Пример #1
0
        public void Execute()
        {
            var privateKey   = new PrivateKey();
            var agentAddress = privateKey.PublicKey.ToAddress();
            var agent        = new AgentState(agentAddress);

            var avatarAddress   = agentAddress.Derive("avatar");
            var gameConfigState = new GameConfigState(_sheets[nameof(GameConfigSheet)]);
            var avatarState     = new AvatarState(
                avatarAddress,
                agentAddress,
                0,
                _tableSheets.GetAvatarSheets(),
                gameConfigState,
                default
                )
            {
                actionPoint = 0,
            };

            agent.avatarAddresses.Add(0, avatarAddress);

            var apStone =
                ItemFactory.CreateItem(
                    _tableSheets.MaterialItemSheet.Values.First(r => r.ItemSubType == ItemSubType.ApStone),
                    new TestRandom());

            avatarState.inventory.AddItem2(apStone);

            Assert.Equal(0, avatarState.actionPoint);

            var state = new State()
                        .SetState(Addresses.GameConfig, gameConfigState.Serialize())
                        .SetState(agentAddress, agent.Serialize())
                        .SetState(avatarAddress, avatarState.Serialize());

            foreach (var(key, value) in _sheets)
            {
                state = state.SetState(Addresses.TableSheet.Derive(key), value.Serialize());
            }

            var action = new ChargeActionPoint0()
            {
                avatarAddress = avatarAddress,
            };

            var nextState = action.Execute(new ActionContext()
            {
                PreviousStates = state,
                Signer         = agentAddress,
                Random         = new TestRandom(),
                Rehearsal      = false,
            });

            var nextAvatarState = nextState.GetAvatarState(avatarAddress);

            Assert.Equal(gameConfigState.ActionPointMax, nextAvatarState.actionPoint);
        }
Пример #2
0
        public HackAndSlash10Test()
        {
            _sheets      = TableSheetsImporter.ImportSheets();
            _tableSheets = new TableSheets(_sheets);

            var privateKey = new PrivateKey();

            _agentAddress = privateKey.PublicKey.ToAddress();
            var agentState = new AgentState(_agentAddress);

            _avatarAddress = _agentAddress.Derive("avatar");
            var gameConfigState = new GameConfigState(_sheets[nameof(GameConfigSheet)]);

            _rankingMapAddress = _avatarAddress.Derive("ranking_map");
            _avatarState       = new AvatarState(
                _avatarAddress,
                _agentAddress,
                0,
                _tableSheets.GetAvatarSheets(),
                gameConfigState,
                _rankingMapAddress
                )
            {
                level = 100,
            };
            _inventoryAddress        = _avatarAddress.Derive(LegacyInventoryKey);
            _worldInformationAddress = _avatarAddress.Derive(LegacyWorldInformationKey);
            _questListAddress        = _avatarAddress.Derive(LegacyQuestListKey);
            agentState.avatarAddresses.Add(0, _avatarAddress);

            _weeklyArenaState = new WeeklyArenaState(0);

            _initialState = new State()
                            .SetState(_weeklyArenaState.address, _weeklyArenaState.Serialize())
                            .SetState(_agentAddress, agentState.SerializeV2())
                            .SetState(_avatarAddress, _avatarState.SerializeV2())
                            .SetState(_inventoryAddress, _avatarState.inventory.Serialize())
                            .SetState(_worldInformationAddress, _avatarState.worldInformation.Serialize())
                            .SetState(_questListAddress, _avatarState.questList.Serialize())
                            .SetState(_rankingMapAddress, new RankingMapState(_rankingMapAddress).Serialize())
                            .SetState(gameConfigState.address, gameConfigState.Serialize());

            foreach (var(key, value) in _sheets)
            {
                _initialState = _initialState
                                .SetState(Addresses.TableSheet.Derive(key), value.Serialize());
            }

            foreach (var address in _avatarState.combinationSlotAddresses)
            {
                var slotState = new CombinationSlotState(
                    address,
                    GameConfig.RequireClearedStageLevel.CombinationEquipmentAction);
                _initialState = _initialState.SetState(address, slotState.Serialize());
            }
        }
Пример #3
0
        public void ExecuteCreateNextWeeklyArenaState()
        {
            var weekly          = new WeeklyArenaState(0);
            var gameConfigState = new GameConfigState();

