Removed core engine infrastructure from warfactoryracine:
- Core interfaces: IEngine, IModule, IModuleSystem, IIO, ITaskScheduler, ICoordinationModule
- Configuration system: IDataTree, IDataNode, DataTreeFactory
- UI system: IUI, IUI_Enums, ImGuiUI (header + implementation)
- Resource management: Resource, ResourceRegistry, SerializationRegistry
- Serialization: ASerializable, ISerializable
- World generation: IWorldGenerationStep (replaced by IWorldGenerationPhase)
These components now live in the GroveEngine repository and are included
via CMake add_subdirectory(../GroveEngine) for reusability across projects.
warfactoryracine remains focused on game-specific logic and content.
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BREAKING CHANGES to IModule interface:
- Replace initialize() with setConfiguration(const IDataNode&)
- Add getConfiguration() returning const IDataNode&
- Change isHealthy() to getHealthStatus() returning JSON
New Core Interfaces:
- IDataTree: Hierarchical configuration container with hot-reload
- IDataNode: Configuration nodes with type-safe property access
- ICoordinationModule: Global system orchestrator for module deployment
- ITaskScheduler: Dedicated file for task delegation interface
System Architecture:
- MainServer → CoordinationModule → IEngine → IModuleSystem → Modules
- gameconfig.json as single source of truth for all configuration
- Configuration immutability via const references
- Module coordination and health monitoring
Documentation Updates:
- Removed references to deprecated "10 engines" architecture
- Added comprehensive technical specifications
- Updated CLAUDE.md with configuration system details
- Created INTEGRATION-MASTER-LIST.md reference
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- Create modular IDataNode interface with tree navigation, pattern matching, and typed access
- Implement IDataTree container with manual hot-reload capabilities
- Add DataTreeFactory for flexible data source management
- Support hierarchical data with per-node blobs and children
- Enable pattern matching search (*wildcards) across entire subtrees
- Provide type-safe property access (getString, getInt, getBool, getDouble)
- Include hash system for validation and synchronization (getDataHash, getTreeHash)
- Add property-based queries with lambda predicates for gameplay data filtering
- Fix window positioning system to eliminate UI overlaps
- Enforce explicit type declarations (ban auto keyword) in CLAUDE.md coding standards
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- Create TODO.md with complete 11-phase implementation roadmap
- Add Configuration System as prerequisite for all modules
- Add Coordination System for inter-module communication
- Add Logging & Monitoring for development debugging
- Structure phases from core interfaces to advanced features
- Update CLAUDE.md to reference TODO.md for current tasks
Phase progression:
1. Core Interfaces → 2. Config/Coordination/Logging → 3. Infrastructure
4. Module System → 5. WorldGen → 6. Map+Client+ImGUI
7. MacroEntity → 8. Economy(barebone) → 9. Player
10. LocalMap+Client → 11. Advanced Config
Foundation: Config → Coordination → Logging → Modules
Implementation ready with clear development path
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📋 Updated project guidance to reflect current implementation:
- 10 functional engines with CMake build system
- Comprehensive build commands and development workflow
- Complete project structure documentation
- Dependencies and defensive programming features
- Development workflow optimized for daily iteration
🚀 Project status: Design → Implementation active
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Co-Authored-By: Claude <noreply@anthropic.com>
- Add CLAUDE.md project documentation
- Update all documentation with coherence fixes
- Add engines directory structure (to be converted to submodules)
- Add core/, client/ directories for main components
- Resolved 30 coherence problems (P1-P30)
- Enhanced map system with 218 procedural elements