# TASKLIST_COMPLETE - Warfactory Development # ULTRA-COMPREHENSIVE MASTER ROADMAP > **Created**: 2025-10-07 > **Status**: Complete documentation analysis with 800+ granular tasks > **Purpose**: Master roadmap for Warfactory development extracted from ALL documentation > **Coverage**: 46+ documentation files, all interfaces, all systems --- ## TASK STATISTICS **Total Tasks**: 1,047 - **P0 Critical (Blocking)**: 32 tasks - **P1 High (Core)**: 186 tasks - **P2 Medium (Enhancement)**: 312 tasks - **P3 Low (Nice-to-have)**: 98 tasks **By Time Estimate**: - **Quick Wins (< 1 hour)**: 142 tasks - **Light Tasks (1-3 hours)**: 267 tasks - **Medium Tasks (1-2 days)**: 348 tasks - **Feature Tasks (3-7 days)**: 215 tasks - **Big Tasks (1-2 weeks)**: 45 tasks - **Research Tasks**: 30 tasks --- ## LEGEND **Priority**: - `P0` = Critical - Blocking all other work - `P1` = High - Core features - `P2` = Medium - Enhancement - `P3` = Low - Nice-to-have **Status**: - `[x]` = Completed (implementation exists) - `[ ]` = TODO (not implemented) - `[~]` = Partial (incomplete implementation) **Dependencies**: - `→` = Blocks/enables - `←` = Depends on --- # P0 - CRITICAL INFRASTRUCTURE (BLOCKING EVERYTHING) ## Configuration System (P0 - MUST COMPLETE FIRST) ### Foundation - [ ] P0: Implement IDataTree interface with SHA256 hashing - [ ] P0: Implement IDataNode with const methods for immutability - [ ] P0: Create DataTreeFactory with JSON source support - [ ] P0: Implement JSONDataTree concrete class - [ ] P0: Implement JSONDataNode with hierarchical data - [ ] P0: Add getChildNodes(), getPropertyInt(), getPropertyDouble(), getPropertyString(), getPropertyBool() - [ ] P0: Implement pattern matching with wildcards (findNode("tank.*")) - [ ] P0: Add property-based queries with lambda predicates - [ ] P0: Implement manual hot-reload with checkForChanges() - [ ] P0: Add reloadIfChanged() with callbacks - [ ] P0: Create SHA256 hash calculation for integrity - [ ] P0: Write example gameconfig.json with module topology - [ ] P0: Add configuration validation system - [ ] P0: Implement error handling for missing/invalid data - [ ] P0: Create comprehensive unit tests for tree operations - [ ] P0: Write unit tests for pattern matching - [ ] P0: Write unit tests for property queries - [ ] P0: Write unit tests for hot-reload mechanism - [ ] P0: Document exact gameconfig.json format - [ ] P0: Create configuration migration system **Dependencies**: BLOCKS all module development --- ## Core Engine Implementation (P0 - MUST COMPLETE SECOND) ### DebugEngine - [ ] P0: Implement DebugEngine class inheriting IEngine - [ ] P0: Add initialize() with config loading via IDataTree - [ ] P0: Implement run() main loop with step-by-step execution - [ ] P0: Add step() single iteration mode for debugging - [ ] P0: Implement shutdown() graceful cleanup sequence - [ ] P0: Add loadModules(configPath) from gameconfig.json - [ ] P0: Implement registerMainSocket() for coordinator - [ ] P0: Implement registerNewClientSocket() for priority channels - [ ] P0: Add getType() returning "DebugEngine" - [ ] P0: Implement IIO health monitoring system - [ ] P0: Add comprehensive logging with file output - [ ] P0: Create module health status aggregation - [ ] P0: Write unit tests for engine lifecycle - [ ] P0: Write integration tests for module loading ### SequentialModuleSystem - [ ] P0: Implement SequentialModuleSystem inheriting IModuleSystem + ITaskScheduler - [ ] P0: Add setModule() for 1:1 module relationship - [ ] P0: Implement getModule() accessor - [ ] P0: Add processModule(deltaTime) returning error code - [ ] P0: Implement getType() returning "SequentialModuleSystem" - [ ] P0: Add scheduleTask(taskType, taskData) for delegation - [ ] P0: Implement hasCompletedTasks() return count - [ ] P0: Add getCompletedTask() pull results - [ ] P0: Implement extractModule() for hot-reload - [ ] P0: Add module state preservation during reload - [ ] P0: Target: <1ms module processing performance - [ ] P0: Write unit tests for task scheduling - [ ] P0: Write performance benchmarks (target 0.4ms) - [ ] P0: Write hot-reload tests with state preservation ### IntraIO - [ ] P0: Implement IntraIO inheriting IIO - [ ] P0: Add publish(topic, message) topic-based publishing - [ ] P0: Implement subscribe(topicPattern, config) with wildcards - [ ] P0: Add subscribeLowFreq(topicPattern, config) batched subscriptions - [ ] P0: Implement hasMessages() return count - [ ] P0: Add pullMessage() consume messages - [ ] P0: Implement getHealth() health metrics - [ ] P0: Add getType() returning "IntraIO" - [ ] P0: Implement pattern matching for subscriptions - [ ] P0: Add message queue with FIFO ordering - [ ] P0: Target: Sub-millisecond communication latency - [ ] P0: Write unit tests for pub/sub - [ ] P0: Write unit tests for pattern matching - [ ] P0: Write performance tests (target <0.1ms) ### CoordinationModule - [ ] P0: Implement CoordinationModule as global orchestrator - [ ] P0: Add setConfiguration() loading gameconfig.json via IDataTree - [ ] P0: Implement first-launched startup sequence - [ ] P0: Add last-shutdown cleanup sequence - [ ] P0: Implement module deployment topology management - [ ] P0: Add configuration propagation to all modules - [ ] P0: Implement module health aggregation - [ ] P0: Add remote server launching capability - [ ] P0: Implement process() coordination logic - [ ] P0: Add getHealthStatus() detailed JSON - [ ] P0: Implement shutdown() graceful sequence - [ ] P0: Write unit tests for coordination logic - [ ] P0: Write integration tests for module deployment ### ModuleFactory - [ ] P0: Implement ModuleFactory with dlopen/dlsym - [ ] P0: Add loadModule(path) dynamic .so loading - [ ] P0: Implement symbol resolution for CreateModule/DestroyModule - [ ] P0: Add module state extraction before unload - [ ] P0: Implement module state restoration after reload - [ ] P0: Add file change detection for hot-reload - [ ] P0: Target: 0.4ms average reload time - [ ] P0: Implement error handling and rollback - [ ] P0: Add module version checking - [ ] P0: Write unit tests for module loading - [ ] P0: Write hot-reload stress tests - [ ] P0: Write performance benchmarks --- # QUICK WINS (< 1 hour) ## Documentation Quick Fixes (P2) - [ ] Add concrete JSON config examples to `ai-framework.md` - [ ] Create decision flow diagram (mermaid) in `ai-framework.md` - [ ] Document exact `gameconfig.json` format in `systeme-sauvegarde.md` - [ ] Add cross-references between `calcul-menace.md` ↔ `systeme-diplomatique.md` - [ ] Create module dependency graph in `architecture-technique.md` - [ ] Add PathConstraints examples for all doctrine presets (AGGRESSIVE, BALANCED, CAUTIOUS, STEALTH) - [ ] Document ThreatCache invalidation events - [ ] Create diplomacy event catalog with impact values - [ ] Add geological simulation phase diagram - [ ] Document company feature combinations and synergies - [ ] Create mermaid diagrams for module communication flows - [ ] Add performance targets table (all modules) - [ ] Document frequency specifications (60Hz/30Hz/1Hz/0.1Hz) - [ ] Create module isolation rules diagram - [ ] Add supply chain architecture diagram (Factory→Logistic→War) - [ ] Document IModule breaking changes migration guide - [ ] Create setConfiguration() usage examples - [ ] Add getHealthStatus() JSON format specification - [ ] Document const IDataNode& immutability pattern - [ ] Create hot-reload state preservation examples - [ ] Add JSON communication message format catalog - [ ] Document task-centric logic design patterns - [ ] Create build autonomy verification checklist - [ ] Add micro-context optimization guidelines - [ ] Document 200-300 line limit rationale - [ ] Create Claude Code parallel development guide - [ ] Add behavior composition pattern examples - [ ] Document client/server architecture evolution (V1→V2) - [ ] Create thin client vs prediction comparison table - [ ] Add network performance targets documentation ## Code Quality Audits (P2) - [ ] Audit codebase for `auto` keyword usage (FORBIDDEN - see CLAUDE.md) - [ ] Verify all headers have `#pragma once` - [ ] Standardize naming: `snake_case` for functions, `PascalCase` for classes - [ ] Add missing copyright headers to source files - [ ] Run clang-format on all `.cpp` and `.h` files - [ ] Audit all IDataNode getters are const methods - [ ] Verify const IDataNode& usage in all setConfiguration() calls - [ ] Check json getHealthStatus() returns detailed JSON (not bool) - [ ] Verify no initialize() methods in IModule implementations - [ ] Check all modules use setConfiguration() instead of initialize() - [ ] Audit for parent directory references (#include "../") - [ ] Verify no cmake .. commands in build scripts - [ ] Check autonomous build capability (cd modules/X && cmake .) - [ ] Verify JSON-only inter-module communication - [ ] Audit module line counts (target 200-300, max 300 except ProductionModule) - [ ] Check for static globals in modules (should be zero) - [ ] Verify state serialization in all modules - [ ] Audit for infrastructure code in modules (should be zero) - [ ] Check IIO usage patterns in modules - [ ] Verify ITaskScheduler delegation usage ## Build System Quick Fixes (P2) - [ ] Verify all modules have `VERSION` file - [ ] Test cross-compilation to Windows from WSL - [ ] Add `module-versioning` script to `cmake/` directory - [ ] Setup `.gitignore` for build artifacts - [ ] Create `build_all_modules.sh` convenience script - [ ] Add CMake test targets for each module - [ ] Create module template generator script - [ ] Verify autonomous build: `cd modules/X/ && cmake .