📚 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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War-Engine Documentation
Engine Overview
War-Engine handles combat simulation, multi-chunk battles, persistent frontlines, and auto-battler mechanics with player oversight.
Key Responsibilities:
- Combat simulation across multiple chunks
- Persistent frontline management
- Auto-battler mechanics with strategic player control
- Battle result analysis and reporting
Core Systems
Combat System
From systeme-militaire.md:
- Multi-Chunk Battles: Combat spanning multiple 64x64 tile chunks
- Auto-Battler Mechanics: Automated tactical combat with strategic oversight
- Unit Coordination: Multi-vehicle formations and tactical maneuvers
- Terrain Effects: Map-based combat modifiers and tactical considerations
Frontline Management
- Persistent Frontlines: Battle lines that persist across sessions
- Dynamic Front Movement: Frontlines shift based on combat results
- Strategic Control Points: Key locations affecting frontline stability
- Frontline Intelligence: Reconnaissance and frontline monitoring
Battle Resolution
- Real-time Combat: Fast-paced tactical resolution
- Player Oversight: Strategic control without micro-management
- Battle Reporting: Detailed analysis for Operation-Engine learning
- Casualty Tracking: Unit losses and damage assessment
Engine Architecture
Core Classes
class WarEngine {
// Combat management
void initiateBattle(const BattleSetup& setup);
void updateActiveBattles();
BattleResult resolveBattle(int battleId);
// Frontline system
void updateFrontlines();
std::vector<FrontlineSegment> getFrontlines(int companyId) const;
void setFrontlinePosition(int segmentId, const Position& newPosition);
// Auto-battler with player oversight
void setPlayerOversight(int battleId, const StrategicOrders& orders);
AutoBattlerResult processAutoBattle(int battleId);
};
Communication with Other Engines
- Operation-Engine: Provides battle results for strategic learning
- Designer-Engine: Vehicle combat effectiveness feedback
- Intelligence-Engine: Battle intelligence and reconnaissance data
- Map-Engine: Multi-chunk combat terrain coordination
- Event-Engine: Provides scrap data for breakthrough system
Key Design Documents
systeme-militaire.md- Complete combat system specificationarchitecture-technique.md- Multi-chunk battle performancemap-system.md- Combat terrain integrationmecaniques-jeu.md- Auto-battler mechanics and player control
Implementation Notes
- Multi-chunk battles require efficient spatial coordination
- Auto-battler provides engaging combat without micro-management
- Persistent frontlines create strategic territorial control
- Battle analysis feeds into strategic AI learning systems