Remove outdated architecture documentation and add a new simplified architecture document for Village Sim, detailing the client-server model, backend and frontend structures, data flow, and technology stack.
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# Архитектура сервера симуляции (Village Sim)
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## 1. Технический стек
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### Phase 1 (MVP)
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* **Core**: Python 3.11+
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* **API**: FastAPI
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* **Hot State / Broker**: Redis (используется и как БД, и как очередь сообщений)
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* **Analytics**: JSON Logs (файловая система)
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### Phase 2 (Target Production)
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* **Analytics**: **ClickHouse**. Для хранения логов каждого хода (Time-Series) и ML-обучения.
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* **Broker**: **RabbitMQ / Kafka**. Для связи с внешними микросервисами (Внешняя торговля, Auth).
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* **Metrics**: Prometheus + Grafana.
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## 2. Принципы проектирования (Clean Architecture)
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Чтобы легко перейти от Phase 1 к Phase 2, жестко соблюдаем слои:
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1. **Domain Layer (Core)**: *Чистый Python.*
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* Бизнес-правила (Entity, Value Objects).
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* Никаких зависимостей от внешних библиотек.
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2. **Application Layer (Services)**: *Оркестрация.*
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* Use Cases ("Сделать ход", "Создать игру").
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* Работает с интерфейсами (`IEventBus`, `IRepository`), а не конкретными БД.
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3. **Infrastructure Layer (Adapters)**: *Грязная реализация.*
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* Здесь лежат драйверы Redis, ClickHouse, RabbitMQ.
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* Именно этот слой мы будем менять при масштабировании.
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## 3. Компоненты системы
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### 4.1. API Gateway (FastAPI)
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* Входная точка для клиентов.
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* Конвертирует HTTP запросы в `Commands`.
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### 4.2. Game Engine (Domain)
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* **TimeSystem**: Абстракция времени.
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* **EntityManager**: ECS-структура.
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* **MarketCore**: Логика сведения ордеров.
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### 4.3. Infrastructure Adapters
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* **RedisGameRepository**: Реализация `IGameRepository`.
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* **RedisEventBus**: Реализация `IEventBus` (в Phase 2 заменим на `KafkaEventBus`).
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* **FileAnalyticsRepository**: Реализация `IAnalyticsRepository` (в Phase 2 заменим на `ClickhouseRepository`).
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## 5. Поток данных (Data Flow)
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1. **Action**: Клиент шлет `POST /action`.
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2. **Bus**: API кладет команду в `IEventBus` (Redis).
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3. **Worker**:
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* Поднимает состояние из `IGameRepository`.
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* Применяет логику Домена.
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* Генерирует события (`FoodEaten`, `ItemCrafted`).
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4. **Analytics**: События асинхронно пишутся в `IAnalyticsRepository` (ClickHouse/Files).
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## 6. Структура проекта
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```text
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/app
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/domain # ЧИСТАЯ ЛОГИКА
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/entities # Agent, Resource
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/interfaces # Абстракции: IGameRepository, IEventBus, IAnalytics
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/events # Domain Events
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/application # СЦЕНАРИИ
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/commands # DTO
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/use_cases # GameLoopService
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/infrastructure # РЕАЛИЗАЦИЯ
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/redis # RedisRepo, RedisBus
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/clickhouse # (Заготовка) ClickhouseAnalytics
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/fs # FileAnalytics
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/web # API
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/api # Routes
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main.py # Dependency Injection Container
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```
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docs/design/simple-architecture.md
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# Simple Village Simulation Architecture (MVP)
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This document outlines the architecture for the Village Simulation based on [Village TZ v2](./village-tz-v2.md). The system follows a client-server model to ensure strict separation between the simulation logic (Backend) and the visualization (Frontend).
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## 1. System Overview
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The system consists of two distinct applications communicating via HTTP (REST API):
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1. **Backend (Server)**: Responsible for the entire simulation state, economic logic, AI decision-making, and turn management.
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2. **Frontend (Client)**: A "dumb" terminal using **Pygame** that queries the current state to render it and sends user commands (if any) to the server.
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This separation allows replacing the Pygame frontend with Web (React/Vue) or Unity in the future without changing the backend logic.
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---
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## 2. Backend Architecture (Python)
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We adhere to a simplified **Clean Architecture** to keep business logic isolated from the API framework.