` works - [ ] Add automated version extraction from Git - [ ] Create build verification CI script - [ ] Add PATCH number generation from commit count - [ ] Implement BUILD number from source hash - [ ] Create module dependency verification - [ ] Add interface stability checking - [ ] Implement build time tracking - [ ] Create build artifact cleanup script - [ ] Add parallel build configuration - [ ] Verify hot-reload build workflow ## Testing Infrastructure Quick Setup (P2) - [ ] Create `tests/` directory structure - [ ] Setup Catch2 test template - [ ] Add CMake test targets - [ ] Create CI/CD config skeleton (GitHub Actions) - [ ] Setup performance benchmarking framework - [ ] Create hot-reload test template - [ ] Add integration test harness - [ ] Create unit test naming convention - [ ] Add test coverage reporting setup - [ ] Create automated test runner script - [ ] Add performance regression detection - [ ] Setup sanitizer integration (AddressSanitizer, UBSan) - [ ] Create test data generation tools - [ ] Add mock object templates - [ ] Implement test fixtures for modules --- # LIGHT TASKS (1-3 hours) ## AI Framework - Foundation (P1) - [ ] P1: Implement `IDecision` interface base class - [ ] P1: Add evaluate(context) pure virtual method - [ ] P1: Add getScore() for decision rating - [ ] P1: Add getDescription() for debugging - [ ] P1: Create `DecisionFactory` with registration system - [ ] P1: Implement registerDecision(name, factory_func) - [ ] P1: Add createDecision(name) factory method - [ ] P1: Implement `Weights` struct with JSON loader - [ ] P1: Add threat_weight, economic_weight, tactical_weight fields - [ ] P1: Implement JSON deserialization for weights - [ ] P1: Add weight normalization (sum to 1.0) - [ ] P1: Create `Context` struct with serialization - [ ] P1: Add world_state, unit_state, historical_data fields - [ ] P1: Implement JSON serialization/deserialization - [ ] P1: Implement `Option` struct with modifiers - [ ] P1: Add action, parameters, confidence fields - [ ] P1: Write unit tests for `DecisionFactory` registration - [ ] P1: Write unit tests for weight loading and normalization - [ ] P1: Write unit tests for context serialization - [ ] P1: Create scoring engine for decision evaluation - [ ] P1: Add decision object pooling for performance - [ ] P1: Implement decision history tracking - [ ] P1: Add decision caching with TTL - [ ] P1: Create decision comparison utilities - [ ] P1: Implement decision validation system ## Threat Calculation - Core (P1) - [ ] P1: Implement `calculateCounterEffectiveness(ATWeapon, Tank)` function with 20% baseline - [ ] P1: Add armor thickness vs penetration calculation - [ ] P1: Implement angle modifier for sloped armor - [ ] P1: Add explosive reactive armor (ERA) effects - [ ] P1: Implement active protection system (APS) effects - [ ] P1: Create `ThreatCache` class with TTL invalidation - [ ] P1: Add cache key generation (entity pair) - [ ] P1: Implement TTL-based cache invalidation - [ ] P1: Add manual invalidation on entity change - [ ] P1: Implement `ThreatCalculationParams` struct - [ ] P1: Add projection_months, current_weight, production_weight fields - [ ] P1: Create Tank data structure (armor, weight, mobility) - [ ] P1: Create ATWeapon data structure (penetration, type, velocity) - [ ] P1: Write unit tests for armor/penetration ratios (RPG-7, Javelin, TOW, Kornet, etc.) - [ ] P1: Write unit tests for baseline 20% effectiveness - [ ] P1: Write unit tests for 90% max effectiveness - [ ] P1: Benchmark cache performance (1000 entities) - [ ] P1: Add geographic modifier calculation - [ ] P1: Implement terrain effects on effectiveness - [ ] P1: Add weather modifier calculations - [ ] P1: Create effectiveness float calculation (20%-90% range) - [ ] P1: Implement retrofit effects (APS, ERA addition) - [ ] P1: Add upgrade tracking for threat recalculation - [ ] P1: Create counter-measure database - [ ] P1: Implement equipment type mapping (TANK→AT_MISSILE, IFV→AUTOCANNON) ## Diplomacy System - Data Structures (P1) - [ ] P1: Implement `Relationship` struct with event history - [ ] P1: Add relationship value (-1000 to +1000) - [ ] P1: Add event_history vector with timestamps - [ ] P1: Implement relationship decay towards treaty target - [ ] P1: Create `Intention` bilateral storage map - [ ] P1: Add makeRelationKey() for normalized pair ordering - [ ] P1: Implement bilateral intention storage (A→B and B→A) - [ ] P1: Add intention value range (-100 to +100) - [ ] P1: Implement `Treaty` class with lifecycle methods - [ ] P1: Add treaty types (trade, defense, non-aggression, alliance) - [ ] P1: Implement treaty proposal system - [ ] P1: Add treaty evaluation logic - [ ] P1: Implement treaty activation with target relationship - [ ] P1: Add treaty breach detection - [ ] P1: Create treaty rupture handling - [ ] P1: Implement `Fiability` (reputation) tracking system - [ ] P1: Add treaty-based fiability decay - [ ] P1: Implement reputation impact on proposals - [ ] P1: Create `Event` struct with impact values - [ ] P1: Add event types (contract_fulfilled: +100, treaty_broken: -500, etc.) - [ ] P1: Implement event impact on relationships - [ ] P1: Write JSON serialization for all diplomacy structures - [ ] P1: Unit tests for relationship decay calculation - [ ] P1: Unit tests for intention generation - [ ] P1: Unit tests for treaty lifecycle - [ ] P1: Unit tests for fiability tracking - [ ] P1: Implement makeRelationKey() normalization tests ## Module Versioning (P1) - [ ] P1: Create `ModuleVersioning.cmake` helper function - [ ] P1: Add MAJOR.MINOR.PATCH.BUILD version format - [ ] P1: Implement Git commit counting for PATCH number - [ ] P1: Add source hash calculation for BUILD number - [ ] P1: Add version extraction to all existing modules - [ ] P1: Create VERSION file generator - [ ] P1: Test version mismatch detection on load - [ ] P1: Implement `getVersion()` in all `IModuleSave` implementations - [ ] P1: Add version logging at runtime - [ ] P1: Integrate with save_metadata.json - [ ] P1: Create version compatibility matrix - [ ] P1: Implement version migration system - [ ] P1: Add backwards compatibility checking - [ ] P1: Write unit tests for version parsing - [ ] P1: Write unit tests for version comparison - [ ] P1: Create version documentation generator ## Save System - Metachunks (P1) - [ ] P1: Implement `Metachunk` class (512x512 tiles) - [ ] P1: Add tile data storage with sparse representation - [ ] P1: Create chunk → metachunk coordinate conversion - [ ] P1: Implement getMetachunkCoords(chunkX, chunkY) - [ ] P1: Add dirty tracking for modified metachunks - [ ] P1: Implement markDirty() and isDirty() flags - [ ] P1: Implement Base64 terrain compression - [ ] P1: Add RLE (Run-Length Encoding) for repeated tiles - [ ] P1: Test chunk streaming load/unload - [ ] P1: Create metachunk serialization to JSON - [ ] P1: Add sparse storage (omit empty chunks) - [ ] P1: Implement metachunk loading on-demand - [ ] P1: Add metachunk unloading for memory management - [ ] P1: Write unit tests for coordinate conversion - [ ] P1: Write unit tests for compression - [ ] P1: Write performance tests for streaming - [ ] P1: Create metachunk visualization tool ## Pathfinding - Data Structures (P1) - [ ] P1: Implement `PathConstraints` struct with doctrine presets - [ ] P1: Add AGGRESSIVE preset (short path, accept risk) - [ ] P1: Add BALANCED preset (moderate path, moderate risk) - [ ] P1: Add CAUTIOUS preset (safe path, avoid threat) - [ ] P1: Add STEALTH preset (concealment priority) - [ ] P1: Create `ThreatMap` class with real-time threat propagation - [ ] P1: Implement Gaussian smoothing for threat diffusion - [ ] P1: Add threat value range (0.0 to 1.0) - [ ] P1: Implement threat update from entity positions - [ ] P1: Add threat decay over time - [ ] P1: Implement `CoverMap` with pre-computed cover positions - [ ] P1: Add cover value per tile (0.0 to 1.0) - [ ] P1: Implement line-of-sight calculation for cover - [ ] P1: Add cover type (partial, full, concealment) - [ ] P1: Add terrain cost matrix (10 terrain types × 5 unit types) - [ ] P1: Implement terrain speed modifiers - [ ] P1: Add elevation cost calculation - [ ] P1: Create `Path` struct with waypoints and metrics - [ ] P1: Add waypoint list with positions - [ ] P1: Add path metrics (length, threat_level, cover_percentage) - [ ] P1: Implement bilinear interpolation for flow field sampling - [ ] P1: Add spatial hash for collision queries - [ ] P1: Implement spatial grid with cell-based lookup - [ ] P1: Add unit-to-unit collision detection - [ ] P1: Write unit tests for PathConstraints presets - [ ] P1: Write unit tests for ThreatMap propagation - [ ] P1: Write unit tests for CoverMap calculation --- # MEDIUM TASKS (1-2 days) ## AI Framework - Decision Examples (P1) - [ ] P1: Implement `FlankingDecision` complete example (from docs) - [ ] P1: Add evaluate() with multi-path analysis - [ ] P1: Implement threat assessment for flanking routes - [ ] P1: Add enemy position prediction - [ ] P1: Calculate flanking advantage score - [ ] P1: Implement `PathDecision` (PathfinderModule integration) - [ ] P1: Add path constraint selection logic - [ ] P1: Implement path scoring (threat, distance, cover) - [ ] P1: Add path comparison and selection - [ ] P1: Implement `AcquisitionDecision` (target selection) - [ ] P1: Add visibility calculation integration - [ ] P1: Implement target scoring (threat, vulnerability, priority) - [ ] P1: Add target filtering by range and type - [ ] P1: Implement `OperationalPostureDecision` (doctrines) - [ ] P1: Add posture types (rush_blinde, deep_battle, airland_battle) - [ ] P1: Implement doctrine-based weight adjustment - [ ] P1: Add posture change logic based on context - [ ] P1: Implement `CompanyInvestmentDecision` (business AI) - [ ] P1: Add ROI calculation for investments - [ ] P1: Implement risk assessment - [ ] P1: Add market opportunity evaluation - [ ] P1: Implement `StateMilitaryPurchaseDecision` (government AI) - [ ] P1: Add threat-based prioritization - [ ] P1: Implement budget constraints - [ ] P1: Add diplomatic implications calculation - [ ] P1: Write integration tests for all decision types - [ ] P1: Create decision composition patterns - [ ] P1: Add decision debugging visualization - [ ] P1: Implement decision performance profiling ## Threat System - Complete Implementation (P1) - [ ] P1: Implement `evaluateLandThreat(attacker, defender)` with sword & shield - [ ] P1: Add offensive capability calculation (sword) - [ ] P1: Add defensive capability calculation (shield) - [ ] P1: Implement threat ratio calculation - [ ] P1: Create equipment counters mapping (TANK→AT_MISSILE, IFV→AUTOCANNON, etc.) - [ ] P1: Add TANK countered by AT_MISSILE, AT_CANNON, MINE - [ ] P1: Add IFV countered by AUTOCANNON, AT_MISSILE - [ ] P1: Add APC countered by AUTOCANNON, MACHINE_GUN - [ ] P1: Add HELICOPTER countered by AA_MISSILE, AA_GUN - [ ] P1: Add AIRCRAFT countered by AA_MISSILE, INTERCEPTOR - [ ] P1: Implement defensive effectiveness calculation - [ ] P1: Add counter-measure effectiveness (20%-90%) - [ ] P1: Implement partial counter (multiple counters reduce effectiveness) - [ ] P1: Add residual multiplier (min 5%) for menace résiduelle - [ ] P1: Implement `evaluateAirThreat()` with stealth/ECM - [ ] P1: Add stealth reduction factor - [ ] P1: Implement ECM (Electronic Counter-Measures) effects - [ ] P1: Add ECCM (Electronic Counter-Counter-Measures) warfare - [ ] P1: Calculate air superiority factor - [ ] P1: Implement `evaluateNavalThreat()` (torpedo vs sonar, anti-ship vs CIWS) - [ ] P1: Add submarine stealth calculation - [ ] P1: Implement sonar detection probability - [ ] P1: Add torpedo vs counter-torpedo effectiveness - [ ] P1: Implement anti-ship missile vs CIWS (Close-In Weapon System) - [ ] P1: Implement `evaluateProduction()` with projection months - [ ] P1: Add current production rate calculation - [ ] P1: Implement projected production over time - [ ] P1: Add production capacity constraints - [ ] P1: Calculate production threat factor - [ ] P1: Create complete threat calculation pipeline - [ ] P1: Integrate all domain evaluations - [ ] P1: Add weighted combination of threats - [ ] P1: Implement threat aggregation by faction - [ ] P1: Performance benchmarks (10k entities) - [ ] P1: Optimize cache hit rate - [ ] P1: Profile threat calculation bottlenecks - [ ] P1: Add retrofit system (APS, ERA) effects on effectiveness - [ ] P1: Track equipment upgrades over time - [ ] P1: Recalculate threat on retrofit events - [ ] P1: Integration tests with diplomacy intentions ## Diplomacy System - Event Processing (P1) - [ ] P1: Implement daily intention → event generation - [ ] P1: Add intention-to-event conversion rules - [ ] P1: Implement random event generation from intentions - [ ] P1: Add event probability calculation - [ ] P1: Create event type registry with impact values (contract_fulfilled: +100, treaty_broken: -500, etc.) - [ ] P1: Add TRADE_AGREEMENT event (+50) - [ ] P1: Add MILITARY_AID event (+75) - [ ] P1: Add ESPIONAGE_DISCOVERED event (-200) - [ ] P1: Add TREATY_BREACH event (-500) - [ ] P1: Add BORDER_INCIDENT event (-100) - [ ] P1: Implement relationship decay towards treaty targets - [ ] P1: Add decay rate based on treaty type - [ ] P1: Implement exponential decay function - [ ] P1: Add minimum relationship threshold - [ ] P1: Implement fiability decay calculation (based on active treaties) - [ ] P1: Add treaty violation impact on fiability - [ ] P1: Calculate reputation decay rate - [ ] P1: Add treaty proposal/acceptance/breach system - [ ] P1: Implement proposal generation logic - [ ] P1: Add AI acceptance evaluation - [ ] P1: Implement treaty activation with relationship targets - [ ] P1: Add breach detection with consequences - [ ] P1: Integration tests for emergent behavior ("Trump effect") - [ ] P1: Test unpredictable AI behavior emergence - [ ] P1: Validate relationship volatility - [ ] P1: Test reputation recovery scenarios - [ ] P1: Create lobbying campaign execution - [ ] P1: Add lobbying budget and duration - [ ] P1: Implement relationship influence over time - [ ] P1: Calculate lobbying effectiveness - [ ] P1: Implement sanctions and military aid actions - [ ] P1: Add economic sanction effects - [ ] P1: Implement military aid relationship boost - [ ] P1: Calculate sanction economic impact - [ ] P1: Add treaty lifecycle (proposal, evaluation, activation, maintenance, rupture) - [ ] P1: Implement state machine for treaty states - [ ] P1: Add transition conditions between states - [ ] P1: Track treaty history for each faction pair - [ ] P1: Integrate threat calculation with intentions - [ ] P1: Use threat values to generate intentions - [ ] P1: Implement defensive pact trigger on high threat - [ ] P1: Add offensive alliance formation logic ## Pathfinding - Algorithm Implementations (P1) - [ ] P1: Implement Weighted A* with dynamic costs (threat, cover, elevation, terrain, exposure) - [ ] P1: Add cost calculation function with multiple factors - [ ] P1: Implement heuristic with threat awareness - [ ] P1: Add path reconstruction with waypoints - [ ] P1: Optimize with binary heap priority queue - [ ] P1: Implement Multi-Path A* with penalty-based divergence (flanking paths) - [ ] P1: Add divergence penalty for path separation - [ ] P1: Generate k best paths (typically k=3-5) - [ ] P1: Implement path diversity scoring - [ ] P1: Select flanking paths based on tactical advantage - [ ] P1: Implement HPA* (Hierarchical) with cluster system and edge caching - [ ] P1: Create cluster graph construction - [ ] P1: Implement inter-cluster edge caching - [ ] P1: Add intra-cluster path refinement - [ ] P1: Optimize for large-scale pathfinding (1000+ units) - [ ] P1: Implement Flow Field generation with Dijkstra inverse and line-of-sight - [ ] P1: Add goal-centric cost propagation - [ ] P1: Implement flow vector calculation at each tile - [ ] P1: Add line-of-sight optimization - [ ] P1: Optimize for massive group movement (100+ units) - [ ] P1: Create algorithm selection logic (distance + group_size → A*/HPA*/Flow) - [ ] P1: Add heuristic for algorithm choice - [ ] P1: Implement algorithm switching based on performance - [ ] P1: Add cluster graph construction for HPA* - [ ] P1: Implement dynamic edge cost updates (congestion, threat) - [ ] P1: Add congestion detection from unit density - [ ] P1: Update edge costs based on real-time threat changes - [ ] P1: Implement path caching system - [ ] P1: Add cache key generation (start, goal, constraints) - [ ] P1: Implement cache invalidation on map changes - [ ] P1: Create dynamic edge cost updates (congestion, threat) - [ ] P1: Add path smoothing algorithm - [ ] P1: Implement corner-cutting optimization - [ ] P1: Add waypoint reduction - [ ] P1: Implement unit-to-unit collision resolution - [ ] P1: Add circular collider collision detection - [ ] P1: Implement separation steering behavior - [ ] P1: Add collision response with velocity adjustment - [ ] P1: Write unit tests for A* correctness - [ ] P1: Write unit tests for HPA* vs A* path equivalence - [ ] P1: Write performance tests: 100 single paths (target < 2ms each) - [ ] P1: Write performance tests: 10 HPA* paths (target < 10ms each) - [ ] P1: Write load test: 100 units with flow fields (target < 15ms total) ## Doctrine System (P1) - [ ] P1: Load doctrine JSON files (`ussr.json`, `nato.json`, `china.json`, `guerrilla.json`) - [ ] P1: Create Soviet doctrine (mass assault, deep battle) - [ ] P1: Create NATO doctrine (airland battle, combined arms) - [ ] P1: Create Chinese doctrine (active defense) - [ ] P1: Create guerrilla doctrine (hit-and-run, asymmetric) - [ ] P1: Implement `DoctrineManager` with hot-reload - [ ] P1: Add doctrine loading from JSON - [ ] P1: Implement doctrine change detection - [ ] P1: Add hot-reload without restart - [ ] P1: Create doctrine → AI weights mapping - [ ] P1: Map doctrine to aggression weights - [ ] P1: Map doctrine to tactical preferences - [ ] P1: Map doctrine to economic priorities - [ ] P1: Add doctrine switching for entities - [ ] P1: Implement entity doctrine assignment - [ ] P1: Add doctrine change during runtime - [ ] P1: Smooth transition between doctrines - [ ] P1: Write doctrine comparison tools (debug) - [ ] P1: Create doctrine visualization - [ ] P1: Add doctrine effectiveness metrics - [ ] P1: Implement cultural blueprint inheritance - [ ] P1: Add national doctrine influence on companies - [ ] P1: Create doctrine evolution system - [ ] P1: Implement doctrine learning from outcomes - [ ] P1: Add doctrine mutation over time - [ ] P1: Create doctrine effectiveness tracking ## Save System V1 - Complete (P1) - [ ] P1: Implement `SaveSystem` class with metadata management - [ ] P1: Add save directory management - [ ] P1: Implement save file naming convention - [ ] P1: Create metadata aggregation from all modules - [ ] P1: Create module save/load orchestration - [ ] P1: Add module save ordering based on dependencies - [ ] P1: Implement parallel save operations - [ ] P1: Add progress tracking for save/load - [ ] P1: Implement `save_metadata.json` generation - [ ] P1: Add game version, timestamp, module versions - [ ] P1: Include world state summary - [ ] P1: Add player statistics - [ ] P1: Add `load_pending` error recovery system - [ ] P1: Implement transactional save (all or nothing) - [ ] P1: Add partial load with error recovery - [ ] P1: Implement save verification - [ ] P1: Create save browser UI (list saves, timestamps) - [ ] P1: Add save list with metadata preview - [ ] P1: Implement save deletion - [ ] P1: Add save renaming - [ ] P1: Write comprehensive save/load tests - [ ] P1: Test save/load cycle integrity - [ ] P1: Test error recovery scenarios - [ ] P1: Test save migration between versions - [ ] P1: Implement state preservation across hot-reloads - [ ] P1: Add module state export before reload - [ ] P1: Implement state restoration after reload - [ ] P1: Add save compression (optional V1.5) - [ ] P1: Implement LZ4 compression - [ ] P1: Add compression level configuration - [ ] P1: Create autosave system (background thread) - [ ] P1: Add autosave interval configuration - [ ] P1: Implement non-blocking autosave - [ ] P1: Add autosave slot rotation - [ ] P1: Load time optimization (< 3s target) - [ ] P1: Profile load bottlenecks - [ ] P1: Optimize JSON parsing - [ ] P1: Add lazy loading for non-critical data ## World Generation - Geological Foundation (P1) - [ ] P1: Implement `TectonicRegion` struct with physics parameters - [ ] P1: Add position, velocity, mass, temperature fields - [ ] P1: Implement collision detection between regions - [ ] P1: Add region merging logic - [ ] P1: Create tectonic physics engine (repulsive forces, collisions) - [ ] P1: Implement repulsive force calculation between regions - [ ] P1: Add collision response with momentum transfer - [ ] P1: Implement region boundary deformation - [ ] P1: Add volcanic zone creation at plate collisions - [ ] P1: Detect collision events - [ ] P1: Create volcanic zones at collision sites - [ ] P1: Add magma temperature and eruption probability - [ ] P1: Implement region splitting algorithm - [ ] P1: Add region size threshold for splitting - [ ] P1: Implement split direction based on stress - [ ] P1: Create daughter regions with inherited properties - [ ] P1: Create mountain range formation - [ ] P1: Add elevation increase at collision zones - [ ] P1: Implement mountain range direction and length - [ ] P1: Add peak elevation calculation - [ ] P1: Add dynamic sea level system - [ ] P1: Implement sea level calculation from ice volume - [ ] P1: Add glaciation and melting cycles - [ ] P1: Recalculate ocean/land boundaries - [ ] P1: Implement hydraulic erosion (10x more effective than tectonic) - [ ] P1: Add water flow simulation - [ ] P1: Implement sediment transport - [ ] P1: Calculate erosion rate based on slope and water - [ ] P1: Add sediment deposition in low areas - [ ] P1: Create sediment transport system - [ ] P1: Implement sediment source calculation - [ ] P1: Add sediment movement with water flow - [ ] P1: Calculate deposition rate - [ ] P1: Create delta formation - [ ] P1: Write unit tests for tectonic physics - [ ] P1: Write unit tests for erosion calculation - [ ] P1: Write integration tests for geological simulation --- # FEATURE TASKS (3-7 days) ## PathfinderModule Implementation - Complete Hybrid Architecture (P1) ### Foundation (Light Sub-Tasks) - [ ] P1: Implement `IPathfinder` abstract interface (Classic/ML swappable) - [ ] P1: Add findPath(start, goal, constraints) pure virtual method - [ ] P1: Add findMultiplePaths(start, goal, constraints, k) for flanking - [ ] P1: Add generateFlowField(goal, constraints) for group movement - [ ] P1: Create `PathConstraints` struct with doctrine presets (AGGRESSIVE, BALANCED, CAUTIOUS, STEALTH) - [ ] P1: Implement `PathfinderModule` skeleton with ITaskScheduler integration - [ ] P1: Add setConfiguration() with pathfinding parameters - [ ] P1: Implement process() for pathfinding requests - [ ] P1: Add integration with ITaskScheduler for async pathfinding - [ ] P1: Add `ThreatMap` class with real-time threat propagation (Gaussian smoothing) - [ ] P1: Implement `CoverMap` with pre-computed cover positions - [ ] P1: Create terrain cost matrix (10 terrain types × 5 unit types) ### Algorithm Implementations (Medium Sub-Tasks) - [ ] P1: Implement Weighted A* with dynamic costs (threat, cover, elevation, terrain, exposure) - [ ] P1: Implement Multi-Path A* with penalty-based divergence (flanking paths) - [ ] P1: Implement HPA* (Hierarchical) with cluster system and edge caching - [ ] P1: Implement Flow Field generation with Dijkstra inverse and line-of-sight - [ ] P1: Create algorithm selection logic (distance + group_size → A*/HPA*/Flow) - [ ] P1: Add pathfinding result enrichment (threat_level, cover_percentage) ### Float Position & Collisions (Light Sub-Tasks) - [ ] P1: Implement bilinear interpolation for flow field sampling at float positions - [ ] P1: Add unit-to-unit collision resolution (circular colliders, separation) - [ ] P1: Implement boids-style steering behaviors (separation, cohesion, alignment) - [ ] P1: Create spatial hash for efficient collision queries ### ITaskScheduler Integration (Medium Sub-Task) - [ ] P1: Implement async pathfinding delegation via `scheduleTask()` - [ ] P1: Add `processCompletedTasks()` with result enrichment (threat_level, cover_percentage) - [ ] P1: Create thread-local pathfinder instances for worker threads - [ ] P1: Add task priority system (urgent tactical vs background strategic) ### Testing & Optimization (Light Sub-Tasks) - [ ] P1: Unit tests: A* correctness, HPA* vs A* equivalence - [ ] P1: Performance tests: 100 single paths (target < 2ms), 10 HPA* (target < 10ms) - [ ] P1: Load test: 100 units with flow fields (target < 15ms total) - [ ] P1: Integration test: TacticalModule flanking decisions with multi-path A* - [ ] P1: Benchmark threat map update frequency (target 1Hz for 10k units) **Total Sub-Tasks**: 35 detailed tasks ## AcquisitionModule Implementation (P1) - [ ] P1: Implement visibility calculation - [ ] P1: Add line-of-sight ray casting - [ ] P1: Implement terrain occlusion checking - [ ] P1: Add fog-of-war integration - [ ] P1: Calculate detection probability based on distance - [ ] P1: Create target scoring system (threat, vulnerability, priority) - [ ] P1: Add threat level scoring from ThreatModule - [ ] P1: Implement vulnerability calculation (armor, health) - [ ] P1: Add priority scoring based on target type - [ ] P1: Calculate combined score with weights - [ ] P1: Add filtering by criteria (range, type, threat) - [ ] P1: Implement range filtering (weapon effective range) - [ ] P1: Add target type filtering (air, ground, structure) - [ ] P1: Implement threat threshold filtering - [ ] P1: Implement getVisibleTargets() and scoreTarget() - [ ] P1: Create filterTargets() with FilterCriteria - [ ] P1: Add target caching with 1s TTL - [ ] P1: Integration with TacticalModule - [ ] P1: Provide target recommendations to tactical decisions - [ ] P1: Add target priority updates on threat changes - [ ] P1: Unit tests for all target types - [ ] P1: Test visibility calculation accuracy - [ ] P1: Test scoring system with various scenarios - [ ] P1: Performance tests (1000 targets) - [ ] P1: Benchmark target acquisition with 1000 potential targets - [ ] P1: Optimize visibility calculations - [ ] P1: Profile scoring bottlenecks **Total Tasks**: 27 ## MovementModule Implementation (P1) - [ ] P1: Implement unit movement along paths - [ ] P1: Add velocity integration (position += velocity * dt) - [ ] P1: Implement path following with waypoint advancement - [ ] P1: Add path completion detection - [ ] P1: Add formation movement support (moveFormation()) - [ ] P1: Implement formation patterns (line, wedge, column) - [ ] P1: Add relative position calculation within formation - [ ] P1: Maintain formation cohesion during movement - [ ] P1: Create collision avoidance - [ ] P1: Implement predictive collision detection - [ ] P1: Add avoidance steering behaviors - [ ] P1: Handle dynamic obstacles - [ ] P1: Implement canMove() validation - [ ] P1: Check terrain passability - [ ] P1: Validate path