# CLAUDE.md This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. ## Project Overview **Warfactory** is a Factorio-inspired industrial military simulation game combining factory management with strategic military doctrine. The project is currently in design/documentation phase with comprehensive technical specifications. **Core Philosophy:** - Factory assembly lines as gameplay foundation - Player-driven military doctrine development - Progression from PMC operations to conventional warfare - Choice and complexity balanced with accessible presentation ## Documentation Architecture The project uses a modular documentation system in `/docs/`: ### Core Design Documents - `vue-ensemble.md` - Vision, philosophy, and design principles - `architecture-technique.md` - Multi-server architecture, engines, performance specs - `systemes-techniques.md` - Tile system, memory management, chunks - `map-system.md` - Procedural generation with 218+ elements, budget system (-10 to +10) ### Gameplay Systems - `gameplay-industriel.md` - Resource flow, production, factory optimization - `systeme-militaire.md` - Vehicle design with grid-based component placement - `economie-logistique.md` - Market simulation, supply chains, pricing - `mecaniques-jeu.md` - Research systems, breakthrough mechanics, administration ### Advanced Systems - `arbre-technologique.md` - 3000+ technology tree with prerequisites gating - `metriques-joueur.md` - Comprehensive analytics (3.1GB per game, adaptive scaling) - `coherence-problem.md` - Resolved design contradictions and technical challenges ## Key Technical Concepts ### Engine Architecture - **Autonomous Engines**: 6 specialized engines (Economy, War, Intelligence, Designer, MacroEntity, Map) - **Smart Client**: Request/response pattern, no streaming, FOW at chunk granularity - **Performance Target**: 60fps with 1000+ AI companies, 1-2 vehicle designs/tick globally ### Map System - **Multi-scale**: World (diplomatic) → Regional (logistics) → Local (factory) → Detail (combat) - **Procedural Generation**: 218 elements with budget scoring, millions of combinations - **Chunk System**: 64x64 tiles, streaming on demand, persistent storage ### Military Design - **Grid-based Vehicle Design**: Irregular chassis shapes with component placement - **Interface**: Pick/place with A/E rotation, R for snap toggle, template support - **Combat**: Multi-chunk battles, persistent frontlines, auto-battler with player oversight ## Development Context ### Resolved Issues Most initial "coherence problems" (P1-P30) were invalidated through clarification: - Architecture scales properly with smart resource management - Interface complexity is standard for genre (comparable to Factorio, Tarkov inventory) - Performance targets achievable with proper optimization - Only P7 (engine responsibilities) requires further analysis ### Current Status - **Phase**: Design documentation complete, technically viable - **Next Steps**: Implementation planning, engine responsibility clarification - **Questions Open**: 11 items in `questions-ouvertes.md` for future resolution ## Working with This Project ### Documentation Updates - Cross-reference systems when making changes (especially architecture ↔ gameplay) - Maintain coherence between technical specs and game design - Update `coherence-problem.md` if new conflicts emerge ### Key Design Constraints - **Skip-ability**: All systems must be automatable for accessibility - **Depth vs Accessibility**: Complex systems with simple interfaces - **Performance**: Real-time constraints with large-scale simulation - **Realism**: Military authenticity balanced with gameplay fun ### Important Files for Context - Start with `vue-ensemble.md` for project vision - Reference `architecture-technique.md` for technical decisions - Check `coherence-problem.md` for resolved design challenges - Use `questions-ouvertes.md` for known open issues