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### 2.1. Layered Structure
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```text
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backend/
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├── main.py # Entry point, API configuration
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├── api/ # Interface Layer (FastAPI)
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│ ├── routes.py # Endpoints (GET /state, POST /next_turn)
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│ └── schemas.py # Pydantic models for request/response
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├── core/ # Business Logic Layer (The "Brain")
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│ ├── engine.py # Game Loop manager (Day/Night cycle)
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│ ├── world.py # Container for all entities
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│ └── market.py # Order Book matching logic
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└── domain/ # Data Models (Pure Python)
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├── agent.py # Agent logic (stats, inventory, survival rules)
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├── resources.py # Resource definitions (Meat, Wood, etc.)
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└── action.py # Action definitions (Hunt, Sleep, Trade)
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```
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### 2.2. Key Components
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1. **Domain Models (`domain/`)**:
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* `Agent`: Stores state (Energy, Hunger, Money, Inventory). Contains methods like `eat()`, `work()`, but does *not* know about the game loop.
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* `Resource`: Enum or classes defining resource properties (decay rate, base value).
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2. **Core Engine (`core/`)**:
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* `GameEngine`: Singleton that holds the `World` state.
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* **Turn Processing**:
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* The simulation is **Turn-Based**.
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* The Engine waits for a "Next Turn" signal (or runs on a timer).
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* Processing order: `Collect Actions` -> `Resolve Market` -> `Update Agent Stats` -> `Remove Dead Agents`.
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3. **API (`api/`)**:
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* **`GET /state`**: Returns the full snapshot of the world (Agents, Market Order Book, Global Stats) in JSON format.
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* **`POST /control/next_step`**: Forces the simulation to advance one tick (useful for debugging/manual control).
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* **`POST /market/order`**: (Optional) Allows manual intervention to place orders.
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---
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## 3. Frontend Architecture (Pygame)
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The frontend acts as a **Visualizer**. It does not calculate simulation logic.
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### 3.1. Structure
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```text
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frontend/
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├── main.py # Pygame Game Loop
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├── client.py # Network Client (requests lib)
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├── assets/ # Sprites/Fonts
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└── renderer/ # Drawing Logic
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├── map_renderer.py # Draws the grid/terrain
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├── agent_renderer.py # Draws agents and their status bars
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└── ui_renderer.py # Draws text info (Market prices, Day/Night)
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```
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### 3.2. Flow
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1. **Network Step**:
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* Call `GET http://localhost:8000/state`.
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* Receive JSON: `{"turn": 5, "time_of_day": "day", "agents": [...], "market": [...]}`.
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2. **Update Step**:
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* Parse JSON into local simplified objects.
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3. **Draw Step**:
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* Clear screen.
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* Render Agents at their coordinates.
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* Render UI overlays (e.g., "Day 1, Step 5", "Total Coins: 500").
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* `pygame.display.flip()`.
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---
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## 4. Data Flow & Synchronization
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Since the simulation involves AI agents acting autonomously, the Frontend is primarily an **Observer**.
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1. **Initialization**: Server starts, generates N agents.
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2. **Loop**:
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* Server calculates the turn results (AI decisions -> Outcomes).
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* Frontend polls `/state` every X milliseconds (or every frame).
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* Frontend updates the screen.
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### 4.1. The "God Mode" Problem
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To test the simulation efficiently, the Server will expose a **Simulation Controller**:
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* **Manual Mode**: The server waits for a `POST /next_step` call to advance. The User presses `SPACE` in Pygame -> Pygame sends request -> Server updates -> Pygame fetches new state.
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* **Auto Mode**: Server runs a background thread updating every N seconds. Frontend just polls.
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*Recommended for MVP: Manual Mode (Spacebar to advance turn).*
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---
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## 5. Technology Stack
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* **Language**: Python 3.11+
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* **Backend Framework**: FastAPI (for speed and auto-generated docs).
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* **Data Validation**: Pydantic.
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* **Frontend**: Pygame Community Edition (pygame-ce).
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* **Communication**: HTTP (Requests/Uvicorn).
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## 6. Future Extensibility (Why this architecture?)
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* **Switch to Web**: Replace `frontend/` folder with a React app. The React app simply calls the same `GET /state` endpoint.
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* **Switch to Unity**: Unity `UnityWebRequest` calls `GET /state`.
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* **Database**: Currently state is in-memory (`core/engine.py`). Easy to swap for SQLite/Postgres later by adding a `repository` layer in Backend.
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