public override IAccountStateDelta Execute(IActionContext context) { IAccountStateDelta states = context.PreviousStates; Address inventoryAddress = avatarAddress.Derive(LegacyInventoryKey); Address worldInformationAddress = avatarAddress.Derive(LegacyWorldInformationKey); Address questListAddress = avatarAddress.Derive(LegacyQuestListKey); if (context.Rehearsal) { return(states .SetState(avatarAddress, MarkChanged) .SetState(inventoryAddress, MarkChanged) .SetState(worldInformationAddress, MarkChanged) .SetState(questListAddress, MarkChanged) .SetState(MonsterCollectionState.DeriveAddress(context.Signer, 0), MarkChanged) .SetState(MonsterCollectionState.DeriveAddress(context.Signer, 1), MarkChanged) .SetState(MonsterCollectionState.DeriveAddress(context.Signer, 2), MarkChanged) .SetState(MonsterCollectionState.DeriveAddress(context.Signer, 3), MarkChanged)); } CheckObsolete(BlockChain.Policy.BlockPolicySource.V100080ObsoleteIndex, context); if (!states.TryGetAgentAvatarStatesV2(context.Signer, avatarAddress, out AgentState agentState, out AvatarState avatarState)) { throw new FailedLoadStateException($"Aborted as the avatar state of the signer failed to load."); } Address collectionAddress = MonsterCollectionState.DeriveAddress(context.Signer, agentState.MonsterCollectionRound); if (!states.TryGetState(collectionAddress, out Dictionary stateDict)) { throw new FailedLoadStateException($"Aborted as the monster collection state failed to load."); } var monsterCollectionState = new MonsterCollectionState(stateDict); List <MonsterCollectionRewardSheet.RewardInfo> rewards = monsterCollectionState.CalculateRewards( states.GetSheet <MonsterCollectionRewardSheet>(), context.BlockIndex ); if (rewards.Count == 0) { throw new RequiredBlockIndexException($"{collectionAddress} is not available yet"); } Guid id = context.Random.GenerateRandomGuid(); var result = new MonsterCollectionResult(id, avatarAddress, rewards); var mail = new MonsterCollectionMail(result, context.BlockIndex, id, context.BlockIndex); avatarState.Update(mail); ItemSheet itemSheet = states.GetItemSheet(); foreach (MonsterCollectionRewardSheet.RewardInfo rewardInfo in rewards) { ItemSheet.Row row = itemSheet[rewardInfo.ItemId]; ItemBase item = row is MaterialItemSheet.Row materialRow ? ItemFactory.CreateTradableMaterial(materialRow) : ItemFactory.CreateItem(row, context.Random); avatarState.inventory.AddItem2(item, rewardInfo.Quantity); } monsterCollectionState.Claim(context.BlockIndex); return(states .SetState(avatarAddress, avatarState.SerializeV2()) .SetState(inventoryAddress, avatarState.inventory.Serialize()) .SetState(worldInformationAddress, avatarState.worldInformation.Serialize()) .SetState(questListAddress, avatarState.questList.Serialize()) .SetState(collectionAddress, monsterCollectionState.Serialize())); }
public override IAccountStateDelta Execute(IActionContext context) { IAccountStateDelta states = context.PreviousStates; if (context.Rehearsal) { return(states .SetState(MonsterCollectionState.DeriveAddress(context.Signer, 0), MarkChanged) .SetState(MonsterCollectionState.DeriveAddress(context.Signer, 1), MarkChanged) .SetState(MonsterCollectionState.DeriveAddress(context.Signer, 2), MarkChanged) .SetState(MonsterCollectionState.DeriveAddress(context.Signer, 3), MarkChanged) .SetState(context.Signer, MarkChanged) .MarkBalanceChanged(GoldCurrencyMock, context.Signer, MonsterCollectionState.DeriveAddress(context.Signer, 0)) .MarkBalanceChanged(GoldCurrencyMock, context.Signer, MonsterCollectionState.DeriveAddress(context.Signer, 1)) .MarkBalanceChanged(GoldCurrencyMock, context.Signer, MonsterCollectionState.DeriveAddress(context.Signer, 2)) .MarkBalanceChanged(GoldCurrencyMock, context.Signer, MonsterCollectionState.DeriveAddress(context.Signer, 3))); } MonsterCollectionSheet monsterCollectionSheet = states.GetSheet <MonsterCollectionSheet>(); AgentState agentState = states.GetAgentState(context.Signer); if (agentState is null) { throw new FailedLoadStateException("Aborted as