Create world-generation-realist module architecture interfaces

Core serialization interfaces:
- ISerializable → ASerializable with auto-registration concept
- SerializationRegistry singleton interface
- Template-based factory system with PhaseRegistry

Shared interfaces (moved to core):
- IAttachedElement for element relationships
- IElementData for polymorphic data
- IRegion interface with attachment capabilities
- Resource interface for gameData integration

World generation interfaces:
- IWorldGenerationPhase and IWorldGenerationStep
- GTile optimized 16-byte structure definition
- GMap interface for contiguous memory layout
- WorldGenerationOrchestrator interface

Phase 1 structure definitions:
- PlanetaryCore interface with composition tracking
- Meteorite data structure
- MeteoriteImpact parameterizable interface
- RegionManager interface

Climate token system design:
- Water/wind tokens for climate simulation
- Destruction tokens (highWind/flood/hurricane) packed design
- Elevation range: -32km to +32km geological scale
- Budget system integration ready

Note: Interfaces and structure definitions only - implementations pending.
Architecture designed for Regular_world.json integration and SIMD optimization.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
StillHammer 2025-09-29 23:16:14 +08:00
parent fd1ec4f503
commit 78e31fc765
23 changed files with 1286 additions and 0 deletions

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#pragma once
#include <nlohmann/json.hpp>
#include <string>
using json = nlohmann::json;
namespace warfactory {
class SerializationRegistry;
class ASerializable {
private:
std::string instance_id;
public:
ASerializable(const std::string& id);
virtual ~ASerializable();
const std::string& getInstanceId() const { return instance_id; }
virtual json serialize() const = 0;
virtual void deserialize(const json& data) = 0;
protected:
void registerForSerialization();
void unregisterFromSerialization();
};
} // namespace warfactory

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#pragma once
#include <nlohmann/json.hpp>
using json = nlohmann::json;
namespace warfactory {
class ISerializable {
public:
virtual ~ISerializable() = default;
virtual json serialize() const = 0;
virtual void deserialize(const json& data) = 0;
};
} // namespace warfactory

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#pragma once
#include <string>
#include <nlohmann/json.hpp>
using json = nlohmann::json;
namespace warfactory {
class Resource {
private:
std::string resource_id;
std::string name;
std::string category;
std::string logistic_category;
float density;
int stack_size;
std::string container_type;
json ui_data;
public:
Resource() = default;
Resource(const json& resource_data);
const std::string& getResourceId() const { return resource_id; }
const std::string& getName() const { return name; }
const std::string& getCategory() const { return category; }
const std::string& getLogisticCategory() const { return logistic_category; }
float getDensity() const { return density; }
int getStackSize() const { return stack_size; }
const std::string& getContainerType() const { return container_type; }
const json& getUIData() const { return ui_data; }
static Resource loadFromJson(const std::string& resource_id, const json& resource_data);
};
} // namespace warfactory

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#pragma once
#include <unordered_map>
#include <memory>
#include <string>
#include <nlohmann/json.hpp>
using json = nlohmann::json;
namespace warfactory {
class ASerializable;
class SerializationRegistry {
private:
std::unordered_map<std::string, ASerializable*> registered_objects;
SerializationRegistry() = default;
public:
static SerializationRegistry& getInstance();
void registerObject(const std::string& instance_id, ASerializable* object);
void unregisterObject(const std::string& instance_id);
json serializeAll() const;
void deserializeAll(const json& data);
json serializeObject(const std::string& instance_id) const;
void deserializeObject(const std::string& instance_id, const json& data);
size_t getRegisteredCount() const { return registered_objects.size(); }
std::vector<std::string> getRegisteredIds() const;
void clear();
};
} // namespace warfactory

