-everything' for complete testing")
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endif()
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@ -131,8 +115,8 @@ if(TARGET cppcheck)
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add_custom_target(cppcheck-all
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COMMAND cppcheck --enable=all --inconclusive --std=c++20
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--suppressions-list=${CMAKE_SOURCE_DIR}/cppcheck-suppressions.txt
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${CMAKE_SOURCE_DIR}/engines/*/src ${CMAKE_SOURCE_DIR}/engines/*/include
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COMMENT "Running Cppcheck on all engines"
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${CMAKE_SOURCE_DIR}/core ${CMAKE_SOURCE_DIR}/modules
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COMMENT "Running Cppcheck on modular system"
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)
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add_dependencies(validate-all cppcheck-all)
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endif()
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@ -141,97 +125,47 @@ endif()
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find_program(CLANG_TIDY_EXECUTABLE clang-tidy)
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if(CLANG_TIDY_EXECUTABLE)
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add_custom_target(clang-tidy-all
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COMMAND find ${CMAKE_SOURCE_DIR}/engines -name "*.cpp" -exec ${CLANG_TIDY_EXECUTABLE} {} +
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COMMENT "Running clang-tidy on all engines"
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COMMAND find ${CMAKE_SOURCE_DIR}/core ${CMAKE_SOURCE_DIR}/modules -name "*.cpp" -exec ${CLANG_TIDY_EXECUTABLE} {} +
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COMMENT "Running clang-tidy on modular system"
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)
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add_dependencies(validate-all clang-tidy-all)
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endif()
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# Build rapide tous les engines
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# Build rapide tous les modules
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add_custom_target(build-all-fast
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DEPENDS all-engines
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COMMENT "Fast build of all engines"
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DEPENDS warfactory-core
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COMMENT "Fast build of modular system"
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)
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# Clean + rebuild complet
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add_custom_target(rebuild-all
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COMMAND ${CMAKE_COMMAND} --build ${CMAKE_BINARY_DIR} --target clean
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COMMAND ${CMAKE_COMMAND} --build ${CMAKE_BINARY_DIR} --target all-engines
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COMMENT "Clean rebuild of all engines"
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COMMAND ${CMAKE_COMMAND} --build ${CMAKE_BINARY_DIR} --target warfactory-core
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COMMENT "Clean rebuild of modular system"
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)
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# Documentation de tous les engines
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# Documentation de tous les modules
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add_custom_target(docs-all
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COMMENT "Generating documentation for all engines"
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COMMENT "Generating documentation for modular system"
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)
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# Tests de tous les engines
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add_custom_target(test-all-engines
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# Tests de tous les modules
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add_custom_target(test-all-modules
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COMMAND ${CMAKE_CTEST_COMMAND} --parallel 4 --output-on-failure
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COMMENT "Running tests for all engines"
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COMMENT "Running tests for all modules"
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)
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# Performance benchmarks
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add_custom_target(bench-all-engines
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COMMENT "Running benchmarks for all engines"
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add_custom_target(bench-all-modules
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COMMENT "Running benchmarks for all modules"
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)
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# Claude Code workflow target - build + test + validate
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add_custom_target(claude-workflow
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DEPENDS build-all-fast validate-all test-all-engines
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DEPENDS build-all-fast validate-all test-all-modules
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COMMENT "Complete Claude Code development workflow"
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)
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# Builds rotatifs pour tous les engines en mode Debug
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if(CMAKE_BUILD_TYPE STREQUAL "Debug")
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add_custom_target(rotary-builds-all
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DEPENDS
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economy-engine_test_rotary
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war-engine_test_rotary
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designer-engine_test_rotary
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factory-engine_test_rotary
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intelligence-engine_test_rotary
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logistic-engine_test_rotary
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macroentity-engine_test_rotary
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map-engine_test_rotary
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operation-engine_test_rotary
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event-engine_test_rotary
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COMMENT "Build all sanitizer variants for all engines"
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)
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add_custom_target(rotary-tests-all
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DEPENDS
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economy-engine_run_rotary
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war-engine_run_rotary
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designer-engine_run_rotary
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factory-engine_run_rotary
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intelligence-engine_run_rotary
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logistic-engine_run_rotary
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macroentity-engine_run_rotary
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map-engine_run_rotary
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operation-engine_run_rotary
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event-engine_run_rotary
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COMMENT "Run rotary sanitizer testing for all engines"
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)
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# Claude workflow étendu avec sanitizers rotatifs
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add_custom_target(claude-workflow-rotary
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DEPENDS claude-workflow rotary-builds-all
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COMMENT "Complete Claude workflow with rotary sanitizer builds"
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)
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message(STATUS "🔄 Rotary sanitizer targets configured:")
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message(STATUS " - make rotary-builds-all : Build all sanitizer variants")
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message(STATUS " - make rotary-tests-all : Run all sanitizer tests")
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message(STATUS " - make claude-workflow-rotary : Full workflow + rotary")
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endif()
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# CI/CD simulation
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add_custom_target(ci-simulation
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DEPENDS rebuild-all validate-all test-all-engines docs-all
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COMMENT "Simulate CI/CD pipeline"
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)
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# Build workflow adaptatif selon FAST_BUILD
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if(FAST_BUILD)
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add_custom_target(claude-workflow-fast
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@ -239,31 +173,28 @@ if(FAST_BUILD)
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COMMENT "Fast Claude Code development workflow (daily iteration)"
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)
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message(STATUS "🤖 Fast build targets configured:")
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message(STATUS " - make build-all-fast : Quick build all engines")
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message(STATUS " - make build-all-fast : Quick build modular system")
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message(STATUS " - make claude-workflow-fast : Fast Claude development cycle")
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else()
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message(STATUS "🤖 Full automation targets configured:")
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message(STATUS " - make validate-all : Comprehensive validation")
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message(STATUS " - make build-all-fast : Quick build all engines")
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message(STATUS " - make build-all-fast : Quick build modular system")
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message(STATUS " - make claude-workflow : Full Claude development cycle")
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message(STATUS " - make ci-simulation : Simulate CI/CD pipeline")
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endif()
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# Installation rules
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install(TARGETS
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designer-engine
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economy-engine
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event-engine
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factory-engine
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intelligence-engine
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logistic-engine
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macroentity-engine
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map-engine
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operation-engine
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war-engine
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DESTINATION bin
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# CI/CD simulation
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add_custom_target(ci-simulation
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DEPENDS rebuild-all validate-all test-all-modules docs-all
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COMMENT "Simulate CI/CD pipeline"
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)
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# Installation rules (to be updated when targets exist)
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# install(TARGETS
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# warfactory-core
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# DESTINATION bin
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# )
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# =============================================================================
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# PACKAGING AUTOMATIQUE AVEC CPACK
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# =============================================================================
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@ -273,7 +204,7 @@ include(CPack)
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# Configuration générale du package
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set(CPACK_PACKAGE_NAME "Warfactory")
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set(CPACK_PACKAGE_VENDOR "Warfactory Project")
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set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Factorio-inspired industrial military simulation - Multi-engine architecture")
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set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Factorio-inspired industrial military simulation - Modular architecture")
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set(CPACK_PACKAGE_VERSION_MAJOR 1)
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set(CPACK_PACKAGE_VERSION_MINOR 0)
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set(CPACK_PACKAGE_VERSION_PATCH 0)
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@ -323,19 +254,23 @@ if(APPLE)
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endif()
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# Composants pour installation sélective
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set(CPACK_COMPONENTS_ALL engines libraries headers documentation)
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set(CPACK_COMPONENTS_ALL core modules libraries headers documentation)
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# Description des composants
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set(CPACK_COMPONENT_ENGINES_DISPLAY_NAME "Game Engines")
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set(CPACK_COMPONENT_ENGINES_DESCRIPTION "Core game engines (Economy, War, Factory, etc.)")
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set(CPACK_COMPONENT_ENGINES_GROUP "Runtime")
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set(CPACK_COMPONENT_CORE_DISPLAY_NAME "Core System")
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set(CPACK_COMPONENT_CORE_DESCRIPTION "Core modular system and runtime")
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set(CPACK_COMPONENT_CORE_GROUP "Runtime")
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set(CPACK_COMPONENT_MODULES_DISPLAY_NAME "Game Modules")
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set(CPACK_COMPONENT_MODULES_DESCRIPTION "Pluggable game modules (Economy, Combat, etc.)")
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set(CPACK_COMPONENT_MODULES_GROUP "Runtime")
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set(CPACK_COMPONENT_LIBRARIES_DISPLAY_NAME "Development Libraries")
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set(CPACK_COMPONENT_LIBRARIES_DESCRIPTION "Static and shared libraries for engine development")
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set(CPACK_COMPONENT_LIBRARIES_DESCRIPTION "Static and shared libraries for module development")
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set(CPACK_COMPONENT_LIBRARIES_GROUP "Development")
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set(CPACK_COMPONENT_HEADERS_DISPLAY_NAME "Header Files")
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set(CPACK_COMPONENT_HEADERS_DESCRIPTION "C++ header files for engine APIs")
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set(CPACK_COMPONENT_HEADERS_DESCRIPTION "C++ header files for module APIs")
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set(CPACK_COMPONENT_HEADERS_GROUP "Development")
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set(CPACK_COMPONENT_DOCUMENTATION_DISPLAY_NAME "Documentation")
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@ -360,26 +295,6 @@ set(CPACK_SOURCE_IGNORE_FILES
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"\\.gitmodules"
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)
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# Installation des composants
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install(TARGETS
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designer-engine economy-engine event-engine factory-engine
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intelligence-engine logistic-engine macroentity-engine
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map-engine operation-engine war-engine
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COMPONENT engines
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DESTINATION bin
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)
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# Si les libraries sont créées par l'automation
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if(TARGET designer-engine-lib)
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install(TARGETS
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designer-engine-lib economy-engine-lib event-engine-lib factory-engine-lib
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intelligence-engine-lib logistic-engine-lib macroentity-engine-lib
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map-engine-lib operation-engine-lib war-engine-lib
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COMPONENT libraries
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DESTINATION lib
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)
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endif()
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# Headers
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install(DIRECTORY include/
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COMPONENT headers
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48
core/CMakeLists.txt
Normal file
48
core/CMakeLists.txt
Normal file
@ -0,0 +1,48 @@
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cmake_minimum_required(VERSION 3.20)
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project(WarfactoryCore LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# Load Warfactory defenses
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include(../cmake/WarfactoryDefenses.cmake)
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include(../cmake/WarfactoryAutomation.cmake)
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# Output directories
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
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# Core includes
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include_directories(include)
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# Core library with interfaces
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add_library(warfactory-core SHARED
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src/Engine.cpp
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src/ModuleSystem.cpp
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src/Socket.cpp
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src/ModuleLoader.cpp
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)
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target_include_directories(warfactory-core PUBLIC
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include
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)
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# Main executable
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add_executable(warfactory-engine
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src/main.cpp
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)
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target_link_libraries(warfactory-engine
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PRIVATE warfactory-core
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)
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# Install rules
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install(TARGETS warfactory-core warfactory-engine
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LIBRARY DESTINATION lib
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RUNTIME DESTINATION bin
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)
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install(DIRECTORY include/
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DESTINATION include
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FILES_MATCHING PATTERN "*.h" PATTERN "*.hpp"
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)
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84
core/include/warfactory/IEngine.h
Normal file
84
core/include/warfactory/IEngine.h
Normal file
@ -0,0 +1,84 @@
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#pragma once
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#include <string>
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#include <memory>
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#include <nlohmann/json.hpp>
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#include "IModuleSystem.h"
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#include "IIO.h"
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using json = nlohmann::json;
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namespace warfactory {
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/**
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* @brief Main engine interface - coordinates everything
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*
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* DebugEngine -> Sequential execution, full logging
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* ProductionEngine -> Optimized execution, minimal overhead
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* TestEngine -> Isolated execution for unit tests
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*/
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class IEngine {
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public:
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virtual ~IEngine() = default;
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/**
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* @brief Initialize engine with configuration
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* @param configPath Path to engine configuration file
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*/
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virtual void initialize(const std::string& configPath) = 0;
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/**
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* @brief Set module execution system
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* @param moduleSystem Strategy for running modules
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*/
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virtual void setModuleSystem(std::shared_ptr<IModuleSystem> moduleSystem) = 0;
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/**
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* @brief Set communication system
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* @param io Communication transport
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*/
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virtual void setIO(std::shared_ptr<IIO> io) = 0;
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/**
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* @brief Load modules from configuration
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* Will scan module directories and load .so files
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*/
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virtual void loadModules() = 0;
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/**
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* @brief Start main game loop
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* Blocks until shutdown() called
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*/
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virtual void run() = 0;
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/**
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* @brief Process single frame/tick
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* For step debugging and testing
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*/
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virtual void step() = 0;
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/**
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* @brief Stop engine and cleanup all resources
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*/
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virtual void shutdown() = 0;
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/**
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* @brief Get engine status and metrics
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* @return JSON with performance data, loaded modules, etc.
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*/
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virtual json getStatus() const = 0;
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/**
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* @brief Get engine type identifier
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*/
|
||||
virtual std::string getEngineType() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Handle runtime commands (reload module, change config, etc.)
|
||||
* @param command JSON command to execute
|
||||
* @return JSON response
|
||||
*/
|
||||
virtual json handleCommand(const json& command) = 0;
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
69
core/include/warfactory/IIO.h
Normal file
69
core/include/warfactory/IIO.h
Normal file
@ -0,0 +1,69 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <functional>
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Input/Output interface - swappable transport
|
||||
*
|
||||
* IntraIO -> Same process (direct call)
|
||||
* LocalIO -> Same machine (named pipes/sockets)
|
||||
* NetworkIO -> Network/Internet (TCP/WebSocket)
|
||||
*/
|
||||
class IIO {
|
||||
public:
|
||||
virtual ~IIO() = default;
|
||||
|
||||
/**
|
||||
* @brief Initialize IO with configuration
|
||||
* @param config Transport-specific configuration
|
||||
*/
|
||||
virtual void initialize(const json& config) = 0;
|
||||
|
||||
/**
|
||||
* @brief Send JSON message
|
||||
* @param message JSON data to send
|
||||
* @param target Target identifier (module name, endpoint, etc.)
|
||||
*/
|
||||
virtual void send(const json& message, const std::string& target) = 0;
|
||||
|
||||
/**
|
||||
* @brief Receive JSON message (blocking)
|
||||
* @return Received JSON message
|
||||
*/
|
||||
virtual json receive() = 0;
|
||||
|
||||
/**
|
||||
* @brief Check if message available (non-blocking)
|
||||
* @return true if message ready to receive
|
||||
*/
|
||||
virtual bool hasMessage() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Set message handler for async operation
|
||||
* @param handler Function to call when message received
|
||||
*/
|
||||
virtual void setMessageHandler(std::function<void(const json&)> handler) = 0;
|
||||
|
||||
/**
|
||||
* @brief Start async message processing
|
||||
*/
|
||||
virtual void startAsync() = 0;
|
||||
|
||||
/**
|
||||
* @brief Stop async processing and cleanup
|
||||
*/
|
||||
virtual void shutdown() = 0;
|
||||
|
||||
/**
|
||||
* @brief Get IO type identifier
|
||||
*/
|
||||
virtual std::string getType() const = 0;
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
51
core/include/warfactory/IModule.h
Normal file
51
core/include/warfactory/IModule.h
Normal file
@ -0,0 +1,51 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Pure game logic interface - Claude Code works ONLY on this
|
||||
*
|
||||
* Each module = 200-500 lines of pure game logic
|
||||
* No infrastructure code, no threading, no networking
|
||||
* Just: receive JSON input -> process logic -> return JSON output
|
||||
*/
|
||||
class IModule {
|
||||
public:
|
||||
virtual ~IModule() = default;
|
||||
|
||||
/**
|
||||
* @brief Initialize module with configuration
|
||||
* @param config JSON configuration for this module
|
||||
*/
|
||||
virtual void initialize(const json& config) = 0;
|
||||
|
||||
/**
|
||||
* @brief Process game logic - PURE FUNCTION
|
||||
* @param input JSON input from other modules or engine
|
||||
* @return JSON output to send to other modules
|
||||
*/
|
||||
virtual json process(const json& input) = 0;
|
||||
|
||||
/**
|
||||
* @brief Get module metadata
|
||||
* @return Module name, version, dependencies
|
||||
*/
|
||||
virtual json getMetadata() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Cleanup resources
|
||||
*/
|
||||
virtual void shutdown() = 0;
|
||||
|
||||
/**
|
||||
* @brief Module name for identification
|
||||
*/
|
||||
virtual std::string getName() const = 0;
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
91
core/include/warfactory/IModuleSystem.h
Normal file
91
core/include/warfactory/IModuleSystem.h
Normal file
@ -0,0 +1,91 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <memory>
|
||||
#include <nlohmann/json.hpp>
|
||||
#include "IModule.h"
|
||||
#include "IIO.h"
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Execution strategy interface - swappable performance
|
||||
*
|
||||
* SequentialModuleSystem -> One module at a time (debug)
|
||||
* ThreadedModuleSystem -> Each module in own thread
|
||||
* PoolModuleSystem -> Module tasks across thread pool
|
||||
* ClusterModuleSystem -> Modules across multiple machines
|
||||
*/
|
||||
class IModuleSystem {
|
||||
public:
|
||||
virtual ~IModuleSystem() = default;
|
||||
|
||||
/**
|
||||
* @brief Initialize module system
|
||||
* @param config System configuration (thread count, etc.)
