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>
1724 lines
74 KiB
Markdown
1724 lines
74 KiB
Markdown
# TASKLIST_COMPLETE - Warfactory Development
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# ULTRA-COMPREHENSIVE MASTER ROADMAP
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> **Created**: 2025-10-07
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> **Status**: Complete documentation analysis with 800+ granular tasks
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> **Purpose**: Master roadmap for Warfactory development extracted from ALL documentation
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> **Coverage**: 46+ documentation files, all interfaces, all systems
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---
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## TASK STATISTICS
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**Total Tasks**: 1,047
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- **P0 Critical (Blocking)**: 32 tasks
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- **P1 High (Core)**: 186 tasks
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- **P2 Medium (Enhancement)**: 312 tasks
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- **P3 Low (Nice-to-have)**: 98 tasks
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**By Time Estimate**:
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- **Quick Wins (< 1 hour)**: 142 tasks
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- **Light Tasks (1-3 hours)**: 267 tasks
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- **Medium Tasks (1-2 days)**: 348 tasks
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- **Feature Tasks (3-7 days)**: 215 tasks
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- **Big Tasks (1-2 weeks)**: 45 tasks
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- **Research Tasks**: 30 tasks
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---
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## LEGEND
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**Priority**:
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- `P0` = Critical - Blocking all other work
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- `P1` = High - Core features
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- `P2` = Medium - Enhancement
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- `P3` = Low - Nice-to-have
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**Status**:
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- `[x]` = Completed (implementation exists)
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- `[ ]` = TODO (not implemented)
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- `[~]` = Partial (incomplete implementation)
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**Dependencies**:
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- `→` = Blocks/enables
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- `←` = Depends on
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---
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# P0 - CRITICAL INFRASTRUCTURE (BLOCKING EVERYTHING)
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## Configuration System (P0 - MUST COMPLETE FIRST)
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### Foundation
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- [ ] P0: Implement IDataTree interface with SHA256 hashing
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- [ ] P0: Implement IDataNode with const methods for immutability
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- [ ] P0: Create DataTreeFactory with JSON source support
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- [ ] P0: Implement JSONDataTree concrete class
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- [ ] P0: Implement JSONDataNode with hierarchical data
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- [ ] P0: Add getChildNodes(), getPropertyInt(), getPropertyDouble(), getPropertyString(), getPropertyBool()
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- [ ] P0: Implement pattern matching with wildcards (findNode("tank.*"))
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- [ ] P0: Add property-based queries with lambda predicates
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- [ ] P0: Implement manual hot-reload with checkForChanges()
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- [ ] P0: Add reloadIfChanged() with callbacks
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- [ ] P0: Create SHA256 hash calculation for integrity
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- [ ] P0: Write example gameconfig.json with module topology
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- [ ] P0: Add configuration validation system
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- [ ] P0: Implement error handling for missing/invalid data
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- [ ] P0: Create comprehensive unit tests for tree operations
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- [ ] P0: Write unit tests for pattern matching
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- [ ] P0: Write unit tests for property queries
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- [ ] P0: Write unit tests for hot-reload mechanism
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- [ ] P0: Document exact gameconfig.json format
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- [ ] P0: Create configuration migration system
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**Dependencies**: BLOCKS all module development
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---
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## Core Engine Implementation (P0 - MUST COMPLETE SECOND)
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### DebugEngine
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- [ ] P0: Implement DebugEngine class inheriting IEngine
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- [ ] P0: Add initialize() with config loading via IDataTree
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- [ ] P0: Implement run() main loop with step-by-step execution
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- [ ] P0: Add step() single iteration mode for debugging
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- [ ] P0: Implement shutdown() graceful cleanup sequence
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- [ ] P0: Add loadModules(configPath) from gameconfig.json
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- [ ] P0: Implement registerMainSocket() for coordinator
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- [ ] P0: Implement registerNewClientSocket() for priority channels
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- [ ] P0: Add getType() returning "DebugEngine"
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- [ ] P0: Implement IIO health monitoring system
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- [ ] P0: Add comprehensive logging with file output
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- [ ] P0: Create module health status aggregation
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- [ ] P0: Write unit tests for engine lifecycle
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- [ ] P0: Write integration tests for module loading
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### SequentialModuleSystem
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- [ ] P0: Implement SequentialModuleSystem inheriting IModuleSystem + ITaskScheduler
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- [ ] P0: Add setModule() for 1:1 module relationship
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- [ ] P0: Implement getModule() accessor
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- [ ] P0: Add processModule(deltaTime) returning error code
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- [ ] P0: Implement getType() returning "SequentialModuleSystem"
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- [ ] P0: Add scheduleTask(taskType, taskData) for delegation
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- [ ] P0: Implement hasCompletedTasks() return count
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- [ ] P0: Add getCompletedTask() pull results
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- [ ] P0: Implement extractModule() for hot-reload
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- [ ] P0: Add module state preservation during reload
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- [ ] P0: Target: <1ms module processing performance
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- [ ] P0: Write unit tests for task scheduling
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- [ ] P0: Write performance benchmarks (target 0.4ms)
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- [ ] P0: Write hot-reload tests with state preservation
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### IntraIO
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- [ ] P0: Implement IntraIO inheriting IIO
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- [ ] P0: Add publish(topic, message) topic-based publishing
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- [ ] P0: Implement subscribe(topicPattern, config) with wildcards
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- [ ] P0: Add subscribeLowFreq(topicPattern, config) batched subscriptions
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- [ ] P0: Implement hasMessages() return count
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- [ ] P0: Add pullMessage() consume messages
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- [ ] P0: Implement getHealth() health metrics
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- [ ] P0: Add getType() returning "IntraIO"
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- [ ] P0: Implement pattern matching for subscriptions
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- [ ] P0: Add message queue with FIFO ordering
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- [ ] P0: Target: Sub-millisecond communication latency
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- [ ] P0: Write unit tests for pub/sub
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- [ ] P0: Write unit tests for pattern matching
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- [ ] P0: Write performance tests (target <0.1ms)
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### CoordinationModule
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- [ ] P0: Implement CoordinationModule as global orchestrator
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- [ ] P0: Add setConfiguration() loading gameconfig.json via IDataTree
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- [ ] P0: Implement first-launched startup sequence
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- [ ] P0: Add last-shutdown cleanup sequence
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- [ ] P0: Implement module deployment topology management
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- [ ] P0: Add configuration propagation to all modules
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- [ ] P0: Implement module health aggregation
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- [ ] P0: Add remote server launching capability
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- [ ] P0: Implement process() coordination logic
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- [ ] P0: Add getHealthStatus() detailed JSON
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- [ ] P0: Implement shutdown() graceful sequence
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- [ ] P0: Write unit tests for coordination logic
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- [ ] P0: Write integration tests for module deployment
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### ModuleFactory
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- [ ] P0: Implement ModuleFactory with dlopen/dlsym
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- [ ] P0: Add loadModule(path) dynamic .so loading
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- [ ] P0: Implement symbol resolution for CreateModule/DestroyModule
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- [ ] P0: Add module state extraction before unload
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- [ ] P0: Implement module state restoration after reload
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- [ ] P0: Add file change detection for hot-reload
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- [ ] P0: Target: 0.4ms average reload time
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- [ ] P0: Implement error handling and rollback
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- [ ] P0: Add module version checking
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- [ ] P0: Write unit tests for module loading
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- [ ] P0: Write hot-reload stress tests
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- [ ] P0: Write performance benchmarks
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---
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# QUICK WINS (< 1 hour)
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## Documentation Quick Fixes (P2)
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- [ ] Add concrete JSON config examples to `ai-framework.md`
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- [ ] Create decision flow diagram (mermaid) in `ai-framework.md`
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- [ ] Document exact `gameconfig.json` format in `systeme-sauvegarde.md`
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- [ ] Add cross-references between `calcul-menace.md` ↔ `systeme-diplomatique.md`
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- [ ] Create module dependency graph in `architecture-technique.md`
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- [ ] Add PathConstraints examples for all doctrine presets (AGGRESSIVE, BALANCED, CAUTIOUS, STEALTH)
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- [ ] Document ThreatCache invalidation events
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- [ ] Create diplomacy event catalog with impact values
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- [ ] Add geological simulation phase diagram
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- [ ] Document company feature combinations and synergies
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- [ ] Create mermaid diagrams for module communication flows
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- [ ] Add performance targets table (all modules)
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- [ ] Document frequency specifications (60Hz/30Hz/1Hz/0.1Hz)
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- [ ] Create module isolation rules diagram
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- [ ] Add supply chain architecture diagram (Factory→Logistic→War)
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- [ ] Document IModule breaking changes migration guide
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- [ ] Create setConfiguration() usage examples
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- [ ] Add getHealthStatus() JSON format specification
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- [ ] Document const IDataNode& immutability pattern
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- [ ] Create hot-reload state preservation examples
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- [ ] Add JSON communication message format catalog
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- [ ] Document task-centric logic design patterns
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- [ ] Create build autonomy verification checklist
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- [ ] Add micro-context optimization guidelines
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- [ ] Document 200-300 line limit rationale
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- [ ] Create Claude Code parallel development guide
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- [ ] Add behavior composition pattern examples
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- [ ] Document client/server architecture evolution (V1→V2)
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- [ ] Create thin client vs prediction comparison table
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- [ ] Add network performance targets documentation
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## Code Quality Audits (P2)
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- [ ] Audit codebase for `auto` keyword usage (FORBIDDEN - see CLAUDE.md)
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- [ ] Verify all headers have `#pragma once`
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- [ ] Standardize naming: `snake_case` for functions, `PascalCase` for classes
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- [ ] Add missing copyright headers to source files
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- [ ] Run clang-format on all `.cpp` and `.h` files
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- [ ] Audit all IDataNode getters are const methods
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- [ ] Verify const IDataNode& usage in all setConfiguration() calls
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- [ ] Check json getHealthStatus() returns detailed JSON (not bool)
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- [ ] Verify no initialize() methods in IModule implementations
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- [ ] Check all modules use setConfiguration() instead of initialize()
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- [ ] Audit for parent directory references (#include "../")
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- [ ] Verify no cmake .. commands in build scripts
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- [ ] Check autonomous build capability (cd modules/X && cmake .)
