📚 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>
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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 mechanicsarbre-technologique.md- Technology progression eventsarchitecture-technique.md- Event processing performancecoherence-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