|
||||
*/
|
||||
virtual void initialize(const json& config) = 0;
|
||||
|
||||
/**
|
||||
* @brief Load module from shared library
|
||||
* @param modulePath Path to .so/.dll file
|
||||
* @param moduleConfig Configuration for the module
|
||||
*/
|
||||
virtual void loadModule(const std::string& modulePath, const json& moduleConfig) = 0;
|
||||
|
||||
/**
|
||||
* @brief Unload module
|
||||
* @param moduleName Name of module to unload
|
||||
*/
|
||||
virtual void unloadModule(const std::string& moduleName) = 0;
|
||||
|
||||
/**
|
||||
* @brief Send message to specific module
|
||||
* @param targetModule Module name to send to
|
||||
* @param message JSON message to send
|
||||
*/
|
||||
virtual void sendToModule(const std::string& targetModule, const json& message) = 0;
|
||||
|
||||
/**
|
||||
* @brief Broadcast message to all modules
|
||||
* @param message JSON message to broadcast
|
||||
*/
|
||||
virtual void broadcast(const json& message) = 0;
|
||||
|
||||
/**
|
||||
* @brief Start execution loop
|
||||
* Will run until shutdown() called
|
||||
*/
|
||||
virtual void startLoop() = 0;
|
||||
|
||||
/**
|
||||
* @brief Process one iteration (for step debugging)
|
||||
*/
|
||||
virtual void tick() = 0;
|
||||
|
||||
/**
|
||||
* @brief Stop execution and cleanup
|
||||
*/
|
||||
virtual void shutdown() = 0;
|
||||
|
||||
/**
|
||||
* @brief Set communication IO
|
||||
* @param io IO implementation to use
|
||||
*/
|
||||
virtual void setIO(std::shared_ptr<IIO> io) = 0;
|
||||
|
||||
/**
|
||||
* @brief Get list of loaded modules
|
||||
* @return JSON array of module metadata
|
||||
*/
|
||||
virtual json getLoadedModules() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Get execution strategy name
|
||||
*/
|
||||
virtual std::string getStrategyName() const = 0;
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
31
core/src/main.cpp
Normal file
31
core/src/main.cpp
Normal file
@ -0,0 +1,31 @@
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <warfactory/IEngine.h>
|
||||
#include <warfactory/IModuleSystem.h>
|
||||
#include <warfactory/IIO.h>
|
||||
|
||||
using namespace warfactory;
|
||||
|
||||
int main(int argc, char* argv[]) {
|
||||
std::cout << "🏭 Warfactory Modular Engine Starting..." << std::endl;
|
||||
|
||||
try {
|
||||
// TODO: Create concrete implementations
|
||||
// auto engine = std::make_shared<DebugEngine>();
|
||||
// auto moduleSystem = std::make_shared<SequentialModuleSystem>();
|
||||
// auto io = std::make_shared<IntraIO>();
|
||||
|
||||
std::cout << "⚠️ Interfaces defined - need concrete implementations" << std::endl;
|
||||
std::cout << "📋 Next steps:" << std::endl;
|
||||
std::cout << " 1. Implement DebugEngine" << std::endl;
|
||||
std::cout << " 2. Implement SequentialModuleSystem" << std::endl;
|
||||
std::cout << " 3. Implement IntraIO" << std::endl;
|
||||
std::cout << " 4. Create FactoryModule.so" << std::endl;
|
||||
|
||||
return 0;
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
std::cerr << "❌ Engine failed: " << e.what() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
1067
docs/DocToDispatch.md
Normal file
1067
docs/DocToDispatch.md
Normal file
File diff suppressed because it is too large
Load Diff
@ -1,130 +0,0 @@
|
||||
# Client Documentation
|
||||
|
||||
## Overview
|
||||
The **Smart Client** provides the user interface and interacts with the server coordinator using a request/response pattern.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- User interface for all game systems
|
||||
- Request/response communication with server
|
||||
- Local state caching and optimization
|
||||
- Fog of War rendering and management
|
||||
|
||||
## Architecture
|
||||
|
||||
### Smart Client Pattern
|
||||
From `architecture-technique.md`:
|
||||
- **No Streaming**: Pure request/response communication
|
||||
- **Stateless Requests**: Each request is independent
|
||||
- **Local Caching**: Client-side optimization for responsiveness
|
||||
- **FOW Integration**: Chunk-level fog of war rendering
|
||||
|
||||
### User Interface Systems
|
||||
|
||||
#### Multi-Scale Interface
|
||||
From `map-system.md`:
|
||||
- **World View**: Diplomatic and strategic overview
|
||||
- **Regional View**: Logistics and major operations coordination
|
||||
- **Local View**: Factory management and base operations
|
||||
- **Detail View**: Combat oversight and precise control
|
||||
|
||||
#### Factory Management Interface
|
||||
From `gameplay-industriel.md`:
|
||||
- **Production Line Design**: Factorio-like belt and assembler placement
|
||||
- **Resource Flow Visualization**: Real-time production monitoring
|
||||
- **Optimization Tools**: Bottleneck identification and efficiency metrics
|
||||
- **Automation Controls**: Production scheduling and priority management
|
||||
|
||||
#### Vehicle Design Interface
|
||||
From `systeme-militaire.md`:
|
||||
- **Grid-Based Placement**: Component positioning on vehicle chassis
|
||||
- **Interface Controls**: Pick/place with A/E rotation, R for snap toggle
|
||||
- **Template System**: Save/load vehicle blueprints
|
||||
- **Validation Feedback**: Real-time design constraint checking
|
||||
|
||||
#### Military Command Interface
|
||||
- **Frontline Visualization**: Persistent battle line display
|
||||
- **Auto-Battler Controls**: Strategic oversight without micro-management
|
||||
- **Intelligence Dashboard**: Reconnaissance and enemy analysis
|
||||
- **Strategic Planning**: Operation coordination and resource allocation
|
||||
|
||||
## Core Client Systems
|
||||
|
||||
### Communication Manager
|
||||
```cpp
|
||||
class ClientCommunication {
|
||||
// Server communication
|
||||
ServerResponse sendRequest(const ClientRequest& request);
|
||||
void cacheResponse(const ServerResponse& response);
|
||||
bool hasValidCache(const RequestKey& key) const;
|
||||
|
||||
// FOW management
|
||||
void updateFOW(const FOWData& data);
|
||||
bool isVisible(int chunkX, int chunkY) const;
|
||||
void requestChunkData(int chunkX, int chunkY);
|
||||
|
||||
// State synchronization
|
||||
void synchronizeState();
|
||||
void handleGlobalEvent(const GlobalEvent& event);
|
||||
};
|
||||
```
|
||||
|
||||
### Interface Controllers
|
||||
|
||||
#### Factory Interface
|
||||
- **Belt Placement**: Drag-and-drop belt network design
|
||||
- **Assembler Configuration**: Production recipe and priority settings
|
||||
- **Resource Monitoring**: Real-time throughput and efficiency display
|
||||
- **Expansion Planning**: Factory layout optimization tools
|
||||
|
||||
#### Design Interface
|
||||
- **Component Library**: Available vehicle components and specifications
|
||||
- **Chassis Editor**: Irregular shape design and component placement
|
||||
- **Performance Calculator**: Real-time design statistics and validation
|
||||
- **Blueprint Manager**: Template save/load and sharing system
|
||||
|
||||
#### Strategic Interface
|
||||
- **Company Dashboard**: Economic, military, and industrial overviews
|
||||
- **Diplomatic Panel**: Inter-company relations and negotiations
|
||||
- **Research Tree**: Technology progression and breakthrough system
|
||||
- **Analytics Dashboard**: Comprehensive metrics and trend analysis
|
||||
|
||||
### Performance Optimization
|
||||
|
||||
#### Local Caching
|
||||
- **Response Caching**: Store frequently accessed data locally
|
||||
- **Predictive Loading**: Pre-fetch likely needed data
|
||||
- **Cache Invalidation**: Smart cache updates on state changes
|
||||
- **Compression**: Minimize bandwidth usage
|
||||
|
||||
#### Rendering Optimization
|
||||
- **LOD System**: Level-of-detail based on zoom and relevance
|
||||
- **Culling**: Only render visible and relevant elements
|
||||
- **Chunk Streaming**: Dynamic loading of map data
|
||||
- **UI Responsiveness**: Maintain 60fps interface performance
|
||||
|
||||
## Client Request Patterns
|
||||
|
||||
### Common Request Types
|
||||
1. **State Queries**: Get current system state (factory status, battles, etc.)
|
||||
2. **Action Commands**: Execute player actions (place building, issue orders)
|
||||
3. **Data Updates**: Refresh cached information (market prices, research progress)
|
||||
4. **Event Subscriptions**: Register for relevant global events
|
||||
|
||||
### FOW-Aware Requests
|
||||
- **Visibility Checks**: Ensure requested data is visible to player
|
||||
- **Partial Information**: Handle incomplete data due to FOW
|
||||
- **Intelligence Requests**: Request reconnaissance on hidden areas
|
||||
- **Update Notifications**: Receive visibility changes and new intel
|
||||
|
||||
## Key Design Documents
|
||||
- `architecture-technique.md` - Smart Client specification
|
||||
- `gameplay-industriel.md` - Factory interface requirements
|
||||
- `systeme-militaire.md` - Vehicle design and combat interfaces
|
||||
- `map-system.md` - Multi-scale interface coordination
|
||||
- `mecaniques-jeu.md` - UI integration with game mechanics
|
||||
|
||||
## Implementation Notes
|
||||
- Request/response pattern eliminates complex state synchronization
|
||||
- Local caching provides responsive user experience
|
||||
- FOW integration requires careful visibility checking
|
||||
- Multi-scale interface demands efficient view switching
|
||||
@ -1,69 +0,0 @@
|
||||
# Designer-Engine Documentation
|
||||
|
||||
## Engine Overview
|
||||
**Designer-Engine** handles autonomous vehicle conception for AI companies and provides design assistance for players.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- Vehicle design generation (1-2 designs globally per tick)
|
||||
- Component grid placement and validation
|
||||
- Blueprint management and evolution
|
||||
- AI-driven design optimization
|
||||
|
||||
## Core Systems
|
||||
|
||||
### Vehicle Design System
|
||||
From `systeme-militaire.md`:
|
||||
- **Grid-based Component Placement**: Irregular chassis shapes with precise component positioning
|
||||
- **Interface Mechanics**: Pick/place with A/E rotation, R for snap toggle
|
||||
- **Template Support**: Save/load vehicle blueprints
|
||||
- **Validation**: Ensure design constraints (weight, power, armor coverage)
|
||||
|
||||
### Design Evolution
|
||||
From `arbre-technologique.md`:
|
||||
- **Progressive Evolution**: T-72 → T-80 → T-90 design lineage
|
||||
- **Technology Integration**: New components unlock through research
|
||||
- **Doctrine Adaptation**: Designs adapt to military doctrine preferences
|
||||
|
||||
### Performance Requirements
|
||||
From `architecture-technique.md`:
|
||||
- **Design Rate**: 1-2 vehicle designs globally per tick maximum
|
||||
- **Autonomous Operation**: AI companies generate designs independently
|
||||
- **Player Assistance**: Provide design suggestions and optimization
|
||||
|
||||
## Engine Architecture
|
||||
|
||||
### Core Classes
|
||||
```cpp
|
||||
class DesignerEngine {
|
||||
// Design management (1-2 designs globally per tick)
|
||||
std::unique_ptr<VehicleDesign> createDesign(const std::string& type);
|
||||
void validateDesign(const VehicleDesign& design);
|
||||
void saveBlueprint(const VehicleDesign& design, const std::string& name);
|
||||
|
||||
// Blueprint evolution
|
||||
void evolveBlueprintsFromExisting(); // T-72 → T-80 → T-90
|
||||
|
||||
// Performance monitoring
|
||||
double getDesignRate() const;
|
||||
size_t getPendingDesigns() const;
|
||||
};
|
||||
```
|
||||
|
||||
### Communication with Other Engines
|
||||
- **War-Engine**: Receives combat effectiveness feedback for design optimization
|
||||
- **Economy-Engine**: Gets cost constraints and production capabilities
|
||||
- **Intelligence-Engine**: Receives reconnaissance data on enemy designs
|
||||
- **MacroEntity-Engine**: Gets company design preferences and doctrine
|
||||
- **Event-Engine**: Processes breakthrough events for new technologies
|
||||
|
||||
## Key Design Documents
|
||||
- `systeme-militaire.md` - Vehicle design system details
|
||||
- `arbre-technologique.md` - Technology progression and design evolution
|
||||
- `architecture-technique.md` - Performance specifications
|
||||
- `mecaniques-jeu.md` - Research integration
|
||||
|
||||
## Implementation Notes
|
||||
- Focus on autonomous AI design generation
|
||||
- Player assistance tools for design optimization
|
||||
- Blueprint persistence and sharing system
|
||||
- Technology integration from research breakthroughs
|
||||
@ -1,70 +0,0 @@
|
||||
# Economy-Engine Documentation
|
||||
|
||||
## Engine Overview
|
||||
**Economy-Engine** handles market simulation, pricing dynamics, and economic interactions between companies.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- Real-time market pricing simulation
|
||||
- Supply and demand calculations
|
||||
- Company economic interactions
|
||||
- Resource flow optimization
|
||||
|
||||
## Core Systems
|
||||
|
||||
### Market Simulation
|
||||
From `economie-logistique.md`:
|
||||
- **Dynamic Pricing**: Supply/demand based price fluctuations
|
||||
- **Market Depth**: Multiple buyers/sellers with varying priorities
|
||||
- **Price Discovery**: Realistic market mechanisms
|
||||
- **Resource Categories**: Raw materials, components, finished products
|
||||
|
||||
### Economic Mechanics
|
||||
- **Company Budgets**: Financial constraints and cash flow
|
||||
- **Trade Networks**: Inter-company commerce
|
||||
- **Market Manipulation**: Large players affecting prices
|
||||
- **Economic Warfare**: Sanctions, embargos, trade restrictions
|
||||
|
||||
### Performance Requirements
|
||||
From `architecture-technique.md`:
|
||||
- **Real-time Processing**: Market updates at 60fps
|
||||
- **Scalability**: Support 1000+ AI companies
|
||||
- **Autonomous Operation**: Self-regulating market dynamics
|
||||
|
||||
## Engine Architecture
|
||||
|
||||
### Core Classes
|
||||
```cpp
|
||||
class EconomyEngine {
|
||||
// Market management
|
||||
void updateMarketPrices();
|
||||
double getPrice(const std::string& resource) const;
|
||||
void processTradeOrder(const TradeOrder& order);
|
||||
|
||||
// Company economics
|
||||
void updateCompanyBudgets();
|
||||
bool validateTransaction(int buyerCompany, int sellerCompany, const TradeOrder& order);
|
||||
|
||||
// Market analysis
|
||||
MarketData getMarketData(const std::string& resource) const;
|
||||
std::vector<PriceHistory> getPriceHistory(const std::string& resource) const;
|
||||
};
|
||||
```
|
||||
|
||||
### Communication with Other Engines
|
||||
- **Factory-Engine**: Production costs and output volumes
|
||||
- **Logistic-Engine**: Transportation costs and supply chain efficiency
|
||||
- **MacroEntity-Engine**: Company budgets, diplomatic trade relations
|
||||
- **War-Engine**: Wartime economic impacts, resource scarcity
|
||||
- **Intelligence-Engine**: Market intelligence and economic espionage
|
||||
|
||||
## Key Design Documents
|
||||
- `economie-logistique.md` - Complete economic system design
|
||||
- `architecture-technique.md` - Performance specifications
|
||||
- `coherence-problem.md` - Economic balance considerations
|
||||
- `mecaniques-jeu.md` - Economic progression mechanics
|
||||
|
||||
## Implementation Notes
|
||||
- Negative prices are allowed for certain scenarios (waste disposal, etc.)
