# War-Engine Documentation ## Engine Overview **War-Engine** handles combat simulation, multi-chunk battles, persistent frontlines, and auto-battler mechanics with player oversight. **Key Responsibilities:** - Combat simulation across multiple chunks - Persistent frontline management - Auto-battler mechanics with strategic player control - Battle result analysis and reporting ## Core Systems ### Combat System From `systeme-militaire.md`: - **Multi-Chunk Battles**: Combat spanning multiple 64x64 tile chunks - **Auto-Battler Mechanics**: Automated tactical combat with strategic oversight - **Unit Coordination**: Multi-vehicle formations and tactical maneuvers - **Terrain Effects**: Map-based combat modifiers and tactical considerations ### Frontline Management - **Persistent Frontlines**: Battle lines that persist across sessions - **Dynamic Front Movement**: Frontlines shift based on combat results - **Strategic Control Points**: Key locations affecting frontline stability - **Frontline Intelligence**: Reconnaissance and frontline monitoring ### Battle Resolution - **Real-time Combat**: Fast-paced tactical resolution - **Player Oversight**: Strategic control without micro-management - **Battle Reporting**: Detailed analysis for Operation-Engine learning - **Casualty Tracking**: Unit losses and damage assessment ## Engine Architecture ### Core Classes ```cpp class WarEngine { // Combat management void initiateBattle(const BattleSetup& setup); void updateActiveBattles(); BattleResult resolveBattle(int battleId); // Frontline system void updateFrontlines(); std::vector getFrontlines(int companyId) const; void setFrontlinePosition(int segmentId, const Position& newPosition); // Auto-battler with player oversight void setPlayerOversight(int battleId, const StrategicOrders& orders); AutoBattlerResult processAutoBattle(int battleId); }; ``` ### Communication with Other Engines - **Operation-Engine**: Provides battle results for strategic learning - **Designer-Engine**: Vehicle combat effectiveness feedback - **Intelligence-Engine**: Battle intelligence and reconnaissance data - **Map-Engine**: Multi-chunk combat terrain coordination - **Event-Engine**: Provides scrap data for breakthrough system ## Key Design Documents - `systeme-militaire.md` - Complete combat system specification - `architecture-technique.md` - Multi-chunk battle performance - `map-system.md` - Combat terrain integration - `mecaniques-jeu.md` - Auto-battler mechanics and player control ## Implementation Notes - Multi-chunk battles require efficient spatial coordination - Auto-battler provides engaging combat without micro-management - Persistent frontlines create strategic territorial control - Battle analysis feeds into strategic AI learning systems