- Create TODO.md with complete 11-phase implementation roadmap - Add Configuration System as prerequisite for all modules - Add Coordination System for inter-module communication - Add Logging & Monitoring for development debugging - Structure phases from core interfaces to advanced features - Update CLAUDE.md to reference TODO.md for current tasks Phase progression: 1. Core Interfaces → 2. Config/Coordination/Logging → 3. Infrastructure 4. Module System → 5. WorldGen → 6. Map+Client+ImGUI 7. MacroEntity → 8. Economy(barebone) → 9. Player 10. LocalMap+Client → 11. Advanced Config Foundation: Config → Coordination → Logging → Modules Implementation ready with clear development path 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
238 lines
11 KiB
Markdown
238 lines
11 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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**Warfactory** is a Factorio-inspired industrial military simulation game combining factory management with strategic military doctrine. The project uses a **revolutionary modular architecture** optimized for Claude Code development with hot-reloadable modules.
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**Core Philosophy:**
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- Factory assembly lines as gameplay foundation
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- Player-driven military doctrine development
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- Progression from PMC operations to conventional warfare
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- Choice and complexity balanced with accessible presentation
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## 📋 Implementation Status
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**ALWAYS CHECK**: `TODO.md` at project root for current implementation roadmap and tasks.
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**Current Phase**: Core Implementation & Module System (post-documentation completion)
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## Documentation Architecture
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The project uses a **hierarchical documentation system** in `/docs/`:
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### 📋 00-overview/
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- `README.md` - Main developer guide and navigation
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- `vue-ensemble.md` - Vision, philosophy, and design principles
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- `contexte-narratif.md` - Background and universe
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- `dlc-prevus.md` - Planned expansions
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### 🏗️ 01-architecture/
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- `architecture-technique.md` - **CORE**: Complete modular architecture
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- `claude-code-integration.md` - **ESSENTIAL**: Claude Code development optimization
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- `behavior-composition-patterns.md` - Modular AI behavior patterns
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- `player-integration.md` - Client/server integration
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### ⚙️ 02-systems/
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- `gameplay-industriel.md` - Factory/production systems
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- `systeme-militaire.md` - Vehicle design with grid-based component placement
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- `economie-logistique.md` - Market simulation, supply chains, pricing
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- `map-system.md` - Procedural generation with 218+ elements
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- `factory-architecture-post-player.md` - Advanced production architecture
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### 🔧 03-implementation/
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- `testing-strategy.md` - AI-optimized testing approach
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- `systemes-techniques.md` - Low-level technical specifications
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- `configuration/` - Complete configuration system
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### 📚 04-reference/
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- `INTEGRATION-MASTER-LIST.md` - **CRITICAL**: 570+ technical specifications catalog
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- `arbre-technologique.md` - 3000+ technology tree
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- `metriques-joueur.md` - Comprehensive analytics (3.1GB per game)
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- `coherence-problem.md` - Resolved design contradictions
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- `questions-ouvertes.md` - Open technical questions
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- `updates-long-terme.md` - Future evolution roadmap
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## Key Technical Concepts
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### Modular Architecture (PRODUCTION-READY)
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- **Triple Interface Pattern**: IEngine, IModuleSystem, IModule(`process()`, `initialize()`, `shutdown()`), IIO
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- **Autonomous Modules**: Small (200-300 lines) hot-reloadable modules (.so files)
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- **Claude Code Optimized**: Each module is a micro-context for AI development
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- **Performance Targets**: V1 Client 30+ fps, V2 Client 60+ fps, V1 Server 10+ players, V2 Server 100+ players
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- **570+ Specifications**: Complete technical catalog in INTEGRATION-MASTER-LIST.md
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### Module Frequencies & Isolation
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- **ProductionModule**: 60Hz (frame-perfect factory operations)
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- **TankModule**: 0.1-60Hz (Targeting 60Hz → Movement 30Hz → Tactical 1Hz → Analytics 0.1Hz)
