public IAccountStateDelta MinerReward(IActionContext ctx, IAccountStateDelta states) { // 마이닝 보상 // https://www.notion.so/planetarium/Mining-Reward-b7024ef463c24ebca40a2623027d497d BigInteger defaultMiningReward = 10; var countOfHalfLife = Convert.ToInt64(ctx.BlockIndex / 12614400) + 1; var miningReward = defaultMiningReward / countOfHalfLife; return(states.TransferAsset( GoldCurrencyState.Address, ctx.Miner, states.GetGoldCurrency() * miningReward )); }
public void ExecuteThrowNotEnoughFungibleAssetValueException() { var previousWeeklyArenaState = _initialState.GetWeeklyArenaState(_weeklyArenaAddress); var arenaInfo = previousWeeklyArenaState.GetArenaInfo(_avatar1Address); previousWeeklyArenaState.Update(new ArenaInfo(arenaInfo)); var previousState = _initialState.SetState( _weeklyArenaAddress, previousWeeklyArenaState.Serialize()); var goldCurrency = new Currency("NCG", 2, Addresses.GoldCurrency); var previousAgentGoldState = _initialState.GetBalance( _agent1Address, goldCurrency); if (previousAgentGoldState.Sign > 0) { previousState = _initialState.TransferAsset( _agent1Address, Addresses.GoldCurrency, previousAgentGoldState); } var action = new RankingBattle4 { AvatarAddress = _avatar1Address, EnemyAddress = _avatar2Address, WeeklyArenaAddress = _weeklyArenaAddress, costumeIds = new List <int>(), equipmentIds = new List <Guid>(), consumableIds = new List <Guid>(), }; Assert.Throws <NotEnoughFungibleAssetValueException>(() => { action.Execute(new ActionContext() { PreviousStates = previousState, Signer = _agent1Address, Random = new TestRandom(), Rehearsal = false, }); }); }
public override void TransferAsset() { base.TransferAsset(); Assert.IsType <AccountStateDeltaImpl>(_init); IAccountStateDelta a = _init.TransferAsset( _addr[0], _addr[1], Value(0, 6), allowNegativeBalance: true ); Assert.IsType <AccountStateDeltaImpl>(a); Assert.Equal(Value(0, 6), a.GetBalance(_addr[1], _currencies[0])); a = a.TransferAsset(_addr[1], _addr[1], Value(0, 5)); Assert.IsType <AccountStateDeltaImpl>(a); Assert.Equal(Value(0, 6), a.GetBalance(_addr[1], _currencies[0])); }
public IAccountStateDelta MinerReward(IActionContext ctx, IAccountStateDelta states) { // 마이닝 보상 // https://www.notion.so/planetarium/Mining-Reward-b7024ef463c24ebca40a2623027d497d Currency currency = states.GetGoldCurrency(); FungibleAssetValue defaultMiningReward = currency * 10; var countOfHalfLife = (int)Math.Pow(2, Convert.ToInt64((ctx.BlockIndex - 1) / 12614400)); FungibleAssetValue miningReward = defaultMiningReward.DivRem(countOfHalfLife, out FungibleAssetValue _); if (miningReward >= FungibleAssetValue.Parse(currency, "1.25")) { states = states.TransferAsset( GoldCurrencyState.Address, ctx.Miner, miningReward ); } return(states); }
public static IAccountStateDelta MarkBalanceChanged( this IAccountStateDelta states, Currency currency, params Address[] accounts ) { if (accounts.Length == 1) { return(states.MintAsset(accounts[0], currency * 1)); } else if (accounts.Length < 1) { return(states); } for (int i = 1; i < accounts.Length; i++) { states = states.TransferAsset(accounts[i - 1], accounts[i], currency * 1, true); } return(states); }
public IAccountStateDelta GenesisGoldDistribution(IActionContext ctx, IAccountStateDelta states) { IEnumerable <GoldDistribution> goldDistributions = states.GetGoldDistribution(); var index = ctx.BlockIndex; Currency goldCurrency = states.GetGoldCurrency(); Address fund = GoldCurrencyState.Address; foreach (GoldDistribution distribution in goldDistributions) { BigInteger amount = distribution.GetAmount(index); if (amount <= 0) { continue; } states = states.TransferAsset( fund, distribution.Address, goldCurrency * amount ); } return(states); }
public IAccountStateDelta GenesisGoldDistribution(IActionContext ctx, IAccountStateDelta states) { IEnumerable <GoldDistribution> goldDistributions = states.GetGoldDistribution(); var index = ctx.BlockIndex; Currency goldCurrency = states.GetGoldCurrency(); Address fund = GoldCurrencyState.Address; foreach (GoldDistribution distribution in goldDistributions) { BigInteger amount = distribution.GetAmount(index); if (amount <= 0) { continue; } // We should divide by 100 for only mainnet distributions. // See also: https://github.com/planetarium/lib9c/pull/170#issuecomment-713380172 FungibleAssetValue fav = goldCurrency * amount; var testAddresses = new HashSet <Address>( new [] { new Address("F9A15F870701268Bd7bBeA6502eB15F4997f32f9"), new Address("Fb90278C67f9b266eA309E6AE8463042f5461449"), } ); if (!testAddresses.Contains(distribution.Address)) { fav = fav.DivRem(100, out FungibleAssetValue _); } states = states.TransferAsset( fund, distribution.Address, fav ); } 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; 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, $"There is no sufficient balance for {context.Signer}: {balance} < {requiredGold}"); } states = states.TransferAsset(context.Signer, monsterCollectionAddress, requiredGold); states = states.SetState(monsterCollectionAddress, monsterCollectionState.Serialize()); return(states); }
public override IAccountStateDelta Execute(IActionContext context) { IAccountStateDelta states = context.PreviousStates; Address collectionAddress = MonsterCollectionState0.DeriveAddress(context.Signer, collectionRound); if (context.Rehearsal) { return(states .SetState(context.Signer, MarkChanged) .SetState(avatarAddress, MarkChanged) .SetState(collectionAddress, MarkChanged)); } CheckObsolete(BlockChain.Policy.BlockPolicySource.V100080ObsoleteIndex, context); if (!states.TryGetAgentAvatarStates(context.Signer, avatarAddress, out AgentState agentState, out AvatarState avatarState)) { throw new FailedLoadStateException($"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())); }