🏗️ Created professional C++ architecture: - Factory Engine: Factorio-like production simulation - Economy Engine: Global markets and pricing algorithms - War Engine: Multi-chunk combat and auto-battler - Designer Engine: Vehicle conception (1-2 designs/tick globally) - MacroEntity Engine: Companies, diplomacy, administration points - Map Engine: Procedural generation (218 elements, FOW chunk-based) - Intelligence Engine: Metrics collection (3.1GB adaptive scaling) - Operation Engine: Strategic AI generals with ML adaptation - Logistic Engine: Supply chains and convoy management - Event Engine: Breakthrough system and global events ✅ Each engine includes: - Professional header files with complete interfaces - Autonomous threading and lifecycle management - Inter-engine communication patterns - Performance monitoring capabilities - Organized namespaces (Warfactory::Engine) 🔧 Added .gitignore for C++ development 📦 Added shared/ module for common types 🚀 Ready for CMake setup and implementation |
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Shared Types & Interfaces
Types de données partagés entre engines, client et orchestrator.
Data Structures
Core Game Types
- TilePosition: Coordonnées tiles (x, y) 1m×1m
- ChunkId: Identifier chunks 64×64 tiles
- CompanyId: Identifier companies/players
- VehicleDesign: Structure design véhicules avec composants
Map System
- TerrainType: Types terrain (65k variants possibles)
- ResourcePatch: Patches ressources grid-aligned
- FOWState: État fog of war par chunk
- BiomeData: Données biomes et features géologiques
Military System
- ComponentGrid: Grille composants véhicules
- CombatUnit: État unités en combat
- Doctrine: Doctrines militaires par company
- BattleReport: Rapports combat pour intelligence
Economy & Logistics
- MarketPrice: Prix marchés par produit/région
- SupplyChain: Chaînes logistiques inter-sites
- ProductionQueue: Files production usines
- TradeRoute: Routes commerciales et convois
Administration & Diplomacy
- AdminPoints: Pool points administration quotidiens
- DiplomaticRelation: Relations entre companies/états
- CompanyFeature: Features companies (2-4 par company)
- GeopoliticalEvent: Événements géopolitiques majeurs
Communication Protocols
Engine-to-Engine
- Redis Message Format: Structure messages inter-engines
- Event Bus: Système événements globaux
- State Sync: Synchronisation état cross-engine
Client-Server API
- REST Endpoints: Spécifications API REST
- Request/Response: Formats données client-serveur
- Error Handling: Codes erreur standardisés
Constants & Configuration
- Performance Targets: 60fps, tick rates, memory limits
- Game Balance: Valeurs équilibrage (coûts, durées, etc.)
- Network Config: Timeouts, retry policies