📚 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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Map-Engine Documentation
Engine Overview
Map-Engine handles procedural generation, chunk streaming, and multi-scale map coordination with 218+ terrain elements.
Key Responsibilities:
- Procedural terrain generation with budget system (-10 to +10)
- Chunk management (64x64 tiles, streaming on demand)
- Multi-scale map coordination (World → Regional → Local → Detail)
- Fog of War coordination with Intelligence-Engine
Core Systems
Procedural Generation
From map-system.md:
- 218 Terrain Elements: Comprehensive terrain feature set
- Budget System: -10 to +10 scoring for balanced generation
- Millions of Combinations: Procedural variety through element mixing
- Scale-Appropriate Detail: Different detail levels for each map scale
Chunk System
From systemes-techniques.md:
- 64x64 Tiles: Standard chunk size (1m×1m tiles)
- Streaming: On-demand loading/unloading for memory optimization
- Persistent Storage: Chunk data persistence across sessions
- Memory Management: Automatic cleanup of unused chunks
Multi-Scale Architecture
- World Scale: Diplomatic and strategic overview
- Regional Scale: Logistics and major operations
- Local Scale: Factory and base management
- Detail Scale: Combat and precise operations
Engine Architecture
Core Classes
class MapEngine {
// Chunk management (64x64 tiles, 1m×1m)
std::shared_ptr<Chunk> getChunk(int x, int y);
void generateChunk(int x, int y);
void unloadChunk(int x, int y);
// FOW (granularity: chunk level)
void updateFOW(int companyId, const std::vector<std::pair<int,int>>& visibleChunks);
bool isChunkVisible(int companyId, int x, int y) const;
// 218 procedural elements, budget -10 to +10
void generateTerrain(int chunkX, int chunkY);
};
Communication with Other Engines
- Intelligence-Engine: FOW coordination and chunk visibility
- War-Engine: Combat terrain effects, battle locations
- Logistic-Engine: Route planning across multiple scales
- Factory-Engine: Terrain suitability for industrial development
- All Engines: Coordinate actions across appropriate map scales
Key Design Documents
map-system.md- Complete multi-scale map systemsystemes-techniques.md- Chunk system and memory managementarchitecture-technique.md- Performance requirements and streamingcoherence-problem.md- Multi-scale coordination challenges
Implementation Notes
- 218 terrain elements provide rich procedural variety
- Budget system ensures balanced and interesting terrain
- Chunk streaming maintains performance with large worlds
- Multi-scale coordination requires careful data synchronization