📋 Updated project guidance to reflect current implementation: - 10 functional engines with CMake build system - Comprehensive build commands and development workflow - Complete project structure documentation - Dependencies and defensive programming features - Development workflow optimized for daily iteration 🚀 Project status: Design → Implementation active 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
150 lines
7.3 KiB
Markdown
150 lines
7.3 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 has evolved from design/documentation phase to **functional implementation** with a complete 10-engine architecture and comprehensive build system.
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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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## Documentation Architecture
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The project uses a modular documentation system in `/docs/`:
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### Core Design Documents
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- `vue-ensemble.md` - Vision, philosophy, and design principles
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- `architecture-technique.md` - Multi-server architecture, engines, performance specs
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- `systemes-techniques.md` - Tile system, memory management, chunks
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- `map-system.md` - Procedural generation with 218+ elements, budget system (-10 to +10)
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### Gameplay Systems
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- `gameplay-industriel.md` - Resource flow, production, factory optimization
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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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- `mecaniques-jeu.md` - Research systems, breakthrough mechanics, administration
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### Advanced Systems
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- `arbre-technologique.md` - 3000+ technology tree with prerequisites gating
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- `metriques-joueur.md` - Comprehensive analytics (3.1GB per game, adaptive scaling)
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- `coherence-problem.md` - Resolved design contradictions and technical challenges
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## Key Technical Concepts
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### Engine Architecture
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- **Autonomous Engines**: 10 specialized engines (Designer, Economy, Event, Factory, Intelligence, Logistic, MacroEntity, Map, Operation, War)
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- **Smart Client**: Request/response pattern, no streaming, FOW at chunk granularity
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- **Performance Target**: 60fps with 1000+ AI companies, 1-2 vehicle designs/tick globally
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- **Implementation Status**: All engines have functional stub implementations with threading and main loops
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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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### Resolved Issues
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Most initial "coherence problems" (P1-P30) were invalidated through clarification:
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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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- Only P7 (engine responsibilities) requires further analysis
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### Current Status
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- **Phase**: **Implementation active** - All 10 engines functional with CMake build system
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- **Build System**: Comprehensive CMake with defensive programming, sanitizers, and 16 C++ libraries
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- **Development Ready**: Fast/full build presets, optimized workflow for daily iteration
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- **Next Steps**: Engine logic expansion, inter-engine communication, gameplay features
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- **Questions Open**: 11 items in `questions-ouvertes.md` for future resolution
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## Working with This Project
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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 `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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### Important Files for Context
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- Start with `vue-ensemble.md` for project vision
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- Reference `architecture-technique.md` for technical decisions
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- Check `coherence-problem.md` for resolved design challenges
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- Use `questions-ouvertes.md` for known open issues
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## Build System and Development
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### Build Commands
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```bash
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# Fast development build (minimal sanitizers, ~30s)
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cmake -DFAST_BUILD=ON .. && make claude-workflow-fast
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# Full validation build (all sanitizers + static analysis)
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cmake -DCMAKE_BUILD_TYPE=Debug .. && make
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# Release build (optimized, stack protection)
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cmake .. && make
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# Single engine development
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make economy-engine && ./bin/economy-engine
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```
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### Project Structure
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```
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├── engines/ # 10 autonomous engines
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│ ├── Designer-Engine/ # Vehicle design with AI assistance
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│ ├── Economy-Engine/ # Market simulation, pricing
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│ ├── Event-Engine/ # Breakthrough system, global events
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│ ├── Factory-Engine/ # Factorio-like production
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│ ├── Intelligence-Engine/ # Metrics collection, reconnaissance
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│ ├── Logistic-Engine/ # Supply chains, transport
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│ ├── MacroEntity-Engine/ # Companies, diplomacy, administration
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│ ├── Map-Engine/ # Procedural generation, chunks, FOW
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│ ├── Operation-Engine/ # Military strategy, AI generals
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│ └── War-Engine/ # Combat simulation, frontlines
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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/ # Complete design documentation
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```
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### Development Workflow
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1. **Fast iteration**: Use `FAST_BUILD=ON` for daily development
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2. **Single engine**: `make economy-engine` for focused work
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3. **Full validation**: Debug build with all sanitizers before commit
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4. **Engine-specific development**: Work directly in `engines/*/` directories
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5. **Incremental builds**: CMake rebuilds only modified files (~2-5s)
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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 |