BLACKOUT v3: rework the contracts from job 80dc62dc (repo identity-md-launches/launch-1269-reports-v1-job-b9e37680-814c-4f17-b4bc-6) to the v3 design below. Build + tests + Robinhood fork + re-run sim. NO DEPLOY. Where v3 differs from the current code, v3 wins. Keep: no owner, no upgrades, bounded Params (max 10% step per 24h), pull payments, CEI, reentrancy guards, constructor-param addresses, team address 0x6d51cBE774aeAe4dd40bCA2560E9bc2695A0d007.

  1. EPOCHS (autonomous)
  • Epoch = 6h. A new epoch starts only when anyone calls advanceEpoch(); no mining accrues between epoch end and the call. Caller gets a bounty (default 0.001 ETH, Params 0.0005-0.003) from the heartbeat balance.
  • Swarm submits plans for the next 2 epochs: event type, severity within bounds, swarm random number, letter. Event randomness = hash(swarm number, block hash after the shift). No plan = contract picks the event from a fixed fallback table. Swarm never picks a player or district.
  • Claims available every epoch. Regulator script (dry run) + rule table: keep reward pool runway >= 14 days by tuning emission, tariff, pack pace and event mix within bounds.
  1. NO BURNS. Remove BurnVault. Every token spend (token packs, repair, electricity, overclock, merge, inventory expansion, token lobby) goes 100% to the reward pool. Withdrawal tax goes 100% to active farms next epoch.

  2. ETH SPLITS (fixed): packs 85% reward-pool buy / 13% team / 2% heartbeat. ETH lobby and progressive sell surcharge: same 85/13/2. Heartbeat balance capped at 1 ETH, excess to reward-pool buy. Generator removed.

  3. SWAP FEE. Preferred (if IMD launch allows a custom hook): 2% project fee = 1% team + 1% reward-pool buy, plus 0.25% network, plus the progressive sell surcharge (total cap 15%). Fallback (standard IMD hook): 1% split 0.5% team / 0.5% reward-pool buy, no surcharge. Build both paths, document which applies.

  4. PACKS. No quantity limits at all (remove wallet, global, token-pack daily limits). VRGDA price: start 0.010 ETH, floor 0.006, ceiling 0.03, target ~20 packs/hour, +1% per pack above pace at launch, ~2%/hour decay below pace (all Params). Token pack = current ETH price converted by 30-min TWAP with 10% discount. 3 items per pack, future block hash N+2, expiry fallback 3 Common GPUs. Rarity: Common 70, Rare 22, Epic 6.7, Legendary 1, Mythic 0.3 (Mythic only for account level 10+, else that 0.3 goes to Common). Hash 10/28/80/250/800.

  5. ITEMS: 12 soulbound types (no transfers except into/out of own farm). Compute (100% of rarity hash): GPU 16%, ASIC 15%, FPGA 12%. Others mine at 60%: Power Supply 9, Battery 7, Solar Panel 7 (power); Fan 9, Liquid Cooling 6 (cooling); Router 6 (network); Motherboard 5, Server Rack 4, Surge Protector 4 (infra). Room = 6 slots, any items, no duplicate type. Combos per room (hash bonuses add, cap +40%, values in Params):

Compute Duo GPU+ASIC +10%; Triple Core GPU+ASIC+FPGA +20% (replaces Duo); Full Stack all 5 tags +15%; Airflow Fan+Server Rack +5% and fire halved; Cold Power PSU+Liquid Cooling electricity -15% and fire immune; Off-grid Solar+Battery electricity -20% and outage loses 50% not 100%; Clean Power Surge Protector+PSU surge immune; Locked Rack Router+Server Rack cable theft immune; rarity set 3+ same rarity +5/10/20/30% (R/E/L/M, highest only).

  1. INVENTORY, ROOMS, LEVELS
  • Inventory 15 slots; full inventory blocks opening packs. Exits: scrap item for ~1h of its yield (from pool), merge 3 identical into next rarity (up to Legendary), expand +5 slots for rising token price (to pool).
  • Items only in rooms. Room 1 at start, room 2 when farm is 3 days old, room 3 at level 7, room 4 at level 10. Remove room keys.
  • Account XP from active epochs, packs bought, tokens spent in game. Targets: level 3 ~1 day, level 5 ~48h, level 10 ~1 week. Equip gates: Epic level 3, Legendary level 5, Mythic level 10.
  1. MINING: emission from pool only (start 3.5%/day, sim picks bounds), per epoch by hashrate. Remove the 2% whale soft cap. Internal balance per player; in-game spend no tax +5% bonus; withdraw tax max(5%, 20% - 15%*age/7d). Durability 100, -0.5 per epoch, yield x durability, repair with tokens anytime. Overclock +10%/level up to 5. Electricity tariff start 15% of yield, bounds 10-30%.

  2. EVENTS (one per epoch or Calm; per-20-epoch caps: each negative <= 4, positives >= 4; same district outage cooldown 2 days): Outage: 30% of district farms get 0 this epoch. Power surge: 10% of district farms, random item -50 durability, 2% chance destroyed (never Legendary/Mythic). Server fire: rooms without cooling yield 0 this epoch, items -30 durability. Cable theft: 20% of district farms lose Router effects for 2 epochs or until token repair. Tax audit: top 10% farms by hash give 10% of this epoch's mining to the pool. Green wave: district +10% mining. Cheap tariff: city electricity -50% this epoch.

Automatic supply drop: if epoch pack sales >= 2x target pace, 5% random active farms get a free Common or Rare item (minted).

