- Add Client/Server Modulaire architecture (Point 4) with V1/V2 progression and user/dev implications - Add Distribution Performance-Based system (Point 5) with Critical/Strategic module classification - Update CLAUDE.md to reflect modular architecture transition - Consolidate documentation: move specialized docs to toCheck/ for systematic integration - Remove obsolete architecture files replaced by integrated specifications 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
Project Overview
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.
Core Philosophy:
- Factory assembly lines as gameplay foundation
- Player-driven military doctrine development
- Progression from PMC operations to conventional warfare
- Choice and complexity balanced with accessible presentation
Documentation Architecture
The project uses a modular documentation system in /docs/:
Core Design Documents
vue-ensemble.md- Vision, philosophy, and design principlesarchitecture-modulaire.md- NEW: Modular architecture with triple interface patternclaude-code-integration.md- NEW: Claude Code development optimizationarchitecture-technique.md- Multi-server architecture, performance specssystemes-techniques.md- Tile system, memory management, chunksmap-system.md- Procedural generation with 218+ elements, budget system (-10 to +10)
Gameplay Systems
gameplay-industriel.md- Resource flow, production, factory optimizationsysteme-militaire.md- Vehicle design with grid-based component placementeconomie-logistique.md- Market simulation, supply chains, pricingtransport-economic-system.md- NEW: Transport hierarchy and economic optimizationmecaniques-jeu.md- Research systems, breakthrough mechanics, administration
Advanced Systems
arbre-technologique.md- 3000+ technology tree with prerequisites gatingmetriques-joueur.md- Comprehensive analytics (3.1GB per game, adaptive scaling)coherence-problem.md- Resolved design contradictions and technical challenges
Key Technical Concepts
Modular Architecture (NEW)
- Triple Interface Pattern: IEngine, IModuleSystem, IModule, IIO
- Autonomous Modules: Small (200-300 lines) hot-reloadable modules (.so files)
- Claude Code Optimized: Each module is a micro-context for AI development
- Performance Target: 60fps with hot-reload, instant config changes
- Implementation Status: Transitioning from 10 engines to modular system
Map System
- Multi-scale: World (diplomatic) → Regional (logistics) → Local (factory) → Detail (combat)
- Procedural Generation: 218 elements with budget scoring, millions of combinations
- Chunk System: 64x64 tiles, streaming on demand, persistent storage
Military Design
- Grid-based Vehicle Design: Irregular chassis shapes with component placement
- Interface: Pick/place with A/E rotation, R for snap toggle, template support
- Combat: Multi-chunk battles, persistent frontlines, auto-battler with player oversight
Development Context
Resolved Issues
Most initial "coherence problems" (P1-P30) were invalidated through clarification:
- Architecture scales properly with smart resource management
- Interface complexity is standard for genre (comparable to Factorio, Tarkov inventory)
- Performance targets achievable with proper optimization
- Only P7 (engine responsibilities) requires further analysis
Current Status
- Phase: Architecture Migration - Transitioning from 10 engines to modular architecture
- Build System: Module-based CMake with autonomous builds per module
- Development Ready: Hot-reload modules, 5-second iteration cycles
- Next Steps: Module implementations (TankModule, EconomyModule, FactoryModule)
- Questions Open: 11 items in
questions-ouvertes.mdfor future resolution
Working with This Project
Documentation Updates
- Cross-reference systems when making changes (especially architecture ↔ gameplay)
- Maintain coherence between technical specs and game design
- Update
coherence-problem.mdif new conflicts emerge
Key Design Constraints
- Skip-ability: All systems must be automatable for accessibility
- Depth vs Accessibility: Complex systems with simple interfaces
- Performance: Real-time constraints with large-scale simulation
- Realism: Military authenticity balanced with gameplay fun
Important Files for Context
- Start with
architecture-modulaire.mdfor new modular architecture - Read
claude-code-integration.mdfor AI-optimized development - Reference
vue-ensemble.mdfor project vision - Check
coherence-problem.mdfor resolved design challenges - Use
questions-ouvertes.mdfor known open issues
Build System and Development
Build Commands
# Module development (autonomous build)
cd modules/tank/
cmake . && make tank-module # Builds tank.so
./build/tank-module # Test standalone
# Core system
cmake . && make warfactory-core # Build core engine
# All modules
make warfactory-modules # Build all modules
Project Structure
├── modules/ # Autonomous hot-reloadable modules
│ ├── tank/ # Tank behavior module (200 lines)
│ ├── economy/ # Market simulation module
│ ├── factory/ # Production module
│ ├── transport/ # Transport optimization module
│ └── [each with CLAUDE.md, CMakeLists.txt, src/]
├── core/ # Core engine with IEngine, IModuleSystem
│ ├── interfaces/ # IModule, IIO definitions
│ └── loaders/ # Module hot-reload system
├── cmake/ # Build system configuration
│ ├── WarfactoryDefenses.cmake # Defensive programming
│ ├── WarfactoryAutomation.cmake # 16 C++ libraries
│ └── WarfactoryAdvancedTools.cmake # Static analysis, testing
├── build/ # Build artifacts (git ignored)
│ └── bin/ # Final executables
└── docs/ # Complete design documentation
Development Workflow
- Module isolation: Work in
modules/*/with autonomous builds - Hot-reload: Edit module → Save → Instant reload in game
- Parallel development: Multiple Claude instances on different modules
- Config-driven: Most gameplay tweaks via JSON configs
- 5-second iteration: Edit → cmake . → make → test
Dependencies and Libraries
The project includes 16 C++ libraries via FetchContent:
- Networking: zeromq, cppzmq, redis-plus-plus, cpprestsdk
- Logging: spdlog, fmt
- Memory: Microsoft GSL, foonathan/memory
- Testing: Catch2, Google Test, Google Benchmark
- Utilities: nlohmann/json, fifo_map, junction+turf, pcg-cpp
- Navigation: recastnavigation, abseil-cpp
- Graphics: imgui, sqlite
Defensive Programming Features
- Sanitizers: AddressSanitizer, UndefinedBehaviorSanitizer, LeakSanitizer
- Static Analysis: Clang Static Analyzer, Cppcheck, PVS-Studio integration
- Contract Programming: GSL contracts, custom assertion macros
- Compiler Hardening: Stack protection, frame pointers, maximum debug info
- Memory Safety: Smart pointers, RAII patterns, leak detection