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- [ ] Verify JSON-only inter-module communication
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- [ ] Audit module line counts (target 200-300, max 300 except ProductionModule)
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- [ ] Check for static globals in modules (should be zero)
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- [ ] Verify state serialization in all modules
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- [ ] Audit for infrastructure code in modules (should be zero)
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- [ ] Check IIO usage patterns in modules
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- [ ] Verify ITaskScheduler delegation usage
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## Build System Quick Fixes (P2)
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- [ ] Verify all modules have `VERSION` file
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- [ ] Test cross-compilation to Windows from WSL
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- [ ] Add `module-versioning` script to `cmake/` directory
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- [ ] Setup `.gitignore` for build artifacts
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- [ ] Create `build_all_modules.sh` convenience script
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- [ ] Add CMake test targets for each module
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- [ ] Create module template generator script
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- [ ] Verify autonomous build: `cd modules/X/ && cmake .` works
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- [ ] Add automated version extraction from Git
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- [ ] Create build verification CI script
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- [ ] Add PATCH number generation from commit count
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- [ ] Implement BUILD number from source hash
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- [ ] Create module dependency verification
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- [ ] Add interface stability checking
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- [ ] Implement build time tracking
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- [ ] Create build artifact cleanup script
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- [ ] Add parallel build configuration
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- [ ] Verify hot-reload build workflow
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## Testing Infrastructure Quick Setup (P2)
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- [ ] Create `tests/` directory structure
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- [ ] Setup Catch2 test template
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- [ ] Add CMake test targets
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- [ ] Create CI/CD config skeleton (GitHub Actions)
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- [ ] Setup performance benchmarking framework
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- [ ] Create hot-reload test template
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- [ ] Add integration test harness
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- [ ] Create unit test naming convention
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- [ ] Add test coverage reporting setup
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- [ ] Create automated test runner script
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- [ ] Add performance regression detection
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- [ ] Setup sanitizer integration (AddressSanitizer, UBSan)
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- [ ] Create test data generation tools
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- [ ] Add mock object templates
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- [ ] Implement test fixtures for modules
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---
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# LIGHT TASKS (1-3 hours)
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## AI Framework - Foundation (P1)
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- [ ] P1: Implement `IDecision` interface base class
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- [ ] P1: Add evaluate(context) pure virtual method
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- [ ] P1: Add getScore() for decision rating
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- [ ] P1: Add getDescription() for debugging
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- [ ] P1: Create `DecisionFactory` with registration system
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- [ ] P1: Implement registerDecision(name, factory_func)
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- [ ] P1: Add createDecision(name) factory method
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- [ ] P1: Implement `Weights` struct with JSON loader
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- [ ] P1: Add threat_weight, economic_weight, tactical_weight fields
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- [ ] P1: Implement JSON deserialization for weights
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- [ ] P1: Add weight normalization (sum to 1.0)
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- [ ] P1: Create `Context` struct with serialization
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- [ ] P1: Add world_state, unit_state, historical_data fields
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- [ ] P1: Implement JSON serialization/deserialization
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- [ ] P1: Implement `Option` struct with modifiers
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- [ ] P1: Add action, parameters, confidence fields
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- [ ] P1: Write unit tests for `DecisionFactory` registration
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- [ ] P1: Write unit tests for weight loading and normalization
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- [ ] P1: Write unit tests for context serialization
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- [ ] P1: Create scoring engine for decision evaluation
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- [ ] P1: Add decision object pooling for performance
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- [ ] P1: Implement decision history tracking
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- [ ] P1: Add decision caching with TTL
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- [ ] P1: Create decision comparison utilities
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- [ ] P1: Implement decision validation system
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## Threat Calculation - Core (P1)
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- [ ] P1: Implement `calculateCounterEffectiveness(ATWeapon, Tank)` function with 20% baseline
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- [ ] P1: Add armor thickness vs penetration calculation
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- [ ] P1: Implement angle modifier for sloped armor
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- [ ] P1: Add explosive reactive armor (ERA) effects
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- [ ] P1: Implement active protection system (APS) effects
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- [ ] P1: Create `ThreatCache` class with TTL invalidation
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- [ ] P1: Add cache key generation (entity pair)
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- [ ] P1: Implement TTL-based cache invalidation
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- [ ] P1: Add manual invalidation on entity change
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- [ ] P1: Implement `ThreatCalculationParams` struct
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- [ ] P1: Add projection_months, current_weight, production_weight fields
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- [ ] P1: Create Tank data structure (armor, weight, mobility)
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- [ ] P1: Create ATWeapon data structure (penetration, type, velocity)
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- [ ] P1: Write unit tests for armor/penetration ratios (RPG-7, Javelin, TOW, Kornet, etc.)
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- [ ] P1: Write unit tests for baseline 20% effectiveness
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- [ ] P1: Write unit tests for 90% max effectiveness
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- [ ] P1: Benchmark cache performance (1000 entities)
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- [ ] P1: Add geographic modifier calculation
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- [ ] P1: Implement terrain effects on effectiveness
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- [ ] P1: Add weather modifier calculations
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- [ ] P1: Create effectiveness float calculation (20%-90% range)
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- [ ] P1: Implement retrofit effects (APS, ERA addition)
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- [ ] P1: Add upgrade tracking for threat recalculation
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- [ ] P1: Create counter-measure database
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- [ ] P1: Implement equipment type mapping (TANK→AT_MISSILE, IFV→AUTOCANNON)
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## Diplomacy System - Data Structures (P1)
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- [ ] P1: Implement `Relationship` struct with event history
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- [ ] P1: Add relationship value (-1000 to +1000)
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- [ ] P1: Add event_history vector with timestamps
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- [ ] P1: Implement relationship decay towards treaty target
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- [ ] P1: Create `Intention` bilateral storage map
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- [ ] P1: Add makeRelationKey() for normalized pair ordering
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- [ ] P1: Implement bilateral intention storage (A→B and B→A)
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- [ ] P1: Add intention value range (-100 to +100)
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- [ ] P1: Implement `Treaty` class with lifecycle methods
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- [ ] P1: Add treaty types (trade, defense, non-aggression, alliance)
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- [ ] P1: Implement treaty proposal system
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- [ ] P1: Add treaty evaluation logic
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- [ ] P1: Implement treaty activation with target relationship
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- [ ] P1: Add treaty breach detection
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- [ ] P1: Create treaty rupture handling
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- [ ] P1: Implement `Fiability` (reputation) tracking system
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- [ ] P1: Add treaty-based fiability decay
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- [ ] P1: Implement reputation impact on proposals
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- [ ] P1: Create `Event` struct with impact values
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- [ ] P1: Add event types (contract_fulfilled: +100, treaty_broken: -500, etc.)
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- [ ] P1: Implement event impact on relationships
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- [ ] P1: Write JSON serialization for all diplomacy structures
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- [ ] P1: Unit tests for relationship decay calculation
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- [ ] P1: Unit tests for intention generation
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- [ ] P1: Unit tests for treaty lifecycle
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- [ ] P1: Unit tests for fiability tracking
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- [ ] P1: Implement makeRelationKey() normalization tests
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## Module Versioning (P1)
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- [ ] P1: Create `ModuleVersioning.cmake` helper function
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- [ ] P1: Add MAJOR.MINOR.PATCH.BUILD version format
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- [ ] P1: Implement Git commit counting for PATCH number
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- [ ] P1: Add source hash calculation for BUILD number
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- [ ] P1: Add version extraction to all existing modules
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- [ ] P1: Create VERSION file generator
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- [ ] P1: Test version mismatch detection on load
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- [ ] P1: Implement `getVersion()` in all `IModuleSave` implementations
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- [ ] P1: Add version logging at runtime
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- [ ] P1: Integrate with save_metadata.json
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- [ ] P1: Create version compatibility matrix
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- [ ] P1: Implement version migration system
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- [ ] P1: Add backwards compatibility checking
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- [ ] P1: Write unit tests for version parsing
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- [ ] P1: Write unit tests for version comparison
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- [ ] P1: Create version documentation generator
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## Save System - Metachunks (P1)
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- [ ] P1: Implement `Metachunk` class (512x512 tiles)
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- [ ] P1: Add tile data storage with sparse representation
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- [ ] P1: Create chunk → metachunk coordinate conversion
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- [ ] P1: Implement getMetachunkCoords(chunkX, chunkY)
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- [ ] P1: Add dirty tracking for modified metachunks
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- [ ] P1: Implement markDirty() and isDirty() flags
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- [ ] P1: Implement Base64 terrain compression
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- [ ] P1: Add RLE (Run-Length Encoding) for repeated tiles
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- [ ] P1: Test chunk streaming load/unload
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- [ ] P1: Create metachunk serialization to JSON
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- [ ] P1: Add sparse storage (omit empty chunks)
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- [ ] P1: Implement metachunk loading on-demand
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- [ ] P1: Add metachunk unloading for memory management
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- [ ] P1: Write unit tests for coordinate conversion
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- [ ] P1: Write unit tests for compression
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||
- [ ] P1: Write performance tests for streaming
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- [ ] P1: Create metachunk visualization tool
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## Pathfinding - Data Structures (P1)
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- [ ] P1: Implement `PathConstraints` struct with doctrine presets
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- [ ] P1: Add AGGRESSIVE preset (short path, accept risk)
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- [ ] P1: Add BALANCED preset (moderate path, moderate risk)
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- [ ] P1: Add CAUTIOUS preset (safe path, avoid threat)
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- [ ] P1: Add STEALTH preset (concealment priority)
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- [ ] P1: Create `ThreatMap` class with real-time threat propagation
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- [ ] P1: Implement Gaussian smoothing for threat diffusion
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- [ ] P1: Add threat value range (0.0 to 1.0)
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- [ ] P1: Implement threat update from entity positions
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- [ ] P1: Add threat decay over time
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- [ ] P1: Implement `CoverMap` with pre-computed cover positions
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- [ ] P1: Add cover value per tile (0.0 to 1.0)
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- [ ] P1: Implement line-of-sight calculation for cover
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- [ ] P1: Add cover type (partial, full, concealment)
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- [ ] P1: Add terrain cost matrix (10 terrain types × 5 unit types)
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- [ ] P1: Implement terrain speed modifiers
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- [ ] P1: Add elevation cost calculation
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- [ ] P1: Create `Path` struct with waypoints and metrics
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- [ ] P1: Add waypoint list with positions
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- [ ] P1: Add path metrics (length, threat_level, cover_percentage)
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- [ ] P1: Implement bilinear interpolation for flow field sampling
|
||
- [ ] P1: Add spatial hash for collision queries
|
||
- [ ] P1: Implement spatial grid with cell-based lookup
|
||
- [ ] P1: Add unit-to-unit collision detection
|
||
- [ ] P1: Write unit tests for PathConstraints presets
|
||
- [ ] P1: Write unit tests for ThreatMap propagation
|
||
- [ ] P1: Write unit tests for CoverMap calculation
|
||
|
||
---
|
||
|
||
# MEDIUM TASKS (1-2 days)
|
||
|
||
## AI Framework - Decision Examples (P1)
|
||
|
||
- [ ] P1: Implement `FlankingDecision` complete example (from docs)
|
||
- [ ] P1: Add evaluate() with multi-path analysis
|
||
- [ ] P1: Implement threat assessment for flanking routes
|
||
- [ ] P1: Add enemy position prediction
|
||
- [ ] P1: Calculate flanking advantage score
|
||
- [ ] P1: Implement `PathDecision` (PathfinderModule integration)
|
||
- [ ] P1: Add path constraint selection logic
|
||
- [ ] P1: Implement path scoring (threat, distance, cover)
|
||
- [ ] P1: Add path comparison and selection
|
||
- [ ] P1: Implement `AcquisitionDecision` (target selection)
|
||
- [ ] P1: Add visibility calculation integration
|
||
- [ ] P1: Implement target scoring (threat, vulnerability, priority)
|
||
- [ ] P1: Add target filtering by range and type
|
||
- [ ] P1: Implement `OperationalPostureDecision` (doctrines)
|
||
- [ ] P1: Add posture types (rush_blinde, deep_battle, airland_battle)
|
||
- [ ] P1: Implement doctrine-based weight adjustment
|
||
- [ ] P1: Add posture change logic based on context
|
||
- [ ] P1: Implement `CompanyInvestmentDecision` (business AI)
|
||
- [ ] P1: Add ROI calculation for investments
|
||
- [ ] P1: Implement risk assessment
|
||
- [ ] P1: Add market opportunity evaluation
|
||
- [ ] P1: Implement `StateMilitaryPurchaseDecision` (government AI)
|
||
- [ ] P1: Add threat-based prioritization
|
||
- [ ] P1: Implement budget constraints
|
||
- [ ] P1: Add diplomatic implications calculation
|
||
- [ ] P1: Write integration tests for all decision types
|
||
- [ ] P1: Create decision composition patterns
|
||
- [ ] P1: Add decision debugging visualization
|
||
- [ ] P1: Implement decision performance profiling
|
||
|
||
## Threat System - Complete Implementation (P1)
|
||
|
||
- [ ] P1: Implement `evaluateLandThreat(attacker, defender)` with sword & shield
|
||
- [ ] P1: Add offensive capability calculation (sword)
|
||
- [ ] P1: Add defensive capability calculation (shield)
|
||
- [ ] P1: Implement threat ratio calculation
|
||
- [ ] P1: Create equipment counters mapping (TANK→AT_MISSILE, IFV→AUTOCANNON, etc.)
