- 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>
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Warfactory - Implementation Roadmap
Current Status
✅ Documentation Phase Complete (51,335 words, 9.5/10 quality) 🚀 Next Phase: Core Implementation & Module System
Phase 1: Core Interfaces 🏗️
Interface Definitions
-
IEngine.h - Engine orchestration interface
initialize(),update(deltaTime),shutdown()setModuleSystem(std::unique_ptr<IModuleSystem>)
-
IModuleSystem.h - Module execution strategy interface
registerModule(name, std::unique_ptr<IModule>)processModules(deltaTime),setIOLayer(std::unique_ptr<IIO>)queryModule(name, json input) -> json
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IModule.h - Pure business logic interface
json process(const json& input)// PURE FUNCTIONinitialize(const json& config),shutdown()getState(),setState(const json& state)// Hot-reload support
-
IIO.h - Communication transport interface
json send(target, message),json receive(source)broadcast(const json& message)
Phase 2: Initial Implementations ⚙️
Core Engine Components
-
DebugEngine - Development/testing engine
- Step-by-step execution, verbose logging
- Module isolation for debugging
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SequentialModuleSystem - Simple execution strategy
- Process modules one at a time (debug/test mode)
- Perfect for initial development
-
IntraIO - Direct communication layer
- Same-process direct function calls
- Zero network overhead for local development
Configuration System Setup (PREREQUISITE)
- Basic configuration framework - BEFORE FIRST MODULE
- JSON-based configuration loading
- Module-specific config files in
config/directory - Configuration validation and error handling
- Essential for module parameterization
Coordination System (CRITICAL FOUNDATION)
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Module coordination framework - AFTER CONFIG, BEFORE MODULES
- Inter-module communication orchestration
- Message routing and delivery system
- Module dependency management and ordering
- Event system for module coordination
-
JSON coordination interface
- Input:
{"type": "coordinate", "source": "ModuleA", "target": "ModuleB", "message": {...}} - Output:
{"status": "delivered", "response": {...}, "timing": "5ms"}
- Input:
-
Coordination services
- Module discovery and registration
- Health monitoring and failure detection
- Load balancing for module requests
- Debugging and logging coordination activities
Logging & Monitoring System (DEVELOPMENT ESSENTIAL)
-
Basic logging infrastructure - WITH COORDINATION SYSTEM
- Module-specific log channels
- Configurable log levels (DEBUG, INFO, WARN, ERROR)
- JSON-structured logging for parsing
- Log file rotation and management
-
Performance monitoring
- Module execution time tracking
- JSON message processing metrics
- Memory usage per module (basic)
- Hot-reload performance measurement
-
Development debugging
- Real-time log streaming to ImGUI
- Module communication visualization
- Performance dashboard integration
- Error alerting and notification
First Module Implementation
- DebugWorldGenModule.cpp - FIRST MODULE (200-300 lines max)
- Critical: No world exists without this module
- Uses configuration system for world parameters
- Minimal world generation for development/testing
- JSON input/output validation
- State preservation testing
- Hot-reload capability verification
Phase 3: Fixes & Infrastructure Setup 🛠️
Legacy System Repairs
- Fix defense mode - Adapt from engines → modules
- Update apply_defenses_to_all_engines.sh
- Migrate defense configurations to modular system
- Verify sanitizer compatibility with new architecture
Project Structure Setup
-
Setup modules/ directory structure
modules/ ├── test/ # TestModule for validation ├── tank/ # TankModule (future) ├── economy/ # EconomyModule (future) ├── factory/ # FactoryModule (future) └── shared/ # Common interfaces -
CMake per-module autonomous builds
cd modules/X/ && cmake .builds independently- No parent directory dependencies
- Module-specific CMakeLists.txt files
Phase 4: Module System Implementation 🚀
Hot-Reload System
-
Module loader - Dynamic library loading (.so files)
- File change detection
- Safe unload/reload with state preservation
- Error handling and rollback
-
State preservation system
- Implement getState()/setState() pattern
- JSON state serialization
- Seamless hot-reload without game interruption
Communication & Validation
-
JSON communication pipeline
- Message format standardization
- Input/output validation
- Error handling and logging
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Module integration testing
- End-to-end communication tests
- Performance validation (target <5s iteration cycle)
- Hot-reload stress testing
Phase 5: World Generation System 🌍
DebugWorldGenModule (IMPLEMENTED IN PHASE 2)
- Already implemented as FIRST MODULE - See Phase 2 above
- Enhanced features (if needed after Phase 2 implementation)
- Performance optimization
- Extended terrain types
- Resource balancing tweaks
Working World Generation
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Procedural terrain generation (based on docs/02-systems/map-system.md)
- 218+ terrain elements implementation
- Budget system (-10 to +10) for biome balance
- Realistic geographical features
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Advanced resource placement
- Geological realism for deposits
- Economic balance considerations
- Strategic resource distribution
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Infrastructure generation
- Road networks and transport routes
- Initial settlements and facilities
- Regional specialization setup
Phase 6: Map System & Basic Client 🗺️
MapModule Implementation (ESSENTIAL SECOND MODULE)
