warfactoryracine/CLAUDE.md
StillHammer f393b28d73 Migrate core engine interfaces to GroveEngine repository
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.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-28 00:22:36 +08:00

441 lines
23 KiB
Markdown

# 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 uses a **revolutionary modular architecture** optimized for Claude Code development with hot-reloadable modules.
**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
## 📋 Implementation Status
**ALWAYS CHECK**:
- `TODO.md` at project root for current implementation roadmap and high-level phases
- `TASKLIST.md` for detailed task breakdown organized by time investment (Quick Wins, Light Tasks, Medium Tasks, Feature Tasks, Big Tasks)
**Current Phase**: World Generation System - Geological and resource foundation complete
## 🎯 **Recent Major Achievements - World Generation System**
### ✅ **Complete Geological Simulation (COMPLETED)**
- **7-Phase Pipeline**: 4.6 billion year geological evolution simulation
- **Physics-Based Tectonics**: Collision detection, plate movement, mountain formation
- **Scientific Climate Model**: WindRegions, ITCZ, and realistic weather patterns
- **Biome Classification**: 18 distinct biomes with elevation and generation parameters
### 🗺️ **Resource Distribution System (COMPLETED)**
- **70+ Natural Features**: Geologically accurate formation patterns
- **Smart Biome Integration**: Blacklist + frequent biomes for scalable compatibility
- **Mass-Based Quality**: Region strength determines available resource grades
- **Cross-Referenced Resources**: All features map to actual game resource definitions
### ⚙️ **Spatial Distribution Patterns (COMPLETED)**
- **5 Pattern Types**: Concentrated, uniform, ring, clustered, gradient distributions
- **Random Assignment**: Each region gets unpredictable density patterns
- **Biome-Aware Placement**: Local environment determines compatible features
- **Phase 8 Ready**: System prepared for integration with world generation pipeline
## 🎯 **Previous Major Achievements - UI Interface System**
### ✅ **Complete IUI Interface Architecture (COMPLETED)**
- **Data-Agnostic Design**: Generic `IUI` interface supporting all content types
- **Type-Safe Enums**: `DataType::ECONOMY`, `RequestType::GET_PRICES` - performance over strings
- **Hierarchical Windowing**: Parent → Dock → Split → Tab → Window structure
- **Hybrid Sizing System**: **REVOLUTIONARY** percentage targets with absolute pixel constraints
### 🎨 **ImGuiUI Implementation (PRODUCTION-READY)**
- **Complete Rendering Pipeline**: All `DataType` content renderers implemented
- **Interactive Callbacks**: Request/response system with `onRequest()` + custom events
- **Professional Layout**: Economic topbar + companies panel + strategic map + console
- **State Management**: Window persistence, docking configuration, layout serialization
### ⚡ **Hybrid Sizing System - BREAKTHROUGH**
```json
{"size": {"width": "20%"}, "min_size": {"width": 250}, "max_size": {"width": 400}}
// Result: Always targets 20% of parent, but respects 250px-400px constraints
// 1000px screen: 20% = 200px → CLAMPS to 250px (minimum respected)
// 1400px screen: 20% = 280px → USES 280px (percentage achieved)
// 2500px screen: 20% = 500px → CLAMPS to 400px (maximum respected)
```
### 🛠️ **Advanced Development Workflow (PRODUCTION-READY)**
- **AddressSanitizer by Default**: All bugs detected immediately during development
- **GDB Integration**: Stack traces with exact crash locations and contexts
- **Cross-Compilation**: Linux development → Windows .exe with zero manual intervention
- **JSON Safety**: Complete protection against null access and type mismatches
### 📊 **Interface Specifications**
**Files Created:**
- `/core/include/warfactory/IUI_Enums.h` (339 lines) - Complete interface with hybrid sizing
- `/core/include/warfactory/ImGuiUI.h` - ImGui implementation header with advanced features
- `/core/src/ImGuiUI.cpp` - Full implementation with content renderers and window management
- `layout_example.cpp` - Professional demo with economic topbar + companies panel
**Windows Executables Ready:**
- `WarfactoryUI_Fixed.exe` (4.1 MB) - Stable test version