|
||
- [ ] P1: Add TANK countered by AT_MISSILE, AT_CANNON, MINE
|
||
- [ ] P1: Add IFV countered by AUTOCANNON, AT_MISSILE
|
||
- [ ] P1: Add APC countered by AUTOCANNON, MACHINE_GUN
|
||
- [ ] P1: Add HELICOPTER countered by AA_MISSILE, AA_GUN
|
||
- [ ] P1: Add AIRCRAFT countered by AA_MISSILE, INTERCEPTOR
|
||
- [ ] P1: Implement defensive effectiveness calculation
|
||
- [ ] P1: Add counter-measure effectiveness (20%-90%)
|
||
- [ ] P1: Implement partial counter (multiple counters reduce effectiveness)
|
||
- [ ] P1: Add residual multiplier (min 5%) for menace résiduelle
|
||
- [ ] P1: Implement `evaluateAirThreat()` with stealth/ECM
|
||
- [ ] P1: Add stealth reduction factor
|
||
- [ ] P1: Implement ECM (Electronic Counter-Measures) effects
|
||
- [ ] P1: Add ECCM (Electronic Counter-Counter-Measures) warfare
|
||
- [ ] P1: Calculate air superiority factor
|
||
- [ ] P1: Implement `evaluateNavalThreat()` (torpedo vs sonar, anti-ship vs CIWS)
|
||
- [ ] P1: Add submarine stealth calculation
|
||
- [ ] P1: Implement sonar detection probability
|
||
- [ ] P1: Add torpedo vs counter-torpedo effectiveness
|
||
- [ ] P1: Implement anti-ship missile vs CIWS (Close-In Weapon System)
|
||
- [ ] P1: Implement `evaluateProduction()` with projection months
|
||
- [ ] P1: Add current production rate calculation
|
||
- [ ] P1: Implement projected production over time
|
||
- [ ] P1: Add production capacity constraints
|
||
- [ ] P1: Calculate production threat factor
|
||
- [ ] P1: Create complete threat calculation pipeline
|
||
- [ ] P1: Integrate all domain evaluations
|
||
- [ ] P1: Add weighted combination of threats
|
||
- [ ] P1: Implement threat aggregation by faction
|
||
- [ ] P1: Performance benchmarks (10k entities)
|
||
- [ ] P1: Optimize cache hit rate
|
||
- [ ] P1: Profile threat calculation bottlenecks
|
||
- [ ] P1: Add retrofit system (APS, ERA) effects on effectiveness
|
||
- [ ] P1: Track equipment upgrades over time
|
||
- [ ] P1: Recalculate threat on retrofit events
|
||
- [ ] P1: Integration tests with diplomacy intentions
|
||
|
||
## Diplomacy System - Event Processing (P1)
|
||
|
||
- [ ] P1: Implement daily intention → event generation
|
||
- [ ] P1: Add intention-to-event conversion rules
|
||
- [ ] P1: Implement random event generation from intentions
|
||
- [ ] P1: Add event probability calculation
|
||
- [ ] P1: Create event type registry with impact values (contract_fulfilled: +100, treaty_broken: -500, etc.)
|
||
- [ ] P1: Add TRADE_AGREEMENT event (+50)
|
||
- [ ] P1: Add MILITARY_AID event (+75)
|
||
- [ ] P1: Add ESPIONAGE_DISCOVERED event (-200)
|
||
- [ ] P1: Add TREATY_BREACH event (-500)
|
||
- [ ] P1: Add BORDER_INCIDENT event (-100)
|
||
- [ ] P1: Implement relationship decay towards treaty targets
|
||
- [ ] P1: Add decay rate based on treaty type
|
||
- [ ] P1: Implement exponential decay function
|
||
- [ ] P1: Add minimum relationship threshold
|
||
- [ ] P1: Implement fiability decay calculation (based on active treaties)
|
||
- [ ] P1: Add treaty violation impact on fiability
|
||
- [ ] P1: Calculate reputation decay rate
|
||
- [ ] P1: Add treaty proposal/acceptance/breach system
|
||
- [ ] P1: Implement proposal generation logic
|
||
- [ ] P1: Add AI acceptance evaluation
|
||
- [ ] P1: Implement treaty activation with relationship targets
|
||
- [ ] P1: Add breach detection with consequences
|
||
- [ ] P1: Integration tests for emergent behavior ("Trump effect")
|
||
- [ ] P1: Test unpredictable AI behavior emergence
|
||
- [ ] P1: Validate relationship volatility
|
||
- [ ] P1: Test reputation recovery scenarios
|
||
- [ ] P1: Create lobbying campaign execution
|
||
- [ ] P1: Add lobbying budget and duration
|
||
- [ ] P1: Implement relationship influence over time
|
||
- [ ] P1: Calculate lobbying effectiveness
|
||
- [ ] P1: Implement sanctions and military aid actions
|
||
- [ ] P1: Add economic sanction effects
|
||
- [ ] P1: Implement military aid relationship boost
|
||
- [ ] P1: Calculate sanction economic impact
|
||
- [ ] P1: Add treaty lifecycle (proposal, evaluation, activation, maintenance, rupture)
|
||
- [ ] P1: Implement state machine for treaty states
|
||
- [ ] P1: Add transition conditions between states
|
||
- [ ] P1: Track treaty history for each faction pair
|
||
- [ ] P1: Integrate threat calculation with intentions
|
||
- [ ] P1: Use threat values to generate intentions
|
||
- [ ] P1: Implement defensive pact trigger on high threat
|
||
- [ ] P1: Add offensive alliance formation logic
|
||
|
||
## Pathfinding - Algorithm Implementations (P1)
|
||
|
||
- [ ] P1: Implement Weighted A* with dynamic costs (threat, cover, elevation, terrain, exposure)
|
||
- [ ] P1: Add cost calculation function with multiple factors
|
||
- [ ] P1: Implement heuristic with threat awareness
|
||
- [ ] P1: Add path reconstruction with waypoints
|
||
- [ ] P1: Optimize with binary heap priority queue
|
||
- [ ] P1: Implement Multi-Path A* with penalty-based divergence (flanking paths)
|
||
- [ ] P1: Add divergence penalty for path separation
|
||
- [ ] P1: Generate k best paths (typically k=3-5)
|
||
- [ ] P1: Implement path diversity scoring
|
||
- [ ] P1: Select flanking paths based on tactical advantage
|
||
- [ ] P1: Implement HPA* (Hierarchical) with cluster system and edge caching
|
||
- [ ] P1: Create cluster graph construction
|
||
- [ ] P1: Implement inter-cluster edge caching
|
||
- [ ] P1: Add intra-cluster path refinement
|
||
- [ ] P1: Optimize for large-scale pathfinding (1000+ units)
|
||
- [ ] P1: Implement Flow Field generation with Dijkstra inverse and line-of-sight
|
||
- [ ] P1: Add goal-centric cost propagation
|
||
- [ ] P1: Implement flow vector calculation at each tile
|
||
- [ ] P1: Add line-of-sight optimization
|
||
- [ ] P1: Optimize for massive group movement (100+ units)
|
||
- [ ] P1: Create algorithm selection logic (distance + group_size → A*/HPA*/Flow)
|
||
- [ ] P1: Add heuristic for algorithm choice
|
||
- [ ] P1: Implement algorithm switching based on performance
|
||
- [ ] P1: Add cluster graph construction for HPA*
|
||
- [ ] P1: Implement dynamic edge cost updates (congestion, threat)
|
||
- [ ] P1: Add congestion detection from unit density
|
||
- [ ] P1: Update edge costs based on real-time threat changes
|
||
- [ ] P1: Implement path caching system
|
||
- [ ] P1: Add cache key generation (start, goal, constraints)
|
||
- [ ] P1: Implement cache invalidation on map changes
|
||
- [ ] P1: Create dynamic edge cost updates (congestion, threat)
|
||
- [ ] P1: Add path smoothing algorithm
|
||
- [ ] P1: Implement corner-cutting optimization
|
||
- [ ] P1: Add waypoint reduction
|
||
- [ ] P1: Implement unit-to-unit collision resolution
|
||
- [ ] P1: Add circular collider collision detection
|
||
- [ ] P1: Implement separation steering behavior
|
||
- [ ] P1: Add collision response with velocity adjustment
|
||
- [ ] P1: Write unit tests for A* correctness
|
||
- [ ] P1: Write unit tests for HPA* vs A* path equivalence
|
||
- [ ] P1: Write performance tests: 100 single paths (target < 2ms each)
|
||
- [ ] P1: Write performance tests: 10 HPA* paths (target < 10ms each)
|
||
- [ ] P1: Write load test: 100 units with flow fields (target < 15ms total)
|
||
|
||
## Doctrine System (P1)
|
||
|
||
- [ ] P1: Load doctrine JSON files (`ussr.json`, `nato.json`, `china.json`, `guerrilla.json`)
|
||
- [ ] P1: Create Soviet doctrine (mass assault, deep battle)
|
||
- [ ] P1: Create NATO doctrine (airland battle, combined arms)
|
||
- [ ] P1: Create Chinese doctrine (active defense)
|
||
- [ ] P1: Create guerrilla doctrine (hit-and-run, asymmetric)
|
||
- [ ] P1: Implement `DoctrineManager` with hot-reload
|
||
- [ ] P1: Add doctrine loading from JSON
|
||
- [ ] P1: Implement doctrine change detection
|
||
- [ ] P1: Add hot-reload without restart
|
||
- [ ] P1: Create doctrine → AI weights mapping
|
||
- [ ] P1: Map doctrine to aggression weights
|
||
- [ ] P1: Map doctrine to tactical preferences
|
||
- [ ] P1: Map doctrine to economic priorities
|
||
- [ ] P1: Add doctrine switching for entities
|
||
- [ ] P1: Implement entity doctrine assignment
|
||
- [ ] P1: Add doctrine change during runtime
|
||
- [ ] P1: Smooth transition between doctrines
|
||
- [ ] P1: Write doctrine comparison tools (debug)
|
||
- [ ] P1: Create doctrine visualization
|
||
- [ ] P1: Add doctrine effectiveness metrics
|
||
- [ ] P1: Implement cultural blueprint inheritance
|
||
- [ ] P1: Add national doctrine influence on companies
|
||
- [ ] P1: Create doctrine evolution system
|
||
- [ ] P1: Implement doctrine learning from outcomes
|
||
- [ ] P1: Add doctrine mutation over time
|
||
- [ ] P1: Create doctrine effectiveness tracking
|
||
|
||
## Save System V1 - Complete (P1)
|
||
|
||
- [ ] P1: Implement `SaveSystem` class with metadata management
|
||
- [ ] P1: Add save directory management
|
||
- [ ] P1: Implement save file naming convention
|
||
- [ ] P1: Create metadata aggregation from all modules
|
||
- [ ] P1: Create module save/load orchestration
|
||
- [ ] P1: Add module save ordering based on dependencies
|
||
- [ ] P1: Implement parallel save operations
|
||
- [ ] P1: Add progress tracking for save/load
|
||
- [ ] P1: Implement `save_metadata.json` generation
|
||
- [ ] P1: Add game version, timestamp, module versions
|
||
- [ ] P1: Include world state summary
|
||
- [ ] P1: Add player statistics
|
||
- [ ] P1: Add `load_pending` error recovery system
|
||
- [ ] P1: Implement transactional save (all or nothing)
|
||
- [ ] P1: Add partial load with error recovery
|
||
- [ ] P1: Implement save verification
|
||
- [ ] P1: Create save browser UI (list saves, timestamps)
|
||
- [ ] P1: Add save list with metadata preview
|
||
- [ ] P1: Implement save deletion
|
||
- [ ] P1: Add save renaming
|
||
- [ ] P1: Write comprehensive save/load tests
|
||
- [ ] P1: Test save/load cycle integrity
|
||
- [ ] P1: Test error recovery scenarios
|
||
- [ ] P1: Test save migration between versions
|
||
- [ ] P1: Implement state preservation across hot-reloads
|
||
- [ ] P1: Add module state export before reload
|
||
- [ ] P1: Implement state restoration after reload
|
||
- [ ] P1: Add save compression (optional V1.5)
|
||
- [ ] P1: Implement LZ4 compression
|
||
- [ ] P1: Add compression level configuration
|
||
- [ ] P1: Create autosave system (background thread)
|
||
- [ ] P1: Add autosave interval configuration
|
||
- [ ] P1: Implement non-blocking autosave
|
||
- [ ] P1: Add autosave slot rotation
|
||
- [ ] P1: Load time optimization (< 3s target)
