Compare commits
6 Commits
step35/969
...
fix/987
| Author | SHA1 | Date | |
|---|---|---|---|
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2485b7a708 | ||
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84831942ed | ||
| d1f5d34fd4 | |||
| 891cdb6e94 | |||
| cac5ca630d | |||
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f1c9843376 |
@@ -427,20 +427,6 @@ class ActionSystem:
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"description": "Move to an adjacent room",
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"target": "room",
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},
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"run": {
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"cost": 3,
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"description": "Run to an adjacent room (faster but more tiring)",
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"target": "room",
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},
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"jump": {
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"cost": 1,
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"description": "Jump in place (brief energy surge)",
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},
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"gallop": {
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"cost": 4,
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"description": "Gallop across open ground (requires Threshold or Bridge)",
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"target": "room",
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},
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"speak": {
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"cost": 1,
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"description": "Say something to someone in the room",
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@@ -516,13 +502,6 @@ class ActionSystem:
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connections = world.rooms[room].get("connections", {})
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for direction, dest in connections.items():
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available.append(f"move:{direction} -> {dest}")
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available.append(f"run:{direction} -> {dest}")
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# Gallop only in open areas
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if room in ["Threshold", "Bridge"]:
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available.append(f"gallop:{direction} -> {dest}")
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# Jump always available
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available.append("jump")
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# Speaking (if others are here)
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here = [n for n in world.characters if world.characters[n]["room"] == room and n != char_name]
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@@ -1112,16 +1091,14 @@ class GameEngine:
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"npc_actions": [],
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"choices": [],
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"log": [],
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"particles": [],
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}
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# Process Timmy's action
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timmy_energy = self.world.characters["Timmy"]["energy"]
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room_name = self.world.characters["Timmy"]["room"] # current room for early exit messages
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# Energy constraint checks
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action_costs = {
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"move": 2, "run": 3, "jump": 1, "gallop": 4, "tend_fire": 3, "write_rule": 2, "carve": 2,
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"move": 2, "tend_fire": 3, "write_rule": 2, "carve": 2,
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"plant": 2, "study": 2, "forge": 3, "help": 2, "speak": 1,
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"listen": 0, "rest": -2, "examine": 0, "give": 0, "take": 1,
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}
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@@ -1182,10 +1159,6 @@ class GameEngine:
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self.world.characters["Timmy"]["room"] = dest
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self.world.characters["Timmy"]["energy"] -= 1
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# Trail particles for normal move
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scene["particles"] = scene.get("particles", [])
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scene["particles"].append("✨ dust sparkles in your wake")
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scene["log"].append(f"You move {direction} to The {dest}.")
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scene["timmy_room"] = dest
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@@ -1196,7 +1169,7 @@ class GameEngine:
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# Check trust changes for arrival
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here = [n for n in self.world.characters if self.world.characters[n]["room"] == dest and n != "Timmy"]
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if here:
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scene["log"].append(f"{repr(', ').join(here)} {('are' if len(here)>1 else 'is')} already here.")
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scene["log"].append(f"{', '.join(here)} {'are' if len(here)>1 else 'is'} already here.")
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for person in here:
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self.world.characters[person]["trust"]["Timmy"] = min(1.0,
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self.world.characters[person]["trust"].get("Timmy", 0) + 0.05)
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@@ -1241,55 +1214,6 @@ class GameEngine:
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else:
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scene["log"].append("You can't go that way.")
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elif timmy_action.startswith("run:"):
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direction = timmy_action.split(":")[1]
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current_room = self.world.characters["Timmy"]["room"]
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connections = self.world.rooms[current_room].get("connections", {})
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if direction in connections:
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dest = connections[direction]
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self.world.characters["Timmy"]["room"] = dest
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self.world.characters["Timmy"]["energy"] -= 2 # Running costs extra
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# Trail particles for running
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scene["particles"] = scene.get("particles", [])
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scene["particles"].append("💨 sprinting dust trail")
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scene["particles"].append("✨ sparkles streaking")
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scene["log"].append(f"You sprint {direction} to The {dest}.")
