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0x099C314F792e1F91f53765Fc64AaDCcf4dCf1538

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Sonic LogoSonic LogoSonic Logo0 S

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Contract Source Code Verified (Exact Match)

Contract Name:
Controller

Compiler Version
v0.8.23+commit.f704f362

Optimization Enabled:
Yes with 50 runs

Other Settings:
istanbul EvmVersion
File 1 of 23 : Controller.sol
// SPDX-License-Identifier: BUSL-1.1
/**
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*/
pragma solidity 0.8.23;

import "../interfaces/IApplicationEvents.sol";
import "../proxy/Controllable.sol";
import "../lib/ControllerLib.sol";

contract Controller is Controllable, IController {

  //region ------------------------ Constants
  /// @notice Version of the contract
  string public constant override VERSION = "1.0.3";
  uint public constant DEPLOYER_ELIGIBILITY_PERIOD = ControllerLib.DEPLOYER_ELIGIBILITY_PERIOD;
  //endregion ------------------------ Constants

  //region ------------------------ Initializer
  function init(address governance_) external initializer {
    __Controllable_init(address(this));
    ControllerLib._S().governance = governance_;
  }
  //endregion ------------------------ Initializer

  //region ------------------------ Views

  function isDeployer(address adr) public view override returns (bool) {
    return ControllerLib.isDeployer(adr);
  }

  function governance() external view override returns (address) {
    return ControllerLib.governance();
  }

  function futureGovernance() external view returns (address) {
    return ControllerLib.futureGovernance();
  }

  function statController() external view override returns (address) {
    return ControllerLib.statController();
  }

  function storyController() external view override returns (address) {
    return ControllerLib.storyController();
  }

  function oracle() external view override returns (address) {
    return ControllerLib.oracle();
  }

  function treasury() external view override returns (address) {
    return ControllerLib.treasury();
  }

  function dungeonFactory() external view override returns (address) {
    return ControllerLib.dungeonFactory();
  }

  function gameObjectController() external view override returns (address) {
    return ControllerLib.gameObjectController();
  }

  function reinforcementController() external view override returns (address) {
    return ControllerLib.reinforcementController();
  }

  function itemController() external view override returns (address) {
    return ControllerLib.itemController();
  }

  function heroController() external view override returns (address) {
    return ControllerLib.heroController();
  }

  function gameToken() external view override returns (address) {
    return ControllerLib.gameToken();
  }

  function validTreasuryTokens(address token) external view override returns (bool) {
    return ControllerLib.validTreasuryTokens(token);
  }

  function onPause() external view override returns (bool) {
    return ControllerLib.onPause();
  }

  function userController() external view override returns (address) {
    return ControllerLib.userController();
  }

  function guildController() external view override returns (address) {
    return ControllerLib.guildController();
  }

  function rewardsPool() external view override returns (address) {
    return ControllerLib.rewardsPool();
  }

  function gameTokenPrice() external view override returns (uint) {
    return ControllerLib.gameTokenPrice();
  }
  //endregion ------------------------ Views

  //region ------------------------ Gov actions - setters

  function changePause(bool value) external {
    ControllerLib.changePause(value);
  }

  function offerGovernance(address newGov) external {
    ControllerLib.offerGovernance(newGov);
  }

  function acceptGovernance() external {
    ControllerLib.acceptGovernance();
  }

  function setStatController(address value) external {
    ControllerLib.setStatController(value);
  }

  function setStoryController(address value) external {
    ControllerLib.setStoryController(value);
  }

  function setGameObjectController(address value) external {
    ControllerLib.setGameObjectController(value);
  }

  function setReinforcementController(address value) external {
    ControllerLib.setReinforcementController(value);
  }

  function setOracle(address value) external {
    ControllerLib.setOracle(value);
  }

  function setTreasury(address value) external {
    ControllerLib.setTreasury(value);
  }

  function setItemController(address value) external {
    ControllerLib.setItemController(value);
  }

  function setHeroController(address value) external {
    ControllerLib.setHeroController(value);
  }

  function setGameToken(address value) external {
    ControllerLib.setGameToken(value);
  }

  function setDungeonFactory(address value) external {
    ControllerLib.setDungeonFactory(value);
  }

  function changeDeployer(address eoa, bool remove) external {
    ControllerLib.changeDeployer(eoa, remove);
  }

  function setUserController(address value) external {
    ControllerLib.setUserController(value);
  }

  function setGuildController(address value) external {
    ControllerLib.setGuildController(value);
  }

  function setRewardsPool(address value) external {
    ControllerLib.setRewardsPool(value);
  }

  function setGameTokenPrice(uint value) external {
    ControllerLib.setGameTokenPrice(value);
  }
  //endregion ------------------------ Gov actions - setters

  //region ------------------------ Gov actions - others

  function updateProxies(address[] memory proxies, address newLogic) external {
    ControllerLib.updateProxies(proxies, newLogic);
  }

  function claimToGovernance(address token) external {
    ControllerLib.claimToGovernance(token);
  }
  //endregion ------------------------ Gov actions - others

  //region ------------------------ REGISTER ACTIONS

  function changeTreasuryTokenStatus(address token, bool status) external {
    ControllerLib.changeTreasuryTokenStatus(token, status);
  }
  //endregion ------------------------ REGISTER ACTIONS

  //region ------------------------ User actions

  /// @notice Transfer {amount} from {from}, divide it on three parts: to treasury, to governance, to burn
  /// User must approve given amount to the controller.
  /// @param amount Assume that this amount is approved by {from} to this contract
  function process(address token, uint amount, address from) external {
    ControllerLib.process(IController(address(this)), token, amount, from);
  }

  function percentToBurn(uint totalSupply) external pure returns (uint) {
    return ControllerLib.percentToBurn(totalSupply);
  }

  function getProcessDetails(address token, uint amount) external view returns (uint toBurn, uint toTreasury, uint toGov, uint toRewardsPool) {
    (toBurn, toTreasury, toGov, toRewardsPool) = ControllerLib.getProcessDetails(token, amount, IController(address(this)).gameToken());
  }
  //endregion ------------------------ User actions
}

File 2 of 23 : IAppErrors.sol
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;

/// @notice All errors of the app
interface IAppErrors {

  //region ERC20Errors
  /**
     * @dev Indicates an error related to the current `balance` of a `sender`. Used in transfers.
     * @param sender Address whose tokens are being transferred.
     * @param balance Current balance for the interacting account.
     * @param needed Minimum amount required to perform a transfer.
     */
  error ERC20InsufficientBalance(address sender, uint256 balance, uint256 needed);

  /**
     * @dev Indicates a failure with the token `sender`. Used in transfers.
     * @param sender Address whose tokens are being transferred.
     */
  error ERC20InvalidSender(address sender);

  /**
     * @dev Indicates a failure with the token `receiver`. Used in transfers.
     * @param receiver Address to which tokens are being transferred.
     */
  error ERC20InvalidReceiver(address receiver);

  /**
     * @dev Indicates a failure with the `spender`’s `allowance`. Used in transfers.
     * @param spender Address that may be allowed to operate on tokens without being their owner.
     * @param allowance Amount of tokens a `spender` is allowed to operate with.
     * @param needed Minimum amount required to perform a transfer.
     */
  error ERC20InsufficientAllowance(address spender, uint256 allowance, uint256 needed);

  /**
     * @dev Indicates a failure with the `approver` of a token to be approved. Used in approvals.
     * @param approver Address initiating an approval operation.
     */
  error ERC20InvalidApprover(address approver);

  /**
   * @dev Indicates a failure with the `spender` to be approved. Used in approvals.
     * @param spender Address that may be allowed to operate on tokens without being their owner.
     */
  error ERC20InvalidSpender(address spender);

  //endregion ERC20Errors

  //region ERC721Errors

  /**
  * @dev Indicates that an address can't be an owner. For example, `address(0)` is a forbidden owner in ERC-20.
     * Used in balance queries.
     * @param owner Address of the current owner of a token.
     */
  error ERC721InvalidOwner(address owner);

  /**
   * @dev Indicates a `tokenId` whose `owner` is the zero address.
     * @param tokenId Identifier number of a token.
     */
  error ERC721NonexistentToken(uint256 tokenId);

  /**
   * @dev Indicates an error related to the ownership over a particular token. Used in transfers.
     * @param sender Address whose tokens are being transferred.
     * @param tokenId Identifier number of a token.
     * @param owner Address of the current owner of a token.
     */
  error ERC721IncorrectOwner(address sender, uint256 tokenId, address owner);

  /**
   * @dev Indicates a failure with the token `sender`. Used in transfers.
     * @param sender Address whose tokens are being transferred.
     */
  error ERC721InvalidSender(address sender);

  /**
   * @dev Indicates a failure with the token `receiver`. Used in transfers.
     * @param receiver Address to which tokens are being transferred.
     */
  error ERC721InvalidReceiver(address receiver);

  /**
   * @dev Indicates a failure with the `operator`’s approval. Used in transfers.
     * @param operator Address that may be allowed to operate on tokens without being their owner.
     * @param tokenId Identifier number of a token.
     */
  error ERC721InsufficientApproval(address operator, uint256 tokenId);

  /**
   * @dev Indicates a failure with the `approver` of a token to be approved. Used in approvals.
     * @param approver Address initiating an approval operation.
     */
  error ERC721InvalidApprover(address approver);

  /**
   * @dev Indicates a failure with the `operator` to be approved. Used in approvals.
     * @param operator Address that may be allowed to operate on tokens without being their owner.
     */
  error ERC721InvalidOperator(address operator);

  //endregion ERC721Errors

  error ZeroAddress();
  error ZeroValueNotAllowed();
  error ZeroToken();
  error LengthsMismatch();
  error NotEnoughBalance();
  error NotEnoughAllowance();
  error EmptyNameNotAllowed();
  error NotInitialized();
  error AlreadyInitialized();
  error ReentrancyGuardReentrantCall();
  error TooLongString();
  error AlreadyDeployed(address deployed);

  //region Restrictions
  error ErrorNotDeployer(address sender);
  error ErrorNotGoc();
  error NotGovernance(address sender);
  error ErrorOnlyEoa();
  error NotEOA(address sender);
  error ErrorForbidden(address sender);
  error AdminOnly();
  error ErrorNotItemController(address sender);
  error ErrorNotHeroController(address sender);
  error ErrorNotDungeonFactory(address sender);
  error ErrorNotObjectController(address sender);
  error ErrorNotStoryController();
  error ErrorNotAllowedSender();
  error MintNotAllowed();
  //endregion Restrictions

  //region PackingLib
  error TooHighValue(uint value);
  error IntValueOutOfRange(int value);
  error OutOfBounds(uint index, uint length);
  error UnexpectedValue(uint expected, uint actual);
  error WrongValue(uint newValue, uint actual);
  error IntOutOfRange(int value);
  error ZeroValue();
  /// @notice packCustomDataChange requires an input string with two zero bytes at the beginning
  ///         0xXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX0000
  /// This error happens if these bytes are not zero
  error IncompatibleInputString();
  error IncorrectOtherItemTypeKind(uint8 kind);
  //endregion PackingLib

  //region Hero
  error ErrorHeroIsNotRegistered(address heroToken);
  error ErrorHeroIsDead(address heroToken, uint heroTokenId);
  error ErrorHeroNotInDungeon();
  error HeroInDungeon();
  error ErrorNotOwner(address token, uint tokenId);
  error Staked(address heroToken, uint heroId);
  error NameTaken();
  error TooBigName();
  error WrongSymbolsInTheName();
  error NoPayToken(address token, uint payTokenAmount);
  error AlreadyHaveReinforcement();
  /// @notice SIP-001 - Reinforcement requires 3 skills
  error ErrorReinforcementRequiresThreeSkills();
  error WrongTier(uint tier);
  error NotEnoughNgLevel(uint8 ngLevel);
  error NgpNotActive(address hero);
  error RebornNotAllowed();
  error AlreadyPrePaidHero();
  //endregion Hero

  //region Dungeon
  error ErrorDungeonIsFreeAlready();
  error ErrorNoEligibleDungeons();
  error ErrorDungeonBusy();
  error ErrorNoDungeonsForBiome(uint8 heroBiome);
  error ErrorDungeonCompleted();
  error ErrorAlreadyInDungeon();
  error NotEnoughTokens(uint balance, uint expectedBalance);
  error DungeonAlreadySpecific(uint16 dungNum);
  error DungeonAlreadySpecific2(uint16 dungNum);
  error WrongSpecificDungeon();
  //endregion Dungeon

  //region Items
  error ErrorItemNotEligibleForTheSlot(uint itemType, uint8 itemSlot);
  error ErrorItemSlotBusyHand(uint8 slot);
  error ErrorItemSlotBusy();
  error ErrorItemNotInSlot();
  error ErrorConsumableItemIsUsed(address item);
  error ErrorCannotRemoveItemFromMap();
  error ErrorCannotRemoveDataFromMap();
  error EquippedItemsExist();
  error ItemEquipped(address item, uint itemId);
  error ZeroItemMetaType();
  error NotZeroOtherItemMetaType();
  error ZeroLevel();
  error ItemTypeChanged();
  error ItemMetaTypeChanged();
  error UnknownItem(address item);
  error ErrorEquipForbidden();
  error EquipForbiddenInDungeon();
  error TakeOffForbiddenInDungeon();
  error Consumable(address item);
  error NotConsumable(address item);
  error Broken(address item);
  error ZeroLife();
  error RequirementsToItemAttributes();
  error NotEquipped(address item);
  error ZeroDurability();
  error ZeroAugmentation();
  error TooHighAgLevel(uint8 augmentationLevel);
  error UseForbiddenZeroPayToken();
  error IncorrectMinMaxAttributeRange(int32 min, int32 max);
  error SameIdsNotAllowed();
  error ZeroFragility();
  error OtherTypeItemNotRepairable();
  error NotOther();
  error DoubleItemUsageForbidden(uint itemIndex, address[] items);
  error ItemAlreadyUsedInSlot(address item, uint8 equippedSlot);
  error WrongWayToRegisterItem();
  error UnionItemNotFound(address item);
  error WrongListUnionItemTokens(address item, uint countTokens, uint requiredCountTokens);
  error UnknownUnionConfig(uint unionConfigId);
  error UserHasNoKeyPass(address user, address keyPassItem);
  error MaxValue(uint value);
  error UnexpectedOtherItem(address item);
  error NotExist();
  //endregion Items

  //region Stages
  error ErrorWrongStage(uint stage);
  error ErrorNotStages();
  //endregion Stages

  //region Level
  error ErrorWrongLevel(uint heroLevel);
  error ErrorLevelTooLow(uint heroLevel);
  error ErrorHeroLevelStartFrom1();
  error ErrorWrongLevelUpSum();
  error ErrorMaxLevel();
  //endregion Level

  //region Treasure
  error ErrorNotValidTreasureToken(address treasureToken);
  //endregion Treasure

  //region State
  error ErrorPaused();
  error ErrorNotReady();
  error ErrorNotObject1();
  error ErrorNotObject2();
  error ErrorNotCompleted();
  //endregion State

  //region Biome
  error ErrorNotBiome();
  error ErrorIncorrectBiome(uint biome);
  error TooHighBiome(uint biome);
  //endregion Biome

  //region Misc
  error ErrorWrongMultiplier(uint multiplier);
  error ErrorNotEnoughMana(uint32 mana, uint requiredMana);
  error ErrorExperienceMustNotDecrease();
  error ErrorNotEnoughExperience();
  error ErrorNotChances();
  error ErrorNotEligible(address heroToken, uint16 dungNum);
  error ErrorZeroKarmaNotAllowed();
  //endregion Misc

  //region GOC
  error GenObjectIdBiomeOverflow(uint8 biome);
  error GenObjectIdSubTypeOverflow(uint subType);
  error GenObjectIdIdOverflow(uint id);
  error UnknownObjectTypeGoc1(uint8 objectType);
  error UnknownObjectTypeGoc2(uint8 objectType);
  error UnknownObjectTypeGocLib1(uint8 objectType);
  error UnknownObjectTypeGocLib2(uint8 objectType);
  error UnknownObjectTypeForSubtype(uint8 objectSubType);
  error FightDelay();
  error ZeroChance();
  error TooHighChance(uint32 chance);
  error TooHighRandom(uint random);
  error EmptyObjects();
  error ObjectNotFound();
  error WrongGetObjectTypeInput();
  error WrongChances(uint32 chances, uint32 maxChances);
  //endregion GOC

  //region Story
  error PageNotRemovedError(uint pageId);
  error NotItem1();
  error NotItem2();
  error NotRandom(uint32 random);
  error NotHeroData();
  error NotGlobalData();
  error ZeroStoryIdRemoveStory();
  error ZeroStoryIdStoryAction();
  error ZeroStoryIdAction();
  error NotEnoughAmount(uint balance, uint requiredAmount);
  error NotAnswer();
  error AnswerStoryIdMismatch(uint16 storyId, uint16 storyIdFromAnswerHash);
  error AnswerPageIdMismatch(uint16 pageId, uint16 pageIdFromAnswerHash);
  //endregion Story

  //region FightLib
  error NotMagic();
  error NotAType(uint atype);
  //endregion FightLib

  //region MonsterLib
  error NotYourDebuffItem();
  error UnknownAttackType(uint attackType);
  error NotYourAttackItem();
  /// @notice The skill item cannot be used because it doesn't belong either to the hero or to the hero's helper
  error NotYourBuffItem();
  //endregion MonsterLib

  //region GameToken
  error ApproveToZeroAddress();
  error MintToZeroAddress();
  error TransferToZeroAddress();
  error TransferAmountExceedsBalance(uint balance, uint value);
  error InsufficientAllowance();
  error BurnAmountExceedsBalance();
  error NotMinter(address sender);
  //endregion GameToken

  //region NFT
  error TokenTransferNotAllowed();
  error IdOverflow(uint id);
  error NotExistToken(uint tokenId);
  error EquippedItemIsNotAllowedToTransfer(uint tokenId);
  //endregion NFT

  //region CalcLib
  error TooLowX(uint x);
  //endregion CalcLib

  //region Controller
  error NotFutureGovernance(address sender);
  //endregion Controller

  //region Oracle
  error OracleWrongInput();
  //endregion Oracle

  //region ReinforcementController
  error AlreadyStaked();
  error MaxFee(uint8 fee);
  error MinFee(uint8 fee);
  error StakeHeroNotStats();
  error NotStaked();
  error NoStakedHeroes();
  error GuildHelperNotAvailable(uint guildId, address helper, uint helperId);
  error HelperNotAvailableInGivenBiome();
  //endregion ReinforcementController

  //region SponsoredHero
  error InvalidHeroClass();
  error ZeroAmount();
  error InvalidProof();
  error NoHeroesAvailable();
  error AlreadyRegistered();
  //endregion SponsoredHero

  //region SacraRelay
  error SacraRelayNotOwner();
  error SacraRelayNotDelegator();
  error SacraRelayNotOperator();
  error SacraRelayInvalidChainId(uint callChainId, uint blockChainId);
  error SacraRelayInvalidNonce(uint callNonce, uint txNonce);
  error SacraRelayDeadline();
  error SacraRelayDelegationExpired();
  error SacraRelayNotAllowed();
  error SacraRelayInvalidSignature();
  /// @notice This error is generated when custom error is caught
  /// There is no info about custom error in SacraRelay
  /// but you can decode custom error by selector, see tests
  error SacraRelayNoErrorSelector(bytes4 selector, string tracingInfo);
  /// @notice This error is generated when custom error is caught
  /// There is no info about custom error in SacraRelay
  /// but you can decode custom error manually from {errorBytes} as following:
  /// if (keccak256(abi.encodeWithSignature("MyError()")) == keccak256(errorBytes)) { ... }
  error SacraRelayUnexpectedReturnData(bytes errorBytes, string tracingInfo);
  error SacraRelayCallToNotContract(address notContract, string tracingInfo);
  //endregion SacraRelay

  //region Misc
  error UnknownHeroClass(uint heroClass);
  error AbsDiff(int32 a, int32 b);
  //region Misc

  //region ------------------------ UserController
  error NoAvailableLootBox(address msgSender, uint lootBoxKind);
  error FameHallHeroAlreadyRegistered(uint8 openedNgLevel);

