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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Co-Authored-By: Claude <noreply@anthropic.com>
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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Co-Authored-By: Claude <noreply@anthropic.com>
- 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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Co-Authored-By: Claude <noreply@anthropic.com>
- Add factory-architecture-post-player.md: Performance-optimized factory engine
* ProductionModule monolithic design for belt+inserter+factory performance
* SIMD optimization analysis: too complex for Claude Code, prefer simplicity
* War module complete isolation with distributed sub-systems
* Economic simulation: Victoria 3-level complexity with progressive sophistication
* Performance-driven architecture: critical local, strategic distributed
- Add transport-economic-system.md: Comprehensive transport and economic simulation
* Transport mode hierarchy: ship/train/air/truck with pure cost optimization
* Market mechanics: economic phases, order stacking, dynamic pricing
* Trading companies: arbitrage, optimization, market making business models
* Geographic economics: infrastructure ROI, regional specialization
* Player-agnostic design: pure economic simulation without artificial advantages
- Update README.md: Reflect current development focus
* Updated current work to transport and economic systems
* Next steps aligned with new module implementations
* Documentation structure expanded with new technical reports
Technical highlights:
- Transport cost optimization: 0.10€/kg ship vs 5.00€/kg truck (50x difference)
- Volume thresholds: 1000t minimum for ship transport economic viability
- Infrastructure access binary: competitive moat through geographic advantages
- Market clearing algorithm: efficient price discovery with transport constraints
- Economic realism: natural geographic specialization and infrastructure ROI
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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
- Comprehensive map system with point-based procedural generation
- Regional tendencies system for geographical specialization
- 10-engine autonomous architecture documentation
- Vehicle design system with 3-layer structure
- Technology trees with breakthrough mechanics
- Economic system with company features and cultural doctrines
- Complete metrics and analytics system
- Military mechanics and AI systems