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

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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