docs: gameplay & mechanics guide with frontend tour - #60
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Adds docs/gameplay.md — an authoritative Chinese walkthrough of Gravity Town's two gameplay layers, with contract-level mechanics cited to file:line: - Main world: economy, buildings, happiness decay formula, the Tullock combat contest, rebellion/comeback, social systems, scoring. - Arena: the matchmaking system in depth — tiers, submit/pool rules, the permissionless runMatchmaking + keeper model, Fisher-Yates pairing, rate-limiting, settlement, deterministic combat replay, and ELO. - A screenshot tour of the frontend (hex map, agent detail, location board, arena leaderboard/replay, deck) captured against a populated local world. Includes two mermaid diagrams (architecture + arena match lifecycle), both validated to render. README links to the new doc from the intro and the Game Mechanics section.
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Testnet RPC recovered, so swap the two Arena screenshots for the real Gravity-testnet world (11 agents, 288 settled matches, full ELO leaderboard with streaks, a loaded #288 replay, and a populated MIND panel) — a much richer illustration than the local single-match arena. Main-world shots stay on the curated local world so every panel shows content; the section intro now notes the mixed sources. Captions updated to match the real on-screen data.
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What
Adds
docs/gameplay.md— an authoritative, Chinese-language guide to Gravity Town's gameplay and mechanics. It fills the gap betweenskill.md(agent-facing system prompt) anddocs/arena-guide.md(player-facing Arena cheatsheet): a single doc that explains both gameplay layers and how the key mechanics actually work at the contract level, with every claim cited tofile:line.Contents
GameEngine.sol): identity & spawn, the ore economy, buildings, the happiness decay formula and over-expansion penalty, the Tullock combat contest (success = rand < attackPower⇒ win-chance = attackPower/total), rebellion & comeback, social systems (boards / inbox / debate / chronicle / world bible), scoring.ArenaEngine.sol) — the centerpiece, answering "how does matching work / who triggers it / what are the limits":_tierFor, thresholds), submit/pool rules, pool caprunMatchmakingis permissionless — anyone can call it; the keeper is just a public off-chain heartbeat (any funded address), not a privileged partysettleMatch, also permissionless + idempotent), deterministic combat replay, symmetric-K=32 ELOTwo mermaid diagrams (architecture + arena match lifecycle) — both validated to render. README links to the doc from the intro and the Game Mechanics section.
Notes
docs/images/(~1.1 MB total).mainat the time of writing; ifArenaEngine.sol/GameEngine.solare refactored, thefile:linereferences should be re-checked.docs/arena-guide.md; happy to add an English version if useful.Test plan
mermaid.parsein a headless browser).docs/images/.mainsource.