  //endregion ------------------------ UserController

  //region ------------------------ Guilds
  error AlreadyGuildMember();
  error NotGuildMember();
  error WrongGuild();
  error GuildActionForbidden(uint right);
  error GuildHasMaxSize(uint guildSize);
  error GuildHasMaxLevel(uint level);
  error TooLongUrl();
  error TooLongDescription();
  error CannotRemoveGuildOwnerFromNotEmptyGuild();
  error GuildControllerOnly();
  error GuildAlreadyHasShelter();
  error ShelterIsBusy();
  error ShelterIsNotRegistered();
  error ShelterIsNotOwnedByTheGuild();
  error ShelterIsInUse();
  error GuildHasNoShelter();
  error ShelterBidIsNotAllowedToBeUsed();
  error ShelterHasHeroesInside();
  error SecondGuildAdminIsNotAllowed();
  error NotEnoughGuildBankBalance(uint guildId);

  error GuildReinforcementCooldownPeriod();
  error NoStakedGuildHeroes();
  error NotStakedInGuild();
  error ShelterHasNotEnoughLevelForReinforcement();
  error NotBusyGuildHelper();

  error GuildRequestNotActive();
  error GuildRequestNotAvailable();
  error NotAdminCannotAddMemberWithNotZeroRights();
  //endregion ------------------------ Guilds

  //region ------------------------ Shelters
  error ErrorNotShelterController();
  error ErrorNotGuildController();
  error ShelterHasNotItem(uint shelterId, address item);
  error MaxNumberItemsSoldToday(uint numSoldItems, uint limit);
  error GuildHasNotEnoughPvpPoints(uint64 pointsAvailable, uint pointRequired);
  error FreeShelterItemsAreNotAllowed(uint shelterId, address item);
  error TooLowShelterLevel(uint8 shelterLevel, uint8 allowedShelterLevel);
  error NotEnoughPvpPointsCapacity(address user, uint usedPoints, uint pricePvpPoints, uint64 capactiy);
  error IncorrectShelterLevel(uint8 shelterLevel);
  //endregion ------------------------ Shelters

  //region ------------------------ Auction
  error WrongAuctionPosition();
  error AuctionPositionClosed();
  error AuctionBidOpened(uint positionId);
  error TooLowAmountToBid();
  error AuctionEnded();
  error TooLowAmountForNewBid();
  error AuctionSellerOnly();
  error AuctionBuyerOnly();
  error AuctionBidNotFound();
  error AuctionBidClosed();
  error OnlyShelterAuction();
  error CannotCloseLastBid();
  error AuctionNotEnded();
  error NotShelterAuction();
  error AuctionPositionOpened(uint positionId);
  error AuctionSellerCannotBid();
  error CannotApplyNotLastBid();
  error AuctionGuildWithShelterCannotBid();
  //endregion ------------------------ Auction

  //region ------------------------ Pawnshop
  error AuctionPositionNotSupported(uint positionId);
  error PositionNotSupported(uint positionId);
  error NotNftPositionNotSupported(uint positionId);
  error CallFailed(bytes callResultData);

  error PawnShopZeroOwner();
  error PawnShopZeroFeeRecipient();
  error PawnShopNotOwner();
  error PawnShopAlreadyAnnounced();
  error PawnShopTimeLock();
  error PawnShopWrongAddressValue();
  error PawnShopWrongUintValue();
  error PawnShopZeroAddress();
  error PawnShopTooHighValue();
  error PawnShopZeroAToken();
  error PawnShopZeroCToken();
  error PawnShopWrongAmounts();
  error PawnShopPosFeeForInstantDealForbidden();
  error PawnShopPosFeeAbsurdlyHigh();
  error PawnShopIncorrect();
  error PawnShopWrongId();
  error PawnShopNotBorrower();
  error PawnShopPositionClosed();
  error PawnShopPositionExecuted();
  error PawnShopWrongBidAmount();
  error PawnShopTooLowBid();
  error PawnShopNewBidTooLow();
  error PawnShopBidAlreadyExists();
  error PawnShopAuctionEnded();
  error PawnShopNotLender();
  error PawnShopTooEarlyToClaim();
  error PawnShopPositionNotExecuted();
  error PawnShopAlreadyClaimed();
  error PawnShopAuctionNotEnded();
  error PawnShopBidClosed();
  error PawnShopNoBids();
  error PawnShopAuctionBidNotFound();
  error PawnShopWrongBid();
  error PawnShopBidNotFound();

  //endregion ------------------------ Pawnshop
}

File 3 of 23 : IApplicationEvents.sol
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;

import "./IGOC.sol";
import "./IStatController.sol";
import "./IDungeonFactory.sol";
import "./IStoryController.sol";
import "./IFightCalculator.sol";

/// @notice All events of the app
interface IApplicationEvents {

  //region ------------------ StatController
  event HeroItemSlotChanged(
    address heroToken,
    uint heroTokenId,
    uint itemType,
    uint itemSlot,
    address itemToken,
    uint itemTokenId,
    bool equip,
    address caller
  );
  event CurrentStatsChanged(
    address heroToken,
    uint heroTokenId,
    IStatController.ChangeableStats change,
    bool increase,
    address caller
  );
  event BonusAttributesChanged(
    address heroToken,
    uint heroTokenId,
    bool add,
    bool temporally,
    address caller
  );
  event TemporallyAttributesCleared(address heroToken, uint heroTokenId, address caller);
  event NewHeroInited(address heroToken, uint heroTokenId, IStatController.ChangeableStats stats);
  event LevelUp(
    address heroToken,
    uint heroTokenId,
    uint heroClass,
    IStatController.CoreAttributes change
  );
  event ConsumableUsed(address heroToken, uint heroTokenId, address item);
  event RemoveConsumableUsage(address heroToken, uint heroTokenId, address item);
  event HeroCustomDataChanged(address token, uint tokenId, bytes32 index, uint value);
  event HeroCustomDataChangedNg(address token, uint tokenId, bytes32 index, uint value, uint8 ngLevel);
  event HeroCustomDataCleared(address token, uint tokenId);
  event GlobalCustomDataChanged(bytes32 index, uint value);
  //endregion ------------------ StatController

  //region ------------------ DungeonFactoryController
  event DungeonLaunched(
    uint16 dungeonLogicNum,
    uint64 dungeonId,
    address heroToken,
    uint heroTokenId,
    address treasuryToken,
    uint treasuryAmount
  );

  event BossCompleted(uint32 objectId, uint biome, address hero, uint heroId);
  event FreeDungeonAdded(uint8 biome, uint64 dungeonId);

  event ObjectOpened(uint64 dungId, address hero, uint id, uint32 objId, uint iteration, uint currentStage);
  event Clear(uint64 dungId);

  event DungeonLogicRegistered(uint16 dungLogicId, IDungeonFactory.DungeonGenerateInfo info);
  event DungeonLogicRemoved(uint16 dungLogicId);
  event DungeonSpecificLogicRegistered(uint16 dungLogicId, uint biome, uint heroCls);
  event DungeonSpecificLogicRemoved(uint16 dungLogicId, uint heroLvl, uint heroCls);
  event DungeonRegistered(uint16 dungLogicId, uint64 dungeonId);
  event DungeonRemoved(uint16 dungLogicId, uint64 dungeonId);
  event MinLevelForTreasuryChanged(address token, uint level);

  event ObjectAction(
    uint64 dungId,
    IGOC.ActionResult result,
    uint currentStage,
    address heroToken,
    uint heroTokenId,
    uint newStage
  );
  /// @notice On add the item to the dungeon
  event AddTreasuryItem(uint64 dungId, address itemAdr, uint itemId);
  event AddTreasuryToken(uint64 dungId, address token, uint amount);
  event ClaimToken(uint64 dungId, address token, uint amount);
  event ClaimItem(uint64 dungId, address token, uint id);

  event Entered(uint64 dungId, address hero, uint id);
  event DungeonCompleted(uint16 dungLogicNum, uint64 dungId, address hero, uint heroId);
  event Exit(uint64 dungId, bool claim);
  event ExitForcibly(uint64 dungId, address hero, uint heroId);
  event FreeDungeonRemoved(uint8 biome, uint64 dungeonId);
  event HeroCurrentDungeonChanged(address hero, uint heroId, uint64 dungeonId);
  //endregion ------------------ DungeonFactoryController

  //region ------------------ GameObjectController
  event EventRegistered(uint32 objectId, IGOC.EventRegInfo eventRegInfo);
  event StoryRegistered(uint32 objectId, uint16 storyId);
  event MonsterRegistered(uint32 objectId, IGOC.MonsterGenInfo monsterGenInfo);
  event ObjectRemoved(uint32 objectId);
  event ObjectResultEvent(
    uint64 dungeonId,
    uint32 objectId,
    IGOC.ObjectType objectType,
    address hero,
    uint heroId,
    uint8 stageId,
    uint iteration,
    bytes data,
    IGOC.ActionResult result,
    uint salt
  );
  //endregion ------------------ GameObjectController

  //region ------------------ StoryController
  event SetBurnItemsMeta(uint storyId, IStoryController.AnswerBurnRandomItemMeta meta);
  event SetNextObjRewriteMeta(uint storyId, IStoryController.NextObjRewriteMeta meta);
  event SetAnswersMeta(uint storyId, uint16[] answerPageIds, uint8[] answerHeroClasses, uint16[] answerIds);
  event SetAnswerNextPageMeta(uint storyId, IStoryController.AnswerNextPageMeta meta);
  event SetAnswerAttributeRequirements(uint storyId, IStoryController.AnswerAttributeRequirementsMeta meta);
  event SetAnswerItemRequirements(uint storyId, IStoryController.AnswerItemRequirementsMeta meta);
  event SetAnswerTokenRequirementsMeta(uint storyId, IStoryController.AnswerTokenRequirementsMeta meta);
  event SetAnswerAttributes(uint storyId, IStoryController.AnswerAttributesMeta meta);
  event SetAnswerHeroCustomDataRequirementMeta(uint storyId, IStoryController.AnswerCustomDataMeta meta);
  event SetAnswerGlobalCustomDataRequirementMeta(uint storyId, IStoryController.AnswerCustomDataMeta meta);
  event SetSuccessInfo(uint storyId, IStoryController.AnswerResultMeta meta);
  event SetFailInfo(uint storyId, IStoryController.AnswerResultMeta meta);
  event SetCustomDataResult(uint storyId, IStoryController.AnswerCustomDataResultMeta meta, IStoryController.CustomDataResult _type);
  event StoryCustomDataRequirements(uint storyId, bytes32 requiredCustomDataIndex, uint requiredCustomDataMinValue, uint requiredCustomDataMaxValue, bool requiredCustomDataIsHero);
  event StoryRequiredLevel(uint storyId, uint requiredLevel);
  event StoryFinalized(uint32 objectId, uint storyId);
  event StoryRemoved(uint32 objectId, uint storyId);

  event ItemBurned(
    address heroToken,
    uint heroTokenId,
    uint64 dungeonId,
    uint objectId,
    address nftToken,
    uint nftId,
    uint stageId,
    uint iteration
  );

  /// @notice Durability of the item was reduced to 0
  event ItemBroken(
    address heroToken,
    uint heroTokenId,
    uint64 dungeonId,
    uint objectId,
    address nftToken,
    uint nftId,
    uint stageId,
    uint iteration
  );


  event NotEquippedItemBurned(
    address heroToken,
    uint heroTokenId,
    uint64 dungeonId,
    uint storyId,
    address nftToken,
    uint nftId,
    uint stageId,
    uint iteration
  );

  event StoryChangeAttributes(
    uint32 objectId,
    address heroToken,
    uint heroTokenId,
    uint64 dungeonId,
    uint storyId,
    uint stageId,
    uint iteration,
    int32[] attributes
  );
  //endregion ------------------ StoryController

  //region ------------------------ HeroController
  event HeroRegistered(address hero, uint8 heroClass, address payToken, uint payAmount);
  event HeroCreatedNgp(address hero, uint heroId, string name, address owner, string refCode, uint8 tier, uint8 ngLevel);
  event BiomeChanged(address hero, uint heroId, uint8 biome);
  event LevelUp(address hero, uint heroId, address owner, IStatController.CoreAttributes change);
  event ReinforcementAsked(address hero, uint heroId, address helpHeroToken, uint helpHeroId);
  event GuildReinforcementAsked(address hero, uint heroId, address helpHeroToken, uint helpHeroId);
  event OtherItemGuildReinforcement(address item, uint itemId, address hero, uint heroId, address helpHeroToken, uint helpHeroId);
  event ReinforcementReleased(address hero, uint heroId, address helperToken, uint helperId);
  event GuildReinforcementReleased(address hero, uint heroId, address helperToken, uint helperId);
  event Killed(address hero, uint heroId, address killer, bytes32[] dropItems, uint dropTokenAmount);
  event Reborn(address hero, uint heroId, uint8 newNgLevel);
  event BossKilled(address account, address hero, uint heroId, uint8 biome, uint8 newNgLevel, bool reborn, uint rewardAmount);
  event TierSetup(uint8 tier, address hero, uint72 payAmount, uint8[] slots, address[][] items);
  //endregion ------------------------ HeroController

  //region ------------------------ FightLib
  event FightResultProcessed(
    address sender,
    IFightCalculator.FightInfoInternal result,
    IFightCalculator.FightCall callData,
    uint iteration
  );
  //endregion ------------------------ FightLib

  //region ------------------------ Oracle
  event Random(uint number, uint max);
  //endregion ------------------------ Oracle

  //region ------------------------ Controller
  event OfferGovernance(address newGov);
  event GovernanceAccepted(address gov);
  event StatControllerChanged(address value);
  event StoryControllerChanged(address value);
  event GameObjectControllerChanged(address value);
  event ReinforcementControllerChanged(address value);
  event OracleChanged(address value);
  event TreasuryChanged(address value);
  event ItemControllerChanged(address value);
  event HeroControllerChanged(address value);
  event GameTokenChanged(address value);
  event DungeonFactoryChanged(address value);
  event ProxyUpdated(address proxy, address logic);
  event Claimed(address token, uint amount);
  event TokenStatusChanged(address token, bool status);
  event UserControllerChanged(address value);
  event GuildControllerChanged(address value);
  event GameTokenPriceChanged(uint value);
  event RewardsPoolChanged(address value);
  event Process(address token, uint amount, address from, uint toBurn, uint toTreasury, uint toGov);
  //endregion ------------------------ Controller


  //region ------------------------ ReinforcementController
  event HeroStaked(address heroToken, uint heroId, uint biome, uint score);
  event HeroStakedV2(address heroToken, uint heroId, uint biome, uint rewardAmount);
  event HeroWithdraw(address heroToken, uint heroId);
  event HeroAsk(address heroToken, uint heroId);
  event HeroAskV2(address heroToken, uint heroId, uint hitsLast24h, uint fixedFee, uint helperRewardAmount);
  event TokenRewardRegistered(address heroToken, uint heroId, address token, uint amountAdded, uint totalAmount);
  event GuildTokenRewardRegistered(address heroToken, uint heroId, address token, uint amountAdded, uint guildId);
  event NftRewardRegistered(address heroToken, uint heroId, address token, uint id);
  event GuildNftRewardRegistered(address heroToken, uint heroId, address token, uint id, uint guildId);
  event ToHelperRatioChanged(uint value);
  event ClaimedToken(address heroToken, uint heroId, address token, uint amount, address recipient);
  event ClaimedItem(address heroToken, uint heroId, address item, uint itemId, address recipient);
  event MinLevelChanged(uint8 value);
  event MinLifeChancesChanged(uint value);
  //endregion ------------------------ ReinforcementController

  //region ------------------------ Treasury, reward pool
  event AssetsSentToDungeon(address dungeon, address token, uint amount);
  event RewardSentToUser(address receiver, address token, uint rewardAmount);
  event NotEnoughReward(address receiver, address token, uint rewardAmountToPay);
  event BaseAmountChanged(uint oldValue, uint newValue);
  //endregion ------------------------ Treasury, reward pool

  //region ------------------------ EventLib
  event EventResult(uint64 dungeonId, address heroToken, uint heroTokenId, uint8 stageId, IStatController.ActionInternalInfo gen, uint iteration);
  //endregion ------------------------ EventLib

  //region ------------------------ Item controller and helper contracts
  event ItemRegistered(address item, IItemController.RegisterItemParams info);
  event OtherItemRegistered(address item, IItemController.ItemMeta meta, bytes packedItemMetaData);
  event ItemRemoved(address item);
  event OtherItemRemoved(address item);
  event NewItemMinted(address item, uint itemId, IItemController.MintInfo info);
  event Equipped(address item, uint itemId, address heroToken, uint heroTokenId, uint8 itemSlot);
  event TakenOff(address item, uint itemId, address heroToken, uint heroTokenId, uint8 itemSlot, address destination);
  event ItemRepaired(address item, uint itemId, uint consumedItemId, uint16 baseDurability);
  event FailedToRepairItem(address item, uint itemId, uint consumedItemId, uint16 itemDurability);
  event Augmented(address item, uint itemId, uint consumedItemId, uint8 augLevel, IItemController.AugmentInfo info);
  event NotAugmented(address item, uint itemId, uint consumedItemId, uint8 augLevel);
  event ReduceDurability(address item, uint itemId, uint newDurability);
  event Used(address item, uint tokenId, address heroToken, uint heroTokenId);
  event Destroyed(address item, uint itemId);
  event FragilityReduced(address item, uint itemId, address consumedItem, uint consumedItemId, uint fragility);
  event ItemControllerHelper(address helper);
  event SetUnionConfig(uint configId, address[] items, uint[] count, address itemToMint);
  event RemoveUnionConfig(uint configId);
  event SetUnionKeyPass(address keyPassItem);
  event CombineItems(address msgSender, uint configId, address[] items, uint[][] itemIds, address mintedItem, uint mintedItemId);
  //endregion ------------------------ Item controller and helper contracts

  //region ------------------------ NFT and GameToken (only custom events, not ERC20/721 standards)
  event ChangePauseStatus(bool value);
  event MinterChanged(address value);

  event UniqueUriChanged(uint id, string uri);
  event BaseUriChanged(string uri);

  event HeroMinted(uint heroId);
  event HeroBurned(uint heroId);
  event HeroUriByStatusChanged(string uri, uint statusLvl);

  event ItemMinted(uint tokenId);
  event ItemBurned(uint tokenId);
  event UriByRarityChanged(string uri, uint rarity);
  event SponsoredHeroCreated(address msgSender, address heroAddress, uint heroId, string heroName);
  //endregion ------------------------ NFT and GameToken (only custom events, not ERC20/721 standards)

  //region ------------------------ User controller
  event SetUserName(address user, string name);
  event SetUserAvatar(address user, string avatar);
  event LootBoxOpened(address user, uint lootBoxKind, address[] itemTokens, uint[] itemTokenIds);
  event LootBoxConfigChanged(uint lootBoxKind, address[] mintItems, uint32[] mintItemsChances, uint maxDropItems);
  event SetFeeRenaming(uint feeRenaming);
  event ActivityCompleted(address user, bool daily, bool weekly);
  event FameHallHeroRegistered(address hero, uint heroId, address heroOwner, uint8 openedNgLevel);
  //endregion ------------------------ User controller

  //region ------------------------ Guild

  event GuildCreated(address owner, uint guildId, string name, string urlLogo);
  event AddToGuild(uint guildId, address newUser);
  event ChangeGuildRights(uint guildId, address user, uint rights);
  event RemoveFromGuild(uint guildId, address user);
  event GuildDeleted(uint guildId);
  event GuildLevelUp(uint guildId, uint8 newLevel);
  event GuildRename(uint guildId, string newName);
  event GuildLogoChanged(uint guildId, string newLogoUrl);
  event GuildDescriptionChanged(uint guildId, string newDescription);
  event SetGuildRelation(uint guildId1, uint guildId2, bool peace);
  event TransferFromGuildBank(address user, address token, uint amount, address recipient);
  event TransferNftFromGuildBank(address user, address[] nfts, uint[] tokenIds, address recipient);
  event GuildBankDeployed(uint guildId, address guildBank);

  event SetToHelperRatio(uint guildId, uint8 value, address user);
  event TopUpGuildBank(address msgSender, uint guildId, address guildBank, uint amount);

  event GuildRequestRegistered(address msgSender, uint guildId, string userMessage, uint depositAmount);
  event GuildRequestStatusChanged(address msgSender, uint guildRequestId, uint8 newStatus, address user);
  event SetToHelperRatio(uint guildId, address msgSender, uint8 toHelperRatio);
  event SetGuildRequestDepositAmount(uint guildId, address msgSender, uint amount);
  event SetGuildBaseFee(uint fee);
  event SetPvpPointsCapacity(address msgSender, uint64 capacityPvpPoints, address[] users);
  event SetShelterController(address shelterController);
  event SetShelterAuction(address shelterAuction);
  event PayForBidFromGuildBank(uint guildId, uint amount, uint bid);
  //endregion ------------------------ Guild