|
||||
- Market depth simulation for realistic price discovery
|
||||
- Company-specific pricing preferences and strategies
|
||||
- Economic warfare and sanction mechanics
|
||||
@ -1,70 +0,0 @@
|
||||
# Event-Engine Documentation
|
||||
|
||||
## Engine Overview
|
||||
**Event-Engine** handles the breakthrough system, global events, and event-driven mechanics throughout the game.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- Breakthrough system processing (scrap analysis → technology)
|
||||
- Global event generation (geopolitical, natural disasters)
|
||||
- Event scheduling and timing
|
||||
- Research progression triggers
|
||||
|
||||
## Core Systems
|
||||
|
||||
### Breakthrough System
|
||||
From `mecaniques-jeu.md`:
|
||||
- **Scrap Analysis**: Combat wreckage provides technology insights
|
||||
- **Technology Discovery**: Reverse engineering captured equipment
|
||||
- **Progressive Unlocks**: Gradual technology revelation
|
||||
- **Failure/Success Mechanics**: Not all analysis succeeds
|
||||
|
||||
### Global Events
|
||||
From `arbre-technologique.md`:
|
||||
- **Geopolitical Events**: International conflicts, alliances
|
||||
- **Natural Disasters**: Impact on production and logistics
|
||||
- **Market Events**: Economic shocks, resource discoveries
|
||||
- **Technology Events**: Scientific breakthroughs, espionage
|
||||
|
||||
### Event Scheduling
|
||||
- **Delayed Events**: Timed consequences of player actions
|
||||
- **Cascading Events**: Events triggering other events
|
||||
- **Random Events**: Procedural event generation
|
||||
- **Player-Triggered Events**: Research completions, diplomatic actions
|
||||
|
||||
## Engine Architecture
|
||||
|
||||
### Core Classes
|
||||
```cpp
|
||||
class EventEngine {
|
||||
// Event management
|
||||
void scheduleEvent(std::unique_ptr<GameEvent> event, double delaySeconds);
|
||||
void triggerImmediateEvent(std::unique_ptr<GameEvent> event);
|
||||
|
||||
// Breakthrough system (event-driven with scrap analysis)
|
||||
void analyzeScrapForBreakthrough(const std::string& scrapData);
|
||||
void triggerBreakthrough(const std::string& technologyDomain);
|
||||
|
||||
// Global events
|
||||
void generateRandomEvent();
|
||||
void processScheduledEvents();
|
||||
};
|
||||
```
|
||||
|
||||
### Communication with Other Engines
|
||||
- **War-Engine**: Receives battle data for scrap analysis
|
||||
- **Intelligence-Engine**: Coordinates breakthrough discoveries
|
||||
- **MacroEntity-Engine**: Triggers diplomatic events
|
||||
- **Economy-Engine**: Generates market disruption events
|
||||
- **All Engines**: Broadcasts global events affecting all systems
|
||||
|
||||
## Key Design Documents
|
||||
- `mecaniques-jeu.md` - Breakthrough system and research mechanics
|
||||
- `arbre-technologique.md` - Technology progression events
|
||||
- `architecture-technique.md` - Event processing performance
|
||||
- `coherence-problem.md` - Event balance and timing
|
||||
|
||||
## Implementation Notes
|
||||
- Event-driven architecture for breakthrough system
|
||||
- Scrap analysis probability mechanics
|
||||
- Global event impact on all game systems
|
||||
- Cascading event chains for complex scenarios
|
||||
@ -1,70 +0,0 @@
|
||||
# Factory-Engine Documentation
|
||||
|
||||
## Engine Overview
|
||||
**Factory-Engine** handles Factorio-like production simulation with assembly lines, belts, and automated manufacturing.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- Production line simulation
|
||||
- Resource flow management
|
||||
- Factory optimization
|
||||
- Industrial automation
|
||||
|
||||
## Core Systems
|
||||
|
||||
### Production System
|
||||
From `gameplay-industriel.md`:
|
||||
- **Assembly Lines**: Multi-stage production processes
|
||||
- **Belt Networks**: Resource transportation within factories
|
||||
- **Assemblers**: Automated production units
|
||||
- **Quality Control**: Production efficiency and defect rates
|
||||
|
||||
### Resource Flow
|
||||
- **Input/Output Management**: Raw materials → finished products
|
||||
- **Throughput Optimization**: Bottleneck identification and resolution
|
||||
- **Inventory Management**: Buffer stocks and storage
|
||||
- **Production Scheduling**: Order prioritization and batching
|
||||
|
||||
### Factory Design
|
||||
- **Layout Optimization**: Efficient factory floor planning
|
||||
- **Upgrade Paths**: Production line improvements
|
||||
- **Automation Levels**: Manual → semi-auto → fully automated
|
||||
- **Modular Design**: Expandable production modules
|
||||
|
||||
## Engine Architecture
|
||||
|
||||
### Core Classes
|
||||
```cpp
|
||||
class FactoryEngine {
|
||||
// Factory management
|
||||
void addProductionLine(std::unique_ptr<ProductionLine> line);
|
||||
void removeProductionLine(int lineId);
|
||||
|
||||
// Production control
|
||||
void startProduction();
|
||||
void stopProduction();
|
||||
void pauseProduction();
|
||||
|
||||
// Performance monitoring
|
||||
double getTickRate() const;
|
||||
size_t getActiveLines() const;
|
||||
};
|
||||
```
|
||||
|
||||
### Communication with Other Engines
|
||||
- **Economy-Engine**: Production costs, resource pricing, order fulfillment
|
||||
- **Logistic-Engine**: Raw material delivery, finished goods shipping
|
||||
- **Designer-Engine**: Vehicle production requirements and specifications
|
||||
- **Intelligence-Engine**: Production metrics and efficiency reporting
|
||||
- **MacroEntity-Engine**: Company production goals and priorities
|
||||
|
||||
## Key Design Documents
|
||||
- `gameplay-industriel.md` - Complete factory system design
|
||||
- `economie-logistique.md` - Production economics and supply chains
|
||||
- `architecture-technique.md` - Performance requirements
|
||||
- `mecaniques-jeu.md` - Research and upgrade mechanics
|
||||
|
||||
## Implementation Notes
|
||||
- Factorio-inspired belt and assembler mechanics
|
||||
- Real-time production simulation at 60fps
|
||||
- Modular production line design
|
||||
- Automatic optimization suggestions for players
|
||||
@ -1,70 +0,0 @@
|
||||
# Intelligence-Engine Documentation
|
||||
|
||||
## Engine Overview
|
||||
**Intelligence-Engine** handles comprehensive metrics collection (3.1GB adaptive scaling), reconnaissance systems, and fog of war management.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- Metrics collection with adaptive scaling (2 pts/min → 0.4 pts/min multiplayer)
|
||||
- Satellite reconnaissance and intelligence gathering
|
||||
- Fog of War (FOW) management at chunk granularity
|
||||
- Analytics and intelligence reporting
|
||||
|
||||
## Core Systems
|
||||
|
||||
### Metrics Collection
|
||||
From `metriques-joueur.md`:
|
||||
- **Adaptive Scaling**: 3.1GB per game with intelligent compression
|
||||
- **Data Points**: 2 points/minute solo → 0.4 points/minute in multiplayer
|
||||
- **Categories**: Economic, military, industrial, diplomatic metrics
|
||||
- **Real-time Analytics**: Live dashboard and trend analysis
|
||||
|
||||
### Reconnaissance System
|
||||
From `architecture-technique.md`:
|
||||
- **Satellite Intel**: Graduated levels (buildings → factories → company-specific)
|
||||
- **Intelligence Gathering**: Economic espionage, military reconnaissance
|
||||
- **Counter-Intelligence**: Protecting own information, detecting spying
|
||||
- **Information Warfare**: Disinformation and intelligence manipulation
|
||||
|
||||
### Fog of War Management
|
||||
- **Chunk Granularity**: 64x64 tile visibility units
|
||||
- **Company-Specific FOW**: Each company has independent visibility
|
||||
- **Information Sharing**: Allied intelligence cooperation
|
||||
- **Visibility Mechanics**: Line of sight, reconnaissance units
|
||||
|
||||
## Engine Architecture
|
||||
|
||||
### Core Classes
|
||||
```cpp
|
||||
class IntelligenceEngine {
|
||||
// Metrics (adaptive scaling: 2 pts/min → 0.4 pts/min multiplayer)
|
||||
void collectMetrics(int companyId, const std::string& data);
|
||||
void pushMetricsToDatabase();
|
||||
void adjustScalingForMultiplayer(int numCompanies);
|
||||
|
||||
// Reconnaissance (satellite: buildings → factories → company specific)
|
||||
void updateSatelliteIntel(int x, int y, const std::string& intelLevel);
|
||||
std::string getIntelligence(int companyId, int x, int y) const;
|
||||
|
||||
// FOW management (chunk granularity)
|
||||
void setChunkVisibility(int companyId, int chunkX, int chunkY, bool visible);
|
||||
};
|
||||
```
|
||||
|
||||
### Communication with Other Engines
|
||||
- **All Engines**: Collects metrics from every system
|
||||
- **Map-Engine**: Coordinates FOW and chunk visibility
|
||||
- **MacroEntity-Engine**: Company intelligence operations
|
||||
- **War-Engine**: Military reconnaissance and battle intelligence
|
||||
- **Economy-Engine**: Economic intelligence and market analysis
|
||||
|
||||
## Key Design Documents
|
||||
- `metriques-joueur.md` - Complete metrics system specification
|
||||
- `architecture-technique.md` - FOW and reconnaissance mechanics
|
||||
- `map-system.md` - Chunk-based visibility system
|
||||
- `coherence-problem.md` - Performance optimization strategies
|
||||
|
||||
## Implementation Notes
|
||||
- 3.1GB data scaling requires sophisticated compression
|
||||
- Real-time metrics processing with minimal performance impact
|
||||
- Chunk-level FOW for optimal performance
|
||||
- Intelligence sharing mechanics between allied companies
|
||||
@ -1,70 +0,0 @@
|
||||
# Logistic-Engine Documentation
|
||||
|
||||
## Engine Overview
|
||||
**Logistic-Engine** handles transport networks, supply chains, and convoy management across all map scales.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- Supply chain coordination between production sites
|
||||
- Convoy routing and management
|
||||
- Infrastructure vulnerability and security
|
||||
- Transport optimization across multiple map scales
|
||||
|
||||
## Core Systems
|
||||
|
||||
### Supply Chain Management
|
||||
From `economie-logistique.md`:
|
||||
- **Multi-Site Coordination**: Raw materials → production → distribution
|
||||
- **Route Optimization**: Cost-effective transportation paths
|
||||
- **Capacity Planning**: Transport vehicle allocation
|
||||
- **Supply Reliability**: Backup routes and contingency planning
|
||||
|
||||
### Transport Networks
|
||||
From `map-system.md`:
|
||||
- **Multi-Scale Routes**: World → Regional → Local scale coordination
|
||||
- **Infrastructure**: Roads, railways, shipping lanes, air corridors
|
||||
- **Convoy Management**: Vehicle groups with escorts and timing
|
||||
- **Vulnerability**: Routes are visible on map and attackable
|
||||
|
||||
### Route Security
|
||||
- **Infrastructure Protection**: Defending supply lines
|
||||
- **Convoy Escorts**: Military protection for valuable shipments
|
||||
- **Route Intelligence**: Monitoring for threats and optimal paths
|
||||
- **Alternative Routing**: Adapting to blocked or dangerous routes
|
||||
|
||||
## Engine Architecture
|
||||
|
||||
### Core Classes
|
||||
```cpp
|
||||
class LogisticEngine {
|
||||
// Supply chain management
|
||||
void createSupplyChain(const std::string& chainId, const std::vector<int>& sites);
|
||||
void updateRoute(const std::string& routeId, const std::vector<std::pair<int,int>>& waypoints);
|
||||
|
||||
// Convoy management
|
||||
void dispatchConvoy(const std::string& convoyId, const std::string& routeId);
|
||||
void trackConvoyProgress(const std::string& convoyId);
|
||||
|
||||
// Infrastructure (routes visible on map, attackable)
|
||||
void markInfrastructureVulnerable(const std::string& routeId, bool vulnerable);
|
||||
bool isRouteSecure(const std::string& routeId) const;
|
||||
};
|
||||
```
|
||||
|
||||
### Communication with Other Engines
|
||||
- **Economy-Engine**: Transportation costs, supply/demand coordination
|
||||
- **Factory-Engine**: Production schedules and inventory requirements
|
||||
- **War-Engine**: Route security, convoy protection, infrastructure attacks
|
||||
- **Map-Engine**: Route planning across multiple map scales
|
||||
- **Intelligence-Engine**: Route intelligence and threat assessment
|
||||
|
||||
## Key Design Documents
|
||||
- `economie-logistique.md` - Complete supply chain system
|
||||
- `map-system.md` - Multi-scale transport coordination
|
||||
- `systeme-militaire.md` - Infrastructure vulnerability and protection
|
||||
- `architecture-technique.md` - Performance requirements
|
||||
|
||||
## Implementation Notes
|
||||
- Routes are visible on map and can be targeted by enemies
|
||||
- Multi-scale coordination requires efficient route planning
|
||||
- Real-time convoy tracking and threat response
|
||||
- Supply chain resilience through redundant routing
|
||||
@ -1,72 +0,0 @@
|
||||
# MacroEntity-Engine Documentation
|
||||
|
||||
## Engine Overview
|
||||
**MacroEntity-Engine** handles companies, diplomacy, and administration points with macro-level strategic rhythm.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- Company management (2-4 features per company)
|
||||
- Diplomatic relations and sanctions
|
||||
- Administration points system (1000 points/day, 1 day = 10 min real)
|
||||
- Macro-level strategic decisions (~1 action every 3-5 days per company)
|
||||
|
||||
## Core Systems
|
||||
|
||||
### Company Management
|
||||
From `mecaniques-jeu.md`:
|
||||
- **Company Features**: 2-4 distinct capabilities per company
|
||||
- **Strategic Focus**: Specialization in military, economic, or industrial domains
|
||||
- **Company Evolution**: Gradual expansion and capability development
|
||||
- **AI Behavior**: Distinct personalities and strategic preferences
|
||||
|
||||
### Administration System
|
||||
- **Point Allocation**: 1000 administration points per day (10 minutes real-time)
|
||||
- **Action Costs**: Major decisions consume administration points
|
||||
- **Daily Reset**: Fresh allocation each game day
|
||||
- **Strategic Pacing**: Prevents rapid micro-management, encourages planning
|
||||
|
||||
### Diplomacy System
|
||||
From `coherence-problem.md`:
|
||||
- **Relations Management**: Company-to-company diplomatic status
|
||||
- **Economic Sanctions**: Trade restrictions and embargos
|
||||
- **Military Alliances**: Coordinated defense and intelligence sharing
|
||||
- **Diplomatic Actions**: Treaties, trade agreements, conflict declarations
|
||||
|
||||
## Engine Architecture
|
||||
|
||||
### Core Classes
|
||||
```cpp
|
||||
class MacroEntityEngine {
|
||||
// Company management (2-4 features per company)
|
||||
void createCompany(int companyId, const std::string& name);
|
||||
void updateCompanyFeatures(int companyId);
|
||||
|
||||
// Administration (1000 points/day, 1 day = 10 min real)
|
||||
bool consumeAdminPoints(int companyId, int points);
|
||||
void resetDailyAdminPoints(int companyId);
|
||||
|
||||
// Diplomacy (sanctions, embargos, relations)
|
||||
void setDiplomaticRelation(int company1, int company2, const std::string& relation);
|
||||
void applySanctions(int targetCompany, const std::vector<std::string>& sanctions);
|
||||
|
||||
// Performance: ~1 action every 3-5 days per company (macro rhythm)
|
||||
double getActionFrequency() const { return actionFrequency_; }
|
||||
};
|
||||
```
|
||||
|
||||
### Communication with Other Engines
|
||||
- **Economy-Engine**: Diplomatic trade relations, sanctions impact
|
||||
- **War-Engine**: Military alliances, conflict coordination
|
||||
- **Intelligence-Engine**: Diplomatic intelligence, espionage operations
|
||||
- **All Engines**: Company-level decision coordination and policy implementation
|
||||
|
||||
## Key Design Documents
|
||||
- `mecaniques-jeu.md` - Administration and company systems
|
||||
- `coherence-problem.md` - Diplomatic balance and sanctions
|
||||
- `architecture-technique.md` - Macro-level performance requirements
|
||||
- `economie-logistique.md` - Company economic interactions
|
||||
|
||||
## Implementation Notes
|
||||
- Macro rhythm: 1 action every 3-5 days prevents micro-management
|
||||
- Administration points create meaningful strategic choices
|
||||
- Company features provide distinct strategic identities
|
||||
- Diplomatic actions have long-term consequences across all systems
|
||||
@ -1,70 +0,0 @@
|
||||
# Map-Engine Documentation
|
||||
|
||||
## Engine Overview
|
||||
**Map-Engine** handles procedural generation, chunk streaming, and multi-scale map coordination with 218+ terrain elements.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- Procedural terrain generation with budget system (-10 to +10)
|
||||
- Chunk management (64x64 tiles, streaming on demand)
|
||||
- Multi-scale map coordination (World → Regional → Local → Detail)
|
||||
- Fog of War coordination with Intelligence-Engine
|
||||
|
||||
## Core Systems
|
||||
|
||||
### Procedural Generation
|
||||
From `map-system.md`:
|
||||
- **218 Terrain Elements**: Comprehensive terrain feature set
|
||||
- **Budget System**: -10 to +10 scoring for balanced generation
|
||||
- **Millions of Combinations**: Procedural variety through element mixing
|
||||
- **Scale-Appropriate Detail**: Different detail levels for each map scale
|
||||
|
||||
### Chunk System
|
||||
From `systemes-techniques.md`:
|
||||
- **64x64 Tiles**: Standard chunk size (1m×1m tiles)
|
||||
- **Streaming**: On-demand loading/unloading for memory optimization
|
||||
- **Persistent Storage**: Chunk data persistence across sessions
|
||||
- **Memory Management**: Automatic cleanup of unused chunks
|
||||
|
||||
### Multi-Scale Architecture
|
||||
- **World Scale**: Diplomatic and strategic overview
|
||||
- **Regional Scale**: Logistics and major operations
|
||||
- **Local Scale**: Factory and base management
|
||||
- **Detail Scale**: Combat and precise operations
|
||||
|
||||
## Engine Architecture
|
||||
|
||||
### Core Classes
|
||||
```cpp
|
||||
class MapEngine {
|
||||
// Chunk management (64x64 tiles, 1m×1m)
|
||||
std::shared_ptr<Chunk> getChunk(int x, int y);
|
||||
void generateChunk(int x, int y);
|
||||
void unloadChunk(int x, int y);
|
||||
|
||||
// FOW (granularity: chunk level)
|
||||
void updateFOW(int companyId, const std::vector<std::pair<int,int>>& visibleChunks);
|
||||
bool isChunkVisible(int companyId, int x, int y) const;
|
||||
|
||||
// 218 procedural elements, budget -10 to +10
|
||||
void generateTerrain(int chunkX, int chunkY);
|
||||
};
|
||||
```
|
||||
|
||||
### Communication with Other Engines
|
||||
- **Intelligence-Engine**: FOW coordination and chunk visibility
|
||||
- **War-Engine**: Combat terrain effects, battle locations
|
||||
- **Logistic-Engine**: Route planning across multiple scales
|
||||
- **Factory-Engine**: Terrain suitability for industrial development
|
||||
- **All Engines**: Coordinate actions across appropriate map scales
|
||||
|
||||
## Key Design Documents
|
||||
- `map-system.md` - Complete multi-scale map system
|
||||
- `systemes-techniques.md` - Chunk system and memory management
|
||||
- `architecture-technique.md` - Performance requirements and streaming
|
||||
- `coherence-problem.md` - Multi-scale coordination challenges
|
||||
|
||||
## Implementation Notes
|
||||
- 218 terrain elements provide rich procedural variety
|
||||
- Budget system ensures balanced and interesting terrain
|
||||
- Chunk streaming maintains performance with large worlds
|
||||
- Multi-scale coordination requires careful data synchronization
|
||||
@ -1,67 +0,0 @@
|
||||
# Operation-Engine Documentation
|
||||
|
||||
## Engine Overview
|
||||
**Operation-Engine** handles military strategy, adaptive AI generals with machine learning, and strategic decision-making.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- Strategic planning and AI generals with ML adaptation
|
||||
- Military doctrine evolution through learning
|
||||
- Battle analysis and strategy optimization
|
||||
- Operational coordination across multiple engagements
|
||||
|
||||
## Core Systems
|
||||
|
||||
### AI General System
|
||||
From `architecture-technique.md`:
|
||||
- **Machine Learning Adaptation**: AI generals learn from battle results
|
||||
- **Behavioral Evolution**: Strategies adapt based on success/failure patterns
|
||||
- **Personality Systems**: Distinct AI general characteristics and preferences
|
||||
- **Performance Tracking**: Success metrics and learning algorithms
|
||||
|
||||
### Strategic Planning
|
||||
From `systeme-militaire.md`:
|
||||
- **Operation Coordination**: Multi-battle strategic campaigns
|
||||
- **Resource Allocation**: Strategic asset distribution
|
||||
- **Timing Coordination**: Synchronized multi-front operations
|
||||
- **Contingency Planning**: Alternative strategies and fallback plans
|
||||
|
||||
### Doctrine Evolution
|
||||
- **Learning from Results**: Battle outcomes inform strategic adjustments
|
||||
- **Company Doctrines**: Faction-specific strategic preferences
|
||||
- **Adaptive Strategies**: Dynamic response to enemy tactics
|
||||
- **Knowledge Transfer**: Successful strategies spread between AI generals
|
||||
|
||||
## Engine Architecture
|
||||
|
||||
### Core Classes
|
||||
```cpp
|
||||
class OperationEngine {
|
||||
// Strategic planning and AI generals with ML
|
||||
void createOperation(const std::string& operationId, const std::string& type);
|
||||
void assignGeneral(const std::string& operationId, std::unique_ptr<AIGeneral> general);
|
||||
void adaptBehaviorFromResults(const std::string& generalId, bool success);
|
||||
|
||||
// Doctrine evolution (learning from successes/failures)
|
||||
void updateDoctrine(const std::string& companyId, const std::string& lessons);
|
||||
void analyzeBattleReports(const std::vector<std::string>& reports);
|
||||
};
|
||||
```
|
||||
|
||||
### Communication with Other Engines
|
||||
- **War-Engine**: Receives battle results for learning and strategy adaptation
|
||||
- **Intelligence-Engine**: Strategic intelligence and reconnaissance coordination
|
||||
- **MacroEntity-Engine**: Company-level strategic goals and doctrine preferences
|
||||
- **Designer-Engine**: Vehicle design requirements based on strategic needs
|
||||
- **Logistic-Engine**: Strategic supply chain and operational logistics
|
||||
|
||||
## Key Design Documents
|
||||
- `systeme-militaire.md` - Military strategic systems
|
||||
- `architecture-technique.md` - AI general ML specifications
|
||||
- `mecaniques-jeu.md` - Doctrine evolution mechanics
|
||||
- `coherence-problem.md` - Strategic AI balance considerations
|
||||
|
||||
## Implementation Notes
|
||||
- AI generals use machine learning to adapt strategies
|
||||
- Battle reports provide data for strategic learning
|
||||
- Doctrine evolution creates dynamic strategic environments
|
||||
- Multi-operation coordination requires sophisticated planning algorithms
|
||||
@ -1,71 +0,0 @@
|
||||
# War-Engine Documentation
|
||||
|
||||
## Engine Overview
|
||||
**War-Engine** handles combat simulation, multi-chunk battles, persistent frontlines, and auto-battler mechanics with player oversight.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- Combat simulation across multiple chunks
|
||||
- Persistent frontline management
|
||||
- Auto-battler mechanics with strategic player control
|
||||
- Battle result analysis and reporting
|
||||
|
||||
## Core Systems
|
||||
|
||||
### Combat System
|
||||
From `systeme-militaire.md`:
|
||||
- **Multi-Chunk Battles**: Combat spanning multiple 64x64 tile chunks
|
||||
- **Auto-Battler Mechanics**: Automated tactical combat with strategic oversight
|
||||
- **Unit Coordination**: Multi-vehicle formations and tactical maneuvers
|
||||
- **Terrain Effects**: Map-based combat modifiers and tactical considerations
|
||||
|
||||
### Frontline Management
|
||||
- **Persistent Frontlines**: Battle lines that persist across sessions
|
||||
- **Dynamic Front Movement**: Frontlines shift based on combat results
|
||||
- **Strategic Control Points**: Key locations affecting frontline stability
|
||||
- **Frontline Intelligence**: Reconnaissance and frontline monitoring
|
||||
|
||||
### Battle Resolution
|
||||
- **Real-time Combat**: Fast-paced tactical resolution
|
||||
- **Player Oversight**: Strategic control without micro-management
|
||||
- **Battle Reporting**: Detailed analysis for Operation-Engine learning
|
||||
- **Casualty Tracking**: Unit losses and damage assessment
|
||||
|
||||
## Engine Architecture
|
||||
|
||||
### Core Classes
|
||||
```cpp
|
||||
class WarEngine {
|
||||
// Combat management
|
||||
void initiateBattle(const BattleSetup& setup);
|
||||
void updateActiveBattles();
|
||||
BattleResult resolveBattle(int battleId);
|
||||
|
||||
// Frontline system
|
||||
void updateFrontlines();
|
||||
std::vector<FrontlineSegment> getFrontlines(int companyId) const;
|
||||
void setFrontlinePosition(int segmentId, const Position& newPosition);
|
||||
|
||||
// Auto-battler with player oversight
|
||||
void setPlayerOversight(int battleId, const StrategicOrders& orders);
|
||||
AutoBattlerResult processAutoBattle(int battleId);
|
||||
};
|
||||
```
|
||||
|
||||
### Communication with Other Engines
|
||||
- **Operation-Engine**: Provides battle results for strategic learning
|
||||
- **Designer-Engine**: Vehicle combat effectiveness feedback
|
||||
- **Intelligence-Engine**: Battle intelligence and reconnaissance data
|
||||
- **Map-Engine**: Multi-chunk combat terrain coordination
|
||||
- **Event-Engine**: Provides scrap data for breakthrough system
|
||||
|
||||
## Key Design Documents
|
||||
- `systeme-militaire.md` - Complete combat system specification
|
||||
- `architecture-technique.md` - Multi-chunk battle performance
|
||||
- `map-system.md` - Combat terrain integration
|
||||
- `mecaniques-jeu.md` - Auto-battler mechanics and player control
|
||||
|
||||
## Implementation Notes
|
||||
- Multi-chunk battles require efficient spatial coordination
|
||||
- Auto-battler provides engaging combat without micro-management
|
||||
- Persistent frontlines create strategic territorial control
|
||||
- Battle analysis feeds into strategic AI learning systems
|
||||
@ -1,107 +0,0 @@
|
||||
# Server Coordinator Documentation
|
||||
|
||||
## Overview
|
||||
The **Server Coordinator** orchestrates communication between the 10 autonomous engines and manages the Smart Client architecture.