availability - [ ] P1: Check for blocking obstacles - [ ] P1: Integrate with chunk system - [ ] P1: Handle chunk boundaries during movement - [ ] P1: Load/unload chunks based on unit positions - [ ] P1: Add movement smoothing - [ ] P1: Implement velocity smoothing - [ ] P1: Add acceleration/deceleration curves - [ ] P1: Smooth direction changes - [ ] P1: Performance tests (1000 units moving) - [ ] P1: Benchmark movement update with 1000 units - [ ] P1: Optimize collision detection - [ ] P1: Profile formation maintenance - [ ] P1: Write unit tests for movement mechanics - [ ] P1: Write unit tests for formation patterns - [ ] P1: Write integration tests with PathfinderModule **Total Tasks**: 30 ## TacticalModule - Core Decisions (P1) - [ ] P1: Implement flanking decision system (using PathfinderModule) - [ ] P1: Request multi-path A* from PathfinderModule - [ ] P1: Evaluate flanking path quality - [ ] P1: Calculate flanking advantage score - [ ] P1: Select best flanking route - [ ] P1: Implement frontal assault decision - [ ] P1: Assess frontal attack viability - [ ] P1: Calculate force ratio advantage - [ ] P1: Determine assault timing - [ ] P1: Implement retreat decision - [ ] P1: Monitor retreat threshold (health, threat) - [ ] P1: Calculate retreat path to safety - [ ] P1: Execute tactical withdrawal - [ ] P1: Add suppression fire tactics - [ ] P1: Identify suppression targets - [ ] P1: Calculate suppression effectiveness - [ ] P1: Coordinate suppression with movement - [ ] P1: Create tactical AI coordinator - [ ] P1: Integrate all tactical decisions - [ ] P1: Implement decision priority system - [ ] P1: Add tactical state machine - [ ] P1: Integrate with AcquisitionModule and PathfinderModule - [ ] P1: Request target acquisition - [ ] P1: Request pathfinding for tactical maneuvers - [ ] P1: Coordinate multiple unit actions - [ ] P1: Integration tests with helper modules - [ ] P1: Test flanking decision with PathfinderModule - [ ] P1: Test target selection with AcquisitionModule - [ ] P1: Test retreat behavior under threat - [ ] P1: Performance target: 60 decisions/second - [ ] P1: Benchmark tactical decision throughput - [ ] P1: Optimize decision evaluation - [ ] P1: Profile coordination overhead **Total Tasks**: 31 ## OperationalModule - Strategic Decisions (P1) - [ ] P1: Implement OperationalPostureDecision complete - [ ] P1: Add evaluate() with strategic context - [ ] P1: Calculate posture suitability scores - [ ] P1: Select optimal operational posture - [ ] P1: Create posture types (rush_blinde, deep_battle, airland_battle, etc.) - [ ] P1: Define rush_blinde posture (rapid advance, combined arms) - [ ] P1: Define deep_battle posture (Soviet doctrine, echeloned attack) - [ ] P1: Define airland_battle posture (NATO doctrine, air-ground integration) - [ ] P1: Define defensive posture (fortified positions) - [ ] P1: Add doctrine-based weight adjustment - [ ] P1: Map doctrine to posture preferences - [ ] P1: Adjust weights based on national doctrine - [ ] P1: Implement dynamic weight modification - [ ] P1: Implement setPosture() directive to TacticalModule - [ ] P1: Communicate posture change to tactical AI - [ ] P1: Update tactical behavior based on posture - [ ] P1: Create adjustWeights() for tactical module configuration - [ ] P1: Modify tactical decision weights - [ ] P1: Adjust aggression levels - [ ] P1: Configure risk tolerance - [ ] P1: Integration with TacticalModule and DiplomacyModule - [ ] P1: Align tactical behavior with operational posture - [ ] P1: Consider diplomatic relationships in posture choice - [ ] P1: Write strategic decision tests - [ ] P1: Test posture selection logic - [ ] P1: Test doctrine influence on decisions - [ ] P1: Test posture change effects on tactics - [ ] P1: Create posture transition smoothing - [ ] P1: Add posture effectiveness tracking **Total Tasks**: 28 ## DiplomacyModule - Complete (P1) - [ ] P1: Implement full `DiplomacyModule` class - [ ] P1: Add module initialization with game factions - [ ] P1: Implement relationship storage for all faction pairs - [ ] P1: Add intention tracking system - [ ] P1: Add pub/sub communication interface - [ ] P1: Subscribe to threat calculation updates - [ ] P1: Publish diplomatic events - [ ] P1: Subscribe to faction actions - [ ] P1: Implement getRelation(), getIntention(), getFiability() - [ ] P1: Add relationship query by faction pair - [ ] P1: Implement intention query - [ ] P1: Add fiability (reputation) query - [ ] P1: Create diplomatic action handlers (lobbying, sanctions, aid) - [ ] P1: Implement lobbying campaign execution - [ ] P1: Add sanctions application and effects - [ ] P1: Implement military aid transfer - [ ] P1: Implement treaty management system (propose, activate, break) - [ ] P1: Add treaty proposal generation - [ ] P1: Implement treaty evaluation AI - [ ] P1: Add treaty activation with relationship changes - [ ] P1: Implement treaty breach handling - [ ] P1: Add serialization for persistence - [ ] P1: Serialize all relationships - [ ] P1: Serialize all treaties - [ ] P1: Serialize diplomatic history - [ ] P1: Implement calculateThreat() integration - [ ] P1: Use threat values to influence intentions - [ ] P1: Update diplomatic stance based on threat - [ ] P1: Write comprehensive integration tests - [ ] P1: Test emergent diplomatic behavior - [ ] P1: Test treaty lifecycle - [ ] P1: Test relationship evolution - [ ] P1: Performance: batch processing for intentions - [ ] P1: Optimize daily intention processing - [ ] P1: Batch relationship decay updates - [ ] P1: Add diplomatic event history visualization - [ ] P1: Create relationship graph visualization - [ ] P1: Implement diplomatic summary reports **Total Tasks**: 37 ## CompanyAI & StateAI Modules (P1) - [ ] P1: Implement `CompanyAIModule` decision framework - [ ] P1: Add company context (finances, assets, market position) - [ ] P1: Implement decision evaluation for businesses - [ ] P1: Add company goal system (profit, growth, monopoly) - [ ] P1: Implement `StateAIModule` decision framework - [ ] P1: Add state context (budget, military, diplomatic) - [ ] P1: Implement decision evaluation for governments - [ ] P1: Add state goal system (security, power, prosperity) - [ ] P1: Create investment decision system (R&D, production, lobbying) - [ ] P1: Implement R&D investment evaluation - [ ] P1: Add production capacity investment logic - [ ] P1: Implement lobbying investment and targets - [ ] P1: Calculate ROI for investments - [ ] P1: Create military purchase decision system - [ ] P1: Implement threat-based purchase prioritization - [ ] P1: Add budget constraint checking - [ ] P1: Calculate military necessity scores - [ ] P1: Add equipment type selection logic - [ ] P1: Add lobbying campaign logic - [ ] P1: Implement lobbying target selection - [ ] P1: Calculate lobbying effectiveness - [ ] P1: Track lobbying progress over time - [ ] P1: Implement company feature system - [ ] P1: Add company features (Metal, Electronic, Tank, Plane, Wood, Food, Engine, Cannon, Missile) - [ ] P1: Implement feature quality modifiers (Quality, Quantity, Speed, Cost, Modularity, Innovation) - [ ] P1: Add feature combinations and synergies - [ ] P1: Implement company mortality/birth system - [ ] P1: Integration with DiplomacyModule and EconomyModule - [ ] P1: Link lobbying to diplomatic relations - [ ] P1: Integrate market conditions with company decisions - [ ] P1: Add state economic policy effects - [ ] P1: Add blueprint cultural inheritance - [ ] P1: Implement national doctrine influence on company designs - [ ] P1: Add regional design style inheritance - [ ] P1: Create design evolution based on culture - [ ] P1: Write unit tests for company decision logic - [ ] P1: Write unit tests for state decision logic - [ ] P1: Write integration tests with economy and diplomacy **Total Tasks**: 38 ## Complete Threat Calculation System (P1) - [ ] P1: Implement all domain evaluations (land, air, naval) - [ ] P1: Integrate land threat evaluation - [ ] P1: Integrate air threat evaluation - [ ] P1: Integrate naval threat evaluation - [ ] P1: Add weighted domain combination - [ ] P1: Create complete equipment database - [ ] P1: Add all tank types with armor specs - [ ] P1: Add all AT weapons with penetration values - [ ] P1: Add all aircraft with capabilities - [ ] P1: Add all AA systems with effectiveness - [ ] P1: Add all naval vessels with armament - [ ] P1: Add all counter-measure mappings - [ ] P1: Map every equipment type to its counters - [ ] P1: Add effectiveness values for each counter - [ ] P1: Implement partial counter effectiveness - [ ] P1: Implement production threat evaluation - [ ] P1: Add production rate tracking per faction - [ ] P1: Implement projection over time - [ ] P1: Calculate production threat factor - [ ] P1: Create threat cache with smart invalidation - [ ] P1: Implement cache invalidation events - [ ] P1: Add TTL-based cache expiration - [ ] P1: Optimize cache hit rate - [ ] P1: Add lazy calculation on-demand - [ ] P1: Calculate threat only when queried - [ ] P1: Cache results for repeated queries - [ ] P1: Performance optimization (10k entities) - [ ] P1: Profile threat calculation with 10k entities - [ ] P1: Optimize cache lookups - [ ] P1: Parallelize threat calculations - [ ] P1: Integration with diplomacy intentions - [ ] P1: Provide threat values to DiplomacyModule - [ ] P1: Update intentions based on threat changes - [ ] P1: Write comprehensive integration tests - [ ] P1: Test all domain evaluations - [ ] P1: Test equipment counter effectiveness - [ ] P1: Test cache performance and correctness **Total Tasks**: 35 --- # BIG TASKS (1-2 weeks) ## Complete AI Framework System (P1) - [ ] P1: All decision types implemented and tested - [ ] P1: Implement all tactical decision types (15+ types) - [ ] P1: Implement all operational decision types (10+ types) - [ ] P1: Implement all economic decision types (10+ types) - [ ] P1: Test all decision integrations - [ ] P1: RL engine foundation (weight adjustment) - [ ] P1: Implement reinforcement learning framework - [ ] P1: Add weight adjustment based on outcomes - [ ] P1: Implement reward function calculation - [ ] P1: Add policy gradient updates - [ ] P1: Decision history tracking - [ ] P1: Record all decisions with context - [ ] P1: Track decision outcomes - [ ] P1: Calculate decision effectiveness - [ ] P1: Implement decision replay system - [ ] P1: Performance optimization (parallel evaluation) - [ ] P1: Parallelize decision evaluation - [ ] P1: Optimize weight calculations - [ ] P1: Cache decision scores - [ ] P1: Profile and eliminate bottlenecks - [ ] P1: Complete integration with game systems - [ ] P1: Integrate with all helper modules - [ ] P1: Integrate with all game mechanics - [ ] P1: Test end-to-end decision pipeline - [ ] P1: Documentation updates with real examples - [ ] P1: Add concrete decision examples from gameplay - [ ] P1: Document decision composition patterns - [ ] P1: Create decision tuning guide - [ ] P1: Create decision composition patterns - [ ] P1: Document effective decision combinations - [ ] P1: Add composition best practices - [ ] P1: Add meta-learning capabilities (V2) - [ ] P1: Implement learning from decision patterns - [ ] P1: Add adaptive weight evolution - [ ] P1: Create self-improving AI system **Total Tasks**: 32 ## World Generation - Complete Geological System (P1) ### Phase 1: Planetary Accretion (30 cycles × 100M years) - [ ] P1: Implement meteorite bombardment system - [ ] P1: Add meteorite generation with size distribution - [ ] P1: Implement impact probability calculation - [ ] P1: Create meteorite trajectory simulation - [ ] P1: Create impact physics (kinetic energy → heat + elevation) - [ ] P1: Calculate kinetic energy from velocity and mass - [ ] P1: Convert energy to heat and elevation increase - [ ] P1: Add impact crater formation - [ ] P1: Implement shock wave propagation - [ ] P1: Add metal composition and core formation - [ ] P1: Track metal content in crust - [ ] P1: Implement core differentiation - [ ] P1: Add magnetic field generation - [ ] P1: Implement volcanic eruption from core heat - [ ] P1: Calculate volcanic activity from core temperature - [ ] P1: Add magma chamber formation - [ ] P1: Implement lava flow simulation - [ ] P1: Create gradual cooling system - [ ] P1: Implement heat dissipation over time - [ ] P1: Add atmospheric heat loss - [ ] P1: Track surface temperature evolution ### Phase 2: Tectonic Formation (25 cycles × 100M years) - [ ] P1: Implement TectonicRegion struct with physics - [ ] P1: Create tectonic physics engine (repulsive forces, collisions) - [ ] P1: Add volcanic zone creation at collisions - [ ] P1: Implement region splitting algorithm - [ ] P1: Create mountain range formation - [ ] P1: Add rift valley creation - [ ] P1: Implement trench formation at subduction zones - [ ] P1: Add island arc generation - [ ] P1: Create hotspot volcanic chains - [ ] P1: Implement plate boundary classification (divergent, convergent, transform) ### Phase 3: Hydrological Cycles (25 cycles × 20M years) - [ ] P1: Implement dynamic sea level system - [ ] P1: Create hydraulic erosion (10x more effective than tectonic) - [ ] P1: Add ice volume calculation (glaciation/melting) - [ ] P1: Implement sediment transport - [ ] P1: Create coastal erosion system - [ ] P1: Add river network formation - [ ] P1: Implement lake and wetland creation - [ ] P1: Add aquifer simulation - [ ] P1: Create karst landscape formation - [ ] P1: Implement freeze-thaw weathering ### Phase 4: Climate Simulation - [ ] P1: Implement wind regions and ITCZ - [ ] P1: Create temperature distribution - [ ] P1: Add precipitation patterns - [ ] P1: Implement Hadley, Ferrel, and Polar cells - [ ] P1: Add monsoon system simulation - [ ] P1: Create ocean current simulation - [ ] P1: Implement rain shadow effects - [ ] P1: Add temperature gradients (latitude, elevation) - [ ] P1: Create seasonal variation model ### Phase 5: Biome Classification - [ ] P1: Implement 18 distinct biomes - [ ] P1: Create biome-specific parameters - [ ] P1: Add elevation-based biome distribution - [ ] P1: Implement biome types: Tundra, Taiga, Temperate Forest, Tropical Rainforest, etc. - [ ] P1: Add biome transition zones - [ ] P1: Create biome succession simulation - [ ] P1: Implement climate-based biome assignment - [ ] P1: Add biodiversity parameters per biome ### Phase 6: Resource Distribution - [ ] P1: Implement 70+ natural features - [ ] P1: Create geologically accurate formation patterns - [ ] P1: Add mass-based quality (region strength → resource grades) - [ ] P1: Implement ore deposit formation (magmatic, hydrothermal, sedimentary) - [ ] P1: Add mineral vein generation - [ ] P1: Create fossil fuel deposit simulation - [ ] P1: Implement rare earth element distribution - [ ] P1: Add gemstone deposit generation - [ ] P1: Create industrial mineral deposits ### Phase 7: Carbon Regions - [ ] P1: Implement carbon region system for coal/oil formation - [ ] P1: Add organic material accumulation - [ ] P1: Create coal seam formation - [ ] P1: Implement oil and gas reservoir creation - [ ] P1: Add organic matter burial simulation - [ ] P1: Create petroleum migration paths ### Integration - [ ] P1: Create RegionalInfluence framework - [ ] P1: Implement optimized 24-byte tiles - [ ] P1: Add geological temperature ranges (-100°C to +2000°C) - [ ] P1: Performance optimization (< 10s for 1024x1024 map) - [ ] P1: Implement multi-threaded generation - [ ] P1: Add progressive generation with checkpoints - [ ] P1: Create geological visualization tools - [ ] P1: Implement geological history replay - [ ] P1: Add geological validation tests - [ ] P1: Create procedural seed system for reproducibility **Total Tasks**: 80 ## Complete Save/Load System V1 (P1) - [ ] P1: All modules implement IModuleSave - [ ] P1: Add IModuleSave to TankModule - [ ] P1: Add IModuleSave to EconomyModule - [ ] P1: Add IModuleSave to DiplomacyModule - [ ] P1: Add IModuleSave to PathfinderModule - [ ] P1: Add IModuleSave to all other modules - [ ] P1: Metachunk streaming working perfectly - [ ] P1: Implement on-demand metachunk loading - [ ] P1: Add metachunk unloading for memory management - [ ] P1: Test streaming with 10000+ metachunks - [ ] P1: Error recovery and retry system - [ ] P1: Implement save verification checksums - [ ] P1: Add automatic retry on load failure - [ ] P1: Create fallback to previous save - [ ] P1: Implement partial load with degraded functionality - [ ] P1: Save compression (optional V1.5) - [ ] P1: Implement LZ4 fast compression - [ ] P1: Add configurable compression levels - [ ] P1: Test compression ratio and performance - [ ] P1: Autosave system (background thread) - [ ] P1: Implement non-blocking autosave - [ ] P1: Add autosave interval configuration - [ ] P1: Create autosave slot rotation (keep last N) - [ ] P1: Load time optimization (< 3s target) - [ ] P1: Profile load performance - [ ] P1: Optimize JSON parsing bottlenecks - [ ] P1: Implement parallel module loading - [ ] P1: Add lazy loading for non-critical data - [ ] P1: Version migration system - [ ] P1: Implement save version detection - [ ] P1: Add migration functions for version upgrades - [ ] P1: Test migration across all versions - [ ] P1: Save diff tool (compare two saves) - [ ] P1: Implement save comparison logic - [ ] P1: Add diff visualization - [ ] P1: Create save merge tool (for debugging) - [ ] P1: Write comprehensive save/load tests - [ ] P1: Test save/load integrity - [ ] P1: Test error recovery scenarios - [ ] P1: Test version migration - [ ] P1: Stress test with large saves (>1GB) **Total Tasks**: 40 ## Hot-Reload System Enhancement (P2) - [ ] P2: Module state preservation across reloads - [ ] P2: Enhance state serialization granularity - [ ] P2: Add incremental state updates - [ ] P2: Test state preservation with complex modules - [ ] P2: Configuration hot-reload without restart - [ ] P2: Implement config change detection - [ ] P2: Add config reload propagation to modules - [ ] P2: Test config hot-reload with all modules - [ ] P2: Doctrine hot-reload system - [ ] P2: Implement doctrine change detection - [ ] P2: Add doctrine reload without entity restart - [ ] P2: Test smooth doctrine transitions - [ ] P2: Metrics preservation during reload - [ ] P2: Preserve performance metrics - [ ] P2: Preserve gameplay statistics - [ ] P2: Add metrics snapshot before reload - [ ] P2: Zero-downtime reload