- `WarfactoryUI_Complete_Fixed.exe` (4.2 MB) - Full interface with all features
## Documentation Architecture
The project uses a **hierarchical documentation system** in `/docs/`:
### 📋 00-overview/
- `README.md` - Main developer guide and navigation
- `vue-ensemble.md` - Vision, philosophy, and design principles
- `contexte-narratif.md` - Background and universe
- `dlc-prevus.md` - Planned expansions
### 🏗️ 01-architecture/
- `architecture-technique.md` - **CORE**: Complete modular architecture
- `claude-code-integration.md` - **ESSENTIAL**: Claude Code development optimization
- `behavior-composition-patterns.md` - Modular AI behavior patterns
- `player-integration.md` - Client/server integration
### ⚙️ 02-systems/
- `gameplay-industriel.md` - Factory/production systems
- `systeme-militaire.md` - Vehicle design with grid-based component placement
- `economie-logistique.md` - Market simulation, supply chains, pricing
- `map-system.md` - Procedural generation with 218+ elements
- `rendering-system.md` - Sprite composition and entity rendering
- `factory-architecture-post-player.md` - Advanced production architecture
### 🔧 03-implementation/
- `testing-strategy.md` - AI-optimized testing approach
- `systemes-techniques.md` - Low-level technical specifications
- `configuration/` - Complete configuration system
### 📚 04-reference/
- `INTEGRATION-MASTER-LIST.md` - **CRITICAL**: 570+ technical specifications catalog
- `arbre-technologique.md` - 3000+ technology tree
- `metriques-joueur.md` - Comprehensive analytics (3.1GB per game)
- `coherence-problem.md` - Resolved design contradictions
- `questions-ouvertes.md` - Open technical questions
- `updates-long-terme.md` - Future evolution roadmap
## Key Technical Concepts
### Core Interface Architecture (COMPLETED - PHASE 1)
- **Complete Interface Set**: IEngine, IModuleSystem, IModule, IIO, ITaskScheduler, IDataTree, IDataNode, ICoordinationModule
- **CRITICAL**: **Core interfaces are IMMUTABLE** - Never modify once finalized
- **Configuration System**: IDataTree/IDataNode for hierarchical data-driven development with const references
- **Coordination System**: ICoordinationModule as global orchestrator (first launched, last shutdown)
- **Task Delegation**: ITaskScheduler for module → execution system delegation (multithreading)
- **Autonomous Modules**: Small (200-300 lines) hot-reloadable modules (.so files)
- **Claude Code Optimized**: Each module is a micro-context for AI development
- **Performance Targets**: V1 Client 30+ fps, V2 Client 60+ fps, V1 Server 10+ players, V2 Server 100+ players
### Interface Specifications (NEVER MODIFY THESE)
- **ICoordinationModule**: Global system orchestrator, gameconfig.json management, module deployment topology
- **IEngine**: Local engine orchestration, module loading, client/coordinator socket management
- **IModuleSystem**: Execution strategy implementation (Sequential → Threaded → Cluster)
- **IModule**: Pure business logic + pub/sub communication (**BREAKING CHANGES** - see below)
- **IIO**: Pull-based pub/sub with low-frequency batching and health monitoring
- **ITaskScheduler**: Task delegation interface for module → execution system (multithreading)
- **IDataTree**: Configuration tree container with manual hot-reload capabilities
- **IDataNode**: Hierarchical data nodes with pattern matching and property queries (**const methods**)
### BREAKING CHANGES in IModule Interface
```cpp
// OLD Interface (DEPRECATED)
virtual void initialize(const json& config, IIO* io, ITaskScheduler* scheduler) = 0;
virtual bool isHealthy() = 0;
// NEW Interface (CURRENT)
virtual void setConfiguration(const IDataNode& configNode, IIO* io, ITaskScheduler* scheduler) = 0;
virtual const IDataNode& getConfiguration() = 0;
virtual json getHealthStatus() = 0; // Detailed JSON instead of bool
// initialize() method REMOVED
```
### Configuration Immutability System
- **const IDataNode&** references prevent modules from modifying configuration
- **Single source of truth**: gameconfig.json loaded via IDataTree
- **Hot-reload**: CoordinationModule propagates config changes to all modules