  //region ------------------------ Guild shelter
  event RegisterShelter(uint sheleterId, uint price);
  event SetShelterItems(
    uint shelterId,
    address[] items,
    uint64[] pricesInPvpPoints,
    uint128[] pricesInGameTokens,
    uint16[] maxItemsPerDayThresholds
  );
  event RemoveShelterItems(uint shelterId, address[] items);
  event BuyShelter(uint guidlId, uint shelterId);
  event LeaveShelter(uint guildId, uint shelterId);
  event NewShelterBid(uint shelterId, uint buyerGuildId, uint amount);
  event RevokeShelterBid(uint shelterId);
  event UseShelterBid(uint shelterId, uint sellerGuildId, uint buyerGuidId, uint amount);
  event PurchaseShelterItem(address msgSender, address item, uint numSoldItems, uint priceInPvpPoints, uint priceInGameToken);
  event ChangeShelterOwner(uint shelterId, uint fromGuildId, uint toGuildId);
  event RestInShelter(address msgSender, address heroToken, uint heroTokenId);
  //endregion ------------------------ Guild shelter

  //region ------------------------ Guild reinforcement
  event GuildHeroStaked(address heroToken, uint heroId, uint guildId);
  event GuildHeroWithdrawn(address heroToken, uint heroId, uint guildId);
  event GuildHeroAsked(address heroToken, uint heroId, uint guildId, address user);

  /// @param user Address can be 0 if heroId was already burnt at the moment of reinforcement releasing
  event GuildHeroReleased(address heroToken, uint heroId, uint guildId, address user);
  //endregion ------------------------ Guild reinforcement

  //region ------------------------ Guild auction
  event AuctionPositionOpened(uint positionId, uint shelterId, uint sellerGuildId, address msgSender, uint minAuctionPrice);
  event AuctionPositionClosed(uint positionId, address msgSender);
  event AuctionBidOpened(uint bidId, uint positionId, uint amount, address msgSender);
  //endregion ------------------------ Guild auction

  //region ------------------------ Guild bank
  event GuildBankTransfer(address token, address recipient, uint amount);
  event GuildBankTransferNft(address to, address nft, uint tokenId);
  event GuildBankTransferNftMulti(address to, address[] nfts, uint[] tokenIds);
  //endregion ------------------------ Guild bank

  //region ------------------------ Pawnshop
  event PawnShopRouterDeployed(address pawnShop, address gameToken, address routerOwner, address deployed);
  event PawnShopRouterTransfer(address token, uint amount, address receiver);
  event PawnShopRouterBulkSell(address[] nfts, uint[] nftIds, uint[] prices, address nftOwner, uint[] positionIds);
  event PawnShopRouterClosePositions(uint[] positionIds, address receiver);
  event PawnShopRouterBulkBuy(uint[] positionIds, address receiver);

  //endregion ------------------------ Pawnshop
}

File 4 of 23 : IControllable.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;

interface IControllable {

  function VERSION() external pure returns (string memory);

  function revision() external view returns (uint);

  function previousImplementation() external view returns (address);

  function isController(address contract_) external view returns (bool);

  function isGovernance(address contract_) external view returns (bool);

  function created() external view returns (uint256);

  function createdBlock() external view returns (uint256);

  function controller() external view returns (address);

  function increaseRevision(address oldLogic) external;

}

File 5 of 23 : IController.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;

interface IController {

  function governance() external view returns (address);

  function statController() external view returns (address);

  function storyController() external view returns (address);

  function gameObjectController() external view returns (address);

  function reinforcementController() external view returns (address);

  function oracle() external view returns (address);

  function treasury() external view returns (address);

  function itemController() external view returns (address);

  function heroController() external view returns (address);

  function dungeonFactory() external view returns (address);

  function gameToken() external view returns (address);

  function validTreasuryTokens(address token) external view returns (bool);

  function isDeployer(address adr) external view returns (bool);

  function onPause() external view returns (bool);

  function userController() external view returns (address);

  function guildController() external view returns (address);

  function rewardsPool() external view returns (address);

  function gameTokenPrice() external view returns (uint);

  function process(address token, uint amount, address from) external;
}

File 6 of 23 : IDungeonFactory.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;

import "../openzeppelin/EnumerableSet.sol";
import "../openzeppelin/EnumerableMap.sol";

interface IDungeonFactory {

  /// @custom:storage-location erc7201:dungeon.factory.main
  struct MainState {
    /// @dev biome => dungeonLaunchedId
    mapping(uint => EnumerableSet.UintSet) freeDungeons;
    /// @dev hero + heroId + biome (packMapObject) -> completed
    mapping(bytes32 => bool) bossCompleted;
    /// @dev hero + heroId + dungNum (packDungeonKey) -> completed
    mapping(bytes32 => bool) specificDungeonCompleted;
    /// @notice Max biome completed by the hero
    /// @dev hero + heroId (nftPacked) -> max biome completed
    mapping(bytes32 => uint8) maxBiomeCompleted;
    /// @notice which dungeon the hero is currently in
    /// @dev hero+id => current DungeonId
    mapping(bytes32 => uint64) heroCurrentDungeon;

    // ---

    /// @notice Specific dungeon for the given pair of hero level + hero class
    ///         ALl specific dungeons are listed also in allSpecificDungeons
    /// @dev packUint8Array(specReqBiome, specReqHeroClass) => dungNum
    mapping(bytes32 => uint16) dungeonSpecific;
    /// @dev contains all specific dungNum for easy management
    EnumerableSet.UintSet allSpecificDungeons;
    /// @dev biome => dungNum
    mapping(uint8 => EnumerableSet.UintSet) dungeonsLogicByBiome;

    // ---

    /// @dev max available biome. auto-increment with new dung deploy
    uint8 maxBiome;

    /// @notice Address of treasure token => min hero level required
    /// @dev manual threshold for treasury
    mapping(address => uint) minLevelForTreasury;

    /// @notice Contains arrays for SKILL_1, SKILL_2, SKILL_3 with 0 or 1
    /// i.e. [0, 1, 0] means that durability of SKILL_2 should be reduced
    /// @dev hero + heroId => uint8[] array where idx = slotNum
    mapping(bytes32 => bytes32) skillSlotsForDurabilityReduction;

    /// @notice Counter of dungeons, it's incremented on launch of a new dungeon
    uint64 dungeonCounter;

    /// @dev dungNum = init attributes
    mapping(uint16 => DungeonAttributes) dungeonAttributes;
    /// @dev dungeonId => status
    mapping(uint64 => DungeonStatus) dungeonStatuses;
  }

  struct ObjectGenerateInfo {
    /// @notice List of chamber types for each unique object
    /// @dev uint8 types, packed using PackingLib.packUint8Array
    bytes32[] objTypesByStages;
    /// @notice List of chances for each chamber type
    /// @dev uint64 chances
    uint32[][] objChancesByStages;
  }

  struct DungeonGenerateInfo {
    /// @notice List of chamber types for each unique object
    uint8[][] objTypesByStages;
    /// @notice List of chances for each chamber type
    uint32[][] objChancesByStages;

    uint32[] uniqObjects;

    uint8 minLevel;
    uint8 maxLevel;

    bytes32[] requiredCustomDataIndex;
    uint64[] requiredCustomDataMinValue;
    uint64[] requiredCustomDataMaxValue;
    bool[] requiredCustomDataIsHero;
  }

  /// @notice Attributes of the given dungeon logic
  struct DungeonAttributes {
    /// @notice Total number of stages that should be passed to complete the dungeon
    uint8 stages;
    uint8 biome;

    /// @notice Default list of objects that should be passed in the dungeon
    uint32[] uniqObjects;

    /// @dev min+max (packUint8Array)
    bytes32 minMaxLevel;

    bytes32[] requiredCustomDataIndex;
    /// @notice Packed DungeonGenerateInfo.requiredCustomData: MinValue, MaxValue, IsHero
    /// @dev min+max+isHero(packStoryCustomDataRequirements)
    bytes32[] requiredCustomDataValue;

    ObjectGenerateInfo info;
  }

  /// @notice Current status of the given dungeon
  struct DungeonStatus {
    uint64 dungeonId;
    /// @notice Dungeon logic id
    uint16 dungNum;

    /// @notice True if the dungeon is completed by the hero
    bool isCompleted;

    /// @notice Hero in the dungeon or 0
    address heroToken;
    uint heroTokenId;
    /// @notice Current object that should be passed by the hero. 0 - new object is not opened
    uint32 currentObject;
    /// @notice Current stage in the dungeon that should be passed by the hero.
    uint8 currentStage;

    EnumerableMap.AddressToUintMap treasuryTokens;
    /// @notice All items that were minted on result of made actions
    bytes32[] treasuryItems;

    /// @notice Total number of stages that should be passed to complete the dungeon
    /// This value can be bigger than length of uniqObjects
    uint8 stages;
    /// @notice List of objects to be passed in the stage. The list can be dynamically changed during passing the stages
    uint32[] uniqObjects;
  }

  ////////////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////////////

  function launchForNewHero(address heroToken, uint heroTokenId, address owner) external returns (uint64 dungeonId);

  function maxBiomeCompleted(address heroToken, uint heroTokenId) external view returns (uint8);

  function currentDungeon(address heroToken, uint heroTokenId) external view returns (uint64);

  function skillSlotsForDurabilityReduction(address heroToken, uint heroTokenId) external view returns (uint8[] memory result);

  function setBossCompleted(uint32 objectId, address heroToken, uint heroTokenId, uint8 heroBiome) external;

  /// @notice Hero exists current dungeon forcibly same as when dying but without loosing life chance
  function exitForcibly(address heroToken, uint heroTokenId, address msgSender) external;

  function maxAvailableBiome() external view returns (uint8);

  function reborn(address hero, uint heroId) external;
}

File 7 of 23 : IERC20.sol
// SPDX-License-Identifier: MIT

pragma solidity ^0.8.0;

/**
 * @dev Interface of the ERC20 standard as defined in the EIP.
 */
interface IERC20 {
  /**
   * @dev Returns the amount of tokens in existence.
   */
  function totalSupply() external view returns (uint256);

  /**
   * @dev Returns the amount of tokens owned by `account`.
   */
  function balanceOf(address account) external view returns (uint256);

  /**
   * @dev Moves `amount` tokens from the caller's account to `recipient`.
   *
   * Returns a boolean value indicating whether the operation succeeded.
   *
   * Emits a {Transfer} event.
   */
  function transfer(address recipient, uint256 amount) external returns (bool);

  /**
   * @dev Returns the remaining number of tokens that `spender` will be
   * allowed to spend on behalf of `owner` through {transferFrom}. This is
   * zero by default.
   *
   * This value changes when {approve} or {transferFrom} are called.
   */
  function allowance(address owner, address spender) external view returns (uint256);

  /**
   * @dev Sets `amount` as the allowance of `spender` over the caller's tokens.
   *
   * Returns a boolean value indicating whether the operation succeeded.
   *
   * IMPORTANT: Beware that changing an allowance with this method brings the risk
   * that someone may use both the old and the new allowance by unfortunate
   * transaction ordering. One possible solution to mitigate this race
   * condition is to first reduce the spender's allowance to 0 and set the
   * desired value afterwards:
   * https://github.com/ethereum/EIPs/issues/20#issuecomment-263524729
   *
   * Emits an {Approval} event.
   */
  function approve(address spender, uint256 amount) external returns (bool);

  /**
   * @dev Moves `amount` tokens from `sender` to `recipient` using the
   * allowance mechanism. `amount` is then deducted from the caller's
   * allowance.
   *
   * Returns a boolean value indicating whether the operation succeeded.
   *
   * Emits a {Transfer} event.
   */
  function transferFrom(
    address sender,
    address recipient,
    uint256 amount
  ) external returns (bool);

  /**
   * @dev Emitted when `value` tokens are moved from one account (`from`) to
   * another (`to`).
   *
   * Note that `value` may be zero.
   */
  event Transfer(address indexed from, address indexed to, uint256 value);

  /**
   * @dev Emitted when the allowance of a `spender` for an `owner` is set by
   * a call to {approve}. `value` is the new allowance.
   */
  event Approval(address indexed owner, address indexed spender, uint256 value);
}

File 8 of 23 : IFightCalculator.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;

import "./IStatController.sol";
import "./IItemController.sol";

interface IFightCalculator {

  enum AttackType {
    UNKNOWN, // 0
    MELEE, // 1
    MAGIC, // 2
    SLOT_3,
    SLOT_4,
    SLOT_5,
    SLOT_6,
    SLOT_7,
    SLOT_8,
    SLOT_9,
    SLOT_10
  }

  /// @notice Attacker info: suitable both for hero and monsters
  struct AttackInfo {
    /// @notice Type of the attack
    /// by default, if attack token presents, it's magic attack and not-magic otherwise
    /// but this logic can become more complicated after introducing new attack types
    AttackType attackType;
    /// @notice NFT selected by hero for attack, it should be equip on.
    /// If attacker is a monster, this is a special case (stub NFT with zero ID is used)
    address attackToken;
    uint attackTokenId;
    address[] skillTokens;
    uint[] skillTokenIds;
  }

  struct FighterInfo {
    int32[] fighterAttributes;
    IStatController.ChangeableStats fighterStats;
    AttackType attackType;
    address attackToken;
    uint attackTokenId;
    uint race;
  }

  struct Statuses {
    bool stun;
    bool burn;
    bool freeze;
    bool confuse;
    bool curse;
    bool poison;
    bool gotCriticalHit;
    bool missed;
    bool hitBlocked;
  }

  struct FightResult {
    int32 healthA;
    int32 healthB;
    int32 manaConsumedA;
    int32 manaConsumedB;
  }

  struct FightCall {
    FighterInfo fighterA;
    FighterInfo fighterB;
    uint64 dungeonId;
    uint32 objectId;
    address heroAdr;
    uint heroId;
    uint8 stageId;
    uint iteration;
    uint8 turn;
  }

  struct SkillSlots {
    bool slot1;
    bool slot2;
    bool slot3;
  }

  //region ------------------------ FightLib-internal (FightInfoInternal is required by IApplicationEvents..)
  struct FightInfoInternal {
    Fighter fighterA;
    Fighter fighterB;
  }

  struct Fighter {
    IFightCalculator.FighterInfo info;
    IItemController.AttackInfo magicAttack;
    int32 health;
    int32 manaConsumed;
    int32 damage;
    int32 damagePoison;
    int32 damageReflect;
    IFightCalculator.Statuses statuses;
  }
  //endregion ------------------------ FightLib-internal

  function fight(FightCall memory callData) external returns (FightResult memory);
}

File 9 of 23 : IGameToken.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;

import "./IERC20.sol";

interface IGameToken is IERC20 {

  function minter() external view returns (address);

  function mint(address account, uint amount) external returns (bool);

  function burn(uint amount) external returns (bool);

  function setMinter(address minter_) external;

  function pause(bool value) external;

}

File 10 of 23 : IGOC.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;

import "../openzeppelin/EnumerableSet.sol";
import "./IController.sol";

interface IGOC {

  enum ObjectType {
    UNKNOWN, // 0
    EVENT, // 1
    MONSTER, // 2
    STORY, // 3
    END_SLOT
  }

  enum ObjectSubType {
    UNKNOWN_0, // 0
    ENEMY_NPC_1, // 1
    ENEMY_NPC_SUPER_RARE_2, // 2
    BOSS_3, // 3
    SHRINE_4, // 4
    CHEST_5, // 5
    STORY_6, // 6
    STORY_UNIQUE_7, // 7
    SHRINE_UNIQUE_8, // 8
    CHEST_UNIQUE_9, // 9
    ENEMY_NPC_UNIQUE_10, // 10
    STORY_ON_ROAD_11, // 11
    STORY_UNDERGROUND_12, // 12
    STORY_NIGHT_CAMP_13, // 13
    STORY_MOUNTAIN_14, // 14
    STORY_WATER_15, // 15
    STORY_CASTLE_16, // 16
    STORY_HELL_17, // 17
    STORY_SPACE_18, // 18
    STORY_WOOD_19, // 19
    STORY_CATACOMBS_20, // 20
    STORY_BAD_HOUSE_21, // 21
    STORY_GOOD_TOWN_22, // 22
    STORY_BAD_TOWN_23, // 23
    STORY_BANDIT_CAMP_24, // 24
    STORY_BEAST_LAIR_25, // 25
    STORY_PRISON_26, // 26
    STORY_SWAMP_27, // 27
    STORY_INSIDE_28, // 28
    STORY_OUTSIDE_29, // 29
    STORY_INSIDE_RARE_30,
    STORY_OUTSIDE_RARE_31,
    ENEMY_NPC_INSIDE_32,
    ENEMY_NPC_INSIDE_RARE_33,
    ENEMY_NPC_OUTSIDE_34,
    ENEMY_NPC_OUTSIDE_RARE_35,
    END_SLOT
  }

  /// @custom:storage-location erc7201:game.object.controller.main
  struct MainState {

    /// @dev objId = biome(00) type(00) id(0000) => biome(uint8) + objType(uint8)
    /// Id is id of the event, story or monster.
    mapping(uint32 => bytes32) objectMeta;

    /// @dev biome(uint8) + objType(uint8) => set of object id
    mapping(bytes32 => EnumerableSet.UintSet) objectIds;

    /// @dev heroAdr180 + heroId64 + cType8 + biome8 => set of already played objects. Should be cleared periodically
    mapping(bytes32 => EnumerableSet.UintSet) playedObjects;

    /// @dev HeroAdr(160) + heroId(uint64) + objId(uint32) => iteration count. It needs for properly emit events for every new entrance.
    mapping(bytes32 => uint) iterations;

    /// @dev objId(uint32) => EventInfo
    mapping(uint32 => EventInfo) eventInfos;

    /// @dev objId(uint32) => storyId
    mapping(uint32 => uint16) storyIds;

    /// @dev objId(uint32) => MonsterInfo
    mapping(uint32 => MonsterInfo) monsterInfos;

    /// @dev hero+id => last fight action timestamp
    mapping(bytes32 => uint) lastHeroFightTs;

    /// @dev delay for user actions in fight (suppose to prevent bot actions)
    uint fightDelay;
  }

  struct ActionResult {
    bool kill;
    bool completed;
    address heroToken;
    address[] mintItems;
    int32 heal;
    int32 manaRegen;
    int32 lifeChancesRecovered;
    int32 damage;
    int32 manaConsumed;
    uint32 objectId;
    uint32 experience;
    uint heroTokenId;
    uint iteration;
    uint32[] rewriteNextObject;
  }

  struct EventInfo {
    /// @dev chance to use good or bad attributes/stats
    uint32 goodChance;

    /// @dev toBytes32ArrayWithIds
    bytes32[] goodAttributes;
    bytes32[] badAttributes;

    /// @dev experience(uint32) + heal(int32) + manaRegen(int32) + lifeChancesRecovered(int32) + damage(int32) + manaConsume(int32) packStatsChange
    bytes32 statsChange;

    /// @dev item+chance packItemMintInfo
    bytes32[] mintItems;
  }

  struct MonsterInfo {
    /// @dev toBytes32ArrayWithIds
    bytes32[] attributes;
    /// @dev level(uint8) + race(uint8) + experience(uint32) + maxDropItems(uint8) packMonsterStats
    bytes32 stats;
    /// @dev attackToken(160) + attackTokenId(uint64) + attackType(uint8) packAttackInfo
    bytes32 attackInfo;

    /// @dev item+chance packItemMintInfo
    bytes32[] mintItems;