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# World Generation Realist Module
**Responsabilité**: Génération procédurale géologiquement réaliste avec architecture Phase/Step.
## Description
Ce module définit les interfaces pour un système de génération procédurale basé sur une architecture Phase/Step modulaire. Conçu pour implémenter le système 8-phases défini dans `gameData/WorldGeneration/Regular_world.json`.
## Architecture
### Interfaces Core
- **IWorldGenerationPhase**: Interface pour les phases de génération (ex: Geological, Climate, Budget, Resource)
- **IWorldGenerationStep**: Interface pour les étapes individuelles au sein d'une phase
### Conception
- **Phase**: Groupe logique d'étapes (ex: Phase Géologique = Cratères + Tectonique + Volcans + Érosion)
- **Step**: Opération atomique de génération avec dépendances explicites
- **Modularité**: Chaque phase/step isolé et testable
- **Progress tracking**: Suivi granulaire de progression
## Contraintes Modules
- **200-300 lignes max** par implémentation
- **JSON-only communication** via IDataNode
- **Autonomous builds**: `cd src/modules/world-generation-realist/ && cmake .`
- **Hot-reload compatible**: State serialization requise
## Build System
### Commands
```bash
cd src/modules/world-generation-realist/
cmake . # Configuration autonome
# Note: Aucune library créée tant qu'il n'y a pas d'implémentations
```
### Dependencies
- `nlohmann/json`: Configuration JSON processing
- `IDataNode`: Interface configuration depuis core/
- `C++20`: Features modernes
### Structure Prévue
```
include/
├── IWorldGenerationPhase.h # Interface phase
├── IWorldGenerationStep.h # Interface step
└── (futures implémentations...)
```
---
**État actuel**: Interfaces définies, prêt pour implémentations concrètes.

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cmake_minimum_required(VERSION 3.20)
project(world-generation-realist)
set(CMAKE_CXX_STANDARD 20)
# Add compiler flags
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -g -O0 -fsanitize=address -fsanitize=undefined")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -O3 -DNDEBUG")
# Include directories
include_directories(include)
include_directories(../../core/include)
# Find required packages
find_package(nlohmann_json REQUIRED)
# Source files (empty for now, just interfaces)
set(SOURCES
# Add source files here when implementations are created
)
# Create the module library (when sources exist)
if(SOURCES)
add_library(world-generation-realist SHARED ${SOURCES})
# Link libraries
target_link_libraries(world-generation-realist
nlohmann_json::nlohmann_json
)
# Set output directory
set_target_properties(world-generation-realist PROPERTIES
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
)
# Install targets
install(TARGETS world-generation-realist
LIBRARY DESTINATION lib
)
endif()
# Install headers
install(DIRECTORY include/
DESTINATION include/world-generation-realist
FILES_MATCHING PATTERN "*.h"
)

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#pragma once
#include "GTile.h"
#include "warfactory/ASerializable.h"
namespace warfactory {
class GMap : public ASerializable {
private:
int width, height;
GTile* tiles; // Contiguous memory block: tiles[y * width + x]
public:
GMap(int w, int h);
~GMap();
// Prevent copy (expensive with large maps)
GMap(const GMap&) = delete;
GMap& operator=(const GMap&) = delete;
// Move constructor/assignment for efficiency
GMap(GMap&& other) noexcept;
GMap& operator=(GMap&& other) noexcept;
// ========================================
// MAP ACCESS
// ========================================
GTile* getTile(int x, int y);
const GTile* getTile(int x, int y) const;
bool isValidCoordinate(int x, int y) const {
return x >= 0 && x < width && y >= 0 && y < height;
}
int getWidth() const { return width; }
int getHeight() const { return height; }
// ========================================
// BULK OPERATIONS (Phase 1 specific)
// ========================================
/**
* @brief Apply cooling to all tiles
*/
void coolAllTiles(float cooling_rate_celsius);
/**
* @brief Apply impact effects to circular area
*/
void applyImpactToArea(float center_x, float center_y, float radius_meters,
float heat_celsius, uint16_t crater_depth, uint8_t crater_scale);
/**
* @brief Apply volcanic heat to specific location
*/
void applyVolcanicHeat(float x, float y, float heat_celsius, float radius_meters);
/**
* @brief Get average temperature across map
*/
float getAverageTemperature() const;
/**
* @brief Get average elevation across map
*/
float getAverageElevation() const;
// ========================================
// ITERATION SUPPORT (cache-friendly)
// ========================================
GTile* begin() { return tiles; }
GTile* end() { return tiles + (width * height); }
const GTile* begin() const { return tiles; }
const GTile* end() const { return tiles + (width * height); }
// ========================================
// SERIALIZATION
// ========================================
json serialize() const override;
void deserialize(const json& data) override;
private:
void allocateTiles();
void deallocateTiles();
};
} // namespace warfactory