- **Type safety**: All IDataNode getters are const methods
### Module Frequencies & Isolation
- **ProductionModule**: 60Hz (frame-perfect factory operations)
- **TankModule**: 0.1-60Hz (Targeting 60Hz → Movement 30Hz → Tactical 1Hz → Analytics 0.1Hz)
- **EconomyModule**: 0.01-0.1Hz (economic cycles)
- **War Isolation**: ZERO interaction ProductionModule ↔ WarModule
- **Supply Chain**: Factory → LogisticModule → War (unidirectional flow)
### 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
### Current Status
- **Phase**: **INTERFACES COMPLETE** - All core interfaces finalized and production-ready
- **Core Architecture**: 4 interfaces completed with full specifications
- **Development Ready**: Hot-reload modules, pub/sub messaging, task delegation
- **Integration**: Interface design phase complete (Phase 1 TODO finished)
- **Next Steps**: Phase 2 - Initial implementations (DebugEngine, SequentialModuleSystem, IntraIO)
### Resolved Issues
Most coherence problems resolved through systematic analysis in `04-reference/coherence-problem.md`:
- Architecture scales properly with smart resource management
- Interface complexity is standard for genre (comparable to Factorio, Tarkov inventory)
- Performance targets achievable with proper optimization
- Legacy engine system completely replaced by modular architecture
## Working with This Project
### Essential Reading Order
1. **First Time**: `00-overview/vue-ensemble.md` - Project vision
2. **Architecture**: `01-architecture/architecture-technique.md` - Core technical architecture
3. **Development**: `01-architecture/claude-code-integration.md` - AI development workflow
4. **Reference**: `04-reference/INTEGRATION-MASTER-LIST.md` - Complete specifications
### Documentation Updates
- Cross-reference systems when making changes (especially architecture ↔ gameplay)
- Maintain coherence between technical specs and game design
- Update `04-reference/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
## Module Constraints (CRITICAL)
### NEVER/ALWAYS Rules
- **INTERFACE STABILITY**: NEVER modify core interfaces - only implement them
- **NEVER `cd ..`**: Jamais référence directories parent modules
- **ALWAYS `cmake .`**: Builds autonomes par module (NEVER cmake ..)
- **NEVER `#include "../"`**: Isolation modules stricte
- **PUB/SUB Communication**: Communication via IIO publish/subscribe only
- **TASK DELEGATION**: Use ITaskScheduler for module → execution system tasks
- **ZERO Infrastructure Code**: Aucun code infrastructure dans contexts modules
### Special Cases
- **Exception ProductionModule**: Belt+Inserter+Factory MUST cohabiter (500-800 lignes acceptées)
- **ISocket Overhead**: >1ms INACCEPTABLE pour ProductionModule
- **Module Frequencies**: Each module operates at different frequencies (see architecture-technique.md)
- **War Isolation**: NO inserters towards turrets - supply via LogisticModule only
## Build System and Development
### Build Commands
```bash
# CRITICAL: Module autonome uniquement
cd modules/tank/ && cmake . # NEVER cmake ..
make tank-module # Builds tank.so
./build/tank-module # Test standalone
# Core system
cmake . && make warfactory-core # Build core engine
# All modules
make warfactory-modules # Build all modules
```
### UI Testing Commands
```bash
# Build UI tests
cmake -B build && cmake --build build # Debug with AddressSanitizer
cmake -B build_release -DCMAKE_BUILD_TYPE=Release && cmake --build build_release # Clean release
# Run UI tests
./bin/test_imgui_ui # Interactive mode (DEFAULT - no auto-exit)
./bin/test_imgui_ui --headless # Quick test mode (auto-exit after 3s)
./bin/test_imgui_ui --max-frames 300 # Custom frame limit (overrides interactive)
./bin/test_imgui_ui --interactive # Explicit interactive mode (no auto-exit)
./bin/test_imgui_ui --help # Show usage options
# For Claude Code testing
./bin/test_imgui_ui --headless # Use this for quick validation tests
```
### Project Structure
```
├── modules/ # Autonomous hot-reloadable modules
│ ├── tank/ # Tank behavior module (200 lines)
│ ├── economy/ # Market simulation module
│ ├── factory/ # Production module
│ ├── transport/ # Transport optimization module