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else:
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scene["log"].append("You can't go that way.")
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elif timmy_action == "jump":
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# Jump in place - energizing
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self.world.characters["Timmy"]["energy"] = min(10, self.world.characters["Timmy"]["energy"] + 0.5)
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scene["particles"] = scene.get("particles", [])
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scene["particles"].append("⭐ jump sparkle burst")
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scene["log"].append("You jump! A burst of energy lifts you.")
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elif timmy_action.startswith("gallop:"):
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direction = timmy_action.split(":")[1]
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current_room = self.world.characters["Timmy"]["room"]
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connections = self.world.rooms[current_room].get("connections", {})
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# Gallop only available in open areas: Threshold or Bridge
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if current_room not in ["Threshold", "Bridge"]:
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scene["log"].append("You need open ground to gallop. Find the Threshold or Bridge.")
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elif direction in connections:
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dest = connections[direction]
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self.world.characters["Timmy"]["room"] = dest
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self.world.characters["Timmy"]["energy"] -= 3
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# Trail particles for galloping
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scene["particles"] = scene.get("particles", [])
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scene["particles"].append("🌟 galloping star dust")
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scene["particles"].append("✨ running sparkles")
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scene["particles"].append("💨 wind trail")
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scene["log"].append(f"You gallop {direction} to The {dest}. Hooves thunder.")
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else:
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scene["log"].append("You can't gallop that way.")
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elif timmy_action.startswith("speak:"):
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target = timmy_action.split(":")[1]
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if self.world.characters[target]["room"] == self.world.characters["Timmy"]["room"]:
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48
luna/README.md
Normal file
48
luna/README.md
Normal file
@@ -0,0 +1,48 @@
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# LUNA-1: Pink Unicorn Game — Project Scaffolding
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Starter project for Mackenzie's Pink Unicorn Game built with **p5.js 1.9.0**.
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## Quick Start
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```bash
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cd luna
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python3 -m http.server 8080
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# Visit http://localhost:8080
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```
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Or simply open `luna/index.html` directly in a browser.
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## Controls
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| Input | Action |
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|-------|--------|
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| Tap / Click | Move unicorn toward tap point |
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| `r` key | Reset unicorn to center |
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## Features
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- Mobile-first touch handling (`touchStarted`)
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- Easing movement via `lerp`
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- Particle burst feedback on tap
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- Pink/unicorn color palette
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- Responsive canvas (adapts to window resize)
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## Project Structure
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```
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luna/
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├── index.html # p5.js CDN import + canvas container
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├── sketch.js # Main game logic and rendering
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├── style.css # Pink/unicorn theme, responsive layout
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└── README.md # This file
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```
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## Verification