    /// @dev heroAdr(160) + heroId(uint64) => iteration => GeneratedMonster packed
    mapping(bytes32 => mapping(uint => bytes32)) _generatedMonsters;
  }

  struct MultiplierInfo {
    uint8 biome;
    /// @notice NG_LEVEL of the hero who is going to fight with the given monster
    /// Use type(uint8).max for !NG+
    uint8 heroNgLevel;
  }

  struct GeneratedMonster {
    bool generated;
    uint8 turnCounter;
    int32 hp;
    uint32 amplifier;
  }

  struct MonsterGenInfo {
    uint16 monsterId;
    uint8 biome;
    ObjectSubType subType;

    uint8[] attributeIds;
    int32[] attributeValues;

    uint8 level;
    uint8 race;
    uint32 experience;
    uint8 maxDropItems;

    address attackToken;
    uint64 attackTokenId;
    uint8 attackType;

    address[] mintItems;
    uint32[] mintItemsChances;
  }

  struct ActionContext {
    address sender;
    address heroToken;
    IController controller;
    uint8 biome;
    uint8 objectSubType;
    uint8 stageId;
    uint8 heroNgLevel;
    uint32 objectId;
    uint64 dungeonId;
    uint heroTokenId;
    uint salt;
    uint iteration;
    bytes data;
  }

  struct EventRegInfo {
    uint8 biome;
    uint16 eventId;
    ObjectSubType subType;

    uint32 goodChance;

    AttributeGenerateInfo goodAttributes;
    AttributeGenerateInfo badAttributes;

    uint32 experience;
    int32 heal;
    int32 manaRegen;
    int32 lifeChancesRecovered;
    int32 damage;
    int32 manaConsumed;

    address[] mintItems;
    uint32[] mintItemsChances;
  }

  struct AttributeGenerateInfo {
    uint8[] ids;
    int32[] values;
  }

  //////////////////////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////////////////////

  /// @dev represent object registration if non zero values
  function getObjectMeta(uint32 objectId) external view returns (uint8 biome, uint8 objectSubType);

  function isBattleObject(uint32 objectId) external view returns (bool);

  function getRandomObject(
    uint8[] memory cTypes,
    uint32[] memory chances,
    uint8 biomeLevel,
    address heroToken,
    uint heroTokenId
  ) external returns (uint32 objectId);

  function open(address heroToken, uint heroTokenId, uint32 objectId) external returns (uint iteration);

  function action(
    address sender,
    uint64 dungeonId,
    uint32 objectId,
    address heroToken,
    uint heroTokenId,
    uint8 stageId,
    bytes memory data
  ) external returns (ActionResult memory);

}

File 11 of 23 : IHeroController.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;
import "../openzeppelin/EnumerableSet.sol";
import "../openzeppelin/EnumerableMap.sol";

interface IHeroController {

  /// @custom:storage-location erc7201:hero.controller.main
  struct MainState {

    /// @dev A central place for all hero tokens
    /// @dev Deprecated. Controller is used instead.
    address heroTokensVault;

    /// @dev heroAdr => packed tokenAdr160+ amount96
    mapping(address => bytes32) payToken;

    /// @dev heroAdr => heroCls8
    mapping(address => uint8) heroClass;

    // ---

    /// @dev hero+id => individual hero name
    mapping(bytes32 => string) heroName;

    /// @dev name => hero+id, needs for checking uniq names
    mapping(string => bytes32) nameToHero;

    // ---

    /// @dev hero+id => biome
    mapping(bytes32 => uint8) heroBiome;

    /// @notice Exist reinforcement of any kind for the given hero
    /// @dev hero+id => packed reinforcement helper+id
    mapping(bytes32 => bytes32) reinforcementHero;

    /// @dev hero+id => reinforcement packed attributes
    mapping(bytes32 => bytes32[]) reinforcementHeroAttributes;

    /// @notice packedHero (hero + id) => count of calls of beforeTokenTransfer
    mapping(bytes32 => uint) countHeroTransfers;


    // ------------------------------------ NG plus

    /// @notice (tier, hero address) => TierInfo, where tier = [2, 3]
    /// @dev For tier=1 no data is required. Amount for tier 1 is stored in {payToken}, no items are minted
    /// Token from {payToken} is equal for all tiers
    mapping(bytes32 packedTierHero => TierInfo) tiers;

    mapping(bytes32 packedHero => HeroInfo) heroInfo;

    /// @notice Max NG_LVL reached by the heroes of a given account
    mapping(address user => uint8 maxNgLevel) maxUserNgLevel;

    /// @notice When the hero has killed boss on the given biome first time
    /// packedBiomeNgLevel = packed (biome, NG_LEVEL)
    mapping(bytes32 packedHero => mapping (bytes32 packedBiomeNgLevel => uint timestamp)) killedBosses;

    /// @notice Max NG_LEVEL reached by any user
    uint maxOpenedNgLevel;
  }

  /// @notice Tier = hero creation cost option
  /// There are 3 tiers:
  /// 1: most chip option, just pay fixed amount {payTokens} - new hero is created
  /// 2: pay bigger amount - random skill is equipped on the newly created hero
  /// 3: pay even more amount - random sill + some random items are equipped on the newly created hero
  struct TierInfo {
    /// @notice Cost of the hero creation using the given tier in terms of the token stored in {payToken}
    /// This amount is used for tiers 2, 3. For tier 1 the amount is taken from {payToken}
    uint amount;

    /// @notice All slots for which items-to-mint are registered in {itemsToMint}
    EnumerableSet.UintSet slots;

    /// @notice slot => items that can be minted and equipped on the hero to the given {slot} after hero creation
    mapping(uint8 slot => address[] items) itemsToMint;
  }

  /// @notice Current NG+-related values
  struct HeroInfo {
    /// @notice Hero tier = [0..3]. 0 - the hero is post-paid, it can be changed by upgrading the hero to pre-paid
    uint8 tier;

    /// @notice NG_LVL of the hero
    uint8 ngLevel;

    /// @notice True if hero has passed last biome on current NG+ and so NG_LEVEL can be incremented (reborn is allowed)
    bool rebornAllowed;

    /// @notice Amount paid for the hero on creation OR on upgrade to NG+
    /// Amount paid for creation of the hero in terms of game token (!NG+) is NOT stored here.
    /// @dev uint72 is used here to pack the whole struct to single slot
    uint72 paidAmount;

    /// @notice Pay token used to pay {paidAmount}
    address paidToken;
  }

  /// @notice Input data to create new hero
  struct HeroCreationData {
    /// @notice Desired NG_LVL of the hero
    uint8 ngLevel;

    /// @notice Desired tire of the newly created hero. Allowed values: [1..3]
    uint8 tier;

    /// @notice Enter to the dungeon after creation
    bool enter;

    /// @notice Desired hero name
    string heroName;

    /// @notice Optional: user account for which the hero is created
    address targetUserAccount;

    /// @notice Optional: ref-code to be passed to the hero-creation-related event
    string refCode;
  }


  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

  function heroClass(address hero) external view returns (uint8);

  function heroBiome(address hero, uint heroId) external view returns (uint8);

  function payTokenInfo(address hero) external view returns (address token, uint amount);

  function heroReinforcementHelp(address hero, uint heroId) external view returns (address helperHeroToken, uint helperHeroId);

  function score(address hero, uint heroId) external view returns (uint);

  function isAllowedToTransfer(address hero, uint heroId) external view returns (bool);

  function beforeTokenTransfer(address hero, uint heroId) external returns (bool);

  // ---

  function create(address hero, string memory heroName_, bool enter) external returns (uint);

  function kill(address hero, uint heroId) external returns (bytes32[] memory dropItems);

  /// @notice Take off all items from the hero, reduce life to 1. The hero is NOT burnt.
  /// Optionally reduce mana to zero and/or decrease life chance.
  function softKill(address hero, uint heroId, bool decLifeChances, bool resetMana) external returns (bytes32[] memory dropItems);

  function releaseReinforcement(address hero, uint heroId) external returns (address helperToken, uint helperId);

  function resetLifeAndMana(address hero, uint heroId) external;

  function countHeroTransfers(address hero, uint heroId) external view returns (uint);

  function askGuildReinforcement(address hero, uint heroId, address helper, uint helperId) external;

  function getHeroInfo(address hero, uint heroId) external view returns (IHeroController.HeroInfo memory data);

  function registerKilledBoss(address hero, uint heroId, uint32 objectId) external;

  function maxOpenedNgLevel() external view returns (uint);
}

File 12 of 23 : IItemController.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;

import "./IStatController.sol";
import "./IGOC.sol";
import "../openzeppelin/EnumerableSet.sol";

interface IItemController {

  enum GlobalParam {
    UNKNOWN_0,

    /// @notice Address of ItemControllerHelper
    ITEM_CONTROLLER_HELPER_ADDRESS_1
  }

  /// @custom:storage-location erc7201:item.controller.main
  struct MainState {

    ////////////////// GENERATE //////////////////

    EnumerableSet.AddressSet items;

    /// @dev itemAdr => itemMetaType8 + itemLvl8 + itemType8 + baseDurability16 + defaultRarity8 + minAttr8 + maxAttr8 + manaCost32 + req(packed core 128)
    mapping(address => bytes32) itemMeta;

    /// @dev itemAdr => packed tokenAdr160+ amount96
    mapping(address => bytes32) augmentInfo;

    // --- common attr ---

    /// @dev itemAdr => id8 + min(int32) + max(int32) + chance32
    mapping(address => bytes32[]) generateInfoAttributes;

    // --- consumable ---

    /// @dev itemAdr => ids+values (toBytes32ArrayWithIds)
    mapping(address => bytes32[]) _itemConsumableAttributes;

    /// @dev itemAdr => IStatController.ChangeableStats packed int32[]
    mapping(address => bytes32) itemConsumableStats;

    // --- buff ---

    /// @dev itemAdr => id8 + min(int32) + max(int32) + chance32
    mapping(address => bytes32[]) generateInfoCasterAttributes;

    /// @dev itemAdr => id8 + minDmg(int32) + maxDmg(int32) + chance32
    mapping(address => bytes32[]) generateInfoTargetAttributes;

    // --- attack ---

    /// @dev itemAdr => packed AttackInfo: attackType8 + min32 + max32 + factors(packed core 128)
    mapping(address => bytes32) generateInfoAttack;

    ////////////////// ITEMS INFO //////////////////

    /// @dev itemAdr+id => itemRarity8 + augmentationLevel8 + itemDurability16
    mapping(bytes32 => bytes32) itemInfo;

    /// @dev itemAdr+id => heroAdr+id
    mapping(bytes32 => bytes32) equippedOn;

    // --- common attr ---

    /// @dev itemAdr+Id => ids+values (toBytes32ArrayWithIds)
    mapping(bytes32 => bytes32[]) _itemAttributes;

    // --- consumable ---

    // consumable stats unchangeable, get them by address

    // --- buff ---

    /// @dev itemAdr+Id => ids+values (toBytes32ArrayWithIds)
    mapping(bytes32 => bytes32[]) _itemCasterAttributes;

    /// @dev itemAdr+Id => ids+values (toBytes32ArrayWithIds)
    mapping(bytes32 => bytes32[]) _itemTargetAttributes;

    // --- attack ---

    /// @dev itemAdr+Id => packed AttackInfo: attackType8 + min32 + max32 + factors(packed core 128)
    mapping(bytes32 => bytes32) _itemAttackInfo;

    ////////////////// Additional generate info //////////////////

    /// @notice (itemAdr) => Bitmask of ConsumableActionBits
    mapping(address => uint) _consumableActionMask;


    /// --------------------------------- SIP-003: Item fragility
    /// @notice itemAdr + id => item fragility counter that displays the chance of an unsuccessful repair
    /// @dev [0...100_000], decimals 3
    mapping(bytes32 packedItem => uint fragility) itemFragility;

    /// @notice Universal mapping to store various addresses and numbers (params of the contract)
    mapping (GlobalParam param => uint value) globalParam;

    /// @notice Item address => packedMetadata
    /// {packedMetaData} is encoded using abi.encode/abi.decode
    /// Read first byte, detect meta data type by the byte value, apply proper decoder from PackingLib
    mapping(address item => bytes packedMetaData) packedItemMetaData;
  }

  struct RegisterItemParams {
    ItemMeta itemMeta;
    address augmentToken;
    uint augmentAmount;
    ItemGenerateInfo commonAttributes;

    IGOC.AttributeGenerateInfo consumableAttributes;
    IStatController.ChangeableStats consumableStats;

    ItemGenerateInfo casterAttributes;
    ItemGenerateInfo targetAttributes;

    AttackInfo genAttackInfo;
    /// @notice Bit mask of ConsumableActionBits
    uint consumableActionMask;
  }

  /// @notice Possible actions that can be triggered by using the consumable item
  enum ConsumableActionBits {
    CLEAR_TEMPORARY_ATTRIBUTES_0
    // other items are used instead this mask
  }

  struct ItemGenerateInfo {
    /// @notice Attribute ids
    uint8[] ids;
    /// @notice Min value of the attribute, != 0
    int32[] mins;
    /// @notice Max value of the attribute, != 0
    int32[] maxs;
    /// @notice Chance of the selection [0..MAX_CHANCES]
    uint32[] chances;
  }

  struct ItemMeta {
    uint8 itemMetaType;
    // Level in range 1-99. Reducing durability in low level dungeons. lvl/5+1 = biome
    uint8 itemLevel;
    IItemController.ItemType itemType;
    uint16 baseDurability;
    uint8 defaultRarity;
    uint32 manaCost;

    // it doesn't include positions with 100% chance
    uint8 minRandomAttributes;
    uint8 maxRandomAttributes;

    IStatController.CoreAttributes requirements;
  }

  // Deprecated. Todo - remove
  enum FeeType {
    UNKNOWN,
    REPAIR,
    AUGMENT,
    STORY,

    END_SLOT
  }

  enum ItemRarity {
    UNKNOWN, // 0
    NORMAL, // 1
    MAGIC, // 2
    RARE, // 3
    SET, // 4
    UNIQUE, // 5

    END_SLOT
  }

  enum ItemType {
    NO_SLOT, // 0
    HEAD, // 1
    BODY, // 2
    GLOVES, // 3
    BELT, // 4
    AMULET, // 5
    RING, // 6
    OFF_HAND, // 7
    BOOTS, // 8
    ONE_HAND, // 9
    TWO_HAND, // 10
    SKILL, // 11
    OTHER, // 12

    END_SLOT
  }

  enum ItemMetaType {
    UNKNOWN, // 0
    COMMON, // 1
    ATTACK, // 2
    BUFF, // 3
    CONSUMABLE, // 4

    END_SLOT
  }

  enum AttackType {
    UNKNOWN, // 0
    FIRE, // 1
    COLD, // 2
    LIGHTNING, // 3
    CHAOS, // 4

    END_SLOT
  }

  struct AttackInfo {
    AttackType aType;
    int32 min;
    int32 max;
    // if not zero - activate attribute factor for the attribute
    IStatController.CoreAttributes attributeFactors;
  }

  struct ItemInfo {
    ItemRarity rarity;
    uint8 augmentationLevel;
    uint16 durability;
  }

  /// @dev The struct is used in events, so it's moved here from the lib
  struct MintInfo {
    IItemController.ItemMeta meta;
    uint8[] attributesIds;
    int32[] attributesValues;
    IItemController.ItemRarity itemRarity;

    IItemController.AttackInfo attackInfo;

    uint8[] casterIds;
    int32[] casterValues;
    uint8[] targetIds;
    int32[] targetValues;
  }

  /// @dev The struct is used in events, so it's moved here from the lib
  struct AugmentInfo {
    uint8[] attributesIds;
    int32[] attributesValues;
    IItemController.AttackInfo attackInfo;
    uint8[] casterIds;
    int32[] casterValues;
    uint8[] targetIds;
    int32[] targetValues;
  }

  ///region ------------------------ Item type "Other"
  /// @notice Possible kinds of "Other" items
  /// Each "Other" item has each own structure for metadata, see OtherItemXXX
  enum OtherSubtypeKind {
    UNKNOWN_0,
    /// @notice Item to reduce fragility, see SCB-1014. Metadata is {OtherItemReduceFragility}
    REDUCE_FRAGILITY_1,

    /// @notice This item allows asking guild reinforcement to the guild member
    USE_GUILD_REINFORCEMENT_2,

    /// @notice Exit from dungeon (shelter of level 3 is required)
    EXIT_FROM_DUNGEON_3,

    /// @notice Rest in the shelter: restore of hp & mp, clear temporally attributes, clear used consumables (shelter of level 3 is required)
    REST_IN_SHELTER_4,

    /// @notice Stub item (i.e. OTHER_4) that has no logic in contracts, but it has correct (not empty) packedMetaData
    EMPTY_NO_LOGIC_5,

    END_SLOT
  }
  struct OtherItemReduceFragility {
    /// @notice "Other" item kind. It MUST BE first field in the struct.
    uint8 kind;

    /// @notice Value on which the fragility will be reduced.
    /// @dev [0...100%], decimals 3, so the value is in the range [0...10_000]
    uint248 value;
  }
  ///endregion ------------------------ Item type "Other"

  ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  ////////////////////////////////////////////////////////////////////////////////////////////////////////////////

  function itemMeta(address item) external view returns (ItemMeta memory meta);

  function augmentInfo(address item) external view returns (address token, uint amount);

  function genAttributeInfo(address item) external view returns (ItemGenerateInfo memory info);

  function genCasterAttributeInfo(address item) external view returns (ItemGenerateInfo memory info);

  function genTargetAttributeInfo(address item) external view returns (ItemGenerateInfo memory info);

  function genAttackInfo(address item) external view returns (AttackInfo memory info);

  function itemInfo(address item, uint itemId) external view returns (ItemInfo memory info);

  function equippedOn(address item, uint itemId) external view returns (address hero, uint heroId);

  function itemAttributes(address item, uint itemId) external view returns (int32[] memory values, uint8[] memory ids);

  function consumableAttributes(address item) external view returns (int32[] memory values, uint8[] memory ids);

  function consumableStats(address item) external view returns (IStatController.ChangeableStats memory stats);

  function casterAttributes(address item, uint itemId) external view returns (int32[] memory values, uint8[] memory ids);

  function targetAttributes(address item, uint itemId) external view returns (int32[] memory values, uint8[] memory ids);

  function itemAttackInfo(address item, uint itemId) external view returns (AttackInfo memory info);

  function score(address item, uint tokenId) external view returns (uint);

  function isAllowedToTransfer(address item, uint tokenId) external view returns (bool);

  // ---

  function mint(address item, address recipient) external returns (uint itemId);

  function reduceDurability(address hero, uint heroId, uint8 biome, bool reduceDurabilityAllSkills) external;

  function destroy(address item, uint tokenId) external;

  function takeOffDirectly(
    address item,
    uint itemId,
    address hero,
    uint heroId,
    uint8 itemSlot,
    address destination,
    bool broken
  ) external;

  /// @notice SIP-003: item fragility counter that displays the chance of an unsuccessful repair.
  /// @dev [0...100%], decimals 3, so the value is in the range [0...10_000]
  function itemFragility(address item, uint itemId) external view returns (uint);

  /// @notice SIP-003: The quest mechanic that previously burned the item will increase its fragility by 1%
  function incBrokenItemFragility(address item, uint itemId) external;

  function equip(
    address hero,
    uint heroId,
    address[] calldata items,
    uint[] calldata itemIds,
    uint8[] calldata itemSlots
  ) external;
}

File 13 of 23 : IOracle.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;

interface IOracle {

  function getRandomNumber(uint max, uint seed) external returns (uint);

  function getRandomNumberInRange(uint min, uint max, uint seed) external returns (uint);

}

File 14 of 23 : IProxyControlled.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;

interface IProxyControlled {

  function upgrade(address newImplementation_) external;

  function implementation() external view returns (address);

}

File 15 of 23 : IStatController.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;
import "../openzeppelin/EnumerableSet.sol";
import "../openzeppelin/EnumerableMap.sol";

interface IStatController {

  /// @custom:storage-location erc7201:stat.controller.main
  struct MainState {
    mapping(bytes32 => bytes32[]) heroTotalAttributes;
    /// @dev heroAdr+heroId => int32 packed strength, dexterity, vitality, energy
    mapping(bytes32 => bytes32) _heroCore;
    mapping(bytes32 => bytes32[]) heroBonusAttributes;
    mapping(bytes32 => bytes32[]) heroTemporallyAttributes;
    /// @dev heroAdr+heroId => uint32 packed level, experience, life, mana, lifeChances
    mapping(bytes32 => bytes32) heroStats;
    /// @dev heroAdr+heroId+itemSlot => itemAdr + itemId
    mapping(bytes32 => bytes32) heroSlots;
    /// @dev heroAdr+heroId => busy slots uint8[] packed
    mapping(bytes32 => bytes32) heroBusySlots;
    mapping(bytes32 => EnumerableSet.AddressSet) usedConsumables;
    /// @dev heroCustomDataV2 is used instead
    mapping(bytes32 => mapping(bytes32 => uint)) _deprecated_heroCustomData;
    mapping(bytes32 => uint) globalCustomData;

