
Beesknees Mcp
io.github.lonnievv0.2.0更新于 Oct 3, 2026
The Bee's Knees — a monetized multiplayer race to the queen, on Tollbooth DPYC
概览
运行一个带付费机制的多人在线蜜蜂竞速游戏,助手可操作付费对局工具并处理回合结算。
- 功能
- The Bee's Knees 是一个远程 MCP 服务器,用于在蜂巢棋盘上进行多人竞速游戏。其工具涵盖几何、棋盘状态、对局和结算,付费工具由运行时装饰器控制。玩家为雄蜂购买座位,通过飞行、挖掘和封堵格子抵达蜂后,回合收入在传粉者福利、获胜者和运营者之间分配。结算历史工具免费提供过往付款记录。
- 适用场景
- 如果你想用助手驱动或运营一场付费多人游戏、查看棋盘或核对结算记录,可以考虑添加。它不是通用工具服务器,而是专用于该游戏及其 Tollbooth 微支付流程。
- 运行要求
- 远程 streamable HTTP 端点;未声明需要安装软件包。README 描述了 Neon Postgres 账本与棋盘、BTCPay Lightning 发票、赞助方授权、Nostr 中继,以及带保险库和定价的 Tollbooth DPYC SDK。运营者凭据和玩家付款信息通过所述录入流程处理。
安装
在 SourceWeft 中
- 打开 控制台中的 Beesknees Mcp,将其添加到工作区。
- 为需要使用其工具的对话启用该服务。
Web executable,通过 Streamable HTTP。 远程服务在工作区中配置后即可从网页运行时运行。
其他 MCP 客户端
把它添加到你客户端的 mcpServers 配置中。
{
"mcpServers": {
"beesknees-mcp": {
"type": "http",
"url": "https://beesknees-mcp.fastmcp.app/mcp"
}
}
}README
The Bee's Knees
A race to the queen, monetized with Tollbooth DPYC™ Bitcoin Lightning micropayments — and run for the benefit of pollinators.
Buy a drone a seat. Fly it to a flower, carry the pollen home through the hive wall, then tunnel inward. The first bee to reach a queen takes the round. Most of what the round collects goes to pollinator welfare; the winner and the operator each take a small share.
What you're building
The board
A hive is round because the field has to narrow. Ring 0 is the queen's chamber, ring 24 is the hive wall, and four open-air rings above it are meadow. Cells scale with circumference, so the wall holds about fifty and the last ring before the chamber holds six. Everyone starts spread out and converges into a scrum — 857 cells in all.
Movement is inward, outward, or sideways along a ring. Sideways is what makes it a maze rather than a set of lanes: it is how you slide onto somebody else's open shaft, or step out from under a collapse.
The one real choice
Cut your own shaft — slow, and open to everyone the moment it exists. Or ride one somebody else paid for — fast, and they can bring it down on you.
Three motions carry it. fly moves through open ground. dig cuts fresh comb
and costs several cooldowns rather than one. seal buries an open cell so the
bees behind must cut it again.
A bee acts once per cooldown, measured on the clock, so no amount of spending buys a faster bee. What spending buys is interference.
Why four hives and not one
Four hives of twelve, and a match starts the moment any hive holds eight.
That is a measured decision, not a taste one. Racing fifty near-identical bees
to a single queen is close to a lottery: first-past-the-post among fifty is an
extreme-value draw, and those are settled by variance rather than by skill. The
batch runner in sim/ puts a good strategy at 1.4x uniform with fifty bees
in one hive and 2.1x with twelve. Winning your own hive is skill-weighted;
which of the four leaders finishes first is a fair draw, so the signal survives.
Where the money goes
Most of what a round collects goes to pollinator conservation. The beneficiary is Pollinator Partnership — chosen over the honeybee-focused charities on purpose, because managed honeybees are livestock and are not the ones in trouble; native and wild pollinators are, and they are what Pollinator Partnership covers.
The rail is deliberately not in the software
The system computes and publishes the debt. The operator settles it and records the proof. No automated payout to a third party, and that is a design decision rather than a shortcut:
- A single round's share is small, and an on-chain network fee can exceed it. A settlement that costs more than it delivers is worse than no settlement.
- Donations route through The Giving Block, which issues a fresh address per donation that expires after 180 days unused — there is no stable destination to hold in config, and one minted early is wrong within six months.
- The beneficiary takes on-chain BTC only ("Send only BTC to this address using the Bitcoin blockchain"). Not Lightning. So the fares arrive on one rail and the donation leaves on another, by their rules rather than by choice.
- Fares arrive over Lightning, into channels. Paying out on chain is not the same balance, and no amount of code makes it one.
So the charity's share accrues per round and is settled in batches. Each
settlement records the beneficiary, the amount, the date and the transaction
id — and beesknees_settlement_history serves all of it free, because a claim
about where the money went that costs money to check is not a claim anybody
should believe. The txid is what makes it verifiable by someone who trusts
nothing else here.
The beneficiary is stored, not compiled in, so it can change. Every settlement records the beneficiary it actually paid, so history stays true even when the current one changes — a patron who played because of where the money went can always check where it went.
Layout
The rules exist in three copies — this Python, the client's TypeScript, and
the renderers — and nothing at runtime reports that they have drifted; the game
simply starts rejecting moves a player can see are legal. tests/test_geometry.py
and frontend/src/game/rules.test.ts assert the same invariants on purpose, so
a drift fails a build instead of a match.
Onboarding roadmap
- Nostr keypair — generate one (
nak key generate); the nsec is the single env var the server needs (TOLLBOOTH_NOSTR_OPERATOR_NSEC). - Sponsor Authority — register; it provisions your Neon database.
- Secure Courier — deliver
btcpay_host,btcpay_api_key,btcpay_store_idviabeesknees_request_credential_channel. Never as env vars, never in code. - Set prices in Pricing Studio — new tools start unpriced, and nobody can call an unpriced tool.
- Deploy on Horizon —
fastmcp.jsonis already wired.
Get Pricing Studio (iOS). It reads and writes the pricing model live in Neon, so prices never live in code — surge, happy-hour, loyalty discounts and free trials are the thing a flat paywall can never give you.
The app
frontend/ carries the Bee's Knees app, deployed to Cloudflare Pages with
functions/mcp.js proxying /mcp same-origin. It runs a solo mode against
the local engine — the whole match filled with bots but one seat — so the
interface can be played before anybody has paid for anything.
The focused hive is drawn in WebGL on top of an SVG first paint. The SVG is what the server-side smoke and prerender checks see, what a browser shows on its first frame, and what the game falls back to if WebGL is lost; the stage takes over once PixiJS has loaded and drawn. Nothing about the game lives in the stage — it renders what both engines already compute.
Develop
License
Apache-2.0
来源:README.md,提交 20a6e47
工具
0版本历史
1- v0.2.0最新Oct 3, 2026

