- 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>
89 lines
3.5 KiB
Markdown
89 lines
3.5 KiB
Markdown
# Nouveau Contenu Documentation (Post-Architecture Modulaire)
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## 🚀 Architecture Révolutionnaire
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### Triple Interface Pattern
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```
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IEngine → Coordination (Debug → Production → DataOriented)
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IModuleSystem → Exécution (Sequential → Threaded → Cluster)
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IModule → Logique Pure (Tank.so, Economy.so, Factory.so)
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IIO → Communication (Intra → Local → Network)
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```
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### Avantages Claude Code
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- **Contextes micro** : 200 lignes vs 50K+ lignes
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- **Build autonome** : `cd modules/tank/ && cmake .`
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- **Hot-reload** : Modifications instantanées
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- **Développement parallèle** : Multiple instances Claude Code
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## 🎯 Focus Development
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### Phase Actuelle : Architecture Modulaire
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- ✅ **Interfaces C++** : IEngine, IModuleSystem, IModule, IIO
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- ✅ **Modules de base** : Factory, Economy, Logistic
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- ✅ **Build autonome** : Chaque module = contexte indépendant
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- 🔄 **Prochaine étape** : Implémentations concrètes
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### Workflow de Développement
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```bash
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# Développement module spécifique
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cd modules/factory/
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cmake . && make factory-module # → factory.so
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# Test isolé
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./build/factory-module
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# Hot-reload dans le jeu principal
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# Aucun restart nécessaire !
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```
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## 📚 Nouveaux Documents (Architecture Modulaire)
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- **[Architecture Modulaire](architecture-modulaire.md)** - 🔥 **NOUVEAU** : Architecture triple interface
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- **[Claude Code Integration](claude-code-integration.md)** - 🔥 **NOUVEAU** : Guide développement IA
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- **[Player Integration](player-integration.md)** - 🔥 **NOUVEAU** : Client/Server modulaire
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- **[Factory Architecture Post-Player](factory-architecture-post-player.md)** - 🔥 **NOUVEAU** : Factory engine optimisé
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- **[Transport Economic System](transport-economic-system.md)** - 🔥 **NOUVEAU** : Système transport & économique
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## 🔄 En Cours (Nouveau)
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- **Transport System** : Mode hierarchy (ship/train/air/truck) avec cost optimization
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- **Market Mechanics** : Economic phases, order stacking, dynamic pricing
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- **Trading Companies** : Arbitrage, transport optimization, market making
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- **Geographic Economics** : Infrastructure investment, regional specialization
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## 📋 Prochaines Étapes (Nouveau)
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- **TradingModule Implementation** : Business models (arbitrage, optimization, market making)
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- **MarketModule Implementation** : Economic phases, order matching, price discovery
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- **InfrastructureModule Implementation** : ROI calculation, regional development
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- **Integration Testing** : Transport system avec ProductionModule
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## 💡 Philosophy
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**"Complexity through Simplicity"** : Créer un jeu AAA complexe via une architecture de modules simples, chacun compréhensible et modifiable par Claude Code en isolation totale.
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**Résultat** : Développement 10x plus rapide avec qualité maintenue.
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## 📋 Build Commands (Nouveau Système)
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```bash
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# Module development (autonomous)
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cd modules/factory/
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cmake . && make factory-module # Build factory.so
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./build/factory-module # Test standalone
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# Core system
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cmake . && make warfactory-core # Build core engine
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./build/bin/warfactory-engine # Run main engine
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# Full system
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make warfactory-modules # Build all modules
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make test-all-modules # Test all modules
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```
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## Pour Claude Code Sessions
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1. **Toujours lire** : `/modules/{module}/CLAUDE.md`
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2. **Context limité** : Module spécifique uniquement
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3. **Build autonome** : `cmake .` depuis le module
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4. **Max 300 lignes** : Logique pure, zéro infrastructure |