🏗️ 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
52 lines
1.9 KiB
Markdown
52 lines
1.9 KiB
Markdown
# Shared Types & Interfaces
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Types de données partagés entre engines, client et orchestrator.
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## Data Structures
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### Core Game Types
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- **TilePosition**: Coordonnées tiles (x, y) 1m×1m
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- **ChunkId**: Identifier chunks 64×64 tiles
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- **CompanyId**: Identifier companies/players
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- **VehicleDesign**: Structure design véhicules avec composants
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### Map System
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- **TerrainType**: Types terrain (65k variants possibles)
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- **ResourcePatch**: Patches ressources grid-aligned
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- **FOWState**: État fog of war par chunk
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- **BiomeData**: Données biomes et features géologiques
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### Military System
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- **ComponentGrid**: Grille composants véhicules
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- **CombatUnit**: État unités en combat
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- **Doctrine**: Doctrines militaires par company
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- **BattleReport**: Rapports combat pour intelligence
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### Economy & Logistics
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- **MarketPrice**: Prix marchés par produit/région
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- **SupplyChain**: Chaînes logistiques inter-sites
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- **ProductionQueue**: Files production usines
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- **TradeRoute**: Routes commerciales et convois
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### Administration & Diplomacy
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- **AdminPoints**: Pool points administration quotidiens
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- **DiplomaticRelation**: Relations entre companies/états
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- **CompanyFeature**: Features companies (2-4 par company)
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- **GeopoliticalEvent**: Événements géopolitiques majeurs
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## Communication Protocols
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### Engine-to-Engine
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- **Redis Message Format**: Structure messages inter-engines
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- **Event Bus**: Système événements globaux
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- **State Sync**: Synchronisation état cross-engine
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### Client-Server API
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- **REST Endpoints**: Spécifications API REST
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- **Request/Response**: Formats données client-serveur
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- **Error Handling**: Codes erreur standardisés
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## Constants & Configuration
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- **Performance Targets**: 60fps, tick rates, memory limits
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- **Game Balance**: Valeurs équilibrage (coûts, durées, etc.)
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- **Network Config**: Timeouts, retry policies |