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())); }