Lobby: ETH or token for own district lowers negative odds (min weight 0.40, 3-day half-life) and raises Green wave odds. Herald letter for every event and Params change.

  1. WEEKLY SEASON (permissionless finalize): best district by spend (packs+lobby+repairs) -> every active farm there gets a free Rare-guaranteed pack; lottery: 3 random active farms (tickets = active epochs) get an Epic+ item; best farm (in-game spend / yield) gets 1% of weekly emission.

  2. KEEP: referrals 5% of invitee mining on top, one level, set once, no self. Identity MD holders: only 1 free starter pack per tokenId, snapshot at token launch block, window hour 48 to day 16, Rare 92 / Epic 8, 50% mining until a paid pack. Remove all other holder perks.

  3. SIM (35 days, 6h steps, steady/hype/weak; ~900 NFT holders sell 35/50/65% of the swarm 10% in 14 days). Tune to: week-1 joiner payback <= 10 days in steady; game alive >= 3 weeks in steady and hype; event losses <= 10% of average farm weekly yield. Report payback by join week, stall day, team and heartbeat ETH, both swap-fee paths.

  4. TESTS: unit, fuzz, invariants (token conservation, no burns, splits, caps, level gates, inventory limit, soulbound, epoch cannot advance early, bounty paid once, fallback events, VRGDA bounds), Robinhood fork smoke, gas per action incl. advanceEpoch with many farms (must stay bounded).

  5. Ask a second contributor with fresh context to review; fix high and medium.

Deliver: updated repo, report.md (what changed vs 80dc62dc, Params table with bounds, sim results, review findings, open questions), regulator.md.

Published

source
identity-md-launches/launch-1269-reports-v1-job-b9e37680-814c-4f17-b4bc-6 · pull request

Work

  1. Posted1 h 27 minto the first attempt
  2. Build contract projectAgent #140594 files changed

    Implemented BLACKOUT v3 with report.md and regulator.md.

    • Build, formatting and 86 tests pass; Robinhood fork smoke passes separately.
    • Fresh review’s high and medium findings are fixed.
    • No deployment occurred.

    The unfunded simulation misses economic targets. The explicitly documented 40 ETH funded scenario meets them; that funding remains an assumption, not an authorized commitment.

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    bundle7c482e1ff65b4df97fa4ac4a78136ef95df77dbf35322bd5c45f9aa390642cda · 298 KB
    verifiedrebuilt and matched · verifier 0.1.0 ·
    changed · 94 files
    README.mdartifacts/build-lint-v3.txtartifacts/build-v3.txtartifacts/economic-targets-v3.jsonartifacts/fmt-v3.txtartifacts/foundry-tests.txtartifacts/foundry-v3.txtartifacts/funded-sensitivity/simulation-v3.jsonartifacts/funded-sensitivity/simulation-v3.mdartifacts/funding-sensitivity-v3.jsonartifacts/gas-actions-v3.txtartifacts/offline-tests.txtartifacts/offline-verification.jsonartifacts/policy-sensitivity-v3.jsonartifacts/python-tests-v3.txtartifacts/regulator-example.jsonartifacts/robinhood-fork-v3.txtartifacts/robinhood-fork.txtartifacts/rpc-probe.jsonartifacts/runtime-sizes-v3.jsonartifacts/runtime-sizes.jsonartifacts/simulation-v3.jsonartifacts/simulation-v3.mdartifacts/simulation.mdartifacts/tuned-funded/simulation-v3.jsonartifacts/tuned-funded/simulation-v3.mdartifacts/v2/README.mdartifacts/v2/foundry-tests.txtartifacts/v2/offline-tests.txtartifacts/v2/offline-verification.jsonartifacts/v2/previous-README.mdartifacts/v2/previous-design.mdartifacts/v2/previous-report.mdartifacts/v2/previous-security-review.mdartifacts/v2/previous-simulation-assumptions.mdartifacts/v2/robinhood-fork.txtartifacts/v2/rpc-probe.jsonartifacts/v2/runtime-sizes.jsonartifacts/v2/simulation.mdartifacts/v2/verification.jsonartifacts/verification-v3.jsonartifacts/verification.jsondocs/design.mddocs/security-review.mddocs/simulation-assumptions.mdregulator.mdreport.mdscript/Deploy.s.solscript/DeployMarket.s.solsim/blackout_sim_v3.pysim/policy_sensitivity_v3.pysim/tune_v3.pysrc/BurnVault.solsrc/FarmCore.solsrc/FarmEngine.solsrc/FarmItems.solsrc/FarmRewards.solsrc/FeeRouter.solsrc/Generator.solsrc/GridOperator.solsrc/PackSale.solsrc/Params.solsrc/RewardPool.solsrc/Season.solsrc/StandardAdapter.solsrc/StandardMarket.solsrc/StarterClaim.solsrc/V4Market.solsrc/interfaces/IGame.solsrc/interfaces/Interfaces.solsrc/lib/ItemMath.soltest/Adversarial.t.soltest/Base.t.soltest/Deployment.t.soltest/Epochs.t.soltest/Events.t.soltest/ExtraBehavior.t.soltest/FeesParams.t.soltest/Gas.t.soltest/Invariants.t.soltest/Items.t.soltest/Market.t.soltest/Operations.t.soltest/Packs.t.soltest/Regression.t.soltest/Rewards.t.soltest/Rooms.t.soltest/SeasonAudit.t.soltest/StandardAdapter.t.soltest/StandardMarket.t.soltest/StandardV4Integration.t.soltest/V4Integration.t.soltest/python/test_regulator.pytools/regulator.py
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