warfactoryracine/CLAUDE.md
StillHammer bbc811c151 Major documentation restructure and cleanup
- Restructure docs/ into hierarchical organization (00-overview → 04-reference)
- Eliminate duplicate global/ directory (-16 files)
- Integrate toCheck/ content into main structure
- Update CLAUDE.md with new documentation architecture
- Remove legacy engine references
- Consolidate 53 → 32 documentation files (-40% reduction)
- Add proper navigation README.md with clear entry points

New structure:
📁 00-overview/ - Vision & context
📁 01-architecture/ - Technical architecture
📁 02-systems/ - Game systems
📁 03-implementation/ - Testing & configuration
📁 04-reference/ - Technical reference

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-23 13:22:09 +08:00

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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
**Warfactory** is a Factorio-inspired industrial military simulation game combining factory management with strategic military doctrine. The project uses a **revolutionary modular architecture** optimized for Claude Code development with hot-reloadable modules.
**Core Philosophy:**
- Factory assembly lines as gameplay foundation
- Player-driven military doctrine development
- Progression from PMC operations to conventional warfare
- Choice and complexity balanced with accessible presentation
## Documentation Architecture
The project uses a **hierarchical documentation system** in `/docs/`:
### 📋 00-overview/
- `README.md` - Main developer guide and navigation
- `vue-ensemble.md` - Vision, philosophy, and design principles
- `contexte-narratif.md` - Background and universe
- `dlc-prevus.md` - Planned expansions
### 🏗️ 01-architecture/
- `architecture-technique.md` - **CORE**: Complete modular architecture
- `claude-code-integration.md` - **ESSENTIAL**: Claude Code development optimization
- `behavior-composition-patterns.md` - Modular AI behavior patterns
- `player-integration.md` - Client/server integration
### ⚙️ 02-systems/
- `gameplay-industriel.md` - Factory/production systems
- `systeme-militaire.md` - Vehicle design with grid-based component placement
- `economie-logistique.md` - Market simulation, supply chains, pricing
- `map-system.md` - Procedural generation with 218+ elements
- `factory-architecture-post-player.md` - Advanced production architecture
### 🔧 03-implementation/
- `testing-strategy.md` - AI-optimized testing approach
- `systemes-techniques.md` - Low-level technical specifications
- `configuration/` - Complete configuration system
### 📚 04-reference/
- `INTEGRATION-MASTER-LIST.md` - **CRITICAL**: 570+ technical specifications catalog
- `arbre-technologique.md` - 3000+ technology tree
- `metriques-joueur.md` - Comprehensive analytics (3.1GB per game)
- `coherence-problem.md` - Resolved design contradictions
- `questions-ouvertes.md` - Open technical questions
- `updates-long-terme.md` - Future evolution roadmap
## Key Technical Concepts
### Modular Architecture (PRODUCTION-READY)
- **Triple Interface Pattern**: IEngine, IModuleSystem, IModule(`process()`, `initialize()`, `shutdown()`), IIO
- **Autonomous Modules**: Small (200-300 lines) hot-reloadable modules (.so files)
- **Claude Code Optimized**: Each module is a micro-context for AI development
- **Performance Targets**: V1 Client 30+ fps, V2 Client 60+ fps, V1 Server 10+ players, V2 Server 100+ players
- **570+ Specifications**: Complete technical catalog in INTEGRATION-MASTER-LIST.md
### Module Frequencies & Isolation
- **ProductionModule**: 60Hz (frame-perfect factory operations)
- **TankModule**: 0.1-60Hz (Targeting 60Hz → Movement 30Hz → Tactical 1Hz → Analytics 0.1Hz)
- **EconomyModule**: 0.01-0.1Hz (economic cycles)
- **War Isolation**: ZERO interaction ProductionModule ↔ WarModule
- **Supply Chain**: Factory → LogisticModule → War (unidirectional flow)
### Map System
- **Multi-scale**: World (diplomatic) → Regional (logistics) → Local (factory) → Detail (combat)
- **Procedural Generation**: 218 elements with budget scoring, millions of combinations
- **Chunk System**: 64x64 tiles, streaming on demand, persistent storage
### Military Design
- **Grid-based Vehicle Design**: Irregular chassis shapes with component placement
- **Interface**: Pick/place with A/E rotation, R for snap toggle, template support
- **Combat**: Multi-chunk battles, persistent frontlines, auto-battler with player oversight
## Development Context
### Current Status
- **Phase**: **PRODUCTION-READY** - Modular architecture fully specified
- **Build System**: Module-based CMake with autonomous builds per module
- **Development Ready**: Hot-reload modules, 5-second iteration cycles
- **Integration**: 85% complete (487/570 specifications integrated)
- **Next Steps**: Module implementations (TankModule, EconomyModule, FactoryModule)
### Resolved Issues
Most coherence problems resolved through systematic analysis in `04-reference/coherence-problem.md`:
- Architecture scales properly with smart resource management
- Interface complexity is standard for genre (comparable to Factorio, Tarkov inventory)
- Performance targets achievable with proper optimization
- Legacy engine system completely replaced by modular architecture
## Working with This Project
### Essential Reading Order
1. **First Time**: `00-overview/vue-ensemble.md` - Project vision
2. **Architecture**: `01-architecture/architecture-technique.md` - Core technical architecture
3. **Development**: `01-architecture/claude-code-integration.md` - AI development workflow
4. **Reference**: `04-reference/INTEGRATION-MASTER-LIST.md` - Complete specifications
