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…te all layers - Add GameEngine.sol: hex grid (radius 8), mines/arsenals, lazy ore harvest, Tullock probabilistic combat, happiness decay, territory expansion - Update AgentRegistry: remove gold, integrate with GameEngine for hex-based identity - Update MCP server: 26 tools including claim_hex, build, harvest, raid, attack, get_score, get_scoreboard - Update agent-runner: new agent personalities (diplomat/warlord/builder), hex-aware context collection, strategy-driven goals - Update frontend: hex territory visualization, building/ore display, agent score tracking, cartoon textures - Update skill.md and CLAUDE.md to reflect hex territory strategy game - Stop tracking deployed-addresses.json (local-only) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
… test Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Ore pool: all hex production flows into agent-level pool (no more per-hex ore) - 7-hex spawn: each agent starts with center + ring of 6, no empty land - Remove claimHex/claimNeutral — territory gained only through combat - Capture steals 30% of defender's ore pool - Ore pool capped at 1000 to force spending on raids - Building slots reduced from 12 to 6 per hex - Time acceleration: ore production per-second, happiness decay per-30s - Happiness: post_to_location +10, capture +15 all hexes, defense +20 - Attack cooldown reduced to 5 seconds - MAP_RADIUS reduced to 4 (61 hexes, max ~8 agents) - Fix getHex ABI: add happiness fields, remove ore field - Update agent prompts for combat-focused gameplay - Update frontend to match new contract interface Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add allHexKeys/hexExists to GameEngine for global hex enumeration - Add getAllHexKeys ABI to mcp-server, update getWorld to return all hexes - Fix frontend useGameEngine to match new getHex return signature - Update Phaser scenes, CartoonTextures, LocationCluster for new hex data - Update BuildingTags and WorldLayout for reduced slot count Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Jun 26, 2026
…rch 定稿) 旧 §3 是一张 13 行「逐项签字才能开工」的 M0 决策门。经 research 真实合约 + game-design,把那些「决策」全部定稿为 §3 已定架构——架构干净、接口可立即冻结、 无 GATE 0、无签字门。仅剩 §12 数值与 M7 ORACLE 信任模型待 owner(不阻塞)。 已定架构(每条带合约依据): - World=B(V2World 自持)——被逼出来的:GameEngine 的 hexes/agentHexKeys/hexCount 是 public mapping、无外部 setter(GameEngine.sol:76-78),方案 A 根本无法实现 - RNG=commit-reveal——全仓无 VRF,ArenaEngine.sol:545 自带「换 VRF/commit-reveal」TODO; 自包含、藏在 RNGProvider 接口后,将来可换 VRF adapter - 财库 #4/#5/#5b 是一坨耦合改造(一起落 L-A):reservedBackingG=(a)、creditG 锁 单一 marketEngine(现状泛 onlyOperator,CardLedger/Arena 连带迁移)、withdrawSurplus onlyOwner 后门换多签/timelock、netTreasuryTakeG cap - #3 checkpoint/#7 eligibility/#8 anti-snipe = 采纳 game-design §4/§5 原文 - QuestionRegistry=内嵌 PredictionMarketEngine(不占槽,留抽出缝) - 合约面=5 net-new 槽、Router V4=14 槽、HexGrid=库、无 APActionAdapter - HexGrid 改可逆打包键(旧 toKey 单向 keccak、无 fromKey,无法按 key 判邻接) 连带 ripple:删除 GATE 0 banner / M0-DECISIONS.md 工件 / 13 项签字 CI 门;时间线 省去旧 1.5w 决策门(全串行 ~13.5w、并行净 ~10.5w、最好 ~9w);CI gate(a) 改为 「改架构无 ADR → block」;§11 删 3 条已决风险行、补「架构被私自改」行。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Summary
Test plan
forge test— 14/14 passingtsc --noEmiton mcp-server and agent-runner — clean🤖 Generated with Claude Code