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#pragma once
#include <cstdint>
#include <algorithm>
#include <cmath>
namespace warfactory {
struct GTile {
// ========================================
// CORE DATA (16 bytes total) - Complete tile data
// ========================================
uint16_t elevation; // Elevation: 0-65535 = -32km to +32km (geological range)
int16_t temperature; // Temperature: -32768 to +32767 = -3276°C to +3276°C (0.1°C increments)
uint16_t biome_type_id; // Biome classification
uint8_t water_token; // Water/rain tokens from climate simulation
uint8_t wind_token; // Wind tokens from climate simulation
int8_t target_budget_score; // Target budget score: -10 to +10
uint16_t destruction_token; // Bits 1-4: highWind, 5-8: flood, 9-12: hurricane, 13-16: reserved
uint16_t flags; // Tile properties and state flags
uint32_t feature_set_id; // Features present on this tile (0 = no features)
/**
* @brief Constructor with default values
*/
GTile() : elevation(0), temperature(-1000), biome_type_id(0), water_token(0), wind_token(0),
target_budget_score(0), destruction_token(0), flags(0), feature_set_id(0) {}
// ========================================
// ELEVATION CONVERSION (same as WorldTileData)
// ========================================
/**
* @brief Convert elevation to meters (geological range: -32km to +32km)
*/
float getElevationMeters() const {
return (elevation / 65535.0f) * 64000.0f - 32000.0f;
}
/**
* @brief Set elevation from meters
*/
void setElevationMeters(float meters) {
float normalized = (meters + 32000.0f) / 64000.0f;
elevation = static_cast<uint16_t>(std::clamp(normalized * 65535.0f, 0.0f, 65535.0f));
}
// ========================================
// TEMPERATURE CONVERSION (same as WorldTileData)
// ========================================
/**
* @brief Convert temperature to Celsius (0.1°C precision, range: -3276°C to +3276°C)
*/
float getTemperatureCelsius() const {
return temperature * 0.1f;
}
/**
* @brief Set temperature from Celsius
*/
void setTemperatureCelsius(float celsius) {
temperature = static_cast<int16_t>(std::clamp(celsius * 10.0f, -32768.0f, 32767.0f));
}
// ========================================
// BIOME & CLIMATE DATA
// ========================================
/**
* @brief Get biome type ID
*/
uint16_t getBiomeTypeId() const { return biome_type_id; }
/**
* @brief Set biome type ID
*/
void setBiomeTypeId(uint16_t biome_id) { biome_type_id = biome_id; }
/**
* @brief Get water tokens from climate simulation
*/
uint8_t getWaterToken() const { return water_token; }
/**
* @brief Set water tokens
*/
void setWaterToken(uint8_t tokens) { water_token = tokens; }
/**
* @brief Add water tokens
*/
void addWaterToken(uint8_t additional_tokens) {
uint16_t new_total = static_cast<uint16_t>(water_token) + additional_tokens;
water_token = static_cast<uint8_t>(std::min(new_total, 255u));
}
/**
* @brief Get wind tokens from climate simulation
*/
uint8_t getWindToken() const { return wind_token; }
/**
* @brief Set wind tokens
*/
void setWindToken(uint8_t tokens) { wind_token = tokens; }
/**
* @brief Add wind tokens
*/
void addWindToken(uint8_t additional_tokens) {
uint16_t new_total = static_cast<uint16_t>(wind_token) + additional_tokens;
wind_token = static_cast<uint8_t>(std::min(new_total, 255u));
}
// ========================================
// DESTRUCTION TOKEN (packed in 16 bits)
// ========================================
/**
* @brief Get high wind token (bits 1-4)
*/
uint8_t getHighWindToken() const {
return destruction_token & 0x0F;
}
/**
* @brief Set high wind token (0-15)
*/
void setHighWindToken(uint8_t tokens) {
destruction_token = (destruction_token & 0xFFF0) | (tokens & 0x0F);
}
/**
* @brief Get flood token (bits 5-8)
*/
uint8_t getFloodToken() const {
return (destruction_token >> 4) & 0x0F;
}
/**
* @brief Set flood token (0-15)
*/
void setFloodToken(uint8_t tokens) {
destruction_token = (destruction_token & 0xFF0F) | ((tokens & 0x0F) << 4);
}
/**
* @brief Get hurricane token (bits 9-12)
*/
uint8_t getHurricaneToken() const {
return (destruction_token >> 8) & 0x0F;
}
/**
* @brief Set hurricane token (0-15)
*/
void setHurricaneToken(uint8_t tokens) {
destruction_token = (destruction_token & 0xF0FF) | ((tokens & 0x0F) << 8);
}
/**
* @brief Add high wind tokens
*/
void addHighWindToken(uint8_t additional) {
uint8_t current = getHighWindToken();
setHighWindToken(std::min(static_cast<uint8_t>(current + additional), static_cast<uint8_t>(15)));
}
/**
* @brief Add flood tokens
*/
void addFloodToken(uint8_t additional) {
uint8_t current = getFloodToken();
setFloodToken(std::min(static_cast<uint8_t>(current + additional), static_cast<uint8_t>(15)));
}
/**
* @brief Add hurricane tokens
*/
void addHurricaneToken(uint8_t additional) {
uint8_t current = getHurricaneToken();
setHurricaneToken(std::min(static_cast<uint8_t>(current + additional), static_cast<uint8_t>(15)));
}
// ========================================
// BUDGET SYSTEM
// ========================================
/**
* @brief Get target budget score (-10 to +10)
*/
int8_t getTargetBudgetScore() const { return target_budget_score; }
/**
* @brief Set target budget score
*/
void setTargetBudgetScore(int8_t score) { target_budget_score = score; }
// ========================================
// FLAGS & FEATURES
// ========================================
/**
* @brief Get tile flags
*/
uint16_t getFlags() const { return flags; }
/**
* @brief Set specific flag
*/
void setFlag(uint16_t flag, bool value) {
if (value) {
flags |= flag;
} else {
flags &= ~flag;
}
}
/**
* @brief Check if flag is set
*/
bool hasFlag(uint16_t flag) const { return (flags & flag) != 0; }
/**
* @brief Get feature set ID
*/
uint32_t getFeatureSetId() const { return feature_set_id; }
/**
* @brief Set feature set ID
*/
void setFeatureSetId(uint32_t feature_id) { feature_set_id = feature_id; }
/**
* @brief Check if tile has features
*/
bool hasFeatures() const { return feature_set_id != 0; }
// ========================================
// PHASE 1 OPERATIONS
// ========================================
/**
* @brief Apply heat from meteorite impact
*/
void applyImpactHeat(float heat_celsius) {
float current_temp = getTemperatureCelsius();
setTemperatureCelsius(current_temp + heat_celsius);
}
/**
* @brief Cool tile by given amount
*/
void coolTile(float cooling_celsius) {
float current_temp = getTemperatureCelsius();
setTemperatureCelsius(current_temp - cooling_celsius);
}
};
} // namespace warfactory