    /// @notice packNftIdWithValue(hero, heroId, ngLevel) => hero custom data map
    /// @dev initially it was packedHero => hero custom data map
    mapping(bytes32 => EnumerableMap.Bytes32ToUintMap) heroCustomDataV2;
  }


  enum ATTRIBUTES {
    // core
    STRENGTH, // 0
    DEXTERITY, // 1
    VITALITY, // 2
    ENERGY, // 3
    // attributes
    DAMAGE_MIN, // 4
    DAMAGE_MAX, // 5
    ATTACK_RATING, // 6
    DEFENSE, // 7
    BLOCK_RATING, // 8
    LIFE, // 9
    MANA, // 10
    // resistance
    FIRE_RESISTANCE, // 11
    COLD_RESISTANCE, // 12
    LIGHTNING_RESISTANCE, // 13
    // dmg against
    DMG_AGAINST_HUMAN, // 14
    DMG_AGAINST_UNDEAD, // 15
    DMG_AGAINST_DAEMON, // 16
    DMG_AGAINST_BEAST, // 17

    // defence against
    DEF_AGAINST_HUMAN, // 18
    DEF_AGAINST_UNDEAD, // 19
    DEF_AGAINST_DAEMON, // 20
    DEF_AGAINST_BEAST, // 21

    // --- unique, not augmentable
    // hero will not die until have positive chances
    LIFE_CHANCES, // 22
    // increase chance to get an item
    MAGIC_FIND, // 23
    // decrease chance to get an item
    DESTROY_ITEMS, // 24
    // percent of chance x2 dmg
    CRITICAL_HIT, // 25
    // dmg factors
    MELEE_DMG_FACTOR, // 26
    FIRE_DMG_FACTOR, // 27
    COLD_DMG_FACTOR, // 28
    LIGHTNING_DMG_FACTOR, // 29
    // increase attack rating on given percent
    AR_FACTOR, // 30
    // percent of damage will be converted to HP
    LIFE_STOLEN_PER_HIT, // 31
    // amount of mana restored after each battle
    MANA_AFTER_KILL, // 32
    // reduce all damage on percent after all other reductions
    DAMAGE_REDUCTION, // 33

    // -- statuses
    // chance to stun an enemy, stunned enemy skip next hit
    STUN, // 34
    // chance burn an enemy, burned enemy will loss 50% of defence
    BURN, // 35
    // chance freeze an enemy, frozen enemy will loss 50% of MELEE damage
    FREEZE, // 36
    // chance to reduce enemy's attack rating on 50%
    CONFUSE, // 37
    // chance curse an enemy, cursed enemy will loss 50% of resistance
    CURSE, // 38
    // percent of dmg return to attacker
    REFLECT_DAMAGE_MELEE, // 39
    REFLECT_DAMAGE_MAGIC, // 40
    // chance to poison enemy, poisoned enemy will loss 10% of the current health
    POISON, // 41
    // reduce chance get any of uniq statuses
    RESIST_TO_STATUSES, // 42

    END_SLOT // 43
  }

  // possible
  // HEAL_FACTOR

  struct CoreAttributes {
    int32 strength;
    int32 dexterity;
    int32 vitality;
    int32 energy;
  }

  struct ChangeableStats {
    uint32 level;
    uint32 experience;
    uint32 life;
    uint32 mana;
    uint32 lifeChances;
  }

  enum ItemSlots {
    UNKNOWN, // 0
    HEAD, // 1
    BODY, // 2
    GLOVES, // 3
    BELT, // 4
    AMULET, // 5
    BOOTS, // 6
    RIGHT_RING, // 7
    LEFT_RING, // 8
    RIGHT_HAND, // 9
    LEFT_HAND, // 10
    TWO_HAND, // 11
    SKILL_1, // 12
    SKILL_2, // 13
    SKILL_3, // 14
    END_SLOT // 15
  }

  struct NftItem {
    address token;
    uint tokenId;
  }

  enum Race {
    UNKNOWN, // 0
    HUMAN, // 1
    UNDEAD, // 2
    DAEMON, // 3
    BEAST, // 4
    END_SLOT // 5
  }

  struct ChangeAttributesInfo {
    address heroToken;
    uint heroTokenId;
    int32[] changeAttributes;
    bool add;
    bool temporally;
  }

  struct BuffInfo {
    address heroToken;
    uint heroTokenId;
    uint32 heroLevel;
    address[] buffTokens;
    uint[] buffTokenIds;
  }

  /// @dev This struct is used inside event, so it's moved here from lib
  struct ActionInternalInfo {
    int32[] posAttributes;
    int32[] negAttributes;

    uint32 experience;
    int32 heal;
    int32 manaRegen;
    int32 lifeChancesRecovered;
    int32 damage;
    int32 manaConsumed;

    address[] mintedItems;
  }

  function initNewHero(address token, uint tokenId, uint heroClass) external;

  function heroAttributes(address token, uint tokenId) external view returns (int32[] memory);

  function heroAttribute(address token, uint tokenId, uint index) external view returns (int32);

  function heroAttributesLength(address token, uint tokenId) external view returns (uint);

  function heroBaseAttributes(address token, uint tokenId) external view returns (CoreAttributes memory);

  function heroCustomData(address token, uint tokenId, bytes32 index) external view returns (uint);

  function globalCustomData(bytes32 index) external view returns (uint);

  function heroStats(address token, uint tokenId) external view returns (ChangeableStats memory);

  function heroItemSlot(address token, uint64 tokenId, uint8 itemSlot) external view returns (bytes32 nftPacked);

  function heroItemSlots(address heroToken, uint heroTokenId) external view returns (uint8[] memory);

  function isHeroAlive(address heroToken, uint heroTokenId) external view returns (bool);

  function levelUp(address token, uint tokenId, uint heroClass, CoreAttributes memory change) external returns (uint newLvl);

  function changeHeroItemSlot(
    address heroToken,
    uint64 heroTokenId,
    uint itemType,
    uint8 itemSlot,
    address itemToken,
    uint itemTokenId,
    bool equip
  ) external;

  function changeCurrentStats(
    address token,
    uint tokenId,
    ChangeableStats memory change,
    bool increase
  ) external;

  function changeBonusAttributes(ChangeAttributesInfo memory info) external;

  function registerConsumableUsage(address heroToken, uint heroTokenId, address item) external;

  function clearUsedConsumables(address heroToken, uint heroTokenId) external;

  function clearTemporallyAttributes(address heroToken, uint heroTokenId) external;

  function buffHero(BuffInfo memory info) external view returns (int32[] memory attributes, int32 manaConsumed);

  function setHeroCustomData(address token, uint tokenId, bytes32 index, uint value) external;

  function setGlobalCustomData(bytes32 index, uint value) external;

  /// @notice Restore life and mana during reinforcement
  /// @dev Life and mana will be increased on ((current life/mana attr value) - (prev life/mana attr value))
  /// @param prevAttributes Hero attributes before reinforcement
  function restoreLifeAndMana(address heroToken, uint heroTokenId, int32[] memory prevAttributes) external;

  function reborn(address heroToken, uint heroTokenId, uint heroClass) external;
}

File 16 of 23 : IStoryController.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;

import "../interfaces/IGOC.sol";
import "../interfaces/IStatController.sol";
import "../interfaces/IItemController.sol";
import "./IController.sol";
import "./IOracle.sol";
import "./IHeroController.sol";
import "../openzeppelin/EnumerableSet.sol";

interface IStoryController {

  enum AnswerResultId {
    UNKNOWN, // 0
    SUCCESS, // 1
    ATTRIBUTE_FAIL, // 2
    RANDOM_FAIL, // 3
    DELAY_FAIL, // 4
    HERO_CUSTOM_DATA_FAIL, // 5
    GLOBAL_CUSTOM_DATA_FAIL, // 6

    END_SLOT
  }

  enum CustomDataResult {
    UNKNOWN, // 0
    HERO_SUCCESS, // 1
    HERO_FAIL, // 2
    GLOBAL_SUCCESS, // 3
    GLOBAL_FAIL, // 4

    END_SLOT
  }

  /// @custom:storage-location erc7201:story.controller.main
  struct MainState {

    // --- STORY REG INFO ---

    /// @dev Uniq story identification.
    mapping(uint32 => uint16) storyIds;
    /// @dev Revers mapping for stories for using in the next object rewrite logic.
    mapping(uint16 => uint32) idToStory;
    /// @dev Store used ids for stories.
    mapping(uint16 => bool) _usedStoryIds;
    /// @dev Prevent register the story twice
    mapping(uint32 => bool) registeredStories;

    // --- ANSWER MAPPING ---

    /// @dev storyId => all story pages. We need to have this mapping for properly remove meta info
    mapping(uint16 => EnumerableSet.UintSet) allStoryPages;

    /// @dev storyId => all possible answers. We need to have this mapping for properly remove meta info
    mapping(uint16 => EnumerableSet.Bytes32Set) allStoryAnswers;

    /// @dev storyId + pageId + heroClass (zero is default answers) => storyId + pageId + heroClass (zero is default answers) + answerId
    mapping(bytes32 => bytes32[]) answers;
    /// @dev answerUnPackedId + answerResultId => nextPageIds (will be chosen randomly from this array)
    ///      where answerResultId is:
    ///      0 - unknown,
    ///      1 - success,
    ///      2 - attr fail
    ///      3 - random fail
    ///      4 - delay fail
    ///      5 - hero custom data fail
    ///      6 - global custom data fail
    ///      see COUNT_ANSWER_RESULT_IDS
    mapping(bytes32 => uint16[]) nextPageIds;
    /// @dev story + pageId + heroClass (zero is default answers) => random nextObjs (adr + id, like packed nft id)
    mapping(bytes32 => uint32[]) nextObjectsRewrite;

    /// @dev answerPackedId => packed array of uint32[]
    ///      0 - random requirement(uint32, 1 - 99% success of this action, zero means no check)
    ///      1 - delay requirement(uint32, if time since the last call more than this value the check is fail, zero means no check)
    ///      2 - isFinalAnswer(uint8)
    mapping(bytes32 => bytes32) answerAttributes;

    // --- ANSWER REQUIREMENTS ---

    /// @dev answerPackedId => array of AttributeRequirementsPacked
    mapping(bytes32 => bytes32[]) attributeRequirements;
    /// @dev answerPackedId=> array of ItemRequirementsPacked
    mapping(bytes32 => bytes32[]) itemRequirements;
    /// @dev answerPackedId => array of TokenRequirementsPacked
    mapping(bytes32 => bytes32[]) tokenRequirements;
    /// @dev answerPackedId => custom data for hero
    mapping(bytes32 => CustomDataRequirementPacked[]) heroCustomDataRequirement;
    /// @dev answerPackedId => global custom data
    mapping(bytes32 => CustomDataRequirementPacked[]) globalCustomDataRequirement;

    // --- ANSWER RESULTS ---

    /// @dev answerPackedId => change attributes
    mapping(bytes32 => bytes32[]) successInfoAttributes;
    /// @dev answerPackedId => change stats
    mapping(bytes32 => bytes32) successInfoStats;
    /// @dev answerPackedId => mint items
    mapping(bytes32 => bytes32[]) successInfoMintItems;

    /// @dev answerPackedId => change attributes
    mapping(bytes32 => bytes32[]) failInfoAttributes;
    /// @dev answerPackedId => change stats
    mapping(bytes32 => bytes32) failInfoStats;
    /// @dev answerPackedId => mint items
    mapping(bytes32 => bytes32[]) failInfoMintItems;

    /// @dev answerUnPackedId + CustomDataResult => custom data array change
    ///      where CustomDataResult is
    ///      1 - hero success
    ///      2 - hero fail
    ///      3 - global success
    ///      4 - global fail
    ///      see COUNT_CUSTOM_DATA_RESULT_IDS
    mapping(bytes32 => bytes32[]) customDataResult;

    /// @notice answerPackedId => slot+chance+stopIfBurnt
    /// @dev Since SIP-003 the items are not burn but broke
    mapping(bytes32 => bytes32[]) burnItem;

    // --- GENERAL STORY REQUIREMENTS ---

    /// @dev story => Custom hero data requirements for a story. If exist and hero is not eligible should be not chose in a dungeon.
    mapping(uint => CustomDataRequirementRangePacked[]) storyRequiredHeroData;
    /// @dev story => Minimal level for the history. 0 means no requirements.
    mapping(uint => uint) storyRequiredLevel;

    // --- HERO STATES ---

    /// @dev hero + heroId + storyId => pageId + heroLastActionTS
    mapping(bytes32 => bytes32) heroState;

    // --- OTHER ---

    /// @dev storyId => build hash for the last update
    mapping(uint16 => uint) storyBuildHash;

    /// @notice Number of already minted items by the user within the given iteration of the story.
    /// Only minting of the given number of items is allowed per iteration (see MAX_MINTED_ITEMS_PER_ITERATION).
    /// @dev hero, heroId, story => mintedInIteration
    /// This map is not cleared: storyId:objectId is 1:1, each object has own sequence of iterations without duplicates
    mapping(bytes32 => mapping(uint iteration => uint countMintedItems)) mintedInIteration;
  }

  /// @dev We need to have flat structure coz Solidity can not handle arrays of structs properly
  struct StoryMetaInfo {
    uint16 storyId;

    // --- story reqs

    bytes32[] requiredCustomDataIndex;
    uint64[] requiredCustomDataMinValue;
    uint64[] requiredCustomDataMaxValue;
    bool[] requiredCustomDataIsHero;
    uint minLevel;

    // --- answer reqs

    AnswersMeta answersMeta;
    AnswerNextPageMeta answerNextPage;
    AnswerAttributeRequirementsMeta answerAttributeRequirements;
    AnswerItemRequirementsMeta answerItemRequirements;
    AnswerTokenRequirementsMeta answerTokenRequirements;
    AnswerAttributesMeta answerAttributes;
    AnswerCustomDataMeta answerHeroCustomDataRequirement;
    AnswerCustomDataMeta answerGlobalCustomDataRequirement;

    // --- answer results

    AnswerBurnRandomItemMeta answerBurnRandomItemMeta;
    NextObjRewriteMeta nextObjRewriteMeta;

    // --- story results

    AnswerResultMeta successInfo;
    AnswerResultMeta failInfo;

    AnswerCustomDataResultMeta successHeroCustomData;
    AnswerCustomDataResultMeta failHeroCustomData;
    AnswerCustomDataResultMeta successGlobalCustomData;
    AnswerCustomDataResultMeta failGlobalCustomData;
  }

  struct NextObjRewriteMeta {
    uint16[] nextObjPageIds;
    uint8[] nextObjHeroClasses;
    uint32[][] nextObjIds;
  }

  struct AnswersMeta {
    uint16[] answerPageIds;
    uint8[] answerHeroClasses;
    uint16[] answerIds;
  }

  struct AnswerNextPageMeta {
    uint16[] pageId;
    uint8[] heroClass;
    uint16[] answerId;
    uint8[] answerResultIds;
    uint16[][] answerNextPageIds;
  }

  struct AnswerAttributeRequirementsMeta {
    uint16[] pageId;
    uint8[] heroClass;
    uint16[] answerId;
    bool[][] cores;
    uint8[][] ids;
    int32[][] values;
  }

  struct AnswerItemRequirementsMeta {
    uint16[] pageId;
    uint8[] heroClass;
    uint16[] answerId;
    address[][] requireItems;
    bool[][] requireItemBurn;
    bool[][] requireItemEquipped;
  }

  struct AnswerTokenRequirementsMeta {
    uint16[] pageId;
    uint8[] heroClass;
    uint16[] answerId;
    address[][] requireToken;
    uint88[][] requireAmount;
    bool[][] requireTransfer;
  }

  struct AnswerAttributesMeta {
    uint16[] pageId;
    uint8[] heroClass;
    uint16[] answerId;
    uint32[] randomRequirements;
    uint32[] delayRequirements;
    bool[] isFinalAnswer;
  }

  struct AnswerCustomDataMeta {
    uint16[] pageId;
    uint8[] heroClass;
    uint16[] answerId;

    bytes32[][] dataIndexes;
    bool[][] mandatory;
    uint64[][] dataValuesMin;
    uint64[][] dataValuesMax;
  }

  struct AnswerResultMeta {
    uint16[] pageId;
    uint8[] heroClass;
    uint16[] answerId;

    uint8[][] attributeIds;
    /// @dev Max value is limitied by int24, see toBytes32ArrayWithIds impl
    int32[][] attributeValues;

    uint32[] experience;
    int32[] heal;
    int32[] manaRegen;
    int32[] lifeChancesRecovered;
    int32[] damage;
    int32[] manaConsumed;

    address[][] mintItems;
    uint32[][] mintItemsChances;
  }

  struct AnswerCustomDataResultMeta {
    uint16[] pageId;
    uint8[] heroClass;
    uint16[] answerId;

    bytes32[][] dataIndexes;
    int16[][] dataValues;
  }

  struct AnswerBurnRandomItemMeta {
    uint16[] pageId;
    uint8[] heroClass;
    uint16[] answerId;

    /// @notice 0 - random slot
    uint8[][] slots;
    /// @notice typical chances are [0..100] (no decimals here)
    uint64[][] chances;
    /// @notice Since SIP-003 the burning is replaced by breaking bu the name is kept as is
    bool[][] isStopIfBurnt;
  }

  struct CustomDataRequirementPacked {
    bytes32 index;
    /// @dev min(uint64) + max(uint64) + mandatory(uint8)
    bytes32 data;
  }

  struct CustomDataRequirementRangePacked {
    bytes32 index;
    /// @dev min(uint64) + max(uint64) + isHeroData(uint8)
    bytes32 data;
  }

  struct StatsChange {
    uint32 experience;
    int32 heal;
    int32 manaRegen;
    int32 lifeChancesRecovered;
    int32 damage;
    int32 manaConsumed;
  }

  struct StoryActionContext {
    uint stageId;
    uint iteration;
    bytes32 answerIdHash;
    bytes32 answerAttributes;
    address sender;
    address heroToken;
    IController controller;
    IStatController statController;
    IHeroController heroController;
    IOracle oracle;
    IItemController itemController;
    uint8 heroClass;
    uint8 heroClassFromAnswerHash;
    uint8 biome;
    uint16 storyId;
    uint16 storyIdFromAnswerHash;
    uint16 pageIdFromAnswerHash;
    uint16 answerNumber;
    uint16 pageId;
    uint32 objectId;
    uint64 dungeonId;
    uint40 heroLastActionTS;
    uint80 heroTokenId;
    IStatController.ChangeableStats heroStats;
  }

  // --- WRITE ---

  function storyAction(
    address sender,
    uint64 dungeonId,
    uint32 objectId,
    uint stageId,
    address heroToken,
    uint heroTokenId,
    uint8 biome,
    uint iteration,
    bytes memory data
  ) external returns (IGOC.ActionResult memory);

  // --- READ ---

  function isStoryAvailableForHero(uint32 objectId, address heroToken, uint heroTokenId) external view returns (bool);

  function idToStory(uint16 id) external view returns (uint32 objectId);

  function heroPage(address hero, uint80 heroId, uint16 storyId) external view returns (uint16 pageId);

  function storyIds(uint32 objectId) external view returns (uint16);

  function registeredStories(uint32 objectId) external view returns (bool);

}

File 17 of 23 : ControllerLib.sol
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;

import "../interfaces/IERC20.sol";
import "../interfaces/IAppErrors.sol";
import "../interfaces/IApplicationEvents.sol";
import "../interfaces/IProxyControlled.sol";
import "../interfaces/IGameToken.sol";
import "../openzeppelin/Math.sol";

library ControllerLib {
  //region ------------------------ Constants
  /// @dev keccak256(abi.encode(uint256(keccak256("controller.main")) - 1)) & ~bytes32(uint256(0xff))
  bytes32 private constant CONTROLLER_STORAGE_LOCATION = 0x4d96152d518acf5697a667aeb82f27b3218b679995afa077296a84fdcb65bb00;
  uint internal constant DEPLOYER_ELIGIBILITY_PERIOD = 7 days;
  uint internal constant DEFAULT_TOKEN_PRICE = 10e18;

  uint private constant _BURN_DENOMINATOR = 100e18;
  uint private constant _TOTAL_SUPPLY_BASE = 10_000_000e18;

  uint public constant HERO_PAYMENT_PART_BOSS_REWARDS_POOL = 80_000;
  uint public constant HERO_PAYMENT_PART_TREASURY_LAST_BIOME = 10_000;
  uint public constant HERO_PAYMENT_DENOMINATOR = 100_000;