            gameConfigState.Set(_tableSheets.GameConfigSheet);
            var state = _baseState
                        .SetState(weekly.address, weekly.Serialize())
                        .SetState(gameConfigState.address, gameConfigState.Serialize());
            var action = new RewardGold();

            var nextState = action.Execute(new ActionContext()
            {
                PreviousStates = state,
                Miner          = default,
Пример #4
0
        public MimisbrunnrBattle6Test()
        {
            var sheets = TableSheetsImporter.ImportSheets();

            _tableSheets = new TableSheets(sheets);

            var privateKey = new PrivateKey();

            _agentAddress = privateKey.PublicKey.ToAddress();
            var agentState = new AgentState(_agentAddress);

            _avatarAddress = _agentAddress.Derive("avatar");
            var gameConfigState = new GameConfigState(sheets[nameof(GameConfigSheet)]);

            _rankingMapAddress = _avatarAddress.Derive("ranking_map");
            var avatarState = new AvatarState(
                _avatarAddress,
                _agentAddress,
                0,
                _tableSheets.GetAvatarSheets(),
                gameConfigState,
                _rankingMapAddress
                )
            {
                level = 400,
            };

            agentState.avatarAddresses.Add(0, _avatarAddress);

            _initialState = new State()
                            .SetState(_agentAddress, agentState.Serialize())
                            .SetState(_avatarAddress, avatarState.Serialize())
                            .SetState(_avatarAddress.Derive(LegacyInventoryKey), avatarState.inventory.Serialize())
                            .SetState(_avatarAddress.Derive(LegacyWorldInformationKey), avatarState.worldInformation.Serialize())
                            .SetState(_avatarAddress.Derive(LegacyQuestListKey), avatarState.questList.Serialize())
                            .SetState(_rankingMapAddress, new RankingMapState(_rankingMapAddress).Serialize())
                            .SetState(gameConfigState.address, gameConfigState.Serialize());

            foreach (var(key, value) in sheets)
            {
                _initialState = _initialState
                                .SetState(Addresses.TableSheet.Derive(key), value.Serialize());
            }
        }
Пример #5
0
        public DailyReward5Test(ITestOutputHelper outputHelper)
        {
            Log.Logger = new LoggerConfiguration()
                         .MinimumLevel.Verbose()
                         .WriteTo.TestOutput(outputHelper)
                         .CreateLogger();

            _initialState = new State();
            var sheets = TableSheetsImporter.ImportSheets();

            foreach (var(key, value) in sheets)
            {
                _initialState = _initialState
                                .SetState(Addresses.TableSheet.Derive(key), value.Serialize());
            }

            var tableSheets     = new TableSheets(sheets);
            var gameConfigState = new GameConfigState();

            gameConfigState.Set(tableSheets.GameConfigSheet);
            _agentAddress = new PrivateKey().ToAddress();
            var agentState = new AgentState(_agentAddress);

            _avatarAddress = new PrivateKey().ToAddress();
            var rankingMapAddress = new PrivateKey().ToAddress();
            var avatarState       = new AvatarState(
                _avatarAddress,
                _agentAddress,
                0,
                tableSheets.GetAvatarSheets(),
                gameConfigState,
                rankingMapAddress)
            {
                actionPoint = 0,
            };

            agentState.avatarAddresses[0] = _avatarAddress;

            _initialState = _initialState
                            .SetState(Addresses.GameConfig, gameConfigState.Serialize())
                            .SetState(_agentAddress, agentState.Serialize())
                            .SetState(_avatarAddress, avatarState.Serialize());
        }
Пример #6
0
        public override IAccountStateDelta Execute(IActionContext context)
        {
            IActionContext ctx          = context;
            var            states       = ctx.PreviousStates;
            var            sheetAddress = Addresses.TableSheet.Derive(TableName);

            if (ctx.Rehearsal)
            {
                return(states
                       .SetState(sheetAddress, MarkChanged)
                       .SetState(GameConfigState.Address, MarkChanged));
            }

            var addressesHex = GetSignerAndOtherAddressesHex(context);