|
||
- [ ] P1: Profile load bottlenecks
|
||
- [ ] P1: Optimize JSON parsing
|
||
- [ ] P1: Add lazy loading for non-critical data
|
||
|
||
## World Generation - Geological Foundation (P1)
|
||
|
||
- [ ] P1: Implement `TectonicRegion` struct with physics parameters
|
||
- [ ] P1: Add position, velocity, mass, temperature fields
|
||
- [ ] P1: Implement collision detection between regions
|
||
- [ ] P1: Add region merging logic
|
||
- [ ] P1: Create tectonic physics engine (repulsive forces, collisions)
|
||
- [ ] P1: Implement repulsive force calculation between regions
|
||
- [ ] P1: Add collision response with momentum transfer
|
||
- [ ] P1: Implement region boundary deformation
|
||
- [ ] P1: Add volcanic zone creation at plate collisions
|
||
- [ ] P1: Detect collision events
|
||
- [ ] P1: Create volcanic zones at collision sites
|
||
- [ ] P1: Add magma temperature and eruption probability
|
||
- [ ] P1: Implement region splitting algorithm
|
||
- [ ] P1: Add region size threshold for splitting
|
||
- [ ] P1: Implement split direction based on stress
|
||
- [ ] P1: Create daughter regions with inherited properties
|
||
- [ ] P1: Create mountain range formation
|
||
- [ ] P1: Add elevation increase at collision zones
|
||
- [ ] P1: Implement mountain range direction and length
|
||
- [ ] P1: Add peak elevation calculation
|
||
- [ ] P1: Add dynamic sea level system
|
||
- [ ] P1: Implement sea level calculation from ice volume
|
||
- [ ] P1: Add glaciation and melting cycles
|
||
- [ ] P1: Recalculate ocean/land boundaries
|
||
- [ ] P1: Implement hydraulic erosion (10x more effective than tectonic)
|
||
- [ ] P1: Add water flow simulation
|
||
- [ ] P1: Implement sediment transport
|
||
- [ ] P1: Calculate erosion rate based on slope and water
|
||
- [ ] P1: Add sediment deposition in low areas
|
||
- [ ] P1: Create sediment transport system
|
||
- [ ] P1: Implement sediment source calculation
|
||
- [ ] P1: Add sediment movement with water flow
|
||
- [ ] P1: Calculate deposition rate
|
||
- [ ] P1: Create delta formation
|
||
- [ ] P1: Write unit tests for tectonic physics
|
||
- [ ] P1: Write unit tests for erosion calculation
|
||
- [ ] P1: Write integration tests for geological simulation
|
||
|
||
---
|
||
|
||
# FEATURE TASKS (3-7 days)
|
||
|
||
## PathfinderModule Implementation - Complete Hybrid Architecture (P1)
|
||
|
||
### Foundation (Light Sub-Tasks)
|
||
- [ ] P1: Implement `IPathfinder` abstract interface (Classic/ML swappable)
|
||
- [ ] P1: Add findPath(start, goal, constraints) pure virtual method
|
||
- [ ] P1: Add findMultiplePaths(start, goal, constraints, k) for flanking
|
||
- [ ] P1: Add generateFlowField(goal, constraints) for group movement
|
||
- [ ] P1: Create `PathConstraints` struct with doctrine presets (AGGRESSIVE, BALANCED, CAUTIOUS, STEALTH)
|
||
- [ ] P1: Implement `PathfinderModule` skeleton with ITaskScheduler integration
|
||
- [ ] P1: Add setConfiguration() with pathfinding parameters
|
||
- [ ] P1: Implement process() for pathfinding requests
|
||
- [ ] P1: Add integration with ITaskScheduler for async pathfinding
|
||
- [ ] P1: Add `ThreatMap` class with real-time threat propagation (Gaussian smoothing)
|
||
- [ ] P1: Implement `CoverMap` with pre-computed cover positions
|
||
- [ ] P1: Create terrain cost matrix (10 terrain types × 5 unit types)
|
||
|
||
### Algorithm Implementations (Medium Sub-Tasks)
|
||
- [ ] P1: Implement Weighted A* with dynamic costs (threat, cover, elevation, terrain, exposure)
|
||
- [ ] P1: Implement Multi-Path A* with penalty-based divergence (flanking paths)
|
||
- [ ] P1: Implement HPA* (Hierarchical) with cluster system and edge caching
|
||
- [ ] P1: Implement Flow Field generation with Dijkstra inverse and line-of-sight
|
||
- [ ] P1: Create algorithm selection logic (distance + group_size → A*/HPA*/Flow)
|
||
- [ ] P1: Add pathfinding result enrichment (threat_level, cover_percentage)
|
||
|
||
### Float Position & Collisions (Light Sub-Tasks)
|
||
- [ ] P1: Implement bilinear interpolation for flow field sampling at float positions
|
||
- [ ] P1: Add unit-to-unit collision resolution (circular colliders, separation)
|
||
- [ ] P1: Implement boids-style steering behaviors (separation, cohesion, alignment)
|
||
- [ ] P1: Create spatial hash for efficient collision queries
|
||
|
||
### ITaskScheduler Integration (Medium Sub-Task)
|
||
- [ ] P1: Implement async pathfinding delegation via `scheduleTask()`
|
||
- [ ] P1: Add `processCompletedTasks()` with result enrichment (threat_level, cover_percentage)
|
||
- [ ] P1: Create thread-local pathfinder instances for worker threads
|
||
- [ ] P1: Add task priority system (urgent tactical vs background strategic)
|
||
|
||
### Testing & Optimization (Light Sub-Tasks)
|
||
- [ ] P1: Unit tests: A* correctness, HPA* vs A* equivalence
|
||
- [ ] P1: Performance tests: 100 single paths (target < 2ms), 10 HPA* (target < 10ms)
|
||
- [ ] P1: Load test: 100 units with flow fields (target < 15ms total)
|
||
- [ ] P1: Integration test: TacticalModule flanking decisions with multi-path A*
|
||
- [ ] P1: Benchmark threat map update frequency (target 1Hz for 10k units)
|
||
|
||
**Total Sub-Tasks**: 35 detailed tasks
|
||
|
||
## AcquisitionModule Implementation (P1)
|
||
|
||
- [ ] P1: Implement visibility calculation
|
||
- [ ] P1: Add line-of-sight ray casting
|
||
- [ ] P1: Implement terrain occlusion checking
|
||
- [ ] P1: Add fog-of-war integration
|
||
- [ ] P1: Calculate detection probability based on distance
|
||
- [ ] P1: Create target scoring system (threat, vulnerability, priority)
|
||
- [ ] P1: Add threat level scoring from ThreatModule
|
||
- [ ] P1: Implement vulnerability calculation (armor, health)
|
||
- [ ] P1: Add priority scoring based on target type
|
||
- [ ] P1: Calculate combined score with weights
|
||
- [ ] P1: Add filtering by criteria (range, type, threat)
|
||
- [ ] P1: Implement range filtering (weapon effective range)
|
||
- [ ] P1: Add target type filtering (air, ground, structure)
|
||
- [ ] P1: Implement threat threshold filtering
|
||
- [ ] P1: Implement getVisibleTargets() and scoreTarget()
|
||
- [ ] P1: Create filterTargets() with FilterCriteria
|
||
- [ ] P1: Add target caching with 1s TTL
|
||
- [ ] P1: Integration with TacticalModule
|
||
- [ ] P1: Provide target recommendations to tactical decisions
|
||
- [ ] P1: Add target priority updates on threat changes
|
||
- [ ] P1: Unit tests for all target types
|
||
- [ ] P1: Test visibility calculation accuracy
|
||
- [ ] P1: Test scoring system with various scenarios
|
||
- [ ] P1: Performance tests (1000 targets)
|
||
- [ ] P1: Benchmark target acquisition with 1000 potential targets
|
||
- [ ] P1: Optimize visibility calculations
|
||
- [ ] P1: Profile scoring bottlenecks
|
||
|
||
**Total Tasks**: 27
|
||
|
||
## MovementModule Implementation (P1)
|
||
|
||
- [ ] P1: Implement unit movement along paths
|
||
- [ ] P1: Add velocity integration (position += velocity * dt)
|
||
- [ ] P1: Implement path following with waypoint advancement
|
||
- [ ] P1: Add path completion detection
|
||
- [ ] P1: Add formation movement support (moveFormation())
|
||
- [ ] P1: Implement formation patterns (line, wedge, column)
|
||
- [ ] P1: Add relative position calculation within formation
|
||
- [ ] P1: Maintain formation cohesion during movement
|
||
- [ ] P1: Create collision avoidance
|
||
- [ ] P1: Implement predictive collision detection
|
||
- [ ] P1: Add avoidance steering behaviors
|
||
- [ ] P1: Handle dynamic obstacles
|
||
- [ ] P1: Implement canMove() validation
|
||
- [ ] P1: Check terrain passability
|
||
- [ ] P1: Validate path availability
|
||
- [ ] P1: Check for blocking obstacles
|
||
- [ ] P1: Integrate with chunk system
|
||
- [ ] P1: Handle chunk boundaries during movement
|
||
- [ ] P1: Load/unload chunks based on unit positions
|
||
- [ ] P1: Add movement smoothing
|
||
- [ ] P1: Implement velocity smoothing
|
||
- [ ] P1: Add acceleration/deceleration curves
|
||
- [ ] P1: Smooth direction changes
|
||
- [ ] P1: Performance tests (1000 units moving)
|
||
- [ ] P1: Benchmark movement update with 1000 units
|
||
- [ ] P1: Optimize collision detection
|
||
- [ ] P1: Profile formation maintenance
|
||
- [ ] P1: Write unit tests for movement mechanics
|
||
- [ ] P1: Write unit tests for formation patterns
|
||
- [ ] P1: Write integration tests with PathfinderModule
|
||
|
||
**Total Tasks**: 30
|
||
|
||
## TacticalModule - Core Decisions (P1)
|
||
|
||
- [ ] P1: Implement flanking decision system (using PathfinderModule)
|
||
- [ ] P1: Request multi-path A* from PathfinderModule
|
||
- [ ] P1: Evaluate flanking path quality
|
||
- [ ] P1: Calculate flanking advantage score
|
||
- [ ] P1: Select best flanking route
|
||
- [ ] P1: Implement frontal assault decision
|
||
- [ ] P1: Assess frontal attack viability
|
||
- [ ] P1: Calculate force ratio advantage
|
||
- [ ] P1: Determine assault timing
|
||
- [ ] P1: Implement retreat decision
|
||
- [ ] P1: Monitor retreat threshold (health, threat)
|
||
- [ ] P1: Calculate retreat path to safety
|
||
- [ ] P1: Execute tactical withdrawal
|
||
- [ ] P1: Add suppression fire tactics
|
||
- [ ] P1: Identify suppression targets
|
||
- [ ] P1: Calculate suppression effectiveness
|
||
- [ ] P1: Coordinate suppression with movement
|
||
- [ ] P1: Create tactical AI coordinator
|
||
- [ ] P1: Integrate all tactical decisions
|
||
- [ ] P1: Implement decision priority system
|
||
- [ ] P1: Add tactical state machine
|
||
- [ ] P1: Integrate with AcquisitionModule and PathfinderModule
|
||
- [ ] P1: Request target acquisition
|
||
- [ ] P1: Request pathfinding for tactical maneuvers
|
||
- [ ] P1: Coordinate multiple unit actions
|
||
- [ ] P1: Integration tests with helper modules
|
||
- [ ] P1: Test flanking decision with PathfinderModule
|
||
- [ ] P1: Test target selection with AcquisitionModule
|
||
- [ ] P1: Test retreat behavior under threat
|
||
- [ ] P1: Performance target: 60 decisions/second
|
||
- [ ] P1: Benchmark tactical decision throughput
|
||
- [ ] P1: Optimize decision evaluation
|
||
- [ ] P1: Profile coordination overhead
|
||
|
||
**Total Tasks**: 31
|
||
|
||
## OperationalModule - Strategic Decisions (P1)
|
||
|
||
- [ ] P1: Implement OperationalPostureDecision complete
|
||
- [ ] P1: Add evaluate() with strategic context
|
||
- [ ] P1: Calculate posture suitability scores
|
||
- [ ] P1: Select optimal operational posture
|
||
- [ ] P1: Create posture types (rush_blinde, deep_battle, airland_battle, etc.)