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Open in browser → canvas renders a white unicorn with a pink mane. Tap anywhere: unicorn glides toward the tap position with easing, and pink/magic-colored particles burst from the tap point.
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## Technical Notes
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- p5.js loaded from CDN (no build step)
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- `colorMode(RGB, 255)`; palette defined in code
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- Particles are simple fading circles; removed when `life <= 0`
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18
luna/index.html
Normal file
18
luna/index.html
Normal file
@@ -0,0 +1,18 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>LUNA-3: Simple World — Floating Islands</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.9.0/p5.min.js"></script>
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<link rel="stylesheet" href="style.css" />
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</head>
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<body>
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<div id="luna-container"></div>
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<div id="hud">
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<span id="score">Crystals: 0/0</span>
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<span id="position"></span>
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</div>
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<script src="sketch.js"></script>
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</body>
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</html>
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289
luna/sketch.js
Normal file
289
luna/sketch.js
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@@ -0,0 +1,289 @@
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/**
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* LUNA-3: Simple World — Floating Islands & Collectible Crystals
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* Builds on LUNA-1 scaffold (unicorn tap-follow) + LUNA-2 actions
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*
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* NEW: Floating platforms + collectible crystals with particle bursts
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*/
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let particles = [];
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let unicornX, unicornY;
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let targetX, targetY;
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// Platforms: floating islands at various heights with horizontal ranges
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const islands = [
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{ x: 100, y: 350, w: 150, h: 20, color: [100, 200, 150] }, // left island
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{ x: 350, y: 280, w: 120, h: 20, color: [120, 180, 200] }, // middle-high island
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{ x: 550, y: 320, w: 140, h: 20, color: [200, 180, 100] }, // right island
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{ x: 200, y: 180, w: 180, h: 20, color: [180, 140, 200] }, // top-left island
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{ x: 500, y: 120, w: 100, h: 20, color: [140, 220, 180] }, // top-right island
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];
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// Collectible crystals on islands
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const crystals = [];
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islands.forEach((island, i) => {
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// 2–3 crystals per island, placed near center
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const count = 2 + floor(random(2));
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for (let j = 0; j < count; j++) {
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crystals.push({
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x: island.x + 30 + random(island.w - 60),
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y: island.y - 30 - random(20),
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size: 8 + random(6),
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hue: random(280, 340), // pink/purple range
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collected: false,
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islandIndex: i
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});
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}
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});
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let collectedCount = 0;
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const TOTAL_CRYSTALS = crystals.length;
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// Pink/unicorn palette
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const PALETTE = {
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background: [255, 210, 230], // light pink (overridden by gradient in draw)
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unicorn: [255, 182, 193], // pale pink/white
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horn: [255, 215, 0], // gold
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mane: [255, 105, 180], // hot pink
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eye: [255, 20, 147], // deep pink