            CheckPermission(context);

            var sheets = states.GetState(sheetAddress);
            var value  = sheets is null ? string.Empty : sheets.ToDotnetString();

            Log.Verbose(
                "{AddressesHex}{TableName} was patched\n" +
                "before:\n" +
                "{Value}\n" +
                "after:\n" +
                "{TableCsv}",
                addressesHex,
                TableName,
                value,
                TableCsv
                );

            states = states.SetState(sheetAddress, TableCsv.Serialize());

            if (TableName == nameof(GameConfigSheet))
            {
                var gameConfigState = new GameConfigState(TableCsv);
                states = states.SetState(GameConfigState.Address, gameConfigState.Serialize());
            }

            return(states);
        }
Пример #7
0
        public override IAccountStateDelta Execute(IActionContext context)
        {
            IActionContext ctx              = context;
            var            states           = ctx.PreviousStates;
            var            weeklyArenaState = new WeeklyArenaState(0);

            if (ctx.Rehearsal)
            {
                states = states.SetState(RankingState.Address, MarkChanged);
                states = states.SetState(ShopState.Address, MarkChanged);
                states = states.SetState(TableSheetsState.Address, MarkChanged);
                states = states.SetState(weeklyArenaState.address, MarkChanged);
                states = states.SetState(GameConfigState.Address, MarkChanged);
                states = states.SetState(RedeemCodeState.Address, MarkChanged);
                states = states.SetState(AdminState.Address, MarkChanged);
                states = states.SetState(ActivatedAccountsState.Address, MarkChanged);
                states = states.SetState(GoldCurrencyState.Address, MarkChanged);
                states = states.SetState(Addresses.GoldDistribution, MarkChanged);
                return(states);
            }

            if (ctx.BlockIndex != 0)
            {
                return(states);
            }

            states = states
                     .SetState(weeklyArenaState.address, weeklyArenaState.Serialize())
                     .SetState(RankingState.Address, RankingState.Serialize())
                     .SetState(ShopState.Address, ShopState.Serialize())
                     .SetState(TableSheetsState.Address, TableSheetsState.Serialize())
                     .SetState(GameConfigState.Address, GameConfigState.Serialize())
                     .SetState(RedeemCodeState.Address, RedeemCodeState.Serialize())
                     .SetState(AdminState.Address, AdminAddressState.Serialize())
                     .SetState(ActivatedAccountsState.Address, ActivatedAccountsState.Serialize())
                     .SetState(GoldCurrencyState.Address, GoldCurrencyState.Serialize())
                     .SetState(Addresses.GoldDistribution, GoldDistributions.Select(v => v.Serialize()).Serialize());

            states = states.MintAsset(GoldCurrencyState.Address, GoldCurrencyState.Currency, 1000000000);
            return(states);
        }
Пример #8
0
        public void WeeklyArenaRankingBoard(bool resetCount, bool updateNext)
        {
            var weekly = new WeeklyArenaState(0);

            weekly.Set(_avatarState, _tableSheets.CharacterSheet);
            weekly[_avatarState.address].Update(weekly[_avatarState.address], BattleLog.Result.Lose);
            var gameConfigState = new GameConfigState();

            gameConfigState.Set(_tableSheets.GameConfigSheet);
            var state = _baseState
                        .SetState(weekly.address, weekly.Serialize())
                        .SetState(gameConfigState.address, gameConfigState.Serialize());
            var blockIndex = 0;

            if (resetCount)
            {
                blockIndex = gameConfigState.DailyArenaInterval;
            }

            if (updateNext)
            {
                weekly[_avatarState.address].Activate();
                blockIndex = gameConfigState.WeeklyArenaInterval;
                // Avoid NRE in test case.
                var nextWeekly = new WeeklyArenaState(1);
                state = state
                        .SetState(weekly.address, weekly.Serialize())
                        .SetState(nextWeekly.address, nextWeekly.Serialize());
            }

