# Simple Village Simulation Architecture (MVP) 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). ## 1. System Overview The system consists of two distinct applications communicating via HTTP (REST API): 1. **Backend (Server)**: Responsible for the entire simulation state, economic logic, AI decision-making (GOAP-based), and turn management. 2. **Frontend (Client)**: A web-based frontend (HTML/JavaScript) that queries the current state to render it and sends user commands to the server. This separation allows replacing the web frontend with other technologies (React/Vue, Unity, etc.) without changing the backend logic. --- ## 2. Backend Architecture (Python) We adhere to a simplified **Clean Architecture** to keep business logic isolated from the API framework. ### 2.1. Layered Structure ```text backend/ ├── main.py # Entry point, API configuration ├── api/ # Interface Layer (FastAPI) │ ├── routes.py # Endpoints (GET /state, POST /next_turn) │ └── schemas.py # Pydantic models for request/response ├── core/ # Business Logic Layer (The "Brain") │ ├── engine.py # Game Loop manager (Day/Night cycle) │ ├── world.py # Container for all entities │ └── market.py # Order Book matching logic └── domain/ # Data Models (Pure Python) ├── agent.py # Agent logic (stats, inventory, survival rules) ├── resources.py # Resource definitions (Meat, Wood, etc.) └── action.py # Action definitions (Hunt, Sleep, Trade) ``` ### 2.2. Key Components 1. **Domain Models (`domain/`)**: * `Agent`: Stores state (Energy, Hunger, Money, Inventory). Contains methods like `eat()`, `work()`, but does *not* know about the game loop. * `Resource`: Enum or classes defining resource properties (decay rate, base value). 2. **Core Engine (`core/`)**: * `GameEngine`: Singleton that holds the `World` state. * **Turn Processing**: * The simulation is **Turn-Based**. * The Engine waits for a "Next Turn" signal (or runs on a timer). * Processing order: `Collect Actions` -> `Resolve Market` -> `Update Agent Stats` -> `Remove Dead Agents`. 3. **API (`api/`)**: * **`GET /state`**: Returns the full snapshot of the world (Agents, Market Order Book, Global Stats) in JSON format. * **`POST /control/next_step`**: Forces the simulation to advance one tick (useful for debugging/manual control). * **`POST /market/order`**: (Optional) Allows manual intervention to place orders. --- ## 3. Frontend Architecture (Web) The frontend acts as a **Visualizer**. It does not calculate simulation logic. ### 3.1. Structure ```text web_frontend/ ├── index.html # Main HTML page ├── goap_debug.html # GOAP debugging view ├── styles.css # Styling └── src/ ├── main.js # Application entry point ├── api.js # Network client (fetch API) ├── constants.js # Configuration constants └── scenes/ # Game scenes (Phaser.js) ├── BootScene.js # Loading scene └── GameScene.js # Main game visualization ``` ### 3.2. Flow 1. **Network Step**: * Call `GET http://localhost:8000/state`. * Receive JSON: `{"turn": 5, "time_of_day": "day", "agents": [...], "market": [...]}`. 2. **Update Step**: * Parse JSON into JavaScript objects. 3. **Draw Step**: * Update Phaser.js game scene. * Render Agents at their coordinates. * Render UI overlays (e.g., "Day 1, Step 5", "Total Coins: 500"). --- ## 4. Data Flow & Synchronization Since the simulation involves AI agents acting autonomously, the Frontend is primarily an **Observer**. 1. **Initialization**: Server starts, generates N agents. 2. **Loop**: * Server calculates the turn results (AI decisions -> Outcomes). * Frontend polls `/state` every X milliseconds (or every frame). * Frontend updates the screen. ### 4.1. The "God Mode" Problem To test the simulation efficiently, the Server exposes a **Simulation Controller**: * **Manual Mode**: The server waits for a `POST /next_step` call to advance. The User clicks the advance button in the web frontend -> Frontend sends request -> Server updates -> Frontend fetches new state. * **Auto Mode**: Server runs a background thread updating every N seconds. Frontend just polls. --- ## 5. Technology Stack * **Language**: Python 3.11+ * **Backend Framework**: FastAPI (for speed and auto-generated docs). * **Data Validation**: Pydantic. * **AI System**: GOAP (Goal-Oriented Action Planning). * **Frontend**: HTML/JavaScript with Phaser.js for rendering. * **Communication**: HTTP (Fetch API/Uvicorn). ## 6. Future Extensibility (Why this architecture?) * **Switch to React/Vue**: Replace `web_frontend/` folder with a React app. The React app simply calls the same `GET /state` endpoint. * **Switch to Unity**: Unity `UnityWebRequest` calls `GET /state`. * **Database**: Currently state is in-memory (`core/engine.py`). Easy to swap for SQLite/Postgres later by adding a `repository` layer in Backend.