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sparkle: [255, 105, 180],
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island: [100, 200, 150],
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};
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function setup() {
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const container = document.getElementById('luna-container');
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const canvas = createCanvas(600, 500);
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canvas.parent('luna-container');
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unicornX = width / 2;
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unicornY = height - 60; // start on ground (bottom platform equivalent)
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targetX = unicornX;
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targetY = unicornY;
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noStroke();
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addTapHint();
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}
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function draw() {
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// Gradient sky background
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for (let y = 0; y < height; y++) {
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const t = y / height;
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const r = lerp(26, 15, t); // #1a1a2e → #0f3460
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const g = lerp(26, 52, t);
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const b = lerp(46, 96, t);
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stroke(r, g, b);
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line(0, y, width, y);
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}
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// Draw islands (floating platforms with subtle shadow)
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islands.forEach(island => {
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push();
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// Shadow
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fill(0, 0, 0, 40);
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ellipse(island.x + island.w/2 + 5, island.y + 5, island.w + 10, island.h + 6);
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// Island body
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fill(island.color[0], island.color[1], island.color[2]);
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ellipse(island.x + island.w/2, island.y, island.w, island.h);
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// Top highlight
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fill(255, 255, 255, 60);
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ellipse(island.x + island.w/2, island.y - island.h/3, island.w * 0.6, island.h * 0.3);
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pop();
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});
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// Draw crystals (glowing collectibles)
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crystals.forEach(c => {
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if (c.collected) return;
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push();
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translate(c.x, c.y);
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// Glow aura
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const glow = color(`hsla(${c.hue}, 80%, 70%, 0.4)`);
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noStroke();
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fill(glow);
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ellipse(0, 0, c.size * 2.2, c.size * 2.2);
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// Crystal body (diamond shape)
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const ccol = color(`hsl(${c.hue}, 90%, 75%)`);
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fill(ccol);
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beginShape();
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vertex(0, -c.size);
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vertex(c.size * 0.6, 0);
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vertex(0, c.size);
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vertex(-c.size * 0.6, 0);
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endShape(CLOSE);
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// Inner sparkle
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fill(255, 255, 255, 180);
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ellipse(0, 0, c.size * 0.5, c.size * 0.5);
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pop();
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});
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// Unicorn smooth movement towards target
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unicornX = lerp(unicornX, targetX, 0.08);
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unicornY = lerp(unicornY, targetY, 0.08);
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// Constrain unicorn to screen bounds
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unicornX = constrain(unicornX, 40, width - 40);
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unicornY = constrain(unicornY, 40, height - 40);