the agent state failed to load."); } if (level < 0 || level > 0 && !monsterCollectionSheet.TryGetValue(level, out MonsterCollectionSheet.Row _)) { throw new MonsterCollectionLevelException(); } Currency currency = states.GetGoldCurrency(); // Set default gold value. FungibleAssetValue requiredGold = currency * 0; Address monsterCollectionAddress = MonsterCollectionState.DeriveAddress( context.Signer, agentState.MonsterCollectionRound ); if (states.TryGetState(monsterCollectionAddress, out Dictionary stateDict)) { var existingStates = new MonsterCollectionState(stateDict); int previousLevel = existingStates.Level; // Check collection level and required block index if (level < previousLevel && existingStates.IsLocked(context.BlockIndex)) { throw new RequiredBlockIndexException(); } if (level == previousLevel) { throw new MonsterCollectionLevelException(); } if (existingStates.CalculateStep(context.BlockIndex) > 0) { throw new MonsterCollectionExistingClaimableException(); } // Refund holding NCG to user FungibleAssetValue gold = states.GetBalance(monsterCollectionAddress, currency); states = states.TransferAsset(monsterCollectionAddress, context.Signer, gold); } if (level == 0) { return(states.SetState(monsterCollectionAddress, new Null())); } FungibleAssetValue balance = states.GetBalance(context.Signer, currency); var monsterCollectionState = new MonsterCollectionState(monsterCollectionAddress, level, context.BlockIndex); for (int i = 0; i < level; i++) { requiredGold += currency * monsterCollectionSheet[i + 1].RequiredGold; } if (balance < requiredGold) { throw new InsufficientBalanceException(context.Signer, requiredGold, $"There is no sufficient balance for {context.Signer}: {balance} < {requiredGold}"); } states = states.TransferAsset(context.Signer, monsterCollectionAddress, requiredGold); states = states.SetState(monsterCollectionAddress, monsterCollectionState.Serialize()); return(states); }
public override IAccountStateDelta Execute(IActionContext context) { IAccountStateDelta states = context.PreviousStates; Address monsterCollectionAddress = MonsterCollectionState0.DeriveAddress(context.Signer, collectionRound); if (context.Rehearsal) { return(states .SetState(monsterCollectionAddress, MarkChanged) .SetState(context.Signer, MarkChanged) .MarkBalanceChanged(GoldCurrencyMock, context.Signer, monsterCollectionAddress)); } CheckObsolete(BlockChain.Policy.BlockPolicySource.V100080ObsoleteIndex, context); MonsterCollectionSheet monsterCollectionSheet = states.GetSheet <MonsterCollectionSheet>(); AgentState agentState = states.GetAgentState(context.Signer); if (agentState is null) { throw new FailedLoadStateException("Aborted as the agent state failed to load."); } if (agentState.MonsterCollectionRound != collectionRound) { throw new InvalidMonsterCollectionRoundException( $"Expected collection round is {agentState.MonsterCollectionRound}, but actual collection round is {collectionRound}."); } if (!monsterCollectionSheet.TryGetValue(level, out MonsterCollectionSheet.Row _)) { throw new SheetRowNotFoundException(nameof(MonsterCollectionSheet), level); } Currency currency = states.GetGoldCurrency(); // Set default gold value. FungibleAssetValue requiredGold = currency * 0; FungibleAssetValue balance = states.GetBalance(context.Signer, states.GetGoldCurrency()); MonsterCollectionState0 monsterCollectionState; int currentLevel = 1; MonsterCollectionRewardSheet monsterCollectionRewardSheet = states.GetSheet <MonsterCollectionRewardSheet>(); if (states.TryGetState(monsterCollectionAddress, out Dictionary stateDict)) { monsterCollectionState = new MonsterCollectionState0(stateDict); if (monsterCollectionState.ExpiredBlockIndex < context.BlockIndex) { throw new MonsterCollectionExpiredException( $"{monsterCollectionAddress} has already expired on {monsterCollectionState.ExpiredBlockIndex}"); } if (monsterCollectionState.Level >= level) { throw new InvalidLevelException($"The level must be greater than {monsterCollectionState.Level}."); } currentLevel = monsterCollectionState.Level + 1; long rewardLevel = monsterCollectionState.GetRewardLevel(context.BlockIndex); monsterCollectionState.Update(level, rewardLevel, monsterCollectionRewardSheet); } else { monsterCollectionState = new MonsterCollectionState0(monsterCollectionAddress, level, context.BlockIndex, monsterCollectionRewardSheet); } for (int i = currentLevel; i < level + 1; i++) { requiredGold += currency * monsterCollectionSheet[i].RequiredGold; } if (balance < requiredGold) { throw new InsufficientBalanceException(context.Signer, requiredGold, $"There is no sufficient balance for {context.Signer}: {balance} < {requiredGold}"); } states = states.TransferAsset(context.Signer, monsterCollectionAddress, requiredGold); states = states.SetState(monsterCollectionAddress, monsterCollectionState.Serialize()); return(states); }
public override IAccountStateDelta Execute(IActionContext context) { IAccountStateDelta states = context.PreviousStates; Address collectionAddress = MonsterCollectionState0.DeriveAddress(context.Signer, collectionRound); if (context.Rehearsal) { return(states .SetState(context.Signer, MarkChanged) .SetState(avatarAddress, MarkChanged) .SetState(collectionAddress, MarkChanged)); } CheckObsolete(BlockChain.Policy.BlockPolicySource.V100080ObsoleteIndex, context); if (!states.TryGetAgentAvatarStates(context.Signer, avatarAddress, out AgentState agentState, out AvatarState avatarState)) { throw new FailedLoadStateException($"Aborted as the avatar state of the signer failed to load."); } if (!states.TryGetState(collectionAddress, out Dictionary stateDict)) { throw new FailedLoadStateException($"Aborted as the monster collection state failed to load."); } MonsterCollectionState0 monsterCollectionState = new MonsterCollectionState0(stateDict); if (monsterCollectionState.End) { throw new MonsterCollectionExpiredException($"{collectionAddress} has already expired on {monsterCollectionState.ExpiredBlockIndex}"); } if (!monsterCollectionState.CanReceive(context.BlockIndex)) { throw new RequiredBlockIndexException( $"{collectionAddress} is not available yet; it will be available after {Math.Max(monsterCollectionState.StartedBlockIndex, monsterCollectionState.ReceivedBlockIndex) + MonsterCollectionState0.RewardInterval}"); } long rewardLevel = monsterCollectionState.GetRewardLevel(context.BlockIndex); ItemSheet itemSheet = states.GetItemSheet(); for (int i = 0; i < rewardLevel; i++) { int level = i + 1; if (level <= monsterCollectionState.RewardLevel) { continue; } List <MonsterCollectionRewardSheet.RewardInfo> rewards = monsterCollectionState.RewardLevelMap[level]; Guid id = context.Random.GenerateRandomGuid(); MonsterCollectionResult result = new MonsterCollectionResult(id, avatarAddress, rewards); MonsterCollectionMail mail = new MonsterCollectionMail(result, context.BlockIndex, id, context.BlockIndex); avatarState.Update(mail); foreach (var rewardInfo in rewards) { var row = itemSheet[rewardInfo.ItemId]; var item = row is MaterialItemSheet.Row materialRow ? ItemFactory.CreateTradableMaterial(materialRow) : ItemFactory.CreateItem(row, context.Random); avatarState.inventory.AddItem2(item, rewardInfo.Quantity); } monsterCollectionState.UpdateRewardMap(level, result, context.BlockIndex); } // Return gold at the end of monster collect. if (rewardLevel == 4) { MonsterCollectionSheet monsterCollectionSheet = states.GetSheet <MonsterCollectionSheet>(); Currency currency = states.GetGoldCurrency(); // Set default gold value. FungibleAssetValue gold = currency * 0; for (int i = 0; i < monsterCollectionState.Level; i++) { int level = i + 1; gold += currency * monsterCollectionSheet[level].RequiredGold; } agentState.IncreaseCollectionRound(); states = states.SetState(context.Signer, agentState.Serialize()); if (gold > currency * 0) { states = states.TransferAsset(collectionAddress, context.Signer, gold); } } return(states .SetState(avatarAddress, avatarState.Serialize()) .SetState(collectionAddress, monsterCollectionState.Serialize())); }