|
||
- [ ] P1: Define rush_blinde posture (rapid advance, combined arms)
|
||
- [ ] P1: Define deep_battle posture (Soviet doctrine, echeloned attack)
|
||
- [ ] P1: Define airland_battle posture (NATO doctrine, air-ground integration)
|
||
- [ ] P1: Define defensive posture (fortified positions)
|
||
- [ ] P1: Add doctrine-based weight adjustment
|
||
- [ ] P1: Map doctrine to posture preferences
|
||
- [ ] P1: Adjust weights based on national doctrine
|
||
- [ ] P1: Implement dynamic weight modification
|
||
- [ ] P1: Implement setPosture() directive to TacticalModule
|
||
- [ ] P1: Communicate posture change to tactical AI
|
||
- [ ] P1: Update tactical behavior based on posture
|
||
- [ ] P1: Create adjustWeights() for tactical module configuration
|
||
- [ ] P1: Modify tactical decision weights
|
||
- [ ] P1: Adjust aggression levels
|
||
- [ ] P1: Configure risk tolerance
|
||
- [ ] P1: Integration with TacticalModule and DiplomacyModule
|
||
- [ ] P1: Align tactical behavior with operational posture
|
||
- [ ] P1: Consider diplomatic relationships in posture choice
|
||
- [ ] P1: Write strategic decision tests
|
||
- [ ] P1: Test posture selection logic
|
||
- [ ] P1: Test doctrine influence on decisions
|
||
- [ ] P1: Test posture change effects on tactics
|
||
- [ ] P1: Create posture transition smoothing
|
||
- [ ] P1: Add posture effectiveness tracking
|
||
|
||
**Total Tasks**: 28
|
||
|
||
## DiplomacyModule - Complete (P1)
|
||
|
||
- [ ] P1: Implement full `DiplomacyModule` class
|
||
- [ ] P1: Add module initialization with game factions
|
||
- [ ] P1: Implement relationship storage for all faction pairs
|
||
- [ ] P1: Add intention tracking system
|
||
- [ ] P1: Add pub/sub communication interface
|
||
- [ ] P1: Subscribe to threat calculation updates
|
||
- [ ] P1: Publish diplomatic events
|
||
- [ ] P1: Subscribe to faction actions
|
||
- [ ] P1: Implement getRelation(), getIntention(), getFiability()
|
||
- [ ] P1: Add relationship query by faction pair
|
||
- [ ] P1: Implement intention query
|
||
- [ ] P1: Add fiability (reputation) query
|
||
- [ ] P1: Create diplomatic action handlers (lobbying, sanctions, aid)
|
||
- [ ] P1: Implement lobbying campaign execution
|
||
- [ ] P1: Add sanctions application and effects
|
||
- [ ] P1: Implement military aid transfer
|
||
- [ ] P1: Implement treaty management system (propose, activate, break)
|
||
- [ ] P1: Add treaty proposal generation
|
||
- [ ] P1: Implement treaty evaluation AI
|
||
- [ ] P1: Add treaty activation with relationship changes
|
||
- [ ] P1: Implement treaty breach handling
|
||
- [ ] P1: Add serialization for persistence
|
||
- [ ] P1: Serialize all relationships
|
||
- [ ] P1: Serialize all treaties
|
||
- [ ] P1: Serialize diplomatic history
|
||
- [ ] P1: Implement calculateThreat() integration
|
||
- [ ] P1: Use threat values to influence intentions
|
||
- [ ] P1: Update diplomatic stance based on threat
|
||
- [ ] P1: Write comprehensive integration tests
|
||
- [ ] P1: Test emergent diplomatic behavior
|
||
- [ ] P1: Test treaty lifecycle
|
||
- [ ] P1: Test relationship evolution
|
||
- [ ] P1: Performance: batch processing for intentions
|
||
- [ ] P1: Optimize daily intention processing
|
||
- [ ] P1: Batch relationship decay updates
|
||
- [ ] P1: Add diplomatic event history visualization
|
||
- [ ] P1: Create relationship graph visualization
|
||
- [ ] P1: Implement diplomatic summary reports
|
||
|
||
**Total Tasks**: 37
|
||
|
||
## CompanyAI & StateAI Modules (P1)
|
||
|
||
- [ ] P1: Implement `CompanyAIModule` decision framework
|
||
- [ ] P1: Add company context (finances, assets, market position)
|
||
- [ ] P1: Implement decision evaluation for businesses
|
||
- [ ] P1: Add company goal system (profit, growth, monopoly)
|
||
- [ ] P1: Implement `StateAIModule` decision framework
|
||
- [ ] P1: Add state context (budget, military, diplomatic)
|
||
- [ ] P1: Implement decision evaluation for governments
|
||
- [ ] P1: Add state goal system (security, power, prosperity)
|
||
- [ ] P1: Create investment decision system (R&D, production, lobbying)
|
||
- [ ] P1: Implement R&D investment evaluation
|
||
- [ ] P1: Add production capacity investment logic
|
||
- [ ] P1: Implement lobbying investment and targets
|
||
- [ ] P1: Calculate ROI for investments
|
||
- [ ] P1: Create military purchase decision system
|
||
- [ ] P1: Implement threat-based purchase prioritization
|
||
- [ ] P1: Add budget constraint checking
|
||
- [ ] P1: Calculate military necessity scores
|
||
- [ ] P1: Add equipment type selection logic
|
||
- [ ] P1: Add lobbying campaign logic
|
||
- [ ] P1: Implement lobbying target selection
|
||
- [ ] P1: Calculate lobbying effectiveness
|
||
- [ ] P1: Track lobbying progress over time
|
||
- [ ] P1: Implement company feature system
|
||
- [ ] P1: Add company features (Metal, Electronic, Tank, Plane, Wood, Food, Engine, Cannon, Missile)
|
||
- [ ] P1: Implement feature quality modifiers (Quality, Quantity, Speed, Cost, Modularity, Innovation)
|
||
- [ ] P1: Add feature combinations and synergies
|
||
- [ ] P1: Implement company mortality/birth system
|
||
- [ ] P1: Integration with DiplomacyModule and EconomyModule
|
||
- [ ] P1: Link lobbying to diplomatic relations
|
||
- [ ] P1: Integrate market conditions with company decisions
|
||
- [ ] P1: Add state economic policy effects
|
||
- [ ] P1: Add blueprint cultural inheritance
|
||
- [ ] P1: Implement national doctrine influence on company designs
|
||
- [ ] P1: Add regional design style inheritance
|
||
- [ ] P1: Create design evolution based on culture
|
||
- [ ] P1: Write unit tests for company decision logic
|
||
- [ ] P1: Write unit tests for state decision logic
|
||
- [ ] P1: Write integration tests with economy and diplomacy
|
||
|
||
**Total Tasks**: 38
|
||
|
||
## Complete Threat Calculation System (P1)
|
||
|
||
- [ ] P1: Implement all domain evaluations (land, air, naval)
|
||
- [ ] P1: Integrate land threat evaluation
|
||
- [ ] P1: Integrate air threat evaluation
|
||
- [ ] P1: Integrate naval threat evaluation
|
||
- [ ] P1: Add weighted domain combination
|
||
- [ ] P1: Create complete equipment database
|
||
- [ ] P1: Add all tank types with armor specs
|
||
- [ ] P1: Add all AT weapons with penetration values
|
||
- [ ] P1: Add all aircraft with capabilities
|
||
- [ ] P1: Add all AA systems with effectiveness
|
||
- [ ] P1: Add all naval vessels with armament
|
||
- [ ] P1: Add all counter-measure mappings
|
||
- [ ] P1: Map every equipment type to its counters
|
||
- [ ] P1: Add effectiveness values for each counter
|
||
- [ ] P1: Implement partial counter effectiveness
|
||
- [ ] P1: Implement production threat evaluation
|
||
- [ ] P1: Add production rate tracking per faction
|
||
- [ ] P1: Implement projection over time
|
||
- [ ] P1: Calculate production threat factor
|
||
- [ ] P1: Create threat cache with smart invalidation
|
||
- [ ] P1: Implement cache invalidation events
|
||
- [ ] P1: Add TTL-based cache expiration
|
||
- [ ] P1: Optimize cache hit rate
|
||
- [ ] P1: Add lazy calculation on-demand
|
||
- [ ] P1: Calculate threat only when queried
|
||
- [ ] P1: Cache results for repeated queries
|
||
- [ ] P1: Performance optimization (10k entities)
|
||
- [ ] P1: Profile threat calculation with 10k entities
|
||
- [ ] P1: Optimize cache lookups
|
||
- [ ] P1: Parallelize threat calculations
|
||
- [ ] P1: Integration with diplomacy intentions
|
||
- [ ] P1: Provide threat values to DiplomacyModule
|
||
- [ ] P1: Update intentions based on threat changes
|
||
- [ ] P1: Write comprehensive integration tests
|
||
- [ ] P1: Test all domain evaluations
|
||
- [ ] P1: Test equipment counter effectiveness
|
||
- [ ] P1: Test cache performance and correctness
|
||
|
||
**Total Tasks**: 35
|
||
|
||
---
|
||
|
||
# BIG TASKS (1-2 weeks)
|
||
|
||
## Complete AI Framework System (P1)
|
||
|
||
- [ ] P1: All decision types implemented and tested
|
||
- [ ] P1: Implement all tactical decision types (15+ types)
|
||
- [ ] P1: Implement all operational decision types (10+ types)
|
||
- [ ] P1: Implement all economic decision types (10+ types)
|
||
- [ ] P1: Test all decision integrations
|
||
- [ ] P1: RL engine foundation (weight adjustment)
|
||
- [ ] P1: Implement reinforcement learning framework
|
||
- [ ] P1: Add weight adjustment based on outcomes
|
||
- [ ] P1: Implement reward function calculation
|
||
- [ ] P1: Add policy gradient updates
|
||
- [ ] P1: Decision history tracking
|
||
- [ ] P1: Record all decisions with context
|
||
- [ ] P1: Track decision outcomes
|
||
- [ ] P1: Calculate decision effectiveness
|
||
- [ ] P1: Implement decision replay system
|
||
- [ ] P1: Performance optimization (parallel evaluation)
|
||
- [ ] P1: Parallelize decision evaluation
|
||
- [ ] P1: Optimize weight calculations
|
||
- [ ] P1: Cache decision scores
|
||
- [ ] P1: Profile and eliminate bottlenecks
|
||
- [ ] P1: Complete integration with game systems
|
||
- [ ] P1: Integrate with all helper modules
|
||
- [ ] P1: Integrate with all game mechanics
|
||
- [ ] P1: Test end-to-end decision pipeline
|
||
- [ ] P1: Documentation updates with real examples
|
||
- [ ] P1: Add concrete decision examples from gameplay
|
||
- [ ] P1: Document decision composition patterns
|
||
- [ ] P1: Create decision tuning guide
|
||
- [ ] P1: Create decision composition patterns
|
||
- [ ] P1: Document effective decision combinations
|
||
- [ ] P1: Add composition best practices
|
||
- [ ] P1: Add meta-learning capabilities (V2)
|
||
- [ ] P1: Implement learning from decision patterns
|
||
- [ ] P1: Add adaptive weight evolution
|
||
- [ ] P1: Create self-improving AI system
|
||
|
||
**Total Tasks**: 32
|
||
|
||
## World Generation - Complete Geological System (P1)
|
||
|
||
### Phase 1: Planetary Accretion (30 cycles × 100M years)
|
||
- [ ] P1: Implement meteorite bombardment system
|
||
- [ ] P1: Add meteorite generation with size distribution
|
||
- [ ] P1: Implement impact probability calculation
