# v2: economy, wanted and combat Game rules under principle 7. Index: `agents/world-format-v2.md`. The rating and the `rules` presets that switch these on and off: `platform-and-community.md`. Witnesses and police perception: `npcs.md`. Schema: `agents/v2-formats.md` section 13 (world rules). ## Economy, inventory, wanted - **Inventory and weapons** are catalogue entries plus components, like everything else. - **Wanted and police:** crimes emit witnessed events into a shared `attention` field (who saw what, where); police consume it (`npcs.md`: no witness, no heat). v1's `public/js/game/wanted.js` and `police.js` port onto this. - **Progression scopes:** canonical money and progression is a server ledger; private and modded worlds cannot mint it. Single-player and private-world saves need a real store and an export (single-player progress lives in localStorage in v1). Prior art: GTA Online's separate characters, Roblox DataStores per place. ## Combat - Weapons are catalogue entries: `weapon{kind, damage, impulse, range, pellets, magazine, lethality: lethal|less_lethal}`. A hit is `OnHit{source, bone, material, energy}`. - Per-bone hit capsules carry a material with `absorb` (soft body, vest, car panel, engine block, glass); the same energy model breaks prop joints, so a car door stops a pistol round with no special case. - Health is a `condition{hp, stun, down}` component. Less-lethal weapons build stun to `down`, giving arrests instead of deaths; in a 12-rated world lethal damage also ends in `down`, never a corpse (`pedHarm: "down"`). - **Police follow UK practice:** wanted 1-2 officers with batons and Tasers trying to arrest; 3 adds Taser and stingers; 4+ armed response vehicles, only where the world's `weapons` rule allows. Replaces v1's cops opening fire. Heat only from `OnReported`. - Consequences: busted means custody and losing world-scoped contraband (never canonical ledger money); downed means the RVI. Respawn stays fast, "fun, not punishment". - **Invented force** ("Tyne and Wear Constabulary" or similar) with Battenburg-style chequers, no real crest. ## Griefing and PvP The canonical `rules18` preset has `pvp: "opt_in"`: players are ghosted to each other's weapons and vehicles by default (GTA passive mode); PvP is opt-in by zone or activity with both parties opted in, and a cooldown on leaving. Vehicle-on-player contact transfers impulse, never damage, unless both opted in; spawn ghosting; repeated same-attacker kills auto-ghost the pair. Hits are validated server-side; reports carry a replay slice. World-damage griefing limits: `networking.md` (persistence).