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// Draw sparkles
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drawSparkles();
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// Draw the unicorn
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drawUnicorn(unicornX, unicornY);
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// Collection detection
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for (let c of crystals) {
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if (c.collected) continue;
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const d = dist(unicornX, unicornY, c.x, c.y);
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if (d < 35) {
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c.collected = true;
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collectedCount++;
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createCollectionBurst(c.x, c.y, c.hue);
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}
|
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}
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||||
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// Update particles
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updateParticles();
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// Update HUD
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document.getElementById('score').textContent = `Crystals: ${collectedCount}/${TOTAL_CRYSTALS}`;
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document.getElementById('position').textContent = `(${floor(unicornX)}, ${floor(unicornY)})`;
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}
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function drawUnicorn(x, y) {
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push();
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translate(x, y);
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// Body
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noStroke();
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fill(PALETTE.unicorn);
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ellipse(0, 0, 60, 40);
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// Head
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ellipse(30, -20, 30, 25);
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// Mane (flowing)
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fill(PALETTE.mane);
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for (let i = 0; i < 5; i++) {
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ellipse(-10 + i * 12, -50, 12, 25);
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}
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||||
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// Horn
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push();
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translate(30, -35);
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rotate(-PI / 6);
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fill(PALETTE.horn);
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triangle(0, 0, -8, -35, 8, -35);
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pop();
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||||
|
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// Eye
|
||||
fill(PALETTE.eye);
|
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ellipse(38, -22, 8, 8);
|
||||
|
||||
// Legs
|
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stroke(PALETTE.unicorn[0] - 40);
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strokeWeight(6);
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line(-20, 20, -20, 45);
|
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line(20, 20, 20, 45);
|
||||
|
||||
pop();
|
||||
}
|
||||
|
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function drawSparkles() {
|
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// Random sparkles around the unicorn when moving
|
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if (abs(targetX - unicornX) > 1 || abs(targetY - unicornY) > 1) {
|
||||
for (let i = 0; i < 3; i++) {
|
||||
let angle = random(TWO_PI);
|
||||
let r = random(20, 50);
|
||||
let sx = unicornX + cos(angle) * r;
|
||||
let sy = unicornY + sin(angle) * r;
|
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stroke(PALETTE.sparkle[0], PALETTE.sparkle[1], PALETTE.sparkle[2], 150);
|
||||
strokeWeight(2);
|
||||
point(sx, sy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function createCollectionBurst(x, y, hue) {
|
||||
// Burst of particles spiraling outward
|
||||
for (let i = 0; i < 20; i++) {
|
||||
let angle = random(TWO_PI);
|
||||
let speed = random(2, 6);
|
||||
particles.push({
|
||||
x: x,
|
||||
y: y,
|
||||
vx: cos(angle) * speed,
|
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vy: sin(angle) * speed,
|
||||
life: 60,
|
||||
color: `hsl(${hue + random(-20, 20)}, 90%, 70%)`,
|
||||
size: random(3, 6)
|
||||
});
|
||||
}
|
||||
// Bonus sparkle ring
|
||||
for (let i = 0; i < 12; i++) {
|
||||
let angle = random(TWO_PI);
|
||||
particles.push({
|
||||
x: x,
|
||||
y: y,
|
||||
vx: cos(angle) * 4,
|
||||
vy: sin(angle) * 4,
|
||||
life: 40,
|
||||
color: 'rgba(255, 215, 0, 0.9)',
|
||||
size: 4
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function updateParticles() {
|
||||
for (let i = particles.length - 1; i >= 0; i--) {
|
||||
let p = particles[i];
|
||||
p.x += p.vx;
|
||||
p.y += p.vy;
|
||||
p.vy += 0.1; // gravity
|
||||
p.life--;
|
||||
p.vx *= 0.95;
|
||||