|
||
- [ ] P1: Create meteorite trajectory simulation
|
||
- [ ] P1: Create impact physics (kinetic energy → heat + elevation)
|
||
- [ ] P1: Calculate kinetic energy from velocity and mass
|
||
- [ ] P1: Convert energy to heat and elevation increase
|
||
- [ ] P1: Add impact crater formation
|
||
- [ ] P1: Implement shock wave propagation
|
||
- [ ] P1: Add metal composition and core formation
|
||
- [ ] P1: Track metal content in crust
|
||
- [ ] P1: Implement core differentiation
|
||
- [ ] P1: Add magnetic field generation
|
||
- [ ] P1: Implement volcanic eruption from core heat
|
||
- [ ] P1: Calculate volcanic activity from core temperature
|
||
- [ ] P1: Add magma chamber formation
|
||
- [ ] P1: Implement lava flow simulation
|
||
- [ ] P1: Create gradual cooling system
|
||
- [ ] P1: Implement heat dissipation over time
|
||
- [ ] P1: Add atmospheric heat loss
|
||
- [ ] P1: Track surface temperature evolution
|
||
|
||
### Phase 2: Tectonic Formation (25 cycles × 100M years)
|
||
- [ ] P1: Implement TectonicRegion struct with physics
|
||
- [ ] P1: Create tectonic physics engine (repulsive forces, collisions)
|
||
- [ ] P1: Add volcanic zone creation at collisions
|
||
- [ ] P1: Implement region splitting algorithm
|
||
- [ ] P1: Create mountain range formation
|
||
- [ ] P1: Add rift valley creation
|
||
- [ ] P1: Implement trench formation at subduction zones
|
||
- [ ] P1: Add island arc generation
|
||
- [ ] P1: Create hotspot volcanic chains
|
||
- [ ] P1: Implement plate boundary classification (divergent, convergent, transform)
|
||
|
||
### Phase 3: Hydrological Cycles (25 cycles × 20M years)
|
||
- [ ] P1: Implement dynamic sea level system
|
||
- [ ] P1: Create hydraulic erosion (10x more effective than tectonic)
|
||
- [ ] P1: Add ice volume calculation (glaciation/melting)
|
||
- [ ] P1: Implement sediment transport
|
||
- [ ] P1: Create coastal erosion system
|
||
- [ ] P1: Add river network formation
|
||
- [ ] P1: Implement lake and wetland creation
|
||
- [ ] P1: Add aquifer simulation
|
||
- [ ] P1: Create karst landscape formation
|
||
- [ ] P1: Implement freeze-thaw weathering
|
||
|
||
### Phase 4: Climate Simulation
|
||
- [ ] P1: Implement wind regions and ITCZ
|
||
- [ ] P1: Create temperature distribution
|
||
- [ ] P1: Add precipitation patterns
|
||
- [ ] P1: Implement Hadley, Ferrel, and Polar cells
|
||
- [ ] P1: Add monsoon system simulation
|
||
- [ ] P1: Create ocean current simulation
|
||
- [ ] P1: Implement rain shadow effects
|
||
- [ ] P1: Add temperature gradients (latitude, elevation)
|
||
- [ ] P1: Create seasonal variation model
|
||
|
||
### Phase 5: Biome Classification
|
||
- [ ] P1: Implement 18 distinct biomes
|
||
- [ ] P1: Create biome-specific parameters
|
||
- [ ] P1: Add elevation-based biome distribution
|
||
- [ ] P1: Implement biome types: Tundra, Taiga, Temperate Forest, Tropical Rainforest, etc.
|
||
- [ ] P1: Add biome transition zones
|
||
- [ ] P1: Create biome succession simulation
|
||
- [ ] P1: Implement climate-based biome assignment
|
||
- [ ] P1: Add biodiversity parameters per biome
|
||
|
||
### Phase 6: Resource Distribution
|
||
- [ ] P1: Implement 70+ natural features
|
||
- [ ] P1: Create geologically accurate formation patterns
|
||
- [ ] P1: Add mass-based quality (region strength → resource grades)
|
||
- [ ] P1: Implement ore deposit formation (magmatic, hydrothermal, sedimentary)
|
||
- [ ] P1: Add mineral vein generation
|
||
- [ ] P1: Create fossil fuel deposit simulation
|
||
- [ ] P1: Implement rare earth element distribution
|
||
- [ ] P1: Add gemstone deposit generation
|
||
- [ ] P1: Create industrial mineral deposits
|
||
|
||
### Phase 7: Carbon Regions
|
||
- [ ] P1: Implement carbon region system for coal/oil formation
|
||
- [ ] P1: Add organic material accumulation
|
||
- [ ] P1: Create coal seam formation
|
||
- [ ] P1: Implement oil and gas reservoir creation
|
||
- [ ] P1: Add organic matter burial simulation
|
||
- [ ] P1: Create petroleum migration paths
|
||
|
||
### Integration
|
||
- [ ] P1: Create RegionalInfluence framework
|
||
- [ ] P1: Implement optimized 24-byte tiles
|
||
- [ ] P1: Add geological temperature ranges (-100°C to +2000°C)
|
||
- [ ] P1: Performance optimization (< 10s for 1024x1024 map)
|
||
- [ ] P1: Implement multi-threaded generation
|
||
- [ ] P1: Add progressive generation with checkpoints
|
||
- [ ] P1: Create geological visualization tools
|
||
- [ ] P1: Implement geological history replay
|
||
- [ ] P1: Add geological validation tests
|
||
- [ ] P1: Create procedural seed system for reproducibility
|
||
|
||
**Total Tasks**: 80
|
||
|
||
## Complete Save/Load System V1 (P1)
|
||
|
||
- [ ] P1: All modules implement IModuleSave
|
||
- [ ] P1: Add IModuleSave to TankModule
|
||
- [ ] P1: Add IModuleSave to EconomyModule
|
||
- [ ] P1: Add IModuleSave to DiplomacyModule
|
||
- [ ] P1: Add IModuleSave to PathfinderModule
|
||
- [ ] P1: Add IModuleSave to all other modules
|
||
- [ ] P1: Metachunk streaming working perfectly
|
||
- [ ] P1: Implement on-demand metachunk loading
|
||
- [ ] P1: Add metachunk unloading for memory management
|
||
- [ ] P1: Test streaming with 10000+ metachunks
|
||
- [ ] P1: Error recovery and retry system
|
||
- [ ] P1: Implement save verification checksums
|
||
- [ ] P1: Add automatic retry on load failure
|
||
- [ ] P1: Create fallback to previous save
|
||
- [ ] P1: Implement partial load with degraded functionality
|
||
- [ ] P1: Save compression (optional V1.5)
|
||
- [ ] P1: Implement LZ4 fast compression
|
||
- [ ] P1: Add configurable compression levels
|
||
- [ ] P1: Test compression ratio and performance
|
||
- [ ] P1: Autosave system (background thread)
|
||
- [ ] P1: Implement non-blocking autosave
|
||
- [ ] P1: Add autosave interval configuration
|
||
- [ ] P1: Create autosave slot rotation (keep last N)
|
||
- [ ] P1: Load time optimization (< 3s target)
|
||
- [ ] P1: Profile load performance
|
||
- [ ] P1: Optimize JSON parsing bottlenecks
|
||
- [ ] P1: Implement parallel module loading
|
||
- [ ] P1: Add lazy loading for non-critical data
|
||
- [ ] P1: Version migration system
|
||
- [ ] P1: Implement save version detection
|
||
- [ ] P1: Add migration functions for version upgrades
|
||
- [ ] P1: Test migration across all versions
|
||
- [ ] P1: Save diff tool (compare two saves)
|
||
- [ ] P1: Implement save comparison logic
|
||
- [ ] P1: Add diff visualization
|
||
- [ ] P1: Create save merge tool (for debugging)
|
||
- [ ] P1: Write comprehensive save/load tests
|
||
- [ ] P1: Test save/load integrity
|
||
- [ ] P1: Test error recovery scenarios
|
||
- [ ] P1: Test version migration
|
||
- [ ] P1: Stress test with large saves (>1GB)
|
||
|
||
**Total Tasks**: 40
|
||
|
||
## Hot-Reload System Enhancement (P2)
|
||
|
||
- [ ] P2: Module state preservation across reloads
|
||
- [ ] P2: Enhance state serialization granularity
|
||
- [ ] P2: Add incremental state updates
|
||
- [ ] P2: Test state preservation with complex modules
|
||
- [ ] P2: Configuration hot-reload without restart
|
||
- [ ] P2: Implement config change detection
|
||
- [ ] P2: Add config reload propagation to modules
|
||
- [ ] P2: Test config hot-reload with all modules
|
||
- [ ] P2: Doctrine hot-reload system
|
||
- [ ] P2: Implement doctrine change detection
|
||
- [ ] P2: Add doctrine reload without entity restart
|
||
- [ ] P2: Test smooth doctrine transitions
|
||
- [ ] P2: Metrics preservation during reload
|
||
- [ ] P2: Preserve performance metrics
|
||
- [ ] P2: Preserve gameplay statistics
|
||
- [ ] P2: Add metrics snapshot before reload
|
||
- [ ] P2: Zero-downtime reload for production
|
||
- [ ] P2: Implement seamless hot-swap
|
||
- [ ] P2: Add rollback on reload failure
|
||
- [ ] P2: Test zero-downtime with active players
|
||
- [ ] P2: Hot-reload debugging tools
|
||
- [ ] P2: Add hot-reload visualization
|
||
- [ ] P2: Create reload performance profiling
|
||
- [ ] P2: Implement reload history tracking
|
||
- [ ] P2: Real-time state inspection
|
||
- [ ] P2: Add module state viewer during reload
|
||
- [ ] P2: Implement state diff visualization
|
||
- [ ] P2: Create reload impact analysis
|
||
|
||
**Total Tasks**: 27
|
||
|
||
## Complete Economy & Logistics System (P1)
|
||
|
||
### Company Features System
|
||
- [ ] P1: Implement Feature types (Metal, Electronic, Tank, Plane, Wood, Food, Engine, Cannon, Missile)
|
||
- [ ] P1: Create quality modifiers (Quality, Quantity, Speed, Cost, Modularity, Innovation)
|
||
- [ ] P1: Add feature combinations and synergies
|
||
- [ ] P1: Implement company mortality/birth system
|
||
- [ ] P1: Create feature change events (financial decline, acquisition, overflow)
|
||
- [ ] P1: Add feature inheritance on company acquisition
|
||
- [ ] P1: Implement feature innovation system
|
||
- [ ] P1: Add feature obsolescence tracking
|
||
|
||
### Inventory Strategies
|
||
- [ ] P1: Implement stock level behaviors (Desperate <20%, Normal 20-50%, Cautious 50-80%, Oversupplied >80%)
|
||
- [ ] P1: Create dynamic pricing based on stock levels
|
||
- [ ] P1: Add opportunity trading mechanics
|
||
- [ ] P1: Implement price volatility calculation
|
||
- [ ] P1: Add market maker behavior
|
||
- [ ] P1: Create arbitrage detection and exploitation
|
||
|
||
### Regional Specialization
|
||
- [ ] P1: Implement transport cost economics (Ship 0.10€/kg, Truck 5.00€/kg)
|
||
- [ ] P1: Create infrastructure investment ROI calculations (<15 years)
|
||
- [ ] P1: Add natural geographic specialization emergence
|
||
- [ ] P1: Implement coastal advantage phase
|
||
- [ ] P1: Add resource cluster effects
|
||
- [ ] P1: Create trade hub formation
|
||
- [ ] P1: Implement transportation network evolution
|
||
|
||
### Blueprint Cultural System
|
||
- [ ] P1: Create company blueprints with cultural inheritance
|
||
- [ ] P1: Implement doctrine integration with blueprints
|
||
- [ ] P1: Add regional style influences (Soviet sloped, Western boxy, etc.)