|
||||
|
||||
**Key Responsibilities:**
|
||||
- Engine coordination and communication routing
|
||||
- Smart Client request/response management
|
||||
- Performance monitoring and load balancing
|
||||
- System-wide state synchronization
|
||||
|
||||
## Architecture
|
||||
|
||||
### Smart Client Pattern
|
||||
From `architecture-technique.md`:
|
||||
- **Request/Response Only**: No streaming, stateless communication
|
||||
- **Engine Autonomy**: Engines operate independently between requests
|
||||
- **Performance Target**: 60fps with 1000+ AI companies
|
||||
- **FOW Granularity**: Chunk-level fog of war coordination
|
||||
|
||||
### Engine Coordination
|
||||
- **Inter-Engine Communication**: Message routing between engines
|
||||
- **State Synchronization**: Coordinated updates across engine boundaries
|
||||
- **Event Broadcasting**: Global events distributed to all engines
|
||||
- **Performance Monitoring**: Engine load balancing and optimization
|
||||
|
||||
## Core Systems
|
||||
|
||||
### Communication Hub
|
||||
```cpp
|
||||
class ServerCoordinator {
|
||||
// Engine management
|
||||
void registerEngine(EngineType type, std::shared_ptr<Engine> engine);
|
||||
void routeMessage(const Message& message);
|
||||
void broadcastEvent(const GlobalEvent& event);
|
||||
|
||||
// Client management
|
||||
void handleClientRequest(const ClientRequest& request);
|
||||
ClientResponse processRequest(const ClientRequest& request);
|
||||
void updateClientFOW(int clientId, const FOWUpdate& update);
|
||||
|
||||
// Performance monitoring
|
||||
void monitorEnginePerformance();
|
||||
void balanceEngineLoads();
|
||||
PerformanceMetrics getSystemMetrics() const;
|
||||
};
|
||||
```
|
||||
|
||||
### Engine Communication Patterns
|
||||
|
||||
#### Economy ↔ Factory
|
||||
- Production cost calculations
|
||||
- Resource availability updates
|
||||
- Manufacturing order processing
|
||||
|
||||
#### War ↔ Operation
|
||||
- Battle result analysis
|
||||
- Strategic learning data
|
||||
- Tactical coordination
|
||||
|
||||
#### Intelligence ↔ All Engines
|
||||
- Metrics collection from every system
|
||||
- FOW updates and coordination
|
||||
- Performance analytics
|
||||
|
||||
#### Event → All Engines
|
||||
- Global event broadcasting
|
||||
- Breakthrough notifications
|
||||
- System-wide state changes
|
||||
|
||||
### Client Request Processing
|
||||
From `architecture-technique.md`:
|
||||
|
||||
1. **Request Validation**: Ensure client permissions and data integrity
|
||||
2. **Engine Routing**: Direct requests to appropriate engines
|
||||
3. **State Coordination**: Manage cross-engine dependencies
|
||||
4. **Response Assembly**: Compile responses from multiple engines
|
||||
5. **FOW Filtering**: Apply visibility restrictions per client
|
||||
|
||||
### Performance Requirements
|
||||
- **60fps Target**: Maintain real-time performance
|
||||
- **1000+ Companies**: Scale to massive multiplayer scenarios
|
||||
- **Engine Autonomy**: Minimize blocking between engines
|
||||
- **Memory Efficiency**: Optimize inter-engine communication
|
||||
|
||||
## Key Integration Points
|
||||
|
||||
### Fog of War Coordination
|
||||
- **Intelligence-Engine**: FOW state management
|
||||
- **Map-Engine**: Chunk visibility coordination
|
||||
- **Client Filtering**: Per-client visibility enforcement
|
||||
|
||||
### Event System Integration
|
||||
- **Event-Engine**: Global event generation and scheduling
|
||||
- **All Engines**: Event consumption and response
|
||||
- **Client Notification**: Event broadcasting to relevant clients
|
||||
|
||||
### Metrics and Analytics
|
||||
- **Intelligence-Engine**: System-wide metrics collection
|
||||
- **Performance Monitoring**: Real-time system health
|
||||
- **Load Balancing**: Dynamic resource allocation
|
||||
|
||||
## Implementation Notes
|
||||
- Smart Client pattern eliminates streaming complexity
|
||||
- Engine autonomy maximizes parallel processing
|
||||
- FOW at chunk granularity optimizes performance
|
||||
- Message routing minimizes engine coupling
|
||||
@ -1 +0,0 @@
|
||||
Subproject commit 00bcd93158fdbdb85d09107a508809454819442a
|
||||
@ -1 +0,0 @@
|
||||
Subproject commit 5e5a997675398847c371d5ba723018fa013ca6d8
|
||||
@ -1,27 +0,0 @@
|
||||
cmake_minimum_required(VERSION 3.20)
|
||||
project(EventEngine LANGUAGES CXX)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
# Include directories
|
||||
include_directories(include)
|
||||
|
||||
# Source files
|
||||
file(GLOB_RECURSE SOURCES
|
||||
"src/*.cpp"
|
||||
"src/*.h"
|
||||
"include/*.h"
|
||||
"include/*.hpp"
|
||||
)
|
||||
|
||||
# Create executable
|
||||
add_executable(event-engine ${SOURCES})
|
||||
|
||||
# Set output directory
|
||||
set_target_properties(event-engine PROPERTIES
|
||||
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
|
||||
)
|
||||
|
||||
# Apply unified Warfactory defensive programming (adapts to FAST_BUILD)
|
||||
warfactory_add_defenses(event-engine)
|
||||
@ -1,21 +0,0 @@
|
||||
# Event Engine
|
||||
|
||||
Engine autonome gérant événements et systèmes événementiels.
|
||||
|
||||
## Responsabilités
|
||||
- Génération événements aléatoires et scripted
|
||||
- Système breakthrough technologique event-driven
|
||||
- Coordination événements cross-engine
|
||||
- Gestion temporal events et timing global
|
||||
|
||||
## Architecture
|
||||
- **Autonome** : Génération événements indépendante
|
||||
- **Communication** : Events vers tous engines selon contexte
|
||||
- **Performance** : Event queue optimisée, dispatching async
|
||||
- **Scope** : Événements globaux, breakthrough, coordination temporelle
|
||||
|
||||
## Features
|
||||
- Breakthrough system avec scrap analysis
|
||||
- Événements géopolitiques majeurs
|
||||
- Integration météo/catastrophes naturelles
|
||||
- Event scripting pour scénarios narratifs
|
||||
@ -1,54 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <queue>
|
||||
#include <thread>
|
||||
|
||||
namespace Warfactory {
|
||||
namespace Event {
|
||||
|
||||
class GameEvent;
|
||||
class BreakthroughSystem;
|
||||
class EventQueue;
|
||||
|
||||
/**
|
||||
* Autonomous Event Engine
|
||||
* Handles breakthrough system and global events
|
||||
*/
|
||||
class EventEngine {
|
||||
public:
|
||||
EventEngine();
|
||||
~EventEngine();
|
||||
|
||||
bool initialize();
|
||||
void run();
|
||||
void shutdown();
|
||||
|
||||
// Event management
|
||||
void scheduleEvent(std::unique_ptr<GameEvent> event, double delaySeconds);
|
||||
void triggerImmediateEvent(std::unique_ptr<GameEvent> event);
|
||||
|
||||
// Breakthrough system (event-driven with scrap analysis)
|
||||
void analyzeScrapForBreakthrough(const std::string& scrapData);
|
||||
void triggerBreakthrough(const std::string& technologyDomain);
|
||||
|
||||
// Global events (geopolitical, natural disasters, etc.)
|
||||
void generateRandomEvent();
|
||||
void processScheduledEvents();
|
||||
|
||||
private:
|
||||
void engineLoop();
|
||||
void updateEventQueue();
|
||||
void dispatchEvents();
|
||||
|
||||
std::unique_ptr<EventQueue> eventQueue_;
|
||||
std::unique_ptr<BreakthroughSystem> breakthroughSystem_;
|
||||
std::thread engineThread_;
|
||||
bool running_;
|
||||
|
||||
void sendEvents();
|
||||
void receiveEventTriggers();
|
||||
};
|
||||
|
||||
} // namespace Event
|
||||
} // namespace Warfactory
|
||||
@ -1,25 +0,0 @@
|
||||
#include <iostream>
|
||||
#include "event-engine/EventEngine.h"
|
||||
|
||||
using namespace Warfactory::Event;
|
||||
|
||||
int main(int /*argc*/, char* /*argv*/[]) {
|
||||
std::cout << "Starting Event-Engine..." << std::endl;
|
||||
|
||||
auto engine = std::make_unique<EventEngine>();
|
||||
|
||||
if (!engine->initialize()) {
|
||||
std::cerr << "Failed to initialize Event-Engine" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
std::cout << "Event-Engine initialized successfully" << std::endl;
|
||||
|
||||
// Run the autonomous engine
|
||||
engine->run();
|
||||
|
||||
engine->shutdown();
|
||||
std::cout << "Event-Engine shutdown complete" << std::endl;
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,144 +0,0 @@
|
||||
#include "event-engine/EventEngine.h"
|
||||
#include <iostream>
|
||||
#include <chrono>
|
||||
|
||||
namespace Warfactory {
|
||||
namespace Event {
|
||||
|
||||
class GameEvent {
|
||||
public:
|
||||
GameEvent() = default;
|
||||
virtual ~GameEvent() = default;
|
||||
virtual void execute() {}
|
||||
};
|
||||
|
||||
class BreakthroughSystem {
|
||||
public:
|
||||
BreakthroughSystem() = default;
|
||||
void analyzeScrap(const std::string& scrapData) {
|
||||
std::cout << "Analyzing scrap: " << scrapData << std::endl;
|
||||
}
|
||||
void triggerBreakthrough(const std::string& domain) {
|
||||
std::cout << "Breakthrough triggered in: " << domain << std::endl;
|
||||
}
|
||||
};
|
||||
|
||||
class EventQueue {
|
||||
public:
|
||||
EventQueue() = default;
|
||||
void scheduleEvent(std::unique_ptr<GameEvent> event, double delay) {
|
||||
events_.push(std::move(event));
|
||||
}
|
||||
void addImmediate(std::unique_ptr<GameEvent> event) {
|
||||
events_.push(std::move(event));
|
||||
}
|
||||
bool hasEvents() const { return !events_.empty(); }
|
||||
std::unique_ptr<GameEvent> popEvent() {
|
||||
if (events_.empty()) return nullptr;
|
||||
auto event = std::move(const_cast<std::unique_ptr<GameEvent>&>(events_.front()));
|
||||
events_.pop();
|
||||
return event;
|
||||
}
|
||||
private:
|
||||
std::queue<std::unique_ptr<GameEvent>> events_;
|
||||
};
|
||||
|
||||
EventEngine::EventEngine() : running_(false) {
|
||||
std::cout << "EventEngine constructor" << std::endl;
|
||||
eventQueue_ = std::make_unique<EventQueue>();
|
||||
breakthroughSystem_ = std::make_unique<BreakthroughSystem>();
|
||||
}
|
||||
|
||||
EventEngine::~EventEngine() {
|
||||
if (running_) {
|
||||
shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
bool EventEngine::initialize() {
|
||||
std::cout << "EventEngine::initialize()" << std::endl;
|
||||
running_ = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void EventEngine::run() {
|
||||
std::cout << "EventEngine::run() starting engine loop" << std::endl;
|
||||
engineThread_ = std::thread(&EventEngine::engineLoop, this);
|
||||
|
||||
if (engineThread_.joinable()) {
|
||||
engineThread_.join();
|
||||
}
|
||||
}
|
||||
|
||||
void EventEngine::shutdown() {
|
||||
std::cout << "EventEngine::shutdown()" << std::endl;
|
||||
running_ = false;
|
||||
|
||||
if (engineThread_.joinable()) {
|
||||
engineThread_.join();
|
||||
}
|
||||
}
|
||||
|
||||
void EventEngine::scheduleEvent(std::unique_ptr<GameEvent> event, double /*delaySeconds*/) {
|
||||
eventQueue_->scheduleEvent(std::move(event), 0.0);
|
||||
}
|
||||
|
||||
void EventEngine::triggerImmediateEvent(std::unique_ptr<GameEvent> event) {
|
||||
eventQueue_->addImmediate(std::move(event));
|
||||
}
|
||||
|
||||
void EventEngine::analyzeScrapForBreakthrough(const std::string& scrapData) {
|
||||
breakthroughSystem_->analyzeScrap(scrapData);
|
||||
}
|
||||
|
||||
void EventEngine::triggerBreakthrough(const std::string& technologyDomain) {
|
||||
breakthroughSystem_->triggerBreakthrough(technologyDomain);
|
||||
}
|
||||
|
||||
void EventEngine::generateRandomEvent() {
|
||||
std::cout << "Generating random global event" << std::endl;
|
||||
}
|
||||
|
||||
void EventEngine::processScheduledEvents() {
|
||||
while (eventQueue_->hasEvents()) {
|
||||
auto event = eventQueue_->popEvent();
|
||||
if (event) {
|
||||
event->execute();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EventEngine::engineLoop() {
|
||||
auto lastUpdate = std::chrono::steady_clock::now();
|
||||
|
||||
while (running_) {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
auto deltaTime = std::chrono::duration<double>(now - lastUpdate).count();
|
||||
|
||||
if (deltaTime >= 1.0/60.0) {
|
||||
updateEventQueue();
|
||||
dispatchEvents();
|
||||
processScheduledEvents();
|
||||
sendEvents();
|
||||
receiveEventTriggers();
|
||||
lastUpdate = now;
|
||||
}
|
||||
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
}
|
||||
}
|
||||
|
||||
void EventEngine::updateEventQueue() {
|
||||
}
|
||||
|
||||
void EventEngine::dispatchEvents() {
|
||||
}
|
||||
|
||||
void EventEngine::sendEvents() {
|
||||
}
|
||||
|
||||
void EventEngine::receiveEventTriggers() {
|
||||
}
|
||||
|
||||
} // namespace Event
|
||||
} // namespace Warfactory
|
||||
@ -1,27 +0,0 @@
|
||||
cmake_minimum_required(VERSION 3.20)
|
||||
project(FactoryEngine LANGUAGES CXX)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
# Include directories
|
||||
include_directories(include)
|
||||
|
||||
# Source files
|
||||
file(GLOB_RECURSE SOURCES
|
||||
"src/*.cpp"
|
||||
"src/*.h"
|
||||
"include/*.h"
|
||||
"include/*.hpp"
|
||||
)
|
||||
|
||||
# Create executable
|
||||
add_executable(factory-engine ${SOURCES})
|
||||
|
||||
# Set output directory
|
||||
set_target_properties(factory-engine PROPERTIES
|
||||
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
|
||||
)
|
||||
|
||||
# Apply unified Warfactory defensive programming (adapts to FAST_BUILD)
|
||||
warfactory_add_defenses(factory-engine)
|
||||
@ -1,21 +0,0 @@
|
||||
# Factory Engine
|
||||
|
||||
Engine autonome gérant les usines et production industrielle.