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#pragma once
#include <vector>
#include <string>
#include <nlohmann/json.hpp>
using json = nlohmann::json;
namespace warfactory {
class IAttachedElement {
public:
virtual ~IAttachedElement() = default;
virtual int getElementId() const = 0;
virtual float getX() const = 0;
virtual float getY() const = 0;
virtual float getMass() const = 0;
virtual float getRadius() const = 0;
virtual std::string getElementType() const = 0;
virtual std::vector<int> getAttachedToElements() const = 0;
virtual void attachToElement(int element_id) = 0;
virtual void detachFromElement(int element_id) = 0;
virtual bool isAttachedTo(int element_id) const = 0;
virtual json serialize() const = 0;
virtual void deserialize(const json& data) = 0;
};
} // namespace warfactory

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#pragma once
#include <string>
#include <nlohmann/json.hpp>
using json = nlohmann::json;
namespace warfactory {
class IElementData {
public:
virtual ~IElementData() = default;
virtual std::string getDataType() const = 0;
virtual json serialize() const = 0;
virtual void deserialize(const json& data) = 0;
};
} // namespace warfactory

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#pragma once
#include "IAttachedElement.h"
#include "IElementData.h"
#include <memory>
namespace warfactory {
class IRegion : public IAttachedElement {
public:
virtual ~IRegion() = default;
virtual void setPosition(float x, float y) = 0;
virtual void setMass(float mass) = 0;
virtual void setRadius(float radius) = 0;
virtual std::unique_ptr<IElementData> getRegionData() const = 0;
virtual void setRegionData(std::unique_ptr<IElementData> data) = 0;
virtual void updatePosition(float delta_x, float delta_y) = 0;
virtual void updateMass(float delta_mass) = 0;
virtual void updateRadius(float delta_radius) = 0;
virtual float getAttachmentStrength(int attached_element_id) const = 0;
virtual void setAttachmentStrength(int attached_element_id, float strength) = 0;
virtual bool canFuseWith(const IRegion& other) const = 0;
virtual void fuseWith(const IRegion& other) = 0;
};
} // namespace warfactory