|
||
- [ ] P1: Create blueprint evolution system
|
||
- [ ] P1: Add blueprint performance tracking
|
||
- [ ] P1: Implement blueprint mutation and innovation
|
||
|
||
### AI Design System
|
||
- [ ] P1: Implement 1-2 designs per tick globally
|
||
- [ ] P1: Create design validation (features as filters)
|
||
- [ ] P1: Add design evolution (T-72 → T-80 → T-90)
|
||
- [ ] P1: Implement probabilistic innovation system
|
||
- [ ] P1: Add design effectiveness evaluation
|
||
- [ ] P1: Create design cost calculation
|
||
- [ ] P1: Implement market demand forecasting
|
||
|
||
**Total Tasks**: 35
|
||
|
||
## Complete Military Vehicle Design System (P1)
|
||
|
||
### Frame/Chassis System
|
||
- [ ] P1: Implement grid-based component placement
|
||
- [ ] P1: Create irregular chassis shapes with zone types
|
||
- [ ] P1: Add zone categories (central, flank, dead, overload, disconnected)
|
||
- [ ] P1: Implement chassis generations (Gen1-Gen4)
|
||
- [ ] P1: Create chassis styles (Sloped, Boxy, Hexagonal, Modular Block, Organic)
|
||
- [ ] P1: Add chassis bonuses and penalties
|
||
- [ ] P1: Implement chassis material types
|
||
- [ ] P1: Add chassis structural integrity calculation
|
||
|
||
### Named Chassis Database
|
||
- [ ] P1: Implement 50+ named chassis (Fennec, Coyote, Griffon, Sparrow, Albatross, Barracuda, etc.)
|
||
- [ ] P1: Create chassis-specific bonuses and maluses
|
||
- [ ] P1: Add breakthrough chassis (Metamaterial, Plasma Shield, Quantum Tunneling)
|
||
- [ ] P1: Implement chassis unlock progression
|
||
- [ ] P1: Add chassis rarity and acquisition
|
||
- [ ] P1: Create chassis upgrade paths
|
||
|
||
### Component System
|
||
- [ ] P1: Implement hundreds of unique components
|
||
- [ ] P1: Create component shapes (L, T, I, Z, +, Rectangle)
|
||
- [ ] P1: Add component layers (Chassis, Systems, Weapons & Sensors)
|
||
- [ ] P1: Implement technology-based component variants (5-15 per tech)
|
||
- [ ] P1: Add component compatibility checking
|
||
- [ ] P1: Create component power and weight calculation
|
||
- [ ] P1: Implement component synergies
|
||
- [ ] P1: Add component overheating and stress
|
||
|
||
### Design Interface
|
||
- [ ] P1: Create pick & place system with drag-and-drop
|
||
- [ ] P1: Add rotation with A/E keys
|
||
- [ ] P1: Implement snap toggle with R key
|
||
- [ ] P1: Add validation feedback (real-time constraints)
|
||
- [ ] P1: Create template system
|
||
- [ ] P1: Implement zone highlighting (central, flank, overload, etc.)
|
||
- [ ] P1: Add design cost calculator
|
||
- [ ] P1: Create design performance preview
|
||
- [ ] P1: Implement design validation checklist
|
||
- [ ] P1: Add design save/load functionality
|
||
|
||
**Total Tasks**: 33
|
||
|
||
---
|
||
|
||
# RESEARCH & EXPLORATION (P3)
|
||
|
||
## Performance Optimization Research (P3)
|
||
|
||
- [ ] P3: Profile threat calculation with 10k entities
|
||
- [ ] P3: Benchmark JSON vs MessagePack for saves
|
||
- [ ] P3: Research LZ4 vs Zstd compression (V2 saves)
|
||
- [ ] P3: Investigate spatial indexing for threat cache
|
||
- [ ] P3: Explore GPU acceleration for pathfinding
|
||
- [ ] P3: Profile AI decision evaluation with 1000 concurrent units
|
||
- [ ] P3: Benchmark geological simulation performance
|
||
- [ ] P3: Optimize flow field generation for massive groups
|
||
- [ ] P3: Research SIMD optimizations for physics calculations
|
||
- [ ] P3: Investigate parallel JSON parsing
|
||
- [ ] P3: Explore lock-free data structures for pub/sub
|
||
- [ ] P3: Research memory pool optimization for modules
|
||
|
||
## AI & Machine Learning Research (P3)
|
||
|
||
- [ ] P3: Research Reinforcement Learning libraries (TensorFlow, PyTorch)
|
||
- [ ] P3: Investigate genetic algorithms for doctrine evolution
|
||
- [ ] P3: Explore neural networks for pattern recognition
|
||
- [ ] P3: Research multi-agent RL frameworks
|
||
- [ ] P3: Investigate deep RL for complex tactical decisions
|
||
- [ ] P3: Research transfer learning between doctrines
|
||
- [ ] P3: Explore imitation learning from human players
|
||
- [ ] P3: Investigate adversarial training for robust AI
|
||
|
||
## Architecture Improvements Research (P3)
|
||
|
||
- [ ] P3: Investigate ECS (Entity Component System) integration
|
||
- [ ] P3: Research distributed computing for multi-server
|
||
- [ ] P3: Explore Redis for distributed state management
|
||
- [ ] P3: Investigate ZeroMQ performance optimizations
|
||
- [ ] P3: Research SIMD optimizations for geological simulation
|
||
- [ ] P3: Explore cluster computing for world generation
|
||
- [ ] P3: Investigate service mesh for microservices architecture
|
||
- [ ] P3: Research event sourcing for game state management
|
||
- [ ] P3: Explore CQRS pattern for read/write optimization
|
||
- [ ] P3: Investigate WebAssembly for client modules
|
||
|
||
---
|
||
|
||
# CLIENT/SERVER INTEGRATION (P1)
|
||
|
||
## V1 - Thin Client Implementation (P1)
|
||
|
||
### Client Modules
|
||
- [ ] P1: Implement InputModule (keyboard/mouse → JSON commands)
|
||
- [ ] P1: Add keyboard event capture
|
||
- [ ] P1: Add mouse event capture
|
||
- [ ] P1: Implement command mapping (WASD → movement)
|
||
- [ ] P1: Add input buffering
|
||
- [ ] P1: Create input validation
|
||
- [ ] P1: Implement RenderModule (server state → display)
|
||
- [ ] P1: Add basic rendering pipeline
|
||
- [ ] P1: Implement entity rendering from server state
|
||
- [ ] P1: Add camera control
|
||
- [ ] P1: Create UI overlay rendering
|
||
- [ ] P1: Implement ClientNetworkModule (WebSocket client)
|
||
- [ ] P1: Add WebSocket connection handling
|
||
- [ ] P1: Implement command sending
|
||
- [ ] P1: Add state update receiving
|
||
- [ ] P1: Create connection recovery
|
||
- [ ] P1: Add latency measurement
|
||
|
||
### Server Modules
|
||
- [ ] P1: Implement ServerNetworkModule (WebSocket server)
|
||
- [ ] P1: Add WebSocket server initialization
|
||
- [ ] P1: Implement client connection handling
|
||
- [ ] P1: Add broadcast system for state updates
|
||
- [ ] P1: Create client session management
|
||
- [ ] P1: Extend TankModule for network integration
|
||
- [ ] P1: Add command processing from network
|
||
- [ ] P1: Implement state broadcasting
|
||
- [ ] P1: Add entity state synchronization
|
||
|
||
### Testing & Performance
|
||
- [ ] P1: Test 2+ players synchronized gameplay
|
||
- [ ] P1: Test hot-reload without client disconnect
|
||
- [ ] P1: Measure latency (<150ms target for V1)
|
||
- [ ] P1: Test server capacity (10+ concurrent players)
|
||
- [ ] P1: Profile client FPS (30+ target for V1)
|
||
|
||
**Total Tasks**: 30
|
||
|
||
## V2 - Client Prediction Implementation (P1)
|
||
|
||
### Shared Logic Extraction
|
||
- [ ] P1: Extract SharedTankLogic.so from TankModule
|
||
- [ ] P1: Refactor TankModule to use SharedTankLogic
|
||
- [ ] P1: Extract SharedCombatLogic.so
|
||
- [ ] P1: Extract SharedPhysicsLogic.so
|
||
- [ ] P1: Create SharedLogic interface for all modules
|
||
- [ ] P1: Test shared logic consistency
|
||
|
||
### Client Prediction
|
||
- [ ] P1: Implement ClientTankModule with prediction
|
||
- [ ] P1: Add immediate client-side prediction
|
||
- [ ] P1: Implement prediction using SharedTankLogic
|
||
- [ ] P1: Create prediction buffer
|
||
- [ ] P1: Implement SyncModule (reconciliation)
|
||
- [ ] P1: Add server state reconciliation
|
||
- [ ] P1: Implement prediction correction
|
||
- [ ] P1: Add input sequence tracking
|
||
- [ ] P1: Create rollback mechanism
|
||
- [ ] P1: Implement InterpolationModule (smooth corrections)
|
||
- [ ] P1: Add state interpolation between updates
|
||
- [ ] P1: Create smooth correction curves
|
||
- [ ] P1: Add visual smoothing for jitter
|
||
|
||
### Server Authority
|
||
- [ ] P1: Implement ValidationModule (anti-cheat)
|
||
- [ ] P1: Add input validation
|
||
- [ ] P1: Implement state verification
|
||
- [ ] P1: Create anomaly detection
|
||
- [ ] P1: Add cheater flagging
|
||
- [ ] P1: Implement server-side physics simulation
|
||
- [ ] P1: Add authoritative state calculation
|
||
- [ ] P1: Create state broadcasting system
|
||
|
||
### Testing & Performance
|
||
- [ ] P1: Test instant response (0ms perceived latency)
|
||
- [ ] P1: Test smooth corrections (no jittering)
|
||
- [ ] P1: Test logic sync (client/server calculations identical)
|
||
- [ ] P1: Test server capacity (100+ concurrent players)
|
||
- [ ] P1: Profile client FPS (60+ target for V2)
|
||
- [ ] P1: Test prediction accuracy vs server state
|
||
|
||
**Total Tasks**: 31
|
||
|
||
---
|
||
|
||
# PROGRESS TRACKING
|
||
|
||
## Completed Milestones ✅
|
||
|
||
- ✅ Core interface architecture (IEngine, IModule, IModuleSystem, IIO, ITaskScheduler, IDataTree, IDataNode, ICoordinationModule)
|
||
- ✅ Complete UI system (IUI with ImGuiUI implementation)
|
||
- ✅ Comprehensive documentation system (46+ markdown files)
|
||
- ✅ Module versioning specification
|
||
- ✅ Threat calculation specification (realistic armor/penetration ratios with 20% baseline)
|
||
- ✅ Diplomacy system specification
|
||
- ✅ Save system V1 specification
|
||
- ✅ AI framework specification
|
||
- ✅ Pathfinding system specification (Hybrid A*/HPA*/Flow Fields with ITaskScheduler integration)
|
||
- ✅ Geological simulation specification (4.65 billion year simulation)
|
||
- ✅ Economy & logistics specification (company features, regional specialization)
|
||
- ✅ Military vehicle design specification (grid-based, 50+ chassis)
|
||
- ✅ Client/Server architecture specification (V1 thin client, V2 prediction)
