📚 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>
70 lines
2.6 KiB
Markdown
70 lines
2.6 KiB
Markdown
# Event-Engine Documentation
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## Engine Overview
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**Event-Engine** handles the breakthrough system, global events, and event-driven mechanics throughout the game.
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**Key Responsibilities:**
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- Breakthrough system processing (scrap analysis → technology)
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- Global event generation (geopolitical, natural disasters)
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- Event scheduling and timing
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- Research progression triggers
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## Core Systems
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### Breakthrough System
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From `mecaniques-jeu.md`:
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- **Scrap Analysis**: Combat wreckage provides technology insights
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- **Technology Discovery**: Reverse engineering captured equipment
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- **Progressive Unlocks**: Gradual technology revelation
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- **Failure/Success Mechanics**: Not all analysis succeeds
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### Global Events
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From `arbre-technologique.md`:
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- **Geopolitical Events**: International conflicts, alliances
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- **Natural Disasters**: Impact on production and logistics
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- **Market Events**: Economic shocks, resource discoveries
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- **Technology Events**: Scientific breakthroughs, espionage
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### Event Scheduling
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- **Delayed Events**: Timed consequences of player actions
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- **Cascading Events**: Events triggering other events
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- **Random Events**: Procedural event generation
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- **Player-Triggered Events**: Research completions, diplomatic actions
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## Engine Architecture
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### Core Classes
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```cpp
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class EventEngine {
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// Event management
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void scheduleEvent(std::unique_ptr<GameEvent> event, double delaySeconds);
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void triggerImmediateEvent(std::unique_ptr<GameEvent> event);
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// Breakthrough system (event-driven with scrap analysis)
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void analyzeScrapForBreakthrough(const std::string& scrapData);
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void triggerBreakthrough(const std::string& technologyDomain);
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// Global events
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void generateRandomEvent();
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void processScheduledEvents();
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};
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```
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### Communication with Other Engines
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- **War-Engine**: Receives battle data for scrap analysis
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- **Intelligence-Engine**: Coordinates breakthrough discoveries
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- **MacroEntity-Engine**: Triggers diplomatic events
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- **Economy-Engine**: Generates market disruption events
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- **All Engines**: Broadcasts global events affecting all systems
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## Key Design Documents
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- `mecaniques-jeu.md` - Breakthrough system and research mechanics
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- `arbre-technologique.md` - Technology progression events
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- `architecture-technique.md` - Event processing performance
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- `coherence-problem.md` - Event balance and timing
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## Implementation Notes
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- Event-driven architecture for breakthrough system
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- Scrap analysis probability mechanics
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- Global event impact on all game systems
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- Cascading event chains for complex scenarios |