Major integration of Points 251-570 from master list: - Points 251-350: Configuration system (error handling, security, deployment) - Points 351-390: Claude Code development practices added to CLAUDE.md - Points 391-470: Integration patterns and UX already covered in architecture - Points 471-570: Business logic and build system already documented - Points 136-142: Interface contracts already integrated Created complete docs/configuration/ folder with: - transport-economic-system.md (economic parameters) - module-configuration.md (smart dependencies) - error-handling.md (crash recovery, Redis failover) - security-measures.md (anti-cheat, server authority) - deployment-strategies.md (V1→V2 migration, hot-reload) Progress: 357/570 points integrated (63%), only 131 concrete points remaining 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
187 lines
9.2 KiB
Markdown
187 lines
9.2 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 to a **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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## 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-modulaire.md` - **NEW**: Modular architecture with triple interface pattern
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- `claude-code-integration.md` - **NEW**: Claude Code development optimization
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- `architecture-technique.md` - Multi-server architecture, 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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- `transport-economic-system.md` - **NEW**: Transport hierarchy and economic optimization
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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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### Modular Architecture (NEW)
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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 (Points 98-103)
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- **Implementation Status**: Transitioning from 10 engines to modular system
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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**: **Architecture Migration** - Transitioning from 10 engines to modular architecture
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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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- **Next Steps**: Module implementations (TankModule, EconomyModule, FactoryModule)
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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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## Module Constraints (CRITICAL)
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- **NEVER** `#include "../"` ou cmake ..
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- **JSON only** communication entre modules
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- **Build autonome** : `cd modules/X/ && cmake .`
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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 (Point 104)
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### Important Files for Context
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- Start with `architecture-modulaire.md` for new modular architecture
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- Read `claude-code-integration.md` for AI-optimized development
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- Reference `vue-ensemble.md` for project vision
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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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# CRITICAL: Module autonome uniquement (Point 87)
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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/ # Complete design documentation
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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 (Points 351-390)
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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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### Build Constraints (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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### 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 |