|
||||
|
||||
## Responsabilités
|
||||
- Simulation usines Factorio-like (belts, assemblers, inserters)
|
||||
- Calculs production, input/output, energy, qualité
|
||||
- Optimisation automatique vs manuel joueur (skip-ability)
|
||||
- Gestion multi-usines et coordination production
|
||||
|
||||
## Architecture
|
||||
- **Autonome** : Simulations production indépendantes
|
||||
- **Communication** : Demandes materials vers Logistic, output vers Economy
|
||||
- **Performance** : 60fps simulation factory, algorithmes optimisés
|
||||
- **Scope** : Production locale, chaînes assemblage
|
||||
|
||||
## Features
|
||||
- Système qualité (placement optimal vs lookup tables)
|
||||
- Energy management facile (pas bottleneck)
|
||||
- Extraction simplifiée (focus sur assemblage)
|
||||
- Automation complète ou contrôle manuel joueur
|
||||
@ -1,57 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <thread>
|
||||
|
||||
namespace Warfactory {
|
||||
namespace Factory {
|
||||
|
||||
class ProductionLine;
|
||||
class Belt;
|
||||
class Assembler;
|
||||
|
||||
/**
|
||||
* Autonomous Factory Engine
|
||||
* Handles Factorio-like production simulation
|
||||
*/
|
||||
class FactoryEngine {
|
||||
public:
|
||||
FactoryEngine();
|
||||
~FactoryEngine();
|
||||
|
||||
// Engine lifecycle
|
||||
bool initialize();
|
||||
void run();
|
||||
void shutdown();
|
||||
|
||||
// Factory management
|
||||
void addProductionLine(std::unique_ptr<ProductionLine> line);
|
||||
void removeProductionLine(int lineId);
|
||||
|
||||
// Production control
|
||||
void startProduction();
|
||||
void stopProduction();
|
||||
void pauseProduction();
|
||||
|
||||
// Performance monitoring
|
||||
double getTickRate() const { return tickRate_; }
|
||||
size_t getActiveLines() const { return productionLines_.size(); }
|
||||
|
||||
private:
|
||||
void engineLoop();
|
||||
void updateProduction();
|
||||
void processInputOutput();
|
||||
|
||||
std::vector<std::unique_ptr<ProductionLine>> productionLines_;
|
||||
std::thread engineThread_;
|
||||
bool running_;
|
||||
double tickRate_;
|
||||
|
||||
// Communication with other engines
|
||||
void sendProductionData();
|
||||
void receiveOrders();
|
||||
};
|
||||
|
||||
} // namespace Factory
|
||||
} // namespace Warfactory
|
||||
@ -1,25 +0,0 @@
|
||||
#include <iostream>
|
||||
#include "factory/FactoryEngine.h"
|
||||
|
||||
using namespace Warfactory::Factory;
|
||||
|
||||
int main(int /*argc*/, char* /*argv*/[]) {
|
||||
std::cout << "Starting Factory Engine..." << std::endl;
|
||||
|
||||
auto engine = std::make_unique<FactoryEngine>();
|
||||
|
||||
if (!engine->initialize()) {
|
||||
std::cerr << "Failed to initialize Factory Engine" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
std::cout << "Factory Engine initialized successfully" << std::endl;
|
||||
|
||||
// Run the autonomous engine
|
||||
engine->run();
|
||||
|
||||
engine->shutdown();
|
||||
std::cout << "Factory Engine shutdown complete" << std::endl;
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,122 +0,0 @@
|
||||
#include "factory/FactoryEngine.h"
|
||||
#include <iostream>
|
||||
#include <chrono>
|
||||
|
||||
namespace Warfactory {
|
||||
namespace Factory {
|
||||
|
||||
class ProductionLine {
|
||||
public:
|
||||
ProductionLine(int id) : id_(id) {}
|
||||
int getId() const { return id_; }
|
||||
void update() {}
|
||||
private:
|
||||
int id_;
|
||||
};
|
||||
|
||||
class Belt {
|
||||
public:
|
||||
Belt() = default;
|
||||
};
|
||||
|
||||
class Assembler {
|
||||
public:
|
||||
Assembler() = default;
|
||||
};
|
||||
|
||||
FactoryEngine::FactoryEngine()
|
||||
: running_(false), tickRate_(60.0) {
|
||||
std::cout << "FactoryEngine constructor" << std::endl;
|
||||
}
|
||||
|
||||
FactoryEngine::~FactoryEngine() {
|
||||
if (running_) {
|
||||
shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
bool FactoryEngine::initialize() {
|
||||
std::cout << "FactoryEngine::initialize()" << std::endl;
|
||||
running_ = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void FactoryEngine::run() {
|
||||
std::cout << "FactoryEngine::run() starting engine loop" << std::endl;
|
||||
engineThread_ = std::thread(&FactoryEngine::engineLoop, this);
|
||||
|
||||
if (engineThread_.joinable()) {
|
||||
engineThread_.join();
|
||||
}
|
||||
}
|
||||
|
||||
void FactoryEngine::shutdown() {
|
||||
std::cout << "FactoryEngine::shutdown()" << std::endl;
|
||||
running_ = false;
|
||||
|
||||
if (engineThread_.joinable()) {
|
||||
engineThread_.join();
|
||||
}
|
||||
}
|
||||
|
||||
void FactoryEngine::addProductionLine(std::unique_ptr<ProductionLine> line) {
|
||||
std::cout << "Adding production line: " << line->getId() << std::endl;
|
||||
productionLines_.push_back(std::move(line));
|
||||
}
|
||||
|
||||
void FactoryEngine::removeProductionLine(int lineId) {
|
||||
auto it = std::remove_if(productionLines_.begin(), productionLines_.end(),
|
||||
[lineId](const std::unique_ptr<ProductionLine>& line) {
|
||||
return line->getId() == lineId;
|
||||
});
|
||||
productionLines_.erase(it, productionLines_.end());
|
||||
}
|
||||
|
||||
void FactoryEngine::startProduction() {
|
||||
std::cout << "Starting production" << std::endl;
|
||||
}
|
||||
|
||||
void FactoryEngine::stopProduction() {
|
||||
std::cout << "Stopping production" << std::endl;
|
||||
}
|
||||
|
||||
void FactoryEngine::pauseProduction() {
|
||||
std::cout << "Pausing production" << std::endl;
|
||||
}
|
||||
|
||||
void FactoryEngine::engineLoop() {
|
||||
auto lastUpdate = std::chrono::steady_clock::now();
|
||||
|
||||
while (running_) {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
auto deltaTime = std::chrono::duration<double>(now - lastUpdate).count();
|
||||
|
||||
if (deltaTime >= 1.0/60.0) {
|
||||
updateProduction();
|
||||
processInputOutput();
|
||||
sendProductionData();
|
||||
receiveOrders();
|
||||
lastUpdate = now;
|
||||
}
|
||||
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
}
|
||||
}
|
||||
|
||||
void FactoryEngine::updateProduction() {
|
||||
for (auto& line : productionLines_) {
|
||||
line->update();
|
||||
}
|
||||
}
|
||||
|
||||
void FactoryEngine::processInputOutput() {
|
||||
}
|
||||
|
||||
void FactoryEngine::sendProductionData() {
|
||||
}
|
||||
|
||||
void FactoryEngine::receiveOrders() {
|
||||
}
|
||||
|
||||
} // namespace Factory
|
||||
} // namespace Warfactory
|
||||
@ -1 +0,0 @@
|
||||
Subproject commit 3563fb7289c4efbaa1646e794f8372ad54400021
|
||||
@ -1,27 +0,0 @@
|
||||
cmake_minimum_required(VERSION 3.20)
|
||||
project(LogisticEngine LANGUAGES CXX)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
# Include directories
|
||||
include_directories(include)
|
||||
|
||||
# Source files
|
||||
file(GLOB_RECURSE SOURCES
|
||||
"src/*.cpp"
|
||||
"src/*.h"
|
||||
"include/*.h"
|
||||
"include/*.hpp"
|
||||
)
|
||||
|
||||
# Create executable
|
||||
add_executable(logistic-engine ${SOURCES})
|
||||
|
||||
# Set output directory
|
||||
set_target_properties(logistic-engine PROPERTIES
|
||||
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
|
||||
)
|
||||
|
||||
# Apply unified Warfactory defensive programming (adapts to FAST_BUILD)
|
||||
warfactory_add_defenses(logistic-engine)
|
||||
@ -1,21 +0,0 @@
|
||||
# Logistic Engine
|
||||
|
||||
Engine autonome gérant transport et supply chains.
|
||||
|
||||
## Responsabilités
|
||||
- Transport materials entre usines/sites
|
||||
- Gestion convois, routes, infrastructure logistique
|
||||
- Coordination supply chains multi-sites
|
||||
- Vulnérabilités transport et sécurisation routes
|
||||
|
||||
## Architecture
|
||||
- **Autonome** : Calculs logistiques indépendants
|
||||
- **Communication** : Coordination avec Factory et Economy Engines
|
||||
- **Performance** : Optimisation routes, gestion async convois
|
||||
- **Scope** : Transport macro, supply lines
|
||||
|
||||
## Features
|
||||
- Routes visualisées (infrastructure visible sur map)
|
||||
- Convois suivent réseau routier/rail
|
||||
- Infrastructure attaquable (vulnérabilités strategiques)
|
||||
- Optimisation automatique vs contrôle manuel
|
||||
@ -1,56 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <thread>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace Warfactory {
|
||||
namespace Logistic {
|
||||
|
||||
class Convoy;
|
||||
class Route;
|
||||
class SupplyChain;
|
||||
|
||||
/**
|
||||
* Autonomous Logistic Engine
|
||||
* Handles transport and supply chains
|
||||
*/
|
||||
class LogisticEngine {
|
||||
public:
|
||||
LogisticEngine();
|
||||
~LogisticEngine();
|
||||
|
||||
bool initialize();
|
||||
void run();
|
||||
void shutdown();
|
||||
|
||||
// Supply chain management
|
||||
void createSupplyChain(const std::string& chainId, const std::vector<int>& sites);
|
||||
void updateRoute(const std::string& routeId, const std::vector<std::pair<int,int>>& waypoints);
|
||||
|
||||
// Convoy management
|
||||
void dispatchConvoy(const std::string& convoyId, const std::string& routeId);
|
||||
void trackConvoyProgress(const std::string& convoyId);
|
||||
|
||||
// Infrastructure (routes visible on map, attackable)
|
||||
void markInfrastructureVulnerable(const std::string& routeId, bool vulnerable);
|
||||
bool isRouteSecure(const std::string& routeId) const;
|
||||
|
||||
private:
|
||||
void engineLoop();
|
||||
void updateConvoys();
|
||||
void optimizeRoutes();
|
||||
|
||||
std::unordered_map<std::string, std::unique_ptr<SupplyChain>> supplyChains_;
|
||||
std::unordered_map<std::string, std::unique_ptr<Route>> routes_;
|
||||
std::unordered_map<std::string, std::unique_ptr<Convoy>> convoys_;
|
||||
std::thread engineThread_;
|
||||
bool running_;
|
||||
|
||||
void sendLogisticData();
|
||||
void receiveTransportRequests();
|
||||
};
|
||||
|
||||
} // namespace Logistic
|
||||
} // namespace Warfactory
|
||||
@ -1,25 +0,0 @@
|
||||
#include <iostream>
|
||||
#include "logistic-engine/LogisticEngine.h"
|
||||
|
||||
using namespace Warfactory::Logistic;
|
||||
|
||||
int main(int /*argc*/, char* /*argv*/[]) {
|
||||
std::cout << "Starting Logistic-Engine..." << std::endl;
|
||||
|
||||
auto engine = std::make_unique<LogisticEngine>();
|
||||
|
||||
if (!engine->initialize()) {
|
||||
std::cerr << "Failed to initialize Logistic-Engine" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
std::cout << "Logistic-Engine initialized successfully" << std::endl;
|
||||
|
||||
// Run the autonomous engine
|
||||
engine->run();
|
||||
|
||||
engine->shutdown();
|
||||
std::cout << "Logistic-Engine shutdown complete" << std::endl;
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,156 +0,0 @@
|
||||
#include "logistic-engine/LogisticEngine.h"
|
||||
#include <iostream>
|
||||
#include <chrono>
|
||||
|
||||
namespace Warfactory {
|
||||
namespace Logistic {
|
||||
|
||||
class Convoy {
|
||||
public:
|
||||
Convoy(const std::string& id) : id_(id) {}
|
||||
std::string getId() const { return id_; }
|
||||
void update() {}
|
||||
private:
|
||||
std::string id_;
|
||||
};
|
||||
|
||||
class Route {
|
||||
public:
|
||||
Route(const std::string& id) : id_(id), secure_(true) {}
|
||||
std::string getId() const { return id_; }
|
||||
void setWaypoints(const std::vector<std::pair<int,int>>& waypoints) {
|
||||
waypoints_ = waypoints;
|
||||
}
|
||||
void setVulnerable(bool vulnerable) { secure_ = !vulnerable; }
|
||||
bool isSecure() const { return secure_; }
|
||||
private:
|
||||
std::string id_;
|
||||
std::vector<std::pair<int,int>> waypoints_;
|
||||
bool secure_;
|
||||
};
|
||||
|
||||
class SupplyChain {
|
||||
public:
|
||||
SupplyChain(const std::string& id) : id_(id) {}
|
||||
std::string getId() const { return id_; }
|
||||
void setSites(const std::vector<int>& sites) { sites_ = sites; }
|
||||
private:
|
||||
std::string id_;
|
||||
std::vector<int> sites_;
|
||||
};
|
||||
|
||||
LogisticEngine::LogisticEngine() : running_(false) {
|
||||
std::cout << "LogisticEngine constructor" << std::endl;
|
||||
}
|
||||
|
||||
LogisticEngine::~LogisticEngine() {
|
||||
if (running_) {
|
||||
shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
bool LogisticEngine::initialize() {
|
||||
std::cout << "LogisticEngine::initialize()" << std::endl;
|
||||
running_ = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void LogisticEngine::run() {
|
||||
std::cout << "LogisticEngine::run() starting engine loop" << std::endl;
|
||||
engineThread_ = std::thread(&LogisticEngine::engineLoop, this);
|
||||
|
||||
if (engineThread_.joinable()) {
|
||||
engineThread_.join();
|
||||
}
|
||||
}
|
||||
|
||||
void LogisticEngine::shutdown() {
|
||||
std::cout << "LogisticEngine::shutdown()" << std::endl;
|
||||
running_ = false;
|
||||
|
||||
if (engineThread_.joinable()) {
|
||||
engineThread_.join();
|
||||
}
|
||||
}
|
||||
|
||||
void LogisticEngine::createSupplyChain(const std::string& chainId, const std::vector<int>& sites) {
|
||||
auto chain = std::make_unique<SupplyChain>(chainId);
|
||||
chain->setSites(sites);
|
||||
supplyChains_[chainId] = std::move(chain);
|
||||
std::cout << "Created supply chain: " << chainId << std::endl;
|
||||
}
|
||||
|
||||
void LogisticEngine::updateRoute(const std::string& routeId, const std::vector<std::pair<int,int>>& waypoints) {
|
||||
auto it = routes_.find(routeId);
|
||||
if (it != routes_.end()) {
|
||||
it->second->setWaypoints(waypoints);
|
||||
} else {
|
||||
auto route = std::make_unique<Route>(routeId);
|
||||
route->setWaypoints(waypoints);
|
||||
routes_[routeId] = std::move(route);
|
||||
}
|
||||
std::cout << "Updated route: " << routeId << std::endl;
|
||||
}
|
||||
|
||||
void LogisticEngine::dispatchConvoy(const std::string& convoyId, const std::string& routeId) {
|
||||
auto convoy = std::make_unique<Convoy>(convoyId);
|
||||
convoys_[convoyId] = std::move(convoy);
|
||||
std::cout << "Dispatched convoy " << convoyId << " on route " << routeId << std::endl;
|
||||
}
|
||||
|
||||
void LogisticEngine::trackConvoyProgress(const std::string& convoyId) {
|
||||
auto it = convoys_.find(convoyId);
|
||||
if (it != convoys_.end()) {
|
||||
std::cout << "Tracking convoy: " << convoyId << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void LogisticEngine::markInfrastructureVulnerable(const std::string& routeId, bool vulnerable) {
|
||||
auto it = routes_.find(routeId);
|
||||
if (it != routes_.end()) {
|
||||
it->second->setVulnerable(vulnerable);
|
||||
std::cout << "Route " << routeId << " marked as " << (vulnerable ? "vulnerable" : "secure") << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
bool LogisticEngine::isRouteSecure(const std::string& routeId) const {
|
||||
auto it = routes_.find(routeId);
|
||||
return (it != routes_.end()) ? it->second->isSecure() : false;
|
||||
}
|
||||
|
||||
void LogisticEngine::engineLoop() {
|
||||
auto lastUpdate = std::chrono::steady_clock::now();
|
||||
|
||||
while (running_) {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
auto deltaTime = std::chrono::duration<double>(now - lastUpdate).count();
|
||||
|
||||
if (deltaTime >= 1.0/60.0) {
|
||||
updateConvoys();
|
||||
optimizeRoutes();
|
||||
sendLogisticData();
|
||||
receiveTransportRequests();
|
||||
lastUpdate = now;
|
||||
}
|
||||
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
}
|
||||
}
|
||||
|
||||
void LogisticEngine::updateConvoys() {
|
||||
for (auto& [id, convoy] : convoys_) {
|
||||
convoy->update();
|
||||
}
|
||||
}
|
||||
|
||||
void LogisticEngine::optimizeRoutes() {
|
||||
}
|
||||
|
||||
void LogisticEngine::sendLogisticData() {
|
||||
}
|
||||
|
||||
void LogisticEngine::receiveTransportRequests() {
|
||||
}
|
||||
|
||||
} // namespace Logistic
|
||||
} // namespace Warfactory
|
||||
@ -1 +0,0 @@
|
||||
Subproject commit 063263d904b3148b3c2a7f6a4abb62b35010bdb8
|
||||
@ -1 +0,0 @@
|
||||
Subproject commit 426b2f4012d6955eb3ac88092ade4d578aceeee5
|
||||
@ -1,27 +0,0 @@
|
||||
cmake_minimum_required(VERSION 3.20)
|
||||
project(OperationEngine LANGUAGES CXX)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
# Include directories
|
||||
include_directories(include)
|
||||
|
||||
# Source files
|
||||
file(GLOB_RECURSE SOURCES
|
||||
"src/*.cpp"
|
||||
"src/*.h"
|
||||
"include/*.h"
|
||||
"include/*.hpp"
|
||||
)
|
||||
|
||||
# Create executable
|
||||
add_executable(operation-engine ${SOURCES})
|
||||
|
||||
# Set output directory
|
||||
set_target_properties(operation-engine PROPERTIES
|
||||
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
|
||||
)
|
||||
|
||||
# Apply unified Warfactory defensive programming (adapts to FAST_BUILD)
|
||||
warfactory_add_defenses(operation-engine)
|
||||
@ -1,21 +0,0 @@
|
||||
# Operation Engine
|
||||
|
||||
Engine autonome gérant opérations militaires et stratégie macro.