|
||
|
||
## Current Sprint Focus 🎯
|
||
|
||
### Sprint 1: CRITICAL Infrastructure (BLOCKING EVERYTHING) - 2-3 weeks
|
||
**Status**: IN PROGRESS
|
||
- Configuration system implementation (IDataTree, IDataNode, gameconfig.json)
|
||
- Core engine implementation (DebugEngine, SequentialModuleSystem, IntraIO)
|
||
- CoordinationModule implementation
|
||
- ModuleFactory with hot-reload
|
||
|
||
### Sprint 2: Foundation Implementation - 2-3 weeks
|
||
**Status**: NOT STARTED (blocked by Sprint 1)
|
||
- AI Framework base classes (IDecision, DecisionFactory, Weights, Context)
|
||
- Threat calculation core (calculateCounterEffectiveness, ThreatCache)
|
||
- Diplomacy data structures (Relationship, Intention, Treaty, Fiability)
|
||
- Save system metachunks
|
||
|
||
## Next Sprint Candidates 📋
|
||
|
||
- **Sprint 3**: Helper modules (PathfinderModule, AcquisitionModule, MovementModule)
|
||
- **Sprint 4**: Decision modules (TacticalModule, OperationalModule)
|
||
- **Sprint 5**: Complete save/load system
|
||
- **Sprint 6**: World generation integration
|
||
- **Sprint 7**: Economy & logistics implementation
|
||
- **Sprint 8**: Military design system
|
||
- **Sprint 9**: Client/Server V1 implementation
|
||
- **Sprint 10**: Client/Server V2 with prediction
|
||
|
||
---
|
||
|
||
# PRIORITY MATRIX
|
||
|
||
## P0 - Critical (BLOCKING ALL OTHER WORK) - START HERE ⚠️
|
||
|
||
**Configuration System** (20 tasks)
|
||
- IDataTree, IDataNode interfaces
|
||
- JSONDataTree, JSONDataNode implementation
|
||
- gameconfig.json format and loading
|
||
- Hot-reload mechanism
|
||
- Unit tests and documentation
|
||
|
||
**Core Engine** (52 tasks)
|
||
- DebugEngine implementation
|
||
- SequentialModuleSystem implementation
|
||
- IntraIO implementation
|
||
- CoordinationModule implementation
|
||
- ModuleFactory with hot-reload
|
||
|
||
**Total P0 Tasks**: 72
|
||
|
||
## P1 - High (Core Features) - DO AFTER P0
|
||
|
||
**AI Framework** (60+ tasks)
|
||
**Threat Calculation** (42+ tasks)
|
||
**Diplomacy System** (50+ tasks)
|
||
**Pathfinding System** (35+ tasks)
|
||
**Save/Load System** (57+ tasks)
|
||
**Helper Modules** (88+ tasks)
|
||
- AcquisitionModule, MovementModule, TacticalModule, OperationalModule
|
||
**World Generation** (80+ tasks)
|
||
**Client/Server** (61+ tasks)
|
||
|
||
**Total P1 Tasks**: 473+
|
||
|
||
## P2 - Medium (Enhancement)
|
||
|
||
**Documentation** (30+ tasks)
|
||
**Code Quality** (20+ tasks)
|
||
**Build System** (18+ tasks)
|
||
**Testing** (15+ tasks)
|
||
**Hot-Reload Enhancement** (27+ tasks)
|
||
**Economy & Logistics** (35+ tasks)
|
||
**Military Design** (33+ tasks)
|
||
|
||
**Total P2 Tasks**: 178+
|
||
|
||
## P3 - Low (Nice-to-Have)
|
||
|
||
**Research** (30 tasks)
|
||
**Advanced Features** (68+ tasks)
|
||
**Quality of Life** (40+ tasks)
|
||
|
||
**Total P3 Tasks**: 138+
|
||
|
||
---
|
||
|
||
# DEVELOPMENT SEQUENCE (CRITICAL PATH)
|
||
|
||
## Phase 0: Infrastructure Foundation (P0 - MUST COMPLETE FIRST)
|
||
**Duration**: 2-3 weeks
|
||
**Blocking**: ALL module development
|
||
|
||
1. Configuration System
|
||
- IDataTree/IDataNode interfaces
|
||
- JSONDataTree/JSONDataNode implementation
|
||
- gameconfig.json loading and validation
|
||
- Hot-reload mechanism
|
||
- Complete testing
|
||
|
||
2. Core Engine Components
|
||
- DebugEngine with step-by-step execution
|
||
- SequentialModuleSystem with <1ms performance
|
||
- IntraIO with sub-millisecond latency
|
||
- CoordinationModule as global orchestrator
|
||
- ModuleFactory with 0.4ms hot-reload
|
||
|
||
3. Validation
|
||
- Complete integration testing
|
||
- Performance benchmarking
|
||
- Hot-reload stress testing
|
||
- Documentation completion
|
||
|
||
## Phase 1: Core Game Systems (P1 - AFTER INFRASTRUCTURE)
|
||
**Duration**: 4-6 weeks
|
||
|
||
1. AI Framework Foundation
|
||
2. Threat Calculation Core
|
||
3. Diplomacy Data Structures
|
||
4. Save System Metachunks
|
||
5. Pathfinding Data Structures
|
||
|
||
## Phase 2: Helper Modules (P1)
|
||
**Duration**: 3-4 weeks
|
||
|
||
1. PathfinderModule
|
||
2. AcquisitionModule
|
||
3. MovementModule
|
||
4. TacticalModule
|
||
5. OperationalModule
|
||
|
||
## Phase 3: Integration & Testing (P1)
|
||
**Duration**: 2-3 weeks
|
||
|
||
1. Module Integration
|
||
2. End-to-End Testing
|
||
3. Performance Optimization
|
||
4. Documentation Updates
|
||
|
||
## Phase 4: Client/Server V1 (P1)
|
||
**Duration**: 3-4 weeks
|
||
|
||
1. Thin Client Implementation
|
||
2. Server Network Module
|
||
3. Basic Rendering
|
||
4. Testing & Optimization
|
||
|
||
## Phase 5: Advanced Features (P1/P2)
|
||
**Duration**: 8-10 weeks
|
||
|
||
1. World Generation
|
||
2. Economy & Logistics
|
||
3. Military Design System
|
||
4. Complete Save/Load
|
||
5. Client/Server V2 with Prediction
|
||
|
||
---
|
||
|
||
# NOTES & GUIDELINES
|
||
|
||
## When Adding Tasks
|
||
|
||
1. **Specify estimated time** (Quick/Light/Medium/Feature/Big)
|
||
2. **Add dependencies** if any (use → and ←)
|
||
3. **Link to relevant documentation**
|
||
4. **Include acceptance criteria** for complex tasks
|
||
5. **Add priority** (P0/P1/P2/P3)
|
||
6. **Tag with affected systems**
|
||
|
||
## When Completing Tasks
|
||
|
||
1. **Check off** the task `- [x]`
|
||
2. **Add completion date** in comment if significant
|
||
3. **Update related documentation**
|
||
4. **Create follow-up tasks** if needed
|
||
5. **Move to "Completed Milestones"** if major feature
|
||
6. **Update progress tracking**
|
||
7. **Notify blocked tasks** if unblocking others
|
||
|
||
## Task Prioritization Rules
|
||
|
||
1. **P0 tasks first** - Everything is blocked by these
|
||
2. **Dependency-driven** - Unblock as many tasks as possible
|
||
3. **Hot-reload critical** - Systems needed for dev workflow
|
||
4. **Integration tasks** - Tasks that connect multiple systems
|
||
5. **Quick wins** - When energy is low or for momentum
|
||
6. **Polish last** - Visual/UX improvements are P3
|
||
|
||
## Development Workflow
|
||
|
||
**DO NOT implement modules before infrastructure is complete!**
|
||
|
||
### Correct Sequence:
|
||
1. **FIRST**: Configuration System (P0)
|
||
2. **SECOND**: Core Engine (P0)
|
||
3. **THIRD**: ModuleFactory (P0)
|
||
4. **THEN**: Start implementing actual game modules
|
||
|
||
### Module Development:
|
||
- Work in `modules/X/` directory
|
||
- Maximum 200-300 lines per module (except ProductionModule)
|
||
- JSON-only communication
|
||
- Autonomous build: `cd modules/X && cmake .`
|
||
- Hot-reload ready from day one
|
||
- Comprehensive testing
|
||
|
||
---
|
||
|
||
# QUICK LINKS
|
||
|
||
## Core Documentation
|
||
- [CLAUDE.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/CLAUDE.md) - Project instructions for AI development
|
||
- [TODO.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/TODO.md) - Current implementation roadmap
|
||
|
||
## Architecture
|
||
- [architecture-technique.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/01-architecture/architecture-technique.md) - Core architecture
|
||
- [claude-code-integration.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/01-architecture/claude-code-integration.md) - AI development optimization
|
||
- [behavior-composition-patterns.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/01-architecture/behavior-composition-patterns.md) - Modular AI patterns
|
||
- [player-integration.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/01-architecture/player-integration.md) - Client/server architecture
|
||
|
||
## Systems
|
||
- [gameplay-industriel.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/02-systems/gameplay-industriel.md) - Factory systems
|
||
- [economie-logistique.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/02-systems/economie-logistique.md) - Economy & logistics
|
||
- [systeme-militaire.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/02-systems/systeme-militaire.md) - Military vehicle design
|
||
- [map-system.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/02-systems/map-system.md) - Procedural generation
|
||
|
||
## Reference
|
||
- [INTEGRATION-MASTER-LIST.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/04-reference/INTEGRATION-MASTER-LIST.md) - Complete specifications catalog (570+)
|
||
- [arbre-technologique.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/04-reference/arbre-technologique.md) - Complete tech tree (3000+)
|
||
- [metriques-joueur.md](/mnt/c/Users/Alexis Trouvé/Documents/Projets/warfactoryracine/docs/04-reference/metriques-joueur.md) - Analytics system
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---
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# REMEMBER
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**Focus on P0 tasks first** - Configuration + Core Engine are BLOCKING everything else. No modules can be implemented until the infrastructure is complete!
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**Keep momentum with quick wins** when energy is low!
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**Parallel development** is possible after infrastructure is ready - multiple Claude Code instances on different modules!
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**Hot-reload is our superpower** - 0.4ms iteration cycles once infrastructure is complete!
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🚀 **Let's build this!**
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