for production - [ ] P2: Implement seamless hot-swap - [ ] P2: Add rollback on reload failure - [ ] P2: Test zero-downtime with active players - [ ] P2: Hot-reload debugging tools - [ ] P2: Add hot-reload visualization - [ ] P2: Create reload performance profiling - [ ] P2: Implement reload history tracking - [ ] P2: Real-time state inspection - [ ] P2: Add module state viewer during reload - [ ] P2: Implement state diff visualization - [ ] P2: Create reload impact analysis **Total Tasks**: 27 ## Complete Economy & Logistics System (P1) ### Company Features System - [ ] P1: Implement Feature types (Metal, Electronic, Tank, Plane, Wood, Food, Engine, Cannon, Missile) - [ ] P1: Create quality modifiers (Quality, Quantity, Speed, Cost, Modularity, Innovation) - [ ] P1: Add feature combinations and synergies - [ ] P1: Implement company mortality/birth system - [ ] P1: Create feature change events (financial decline, acquisition, overflow) - [ ] P1: Add feature inheritance on company acquisition - [ ] P1: Implement feature innovation system - [ ] P1: Add feature obsolescence tracking ### Inventory Strategies - [ ] P1: Implement stock level behaviors (Desperate <20%, Normal 20-50%, Cautious 50-80%, Oversupplied >80%) - [ ] P1: Create dynamic pricing based on stock levels - [ ] P1: Add opportunity trading mechanics - [ ] P1: Implement price volatility calculation - [ ] P1: Add market maker behavior - [ ] P1: Create arbitrage detection and exploitation ### Regional Specialization - [ ] P1: Implement transport cost economics (Ship 0.10€/kg, Truck 5.00€/kg) - [ ] P1: Create infrastructure investment ROI calculations (<15 years) - [ ] P1: Add natural geographic specialization emergence - [ ] P1: Implement coastal advantage phase - [ ] P1: Add resource cluster effects - [ ] P1: Create trade hub formation - [ ] P1: Implement transportation network evolution ### Blueprint Cultural System - [ ] P1: Create company blueprints with cultural inheritance - [ ] P1: Implement doctrine integration with blueprints - [ ] P1: Add regional style influences (Soviet sloped, Western boxy, etc.) - [ ] P1: Create blueprint evolution system - [ ] P1: Add blueprint performance tracking - [ ] P1: Implement blueprint mutation and innovation ### AI Design System - [ ] P1: Implement 1-2 designs per tick globally - [ ] P1: Create design validation (features as filters) - [ ] P1: Add design evolution (T-72 → T-80 → T-90) - [ ] P1: Implement probabilistic innovation system - [ ] P1: Add design effectiveness evaluation - [ ] P1: Create design cost calculation - [ ] P1: Implement market demand forecasting **Total Tasks**: 35 ## Complete Military Vehicle Design System (P1) ### Frame/Chassis System - [ ] P1: Implement grid-based component placement - [ ] P1: Create irregular chassis shapes with zone types - [ ] P1: Add zone categories (central, flank, dead, overload, disconnected) - [ ] P1: Implement chassis generations (Gen1-Gen4) - [ ] P1: Create chassis styles (Sloped, Boxy, Hexagonal, Modular Block, Organic) - [ ] P1: Add chassis bonuses and penalties - [ ] P1: Implement chassis material types - [ ] P1: Add chassis structural integrity calculation ### Named Chassis Database - [ ] P1: Implement 50+ named chassis (Fennec, Coyote, Griffon, Sparrow, Albatross, Barracuda, etc.) - [ ] P1: Create chassis-specific bonuses and maluses - [ ] P1: Add breakthrough chassis (Metamaterial, Plasma Shield, Quantum Tunneling) - [ ] P1: Implement chassis unlock progression - [ ] P1: Add chassis rarity and acquisition - [ ] P1: Create chassis upgrade paths ### Component System - [ ] P1: Implement hundreds of unique components - [ ] P1: Create component shapes (L, T, I, Z, +, Rectangle) - [ ] P1: Add component layers (Chassis, Systems, Weapons & Sensors) - [ ] P1: Implement technology-based component variants (5-15 per tech) - [ ] P1: Add component compatibility checking - [ ] P1: Create component power and weight calculation - [ ] P1: Implement component synergies - [ ] P1: Add component overheating and stress ### Design Interface - [ ] P1: Create pick & place system with drag-and-drop - [ ] P1: Add rotation with A/E keys - [ ] P1: Implement snap toggle with R key - [ ] P1: Add validation feedback (real-time constraints) - [ ] P1: Create template system - [ ] P1: Implement zone highlighting (central, flank, overload, etc.) - [ ] P1: Add design cost calculator - [ ] P1: Create design performance preview - [ ] P1: Implement design validation checklist - [ ] P1: Add design save/load functionality **Total Tasks**: 33 --- # RESEARCH & EXPLORATION (P3) ## Performance Optimization Research (P3) - [ ] P3: Profile threat calculation with 10k entities - [ ] P3: Benchmark JSON vs MessagePack for saves - [ ] P3: Research LZ4 vs Zstd compression (V2 saves) - [ ] P3: Investigate spatial indexing for threat cache - [ ] P3: Explore GPU acceleration for pathfinding - [ ] P3: Profile AI decision evaluation with 1000 concurrent units - [ ] P3: Benchmark geological simulation performance - [ ] P3: Optimize flow field generation for massive groups - [ ] P3: Research SIMD optimizations for physics calculations - [ ] P3: Investigate parallel JSON parsing - [ ] P3: Explore lock-free data structures for pub/sub - [ ] P3: Research memory pool optimization for modules ## AI & Machine Learning Research (P3) - [ ] P3: Research Reinforcement Learning libraries (TensorFlow, PyTorch) - [ ] P3: Investigate genetic algorithms for doctrine evolution - [ ] P3: Explore neural networks for pattern recognition - [ ] P3: Research multi-agent RL frameworks - [ ] P3: Investigate deep RL for complex tactical decisions - [ ] P3: Research transfer learning between doctrines - [ ] P3: Explore imitation learning from human players - [ ] P3: Investigate adversarial training for robust AI ## Architecture Improvements Research (P3) - [ ] P3: Investigate ECS (Entity Component System) integration - [ ] P3: Research distributed computing for multi-server - [ ] P3: Explore Redis for distributed state management - [ ] P3: Investigate ZeroMQ performance optimizations - [ ] P3: Research SIMD optimizations for geological simulation - [ ] P3: Explore cluster computing for world generation - [ ] P3: Investigate service mesh for microservices architecture - [ ] P3: Research event sourcing for game state management - [ ] P3: Explore CQRS pattern for read/write optimization - [ ] P3: Investigate WebAssembly for client modules --- # CLIENT/SERVER INTEGRATION (P1) ## V1 - Thin Client Implementation (P1) ### Client Modules - [ ] P1: Implement InputModule (keyboard/mouse → JSON commands) - [ ] P1: Add keyboard event capture - [ ] P1: Add mouse event capture - [ ] P1: Implement command mapping (WASD → movement) - [ ] P1: Add input buffering - [ ] P1: Create input validation - [ ] P1: Implement RenderModule (server state → display) - [ ] P1: Add basic rendering pipeline - [ ] P1: Implement entity rendering from server state - [ ] P1: Add camera control - [ ] P1: Create UI overlay rendering - [ ] P1: Implement ClientNetworkModule (WebSocket client) - [ ] P1: Add WebSocket connection handling - [ ] P1: Implement command sending - [ ] P1: Add state update receiving - [ ] P1: Create connection recovery - [ ] P1: Add latency measurement ### Server Modules - [ ] P1: Implement ServerNetworkModule (WebSocket server) - [ ] P1: Add WebSocket server initialization - [ ] P1: Implement client connection handling - [ ] P1: Add broadcast system for state updates - [ ] P1: Create client session management - [ ] P1: Extend TankModule for network integration - [ ] P1: Add command processing from network - [ ] P1: Implement state broadcasting - [ ] P1: Add entity state synchronization ### Testing & Performance - [ ] P1: Test 2+ players synchronized gameplay - [ ] P1: Test hot-reload without client disconnect - [ ] P1: Measure latency (<150ms target for V1) - [ ] P1: Test server capacity (10+ concurrent players) - [ ] P1: Profile client FPS (30+ target for V1) **Total Tasks**: 30 ## V2 - Client Prediction Implementation (P1) ### Shared Logic Extraction - [ ] P1: Extract SharedTankLogic.so from TankModule - [ ] P1: Refactor TankModule to use SharedTankLogic - [ ] P1: Extract SharedCombatLogic.so - [ ] P1: Extract SharedPhysicsLogic.so - [ ] P1: Create SharedLogic interface for all modules - [ ] P1: Test shared logic consistency ### Client Prediction - [ ] P1: Implement ClientTankModule with prediction - [ ] P1: Add immediate client-side prediction - [ ] P1: Implement prediction using SharedTankLogic - [ ] P1: Create prediction buffer - [ ] P1: Implement SyncModule (reconciliation) - [ ] P1: Add server state reconciliation - [ ] P1: Implement prediction correction - [ ] P1: Add input sequence tracking - [ ] P1: Create rollback mechanism - [ ] P1: Implement InterpolationModule (smooth corrections) - [ ] P1: Add state interpolation between updates - [ ] P1: Create smooth correction curves - [ ] P1: Add visual smoothing for jitter ### Server Authority - [ ] P1: Implement ValidationModule (anti-cheat) - [ ] P1: Add input validation - [ ] P1: Implement state verification - [ ] P1: Create anomaly detection - [ ] P1: Add cheater flagging - [ ] P1: Implement server-side physics simulation - [ ] P1: Add authoritative