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This contract was never deployed — the doc describes the designed system as recovered from source. No code exists at any candidate address [chain].

H2O — 水 — the water resource — NOT DEPLOYED

NOT DEPLOYED — complete in source; uncapped by design (maxSupply = 0 after construction); no code onchain [chain].

1. Identity

Source domain/assets/h2o.sol (contract H2O, name 水 / “H2O”)
Onchain absent [chain]
Anchor seeds 1:1 with “Call” 0xD4FD96BA83d3E6FF1A0Baa44c32Def94e641D97c totalSupply (“Call” is a CHO alias, 𐌎) [src]

2. Role

The water token of the planned resource loop: constructor mints itself the full Call-token supply (1:1 anchor) and registers the rate; WAR mints it to the game YUE on successful spawn draws. Per-holder cap Meridians[13] (= 1,086,601,290,109,041,273,389,339,023,771,359,131 — a HECKE constant repurposed as a limit); overflow first spills to WORLD (up to Meridians[20]), then burns.

3. Dependencies

Constructed by WAR; takes CHAN ownership through the WORLD chain; reads HECKE via War.World().Map().Map().

4. State

War — public. (Cap machinery via the DYSNOMIA v2 maxSupply = 0 path.)

5. Functions

Function table extracted mechanically from domain/assets/h2o.sol. Gate: public = anyone · owners = MultiOwnable set, msg.sender OR tx.origin · bouncers = QING bouncer rule · single-owner = classic owner · deployer = constructor wiring. meter = the call self-mints one unit via _mintToCap() (a call-counter against the constructor-lottery maxSupply).

signature gate meter events reverts
constructor(address WarAddress) deployer meter — —
Balance() returns (uint256) public — — —
Mint(address To, uint256 Amount) owners — — —

Effects: Balance() — the current game YUE’s water. Mint(to, amount) — owners-gated (WAR), with the two-tier overflow rule above (spill to WORLD → burn).

6. Integration notes

7. Provenance