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v0.1.9

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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>

v0.1.8

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feature/deployable class instantiation (#575)

v0.1.7

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add configure scripts (#568)

v0.1.6

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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

v0.1.5

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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.

v0.1.4

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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.

v0.1.3

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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.

v0.1.2

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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

v0.1.1

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refactor: update SmartGate system to include character ID in canJump (#…

…533)

- updated canJump function to include characterId 
- updated abis

v0.1.0

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fix develop pipeline (#503)

fix develop pipeline
0