p.vy *= 0.95;
|
||||
if (p.life <= 0) {
|
||||
particles.splice(i, 1);
|
||||
continue;
|
||||
}
|
||||
push();
|
||||
stroke(p.color);
|
||||
strokeWeight(p.size);
|
||||
point(p.x, p.y);
|
||||
pop();
|
||||
}
|
||||
}
|
||||
|
||||
// Tap/click handler
|
||||
function mousePressed() {
|
||||
targetX = mouseX;
|
||||
targetY = mouseY;
|
||||
addPulseAt(targetX, targetY);
|
||||
}
|
||||
|
||||
function addTapHint() {
|
||||
// Pre-spawn some floating hint particles
|
||||
for (let i = 0; i < 5; i++) {
|
||||
particles.push({
|
||||
x: random(width),
|
||||
y: random(height),
|
||||
vx: random(-0.5, 0.5),
|
||||
vy: random(-0.5, 0.5),
|
||||
life: 200,
|
||||
color: 'rgba(233, 69, 96, 0.5)',
|
||||
size: 3
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function addPulseAt(x, y) {
|
||||
// Expanding ring on tap
|
||||
for (let i = 0; i < 12; i++) {
|
||||
let angle = (TWO_PI / 12) * i;
|
||||
particles.push({
|
||||
x: x,
|
||||
y: y,
|
||||
vx: cos(angle) * 3,
|
||||
vy: sin(angle) * 3,
|
||||
life: 30,
|
||||
color: 'rgba(233, 69, 96, 0.7)',
|
||||
size: 3
|
||||
});
|
||||
}
|
||||
}
|
||||
32
luna/style.css
Normal file
32
luna/style.css
Normal file
@@ -0,0 +1,32 @@
|
||||
body {
|
||||
margin: 0;
|
||||
overflow: hidden;
|
||||
background: linear-gradient(to bottom, #1a1a2e, #16213e, #0f3460);
|
||||
font-family: 'Courier New', monospace;
|
||||
color: #e94560;
|
||||
}
|
||||
|
||||
#luna-container {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
#hud {
|
||||
position: fixed;
|
||||
top: 10px;
|
||||
left: 10px;
|
||||
background: rgba(0, 0, 0, 0.6);
|
||||
padding: 8px 12px;
|
||||
border-radius: 4px;
|
||||
font-size: 14px;
|
||||
z-index: 100;
|
||||
border: 1px solid #e94560;
|
||||
}
|
||||
|
||||
#score { font-weight: bold; }
|
||||
128
specs/fleet-operator-incentives.md
Normal file
128
specs/fleet-operator-incentives.md
Normal file
@@ -0,0 +1,128 @@
|
||||
# Fleet Operator Incentives & Partner Program
|
||||
*Epic IV — Human Capital & Incentives (Mogul Influence roadmap steps XII, XIII, XV)*
|
||||
|
||||
## Operator Role Definition
|
||||
### Primary Responsibilities
|
||||
- Deploy and maintain sovereign AI agent fleets on VPS nodes
|
||||
- Monitor fleet health, uptime, and performance metrics
|
||||
- Execute dispatched tasks from the Timmy Foundation (burn sessions, cron jobs, PR merges)
|
||||
- Maintain fleet identity registry and rotate credentials per security policy
|
||||
- Report operational metrics weekly (uptime %, completed tasks, resource usage)
|
||||
|
||||
### Qualifications
|
||||
- Linux system administration (systemd, ssh, git, basic networking)
|
||||
- Familiarity with AI agent frameworks (Hermes Agent preferred)
|
||||
- Reliable VPS infrastructure (minimum: 2 vCPU, 4GB RAM, 50GB SSD)
|
||||
- Stable internet connection with <50ms latency to foundation services
|
||||
|
||||
## Compensation Model
|
||||
### Base Rate
|
||||
- **$150/month** per operator for up to 5 VPS nodes managed
|
||||
- Additional $25/month per node beyond 5 (max 10 nodes per operator)
|
||||
|
||||
### Performance Bonuses
|
||||
| Metric | Target | Bonus |
|
||||
|--------|---------|-------|
|
||||
| Fleet uptime | >99.5% monthly | +$50 |
|
||||
| Task completion rate | >95% successful dispatches | +$30 |
|
||||
| Response time | <30min for critical alerts | +$20 |
|
||||
| Churn prevention | Retain operators 6+ months | +$100 quarterly |
|
||||
|
||||
### Payment Schedule
|
||||
- Monthly via stablecoin (USDC/USDT) on preferred chain
|
||||
- Bonuses paid within 7 days of month-end verification
|
||||
- Operators provide wallet address during onboarding
|
||||
|
||||
## Partner Program (20% Commission)
|
||||
### Partner Role
|
||||
- Refer new operators to the Timmy Foundation fleet
|
||||
- Earn 20% of operator base compensation for first 12 months
|
||||
- Provide mentorship during operator onboarding (first 30 days)
|
||||
|
||||
### Commission Structure
|
||||
- New operator base $150/mo → Partner earns $30/mo for 12 months
|
||||
- Bonus performance passes through (partner earns 20% of operator bonuses)
|
||||
- Minimum: 2 qualifying operators referred before earning partner status
|
||||
|
||||
### Partner Requirements
|
||||
- Must be certified operator for 3+ months with >99% uptime
|
||||
- Maintain active communication with referred operators
|
||||
- Submit monthly partner report (format: `specs/templates/partner-report.md`)
|
||||
|
||||
## Quality Standards
|
||||
### Operational Standards
|
||||
- [ ] Fleet uptime ≥99.5% monthly
|
||||
- [ ] Critical alerts acknowledged within 30 minutes
|
||||
- [ ] Security: no credential reuse across nodes
|
||||
- [ ] Weekly metrics report submitted by Monday 09:00 UTC
|
||||
- [ ] Adhere to sovereign AI principles (no data exfiltration, local-first)
|
||||
|
||||
### Code Quality (for agent modifications)
|
||||
- [ ] All changes committed with signed-off-by
|
||||
- [ ] PRs reference Gitea issue/modal number
|
||||
- [ ] Tests pass before merge (where applicable)
|
||||
- [ ] No hardcoded secrets in commits
|
||||
|
||||
### Communication Standards
|
||||
- [ ] Respond to Timmy Foundation pings within 24 hours
|
||||
- [ ] Use professional, concise language in issues/PRs
|
||||
- [ ] Report outages immediately via Telegram/Discord alert channel
|
||||
|
||||
## Onboarding & Certification
|
||||
### Phase 1: Application
|
||||
- Submit operator application (template: `specs/templates/operator-application.md`)
|
||||
- Provide VPS specifications and location
|
||||
- Sign operator agreement