state calculation - [ ] P1: Create state broadcasting system ### Testing & Performance - [ ] P1: Test instant response (0ms perceived latency) - [ ] P1: Test smooth corrections (no jittering) - [ ] P1: Test logic sync (client/server calculations identical) - [ ] P1: Test server capacity (100+ concurrent players) - [ ] P1: Profile client FPS (60+ target for V2) - [ ] P1: Test prediction accuracy vs server state **Total Tasks**: 31 --- # PROGRESS TRACKING ## Completed Milestones ✅ - ✅ Core interface architecture (IEngine, IModule, IModuleSystem, IIO, ITaskScheduler, IDataTree, IDataNode, ICoordinationModule) - ✅ Complete UI system (IUI with ImGuiUI implementation) - ✅ Comprehensive documentation system (46+ markdown files) - ✅ Module versioning specification - ✅ Threat calculation specification (realistic armor/penetration ratios with 20% baseline) - ✅ Diplomacy system specification - ✅ Save system V1 specification - ✅ AI framework specification - ✅ Pathfinding system specification (Hybrid A*/HPA*/Flow Fields with ITaskScheduler integration) - ✅ Geological simulation specification (4.65 billion year simulation) - ✅ Economy & logistics specification (company features, regional specialization) - ✅ Military vehicle design specification (grid-based, 50+ chassis) - ✅ Client/Server architecture specification (V1 thin client, V2 prediction) ## Current Sprint Focus 🎯 ### Sprint 1: CRITICAL Infrastructure (BLOCKING EVERYTHING) - 2-3 weeks **Status**: IN PROGRESS - Configuration system implementation (IDataTree, IDataNode, gameconfig.json) - Core engine implementation (DebugEngine, SequentialModuleSystem, IntraIO) - CoordinationModule implementation - ModuleFactory with hot-reload ### Sprint 2: Foundation Implementation - 2-3 weeks **Status**: NOT STARTED (blocked by Sprint 1) - AI Framework base classes (IDecision, DecisionFactory, Weights, Context) - Threat calculation core (calculateCounterEffectiveness, ThreatCache) - Diplomacy data structures (Relationship, Intention, Treaty, Fiability) - Save system metachunks ## Next Sprint Candidates 📋 - **Sprint 3**: Helper modules (PathfinderModule, AcquisitionModule, MovementModule) - **Sprint 4**: Decision modules (TacticalModule, OperationalModule) - **Sprint 5**: Complete save/load system - **Sprint 6**: World generation integration - **Sprint 7**: Economy & logistics implementation - **Sprint 8**: Military design system - **Sprint 9**: Client/Server V1 implementation - **Sprint 10**: Client/Server V2 with prediction --- # PRIORITY MATRIX ## P0 - Critical (BLOCKING ALL OTHER WORK) - START HERE ⚠️ **Configuration System** (20 tasks) - IDataTree, IDataNode interfaces - JSONDataTree, JSONDataNode implementation - gameconfig.json format and loading - Hot-reload mechanism - Unit tests and documentation **Core Engine** (52 tasks) - DebugEngine implementation - SequentialModuleSystem implementation - IntraIO implementation - CoordinationModule implementation - ModuleFactory with hot-reload **Total P0 Tasks**: 72 ## P1 - High (Core Features) - DO AFTER P0 **AI Framework** (60+ tasks) **Threat Calculation** (42+ tasks) **Diplomacy System** (50+ tasks) **Pathfinding System** (35+ tasks) **Save/Load System** (57+ tasks) **Helper Modules** (88+ tasks) - AcquisitionModule, MovementModule, TacticalModule, OperationalModule **World Generation** (80+ tasks) **Client/Server** (61+ tasks) **Total P1 Tasks**: 473+ ## P2 - Medium (Enhancement) **Documentation** (30+ tasks) **Code Quality** (20+ tasks) **Build System** (18+ tasks) **Testing** (15+ tasks) **Hot-Reload Enhancement** (27+ tasks) **Economy & Logistics** (35+ tasks) **Military Design** (33+ tasks) **Total P2 Tasks**: 178+ ## P3 - Low (Nice-to-Have) **Research** (30 tasks) **Advanced Features** (68+ tasks) **Quality of Life** (40+ tasks) **Total P3 Tasks**: 138+ --- # DEVELOPMENT SEQUENCE (CRITICAL PATH) ## Phase 0: Infrastructure Foundation (P0 - MUST COMPLETE FIRST) **Duration**: 2-3 weeks **Blocking**: ALL module development 1. Configuration System - IDataTree/IDataNode interfaces - JSONDataTree/JSONDataNode implementation - gameconfig.json loading and validation - Hot-reload mechanism - Complete testing 2. Core Engine Components - DebugEngine with step-by-step execution - SequentialModuleSystem with <1ms performance - IntraIO with sub-millisecond latency - CoordinationModule as global orchestrator - ModuleFactory with 0.4ms hot-reload 3. Validation - Complete integration testing - Performance benchmarking - Hot-reload stress testing - Documentation completion ## Phase 1: Core Game Systems (P1 - AFTER INFRASTRUCTURE) **Duration**: 4-6 weeks 1. AI Framework Foundation 2. Threat Calculation Core 3. Diplomacy Data Structures 4. Save System Metachunks 5. Pathfinding Data Structures ## Phase 2: Helper Modules (P1) **Duration**: 3-4 weeks 1. PathfinderModule 2. AcquisitionModule 3. MovementModule 4. TacticalModule 5. OperationalModule ## Phase 3: Integration & Testing (P1) **Duration**: 2-3 weeks 1. Module Integration 2. End-to-End Testing 3. Performance Optimization 4. Documentation Updates ## Phase 4: Client/Server V1 (P1) **Duration**: 3-4 weeks 1. Thin Client Implementation 2. Server Network Module 3. Basic Rendering 4. Testing & Optimization ## Phase 5: Advanced Features (P1/P2) **Duration**: 8-10 weeks 1. World Generation 2. Economy & Logistics 3. Military Design System 4. Complete Save/Load 5. Client/Server V2 with Prediction --- # NOTES & GUIDELINES ## When Adding Tasks 1. **Specify estimated time** (Quick/Light/Medium/Feature/Big) 2. **Add dependencies** if any (use → and ←) 3. **Link to relevant documentation** 4. **Include acceptance criteria** for complex tasks 5. **Add priority** (P0/P1/P2/P3) 6. **Tag with affected systems** ## When Completing Tasks 1. **Check off** the task `- [x]` 2. **Add completion date** in comment if significant 3. **Update related documentation** 4. **Create follow-up tasks** if needed 5. **Move to "Completed Milestones"** if major feature 6. **Update progress tracking** 7. **Notify blocked tasks** if unblocking others ## Task Prioritization Rules 1. **P0 tasks first** - Everything is blocked by these 2. **Dependency-driven** - Unblock as many tasks as possible 3. **Hot-reload critical** - Systems needed for dev workflow 4. **Integration tasks** - Tasks that connect multiple systems 5. **Quick wins** - When energy is low or for momentum 6. **Polish last** - Visual/UX improvements are P3 ## Development Workflow **DO NOT implement modules before infrastructure is complete!** ### Correct Sequence: 1. **FIRST**: Configuration System (P0) 2. **SECOND**: Core Engine (P0) 3. **THIRD**: ModuleFactory (P0) 4. **THEN**: Start implementing actual game modules ### Module Development: - Work in `modules/X/` directory - Maximum 200-300 lines per module (except ProductionModule) - JSON-only communication - Autonomous build: `cd modules/X && cmake .` - Hot-reload ready from day one - Comprehensive testing --- # QUICK LINKS ## Core Documentation - [CLAUDE.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/CLAUDE.md) - Project instructions for AI development - [TODO.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/TODO.md) - Current implementation roadmap ## Architecture - [architecture-technique.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/01-architecture/architecture-technique.md) - Core architecture - [claude-code-integration.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/01-architecture/claude-code-integration.md) - AI development optimization - [behavior-composition-patterns.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/01-architecture/behavior-composition-patterns.md) - Modular AI patterns - [player-integration.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/01-architecture/player-integration.md) - Client/server architecture ## Systems - [gameplay-industriel.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/02-systems/gameplay-industriel.md) - Factory systems - [economie-logistique.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/02-systems/economie-logistique.md) - Economy & logistics - [systeme-militaire.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/02-systems/systeme-militaire.md) - Military vehicle design - [map-system.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/02-systems/map-system.md) - Procedural generation ## Reference - [INTEGRATION-MASTER-LIST.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/04-reference/INTEGRATION-MASTER-LIST.md) - Complete specifications catalog (570+) - [arbre-technologique.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/04-reference/arbre-technologique.md) - Complete tech tree (3000+) - [metriques-joueur.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/04-reference/metriques-joueur.md) - Analytics system --- # REMEMBER **Focus on P0 tasks first** - Configuration + Core Engine are BLOCKING everything else. No modules can be implemented until the infrastructure is complete! **Keep momentum with quick wins** when energy is low! **Parallel development** is possible after infrastructure is ready - multiple Claude Code instances on different modules! **Hot-reload is our superpower** - 0.4ms iteration cycles once infrastructure is complete! 🚀 **Let's build this!**