  //endregion ------------------------ Constants

  //region ------------------------ Data types

  /// @custom:storage-location erc7201:controller.main
  struct MainState {
    address governance;
    address futureGovernance;

    address statController;
    address storyController;
    address oracle;
    address treasury;
    address dungeonFactory;
    address gameObjectController;
    address reinforcementController;
    address itemController;
    address heroController;
    address gameToken;

    mapping(address => bool) validTreasuryTokens;
    /// @dev EOA => eligibility time. We assume that deployer is fresh EOA and will be changed every deploy cycle for security reasons.
    mapping(address => uint) deployers;
    /// @dev In emergency case governance can pause all game
    bool onPause;

    address userController;
    address guildController;

    // some general relative price for the game token (how much game tokens need for 1 USD), 18 decimals, 10e18 by default
    uint gameTokenPrice;

    address rewardsPool;
  }
  //endregion ------------------------ Data types

  //region ------------------------ Restrictions

  function onlyGovernance() internal view {
    if (!_isGovernance(msg.sender)) revert IAppErrors.NotGovernance(msg.sender);
  }

  function onlyDeployer() internal view {
    if (!isDeployer(msg.sender)) revert IAppErrors.ErrorNotDeployer(msg.sender);
  }

  function onlyContractsAllowedToProcess(IController controller) internal view {
    if (
      controller.heroController() != msg.sender
      && controller.userController() != msg.sender
      && controller.guildController() != msg.sender
      && controller.reinforcementController() != msg.sender
      && controller.itemController() != msg.sender
      && controller.storyController() != msg.sender
    ) {
      revert IAppErrors.ErrorNotAllowedSender();
    }
  }
  //endregion ------------------------ Restrictions

  //region ------------------------ Views

  function _S() internal pure returns (MainState storage s) {
    assembly {
      s.slot := CONTROLLER_STORAGE_LOCATION
    }
    return s;
  }

  function isDeployer(address adr) internal view returns (bool) {
    uint t = _S().deployers[adr];
    return (t != 0 && block.timestamp < t) || _isGovernance(adr);
  }

  function governance() internal view returns (address) {return _S().governance;}

  function futureGovernance() internal view returns (address) {return _S().futureGovernance;}

  function statController() internal view returns (address) {return _S().statController;}

  function storyController() internal view returns (address) {return _S().storyController;}

  function oracle() internal view returns (address) {return _S().oracle;}

  function treasury() internal view returns (address) {return _S().treasury;}

  function dungeonFactory() internal view returns (address) {return _S().dungeonFactory;}

  function gameObjectController() internal view returns (address) {return _S().gameObjectController;}

  function reinforcementController() internal view returns (address) {return _S().reinforcementController;}

  function itemController() internal view returns (address) {return _S().itemController;}

  function heroController() internal view returns (address) {return _S().heroController;}

  function gameToken() internal view returns (address) {return _S().gameToken;}

  function rewardsPool() internal view returns (address) {return _S().rewardsPool;}

  function validTreasuryTokens(address token) internal view returns (bool) {
    return _S().validTreasuryTokens[token];
  }

  function onPause() internal view returns (bool) {return _S().onPause;}

  function userController() internal view returns (address) {return _S().userController;}
  function guildController() internal view returns (address) {return _S().guildController;}

  function gameTokenPrice() internal view returns (uint p) {
    p = _S().gameTokenPrice;
    if (p == 0) {
      p = DEFAULT_TOKEN_PRICE;
    }
    return p;
  }
  //endregion ------------------------ Views

  //region ------------------------ Gov actions - setters

  function changePause(bool value) internal {
    onlyDeployer();
    _S().onPause = value;
  }

  function offerGovernance(address newGov) internal {
    onlyGovernance();
    _S().futureGovernance = newGov;
    emit IApplicationEvents.OfferGovernance(newGov);
  }

  function acceptGovernance() internal {
    if (_S().futureGovernance != msg.sender) revert IAppErrors.NotFutureGovernance(msg.sender);
    _S().governance = msg.sender;
    delete _S().futureGovernance;
    emit IApplicationEvents.GovernanceAccepted(msg.sender);
  }

  function setStatController(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().statController = value;
    emit IApplicationEvents.StatControllerChanged(value);
  }

  function setStoryController(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().storyController = value;
    emit IApplicationEvents.StoryControllerChanged(value);
  }

  function setGameObjectController(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().gameObjectController = value;
    emit IApplicationEvents.GameObjectControllerChanged(value);
  }

  function setReinforcementController(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().reinforcementController = value;
    emit IApplicationEvents.ReinforcementControllerChanged(value);
  }

  function setOracle(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().oracle = value;
    emit IApplicationEvents.OracleChanged(value);
  }

  function setTreasury(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().treasury = value;
    emit IApplicationEvents.TreasuryChanged(value);
  }

  function setItemController(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().itemController = value;
    emit IApplicationEvents.ItemControllerChanged(value);
  }

  function setHeroController(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().heroController = value;
    emit IApplicationEvents.HeroControllerChanged(value);
  }

  function setGameToken(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().gameToken = value;
    emit IApplicationEvents.GameTokenChanged(value);
  }

  function setDungeonFactory(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().dungeonFactory = value;
    emit IApplicationEvents.DungeonFactoryChanged(value);
  }

  function changeDeployer(address eoa, bool remove) internal {
    onlyGovernance();
    if (remove) {
      delete _S().deployers[eoa];
    } else {
      _S().deployers[eoa] = block.timestamp + DEPLOYER_ELIGIBILITY_PERIOD;
    }
  }

  function setUserController(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().userController = value;
    emit IApplicationEvents.UserControllerChanged(value);
  }

  function setGuildController(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().guildController = value;
    emit IApplicationEvents.GuildControllerChanged(value);
  }

  function setRewardsPool(address value) internal {
    onlyGovernance();
    if (value == address(0)) revert IAppErrors.ZeroAddress();
    _S().rewardsPool = value;
    emit IApplicationEvents.RewardsPoolChanged(value);
  }

  function setGameTokenPrice(uint value) internal {
    onlyGovernance();
    if (value == 0) revert IAppErrors.ZeroAmount();
    _S().gameTokenPrice = value;
    emit IApplicationEvents.GameTokenPriceChanged(value);
  }
  //endregion ------------------------ Gov actions - setters

  //region ------------------------ Gov actions - others

  function updateProxies(address[] memory proxies, address newLogic) internal {
    onlyDeployer();
    for (uint i; i < proxies.length; i++) {
      IProxyControlled(proxies[i]).upgrade(newLogic);
      emit IApplicationEvents.ProxyUpdated(proxies[i], newLogic);
    }
  }

  function claimToGovernance(address token) internal {
    onlyGovernance();
    uint amount = IERC20(token).balanceOf(address(this));
    if (amount != 0) {
      IERC20(token).transfer(_S().governance, amount);
      emit IApplicationEvents.Claimed(token, amount);
    }
  }
  //endregion ------------------------ Gov actions - others

  //region ------------------------ User actions

  /// @notice Transfer {amount} from {from}, divide it on three parts: to treasury, to governance, to burn
  /// User must approve given amount to the controller.
  /// @param amount Assume that this amount is approved by {from} to this contract
  function process(IController controller, address token, uint amount, address from) internal {
    onlyContractsAllowedToProcess(controller);

    (uint toBurn, uint toTreasury, uint toGov, uint toRewardsPool) = getProcessDetails(token, amount, controller.gameToken());
    IERC20(token).transferFrom(from, address(this), amount);

    if (toRewardsPool != 0) {
      IERC20(token).transfer(controller.rewardsPool(), toRewardsPool);
    }

    if (toTreasury != 0) {
      IERC20(token).transfer(controller.treasury(), toTreasury);
    }

    if (toBurn != 0) {
      IGameToken(token).burn(toBurn);
    }

    // keep rest of the amount on balance of the controller (toGov)

    emit IApplicationEvents.Process(token, amount, from, toBurn, toTreasury, toGov);
  }

  function percentToBurn(uint totalSupply) internal pure returns (uint) {
    return Math.min(totalSupply * _BURN_DENOMINATOR / _TOTAL_SUPPLY_BASE, _BURN_DENOMINATOR);
  }

  function getProcessDetails(address token, uint amount, address gameToken_) internal pure returns (
    uint toBurn,
    uint toTreasury,
    uint toGov,
    uint toRewardsPool
  ) {
    if (token == gameToken_) {
      // since SIP-005 we stop burn SACRA
      // toBurn = amount * percentToBurn(IERC20(token).totalSupply()) / _BURN_DENOMINATOR;
      toTreasury = (amount - toBurn) / 2;
      toGov = amount - toBurn - toTreasury;
    } else {
      toRewardsPool = amount * HERO_PAYMENT_PART_BOSS_REWARDS_POOL / HERO_PAYMENT_DENOMINATOR;
      toTreasury = amount * HERO_PAYMENT_PART_TREASURY_LAST_BIOME / HERO_PAYMENT_DENOMINATOR;
      toGov = amount - toRewardsPool - toTreasury;
    }

    return (toBurn, toTreasury, toGov, toRewardsPool);
  }
  //endregion ------------------------ User actions

  //region ------------------------ REGISTER ACTIONS

  function changeTreasuryTokenStatus(address token, bool status) internal {
    onlyGovernance();
    _S().validTreasuryTokens[token] = status;
    emit IApplicationEvents.TokenStatusChanged(token, status);
  }
  //endregion ------------------------ REGISTER ACTIONS

  //region ------------------------  Internal logic
  function _isGovernance(address _value) internal view returns (bool) {
    return IController(address(this)).governance() == _value;
  }
  //endregion ------------------------  Internal logic
}

File 18 of 23 : SlotsLib.sol
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;

/// @title Library for setting / getting slot variables (used in upgradable proxy contracts)
/// @author bogdoslav
library SlotsLib {

  /// @notice Version of the contract
  /// @dev Should be incremented when contract changed
  string public constant SLOT_LIB_VERSION = "1.0.0";

  // ************* GETTERS *******************

  /// @dev Gets a slot as bytes32
  function getBytes32(bytes32 slot) internal view returns (bytes32 result) {
    assembly {
      result := sload(slot)
    }
  }

  /// @dev Gets a slot as an address
  function getAddress(bytes32 slot) internal view returns (address result) {
    assembly {
      result := sload(slot)
    }
  }

  /// @dev Gets a slot as uint256
  function getUint(bytes32 slot) internal view returns (uint result) {
    assembly {
      result := sload(slot)
    }
  }

  // ************* ARRAY GETTERS *******************

  /// @dev Gets an array length
  function arrayLength(bytes32 slot) internal view returns (uint result) {
    assembly {
      result := sload(slot)
    }
  }

  /// @dev Gets a slot array by index as address
  /// @notice First slot is array length, elements ordered backward in memory
  /// @notice This is unsafe, without checking array length.
  function addressAt(bytes32 slot, uint index) internal view returns (address result) {
    bytes32 pointer = bytes32(uint(slot) - 1 - index);
    assembly {
      result := sload(pointer)
    }
  }

  // ************* SETTERS *******************

  /// @dev Sets a slot with bytes32
  /// @notice Check address for 0 at the setter
  function set(bytes32 slot, bytes32 value) internal {
    assembly {
      sstore(slot, value)
    }
  }

  /// @dev Sets a slot with address
  /// @notice Check address for 0 at the setter
  function set(bytes32 slot, address value) internal {
    assembly {
      sstore(slot, value)
    }
  }

  /// @dev Sets a slot with uint
  function set(bytes32 slot, uint value) internal {
    assembly {
      sstore(slot, value)
    }
  }

}

File 19 of 23 : EnumerableMap.sol
// SPDX-License-Identifier: MIT
// OpenZeppelin Contracts (last updated v5.0.0) (utils/structs/EnumerableMap.sol)
// This file was procedurally generated from scripts/generate/templates/EnumerableMap.js.

pragma solidity ^0.8.20;

import {EnumerableSet} from "./EnumerableSet.sol";

/**
 * @dev Library for managing an enumerable variant of Solidity's
 * https://solidity.readthedocs.io/en/latest/types.html#mapping-types[`mapping`]
 * type.
 *
 * Maps have the following properties:
 *
 * - Entries are added, removed, and checked for existence in constant time
 * (O(1)).
 * - Entries are enumerated in O(n). No guarantees are made on the ordering.
 *
 * ```solidity
 * contract Example {
 *     // Add the library methods
 *     using EnumerableMap for EnumerableMap.UintToAddressMap;
 *
 *     // Declare a set state variable
 *     EnumerableMap.UintToAddressMap private myMap;
 * }
 * ```
 *
 * The following map types are supported:
 *
 * - `uint256 -> address` (`UintToAddressMap`) since v3.0.0
 * - `address -> uint256` (`AddressToUintMap`) since v4.6.0
 * - `bytes32 -> bytes32` (`Bytes32ToBytes32Map`) since v4.6.0
 * - `uint256 -> uint256` (`UintToUintMap`) since v4.7.0
 * - `bytes32 -> uint256` (`Bytes32ToUintMap`) since v4.7.0
 *
 * [WARNING]
 * ====
 * Trying to delete such a structure from storage will likely result in data corruption, rendering the structure
 * unusable.
 * See https://github.com/ethereum/solidity/pull/11843[ethereum/solidity#11843] for more info.
 *
 * In order to clean an EnumerableMap, you can either remove all elements one by one or create a fresh instance using an
 * array of EnumerableMap.
 * ====
 */
library EnumerableMap {
  using EnumerableSet for EnumerableSet.Bytes32Set;

  // To implement this library for multiple types with as little code repetition as possible, we write it in
  // terms of a generic Map type with bytes32 keys and values. The Map implementation uses private functions,
  // and user-facing implementations such as `UintToAddressMap` are just wrappers around the underlying Map.
  // This means that we can only create new EnumerableMaps for types that fit in bytes32.

  /**
   * @dev Query for a nonexistent map key.
     */
  error EnumerableMapNonexistentKey(bytes32 key);

  struct Bytes32ToBytes32Map {
    // Storage of keys
    EnumerableSet.Bytes32Set _keys;
    mapping(bytes32 key => bytes32) _values;
  }

  /**
   * @dev Adds a key-value pair to a map, or updates the value for an existing
     * key. O(1).
     *
     * Returns true if the key was added to the map, that is if it was not
     * already present.
     */
  function set(Bytes32ToBytes32Map storage map, bytes32 key, bytes32 value) internal returns (bool) {
    map._values[key] = value;
    return map._keys.add(key);
  }

  /**
   * @dev Removes a key-value pair from a map. O(1).
     *
     * Returns true if the key was removed from the map, that is if it was present.
     */
  function remove(Bytes32ToBytes32Map storage map, bytes32 key) internal returns (bool) {
    delete map._values[key];
    return map._keys.remove(key);
  }

  /**
   * @dev Returns true if the key is in the map. O(1).
     */
  function contains(Bytes32ToBytes32Map storage map, bytes32 key) internal view returns (bool) {
    return map._keys.contains(key);
  }

  /**
   * @dev Returns the number of key-value pairs in the map. O(1).
     */
  function length(Bytes32ToBytes32Map storage map) internal view returns (uint256) {
    return map._keys.length();
  }

  /**
   * @dev Returns the key-value pair stored at position `index` in the map. O(1).
     *
     * Note that there are no guarantees on the ordering of entries inside the
     * array, and it may change when more entries are added or removed.
     *
     * Requirements:
     *
     * - `index` must be strictly less than {length}.
     */
  function at(Bytes32ToBytes32Map storage map, uint256 index) internal view returns (bytes32, bytes32) {
    bytes32 key = map._keys.at(index);
    return (key, map._values[key]);
  }

  /**
   * @dev Tries to returns the value associated with `key`. O(1).
     * Does not revert if `key` is not in the map.
     */
  function tryGet(Bytes32ToBytes32Map storage map, bytes32 key) internal view returns (bool, bytes32) {
    bytes32 value = map._values[key];
    if (value == bytes32(0)) {
      return (contains(map, key), bytes32(0));
    } else {
      return (true, value);
    }
  }

  /**
   * @dev Returns the value associated with `key`. O(1).
     *
     * Requirements:
     *
     * - `key` must be in the map.
     */
  function get(Bytes32ToBytes32Map storage map, bytes32 key) internal view returns (bytes32) {
    bytes32 value = map._values[key];
    if (value == 0 && !contains(map, key)) {
      revert EnumerableMapNonexistentKey(key);
    }
    return value;
  }

  /**
   * @dev Return the an array containing all the keys
     *
     * WARNING: This operation will copy the entire storage to memory, which can be quite expensive. This is designed
     * to mostly be used by view accessors that are queried without any gas fees. Developers should keep in mind that
     * this function has an unbounded cost, and using it as part of a state-changing function may render the function
     * uncallable if the map grows to a point where copying to memory consumes too much gas to fit in a block.
     */
  function keys(Bytes32ToBytes32Map storage map) internal view returns (bytes32[] memory) {
    return map._keys.values();
  }

  // UintToUintMap

  struct UintToUintMap {
    Bytes32ToBytes32Map _inner;
  }

  /**
   * @dev Adds a key-value pair to a map, or updates the value for an existing
     * key. O(1).
     *
     * Returns true if the key was added to the map, that is if it was not
     * already present.
     */
  function set(UintToUintMap storage map, uint256 key, uint256 value) internal returns (bool) {
    return set(map._inner, bytes32(key), bytes32(value));
  }

  /**
   * @dev Removes a value from a map. O(1).
     *
     * Returns true if the key was removed from the map, that is if it was present.
     */
  function remove(UintToUintMap storage map, uint256 key) internal returns (bool) {
    return remove(map._inner, bytes32(key));
  }

  /**
   * @dev Returns true if the key is in the map. O(1).
     */
  function contains(UintToUintMap storage map, uint256 key) internal view returns (bool) {
    return contains(map._inner, bytes32(key));
  }

  /**
   * @dev Returns the number of elements in the map. O(1).
     */
  function length(UintToUintMap storage map) internal view returns (uint256) {
    return length(map._inner);
  }

  /**
   * @dev Returns the element stored at position `index` in the map. O(1).
     * Note that there are no guarantees on the ordering of values inside the
     * array, and it may change when more values are added or removed.
     *
     * Requirements:
     *
     * - `index` must be strictly less than {length}.
     */
  function at(UintToUintMap storage map, uint256 index) internal view returns (uint256, uint256) {
    (bytes32 key, bytes32 value) = at(map._inner, index);
    return (uint256(key), uint256(value));
  }

  /**
   * @dev Tries to returns the value associated with `key`. O(1).
     * Does not revert if `key` is not in the map.
     */
  function tryGet(UintToUintMap storage map, uint256 key) internal view returns (bool, uint256) {
    (bool success, bytes32 value) = tryGet(map._inner, bytes32(key));
    return (success, uint256(value));
  }

  /**
   * @dev Returns the value associated with `key`. O(1).
     *
     * Requirements:
     *
     * - `key` must be in the map.
     */
  function get(UintToUintMap storage map, uint256 key) internal view returns (uint256) {
    return uint256(get(map._inner, bytes32(key)));
  }

  /**
   * @dev Return the an array containing all the keys
     *
     * WARNING: This operation will copy the entire storage to memory, which can be quite expensive. This is designed
     * to mostly be used by view accessors that are queried without any gas fees. Developers should keep in mind that
     * this function has an unbounded cost, and using it as part of a state-changing function may render the function
     * uncallable if the map grows to a point where copying to memory consumes too much gas to fit in a block.
     */
  function keys(UintToUintMap storage map) internal view returns (uint256[] memory) {
    bytes32[] memory store = keys(map._inner);
    uint256[] memory result;

