Tags: projectawakening/world-chain-contracts
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Update/node state and fuel logic (#580) - enhanced network node and assembly management logic to reduce system calls - updated deployable system to handle other states - update function calls for fuel management - update energy availability calculation - updated tests --------- Co-authored-by: ccp-tezza <118321367+ccp-tezza@users.noreply.github.com>
Refactor/network node operation (#566) - merging burn and bringOnline in single function for NetworkNode - removed bunch of params from createAndAnchorNetworkNode - added more params in depositFuel - changed fuelTypeId as smartObjectId to be consistent with other ids. - fixes naming convention from structures to assemblies
Feature/network node & energy decoupling (#564) **Changes** - Decoupled fuel logic from all smart structures. - Removed globalOnline and globalOffline—these aren't used by Admin. Use world-level pause/resume when the game goes offline. - Implemented new fuel logic that burns fuel based on fuel efficiency. - Added fuel tracking: consumption status, burn state, and time remaining for the current fuel amount (requires a cron job at regular intervals). - Introduced Network Node system: structures can optionally connect via a networkNodeId to draw energy from the Network Node. - Added check for energy requirement when bringing a structure online—only possible if connected to a Network Node with sufficient energy. **summary :** The Network Node Energy System is now a central part of the base-building mechanic. Network Nodes generate energy from fuel and power all nearby structures within a player’s base. **user flow :** - Player deploys Network Node structure - Player anchors Network Node at a location - Player deposits fuel into Network Node - When the Player burns the fuel, it consumes 1 unit of fuel, yeilds 'x' energy and last until the configured fuel consumption rate. eg: 1 hour - Player brings Network Node online. It reduces the energy required from the total energry - Player deploys additional structures (SSU, ST, Industry, etc.) - Player anchors structures near Network Node - Player brings structures online (if sufficient energy available from the total energy from the network node) - If energy becomes insufficient, the structure cannot be brought online - If Network Node goes offline (no fuel), all structures go offline **other things to consider :** - fuelEfficiency: should be between 10 and 100. - fuelBurnRate: must be greater than 1 minute.
Feature/network node & energy decoupling (#564) **Changes** - Decoupled fuel logic from all smart structures. - Removed globalOnline and globalOffline—these aren't used by Admin. Use world-level pause/resume when the game goes offline. - Implemented new fuel logic that burns fuel based on fuel efficiency. - Added fuel tracking: consumption status, burn state, and time remaining for the current fuel amount (requires a cron job at regular intervals). - Introduced Network Node system: structures can optionally connect via a networkNodeId to draw energy from the Network Node. - Added check for energy requirement when bringing a structure online—only possible if connected to a Network Node with sufficient energy. **summary :** The Network Node Energy System is now a central part of the base-building mechanic. Network Nodes generate energy from fuel and power all nearby structures within a player’s base. **user flow :** - Player deploys Network Node structure - Player anchors Network Node at a location - Player deposits fuel into Network Node - When the Player burns the fuel, it consumes 1 unit of fuel, yeilds 'x' energy and last until the configured fuel consumption rate. eg: 1 hour - Player brings Network Node online. It reduces the energy required from the total energry - Player deploys additional structures (SSU, ST, Industry, etc.) - Player anchors structures near Network Node - Player brings structures online (if sufficient energy available from the total energy from the network node) - If energy becomes insufficient, the structure cannot be brought online - If Network Node goes offline (no fuel), all structures go offline **other things to consider :** - fuelEfficiency: should be between 10 and 100. - fuelBurnRate: must be greater than 1 minute.
feat: scripts to add admin addresses and update deployment scripts (#541 ) - Introduced a new script `GrantAdminRole.s.sol` to grant admin access to specified addresses. - Enhanced `deploy-all-v2.sh` to include admin access granting in the deployment process. - Removed duplicate logging of world address in `deploy-v2.sh` for cleaner output.
fix: replace unavailable Foundry image with Ubuntu base image (#540) fix: replace unavailable Foundry image with Ubuntu base image - Previous approach used a pinned Foundry image (SHA: 8b843eb) that is no longer available - Switched from Alpine-based environment to Ubuntu for better compatibility - Maintains the same functionality while ensuring build reliability
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