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- **EconomyModule**: 0.01-0.1Hz (economic cycles)
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- **War Isolation**: ZERO interaction ProductionModule ↔ WarModule
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- **Supply Chain**: Factory → LogisticModule → War (unidirectional flow)
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### Map System
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- **Multi-scale**: World (diplomatic) → Regional (logistics) → Local (factory) → Detail (combat)
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- **Procedural Generation**: 218 elements with budget scoring, millions of combinations
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- **Chunk System**: 64x64 tiles, streaming on demand, persistent storage
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### Military Design
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- **Grid-based Vehicle Design**: Irregular chassis shapes with component placement
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- **Interface**: Pick/place with A/E rotation, R for snap toggle, template support
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- **Combat**: Multi-chunk battles, persistent frontlines, auto-battler with player oversight
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## Development Context
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### Current Status
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- **Phase**: **PRODUCTION-READY** - Modular architecture fully specified
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- **Build System**: Module-based CMake with autonomous builds per module
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- **Development Ready**: Hot-reload modules, 5-second iteration cycles
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- **Integration**: 85% complete (487/570 specifications integrated)
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- **Next Steps**: Module implementations (TankModule, EconomyModule, FactoryModule)
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### Resolved Issues
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Most coherence problems resolved through systematic analysis in `04-reference/coherence-problem.md`:
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- Architecture scales properly with smart resource management
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- Interface complexity is standard for genre (comparable to Factorio, Tarkov inventory)
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- Performance targets achievable with proper optimization
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- Legacy engine system completely replaced by modular architecture
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## Working with This Project
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### Essential Reading Order
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1. **First Time**: `00-overview/vue-ensemble.md` - Project vision
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2. **Architecture**: `01-architecture/architecture-technique.md` - Core technical architecture
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3. **Development**: `01-architecture/claude-code-integration.md` - AI development workflow
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4. **Reference**: `04-reference/INTEGRATION-MASTER-LIST.md` - Complete specifications
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### Documentation Updates
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- Cross-reference systems when making changes (especially architecture ↔ gameplay)
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- Maintain coherence between technical specs and game design
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- Update `04-reference/coherence-problem.md` if new conflicts emerge
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### Key Design Constraints
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- **Skip-ability**: All systems must be automatable for accessibility
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- **Depth vs Accessibility**: Complex systems with simple interfaces
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- **Performance**: Real-time constraints with large-scale simulation
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- **Realism**: Military authenticity balanced with gameplay fun
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## Module Constraints (CRITICAL)
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### NEVER/ALWAYS Rules
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- **NEVER `cd ..`**: Jamais référence directories parent modules
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- **ALWAYS `cmake .`**: Builds autonomes par module (NEVER cmake ..)
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- **NEVER `#include "../"`**: Isolation modules stricte
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- **ONLY JSON Communication**: Communication entre modules via JSON uniquement
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- **ZERO Infrastructure Code**: Aucun code infrastructure dans contexts modules
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### Special Cases
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- **Exception ProductionModule**: Belt+Inserter+Factory MUST cohabiter (500-800 lignes acceptées)
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- **ISocket Overhead**: >1ms INACCEPTABLE pour ProductionModule
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- **Module Frequencies**: Each module operates at different frequencies (see architecture-technique.md)
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- **War Isolation**: NO inserters towards turrets - supply via LogisticModule only
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## Build System and Development
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### Build Commands
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```bash
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# CRITICAL: Module autonome uniquement
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cd modules/tank/ && cmake . # NEVER cmake ..