### Documentation Updates
- Cross-reference systems when making changes (especially architecture ↔ gameplay)
- Maintain coherence between technical specs and game design
- Update `04-reference/coherence-problem.md` if new conflicts emerge
### Key Design Constraints
- **Skip-ability**: All systems must be automatable for accessibility
- **Depth vs Accessibility**: Complex systems with simple interfaces
- **Performance**: Real-time constraints with large-scale simulation
- **Realism**: Military authenticity balanced with gameplay fun
## Module Constraints (CRITICAL)
### NEVER/ALWAYS Rules
- **NEVER `cd ..`**: Jamais référence directories parent modules
- **ALWAYS `cmake .`**: Builds autonomes par module (NEVER cmake ..)
- **NEVER `#include "../"`**: Isolation modules stricte
- **ONLY JSON Communication**: Communication entre modules via JSON uniquement
- **ZERO Infrastructure Code**: Aucun code infrastructure dans contexts modules
### Special Cases
- **Exception ProductionModule**: Belt+Inserter+Factory MUST cohabiter (500-800 lignes acceptées)
- **ISocket Overhead**: >1ms INACCEPTABLE pour ProductionModule
- **Module Frequencies**: Each module operates at different frequencies (see architecture-technique.md)
- **War Isolation**: NO inserters towards turrets - supply via LogisticModule only
## Build System and Development
### Build Commands
```bash
# CRITICAL: Module autonome uniquement
cd modules/tank/ && cmake . # NEVER cmake ..
make tank-module # Builds tank.so
./build/tank-module # Test standalone
# Core system
cmake . && make warfactory-core # Build core engine
# All modules
make warfactory-modules # Build all modules
```
### Project Structure
```
├── modules/ # Autonomous hot-reloadable modules
│ ├── tank/ # Tank behavior module (200 lines)
│ ├── economy/ # Market simulation module
│ ├── factory/ # Production module
│ ├── transport/ # Transport optimization module
│ └── [each with CLAUDE.md, CMakeLists.txt, src/]
├── core/ # Core engine with IEngine, IModuleSystem
│ ├── interfaces/ # IModule, IIO definitions
│ └── loaders/ # Module hot-reload system
├── cmake/ # Build system configuration
│ ├── WarfactoryDefenses.cmake # Defensive programming
│ ├── WarfactoryAutomation.cmake # 16 C++ libraries
│ └── WarfactoryAdvancedTools.cmake # Static analysis, testing
├── build/ # Build artifacts (git ignored)
│ └── bin/ # Final executables
└── docs/ # Hierarchical documentation system
├── 00-overview/ # Vision & context
├── 01-architecture/ # Architecture modulaire
├── 02-systems/ # Game systems
├── 03-implementation/ # Testing & configuration
└── 04-reference/ # Technical reference
```
### Development Workflow
1. **Module isolation**: Work in `modules/*/` with autonomous builds
2. **Hot-reload**: Edit module → Save → Instant reload with state preservation
3. **Parallel development**: Multiple Claude instances on different modules
4. **Config-driven**: Most gameplay tweaks via JSON configs
5. **5-second iteration**: Edit → cmake . → make → test
6. **Testing**: `#ifdef TESTING` validation autonome, standalone testing
## Claude Code Development Practices
### Context Management (CRITICAL)
- **Small Modules**: Compact modules for focused development (micro-contexts)
- **Context Optimization**: Massive context reduction through modular design
- **Iteration Speed**: 5-10 min → 5 sec (60-120x faster)
- **Development Velocity**: 10x improvement through module isolation
### Parallel Development Patterns
- **Multiple Instances**: 3+ Claude Code instances simultaneous development
- **Zero Conflicts**: Independent module development without merge conflicts
- **Git-Friendly**: Isolated commits per module
- **Non-Blocking**: Developers work on different modules without coordination
### Testing Strategy (AI-Optimized)
- **Simple Tests**: Tests unitaires légers, pas infrastructure complexe
- **Standalone Testing**: Test modules sans engine complet
- **`#ifdef TESTING`**: Validation autonome intégrée modules
- **Quick Feedback**: Tests rapides pour iteration loops Claude Code
### Dependencies and Libraries
The project includes 16 C++ libraries via FetchContent:
- **Networking**: zeromq, cppzmq, redis-plus-plus, cpprestsdk
- **Logging**: spdlog, fmt
- **Memory**: Microsoft GSL, foonathan/memory
- **Testing**: Catch2, Google Test, Google Benchmark
- **Utilities**: nlohmann/json, fifo_map, junction+turf, pcg-cpp
- **Navigation**: recastnavigation, abseil-cpp
- **Graphics**: imgui, sqlite
### Defensive Programming Features
- **Sanitizers**: AddressSanitizer, UndefinedBehaviorSanitizer, LeakSanitizer
- **Static Analysis**: Clang Static Analyzer, Cppcheck, PVS-Studio integration
- **Contract Programming**: GSL contracts, custom assertion macros
- **Compiler Hardening**: Stack protection, frame pointers, maximum debug info
- **Memory Safety**: Smart pointers, RAII patterns, leak detection
## Quick Reference
### For Understanding the Project
1. `00-overview/vue-ensemble.md` - Project vision
2. `01-architecture/architecture-technique.md` - Core architecture
3. `02-systems/gameplay-industriel.md` - Core gameplay
### For Development
1. `01-architecture/claude-code-integration.md` - AI development workflow
2. `03-implementation/testing-strategy.md` - Testing approach
3. `04-reference/INTEGRATION-MASTER-LIST.md` - Complete specifications
### For Technical Reference
1. `04-reference/arbre-technologique.md` - Complete tech tree
2. `04-reference/coherence-problem.md` - Technical analyses
3. `DocToDispatch.md` - Exhaustive reference document
---
**Status**: PRODUCTION-READY modular architecture with 570+ technical specifications integrated and hierarchical documentation system.