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>
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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 workP1= High - Core featuresP2= Medium - EnhancementP3= 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.jsonformat insysteme-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
autokeyword usage (FORBIDDEN - see CLAUDE.md) - Verify all headers have
#pragma once - Standardize naming:
snake_casefor functions,PascalCasefor classes - Add missing copyright headers to source files
- Run clang-format on all
.cppand.hfiles - 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
VERSIONfile - Test cross-compilation to Windows from WSL
- Add
module-versioningscript tocmake/directory - Setup
.gitignorefor build artifacts - Create
build_all_modules.shconvenience 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
IDecisioninterface base class - P1: Add evaluate(context) pure virtual method
- P1: Add getScore() for decision rating
- P1: Add getDescription() for debugging
- P1: Create
DecisionFactorywith registration system - P1: Implement registerDecision(name, factory_func)
- P1: Add createDecision(name) factory method
- P1: Implement
Weightsstruct 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
Contextstruct with serialization - P1: Add world_state, unit_state, historical_data fields
- P1: Implement JSON serialization/deserialization
- P1: Implement
Optionstruct with modifiers - P1: Add action, parameters, confidence fields
- P1: Write unit tests for
DecisionFactoryregistration - 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
ThreatCacheclass 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
ThreatCalculationParamsstruct - 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
Relationshipstruct 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
Intentionbilateral 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
Treatyclass 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
Eventstruct 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.cmakehelper 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 allIModuleSaveimplementations - 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
Metachunkclass (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
PathConstraintsstruct 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
ThreatMapclass 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
CoverMapwith 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
Pathstruct 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
FlankingDecisioncomplete 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
DoctrineManagerwith 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
SaveSystemclass 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.jsongeneration - P1: Add game version, timestamp, module versions
- P1: Include world state summary
- P1: Add player statistics
- P1: Add
load_pendingerror 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
TectonicRegionstruct 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
IPathfinderabstract 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
PathConstraintsstruct with doctrine presets (AGGRESSIVE, BALANCED, CAUTIOUS, STEALTH) - P1: Implement
PathfinderModuleskeleton 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
ThreatMapclass with real-time threat propagation (Gaussian smoothing) - P1: Implement
CoverMapwith 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
DiplomacyModuleclass - 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
CompanyAIModuledecision 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
StateAIModuledecision 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
-
Configuration System
- IDataTree/IDataNode interfaces
- JSONDataTree/JSONDataNode implementation
- gameconfig.json loading and validation
- Hot-reload mechanism
- Complete testing
-
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
-
Validation
- Complete integration testing
- Performance benchmarking
- Hot-reload stress testing
- Documentation completion
Phase 1: Core Game Systems (P1 - AFTER INFRASTRUCTURE)
Duration: 4-6 weeks
- AI Framework Foundation
- Threat Calculation Core
- Diplomacy Data Structures
- Save System Metachunks
- Pathfinding Data Structures
Phase 2: Helper Modules (P1)
Duration: 3-4 weeks
- PathfinderModule
- AcquisitionModule
- MovementModule
- TacticalModule
- OperationalModule
Phase 3: Integration & Testing (P1)
Duration: 2-3 weeks
- Module Integration
- End-to-End Testing
- Performance Optimization
- Documentation Updates
Phase 4: Client/Server V1 (P1)
Duration: 3-4 weeks
- Thin Client Implementation
- Server Network Module
- Basic Rendering
- Testing & Optimization
Phase 5: Advanced Features (P1/P2)
Duration: 8-10 weeks
- World Generation
- Economy & Logistics
- Military Design System
- Complete Save/Load
- Client/Server V2 with Prediction
NOTES & GUIDELINES
When Adding Tasks
- Specify estimated time (Quick/Light/Medium/Feature/Big)
- Add dependencies if any (use → and ←)
- Link to relevant documentation
- Include acceptance criteria for complex tasks
- Add priority (P0/P1/P2/P3)
- Tag with affected systems
When Completing Tasks
- Check off the task
- [x] - Add completion date in comment if significant
- Update related documentation
- Create follow-up tasks if needed
- Move to "Completed Milestones" if major feature
- Update progress tracking
- Notify blocked tasks if unblocking others
Task Prioritization Rules
- P0 tasks first - Everything is blocked by these
- Dependency-driven - Unblock as many tasks as possible
- Hot-reload critical - Systems needed for dev workflow
- Integration tasks - Tasks that connect multiple systems
- Quick wins - When energy is low or for momentum
- Polish last - Visual/UX improvements are P3
Development Workflow
DO NOT implement modules before infrastructure is complete!
Correct Sequence:
- FIRST: Configuration System (P0)
- SECOND: Core Engine (P0)
- THIRD: ModuleFactory (P0)
- 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!