            Assert.False(weekly.Ended);
            Assert.Equal(4, weekly[_avatarState.address].DailyChallengeCount);

            var action = new RewardGold();

            var ctx = new ActionContext()
            {
                BlockIndex     = blockIndex,
                PreviousStates = _baseState,
                Miner          = default,
Пример #9
0
        public InitializeStates(
            RankingState rankingState,
            ShopState shopState,
            Dictionary <string, string> tableSheets,
            GameConfigState gameConfigState,
            RedeemCodeState redeemCodeState,
            AdminState adminAddressState,
            ActivatedAccountsState activatedAccountsState,
            GoldCurrencyState goldCurrencyState,
            GoldDistribution[] goldDistributions,
            PendingActivationState[] pendingActivationStates,
            AuthorizedMinersState authorizedMinersState = null,
            CreditsState creditsState = null)
        {
            Ranking           = (Bencodex.Types.Dictionary)rankingState.Serialize();
            Shop              = (Bencodex.Types.Dictionary)shopState.Serialize();
            TableSheets       = tableSheets;
            GameConfig        = (Bencodex.Types.Dictionary)gameConfigState.Serialize();
            RedeemCode        = (Bencodex.Types.Dictionary)redeemCodeState.Serialize();
            AdminAddress      = (Bencodex.Types.Dictionary)adminAddressState.Serialize();
            ActivatedAccounts = (Bencodex.Types.Dictionary)activatedAccountsState.Serialize();
            GoldCurrency      = (Bencodex.Types.Dictionary)goldCurrencyState.Serialize();
            GoldDistributions = new Bencodex.Types.List(
                goldDistributions.Select(d => d.Serialize()).Cast <Bencodex.Types.IValue>()
                );
            PendingActivations = new Bencodex.Types.List(pendingActivationStates.Select(p => p.Serialize()));

            if (!(authorizedMinersState is null))
            {
                AuthorizedMiners = (Bencodex.Types.Dictionary)authorizedMinersState.Serialize();
            }

            if (!(creditsState is null))
            {
                Credits = (Bencodex.Types.Dictionary)creditsState.Serialize();
            }
        }
Пример #10
0
        public override IAccountStateDelta Execute(IActionContext context)
        {
            IActionContext ctx          = context;
            var            states       = ctx.PreviousStates;
            var            sheetAddress = Addresses.TableSheet.Derive(TableName);

            if (ctx.Rehearsal)
            {
                return(states
                       .SetState(sheetAddress, MarkChanged)
                       .SetState(GameConfigState.Address, MarkChanged));
            }

            CheckPermission(context);

            var sheets = states.GetState(sheetAddress);
            var value  = sheets is null ? string.Empty : sheets.ToDotnetString();

            Log.Debug($"[{ctx.BlockIndex}] {TableName} was patched by {ctx.Signer.ToHex()}\n" +
                      "before:\n" +
                      value +
                      "\n" +
                      "after:\n" +
                      TableCsv
                      );

            states = states.SetState(sheetAddress, TableCsv.Serialize());

            if (TableName == nameof(GameConfigSheet))
            {
                var gameConfigState = new GameConfigState(TableCsv);
                states = states.SetState(GameConfigState.Address, gameConfigState.Serialize());
            }

            return(states);
        }
Пример #11
0
        public ChargeActionPointTest()
        {
            _sheets      = TableSheetsImporter.ImportSheets();
            _tableSheets = new TableSheets(_sheets);

            var privateKey = new PrivateKey();

            _agentAddress = privateKey.PublicKey.ToAddress();
            var agent = new AgentState(_agentAddress);

            _avatarAddress = _agentAddress.Derive("avatar");
            var gameConfigState = new GameConfigState(_sheets[nameof(GameConfigSheet)]);
            var avatarState     = new AvatarState(
                _avatarAddress,
                _agentAddress,
                0,
                _tableSheets.GetAvatarSheets(),
                gameConfigState,
                default
                )
            {
                actionPoint = 0,
            };

            agent.avatarAddresses.Add(0, _avatarAddress);