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#pragma once
#include <memory>
#include <string>
#include <vector>
#include "warfactory/IDataNode.h"
class WorldData;
class IWorldGenerationStep;
namespace warfactory {
class IWorldGenerationPhase {
public:
virtual ~IWorldGenerationPhase() = default;
virtual std::string getPhaseName() const = 0;
virtual std::vector<std::unique_ptr<IWorldGenerationStep>> getSteps() const = 0;
virtual bool execute(WorldData& world, const IDataNode& config) = 0;
virtual float getProgress() const = 0;
virtual bool isComplete() const = 0;
virtual void reset() = 0;
virtual std::string getPhaseDescription() const = 0;
virtual int getPhaseNumber() const = 0;
virtual std::vector<std::string> getRequiredPreviousPhases() const = 0;
virtual std::vector<std::string> getProducedData() const = 0;
virtual bool canExecute(const WorldData& world) const = 0;
};
} // namespace warfactory

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#pragma once
#include <string>
#include <vector>
#include "warfactory/IDataNode.h"
class WorldData;
namespace warfactory {
class IWorldGenerationStep {
public:
virtual ~IWorldGenerationStep() = default;
virtual std::string getStepName() const = 0;
virtual bool execute(WorldData& world, const IDataNode& config) = 0;
virtual bool canExecute(const WorldData& world) const = 0;
virtual float getProgress() const = 0;
virtual bool isComplete() const = 0;
virtual void reset() = 0;
virtual std::string getStepDescription() const = 0;
virtual float getEstimatedDuration() const = 0;
virtual std::vector<std::string> getRequiredPreviousSteps() const = 0;
virtual std::vector<std::string> getProducedData() const = 0;
virtual int getStepOrder() const = 0;
virtual std::string getParentPhase() const = 0;
};
} // namespace warfactory

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#pragma once
#include <string>
#include <unordered_map>
#include <nlohmann/json.hpp>
using json = nlohmann::json;
namespace warfactory {
class Meteorite {
private:
std::string meteorite_type;
std::unordered_map<std::string, float> resource_composition;
float impact_energy_multiplier;
float crater_formation_factor;
float surface_metal_deposit_ratio;
public:
Meteorite() = default;
Meteorite(const json& meteorite_data);
const std::string& getMeteoriteType() const { return meteorite_type; }
const std::unordered_map<std::string, float>& getResourceComposition() const { return resource_composition; }
float getResourceQuantity(const std::string& resource_id) const;
bool hasResource(const std::string& resource_id) const;
float getImpactEnergyMultiplier() const { return impact_energy_multiplier; }
float getCraterFormationFactor() const { return crater_formation_factor; }
float getSurfaceMetalDepositRatio() const { return surface_metal_deposit_ratio; }
static Meteorite loadFromJson(const std::string& meteorite_type, const json& meteorite_data);
};
} // namespace warfactory

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#pragma once
#include "Meteorite.h"
#include "WorldData.h"
#include "PlanetaryCore.h"
namespace warfactory {
class SurfaceState;
class MeteoriteImpact {
private:
Meteorite meteorite_template;
float impact_size;
float impact_velocity;
float impact_angle;
float x_position, y_position;
public:
MeteoriteImpact(const Meteorite& meteorite, float size, float velocity, float angle, float x, float y);
void applyImpactEffects(WorldData& world, PlanetaryCore& core);
void createCrater(WorldData& world);
void depositMaterials(PlanetaryCore& core, SurfaceState& surface, RegionManager& region_manager);
void generateHeat(WorldData& world);
float calculateKineticEnergy() const;
float calculateImpactRadius() const;
float calculateHeatGeneration() const;
float calculateCraterDepth() const;
float calculateCraterRadius() const;
const Meteorite& getMeteoriteTemplate() const { return meteorite_template; }
float getImpactSize() const { return impact_size; }
float getImpactVelocity() const { return impact_velocity; }
float getImpactAngle() const { return impact_angle; }
float getX() const { return x_position; }
float getY() const { return y_position; }
};
} // namespace warfactory

