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