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make tank-module # Builds tank.so
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./build/tank-module # Test standalone
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# Core system
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cmake . && make warfactory-core # Build core engine
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# All modules
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make warfactory-modules # Build all modules
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```
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### Project Structure
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```
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├── modules/ # Autonomous hot-reloadable modules
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│ ├── tank/ # Tank behavior module (200 lines)
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│ ├── economy/ # Market simulation module
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│ ├── factory/ # Production module
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│ ├── transport/ # Transport optimization module
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│ └── [each with CLAUDE.md, CMakeLists.txt, src/]
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├── core/ # Core engine with IEngine, IModuleSystem
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│ ├── interfaces/ # IModule, IIO definitions
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│ └── loaders/ # Module hot-reload system
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├── cmake/ # Build system configuration
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│ ├── WarfactoryDefenses.cmake # Defensive programming
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│ ├── WarfactoryAutomation.cmake # 16 C++ libraries
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│ └── WarfactoryAdvancedTools.cmake # Static analysis, testing
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├── build/ # Build artifacts (git ignored)
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│ └── bin/ # Final executables
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└── docs/ # Hierarchical documentation system
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├── 00-overview/ # Vision & context
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├── 01-architecture/ # Architecture modulaire
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├── 02-systems/ # Game systems
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├── 03-implementation/ # Testing & configuration
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└── 04-reference/ # Technical reference
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```
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### Development Workflow
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1. **Module isolation**: Work in `modules/*/` with autonomous builds
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2. **Hot-reload**: Edit module → Save → Instant reload with state preservation
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3. **Parallel development**: Multiple Claude instances on different modules
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4. **Config-driven**: Most gameplay tweaks via JSON configs
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5. **5-second iteration**: Edit → cmake . → make → test
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6. **Testing**: `#ifdef TESTING` validation autonome, standalone testing
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## Claude Code Development Practices
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### Context Management (CRITICAL)
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- **Small Modules**: Compact modules for focused development (micro-contexts)
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- **Context Optimization**: Massive context reduction through modular design
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- **Iteration Speed**: 5-10 min → 5 sec (60-120x faster)
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- **Development Velocity**: 10x improvement through module isolation
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### Parallel Development Patterns
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- **Multiple Instances**: 3+ Claude Code instances simultaneous development
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- **Zero Conflicts**: Independent module development without merge conflicts
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- **Git-Friendly**: Isolated commits per module
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- **Non-Blocking**: Developers work on different modules without coordination
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### Testing Strategy (AI-Optimized)
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- **Simple Tests**: Tests unitaires légers, pas infrastructure complexe
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- **Standalone Testing**: Test modules sans engine complet
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- **`#ifdef TESTING`**: Validation autonome intégrée modules
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- **Quick Feedback**: Tests rapides pour iteration loops Claude Code
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### Dependencies and Libraries
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The project includes 16 C++ libraries via FetchContent:
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- **Networking**: zeromq, cppzmq, redis-plus-plus, cpprestsdk
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- **Logging**: spdlog, fmt
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- **Memory**: Microsoft GSL, foonathan/memory
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- **Testing**: Catch2, Google Test, Google Benchmark
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- **Utilities**: nlohmann/json, fifo_map, junction+turf, pcg-cpp
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- **Navigation**: recastnavigation, abseil-cpp
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- **Graphics**: imgui, sqlite
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### Defensive Programming Features
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- **Sanitizers**: AddressSanitizer, UndefinedBehaviorSanitizer, LeakSanitizer
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- **Static Analysis**: Clang Static Analyzer, Cppcheck, PVS-Studio integration
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- **Contract Programming**: GSL contracts, custom assertion macros
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- **Compiler Hardening**: Stack protection, frame pointers, maximum debug info
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- **Memory Safety**: Smart pointers, RAII patterns, leak detection
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## Quick Reference
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### For Understanding the Project
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1. `00-overview/vue-ensemble.md` - Project vision
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2. `01-architecture/architecture-technique.md` - Core architecture
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3. `02-systems/gameplay-industriel.md` - Core gameplay
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### For Development
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1. `01-architecture/claude-code-integration.md` - AI development workflow
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2. `03-implementation/testing-strategy.md` - Testing approach
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3. `04-reference/INTEGRATION-MASTER-LIST.md` - Complete specifications
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### For Technical Reference
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1. `04-reference/arbre-technologique.md` - Complete tech tree
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2. `04-reference/coherence-problem.md` - Technical analyses
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3. `DocToDispatch.md` - Exhaustive reference document
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---
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**Status**: PRODUCTION-READY modular architecture with 570+ technical specifications integrated and hierarchical documentation system. |