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#pragma once
#include "IWorldGenerationPhase.h"
#include "IWorldGenerationStep.h"
#include <unordered_map>
#include <memory>
#include <functional>
namespace warfactory {
class PhaseRegistry {
private:
std::unordered_map<std::string, std::function<std::unique_ptr<IWorldGenerationPhase>()>> phase_factories;
std::unordered_map<std::string, std::function<std::unique_ptr<IWorldGenerationStep>()>> step_factories;
public:
static PhaseRegistry& getInstance();
template<typename PhaseType>
void registerPhase(const std::string& phase_name) {
phase_factories[phase_name] = []() {
return std::make_unique<PhaseType>();
};
}
template<typename StepType>
void registerStep(const std::string& step_name) {
step_factories[step_name] = []() {
return std::make_unique<StepType>();
};
}
std::unique_ptr<IWorldGenerationPhase> createPhase(const std::string& phase_name);
std::unique_ptr<IWorldGenerationStep> createStep(const std::string& step_name);
std::vector<std::string> getRegisteredPhases() const;
std::vector<std::string> getRegisteredSteps() const;
};
} // namespace warfactory

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#pragma once
#include "ASerializable.h"
#include <unordered_map>
#include <string>
namespace warfactory {
class PlanetaryCore : public ASerializable {
private:
float core_mass;
float core_temperature_celsius;
float max_core_capacity;
std::unordered_map<std::string, float> composition;
public:
PlanetaryCore();
PlanetaryCore(float initial_mass, float initial_temperature, float max_capacity);
float getCoreMass() const { return core_mass; }
void setCoreMass(float mass) { core_mass = mass; }
float getCoreTemperature() const { return core_temperature_celsius; }
void setCoreTemperature(float temperature) { core_temperature_celsius = temperature; }
float getMaxCoreCapacity() const { return max_core_capacity; }
void setMaxCoreCapacity(float capacity) { max_core_capacity = capacity; }
float getRemainingCapacity() const { return max_core_capacity - core_mass; }
bool hasCapacityFor(float additional_mass) const { return (core_mass + additional_mass) <= max_core_capacity; }
const std::unordered_map<std::string, float>& getComposition() const { return composition; }
void addMaterial(const std::string& material_type, float quantity);
void removeMaterial(const std::string& material_type, float quantity);
float getMaterialQuantity(const std::string& material_type) const;
bool hasMaterial(const std::string& material_type) const;
void updateMass();
void coolDown(float cooling_rate_per_cycle);
void heatUp(float heating_amount);
float getCoreOverflowPressure() const;
bool shouldOverflow(float pressure_threshold) const;
json serialize() const override;
void deserialize(const json& data) override;
void reset();
};
} // namespace warfactory

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#pragma once
#include "warfactory/IRegion.h"
#include <vector>
#include <memory>
#include <string>
namespace warfactory {
class RegionManager {
private:
std::vector<std::unique_ptr<IRegion>> regions;
int next_region_id;
public:
RegionManager();
int createRegion(const std::string& region_type, float x, float y, float mass, float radius);
void addRegion(std::unique_ptr<IRegion> region);
void removeRegion(int region_id);
IRegion* getRegion(int region_id);
const IRegion* getRegion(int region_id) const;
std::vector<IRegion*> getRegionsInRadius(float center_x, float center_y, float radius);
std::vector<IRegion*> getRegionsByType(const std::string& region_type);
void updateAllRegions(float delta_time);
void processFusions();
size_t getRegionCount() const { return regions.size(); }
void clear();
};
} // namespace warfactory

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#pragma once
#include <unordered_map>
#include <string>
#include <nlohmann/json.hpp>
using json = nlohmann::json;
namespace warfactory {
class WorldData {
private:
json world_state;
std::unordered_map<std::string, bool> phase_completed;
std::unordered_map<std::string, bool> step_completed;
public:
WorldData() = default;
void setPhaseData(const std::string& phase_name, const json& data);
json getPhaseData(const std::string& phase_name) const;
bool hasPhaseData(const std::string& phase_name) const;
void markPhaseComplete(const std::string& phase_name);
bool isPhaseComplete(const std::string& phase_name) const;
void markStepComplete(const std::string& step_name);
bool isStepComplete(const std::string& step_name) const;
json& getWorldState() { return world_state; }
const json& getWorldState() const { return world_state; }
json exportState() const;
void importState(const json& state);
};
} // namespace warfactory