    /// @solidity memory-safe-assembly
    assembly {
      result := store
    }

    return result;
  }

  // UintToAddressMap

  struct UintToAddressMap {
    Bytes32ToBytes32Map _inner;
  }

  /**
   * @dev Adds a key-value pair to a map, or updates the value for an existing
     * key. O(1).
     *
     * Returns true if the key was added to the map, that is if it was not
     * already present.
     */
  function set(UintToAddressMap storage map, uint256 key, address value) internal returns (bool) {
    return set(map._inner, bytes32(key), bytes32(uint256(uint160(value))));
  }

  /**
   * @dev Removes a value from a map. O(1).
     *
     * Returns true if the key was removed from the map, that is if it was present.
     */
  function remove(UintToAddressMap storage map, uint256 key) internal returns (bool) {
    return remove(map._inner, bytes32(key));
  }

  /**
   * @dev Returns true if the key is in the map. O(1).
     */
  function contains(UintToAddressMap storage map, uint256 key) internal view returns (bool) {
    return contains(map._inner, bytes32(key));
  }

  /**
   * @dev Returns the number of elements in the map. O(1).
     */
  function length(UintToAddressMap storage map) internal view returns (uint256) {
    return length(map._inner);
  }

  /**
   * @dev Returns the element stored at position `index` in the map. O(1).
     * Note that there are no guarantees on the ordering of values inside the
     * array, and it may change when more values are added or removed.
     *
     * Requirements:
     *
     * - `index` must be strictly less than {length}.
     */
  function at(UintToAddressMap storage map, uint256 index) internal view returns (uint256, address) {
    (bytes32 key, bytes32 value) = at(map._inner, index);
    return (uint256(key), address(uint160(uint256(value))));
  }

  /**
   * @dev Tries to returns the value associated with `key`. O(1).
     * Does not revert if `key` is not in the map.
     */
  function tryGet(UintToAddressMap storage map, uint256 key) internal view returns (bool, address) {
    (bool success, bytes32 value) = tryGet(map._inner, bytes32(key));
    return (success, address(uint160(uint256(value))));
  }

  /**
   * @dev Returns the value associated with `key`. O(1).
     *
     * Requirements:
     *
     * - `key` must be in the map.
     */
  function get(UintToAddressMap storage map, uint256 key) internal view returns (address) {
    return address(uint160(uint256(get(map._inner, bytes32(key)))));
  }

  /**
   * @dev Return the an array containing all the keys
     *
     * WARNING: This operation will copy the entire storage to memory, which can be quite expensive. This is designed
     * to mostly be used by view accessors that are queried without any gas fees. Developers should keep in mind that
     * this function has an unbounded cost, and using it as part of a state-changing function may render the function
     * uncallable if the map grows to a point where copying to memory consumes too much gas to fit in a block.
     */
  function keys(UintToAddressMap storage map) internal view returns (uint256[] memory) {
    bytes32[] memory store = keys(map._inner);
    uint256[] memory result;

    /// @solidity memory-safe-assembly
    assembly {
      result := store
    }

    return result;
  }

  // AddressToUintMap

  struct AddressToUintMap {
    Bytes32ToBytes32Map _inner;
  }

  /**
   * @dev Adds a key-value pair to a map, or updates the value for an existing
     * key. O(1).
     *
     * Returns true if the key was added to the map, that is if it was not
     * already present.
     */
  function set(AddressToUintMap storage map, address key, uint256 value) internal returns (bool) {
    return set(map._inner, bytes32(uint256(uint160(key))), bytes32(value));
  }

  /**
   * @dev Removes a value from a map. O(1).
     *
     * Returns true if the key was removed from the map, that is if it was present.
     */
  function remove(AddressToUintMap storage map, address key) internal returns (bool) {
    return remove(map._inner, bytes32(uint256(uint160(key))));
  }

  /**
   * @dev Returns true if the key is in the map. O(1).
     */
  function contains(AddressToUintMap storage map, address key) internal view returns (bool) {
    return contains(map._inner, bytes32(uint256(uint160(key))));
  }

  /**
   * @dev Returns the number of elements in the map. O(1).
     */
  function length(AddressToUintMap storage map) internal view returns (uint256) {
    return length(map._inner);
  }

  /**
   * @dev Returns the element stored at position `index` in the map. O(1).
     * Note that there are no guarantees on the ordering of values inside the
     * array, and it may change when more values are added or removed.
     *
     * Requirements:
     *
     * - `index` must be strictly less than {length}.
     */
  function at(AddressToUintMap storage map, uint256 index) internal view returns (address, uint256) {
    (bytes32 key, bytes32 value) = at(map._inner, index);
    return (address(uint160(uint256(key))), uint256(value));
  }

  /**
   * @dev Tries to returns the value associated with `key`. O(1).
     * Does not revert if `key` is not in the map.
     */
  function tryGet(AddressToUintMap storage map, address key) internal view returns (bool, uint256) {
    (bool success, bytes32 value) = tryGet(map._inner, bytes32(uint256(uint160(key))));
    return (success, uint256(value));
  }

  /**
   * @dev Returns the value associated with `key`. O(1).
     *
     * Requirements:
     *
     * - `key` must be in the map.
     */
  function get(AddressToUintMap storage map, address key) internal view returns (uint256) {
    return uint256(get(map._inner, bytes32(uint256(uint160(key)))));
  }

  /**
   * @dev Return the an array containing all the keys
     *
     * WARNING: This operation will copy the entire storage to memory, which can be quite expensive. This is designed
     * to mostly be used by view accessors that are queried without any gas fees. Developers should keep in mind that
     * this function has an unbounded cost, and using it as part of a state-changing function may render the function
     * uncallable if the map grows to a point where copying to memory consumes too much gas to fit in a block.
     */
  function keys(AddressToUintMap storage map) internal view returns (address[] memory) {
    bytes32[] memory store = keys(map._inner);
    address[] memory result;

    /// @solidity memory-safe-assembly
    assembly {
      result := store
    }

    return result;
  }

  // Bytes32ToUintMap

  struct Bytes32ToUintMap {
    Bytes32ToBytes32Map _inner;
  }

  /**
   * @dev Adds a key-value pair to a map, or updates the value for an existing
     * key. O(1).
     *
     * Returns true if the key was added to the map, that is if it was not
     * already present.
     */
  function set(Bytes32ToUintMap storage map, bytes32 key, uint256 value) internal returns (bool) {
    return set(map._inner, key, bytes32(value));
  }

  /**
   * @dev Removes a value from a map. O(1).
     *
     * Returns true if the key was removed from the map, that is if it was present.
     */
  function remove(Bytes32ToUintMap storage map, bytes32 key) internal returns (bool) {
    return remove(map._inner, key);
  }

  /**
   * @dev Returns true if the key is in the map. O(1).
     */
  function contains(Bytes32ToUintMap storage map, bytes32 key) internal view returns (bool) {
    return contains(map._inner, key);
  }

  /**
   * @dev Returns the number of elements in the map. O(1).
     */
  function length(Bytes32ToUintMap storage map) internal view returns (uint256) {
    return length(map._inner);
  }

  /**
   * @dev Returns the element stored at position `index` in the map. O(1).
     * Note that there are no guarantees on the ordering of values inside the
     * array, and it may change when more values are added or removed.
     *
     * Requirements:
     *
     * - `index` must be strictly less than {length}.
     */
  function at(Bytes32ToUintMap storage map, uint256 index) internal view returns (bytes32, uint256) {
    (bytes32 key, bytes32 value) = at(map._inner, index);
    return (key, uint256(value));
  }

  /**
   * @dev Tries to returns the value associated with `key`. O(1).
     * Does not revert if `key` is not in the map.
     */
  function tryGet(Bytes32ToUintMap storage map, bytes32 key) internal view returns (bool, uint256) {
    (bool success, bytes32 value) = tryGet(map._inner, key);
    return (success, uint256(value));
  }

  /**
   * @dev Returns the value associated with `key`. O(1).
     *
     * Requirements:
     *
     * - `key` must be in the map.
     */
  function get(Bytes32ToUintMap storage map, bytes32 key) internal view returns (uint256) {
    return uint256(get(map._inner, key));
  }

  /**
   * @dev Return the an array containing all the keys
     *
     * WARNING: This operation will copy the entire storage to memory, which can be quite expensive. This is designed
     * to mostly be used by view accessors that are queried without any gas fees. Developers should keep in mind that
     * this function has an unbounded cost, and using it as part of a state-changing function may render the function
     * uncallable if the map grows to a point where copying to memory consumes too much gas to fit in a block.
     */
  function keys(Bytes32ToUintMap storage map) internal view returns (bytes32[] memory) {
    bytes32[] memory store = keys(map._inner);
    bytes32[] memory result;

    /// @solidity memory-safe-assembly
    assembly {
      result := store
    }

    return result;
  }
}

File 20 of 23 : EnumerableSet.sol
// SPDX-License-Identifier: MIT
// OpenZeppelin Contracts (last updated v5.0.0) (utils/structs/EnumerableSet.sol)
// This file was procedurally generated from scripts/generate/templates/EnumerableSet.js.

pragma solidity ^0.8.20;

/**
 * @dev Library for managing
 * https://en.wikipedia.org/wiki/Set_(abstract_data_type)[sets] of primitive
 * types.
 *
 * Sets have the following properties:
 *
 * - Elements are added, removed, and checked for existence in constant time
 * (O(1)).
 * - Elements are enumerated in O(n). No guarantees are made on the ordering.
 *
 * ```solidity
 * contract Example {
 *     // Add the library methods
 *     using EnumerableSet for EnumerableSet.AddressSet;
 *
 *     // Declare a set state variable
 *     EnumerableSet.AddressSet private mySet;
 * }
 * ```
 *
 * As of v3.3.0, sets of type `bytes32` (`Bytes32Set`), `address` (`AddressSet`)
 * and `uint256` (`UintSet`) are supported.
 *
 * [WARNING]
 * ====
 * Trying to delete such a structure from storage will likely result in data corruption, rendering the structure
 * unusable.
 * See https://github.com/ethereum/solidity/pull/11843[ethereum/solidity#11843] for more info.
 *
 * In order to clean an EnumerableSet, you can either remove all elements one by one or create a fresh instance using an
 * array of EnumerableSet.
 * ====
 */
library EnumerableSet {
  // To implement this library for multiple types with as little code
  // repetition as possible, we write it in terms of a generic Set type with
  // bytes32 values.
  // The Set implementation uses private functions, and user-facing
  // implementations (such as AddressSet) are just wrappers around the
  // underlying Set.
  // This means that we can only create new EnumerableSets for types that fit
  // in bytes32.

  struct Set {
    // Storage of set values
    bytes32[] _values;
    // Position is the index of the value in the `values` array plus 1.
    // Position 0 is used to mean a value is not in the set.
    mapping(bytes32 value => uint256) _positions;
  }

  /**
   * @dev Add a value to a set. O(1).
     *
     * Returns true if the value was added to the set, that is if it was not
     * already present.
     */
  function _add(Set storage set, bytes32 value) private returns (bool) {
    if (!_contains(set, value)) {
      set._values.push(value);
      // The value is stored at length-1, but we add 1 to all indexes
      // and use 0 as a sentinel value
      set._positions[value] = set._values.length;
      return true;
    } else {
      return false;
    }
  }

  /**
   * @dev Removes a value from a set. O(1).
     *
     * Returns true if the value was removed from the set, that is if it was
     * present.
     */
  function _remove(Set storage set, bytes32 value) private returns (bool) {
    // We cache the value's position to prevent multiple reads from the same storage slot
    uint256 position = set._positions[value];

    if (position != 0) {
      // Equivalent to contains(set, value)
      // To delete an element from the _values array in O(1), we swap the element to delete with the last one in
      // the array, and then remove the last element (sometimes called as 'swap and pop').
      // This modifies the order of the array, as noted in {at}.

      uint256 valueIndex = position - 1;
      uint256 lastIndex = set._values.length - 1;

      if (valueIndex != lastIndex) {
        bytes32 lastValue = set._values[lastIndex];

        // Move the lastValue to the index where the value to delete is
        set._values[valueIndex] = lastValue;
        // Update the tracked position of the lastValue (that was just moved)
        set._positions[lastValue] = position;
      }

      // Delete the slot where the moved value was stored
      set._values.pop();

      // Delete the tracked position for the deleted slot
      delete set._positions[value];

      return true;
    } else {
      return false;
    }
  }

  /**
   * @dev Returns true if the value is in the set. O(1).
     */
  function _contains(Set storage set, bytes32 value) private view returns (bool) {
    return set._positions[value] != 0;
  }

  /**
   * @dev Returns the number of values on the set. O(1).
     */
  function _length(Set storage set) private view returns (uint256) {
    return set._values.length;
  }

  /**
   * @dev Returns the value stored at position `index` in the set. O(1).
     *
     * Note that there are no guarantees on the ordering of values inside the
     * array, and it may change when more values are added or removed.
     *
     * Requirements:
     *
     * - `index` must be strictly less than {length}.
     */
  function _at(Set storage set, uint256 index) private view returns (bytes32) {
    return set._values[index];
  }

  /**
   * @dev Return the entire set in an array
     *
     * WARNING: This operation will copy the entire storage to memory, which can be quite expensive. This is designed
     * to mostly be used by view accessors that are queried without any gas fees. Developers should keep in mind that
     * this function has an unbounded cost, and using it as part of a state-changing function may render the function
     * uncallable if the set grows to a point where copying to memory consumes too much gas to fit in a block.
     */
  function _values(Set storage set) private view returns (bytes32[] memory) {
    return set._values;
  }

  // Bytes32Set

  struct Bytes32Set {
    Set _inner;
  }

  /**
   * @dev Add a value to a set. O(1).
     *
     * Returns true if the value was added to the set, that is if it was not
     * already present.
     */
  function add(Bytes32Set storage set, bytes32 value) internal returns (bool) {
    return _add(set._inner, value);
  }

  /**
   * @dev Removes a value from a set. O(1).
     *
     * Returns true if the value was removed from the set, that is if it was
     * present.
     */
  function remove(Bytes32Set storage set, bytes32 value) internal returns (bool) {
    return _remove(set._inner, value);
  }

  /**
   * @dev Returns true if the value is in the set. O(1).
     */
  function contains(Bytes32Set storage set, bytes32 value) internal view returns (bool) {
    return _contains(set._inner, value);
  }

  /**
   * @dev Returns the number of values in the set. O(1).
     */
  function length(Bytes32Set storage set) internal view returns (uint256) {
    return _length(set._inner);
  }

  /**
   * @dev Returns the value stored at position `index` in the set. O(1).
     *
     * Note that there are no guarantees on the ordering of values inside the
     * array, and it may change when more values are added or removed.
     *
     * Requirements:
     *
     * - `index` must be strictly less than {length}.
     */
  function at(Bytes32Set storage set, uint256 index) internal view returns (bytes32) {
    return _at(set._inner, index);
  }

  /**
   * @dev Return the entire set in an array
     *
     * WARNING: This operation will copy the entire storage to memory, which can be quite expensive. This is designed
     * to mostly be used by view accessors that are queried without any gas fees. Developers should keep in mind that
     * this function has an unbounded cost, and using it as part of a state-changing function may render the function
     * uncallable if the set grows to a point where copying to memory consumes too much gas to fit in a block.
     */
  function values(Bytes32Set storage set) internal view returns (bytes32[] memory) {
    bytes32[] memory store = _values(set._inner);
    bytes32[] memory result;

    /// @solidity memory-safe-assembly
    assembly {
      result := store
    }

    return result;
  }

  // AddressSet

  struct AddressSet {
    Set _inner;
  }

  /**
   * @dev Add a value to a set. O(1).
     *
     * Returns true if the value was added to the set, that is if it was not
     * already present.
     */
  function add(AddressSet storage set, address value) internal returns (bool) {
    return _add(set._inner, bytes32(uint256(uint160(value))));
  }

  /**
   * @dev Removes a value from a set. O(1).
     *
     * Returns true if the value was removed from the set, that is if it was
     * present.
     */
  function remove(AddressSet storage set, address value) internal returns (bool) {
    return _remove(set._inner, bytes32(uint256(uint160(value))));
  }

  /**
   * @dev Returns true if the value is in the set. O(1).
     */
  function contains(AddressSet storage set, address value) internal view returns (bool) {
    return _contains(set._inner, bytes32(uint256(uint160(value))));
  }

  /**
   * @dev Returns the number of values in the set. O(1).
     */
  function length(AddressSet storage set) internal view returns (uint256) {
    return _length(set._inner);
  }

  /**
   * @dev Returns the value stored at position `index` in the set. O(1).
     *
     * Note that there are no guarantees on the ordering of values inside the
     * array, and it may change when more values are added or removed.
     *
     * Requirements:
     *
     * - `index` must be strictly less than {length}.
     */
  function at(AddressSet storage set, uint256 index) internal view returns (address) {
    return address(uint160(uint256(_at(set._inner, index))));
  }

  /**
   * @dev Return the entire set in an array
     *
     * WARNING: This operation will copy the entire storage to memory, which can be quite expensive. This is designed
     * to mostly be used by view accessors that are queried without any gas fees. Developers should keep in mind that
     * this function has an unbounded cost, and using it as part of a state-changing function may render the function
     * uncallable if the set grows to a point where copying to memory consumes too much gas to fit in a block.
     */
  function values(AddressSet storage set) internal view returns (address[] memory) {
    bytes32[] memory store = _values(set._inner);
    address[] memory result;

    /// @solidity memory-safe-assembly
    assembly {
      result := store
    }

    return result;
  }

  // UintSet

  struct UintSet {
    Set _inner;
  }

  /**
   * @dev Add a value to a set. O(1).
     *
     * Returns true if the value was added to the set, that is if it was not
     * already present.
     */
  function add(UintSet storage set, uint256 value) internal returns (bool) {
    return _add(set._inner, bytes32(value));
  }

  /**
   * @dev Removes a value from a set. O(1).
     *
     * Returns true if the value was removed from the set, that is if it was
     * present.
     */
  function remove(UintSet storage set, uint256 value) internal returns (bool) {
    return _remove(set._inner, bytes32(value));
  }

  /**
   * @dev Returns true if the value is in the set. O(1).
     */
  function contains(UintSet storage set, uint256 value) internal view returns (bool) {
    return _contains(set._inner, bytes32(value));
  }

  /**
   * @dev Returns the number of values in the set. O(1).
     */
  function length(UintSet storage set) internal view returns (uint256) {
    return _length(set._inner);
  }

  /**
   * @dev Returns the value stored at position `index` in the set. O(1).
     *
     * Note that there are no guarantees on the ordering of values inside the
     * array, and it may change when more values are added or removed.
     *
     * Requirements:
     *
     * - `index` must be strictly less than {length}.
     */
  function at(UintSet storage set, uint256 index) internal view returns (uint256) {
    return uint256(_at(set._inner, index));
  }

  /**
   * @dev Return the entire set in an array
     *
     * WARNING: This operation will copy the entire storage to memory, which can be quite expensive. This is designed
     * to mostly be used by view accessors that are queried without any gas fees. Developers should keep in mind that
     * this function has an unbounded cost, and using it as part of a state-changing function may render the function
     * uncallable if the set grows to a point where copying to memory consumes too much gas to fit in a block.
     */
  function values(UintSet storage set) internal view returns (uint256[] memory) {
    bytes32[] memory store = _values(set._inner);
    uint256[] memory result;

    /// @solidity memory-safe-assembly
    assembly {
      result := store
    }

    return result;
  }
}

File 21 of 23 : Initializable.sol
// SPDX-License-Identifier: MIT
// OpenZeppelin Contracts (last updated v5.0.0) (proxy/utils/Initializable.sol)

pragma solidity ^0.8.20;

