H2O — 水 — the water resource — NOT DEPLOYED
NOT DEPLOYED — complete in source; uncapped by design (
maxSupply = 0after 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
- Reference-only.
7. Provenance
- [src]
domain/assets/h2o.sol. - [chain] absence probes.