warfactoryracine/shared/README.md
StillHammer 4eb1ad69a3 Add complete C++ structure for all 10 engines
🏗️ 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
2025-09-19 02:07:17 +08:00

1.9 KiB
Raw Blame History

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