OpenRA3 v0.0.1: C++26 modules, BIG4/RefPack reader, minimal skirmish
This commit is contained in:
@@ -0,0 +1,78 @@
|
||||
# Architecture
|
||||
|
||||
OpenRA3 is organised as a stack of C++ modules. Each layer may import the ones
|
||||
below it, never the ones above.
|
||||
|
||||
```
|
||||
┌───────────────────────────────┐
|
||||
applications │ openra3 (apps/openra3) │
|
||||
└───────────────┬───────────────┘
|
||||
│ import ra3
|
||||
┌───────────────▼───────────────┐
|
||||
umbrella │ ra3 (re-exports everything) │
|
||||
└───────────────┬───────────────┘
|
||||
┌───────────────┬────────┴────────┬───────────────┐
|
||||
▼ ▼ ▼ ▼
|
||||
ra3.skirmish ra3.client ra3.game ra3.map
|
||||
match rules display/loop RA3 sides map catalog
|
||||
│ │ │ │
|
||||
└───────┬───────┴────────┬────────┘ │
|
||||
▼ ▼ ▼
|
||||
ra3.logic ra3.core ra3.fs
|
||||
simulation types/math/random BIG4 + RefPack
|
||||
```
|
||||
|
||||
## Module responsibilities
|
||||
|
||||
### `ra3.core`
|
||||
The vocabulary every other module shares, mirroring SAGE's `GameEngine/Common`:
|
||||
`real`/`int32`/`uint32`, `coord3d`/`coord2d`/`rgb_color`, `ascii_string` +
|
||||
`make_name_key`, the deterministic `random` stream, and the `message_stream`
|
||||
command bus (node layout derived from retail `MessageStream::appendMessage`,
|
||||
`0x0060c4a0`).
|
||||
|
||||
### `ra3.logic`
|
||||
The deterministic simulation, mirroring SAGE's `GameLogic`: `thing` → `object`
|
||||
with pluggable `update_module`s, `player`/`player_list`, the `partition_manager`
|
||||
spatial grid, and the 30 Hz `game_logic` driver (`prepare_new_game` /
|
||||
`start_new_game` / `update`).
|
||||
|
||||
### `ra3.client`
|
||||
The presentation boundary: an abstract `display` with a `headless_display`
|
||||
implementation, and `game_client`, the seam a future W3D/D3D9 renderer plugs
|
||||
into.
|
||||
|
||||
### `ra3.game`
|
||||
Red Alert 3 data that SAGE keeps in `PlayerTemplate`: the three sides
|
||||
(`faction` flags `Empire=2`, `Allied=4`, `Soviet=8`, `Random=7`, recovered from
|
||||
the retail skirmish setup) and skirmish defaults.
|
||||
|
||||
### `ra3.fs`
|
||||
Reading the user's installation. Implements the `BIG4` archive container and
|
||||
EA's RefPack codec, plus `find_game_dir` (`--game-dir` / `$RA3_GAME_DIR` /
|
||||
`C:\Red Alert 3`). Only the archive index is held in memory; payloads are read
|
||||
on demand.
|
||||
|
||||
### `ra3.map`
|
||||
Map discovery and loading: scans `MapsMultiplayer.big` for main map entries,
|
||||
unwraps the two compression layers (`BIG4` RefPack → `EAR\0` wrapper → RefPack →
|
||||
`CkMp`), and recovers `Player_N_Start` waypoint coordinates. Degenerate
|
||||
extractions are rejected so the caller can fall back.
|
||||
|
||||
### `ra3.skirmish`
|
||||
The minimal match: two players, unit classes (harvester/infantry/tank/base),
|
||||
passive + harvester income, a simple build AI, movement and combat on a fixed
|
||||
30 Hz step, and a base-destruction win condition. Fully deterministic.
|
||||
|
||||
## Design rules
|
||||
|
||||
1. **No raw owning pointers.** Ownership is `std::unique_ptr`; the partition
|
||||
manager holds non-owning `thing *` views only.
|
||||
2. **Portable simulation.** No platform APIs in `ra3.core` / `ra3.logic`. All
|
||||
platform concerns live behind `display`.
|
||||
3. **Determinism.** Anything that can diverge between runs (random, iteration
|
||||
order) is explicit and seedable.
|
||||
4. **RE-traceable.** Where a structure or constant comes from the retail
|
||||
binary, the address is cited in the comment.
|
||||
5. **No bundled assets, no online.** Game data is read from the user's install
|
||||
and never committed; there is no networking or online service.
|
||||
Reference in New Issue
Block a user