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#pragma once
#include "IWorldGenerationPhase.h"
#include "WorldData.h"
#include "warfactory/IDataNode.h"
#include <vector>
#include <memory>
namespace warfactory {
class WorldGenerationOrchestrator {
private:
std::vector<std::unique_ptr<IWorldGenerationPhase>> phases;
WorldData world_data;
size_t current_phase_index;
bool generation_complete;
public:
WorldGenerationOrchestrator();
~WorldGenerationOrchestrator() = default;
void loadConfiguration(const IDataNode& config);
bool executeNextPhase(const IDataNode& config);
bool executeAllPhases(const IDataNode& config);
float getOverallProgress() const;
bool isGenerationComplete() const { return generation_complete; }
const WorldData& getWorldData() const { return world_data; }
size_t getCurrentPhaseIndex() const { return current_phase_index; }
size_t getTotalPhases() const { return phases.size(); }
std::string getCurrentPhaseName() const;
void reset();
private:
void buildPhasesFromConfig(const IDataNode& config);
std::unique_ptr<IWorldGenerationStep> createStepFromConfig(const IDataNode& step_config);
std::unique_ptr<IWorldGenerationPhase> createPhaseFromConfig(const IDataNode& phase_config);
};
} // namespace warfactory

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#pragma once
#include <memory>
#include <string>
#include <vector>
#include "warfactory/IDataNode.h"
class WorldData;
class IWorldGenerationStep;
class IWorldGenerationPhase {
public:
virtual ~IWorldGenerationPhase() = default;
virtual std::string getPhaseName() const = 0;
virtual std::vector<std::unique_ptr<IWorldGenerationStep>> getSteps() const = 0;
virtual bool execute(WorldData& world, const IDataNode& config) = 0;
virtual float getProgress() const = 0;
virtual bool isComplete() const = 0;
virtual void reset() = 0;
virtual std::string getPhaseDescription() const = 0;
virtual int getPhaseNumber() const = 0;
};

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#pragma once
#include <string>
#include "warfactory/IDataNode.h"
class WorldData;
class IWorldGenerationStep {
public:
virtual ~IWorldGenerationStep() = default;
virtual std::string getStepName() const = 0;
virtual bool execute(WorldData& world, const IDataNode& config) = 0;
virtual bool canExecute(const WorldData& world) const = 0;
virtual float getProgress() const = 0;
virtual bool isComplete() const = 0;
virtual void reset() = 0;
virtual std::string getStepDescription() const = 0;
virtual float getEstimatedDuration() const = 0;
virtual std::vector<std::string> getRequiredPreviousSteps() const = 0;
virtual std::vector<std::string> getProducedData() const = 0;
};

