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)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-19 14:41:03 +08:00

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Markdown

# 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
```cpp
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