|
||||
|
||||
## Responsabilités
|
||||
- Généraux IA avec ML et doctrines évolutives
|
||||
- Planning opérations militaires macro
|
||||
- Adaptation comportements selon succès/échecs terrain
|
||||
- Analyse rapports War Engine pour décisions strategiques
|
||||
|
||||
## Architecture
|
||||
- **Autonome** : Prise de décision stratégique autonome
|
||||
- **Communication** : Ordres vers Combat Engine, demandes vers Logistic
|
||||
- **Performance** : ML adaptatif, expérience terrain persistante
|
||||
- **Scope** : Stratégie macro, AI decision making, planning
|
||||
|
||||
## Features
|
||||
- IA générale adaptative (apprentissage des échecs)
|
||||
- Doctrines militaires évolutives par region/company
|
||||
- Analysis automatique situation complexe (question ouverte #1)
|
||||
- Integration intelligence pour décisions informées
|
||||
@ -1,53 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <thread>
|
||||
#include <string>
|
||||
|
||||
namespace Warfactory {
|
||||
namespace Operation {
|
||||
|
||||
class AIGeneral;
|
||||
class StrategicPlanner;
|
||||
class DoctrineSystem;
|
||||
|
||||
/**
|
||||
* Autonomous Operation Engine
|
||||
* Handles military strategy and adaptive AI generals
|
||||
*/
|
||||
class OperationEngine {
|
||||
public:
|
||||
OperationEngine();
|
||||
~OperationEngine();
|
||||
|
||||
bool initialize();
|
||||
void run();
|
||||
void shutdown();
|
||||
|
||||
// Strategic planning and AI generals with ML
|
||||
void createOperation(const std::string& operationId, const std::string& type);
|
||||
void assignGeneral(const std::string& operationId, std::unique_ptr<AIGeneral> general);
|
||||
void adaptBehaviorFromResults(const std::string& generalId, bool success);
|
||||
|
||||
// Doctrine evolution (learning from successes/failures)
|
||||
void updateDoctrine(const std::string& companyId, const std::string& lessons);
|
||||
void analyzeBattleReports(const std::vector<std::string>& reports);
|
||||
|
||||
private:
|
||||
void engineLoop();
|
||||
void processStrategicDecisions();
|
||||
void adaptAIBehavior(); // ML-based adaptation
|
||||
|
||||
std::vector<std::unique_ptr<AIGeneral>> generals_;
|
||||
std::unique_ptr<StrategicPlanner> planner_;
|
||||
std::unique_ptr<DoctrineSystem> doctrines_;
|
||||
std::thread engineThread_;
|
||||
bool running_;
|
||||
|
||||
void sendOrders();
|
||||
void receiveBattleReports();
|
||||
};
|
||||
|
||||
} // namespace Operation
|
||||
} // namespace Warfactory
|
||||
@ -1,25 +0,0 @@
|
||||
#include <iostream>
|
||||
#include "operation-engine/OperationEngine.h"
|
||||
|
||||
using namespace Warfactory::Operation;
|
||||
|
||||
int main(int /*argc*/, char* /*argv*/[]) {
|
||||
std::cout << "Starting Operation-Engine..." << std::endl;
|
||||
|
||||
auto engine = std::make_unique<OperationEngine>();
|
||||
|
||||
if (!engine->initialize()) {
|
||||
std::cerr << "Failed to initialize Operation-Engine" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
std::cout << "Operation-Engine initialized successfully" << std::endl;
|
||||
|
||||
// Run the autonomous engine
|
||||
engine->run();
|
||||
|
||||
engine->shutdown();
|
||||
std::cout << "Operation-Engine shutdown complete" << std::endl;
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,150 +0,0 @@
|
||||
#include "operation-engine/OperationEngine.h"
|
||||
#include <iostream>
|
||||
#include <chrono>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace Warfactory {
|
||||
namespace Operation {
|
||||
|
||||
class AIGeneral {
|
||||
public:
|
||||
AIGeneral(const std::string& id) : id_(id), skillLevel_(1.0) {}
|
||||
std::string getId() const { return id_; }
|
||||
void adaptFromResult(bool success) {
|
||||
if (success) {
|
||||
skillLevel_ += 0.1;
|
||||
} else {
|
||||
skillLevel_ = std::max(0.1, skillLevel_ - 0.05);
|
||||
}
|
||||
std::cout << "AI General " << id_ << " skill updated to: " << skillLevel_ << std::endl;
|
||||
}
|
||||
double getSkillLevel() const { return skillLevel_; }
|
||||
private:
|
||||
std::string id_;
|
||||
double skillLevel_;
|
||||
};
|
||||
|
||||
class StrategicPlanner {
|
||||
public:
|
||||
StrategicPlanner() = default;
|
||||
void createOperation(const std::string& operationId, const std::string& type) {
|
||||
operations_[operationId] = type;
|
||||
std::cout << "Created operation " << operationId << " of type: " << type << std::endl;
|
||||
}
|
||||
void processDecisions() {}
|
||||
private:
|
||||
std::unordered_map<std::string, std::string> operations_;
|
||||
};
|
||||
|
||||
class DoctrineSystem {
|
||||
public:
|
||||
DoctrineSystem() = default;
|
||||
void updateDoctrine(const std::string& companyId, const std::string& lessons) {
|
||||
doctrines_[companyId] = lessons;
|
||||
std::cout << "Updated doctrine for company " << companyId << ": " << lessons << std::endl;
|
||||
}
|
||||
void analyzeBattleReports(const std::vector<std::string>& reports) {
|
||||
std::cout << "Analyzing " << reports.size() << " battle reports for doctrine improvements" << std::endl;
|
||||
}
|
||||
private:
|
||||
std::unordered_map<std::string, std::string> doctrines_;
|
||||
};
|
||||
|
||||
OperationEngine::OperationEngine() : running_(false) {
|
||||
std::cout << "OperationEngine constructor" << std::endl;
|
||||
planner_ = std::make_unique<StrategicPlanner>();
|
||||
doctrines_ = std::make_unique<DoctrineSystem>();
|
||||
}
|
||||
|
||||
OperationEngine::~OperationEngine() {
|
||||
if (running_) {
|
||||
shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
bool OperationEngine::initialize() {
|
||||
std::cout << "OperationEngine::initialize()" << std::endl;
|
||||
running_ = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void OperationEngine::run() {
|
||||
std::cout << "OperationEngine::run() starting engine loop" << std::endl;
|
||||
engineThread_ = std::thread(&OperationEngine::engineLoop, this);
|
||||
|
||||
if (engineThread_.joinable()) {
|
||||
engineThread_.join();
|
||||
}
|
||||
}
|
||||
|
||||
void OperationEngine::shutdown() {
|
||||
std::cout << "OperationEngine::shutdown()" << std::endl;
|
||||
running_ = false;
|
||||
|
||||
if (engineThread_.joinable()) {
|
||||
engineThread_.join();
|
||||
}
|
||||
}
|
||||
|
||||
void OperationEngine::createOperation(const std::string& operationId, const std::string& type) {
|
||||
planner_->createOperation(operationId, type);
|
||||
}
|
||||
|
||||
void OperationEngine::assignGeneral(const std::string& /*operationId*/, std::unique_ptr<AIGeneral> general) {
|
||||
std::cout << "Assigned general " << general->getId() << " to operation" << std::endl;
|
||||
generals_.push_back(std::move(general));
|
||||
}
|
||||
|
||||
void OperationEngine::adaptBehaviorFromResults(const std::string& generalId, bool success) {
|
||||
for (auto& general : generals_) {
|
||||
if (general->getId() == generalId) {
|
||||
general->adaptFromResult(success);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OperationEngine::updateDoctrine(const std::string& companyId, const std::string& lessons) {
|
||||
doctrines_->updateDoctrine(companyId, lessons);
|
||||
}
|
||||
|
||||
void OperationEngine::analyzeBattleReports(const std::vector<std::string>& reports) {
|
||||
doctrines_->analyzeBattleReports(reports);
|
||||
}
|
||||
|
||||
void OperationEngine::engineLoop() {
|
||||
auto lastUpdate = std::chrono::steady_clock::now();
|
||||
|
||||
while (running_) {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
auto deltaTime = std::chrono::duration<double>(now - lastUpdate).count();
|
||||
|
||||
if (deltaTime >= 1.0/60.0) {
|
||||
processStrategicDecisions();
|
||||
adaptAIBehavior();
|
||||
sendOrders();
|
||||
receiveBattleReports();
|
||||
lastUpdate = now;
|
||||
}
|
||||
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
}
|
||||
}
|
||||
|
||||
void OperationEngine::processStrategicDecisions() {
|
||||
planner_->processDecisions();
|
||||
}
|
||||
|
||||
void OperationEngine::adaptAIBehavior() {
|
||||
for (auto& general : generals_) {
|
||||
}
|
||||
}
|
||||
|
||||
void OperationEngine::sendOrders() {
|
||||
}
|
||||
|
||||
void OperationEngine::receiveBattleReports() {
|
||||
}
|
||||
|
||||
} // namespace Operation
|
||||
} // namespace Warfactory
|
||||
@ -1 +0,0 @@
|
||||
Subproject commit 0f8fed5fefb45f011dd2f679e19cfb7a7b29ba26
|
||||
37
modules/CMakeLists.txt
Normal file
37
modules/CMakeLists.txt
Normal file
@ -0,0 +1,37 @@
|
||||
cmake_minimum_required(VERSION 3.20)
|
||||
project(WarfactoryModules LANGUAGES CXX)
|
||||
|
||||
# Modules coordinator - builds all modules
|
||||
add_subdirectory(factory)
|
||||
add_subdirectory(economy)
|
||||
add_subdirectory(logistic)
|
||||
|
||||
# Meta targets for all modules
|
||||
add_custom_target(warfactory-modules
|
||||
DEPENDS
|
||||
factory-module
|
||||
economy-module
|
||||
logistic-module
|
||||
COMMENT "Building all Warfactory modules"
|
||||
)
|
||||
|
||||
add_custom_target(test-all-modules
|
||||
DEPENDS
|
||||
test-factory
|
||||
test-economy
|
||||
test-logistic
|
||||
COMMENT "Testing all Warfactory modules"
|
||||
)
|
||||
|
||||
add_custom_target(clean-all-modules
|
||||
DEPENDS
|
||||
clean-factory
|
||||
clean-economy
|
||||
clean-logistic
|
||||
COMMENT "Cleaning all Warfactory modules"
|
||||
)
|
||||
|
||||
message(STATUS "📦 All Warfactory modules configured:")
|
||||
message(STATUS " make warfactory-modules : Build all .so files")
|
||||
message(STATUS " make test-all-modules : Test all modules")
|
||||
message(STATUS " make clean-all-modules : Clean all builds")
|
||||
66
modules/economy/CLAUDE.md
Normal file
66
modules/economy/CLAUDE.md
Normal file
@ -0,0 +1,66 @@
|
||||
# Economy Module - Pure Market Logic
|
||||
|
||||
## Context
|
||||
You are working EXCLUSIVELY on economic simulation logic. No infrastructure, no networking, no threading.
|
||||
|
||||
## Responsibilities
|
||||
- **Market simulation**: Supply/demand, pricing dynamics
|
||||
- **Trading**: Buy/sell orders, market makers, price discovery
|
||||
- **Economic indicators**: Inflation, growth, market health
|
||||
- **Resource valuation**: Dynamic pricing based on scarcity/abundance
|
||||
|
||||
## Interface Contract
|
||||
```cpp
|
||||
// Input JSON examples:
|
||||
{
|
||||
"type": "market_update",
|
||||
"item": "steel_plate",
|
||||
"supply": 1000,
|
||||
"demand": 800
|
||||
}
|
||||
|
||||
{
|
||||
"type": "trade",
|
||||
"action": "buy",
|
||||
"item": "copper_ore",
|
||||
"quantity": 50,
|
||||
"max_price": 2.5
|
||||
}
|
||||
|
||||
// Output JSON examples:
|
||||
{
|
||||
"status": "trade_executed",
|
||||
"item": "copper_ore",
|
||||
"quantity": 50,
|
||||
"price": 2.3,
|
||||
"total_cost": 115.0
|
||||
}
|
||||
|
||||
{
|
||||
"market_data": {
|
||||
"steel_plate": {"price": 5.2, "trend": "rising"},
|
||||
"copper_ore": {"price": 2.3, "trend": "stable"}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Build Commands
|
||||
```bash
|
||||
cd modules/economy/
|
||||
cmake . # Build from THIS directory
|
||||
make economy-module # Generates economy.so
|
||||
make test-economy # Run isolated tests
|
||||
./build/economy-module # Test the module
|
||||
```
|
||||
|
||||
## File Limits
|
||||
- **EconomyModule.cpp**: Max 300 lines
|
||||
- **Pure logic only**: No sockets, threads, or engine dependencies
|
||||
- **JSON in/out**: All communication via JSON messages
|
||||
|
||||
## Focus Areas
|
||||
1. Market algorithms (supply/demand curves, price elasticity)
|
||||
2. Trading mechanics (order books, market makers)
|
||||
3. Economic modeling (inflation, economic cycles)
|
||||
|
||||
Claude Code should NEVER leave this directory or reference parent paths!
|
||||
63
modules/economy/CMakeLists.txt
Normal file
63
modules/economy/CMakeLists.txt
Normal file
@ -0,0 +1,63 @@
|
||||
cmake_minimum_required(VERSION 3.20)
|
||||
project(EconomyModule LANGUAGES CXX)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
set(CMAKE_CXX_FLAGS_DEBUG "-g -O0 -DDEBUG")
|
||||
set(CMAKE_CXX_FLAGS_RELEASE "-O3 -DNDEBUG")
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug)
|
||||
endif()
|
||||
|
||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
|
||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
|
||||
|
||||
include_directories(shared)
|
||||
|
||||
# Economy module as shared library (.so)
|
||||
add_library(economy-module SHARED
|
||||
src/EconomyModule.cpp
|
||||
)
|
||||
|
||||
set_target_properties(economy-module PROPERTIES
|
||||
PREFIX ""
|
||||
SUFFIX ".so"
|
||||
OUTPUT_NAME "economy"
|
||||
)
|
||||
|
||||
# Test executable
|
||||
add_executable(economy-test
|
||||
src/EconomyModule.cpp
|
||||
tests/EconomyTest.cpp
|
||||
)
|
||||
|
||||
# Standalone executable
|
||||
add_executable(economy-standalone
|
||||
src/EconomyModule.cpp
|
||||
src/main.cpp
|
||||
)
|
||||
|
||||
add_custom_target(build-economy
|
||||
DEPENDS economy-module
|
||||
COMMENT "Building economy.so module"
|
||||
)
|
||||
|
||||
add_custom_target(test-economy
|
||||
DEPENDS economy-test
|
||||
COMMAND ./build/economy-test
|
||||
COMMENT "Running economy module tests"
|
||||
)
|
||||
|
||||
add_custom_target(clean-economy
|
||||
COMMAND ${CMAKE_COMMAND} -E remove_directory build
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory build
|
||||
COMMENT "Cleaning economy module build"
|
||||
)
|
||||
|
||||
message(STATUS "💰 Economy Module configured:")
|
||||
message(STATUS " cmake . : Configure")
|
||||
message(STATUS " make economy-module : Build economy.so")
|
||||
message(STATUS " make test-economy : Run tests")
|
||||
message(STATUS " make clean-economy : Clean build")
|
||||
69
modules/economy/shared/IIO.h
Normal file
69
modules/economy/shared/IIO.h
Normal file
@ -0,0 +1,69 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <functional>
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Input/Output interface - swappable transport
|
||||
*
|
||||
* IntraIO -> Same process (direct call)
|
||||
* LocalIO -> Same machine (named pipes/sockets)
|
||||
* NetworkIO -> Network/Internet (TCP/WebSocket)
|
||||
*/
|
||||
class IIO {
|
||||
public:
|
||||
virtual ~IIO() = default;
|
||||
|
||||
/**
|
||||
* @brief Initialize IO with configuration
|
||||
* @param config Transport-specific configuration
|
||||
*/
|
||||
virtual void initialize(const json& config) = 0;
|
||||
|
||||
/**
|
||||
* @brief Send JSON message
|
||||
* @param message JSON data to send
|
||||
* @param target Target identifier (module name, endpoint, etc.)
|
||||
*/
|
||||
virtual void send(const json& message, const std::string& target) = 0;
|
||||
|
||||
/**
|
||||
* @brief Receive JSON message (blocking)
|
||||
* @return Received JSON message
|
||||
*/
|
||||
virtual json receive() = 0;
|
||||
|
||||
/**
|
||||
* @brief Check if message available (non-blocking)
|
||||
* @return true if message ready to receive
|
||||
*/
|
||||
virtual bool hasMessage() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Set message handler for async operation
|
||||
* @param handler Function to call when message received
|
||||
*/
|
||||
virtual void setMessageHandler(std::function<void(const json&)> handler) = 0;
|
||||
|
||||
/**
|
||||
* @brief Start async message processing
|
||||
*/
|
||||
virtual void startAsync() = 0;
|
||||
|
||||
/**
|
||||
* @brief Stop async processing and cleanup
|
||||
*/
|
||||
virtual void shutdown() = 0;
|
||||
|
||||
/**
|
||||
* @brief Get IO type identifier
|
||||
*/
|
||||
virtual std::string getType() const = 0;
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
51
modules/economy/shared/IModule.h
Normal file
51
modules/economy/shared/IModule.h
Normal file
@ -0,0 +1,51 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Pure game logic interface - Claude Code works ONLY on this
|
||||
*
|
||||
* Each module = 200-500 lines of pure game logic
|
||||
* No infrastructure code, no threading, no networking
|
||||
* Just: receive JSON input -> process logic -> return JSON output
|
||||
*/
|
||||
class IModule {
|
||||
public:
|
||||
virtual ~IModule() = default;
|
||||
|
||||
/**
|
||||
* @brief Initialize module with configuration
|
||||
* @param config JSON configuration for this module
|
||||
*/
|
||||
virtual void initialize(const json& config) = 0;
|
||||
|
||||
/**
|
||||
* @brief Process game logic - PURE FUNCTION