|
||||
|
||||
### Phase 2: Training
|
||||
- Complete Hermes Agent training (5 modules)
|
||||
- Pass fleet operations quiz (80% passing score)
|
||||
- Shadow certified operator for 1 week
|
||||
|
||||
### Phase 3: Certification
|
||||
- Deploy 2-node test fleet
|
||||
- Successfully complete 10 dispatched tasks
|
||||
- Certified operator reviews and signs off
|
||||
|
||||
### Phase 4: Active Status
|
||||
- Added to operator registry
|
||||
- Granted access to fleet management tools
|
||||
- Begin earning base compensation
|
||||
|
||||
## Exit & Transition Protocol
|
||||
### Voluntary Exit
|
||||
1. Submit 30-day notice via Gitea issue label `exit-notice`
|
||||
2. Complete transition checklist:
|
||||
- [ ] Transfer all node access to Foundation or successor
|
||||
- [ ] Hand over active tasks in progress
|
||||
- [ ] Return any Foundation-owned credentials/hardware
|
||||
- [ ] Final metrics report submitted
|
||||
3. Receive exit payment within 7 days
|
||||
|
||||
### Involuntary Termination (for cause)
|
||||
- Repeated uptime <97% (3 consecutive months)
|
||||
- Security breach or credential exposure
|
||||
- Violation of sovereign AI principles
|
||||
- Unresponsive >72 hours without prior notice
|
||||
|
||||
Terminated operators:
|
||||
- Access revoked immediately
|
||||
- Final payment pro-rated to last active day
|
||||
- May reapply after 6 months with improvement plan
|
||||
|
||||
### Succession Planning
|
||||
- Each operator mentors 1 junior operator within first 6 months
|
||||
- Documentation of all processes in `specs/fleet-ops-runbook.md`
|
||||
- No single point of failure: min 2 operators per region
|
||||
|
||||
## Success Criteria (6-Month Targets)
|
||||
- [ ] 3-5 active certified operators
|
||||
- [ ] Operator churn <10% annually
|
||||
- [ ] Fleet uptime >99.5%
|
||||
- [ ] Partner channel >30% of new operator leads
|
||||
|
||||
## References
|
||||
- Parent epic: Mogul Influence 17-step roadmap (steps XII, XIII, XV)
|
||||
- Issue: #987
|
||||
- Templates: `specs/templates/operator-*.md`
|
||||
- Runbook: `specs/fleet-ops-runbook.md` (future)
|
||||
59
specs/fleet-ops-runbook.md
Normal file
59
specs/fleet-ops-runbook.md
Normal file
@@ -0,0 +1,59 @@
|
||||
# Fleet Operations Runbook
|
||||
*Standard operating procedures for Timmy Foundation fleet operators*
|
||||
|
||||
## Daily Checklist
|
||||
- [ ] Check fleet health: `tmux list-sessions` (should show BURN, BURN2, FORGE active)
|
||||
- [ ] Verify gateway running: `systemctl status ai.hermes.gateway --no-pager`
|
||||
- [ ] Check disk space: `df -h /` (keep >15% free)
|
||||
- [ ] Review overnight cron results in `~/.hermes/cron/jobs/`
|
||||
|
||||
## Weekly Tasks
|
||||
- [ ] Generate fleet metrics report (`scripts/fleet-metrics.sh`)
|
||||
- [ ] Rotate any expired credentials (check `~/.hermes/fleet-dispatch-state.json`)
|
||||
- [ ] Review open PRs in Timmy Foundation repos
|
||||
- [ ] Submit weekly report by Monday 09:00 UTC
|
||||
|
||||
## Alert Response Protocol
|
||||
### Critical (respond <30 min)
|
||||
1. Gateway down: `sudo systemctl restart ai.hermes.gateway`
|
||||
2. Disk >90% full: `scripts/cleanup-disk.sh`
|
||||
3. Fleet dispatch failing: check `/tmp/hermes/dispatch-queue.json`
|
||||
|
||||
### Warning (respond <4 hours)
|
||||
1. Uptime <99.5%: investigate tmux panes with `tmux attach -t BURN`
|
||||
2. Failed cron jobs: check logs in `~/.hermes/cron/jobs/`
|
||||
3. Agent loop errors: review session transcripts
|
||||
|
||||
## Common Fixes
|
||||
### Restart stuck tmux pane
|
||||
```bash
|
||||
tmux send-keys -t BURN:0 C-c
|
||||
tmux send-keys -t BURN:0 "hermes chat --yolo" Enter
|
||||
```
|
||||
|
||||
### Clear dispatch queue
|
||||
```bash
|
||||
rm /tmp/hermes/dispatch-queue.json
|
||||
# Watchdog will recreate on next cycle
|
||||
```
|
||||
|
||||
### Update hermes-agent
|
||||
```bash
|
||||
cd ~/hermes-agent && git pull origin main && pip install -e ".[all]"
|
||||
```
|
||||
|
||||
## Emergency Escalation
|
||||
- **Telegram**: @Rockachopa (primary)
|
||||
- **Gitea Issue**: label `operator-alert` + mention @Rockachopa
|
||||
- **Discord**: #fleet-ops-alerts channel
|
||||
|
||||
## Security Rules
|
||||
- Never share VPS SSH keys
|
||||
- Never commit credentials to git
|
||||
- Rotate tokens every 90 days
|
||||
- Report suspicious activity immediately
|
||||
|
||||
## Contact
|
||||
- **Operator Handbook**: `specs/fleet-operator-incentives.md`
|
||||
- **Templates**: `specs/templates/operator-*.md`
|
||||
- **Foundation Forge**: https://forge.alexanderwhitestone.com/Timmy_Foundation
|
||||
44
specs/templates/operator-application.md
Normal file
44
specs/templates/operator-application.md
Normal file
@@ -0,0 +1,44 @@
|
||||
# Fleet Operator Application
|
||||
*Submit completed form as a new Gitea issue with label `operator-application`*
|
||||
|
||||
## Personal Information
|
||||
- **Name / Handle**:
|
||||
- **Contact Email**:
|
||||
- **Telegram/Discord Handle**:
|
||||
- **Wallet Address (USDC/USDT)**:
|
||||
- **Timezone**:
|
||||
|
||||
## Infrastructure
|
||||
- **VPS Provider**: (e.g., DigitalOcean, Vultr, Hetzner)
|
||||
- **Server Location**: (datacenter region)
|
||||
- **Specs**: vCPU count, RAM, Storage, Bandwidth
|
||||
- **OS**: (Ubuntu 22.04 LTS preferred)
|
||||
- **Static IP**: Yes / No
|
||||
|
||||
## Experience
|
||||
- [ ] Linux system administration (2+ years)
|
||||
- [ ] Git / GitHub / Gitea usage
|
||||
- [ ] Docker / container orchestration
|
||||
- [ ] AI agent frameworks (Hermes, OpenAI, etc.)
