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()));
        }
Example #2
0
        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);
        }
Example #3
0
        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()));
        }