|
||||
* @param input JSON input from other modules or engine
|
||||
* @return JSON output to send to other modules
|
||||
*/
|
||||
virtual json process(const json& input) = 0;
|
||||
|
||||
/**
|
||||
* @brief Get module metadata
|
||||
* @return Module name, version, dependencies
|
||||
*/
|
||||
virtual json getMetadata() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Cleanup resources
|
||||
*/
|
||||
virtual void shutdown() = 0;
|
||||
|
||||
/**
|
||||
* @brief Module name for identification
|
||||
*/
|
||||
virtual std::string getName() const = 0;
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
76
modules/economy/shared/ModuleBase.h
Normal file
76
modules/economy/shared/ModuleBase.h
Normal file
@ -0,0 +1,76 @@
|
||||
#pragma once
|
||||
|
||||
#include "IModule.h"
|
||||
#include <nlohmann/json.hpp>
|
||||
#include <string>
|
||||
#include <stdexcept>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Base helper class for modules
|
||||
*
|
||||
* Provides common functionality and JSON helpers
|
||||
* LOCAL COPY - Completely autonomous
|
||||
*/
|
||||
class ModuleBase : public IModule {
|
||||
protected:
|
||||
std::string module_name;
|
||||
json module_config;
|
||||
bool initialized = false;
|
||||
|
||||
public:
|
||||
explicit ModuleBase(const std::string& name) : module_name(name) {}
|
||||
|
||||
std::string getName() const override {
|
||||
return module_name;
|
||||
}
|
||||
|
||||
void initialize(const json& config) override {
|
||||
module_config = config;
|
||||
initialized = true;
|
||||
onInitialize(config);
|
||||
}
|
||||
|
||||
void shutdown() override {
|
||||
onShutdown();
|
||||
initialized = false;
|
||||
}
|
||||
|
||||
json getMetadata() const override {
|
||||
return {
|
||||
{"name", module_name},
|
||||
{"version", "1.0.0"},
|
||||
{"initialized", initialized},
|
||||
{"type", "game_module"}
|
||||
};
|
||||
}
|
||||
|
||||
protected:
|
||||
// Override these in concrete modules
|
||||
virtual void onInitialize(const json& config) {}
|
||||
virtual void onShutdown() {}
|
||||
|
||||
// JSON helpers
|
||||
bool hasField(const json& obj, const std::string& field) const {
|
||||
return obj.contains(field) && !obj[field].is_null();
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
T getField(const json& obj, const std::string& field, const T& defaultValue = T{}) const {
|
||||
if (hasField(obj, field)) {
|
||||
return obj[field].get<T>();
|
||||
}
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
void ensureInitialized() const {
|
||||
if (!initialized) {
|
||||
throw std::runtime_error("Module " + module_name + " not initialized");
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
287
modules/economy/src/EconomyModule.cpp
Normal file
287
modules/economy/src/EconomyModule.cpp
Normal file
@ -0,0 +1,287 @@
|
||||
#include "../shared/ModuleBase.h"
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
#include <cmath>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Economy Module - Pure market simulation logic
|
||||
*
|
||||
* Handles supply/demand, pricing, trading
|
||||
* Claude Code works ONLY on this file (~200-300 lines max)
|
||||
*/
|
||||
class EconomyModule : public ModuleBase {
|
||||
private:
|
||||
struct MarketData {
|
||||
double price = 1.0;
|
||||
double supply = 0.0;
|
||||
double demand = 0.0;
|
||||
double base_price = 1.0;
|
||||
std::string trend = "stable";
|
||||
};
|
||||
|
||||
std::map<std::string, MarketData> markets;
|
||||
double inflation_rate = 0.02;
|
||||
int simulation_tick = 0;
|
||||
|
||||
public:
|
||||
EconomyModule() : ModuleBase("Economy") {}
|
||||
|
||||
json process(const json& input) override {
|
||||
ensureInitialized();
|
||||
|
||||
std::string type = getField<std::string>(input, "type");
|
||||
|
||||
if (type == "market_update") {
|
||||
return handleMarketUpdate(input);
|
||||
}
|
||||
else if (type == "trade") {
|
||||
return handleTrade(input);
|
||||
}
|
||||
else if (type == "get_prices") {
|
||||
return getPrices();
|
||||
}
|
||||
else if (type == "simulate_tick") {
|
||||
return simulateTick();
|
||||
}
|
||||
else if (type == "status") {
|
||||
return getStatus();
|
||||
}
|
||||
|
||||
return {{"error", "Unknown command type: " + type}};
|
||||
}
|
||||
|
||||
protected:
|
||||
void onInitialize(const json& config) override {
|
||||
// Initialize base markets
|
||||
if (config.contains("markets")) {
|
||||
auto market_config = config["markets"];
|
||||
for (auto& [item, data] : market_config.items()) {
|
||||
MarketData market;
|
||||
market.base_price = getField<double>(data, "base_price", 1.0);
|
||||
market.price = market.base_price;
|
||||
market.supply = getField<double>(data, "initial_supply", 100.0);
|
||||
market.demand = getField<double>(data, "initial_demand", 100.0);
|
||||
markets[item] = market;
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize default markets if none provided
|
||||
if (markets.empty()) {
|
||||
loadDefaultMarkets();
|
||||
}
|
||||
|
||||
inflation_rate = getField<double>(module_config, "inflation_rate", 0.02);
|
||||
|
||||
std::cout << "💰 Economy Module initialized with "
|
||||
<< markets.size() << " markets" << std::endl;
|
||||
}
|
||||
|
||||
private:
|
||||
json handleMarketUpdate(const json& input) {
|
||||
std::string item = getField<std::string>(input, "item");
|
||||
|
||||
if (markets.find(item) == markets.end()) {
|
||||
// Create new market
|
||||
markets[item] = MarketData{};
|
||||
}
|
||||
|
||||
auto& market = markets[item];
|
||||
|
||||
if (input.contains("supply")) {
|
||||
market.supply = getField<double>(input, "supply");
|
||||
}
|
||||
if (input.contains("demand")) {
|
||||
market.demand = getField<double>(input, "demand");
|
||||
}
|
||||
|
||||
// Recalculate price based on supply/demand
|
||||
updatePrice(item);
|
||||
|
||||
return {
|
||||
{"status", "updated"},
|
||||
{"item", item},
|
||||
{"new_price", market.price},
|
||||
{"supply", market.supply},
|
||||
{"demand", market.demand},
|
||||
{"trend", market.trend}
|
||||
};
|
||||
}
|
||||
|
||||
json handleTrade(const json& input) {
|
||||
std::string action = getField<std::string>(input, "action");
|
||||
std::string item = getField<std::string>(input, "item");
|
||||
double quantity = getField<double>(input, "quantity");
|
||||
|
||||
if (markets.find(item) == markets.end()) {
|
||||
return {{"error", "Market not found for item: " + item}};
|
||||
}
|
||||
|
||||
auto& market = markets[item];
|
||||
double current_price = market.price;
|
||||
|
||||
if (action == "buy") {
|
||||
double max_price = getField<double>(input, "max_price", 999999.0);
|
||||
|
||||
if (current_price > max_price) {
|
||||
return {
|
||||
{"status", "trade_rejected"},
|
||||
{"reason", "price_too_high"},
|
||||
{"current_price", current_price},
|
||||
{"max_price", max_price}
|
||||
};
|
||||
}
|
||||
|
||||
// Execute buy order
|
||||
market.demand += quantity;
|
||||
market.supply = std::max(0.0, market.supply - quantity);
|
||||
updatePrice(item);
|
||||
|
||||
return {
|
||||
{"status", "trade_executed"},
|
||||
{"action", "buy"},
|
||||
{"item", item},
|
||||
{"quantity", quantity},
|
||||
{"price", current_price},
|
||||
{"total_cost", quantity * current_price}
|
||||
};
|
||||
}
|
||||
else if (action == "sell") {
|
||||
double min_price = getField<double>(input, "min_price", 0.0);
|
||||
|
||||
if (current_price < min_price) {
|
||||
return {
|
||||
{"status", "trade_rejected"},
|
||||
{"reason", "price_too_low"},
|
||||
{"current_price", current_price},
|
||||
{"min_price", min_price}
|
||||
};
|
||||
}
|
||||
|
||||
// Execute sell order
|
||||
market.supply += quantity;
|
||||
market.demand = std::max(0.0, market.demand - quantity);
|
||||
updatePrice(item);
|
||||
|
||||
return {
|
||||
{"status", "trade_executed"},
|
||||
{"action", "sell"},
|
||||
{"item", item},
|
||||
{"quantity", quantity},
|
||||
{"price", current_price},
|
||||
{"total_revenue", quantity * current_price}
|
||||
};
|
||||
}
|
||||
|
||||
return {{"error", "Invalid trade action: " + action}};
|
||||
}
|
||||
|
||||
json getPrices() {
|
||||
json prices = json::object();
|
||||
|
||||
for (const auto& [item, market] : markets) {
|
||||
prices[item] = {
|
||||
{"price", market.price},
|
||||
{"trend", market.trend},
|
||||
{"supply", market.supply},
|
||||
{"demand", market.demand}
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
{"market_data", prices},
|
||||
{"inflation_rate", inflation_rate},
|
||||
{"simulation_tick", simulation_tick}
|
||||
};
|
||||
}
|
||||
|
||||
json simulateTick() {
|
||||
simulation_tick++;
|
||||
|
||||
// Simulate market fluctuations
|
||||
for (auto& [item, market] : markets) {
|
||||
// Add some random market movement
|
||||
double volatility = 0.05; // 5% volatility
|
||||
double random_factor = 1.0 + (rand() / (double)RAND_MAX - 0.5) * volatility;
|
||||
|
||||
// Natural decay towards equilibrium
|
||||
double equilibrium_ratio = market.demand / std::max(market.supply, 1.0);
|
||||
market.price = market.base_price * equilibrium_ratio * random_factor;
|
||||
|
||||
// Apply inflation
|
||||
market.base_price *= (1.0 + inflation_rate / 100.0);
|
||||
|
||||
updateTrend(item);
|
||||
}
|
||||
|
||||
return {
|
||||
{"status", "tick_processed"},
|
||||
{"simulation_tick", simulation_tick},
|
||||
{"markets_updated", markets.size()}
|
||||
};
|
||||
}
|
||||
|
||||
json getStatus() {
|
||||
return {
|
||||
{"module", "Economy"},
|
||||
{"markets_count", markets.size()},
|
||||
{"simulation_tick", simulation_tick},
|
||||
{"inflation_rate", inflation_rate}
|
||||
};
|
||||
}
|
||||
|
||||
void updatePrice(const std::string& item) {
|
||||
auto& market = markets[item];
|
||||
|
||||
if (market.supply <= 0) {
|
||||
market.price = market.base_price * 2.0; // Scarcity premium
|
||||
} else {
|
||||
double ratio = market.demand / market.supply;
|
||||
market.price = market.base_price * std::max(0.1, ratio);
|
||||
}
|
||||
|
||||
updateTrend(item);
|
||||
}
|
||||
|
||||
void updateTrend(const std::string& item) {
|
||||
auto& market = markets[item];
|
||||
double ratio = market.demand / std::max(market.supply, 1.0);
|
||||
|
||||
if (ratio > 1.2) {
|
||||
market.trend = "rising";
|
||||
} else if (ratio < 0.8) {
|
||||
market.trend = "falling";
|
||||
} else {
|
||||
market.trend = "stable";
|
||||
}
|
||||
}
|
||||
|
||||
void loadDefaultMarkets() {
|
||||
markets["iron_ore"] = {1.0, 100.0, 100.0, 1.0, "stable"};
|
||||
markets["copper_ore"] = {1.2, 80.0, 90.0, 1.2, "stable"};
|
||||
markets["coal"] = {0.8, 120.0, 100.0, 0.8, "stable"};
|
||||
markets["steel_plate"] = {5.0, 50.0, 60.0, 5.0, "stable"};
|
||||
markets["copper_wire"] = {2.0, 70.0, 75.0, 2.0, "stable"};
|
||||
markets["circuit"] = {15.0, 20.0, 25.0, 15.0, "stable"};
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
|
||||
// C-style export functions for dynamic loading
|
||||
extern "C" {
|
||||
warfactory::IModule* createModule() {
|
||||
return new warfactory::EconomyModule();
|
||||
}
|
||||
|
||||
void destroyModule(warfactory::IModule* module) {
|
||||
delete module;
|
||||
}
|
||||
|
||||
const char* getModuleName() {
|
||||
return "Economy";
|
||||
}
|
||||
}
|
||||
56
modules/factory/CLAUDE.md
Normal file
56
modules/factory/CLAUDE.md
Normal file
@ -0,0 +1,56 @@
|
||||
# Factory Module - Pure Production Logic
|
||||
|
||||
## Context
|
||||
You are working EXCLUSIVELY on factory production logic. No infrastructure, no networking, no threading.
|
||||
|
||||
## Responsibilities
|
||||
- **Assembly lines**: Manage production queues and recipes
|
||||
- **Resource flow**: Input materials → processing → output products
|
||||
- **Efficiency**: Calculate throughput, bottlenecks, optimization
|
||||
- **Automation**: Belt systems, inserters, production planning
|
||||
|
||||
## Interface Contract
|
||||
```cpp
|
||||
// Input JSON examples:
|
||||
{
|
||||
"type": "produce",
|
||||
"recipe": "steel_plate",
|
||||
"quantity": 100,
|
||||
"inputs": {"iron_ore": 200, "coal": 50}
|
||||
}
|
||||
|
||||
{
|
||||
"type": "optimize",
|
||||
"target_production": {"steel_plate": 50, "copper_wire": 100},
|
||||
"available_machines": 10
|
||||
}
|
||||
|
||||
// Output JSON examples:
|
||||
{
|
||||
"status": "producing",
|
||||
"progress": 0.75,
|
||||
"outputs": {"steel_plate": 75},
|
||||
"efficiency": 0.85
|
||||
}
|
||||
```
|
||||
|
||||
## Build Commands
|
||||
```bash
|
||||
cd modules/factory/
|
||||
cmake . # Build from THIS directory
|
||||
make factory-module # Generates factory.so
|
||||
make test-factory # Run isolated tests
|
||||
./build/factory-module # Test the module
|
||||
```
|
||||
|
||||
## File Limits
|
||||
- **FactoryModule.cpp**: Max 300 lines
|
||||
- **Pure logic only**: No sockets, threads, or engine dependencies
|
||||
- **JSON in/out**: All communication via JSON messages
|
||||
|
||||
## Focus Areas
|
||||
1. Production algorithms (recipe chains, efficiency)
|
||||
2. Resource management (inventory, flow optimization)
|
||||
3. Automation logic (belt routing, machine placement)
|
||||
|
||||
Claude Code should NEVER leave this directory or reference parent paths!
|
||||
69
modules/factory/CMakeLists.txt
Normal file
69
modules/factory/CMakeLists.txt
Normal file
@ -0,0 +1,69 @@
|
||||
cmake_minimum_required(VERSION 3.20)
|
||||
project(FactoryModule LANGUAGES CXX)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
# Build configuration
|
||||
set(CMAKE_CXX_FLAGS_DEBUG "-g -O0 -DDEBUG")
|
||||
set(CMAKE_CXX_FLAGS_RELEASE "-O3 -DNDEBUG")
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug)
|
||||
endif()
|
||||
|
||||
# Output to local build directory
|
||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
|
||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
|
||||
|
||||
# Include local shared headers
|
||||
include_directories(shared)
|
||||
|
||||
# Factory module as shared library (.so)
|
||||
add_library(factory-module SHARED
|
||||
src/FactoryModule.cpp
|
||||
)
|
||||
|
||||
# Set library properties for .so generation
|
||||
set_target_properties(factory-module PROPERTIES
|
||||
PREFIX "" # No "lib" prefix
|
||||
SUFFIX ".so" # Force .so extension
|
||||
OUTPUT_NAME "factory"
|
||||
)
|
||||
|
||||
# Test executable (optional)
|
||||
add_executable(factory-test
|
||||
src/FactoryModule.cpp
|
||||
tests/FactoryTest.cpp
|
||||
)
|
||||
|
||||
# Standalone executable for testing
|
||||
add_executable(factory-standalone
|
||||
src/FactoryModule.cpp
|
||||
src/main.cpp
|
||||
)
|
||||
|
||||
# Build targets
|
||||
add_custom_target(build-factory
|
||||
DEPENDS factory-module
|
||||
COMMENT "Building factory.so module"
|
||||
)
|
||||
|
||||
add_custom_target(test-factory
|
||||
DEPENDS factory-test
|
||||
COMMAND ./build/factory-test
|
||||
COMMENT "Running factory module tests"
|
||||
)
|
||||
|
||||
# Clean local build
|
||||
add_custom_target(clean-factory
|
||||
COMMAND ${CMAKE_COMMAND} -E remove_directory build
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory build
|
||||
COMMENT "Cleaning factory module build"
|
||||
)
|
||||
|
||||
message(STATUS "🏭 Factory Module configured:")
|
||||
message(STATUS " cmake . : Configure")
|
||||
message(STATUS " make factory-module : Build factory.so")
|
||||
message(STATUS " make test-factory : Run tests")
|
||||
message(STATUS " make clean-factory : Clean build")
|
||||
69
modules/factory/shared/IIO.h
Normal file
69
modules/factory/shared/IIO.h
Normal file
@ -0,0 +1,69 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <functional>
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Input/Output interface - swappable transport
|
||||
*
|
||||
* IntraIO -> Same process (direct call)
|
||||
* LocalIO -> Same machine (named pipes/sockets)
|
||||
* NetworkIO -> Network/Internet (TCP/WebSocket)
|
||||
*/
|
||||
class IIO {
|
||||
public:
|
||||
virtual ~IIO() = default;
|
||||
|
||||
/**
|
||||
* @brief Initialize IO with configuration
|
||||
* @param config Transport-specific configuration
|
||||
*/
|
||||
virtual void initialize(const json& config) = 0;
|
||||
|
||||
/**
|
||||
* @brief Send JSON message
|
||||
* @param message JSON data to send
|
||||
* @param target Target identifier (module name, endpoint, etc.)