-
Map management system (200-300 lines max)
- Terrain data management and chunk loading
- Coordinate system and spatial queries
- Resource location tracking
- Map state persistence and hot-reload
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JSON interface for map operations
- Input:
{"type": "get_chunk", "coords": [x, y]} - Output:
{"chunk_data": [...], "resources": [...], "terrain": [...]}
- Input:
Basic Client Implementation
-
Minimal rendering client
- Display generated world from WorldGenModule
- Show terrain and resource data from MapModule
- Basic camera movement and zoom
- Connection to module system via JSON
-
ImGUI integration
- ImGUI interface for development tools
- Module status display and controls
- Hot-reload visualization interface
- Debug information panels
- Performance metrics dashboard
Phase 7: Core Gameplay Modules 🎯
MacroEntityModule Implementation (THIRD MODULE)
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Macro entity management (200-300 lines max)
- High-level entity tracking and coordination
- Company/state/faction entity management
- Macro-scale interactions and behaviors
- Entity lifecycle and evolution
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JSON interface for macro entities
- Input:
{"type": "create_entity", "entity_type": "company", "config": {...}} - Output:
{"entity_id": "comp_001", "status": "created", "properties": {...}}
- Input:
-
Integration with map system
- Entity positioning and territorial control
- Resource access and territorial claims
- Influence zones and interaction ranges
Phase 8: Economic Systems 💰
EconomyModule Implementation (FOURTH MODULE - BAREBONE)
-
Basic market system (200-300 lines max)
- Simple supply/demand tracking
- Basic price calculation (no complex dynamics initially)
- Essential resource trading only
- Foundation for future expansion
-
JSON interface for basic operations
- Input:
{"type": "trade", "item": "steel", "quantity": 100, "action": "buy"} - Output:
{"status": "executed", "price": 5.0, "total": 500.0}
- Input:
-
Minimal integration
- Basic resource flow between entities
- Simple trading mechanics
- Foundation for complex features (Points 272-296 for later phases)
Phase 9: Player Systems 🎮
PlayerModule Implementation (FIFTH MODULE)
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Player entity management (200-300 lines max)
- Player state tracking and persistence
- Player actions and command processing
- Inventory and resource management
- Player-world interaction systems
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JSON interface for player operations
- Input:
{"type": "player_action", "action": "move", "target": [x, y]} - Output:
{"status": "success", "new_position": [x, y], "resources_gathered": {...}}
- Input:
-
Integration with existing modules
- Player interaction with map system
- Player participation in economy
- Player entity registration with MacroEntityModule
Phase 10: Local Map & Client Enhancement 🗺️🖥️
LocalMap Loading System
-
Local map management (200-300 lines max)
- Detailed local area loading around player
- Higher resolution terrain and object data
- Local resource and entity tracking
- Smooth transitions between local and global map
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JSON interface for local map operations
- Input:
{"type": "load_local_area", "center": [x, y], "radius": 50} - Output:
{"local_data": {...}, "entities": [...], "detailed_terrain": [...]}
- Input:
Enhanced Client Features
-
Local map rendering
- Detailed local area visualization
- Zoom levels and level-of-detail management
- Local entity rendering and animation
- Smooth camera transitions
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Advanced ImGUI interfaces
- Local map debug tools
- Entity inspection panels
- Local area performance metrics
- Map loading/unloading controls
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Client-Map integration
- Efficient local data streaming
- Background loading of adjacent areas
- Memory management for map data
- Performance optimization for rendering
Phase 11: Advanced Configuration ⚙️
Enhanced Configuration Features (POST-BASIC MODULES)
-
Advanced configuration management
- Hot-reload configuration changes during runtime
- Configuration versioning and migration
- Environment-specific configurations (dev/prod)
- Configuration inheritance and overrides
-
Configuration tooling
- Configuration validation tools
- Configuration documentation generation
- Configuration diff and merge utilities
- Configuration backup and restore
Development Guidelines
Module Constraints (CRITICAL)
- NEVER
#include "../"orcmake .. - JSON only communication between modules
- Build autonome:
cd modules/X/ && cmake . - 200-300 lines max per module (except ProductionModule: 500-800 lines)
- Hot-reload ready: Always implement getState()/setState()
Performance Targets
- V1 Client: 30+ fps
- V2 Client: 60+ fps
- V1 Server: 10+ players
- V2 Server: 100+ players
- Iteration cycle: <5 seconds (edit → reload → test)
Testing Strategy
- #ifdef TESTING validation in modules
- Standalone testing: Test modules without full engine
- AI-optimized: Simple tests for Claude Code development
Notes
- Architecture Status: Transitioning from 10 engines to modular system
- Documentation: See
docs/01-architecture/architecture-modulaire.mdfor complete specification - Claude Code Optimization: Each module = micro-context for AI development
- Exception: ProductionModule (Belt+Inserter+Factory) requires 500-800 lines for performance
- World Generation: Critical for testing - no initial world exists without DebugWorldGenModule
- World Gen Reference: Complete procedural generation system documented in
docs/02-systems/map-system.md