115 lines
3.7 KiB
Markdown
115 lines
3.7 KiB
Markdown
---
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id: task-037
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title: zkGPS Location Games and Discovery System
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status: In Progress
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assignee: []
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created_date: '2025-12-05 00:49'
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updated_date: '2025-12-05 03:52'
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labels:
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- feature
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- open-mapping
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- games
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- zkGPS
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dependencies: []
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priority: high
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---
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## Description
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<!-- SECTION:DESCRIPTION:BEGIN -->
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Build a location-based game framework combining zkGPS privacy proofs with collaborative mapping for treasure hunts, collectibles, and IoT-anchored discoveries.
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Use cases:
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- Conference treasure hunts with provable location without disclosure
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- Collectible elements anchored to physical locations
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- Crafting/combining discovered items
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- Mycelial network growth between discovered nodes
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- IoT hardware integration (NFC tags, BLE beacons)
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Game mechanics:
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- Proximity proofs ("I'm within 50m of X" without revealing where)
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- Hot/cold navigation using geohash precision degradation
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- First-finder rewards with timestamp proofs
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- Group discovery requiring N players in proximity
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- Spore collection and mycelium cultivation
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- Fruiting bodies when networks connect
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Integration points:
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- zkGPS commitments for hidden locations
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- Mycelium network for discovery propagation
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- Trust circles for team-based play
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- Possibility cones for "reachable discoveries" visualization
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<!-- SECTION:DESCRIPTION:END -->
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## Acceptance Criteria
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<!-- AC:BEGIN -->
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- [x] #1 Discovery anchor types (physical, virtual, IoT)
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- [x] #2 Proximity proof verification for discoveries
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- [x] #3 Collectible item system with crafting
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- [x] #4 Mycelium growth between discovered locations
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- [x] #5 Team/group discovery mechanics
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- [x] #6 Hot/cold navigation hints
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- [x] #7 First-finder and timestamp proofs
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- [x] #8 IoT anchor protocol (NFC/BLE/QR)
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<!-- AC:END -->
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## Implementation Notes
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<!-- SECTION:NOTES:BEGIN -->
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Implemented complete discovery game system with:
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**types.ts** - Comprehensive type definitions:
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- Discovery anchors (physical, NFC, BLE, QR, virtual, temporal, social)
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- IoT requirements and social requirements
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- Collectibles, crafting recipes, inventory slots
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- Spores, planted spores, fruiting bodies
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- Treasure hunts, scoring, leaderboards
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- Hot/cold navigation hints
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**anchors.ts** - Anchor management:
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- Create anchors with zkGPS commitments
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- Proximity-based discovery verification
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- Hot/cold navigation hints
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- Prerequisite and cooldown checking
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- IoT and social requirement verification
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**collectibles.ts** - Item and crafting system:
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- ItemRegistry for item definitions
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- InventoryManager with stacking
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- CraftingManager with recipes
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- Default spore, fragment, and artifact items
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**spores.ts** - Mycelium integration:
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- 7 spore types (explorer, connector, amplifier, guardian, harvester, temporal, social)
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- Planting spores at discovered locations
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- Hypha connections between nearby spores
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- Fruiting body emergence when networks connect
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- Growth simulation with nutrient decay
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**hunts.ts** - Treasure hunt management:
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- Create hunts with multiple anchors
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- Sequential or free-form discovery
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- Scoring with bonuses (first finder, time, sequence, group)
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- Leaderboards and prizes
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- Hunt templates (quick, standard, epic, team)
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Moving to In Progress - core TypeScript implementation complete, still needs:
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- UI components for discovery/hunt interfaces
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- Canvas integration for map visualization
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- Real IoT hardware testing (NFC/BLE)
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- Backend persistence layer
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- Multiplayer sync via Automerge
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**Merged to dev branch (2025-12-05):**
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- Complete discovery game system TypeScript merged
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- Anchor, collectible, spore, and hunt systems in place
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- All type definitions and core logic implemented
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**Still needs for production:**
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- React UI components for discovery/hunt interfaces
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- Canvas map visualization integration
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- IoT hardware testing (NFC/BLE)
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- Backend persistence layer
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- Multiplayer sync testing
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<!-- SECTION:NOTES:END -->
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