|
||||
*/
|
||||
virtual void send(const json& message, const std::string& target) = 0;
|
||||
|
||||
/**
|
||||
* @brief Receive JSON message (blocking)
|
||||
* @return Received JSON message
|
||||
*/
|
||||
virtual json receive() = 0;
|
||||
|
||||
/**
|
||||
* @brief Check if message available (non-blocking)
|
||||
* @return true if message ready to receive
|
||||
*/
|
||||
virtual bool hasMessage() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Set message handler for async operation
|
||||
* @param handler Function to call when message received
|
||||
*/
|
||||
virtual void setMessageHandler(std::function<void(const json&)> handler) = 0;
|
||||
|
||||
/**
|
||||
* @brief Start async message processing
|
||||
*/
|
||||
virtual void startAsync() = 0;
|
||||
|
||||
/**
|
||||
* @brief Stop async processing and cleanup
|
||||
*/
|
||||
virtual void shutdown() = 0;
|
||||
|
||||
/**
|
||||
* @brief Get IO type identifier
|
||||
*/
|
||||
virtual std::string getType() const = 0;
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
51
modules/factory/shared/IModule.h
Normal file
51
modules/factory/shared/IModule.h
Normal file
@ -0,0 +1,51 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Pure game logic interface - Claude Code works ONLY on this
|
||||
*
|
||||
* Each module = 200-500 lines of pure game logic
|
||||
* No infrastructure code, no threading, no networking
|
||||
* Just: receive JSON input -> process logic -> return JSON output
|
||||
*/
|
||||
class IModule {
|
||||
public:
|
||||
virtual ~IModule() = default;
|
||||
|
||||
/**
|
||||
* @brief Initialize module with configuration
|
||||
* @param config JSON configuration for this module
|
||||
*/
|
||||
virtual void initialize(const json& config) = 0;
|
||||
|
||||
/**
|
||||
* @brief Process game logic - PURE FUNCTION
|
||||
* @param input JSON input from other modules or engine
|
||||
* @return JSON output to send to other modules
|
||||
*/
|
||||
virtual json process(const json& input) = 0;
|
||||
|
||||
/**
|
||||
* @brief Get module metadata
|
||||
* @return Module name, version, dependencies
|
||||
*/
|
||||
virtual json getMetadata() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Cleanup resources
|
||||
*/
|
||||
virtual void shutdown() = 0;
|
||||
|
||||
/**
|
||||
* @brief Module name for identification
|
||||
*/
|
||||
virtual std::string getName() const = 0;
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
76
modules/factory/shared/ModuleBase.h
Normal file
76
modules/factory/shared/ModuleBase.h
Normal file
@ -0,0 +1,76 @@
|
||||
#pragma once
|
||||
|
||||
#include "IModule.h"
|
||||
#include <nlohmann/json.hpp>
|
||||
#include <string>
|
||||
#include <stdexcept>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Base helper class for modules
|
||||
*
|
||||
* Provides common functionality and JSON helpers
|
||||
* LOCAL COPY - Completely autonomous
|
||||
*/
|
||||
class ModuleBase : public IModule {
|
||||
protected:
|
||||
std::string module_name;
|
||||
json module_config;
|
||||
bool initialized = false;
|
||||
|
||||
public:
|
||||
explicit ModuleBase(const std::string& name) : module_name(name) {}
|
||||
|
||||
std::string getName() const override {
|
||||
return module_name;
|
||||
}
|
||||
|
||||
void initialize(const json& config) override {
|
||||
module_config = config;
|
||||
initialized = true;
|
||||
onInitialize(config);
|
||||
}
|
||||
|
||||
void shutdown() override {
|
||||
onShutdown();
|
||||
initialized = false;
|
||||
}
|
||||
|
||||
json getMetadata() const override {
|
||||
return {
|
||||
{"name", module_name},
|
||||
{"version", "1.0.0"},
|
||||
{"initialized", initialized},
|
||||
{"type", "game_module"}
|
||||
};
|
||||
}
|
||||
|
||||
protected:
|
||||
// Override these in concrete modules
|
||||
virtual void onInitialize(const json& config) {}
|
||||
virtual void onShutdown() {}
|
||||
|
||||
// JSON helpers
|
||||
bool hasField(const json& obj, const std::string& field) const {
|
||||
return obj.contains(field) && !obj[field].is_null();
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
T getField(const json& obj, const std::string& field, const T& defaultValue = T{}) const {
|
||||
if (hasField(obj, field)) {
|
||||
return obj[field].get<T>();
|
||||
}
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
void ensureInitialized() const {
|
||||
if (!initialized) {
|
||||
throw std::runtime_error("Module " + module_name + " not initialized");
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
175
modules/factory/src/FactoryModule.cpp
Normal file
175
modules/factory/src/FactoryModule.cpp
Normal file
@ -0,0 +1,175 @@
|
||||
#include "../shared/ModuleBase.h"
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
#include <vector>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Factory Module - Pure production logic
|
||||
*
|
||||
* Handles assembly lines, recipes, resource flow
|
||||
* Claude Code works ONLY on this file (~200-300 lines max)
|
||||
*/
|
||||
class FactoryModule : public ModuleBase {
|
||||
private:
|
||||
// Production state
|
||||
std::map<std::string, int> inventory;
|
||||
std::map<std::string, json> recipes;
|
||||
std::vector<json> production_queue;
|
||||
|
||||
public:
|
||||
FactoryModule() : ModuleBase("Factory") {}
|
||||
|
||||
json process(const json& input) override {
|
||||
ensureInitialized();
|
||||
|
||||
std::string type = getField<std::string>(input, "type");
|
||||
|
||||
if (type == "produce") {
|
||||
return handleProduce(input);
|
||||
}
|
||||
else if (type == "optimize") {
|
||||
return handleOptimize(input);
|
||||
}
|
||||
else if (type == "status") {
|
||||
return getStatus();
|
||||
}
|
||||
|
||||
return {{"error", "Unknown command type: " + type}};
|
||||
}
|
||||
|
||||
protected:
|
||||
void onInitialize(const json& config) override {
|
||||
// Load recipes from config
|
||||
if (config.contains("recipes")) {
|
||||
recipes = config["recipes"];
|
||||
}
|
||||
|
||||
// Initialize default recipes if none provided
|
||||
if (recipes.empty()) {
|
||||
loadDefaultRecipes();
|
||||
}
|
||||
|
||||
std::cout << "🏭 Factory Module initialized with "
|
||||
<< recipes.size() << " recipes" << std::endl;
|
||||
}
|
||||
|
||||
private:
|
||||
json handleProduce(const json& input) {
|
||||
std::string recipe = getField<std::string>(input, "recipe");
|
||||
int quantity = getField<int>(input, "quantity", 1);
|
||||
|
||||
if (recipes.find(recipe) == recipes.end()) {
|
||||
return {{"error", "Recipe not found: " + recipe}};
|
||||
}
|
||||
|
||||
// Check if we have enough inputs
|
||||
json recipe_data = recipes[recipe];
|
||||
json inputs = getField<json>(recipe_data, "inputs", json::object());
|
||||
|
||||
for (auto& [material, needed] : inputs.items()) {
|
||||
int available = getField<int>(json(inventory), material, 0);
|
||||
int required = needed.get<int>() * quantity;
|
||||
|
||||
if (available < required) {
|
||||
return {
|
||||
{"error", "Insufficient materials"},
|
||||
{"material", material},
|
||||
{"required", required},
|
||||
{"available", available}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Consume inputs and produce outputs
|
||||
for (auto& [material, needed] : inputs.items()) {
|
||||
inventory[material] -= needed.get<int>() * quantity;
|
||||
}
|
||||
|
||||
json outputs = getField<json>(recipe_data, "outputs", json::object());
|
||||
for (auto& [product, produced] : outputs.items()) {
|
||||
inventory[product] += produced.get<int>() * quantity;
|
||||
}
|
||||
|
||||
return {
|
||||
{"status", "success"},
|
||||
{"recipe", recipe},
|
||||
{"quantity", quantity},
|
||||
{"inventory", inventory}
|
||||
};
|
||||
}
|
||||
|
||||
json handleOptimize(const json& input) {
|
||||
// Simple optimization algorithm
|
||||
json target = getField<json>(input, "target_production", json::object());
|
||||
int machines = getField<int>(input, "available_machines", 1);
|
||||
|
||||
json plan = json::array();
|
||||
|
||||
for (auto& [product, quantity] : target.items()) {
|
||||
if (recipes.find(product) != recipes.end()) {
|
||||
int batches = (quantity.get<int>() + machines - 1) / machines;
|
||||
plan.push_back({
|
||||
{"product", product},
|
||||
{"batches", batches},
|
||||
{"machines_needed", std::min(machines, quantity.get<int>())}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
{"optimization", plan},
|
||||
{"efficiency", 0.85}, // Placeholder calculation
|
||||
{"bottlenecks", json::array()}
|
||||
};
|
||||
}
|
||||
|
||||
json getStatus() {
|
||||
return {
|
||||
{"module", "Factory"},
|
||||
{"inventory", inventory},
|
||||
{"recipes_loaded", recipes.size()},
|
||||
{"production_queue_size", production_queue.size()}
|
||||
};
|
||||
}
|
||||
|
||||
void loadDefaultRecipes() {
|
||||
recipes["steel_plate"] = {
|
||||
{"inputs", {{"iron_ore", 2}, {"coal", 1}}},
|
||||
{"outputs", {{"steel_plate", 1}}},
|
||||
{"time", 5.0}
|
||||
};
|
||||
|
||||
recipes["copper_wire"] = {
|
||||
{"inputs", {{"copper_ore", 1}}},
|
||||
{"outputs", {{"copper_wire", 2}}},
|
||||
{"time", 2.0}
|
||||
};
|
||||
|
||||
recipes["circuit"] = {
|
||||
{"inputs", {{"steel_plate", 1}, {"copper_wire", 3}}},
|
||||
{"outputs", {{"circuit", 1}}},
|
||||
{"time", 10.0}
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
|
||||
// C-style export functions for dynamic loading
|
||||
extern "C" {
|
||||
warfactory::IModule* createModule() {
|
||||
return new warfactory::FactoryModule();
|
||||
}
|
||||
|
||||
void destroyModule(warfactory::IModule* module) {
|
||||
delete module;
|
||||
}
|
||||
|
||||
const char* getModuleName() {
|
||||
return "Factory";
|
||||
}
|
||||
}
|
||||
58
modules/factory/src/main.cpp
Normal file
58
modules/factory/src/main.cpp
Normal file
@ -0,0 +1,58 @@
|
||||
#include "../shared/ModuleBase.h"
|
||||
#include "FactoryModule.cpp"
|
||||
#include <iostream>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
/**
|
||||
* @brief Standalone test for FactoryModule
|
||||
*
|
||||
* Claude Code can run this to test the module locally
|
||||
*/
|
||||
int main() {
|
||||
std::cout << "🏭 Testing Factory Module Standalone..." << std::endl;
|
||||
|
||||
try {
|
||||
auto factory = std::make_unique<warfactory::FactoryModule>();
|
||||
|
||||
// Initialize with basic config
|
||||
json config = {
|
||||
{"module_name", "Factory"},
|
||||
{"debug", true}
|
||||
};
|
||||
factory->initialize(config);
|
||||
|
||||
// Test production
|
||||
json produce_cmd = {
|
||||
{"type", "produce"},
|
||||
{"recipe", "steel_plate"},
|
||||
{"quantity", 5}
|
||||
};
|
||||
|
||||
std::cout << "\n📤 Input: " << produce_cmd.dump(2) << std::endl;
|
||||
|
||||
// First attempt should fail (no materials)
|
||||
json result = factory->process(produce_cmd);
|
||||
std::cout << "📥 Result: " << result.dump(2) << std::endl;
|
||||
|
||||
// Add some materials and try again
|
||||
json add_materials = {
|
||||
{"type", "add_inventory"},
|
||||
{"materials", {{"iron_ore", 20}, {"coal", 10}}}
|
||||
};
|
||||
|
||||
// Test status
|
||||
json status_cmd = {{"type", "status"}};
|
||||
json status = factory->process(status_cmd);
|
||||
std::cout << "\n📊 Status: " << status.dump(2) << std::endl;
|
||||
|
||||
factory->shutdown();
|
||||
std::cout << "\n✅ Factory Module test completed successfully!" << std::endl;
|
||||
|
||||
return 0;
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
std::cerr << "❌ Factory Module test failed: " << e.what() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
67
modules/logistic/CLAUDE.md
Normal file
67
modules/logistic/CLAUDE.md
Normal file
@ -0,0 +1,67 @@
|
||||
# Logistic Module - Pure Supply Chain Logic
|
||||
|
||||
## Context
|
||||
You are working EXCLUSIVELY on logistics and transportation logic. No infrastructure, no networking, no threading.
|
||||
|
||||
## Responsibilities
|
||||
- **Supply chains**: Resource routing, delivery optimization
|
||||
- **Transportation**: Vehicle routing, capacity planning
|
||||
- **Warehousing**: Inventory management, distribution centers
|
||||
- **Route optimization**: Shortest path, load balancing
|
||||
|
||||
## Interface Contract
|
||||
```cpp
|
||||
// Input JSON examples:
|
||||
{
|
||||
"type": "plan_route",
|
||||
"from": "factory_A",
|
||||
"to": "warehouse_B",
|
||||
"cargo": {"steel_plate": 100, "copper_wire": 50},
|
||||
"constraints": {"max_weight": 1000, "max_distance": 500}
|
||||
}
|
||||
|
||||
{
|
||||
"type": "optimize_supply_chain",
|
||||
"demand": {"location_1": {"steel_plate": 50}, "location_2": {"copper_wire": 30}},
|
||||
"supply": {"factory_A": {"steel_plate": 200}, "factory_B": {"copper_wire": 100}}
|
||||
}
|
||||
|
||||
// Output JSON examples:
|
||||
{
|
||||
"route": ["factory_A", "hub_1", "warehouse_B"],
|
||||
"distance": 350,
|
||||
"time": 45,
|
||||
"cost": 120.5,
|
||||
"vehicles_needed": 2
|
||||
}
|
||||
|
||||
{
|
||||
"supply_plan": [
|
||||
{"from": "factory_A", "to": "location_1", "items": {"steel_plate": 50}},
|
||||
{"from": "factory_B", "to": "location_2", "items": {"copper_wire": 30}}
|
||||
],
|
||||
"total_cost": 95.0,
|
||||
"efficiency": 0.92
|
||||
}
|
||||
```
|
||||
|
||||
## Build Commands
|
||||
```bash
|
||||
cd modules/logistic/
|
||||
cmake . # Build from THIS directory
|
||||
make logistic-module # Generates logistic.so
|
||||
make test-logistic # Run isolated tests
|
||||
./build/logistic-module # Test the module
|
||||
```
|
||||
|
||||
## File Limits
|
||||
- **LogisticModule.cpp**: Max 300 lines
|
||||
- **Pure logic only**: No sockets, threads, or engine dependencies
|
||||
- **JSON in/out**: All communication via JSON messages
|
||||
|
||||
## Focus Areas
|
||||
1. Routing algorithms (A*, Dijkstra, optimization)
|
||||
2. Supply chain optimization (linear programming concepts)
|
||||
3. Inventory management (stock levels, reorder points)
|
||||
|
||||
Claude Code should NEVER leave this directory or reference parent paths!
|
||||
63
modules/logistic/CMakeLists.txt
Normal file
63
modules/logistic/CMakeLists.txt
Normal file
@ -0,0 +1,63 @@
|
||||
cmake_minimum_required(VERSION 3.20)
|
||||
project(LogisticModule LANGUAGES CXX)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
set(CMAKE_CXX_FLAGS_DEBUG "-g -O0 -DDEBUG")
|
||||
set(CMAKE_CXX_FLAGS_RELEASE "-O3 -DNDEBUG")
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug)
|
||||
endif()
|
||||
|
||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
|
||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
|
||||
|
||||
include_directories(shared)
|
||||
|
||||
# Logistic module as shared library (.so)
|
||||
add_library(logistic-module SHARED
|
||||
src/LogisticModule.cpp
|
||||
)
|
||||
|
||||
set_target_properties(logistic-module PROPERTIES
|
||||
PREFIX ""
|
||||
SUFFIX ".so"
|
||||
OUTPUT_NAME "logistic"
|
||||
)
|
||||
|
||||
# Test executable
|
||||
add_executable(logistic-test
|
||||
src/LogisticModule.cpp
|
||||
tests/LogisticTest.cpp
|
||||
)
|
||||
|
||||
# Standalone executable
|
||||
add_executable(logistic-standalone
|
||||
src/LogisticModule.cpp
|
||||
src/main.cpp
|
||||
)
|
||||
|
||||
add_custom_target(build-logistic
|
||||
DEPENDS logistic-module
|
||||
COMMENT "Building logistic.so module"
|
||||
)
|
||||
|
||||
add_custom_target(test-logistic
|
||||
DEPENDS logistic-test
|
||||
COMMAND ./build/logistic-test
|
||||
COMMENT "Running logistic module tests"
|
||||
)
|
||||
|
||||
add_custom_target(clean-logistic
|
||||
COMMAND ${CMAKE_COMMAND} -E remove_directory build
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory build
|
||||
COMMENT "Cleaning logistic module build"
|
||||
)
|
||||
|
||||
message(STATUS "🚛 Logistic Module configured:")
|
||||
message(STATUS " cmake . : Configure")
|
||||
message(STATUS " make logistic-module : Build logistic.so")
|
||||
message(STATUS " make test-logistic : Run tests")
|
||||
message(STATUS " make clean-logistic : Clean build")
|
||||
69
modules/logistic/shared/IIO.h
Normal file
69
modules/logistic/shared/IIO.h
Normal file
@ -0,0 +1,69 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <functional>
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Input/Output interface - swappable transport
|
||||
*
|
||||
* IntraIO -> Same process (direct call)
|
||||
* LocalIO -> Same machine (named pipes/sockets)
|
||||
* NetworkIO -> Network/Internet (TCP/WebSocket)
|
||||
*/
|
||||
class IIO {
|
||||
public:
|
||||
virtual ~IIO() = default;
|
||||
|
||||
/**
|
||||
* @brief Initialize IO with configuration
|
||||
* @param config Transport-specific configuration
|
||||
*/
|
||||
virtual void initialize(const json& config) = 0;
|
||||
|
||||
/**
|
||||
* @brief Send JSON message
|
||||
* @param message JSON data to send
|
||||
* @param target Target identifier (module name, endpoint, etc.)
|
||||
*/
|
||||
virtual void send(const json& message, const std::string& target) = 0;
|
||||
|
||||
/**
|
||||
* @brief Receive JSON message (blocking)
|
||||
* @return Received JSON message
|
||||
*/
|
||||
virtual json receive() = 0;
|
||||
|
||||
/**
|
||||
* @brief Check if message available (non-blocking)
|
||||
* @return true if message ready to receive
|
||||
*/
|
||||
virtual bool hasMessage() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Set message handler for async operation
|
||||
* @param handler Function to call when message received
|
||||
*/
|
||||
virtual void setMessageHandler(std::function<void(const json&)> handler) = 0;
|
||||
|
||||
/**
|
||||
* @brief Start async message processing
|
||||
*/
|
||||
virtual void startAsync() = 0;
|
||||
|
||||
/**
|
||||
* @brief Stop async processing and cleanup
|
||||
*/
|
||||
virtual void shutdown() = 0;
|
||||
|
||||
/**
|
||||
* @brief Get IO type identifier
|
||||
*/
|
||||
virtual std::string getType() const = 0;
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
51
modules/logistic/shared/IModule.h
Normal file
51
modules/logistic/shared/IModule.h
Normal file
@ -0,0 +1,51 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Pure game logic interface - Claude Code works ONLY on this
|
||||
*
|
||||
* Each module = 200-500 lines of pure game logic
|
||||
* No infrastructure code, no threading, no networking
|
||||
* Just: receive JSON input -> process logic -> return JSON output
|
||||
*/
|
||||
class IModule {
|
||||
public:
|
||||
virtual ~IModule() = default;
|
||||
|
||||
/**
|
||||
* @brief Initialize module with configuration
|
||||
* @param config JSON configuration for this module
|
||||
*/
|
||||
virtual void initialize(const json& config) = 0;
|
||||
|
||||
/**
|
||||
* @brief Process game logic - PURE FUNCTION
|
||||
* @param input JSON input from other modules or engine
|
||||
* @return JSON output to send to other modules
|
||||
*/
|
||||
virtual json process(const json& input) = 0;
|
||||
|
||||
/**
|
||||
* @brief Get module metadata
|
||||
* @return Module name, version, dependencies
|
||||
*/
|
||||
virtual json getMetadata() const = 0;
|
||||
|
||||
/**
|
||||
* @brief Cleanup resources
|
||||
*/
|
||||
virtual void shutdown() = 0;
|
||||
|
||||
/**
|
||||
* @brief Module name for identification
|
||||
*/
|
||||
virtual std::string getName() const = 0;
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
76
modules/logistic/shared/ModuleBase.h
Normal file
76
modules/logistic/shared/ModuleBase.h
Normal file
@ -0,0 +1,76 @@
|
||||
#pragma once
|
||||
|
||||
#include "IModule.h"
|
||||
#include <nlohmann/json.hpp>
|
||||
#include <string>
|
||||
#include <stdexcept>
|
||||
|
||||
using json = nlohmann::json;
|
||||
|
||||
namespace warfactory {
|
||||
|
||||
/**
|
||||
* @brief Base helper class for modules
|
||||
*
|
||||
* Provides common functionality and JSON helpers
|
||||
* LOCAL COPY - Completely autonomous
|
||||
*/
|
||||
class ModuleBase : public IModule {
|
||||
protected:
|
||||
std::string module_name;
|
||||
json module_config;
|
||||
bool initialized = false;
|
||||
|
||||
public:
|
||||
explicit ModuleBase(const std::string& name) : module_name(name) {}
|
||||
|
||||
std::string getName() const override {
|
||||
return module_name;
|
||||
}
|
||||
|
||||
void initialize(const json& config) override {
|
||||
module_config = config;
|
||||
initialized = true;
|
||||
onInitialize(config);
|
||||
}
|
||||
|
||||
void shutdown() override {
|
||||
onShutdown();
|
||||
initialized = false;
|
||||
}
|
||||
|
||||
json getMetadata() const override {
|
||||
return {
|
||||
{"name", module_name},
|
||||
{"version", "1.0.0"},
|
||||
{"initialized", initialized},
|
||||
{"type", "game_module"}
|
||||
};
|
||||
}
|
||||
|
||||
protected:
|
||||
// Override these in concrete modules
|
||||
virtual void onInitialize(const json& config) {}
|
||||
virtual void onShutdown() {}
|
||||
|
||||
// JSON helpers
|
||||
bool hasField(const json& obj, const std::string& field) const {
|
||||
return obj.contains(field) && !obj[field].is_null();
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
T getField(const json& obj, const std::string& field, const T& defaultValue = T{}) const {
|
||||
if (hasField(obj, field)) {
|
||||
return obj[field].get<T>();
|
||||
}
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
void ensureInitialized() const {
|
||||
if (!initialized) {
|
||||
throw std::runtime_error("Module " + module_name + " not initialized");
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace warfactory
|
||||
37
scripts/sync_helpers.sh
Normal file
37
scripts/sync_helpers.sh
Normal file
@ -0,0 +1,37 @@
|
||||
#!/bin/bash
|
||||
|
||||
# Sync helper files to all modules
|
||||
# Run this when core interfaces change
|
||||
|
||||
CORE_HELPERS="core/include/warfactory"
|
||||
MODULE_DIRS="modules/*/shared"
|
||||
|
||||
echo "🔄 Syncing helper files to all modules..."
|
||||
|
||||
if [ ! -d "$CORE_HELPERS" ]; then
|
||||
echo "❌ Core helpers directory not found: $CORE_HELPERS"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
for module_dir in $MODULE_DIRS; do
|
||||
if [ -d "$module_dir" ]; then
|
||||
module_name=$(dirname "$module_dir" | basename)
|
||||
echo " → Syncing to $module_name"
|
||||
|
||||
# Copy core interfaces
|
||||
cp "$CORE_HELPERS/IModule.h" "$module_dir/"
|
||||
cp "$CORE_HELPERS/ISocket.h" "$module_dir/"
|
||||
|
||||
# Copy base helper (if exists)
|
||||
if [ -f "modules/factory/shared/ModuleBase.h" ]; then
|
||||
cp "modules/factory/shared/ModuleBase.h" "$module_dir/"
|
||||
fi
|
||||
fi
|
||||
done
|
||||
|
||||
echo "✅ Helper sync completed!"
|
||||
echo ""
|
||||
echo "📋 Next steps:"
|
||||
echo " cd modules/factory && cmake . && make factory-module"
|
||||
echo " cd modules/economy && cmake . && make economy-module"
|
||||
echo " cd modules/logistic && cmake . && make logistic-module"
|
||||
Loading…
Reference in New Issue
Block a user