warfactoryracine/docs/engines/event
StillHammer bb92e9dc93 Add comprehensive engine-focused documentation structure
📚 Complete documentation reorganization:

🗂️ Structure:
- docs/global/ → Complete project documentation (all original files)
- docs/engines/ → 10 engine-specific docs with focused responsibilities
- docs/serveur/ → Server coordinator and inter-engine communication
- docs/client/ → Smart Client interface and user experience

🔧 Engine Documentation:
- Designer: Vehicle design with AI assistance (1-2 designs/tick)
- Economy: Market simulation and dynamic pricing
- Event: Breakthrough system and global events
- Factory: Factorio-like production with belts/assemblers
- Intelligence: Metrics collection (3.1GB adaptive) + reconnaissance
- Logistic: Supply chains and convoy management
- MacroEntity: Companies, diplomacy, administration (1000 pts/day)
- Map: Procedural generation (218+ elements) + chunk streaming
- Operation: Military strategy and adaptive AI generals
- War: Multi-chunk combat and persistent frontlines

📋 Each engine doc includes:
- Core responsibilities and system overview
- Key mechanics from relevant design documents
- Communication patterns with other engines
- Implementation notes and architecture details

🎯 Navigation optimized for:
- Engine developers (focused system details)
- System architects (coordination patterns)
- Game designers (mechanics integration)

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-19 14:41:03 +08:00
..
README.md Add comprehensive engine-focused documentation structure 2025-09-19 14:41:03 +08:00

Event-Engine Documentation

Engine Overview

Event-Engine handles the breakthrough system, global events, and event-driven mechanics throughout the game.

Key Responsibilities:

  • Breakthrough system processing (scrap analysis → technology)
  • Global event generation (geopolitical, natural disasters)
  • Event scheduling and timing
  • Research progression triggers

Core Systems

Breakthrough System

From mecaniques-jeu.md:

  • Scrap Analysis: Combat wreckage provides technology insights
  • Technology Discovery: Reverse engineering captured equipment
  • Progressive Unlocks: Gradual technology revelation
  • Failure/Success Mechanics: Not all analysis succeeds

Global Events

From arbre-technologique.md:

  • Geopolitical Events: International conflicts, alliances
  • Natural Disasters: Impact on production and logistics
  • Market Events: Economic shocks, resource discoveries
  • Technology Events: Scientific breakthroughs, espionage

Event Scheduling

  • Delayed Events: Timed consequences of player actions
  • Cascading Events: Events triggering other events
  • Random Events: Procedural event generation
  • Player-Triggered Events: Research completions, diplomatic actions

Engine Architecture

Core Classes

class EventEngine {
    // Event management
    void scheduleEvent(std::unique_ptr<GameEvent> event, double delaySeconds);
    void triggerImmediateEvent(std::unique_ptr<GameEvent> event);

    // Breakthrough system (event-driven with scrap analysis)
    void analyzeScrapForBreakthrough(const std::string& scrapData);
    void triggerBreakthrough(const std::string& technologyDomain);

    // Global events
    void generateRandomEvent();
    void processScheduledEvents();
};

Communication with Other Engines

  • War-Engine: Receives battle data for scrap analysis
  • Intelligence-Engine: Coordinates breakthrough discoveries
  • MacroEntity-Engine: Triggers diplomatic events
  • Economy-Engine: Generates market disruption events
  • All Engines: Broadcasts global events affecting all systems

Key Design Documents

  • mecaniques-jeu.md - Breakthrough system and research mechanics
  • arbre-technologique.md - Technology progression events
  • architecture-technique.md - Event processing performance
  • coherence-problem.md - Event balance and timing

Implementation Notes

  • Event-driven architecture for breakthrough system
  • Scrap analysis probability mechanics
  • Global event impact on all game systems
  • Cascading event chains for complex scenarios