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#!/usr/bin/env python3
"""
Project Statistics Counter
Counts lines, characters, and files in the Warfactory project
"""
import os
import sys
from pathlib import Path
from collections import defaultdict
def get_file_extension(file_path):
"""Get file extension, handling special cases"""
if file_path.name in ['CLAUDE.md', 'README.md', 'TODO.md']:
return '.md'
return file_path.suffix.lower()
def is_text_file(file_path):
"""Determine if file is likely a text file"""
text_extensions = {
'.md', '.txt', '.json', '.cpp', '.h', '.hpp', '.c', '.cc', '.cxx',
'.py', '.js', '.ts', '.html', '.css', '.xml', '.yaml', '.yml',
'.cmake', '.sh', '.bat', '.ps1', '.toml', '.ini', '.cfg', '.conf'
}
# Special files without extensions
special_files = {'CLAUDE.md', 'README.md', 'TODO.md', 'CMakeLists.txt', 'Makefile'}
return (get_file_extension(file_path) in text_extensions or
file_path.name in special_files)
def should_skip_directory(dir_path):
"""Check if directory should be skipped"""
dir_name = Path(dir_path).name
# Skip common build/temp directories
skip_dirs = {
'.git', '.vs', '.vscode', '__pycache__', 'node_modules',
'build', 'bin', 'obj', 'Debug', 'Release', '.idea', 'external'
}
# Skip any directory starting with build
if dir_name.startswith('build'):
return True
# Skip any _deps directories (external dependencies)
if '_deps' in dir_name:
return True
# Skip CMakeFiles directories
if 'CMakeFiles' in dir_name:
return True
# Skip external libraries directory
if dir_name == 'external':
return True
return dir_name in skip_dirs
def count_file_stats(file_path):
"""Count lines and characters in a file"""
try:
with open(file_path, 'r', encoding='utf-8', errors='ignore') as f:
content = f.read()
lines = content.count('\n') + (1 if content and not content.endswith('\n') else 0)
chars = len(content)
return lines, chars
except Exception as e:
print(f"Warning: Could not read {file_path}: {e}")
return 0, 0
def main():
"""Main function to count project statistics"""
# Get project root (parent of tools directory)
script_dir = Path(__file__).parent
project_root = script_dir.parent
print(f"Analyzing project: {project_root}")
print("=" * 60)
# Statistics tracking
total_files = 0
total_lines = 0
total_chars = 0
stats_by_extension = defaultdict(lambda: {'files': 0, 'lines': 0, 'chars': 0})
stats_by_directory = defaultdict(lambda: {'files': 0, 'lines': 0, 'chars': 0})
# Walk through all files
processed_files = 0
for root, dirs, files in os.walk(project_root):
# Skip unwanted directories
dirs[:] = [d for d in dirs if not should_skip_directory(d)]
root_path = Path(root)
relative_root = root_path.relative_to(project_root)
# Show progress for each directory
if files:
print(f"Processing: {relative_root}")
for file in files:
file_path = root_path / file
# Only process text files
if not is_text_file(file_path):
continue
processed_files += 1
if processed_files % 10 == 0:
print(f" Processed {processed_files} files...")
lines, chars = count_file_stats(file_path)
total_files += 1
total_lines += lines
total_chars += chars
# Track by extension
ext = get_file_extension(file_path)
if not ext:
ext = '(no extension)'
stats_by_extension[ext]['files'] += 1
stats_by_extension[ext]['lines'] += lines
stats_by_extension[ext]['chars'] += chars
# Track by directory
dir_name = str(relative_root) if relative_root != Path('.') else '(root)'
stats_by_directory[dir_name]['files'] += 1
stats_by_directory[dir_name]['lines'] += lines
stats_by_directory[dir_name]['chars'] += chars
# Print overall statistics
print(f"📊 TOTAL PROJECT STATISTICS")
print(f"Files: {total_files:,}")
print(f"Lines: {total_lines:,}")
print(f"Characters: {total_chars:,}")
print()
# Print statistics by file type
print("📝 BY FILE TYPE:")
print(f"{'Extension':<15} {'Files':<8} {'Lines':<12} {'Characters':<15}")
print("-" * 60)
for ext in sorted(stats_by_extension.keys()):
stats = stats_by_extension[ext]
print(f"{ext:<15} {stats['files']:<8} {stats['lines']:<12,} {stats['chars']:<15,}")
print()
# Print statistics by directory (top level)
print("📁 BY DIRECTORY:")
print(f"{'Directory':<20} {'Files':<8} {'Lines':<12} {'Characters':<15}")
print("-" * 65)
# Sort by line count (descending)
sorted_dirs = sorted(stats_by_directory.items(),
key=lambda x: x[1]['lines'], reverse=True)
for dir_name, stats in sorted_dirs:
if stats['files'] > 0: # Only show directories with files
display_name = dir_name[:19] + "..." if len(dir_name) > 19 else dir_name
print(f"{display_name:<20} {stats['files']:<8} {stats['lines']:<12,} {stats['chars']:<15,}")
print()
print("🎯 Analysis complete!")
# Calculate some fun metrics
avg_lines_per_file = total_lines / total_files if total_files > 0 else 0
avg_chars_per_line = total_chars / total_lines if total_lines > 0 else 0
print(f"📈 METRICS:")
print(f"Average lines per file: {avg_lines_per_file:.1f}")
print(f"Average characters per line: {avg_chars_per_line:.1f}")
# Estimate pages (assuming ~50 lines per page)
estimated_pages = total_lines / 50
print(f"Estimated printed pages: {estimated_pages:.0f}")
return 0
if __name__ == "__main__":
sys.exit(main())