
Beesknees Mcp
io.github.lonnievv0.2.0更新於 Oct 3, 2026
The Bee's Knees — a monetized multiplayer race to the queen, on Tollbooth DPYC
概覽
執行一款帶付費機制的多人蜜蜂競速遊戲,助理可操作付費對局工具並處理回合結算。
- 功能
- The Bee's Knees 是一個遠端 MCP 伺服器,用於在蜂巢棋盤上進行多人競速遊戲。其工具涵蓋幾何、棋盤狀態、對局與結算,付費工具由執行階段裝飾器控管。玩家為雄蜂購買座位,透過飛行、挖掘與封堵格子抵達蜂后,回合收入在傳粉者福利、優勝者與營運者之間分配。結算歷史工具免費提供過往付款紀錄。
- 適用情境
- 如果你想用助理驅動或營運一場付費多人遊戲、查看棋盤或核對結算紀錄,可以考慮加入。它不是通用工具伺服器,而是專用於該遊戲及其 Tollbooth 微支付流程。
- 執行需求
- 遠端 streamable HTTP 端點;未宣告需要安裝套件。README 描述了 Neon Postgres 帳本與棋盤、BTCPay Lightning 發票、贊助方授權、Nostr 中繼,以及帶保險庫與定價的 Tollbooth DPYC SDK。營運者憑證與玩家付款資訊透過所述錄入流程處理。
安裝
在 SourceWeft 中
- 開啟 儀表板中的 Beesknees Mcp,將其新增到工作區。
- 為需要使用其工具的對話啟用該服務。
Web executable,透過 Streamable HTTP。 遠端服務在工作區中設定後即可從網頁執行環境執行。
其他 MCP 客戶端
把它新增到你客戶端的 mcpServers 設定中。
{
"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
來源:README.md,提交 20a6e47
工具
0版本歷史
1- v0.2.0最新Oct 3, 2026