|
||||
- [ ] Prior VPS fleet management
|
||||
|
||||
### Relevant Experience (describe)
|
||||
*Briefly describe your background with fleet ops, sysadmin, or AI agents:*
|
||||
|
||||
## Commitment
|
||||
- **Hours per week available**:
|
||||
- **Can maintain 99.5% uptime?** Yes / No
|
||||
- **Agree to 30-day notice for exit?** Yes / No
|
||||
- **Agree to sovereign AI principles (no data exfiltration)?** Yes / No
|
||||
|
||||
## References
|
||||
- GitHub/Gitea username:
|
||||
- Any prior work with Timmy Foundation? (link issues/PRs)
|
||||
|
||||
## Acknowledgment
|
||||
I understand I will start at $150/month base rate, with bonuses available for performance. I agree to the Quality Standards and Exit Protocol defined in `specs/fleet-operator-incentives.md`.
|
||||
|
||||
**Signature** (type name): _________________ **Date**: _________
|
||||
|
||||
---
|
||||
*Send completed application to: https://forge.alexanderwhitestone.com/Timmy_Foundation/timmy-home/issues/new*
|
||||
38
specs/templates/partner-report.md
Normal file
38
specs/templates/partner-report.md
Normal file
@@ -0,0 +1,38 @@
|
||||
# Partner Monthly Report
|
||||
*Submit by the 5th of each month for commission payments*
|
||||
|
||||
## Partner Info
|
||||
- **Partner Name**:
|
||||
- **Month/Year**:
|
||||
- **Wallet Address**:
|
||||
|
||||
## Referred Operators
|
||||
| Operator Handle | Start Date | Monthly Base | Commission (20%) | Status |
|
||||
|----------------|------------|--------------|-------------------|--------|
|
||||
| | | $150 | $30 | active / churned |
|
||||
| | | $150 | $30 | active / churned |
|
||||
| | | $150 | $30 | active / churned |
|
||||
|
||||
**Total Commission Due**: $______
|
||||
|
||||
## Mentorship Log
|
||||
*Confirm you provided mentorship to each referred operator in the first 30 days:*
|
||||
- [ ] Operator 1: mentored (dates: ____ to ____)
|
||||
- [ ] Operator 2: mentored (dates: ____ to ____)
|
||||
- [ ] Operator 3: mentored (dates: ____ to ____)
|
||||
|
||||
## Partner Performance
|
||||
- Total active operators referred:
|
||||
- Average operator uptime this month: ______%
|
||||
- Any operator churn? Yes / No (explain: )
|
||||
|
||||
## Self-Assessment
|
||||
- [ ] I maintained >99% personal fleet uptime
|
||||
- [ ] I responded to Foundation pings within 24 hours
|
||||
- [ ] I submitted this report on time
|
||||
|
||||
## Notes
|
||||
*Any issues, concerns, or operator feedback:*
|
||||
|
||||
---
|
||||
*Submit as comment on your partner Gitea issue or via Telegram to @Rockachopa*
|
||||
Reference in New Issue
Block a user