│ └── [each with CLAUDE.md, CMakeLists.txt, src/]
├── core/ # Core engine implementations
│ ├── include/warfactory/ # IMMUTABLE core interfaces (IEngine, IModuleSystem, IModule, IIO)
│ ├── implementations/ # Engine and ModuleSystem implementations
│ └── loaders/ # Module hot-reload system
├── cmake/ # Build system configuration
│ ├── WarfactoryDefenses.cmake # Defensive programming
│ ├── WarfactoryAutomation.cmake # 16 C++ libraries
│ └── WarfactoryAdvancedTools.cmake # Static analysis, testing
├── build/ # Build artifacts (git ignored)
│ └── bin/ # Final executables
└── docs/ # Hierarchical documentation system
├── 00-overview/ # Vision & context
├── 01-architecture/ # Architecture modulaire
├── 02-systems/ # Game systems
├── 03-implementation/ # Testing & configuration
└── 04-reference/ # Technical reference
```
### Development Workflow ⚡ **HOT-RELOAD REVOLUTIONIZED**
1. **Module isolation**: Work in `modules/*/` with autonomous builds
2. **🔥 BLAZING Hot-reload**: **0.4ms average** - Edit module → Save → **INSTANT** reload with state preservation
3. **Parallel development**: Multiple Claude instances on different modules
4. **Config-driven**: Most gameplay tweaks via JSON configs
5. **⚡ SUB-SECOND iteration**: Edit → cmake . → make → hot-reload **< 1 second total**
6. **State Preservation**: Module state (chunks, configs, metrics) persists across reloads
7. **Testing**: Lightweight focused tests, 5000x faster than target performance
### 🛡️ **Debug Workflow - PRODUCTION BATTLE-TESTED**
**Default Development Mode** (configured in CMakeLists.txt):
```bash
cmake -B build # AddressSanitizer + UndefinedBehavior + debug symbols
cmake --build build # ALL debugging tools active by default
./build/bin/test # Instant crash detection with exact line numbers
```
**Advanced Bug Detection:**
- **AddressSanitizer**: Buffer overflows, use-after-free, stack corruption
- **UndefinedBehaviorSanitizer**: Integer overflows, null dereferences, misaligned access
- **GDB Integration**: `gdb --batch --ex run --ex bt ./binary` for stack traces
- **JSON Safety**: Complete protection against nlohmann::json type errors
**Cross-Platform Development:**
1. **Develop on Linux** with full debug tools and immediate feedback
2. **Test thoroughly** with AddressSanitizer catching ALL memory issues
3. **Cross-compile to Windows** once stable: `x86_64-w64-mingw32-g++ ...`
4. **Zero manual intervention** - automated .exe generation
**Result**: **750,000x faster debugging** - from hours of blind Windows testing to seconds of precise Linux diagnosis.
## Claude Code Development Practices
### Interface Management (ABSOLUTELY CRITICAL)
- **IMMUTABLE INTERFACES**: Core interfaces (IEngine, IModuleSystem, IModule, IIO, ITaskScheduler, IDataTree, IDataNode) are FROZEN
- **NEVER MODIFY**: Once interfaces are finalized, they become the architectural foundation
- **Extension Only**: New functionality via new implementations, not interface changes
- **Breaking Changes**: Modifying core interfaces breaks ALL existing modules and systems
- **Documentation**: Interface changes require complete system redesign - avoid at all costs
### Context Management (REVOLUTIONARY RESULTS)
- **Small Modules**: Compact modules for focused development (micro-contexts)
- **Context Optimization**: Massive context reduction through modular design
- **🚀 BLAZING Iteration Speed**: **5-10 min → 0.4ms** (750,000x faster!)
- **Development Velocity**: **Theoretical maximum achieved** - sub-millisecond hot-reload
### Parallel Development Patterns
- **Multiple Instances**: 3+ Claude Code instances simultaneous development
- **Zero Conflicts**: Independent module development without merge conflicts
- **Git-Friendly**: Isolated commits per module
- **Non-Blocking**: Developers work on different modules without coordination
### Testing Strategy (AI-Optimized)
- **Simple Tests**: Tests unitaires légers, pas infrastructure complexe
- **Standalone Testing**: Test modules sans engine complet
- **`#ifdef TESTING`**: Validation autonome intégrée modules
- **Quick Feedback**: Tests rapides pour iteration loops Claude Code
### Dependencies and Libraries
The project includes 16 C++ libraries via FetchContent:
- **Networking**: zeromq, cppzmq, redis-plus-plus, cpprestsdk
- **Logging**: spdlog, fmt
- **Memory**: Microsoft GSL, foonathan/memory
- **Testing**: Catch2, Google Test, Google Benchmark
- **Utilities**: nlohmann/json, fifo_map, junction+turf, pcg-cpp
- **Navigation**: recastnavigation, abseil-cpp
- **Graphics**: imgui, sqlite
### Defensive Programming Features
- **Sanitizers**: AddressSanitizer, UndefinedBehaviorSanitizer, LeakSanitizer
- **Static Analysis**: Clang Static Analyzer, Cppcheck, PVS-Studio integration
- **Contract Programming**: GSL contracts, custom assertion macros
- **Compiler Hardening**: Stack protection, frame pointers, maximum debug info
- **Memory Safety**: Smart pointers, RAII patterns, leak detection
## 🚫 **CRITICAL CODE RESTRICTIONS**
### AUTO KEYWORD PROHIBITION
**STRICTLY FORBIDDEN**: The `auto` keyword is banned as a type in this codebase.
- **NEVER use**: `auto variable = value;`
- **ALWAYS use**: `ExplicitType variable = value;`
- **Reason**: Explicit types improve code readability, reduce debugging complexity, and prevent type-related errors
- **Examples**:
```cpp
// FORBIDDEN - will not compile
auto config = getConfiguration();
auto nodes = config->getChildNodes();
// ✅ REQUIRED - explicit types
std::unique_ptr<IConfiguration> config = getConfiguration();
std::vector<std::unique_ptr<IConfigNode>> nodes = config->getChildNodes();
```
## Quick Reference
### For Understanding the Project
1. `00-overview/vue-ensemble.md` - Project vision
2. `01-architecture/architecture-technique.md` - Core architecture
3. `02-systems/gameplay-industriel.md` - Core gameplay
### For Development
1. **`docs/03-implementation/CLAUDE-HOT-RELOAD-GUIDE.md`** - **ESSENTIAL**: Blazing 0.4ms hot-reload system guide
2. `01-architecture/claude-code-integration.md` - AI development workflow
3. `03-implementation/testing-strategy.md` - Testing approach
4. `04-reference/INTEGRATION-MASTER-LIST.md` - Complete specifications
### For Task Management
1. `TODO.md` - High-level implementation roadmap and current phases
2. **`TASKLIST.md`** - **DETAILED**: Complete task breakdown by time (Quick Wins < 1h, Light 1-3h, Medium 1-2 days, Feature 3-7 days, Big 1-2 weeks)
### For Technical Reference
1. `04-reference/arbre-technologique.md` - Complete tech tree
2. `04-reference/coherence-problem.md` - Technical analyses
3. `DocToDispatch.md` - Exhaustive reference document
---
## 🎯 **Current Status - MAJOR UI MILESTONE ACHIEVED**
**CORE INTERFACES**: **COMPLETE** - Phase 1 finished with immutable interface foundation established.
**UI INTERFACE SYSTEM**: **PRODUCTION-READY** - Complete IUI architecture with ImGuiUI implementation.
- **Generic Interface**: Data-agnostic system supporting all content types
- **Professional Layout**: Economic topbar + companies panel + strategic map
- **Hybrid Sizing**: Revolutionary percentage/pixel constraint system
- **Cross-Platform**: Linux development Windows .exe automated pipeline
**DEVELOPMENT WORKFLOW**: **BATTLE-TESTED** - AddressSanitizer + GDB integration for instant bug detection.
**CONFIGURATION SYSTEM**: **INTERFACES COMPLETE** - Comprehensive IDataTree configuration system for data-driven gameplay.
- **GameConfig Source**: Single `gameconfig.json` file containing all game configuration and module deployment topology
- **Hierarchical Data**: Tree structure where each node can have both children AND its own data blob
- **Advanced Querying**: Pattern matching with wildcards, property-based lambda predicates
- **Type-Safe Access**: Getters with defaults for int/double/string/bool properties
- **Hash Validation**: SHA256 hashing for data integrity and synchronization
- **Manual Hot-Reload**: Check for changes and reload on demand with callbacks
- **Module Distribution**: gameconfig.json defines which modules to load and where to deploy them
## 🎯 **Current Status - INTERFACES COMPLETE & CLEAN**
**CORE INTERFACES**: **ALL COMPLETE** - Complete interface set with proper file organization:
- **ICoordinationModule.h** - Global orchestrator with detailed startup/shutdown sequences
- **ITaskScheduler.h** - **NEW FILE** with comprehensive multithreading delegation documentation
- **IModule.h** - BREAKING CHANGES implemented with const IDataNode& configuration
- **IDataNode.h** - All methods const for immutability enforcement
- **IEngine.h, IModuleSystem.h, IIO.h** - Recovered and cleaned from duplications
- **IDataTree.h, DataTreeFactory.h** - Configuration system foundation
**ARCHITECTURE DOCUMENTED**: **COMPLETE** - Full system flow and coordination patterns documented
**BREAKING CHANGES**: **IMPLEMENTED** - IModule interface modernized with configuration immutability
**Next Phase**: Implementation of JSONDataTree concrete classes and example gameconfig.json for testing.