warfactoryracine/docs/engines/war/README.md
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

2.8 KiB

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 specification
  • architecture-technique.md - Multi-chunk battle performance
  • map-system.md - Combat terrain integration
  • mecaniques-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