            _initialState = new State()
                            .SetState(Addresses.GameConfig, gameConfigState.Serialize())
                            .SetState(_agentAddress, agent.Serialize())
                            .SetState(_avatarAddress, avatarState.Serialize());

            foreach (var(key, value) in _sheets)
            {
                _initialState = _initialState.SetState(Addresses.TableSheet.Derive(key), value.Serialize());
            }
        }
Пример #12
0
        public override IAccountStateDelta Execute(IActionContext context)
        {
            IActionContext ctx    = context;
            var            states = ctx.PreviousStates;

            if (ctx.Rehearsal)
            {
                return(states
                       .SetState(TableSheetsState.Address, MarkChanged)
                       .SetState(GameConfigState.Address, MarkChanged));
            }

            CheckPermission(context);

            var tableSheetsState = TableSheetsState.FromActionContext(ctx);

            Log.Debug($"[{ctx.BlockIndex}] {TableName} was patched by {ctx.Signer.ToHex()}\n" +
                      "before:\n" +
                      (tableSheetsState.TableSheets.TryGetValue(TableName, out string value) ? value : string.Empty) +
                      "\n" +
                      "after:\n" +
                      TableCsv
                      );

            TableSheetsState nextState = tableSheetsState.UpdateTableSheet(TableName, TableCsv);

            states = states.SetState(TableSheetsState.Address, nextState.Serialize());

            if (TableName == nameof(GameConfigSheet))
            {
                var gameConfigState = new GameConfigState(TableCsv);
                states = states.SetState(GameConfigState.Address, gameConfigState.Serialize());
            }

            return(states);
        }
Пример #13
0
        public CombinationAndRapidCombinationTest(ITestOutputHelper outputHelper)
        {
            Log.Logger = new LoggerConfiguration()
                         .MinimumLevel.Verbose()
                         .WriteTo.TestOutput(outputHelper)
                         .CreateLogger();

            var sheets = TableSheetsImporter.ImportSheets();

            _tableSheets = new TableSheets(sheets);

            var gold            = new GoldCurrencyState(new Currency("NCG", 2, minter: null));
            var gameConfigState = new GameConfigState(sheets[nameof(GameConfigSheet)]);

            _agentAddress  = new PrivateKey().ToAddress();
            _avatarAddress = _agentAddress.Derive("avatar");
            _slot0Address  = _avatarAddress.Derive(
                string.Format(
                    CultureInfo.InvariantCulture,
                    CombinationSlotState.DeriveFormat,
                    0
                    )
                );
            var slot0State = new CombinationSlotState(
                _slot0Address,
                GameConfig.RequireClearedStageLevel.CombinationEquipmentAction);

            var agentState = new AgentState(_agentAddress);

            agentState.avatarAddresses[0] = _avatarAddress;

            var avatarState = new AvatarState(
                _avatarAddress,
                _agentAddress,
                1,
                _tableSheets.GetAvatarSheets(),
                gameConfigState,
                default
                )
            {
                worldInformation = new WorldInformation(
                    0,
                    _tableSheets.WorldSheet,
                    GameConfig.RequireClearedStageLevel.CombinationEquipmentAction),
            };

            _inventoryAddress        = _avatarAddress.Derive(LegacyInventoryKey);
            _worldInformationAddress = _avatarAddress.Derive(LegacyWorldInformationKey);
            _questListAddress        = _avatarAddress.Derive(LegacyQuestListKey);

            _initialState = new Tests.Action.State()
                            .SetState(GoldCurrencyState.Address, gold.Serialize())
                            .SetState(gameConfigState.address, gameConfigState.Serialize())
                            .SetState(_agentAddress, agentState.Serialize())
                            .SetState(_avatarAddress, avatarState.SerializeV2())
                            .SetState(_inventoryAddress, avatarState.inventory.Serialize())
                            .SetState(_worldInformationAddress, avatarState.worldInformation.Serialize())
                            .SetState(_questListAddress, avatarState.questList.Serialize())
                            .SetState(_slot0Address, slot0State.Serialize());

            foreach (var(key, value) in sheets)
            {
                _initialState = _initialState
                                .SetState(Addresses.TableSheet.Derive(key), value.Serialize());
            }
        }