/**
 * @dev This is a base contract to aid in writing upgradeable contracts, or any kind of contract that will be deployed
 * behind a proxy. Since proxied contracts do not make use of a constructor, it's common to move constructor logic to an
 * external initializer function, usually called `initialize`. It then becomes necessary to protect this initializer
 * function so it can only be called once. The {initializer} modifier provided by this contract will have this effect.
 *
 * The initialization functions use a version number. Once a version number is used, it is consumed and cannot be
 * reused. This mechanism prevents re-execution of each "step" but allows the creation of new initialization steps in
 * case an upgrade adds a module that needs to be initialized.
 *
 * For example:
 *
 * [.hljs-theme-light.nopadding]
 * ```solidity
 * contract MyToken is ERC20Upgradeable {
 *     function initialize() initializer public {
 *         __ERC20_init("MyToken", "MTK");
 *     }
 * }
 *
 * contract MyTokenV2 is MyToken, ERC20PermitUpgradeable {
 *     function initializeV2() reinitializer(2) public {
 *         __ERC20Permit_init("MyToken");
 *     }
 * }
 * ```
 *
 * TIP: To avoid leaving the proxy in an uninitialized state, the initializer function should be called as early as
 * possible by providing the encoded function call as the `_data` argument to {ERC1967Proxy-constructor}.
 *
 * CAUTION: When used with inheritance, manual care must be taken to not invoke a parent initializer twice, or to ensure
 * that all initializers are idempotent. This is not verified automatically as constructors are by Solidity.
 *
 * [CAUTION]
 * ====
 * Avoid leaving a contract uninitialized.
 *
 * An uninitialized contract can be taken over by an attacker. This applies to both a proxy and its implementation
 * contract, which may impact the proxy. To prevent the implementation contract from being used, you should invoke
 * the {_disableInitializers} function in the constructor to automatically lock it when it is deployed:
 *
 * [.hljs-theme-light.nopadding]
 * ```
 * /// @custom:oz-upgrades-unsafe-allow constructor
 * constructor() {
 *     _disableInitializers();
 * }
 * ```
 * ====
 */
abstract contract Initializable {
  /**
   * @dev Storage of the initializable contract.
     *
     * It's implemented on a custom ERC-7201 namespace to reduce the risk of storage collisions
     * when using with upgradeable contracts.
     *
     * @custom:storage-location erc7201:openzeppelin.storage.Initializable
     */
  struct InitializableStorage {
    /**
     * @dev Indicates that the contract has been initialized.
         */
    uint64 _initialized;
    /**
     * @dev Indicates that the contract is in the process of being initialized.
         */
    bool _initializing;
  }

  // keccak256(abi.encode(uint256(keccak256("openzeppelin.storage.Initializable")) - 1)) & ~bytes32(uint256(0xff))
  bytes32 private constant INITIALIZABLE_STORAGE = 0xf0c57e16840df040f15088dc2f81fe391c3923bec73e23a9662efc9c229c6a00;

  /**
   * @dev The contract is already initialized.
     */
  error InvalidInitialization();

  /**
   * @dev The contract is not initializing.
     */
  error NotInitializing();

  /**
   * @dev Triggered when the contract has been initialized or reinitialized.
     */
  event Initialized(uint64 version);

  /**
   * @dev A modifier that defines a protected initializer function that can be invoked at most once. In its scope,
     * `onlyInitializing` functions can be used to initialize parent contracts.
     *
     * Similar to `reinitializer(1)`, except that in the context of a constructor an `initializer` may be invoked any
     * number of times. This behavior in the constructor can be useful during testing and is not expected to be used in
     * production.
     *
     * Emits an {Initialized} event.
     */
  modifier initializer() {
    // solhint-disable-next-line var-name-mixedcase
    InitializableStorage storage $ = _getInitializableStorage();

    // Cache values to avoid duplicated sloads
    bool isTopLevelCall = !$._initializing;
    uint64 initialized = $._initialized;

    // Allowed calls:
    // - initialSetup: the contract is not in the initializing state and no previous version was
    //                 initialized
    // - construction: the contract is initialized at version 1 (no reininitialization) and the
    //                 current contract is just being deployed
    bool initialSetup = initialized == 0 && isTopLevelCall;
    bool construction = initialized == 1 && address(this).code.length == 0;

    if (!initialSetup && !construction) {
      revert InvalidInitialization();
    }
    $._initialized = 1;
    if (isTopLevelCall) {
      $._initializing = true;
    }
    _;
    if (isTopLevelCall) {
      $._initializing = false;
      emit Initialized(1);
    }
  }

  /**
   * @dev A modifier that defines a protected reinitializer function that can be invoked at most once, and only if the
     * contract hasn't been initialized to a greater version before. In its scope, `onlyInitializing` functions can be
     * used to initialize parent contracts.
     *
     * A reinitializer may be used after the original initialization step. This is essential to configure modules that
     * are added through upgrades and that require initialization.
     *
     * When `version` is 1, this modifier is similar to `initializer`, except that functions marked with `reinitializer`
     * cannot be nested. If one is invoked in the context of another, execution will revert.
     *
     * Note that versions can jump in increments greater than 1; this implies that if multiple reinitializers coexist in
     * a contract, executing them in the right order is up to the developer or operator.
     *
     * WARNING: Setting the version to 2**64 - 1 will prevent any future reinitialization.
     *
     * Emits an {Initialized} event.
     */
  modifier reinitializer(uint64 version) {
    // solhint-disable-next-line var-name-mixedcase
    InitializableStorage storage $ = _getInitializableStorage();

    if ($._initializing || $._initialized >= version) {
      revert InvalidInitialization();
    }
    $._initialized = version;
    $._initializing = true;
    _;
    $._initializing = false;
    emit Initialized(version);
  }

  /**
   * @dev Modifier to protect an initialization function so that it can only be invoked by functions with the
     * {initializer} and {reinitializer} modifiers, directly or indirectly.
     */
  modifier onlyInitializing() {
    _checkInitializing();
    _;
  }

  /**
   * @dev Reverts if the contract is not in an initializing state. See {onlyInitializing}.
     */
  function _checkInitializing() internal view virtual {
    if (!_isInitializing()) {
      revert NotInitializing();
    }
  }

  /**
   * @dev Locks the contract, preventing any future reinitialization. This cannot be part of an initializer call.
     * Calling this in the constructor of a contract will prevent that contract from being initialized or reinitialized
     * to any version. It is recommended to use this to lock implementation contracts that are designed to be called
     * through proxies.
     *
     * Emits an {Initialized} event the first time it is successfully executed.
     */
  function _disableInitializers() internal virtual {
    // solhint-disable-next-line var-name-mixedcase
    InitializableStorage storage $ = _getInitializableStorage();

    if ($._initializing) {
      revert InvalidInitialization();
    }
    if ($._initialized != type(uint64).max) {
      $._initialized = type(uint64).max;
      emit Initialized(type(uint64).max);
    }
  }

  /**
   * @dev Returns the highest version that has been initialized. See {reinitializer}.
     */
  function _getInitializedVersion() internal view returns (uint64) {
    return _getInitializableStorage()._initialized;
  }

  /**
   * @dev Returns `true` if the contract is currently initializing. See {onlyInitializing}.
     */
  function _isInitializing() internal view returns (bool) {
    return _getInitializableStorage()._initializing;
  }

  /**
   * @dev Returns a pointer to the storage namespace.
     */
  // solhint-disable-next-line var-name-mixedcase
  function _getInitializableStorage() private pure returns (InitializableStorage storage $) {
    assembly {
      $.slot := INITIALIZABLE_STORAGE
    }
  }
}

File 22 of 23 : Math.sol
// SPDX-License-Identifier: MIT
// OpenZeppelin Contracts (last updated v5.0.0) (utils/math/Math.sol)

pragma solidity ^0.8.20;

/**
 * @dev Standard math utilities missing in the Solidity language.
 */
library Math {

  /**
    * @dev Muldiv operation overflow.
   */
  error MathOverflowedMulDiv();

  enum Rounding {
    Floor, // Toward negative infinity
    Ceil, // Toward positive infinity
    Trunc, // Toward zero
    Expand // Away from zero
  }

  /**
   * @dev Returns the addition of two unsigned integers, with an success flag (no overflow).
     */
  function tryAdd(uint256 a, uint256 b) internal pure returns (bool success, uint256 result) {
    unchecked {
      uint256 c = a + b;
      if (c < a) return (false, 0);
      return (true, c);
    }
  }

  /**
   * @dev Returns the subtraction of two unsigned integers, with an success flag (no overflow).
     */
  function trySub(uint256 a, uint256 b) internal pure returns (bool success, uint256 result) {
    unchecked {
      if (b > a) return (false, 0);
      return (true, a - b);
    }
  }

  /**
   * @dev Returns the multiplication of two unsigned integers, with an success flag (no overflow).
     */
  function tryMul(uint256 a, uint256 b) internal pure returns (bool success, uint256 result) {
    unchecked {
    // Gas optimization: this is cheaper than requiring 'a' not being zero, but the
    // benefit is lost if 'b' is also tested.
    // See: https://github.com/OpenZeppelin/openzeppelin-contracts/pull/522
      if (a == 0) return (true, 0);
      uint256 c = a * b;
      if (c / a != b) return (false, 0);
      return (true, c);
    }
  }

  /**
   * @dev Returns the division of two unsigned integers, with a success flag (no division by zero).
     */
  function tryDiv(uint256 a, uint256 b) internal pure returns (bool success, uint256 result) {
    unchecked {
      if (b == 0) return (false, 0);
      return (true, a / b);
    }
  }

  /**
   * @dev Returns the remainder of dividing two unsigned integers, with a success flag (no division by zero).
     */
  function tryMod(uint256 a, uint256 b) internal pure returns (bool success, uint256 result) {
    unchecked {
      if (b == 0) return (false, 0);
      return (true, a % b);
    }
  }

  /**
   * @dev Returns the largest of two numbers.
     */
  function max(uint256 a, uint256 b) internal pure returns (uint256) {
    return a > b ? a : b;
  }

  /**
   * @dev Returns the smallest of two numbers.
     */
  function min(uint256 a, uint256 b) internal pure returns (uint256) {
    return a < b ? a : b;
  }

  /**
   * @dev Returns the average of two numbers. The result is rounded towards
     * zero.
     */
  function average(uint256 a, uint256 b) internal pure returns (uint256) {
    // (a + b) / 2 can overflow.
    return (a & b) + (a ^ b) / 2;
  }

  /**
   * @dev Returns the ceiling of the division of two numbers.
     *
     * This differs from standard division with `/` in that it rounds towards infinity instead
     * of rounding towards zero.
     */
  function ceilDiv(uint256 a, uint256 b) internal pure returns (uint256) {
    if (b == 0) {
      // Guarantee the same behavior as in a regular Solidity division.
      return a / b;
    }

    // The following calculation ensures accurate ceiling division without overflow.
    // Since a is non-zero, (a - 1) / b will not overflow.
    // The largest possible result occurs when (a - 1) / b is type(uint256).max,
    // but the largest value we can obtain is type(uint256).max - 1, which happens
    // when a = type(uint256).max and b = 1.
    unchecked {
      return a == 0 ? 0 : (a - 1) / b + 1;
    }
  }

  /**
   * @notice Calculates floor(x * y / denominator) with full precision. Throws if result overflows a uint256 or
     * denominator == 0.
     * @dev Original credit to Remco Bloemen under MIT license (https://xn--2-umb.com/21/muldiv) with further edits by
     * Uniswap Labs also under MIT license.
     */
  function mulDiv(uint256 x, uint256 y, uint256 denominator) internal pure returns (uint256 result) {
    unchecked {
    // 512-bit multiply [prod1 prod0] = x * y. Compute the product mod 2^256 and mod 2^256 - 1, then use
    // use the Chinese Remainder Theorem to reconstruct the 512 bit result. The result is stored in two 256
    // variables such that product = prod1 * 2^256 + prod0.
      uint256 prod0 = x * y; // Least significant 256 bits of the product
      uint256 prod1; // Most significant 256 bits of the product
      assembly {
        let mm := mulmod(x, y, not(0))
        prod1 := sub(sub(mm, prod0), lt(mm, prod0))
      }

    // Handle non-overflow cases, 256 by 256 division.
      if (prod1 == 0) {
        // Solidity will revert if denominator == 0, unlike the div opcode on its own.
        // The surrounding unchecked block does not change this fact.
        // See https://docs.soliditylang.org/en/latest/control-structures.html#checked-or-unchecked-arithmetic.
        return prod0 / denominator;
      }

    // Make sure the result is less than 2^256. Also prevents denominator == 0.
      if (denominator <= prod1) {
        revert MathOverflowedMulDiv();
      }

    ///////////////////////////////////////////////
    // 512 by 256 division.
    ///////////////////////////////////////////////

    // Make division exact by subtracting the remainder from [prod1 prod0].
      uint256 remainder;
      assembly {
      // Compute remainder using mulmod.
        remainder := mulmod(x, y, denominator)

      // Subtract 256 bit number from 512 bit number.
        prod1 := sub(prod1, gt(remainder, prod0))
        prod0 := sub(prod0, remainder)
      }

    // Factor powers of two out of denominator and compute largest power of two divisor of denominator.
    // Always >= 1. See https://cs.stackexchange.com/q/138556/92363.

      uint256 twos = denominator & (0 - denominator);
      assembly {
      // Divide denominator by twos.
        denominator := div(denominator, twos)

      // Divide [prod1 prod0] by twos.
        prod0 := div(prod0, twos)

      // Flip twos such that it is 2^256 / twos. If twos is zero, then it becomes one.
        twos := add(div(sub(0, twos), twos), 1)
      }

    // Shift in bits from prod1 into prod0.
      prod0 |= prod1 * twos;

    // Invert denominator mod 2^256. Now that denominator is an odd number, it has an inverse modulo 2^256 such
    // that denominator * inv = 1 mod 2^256. Compute the inverse by starting with a seed that is correct for
    // four bits. That is, denominator * inv = 1 mod 2^4.
      uint256 inverse = (3 * denominator) ^ 2;

    // Use the Newton-Raphson iteration to improve the precision. Thanks to Hensel's lifting lemma, this also
    // works in modular arithmetic, doubling the correct bits in each step.
      inverse *= 2 - denominator * inverse; // inverse mod 2^8
      inverse *= 2 - denominator * inverse; // inverse mod 2^16
      inverse *= 2 - denominator * inverse; // inverse mod 2^32
      inverse *= 2 - denominator * inverse; // inverse mod 2^64
      inverse *= 2 - denominator * inverse; // inverse mod 2^128
      inverse *= 2 - denominator * inverse; // inverse mod 2^256

    // Because the division is now exact we can divide by multiplying with the modular inverse of denominator.
    // This will give us the correct result modulo 2^256. Since the preconditions guarantee that the outcome is
    // less than 2^256, this is the final result. We don't need to compute the high bits of the result and prod1
    // is no longer required.
      result = prod0 * inverse;
      return result;
    }
  }

  /**
   * @notice Calculates x * y / denominator with full precision, following the selected rounding direction.
     */
  function mulDiv(uint256 x, uint256 y, uint256 denominator, Rounding rounding) internal pure returns (uint256) {
    uint256 result = mulDiv(x, y, denominator);
    if (unsignedRoundsUp(rounding) && mulmod(x, y, denominator) > 0) {
      result += 1;
    }
    return result;
  }

  /**
   * @dev Returns the square root of a number. If the number is not a perfect square, the value is rounded
     * towards zero.
     *
     * Inspired by Henry S. Warren, Jr.'s "Hacker's Delight" (Chapter 11).
     */
  function sqrt(uint256 a) internal pure returns (uint256) {
    if (a == 0) {
      return 0;
    }

    // For our first guess, we get the biggest power of 2 which is smaller than the square root of the target.
    //
    // We know that the "msb" (most significant bit) of our target number `a` is a power of 2 such that we have
    // `msb(a) <= a < 2*msb(a)`. This value can be written `msb(a)=2**k` with `k=log2(a)`.
    //
    // This can be rewritten `2**log2(a) <= a < 2**(log2(a) + 1)`
    // → `sqrt(2**k) <= sqrt(a) < sqrt(2**(k+1))`
    // → `2**(k/2) <= sqrt(a) < 2**((k+1)/2) <= 2**(k/2 + 1)`
    //
    // Consequently, `2**(log2(a) / 2)` is a good first approximation of `sqrt(a)` with at least 1 correct bit.
    uint256 result = 1 << (log2(a) >> 1);

    // At this point `result` is an estimation with one bit of precision. We know the true value is a uint128,
    // since it is the square root of a uint256. Newton's method converges quadratically (precision doubles at
    // every iteration). We thus need at most 7 iteration to turn our partial result with one bit of precision
    // into the expected uint128 result.
    unchecked {
      result = (result + a / result) >> 1;
      result = (result + a / result) >> 1;
      result = (result + a / result) >> 1;
      result = (result + a / result) >> 1;
      result = (result + a / result) >> 1;
      result = (result + a / result) >> 1;
      result = (result + a / result) >> 1;
      return min(result, a / result);
    }
  }

  /**
   * @notice Calculates sqrt(a), following the selected rounding direction.
     */
  function sqrt(uint256 a, Rounding rounding) internal pure returns (uint256) {
    unchecked {
      uint256 result = sqrt(a);
      return result + (unsignedRoundsUp(rounding) && result * result < a ? 1 : 0);
    }
  }

  /**
   * @dev Return the log in base 2 of a positive value rounded towards zero.
     * Returns 0 if given 0.
     */
  function log2(uint256 value) internal pure returns (uint256) {
    uint256 result = 0;
    unchecked {
      if (value >> 128 > 0) {
        value >>= 128;
        result += 128;
      }
      if (value >> 64 > 0) {
        value >>= 64;
        result += 64;
      }
      if (value >> 32 > 0) {
        value >>= 32;
        result += 32;
      }
      if (value >> 16 > 0) {
        value >>= 16;
        result += 16;
      }
      if (value >> 8 > 0) {
        value >>= 8;
        result += 8;
      }
      if (value >> 4 > 0) {
        value >>= 4;
        result += 4;
      }
      if (value >> 2 > 0) {
        value >>= 2;
        result += 2;
      }
      if (value >> 1 > 0) {
        result += 1;
      }
    }
    return result;
  }

  /**
   * @dev Return the log in base 2, following the selected rounding direction, of a positive value.
     * Returns 0 if given 0.
     */
  function log2(uint256 value, Rounding rounding) internal pure returns (uint256) {
    unchecked {
      uint256 result = log2(value);
      return result + (unsignedRoundsUp(rounding) && 1 << result < value ? 1 : 0);
    }
  }

  /**
   * @dev Return the log in base 10 of a positive value rounded towards zero.
     * Returns 0 if given 0.
     */
  function log10(uint256 value) internal pure returns (uint256) {
    uint256 result = 0;
    unchecked {
      if (value >= 10 ** 64) {
        value /= 10 ** 64;
        result += 64;
      }
      if (value >= 10 ** 32) {
        value /= 10 ** 32;
        result += 32;
      }
      if (value >= 10 ** 16) {
        value /= 10 ** 16;
        result += 16;
      }
      if (value >= 10 ** 8) {
        value /= 10 ** 8;
        result += 8;
      }
      if (value >= 10 ** 4) {
        value /= 10 ** 4;
        result += 4;
      }
      if (value >= 10 ** 2) {
        value /= 10 ** 2;
        result += 2;
      }
      if (value >= 10 ** 1) {
        result += 1;
      }
    }
    return result;
  }

  /**
   * @dev Return the log in base 10, following the selected rounding direction, of a positive value.
     * Returns 0 if given 0.
     */
  function log10(uint256 value, Rounding rounding) internal pure returns (uint256) {
    unchecked {
      uint256 result = log10(value);
      return result + (unsignedRoundsUp(rounding) && 10 ** result < value ? 1 : 0);
    }
  }

  /**
   * @dev Return the log in base 256 of a positive value rounded towards zero.
     * Returns 0 if given 0.
     *
     * Adding one to the result gives the number of pairs of hex symbols needed to represent `value` as a hex string.
     */
  function log256(uint256 value) internal pure returns (uint256) {
    uint256 result = 0;
    unchecked {
      if (value >> 128 > 0) {
        value >>= 128;
        result += 16;
      }
      if (value >> 64 > 0) {
        value >>= 64;
        result += 8;
      }
      if (value >> 32 > 0) {
        value >>= 32;
        result += 4;
      }
      if (value >> 16 > 0) {
        value >>= 16;
        result += 2;
      }
      if (value >> 8 > 0) {
        result += 1;
      }
    }
    return result;
  }

  /**
   * @dev Return the log in base 256, following the selected rounding direction, of a positive value.
     * Returns 0 if given 0.
     */
  function log256(uint256 value, Rounding rounding) internal pure returns (uint256) {
    unchecked {
      uint256 result = log256(value);
      return result + (unsignedRoundsUp(rounding) && 1 << (result << 3) < value ? 1 : 0);
    }
  }

  /**
   * @dev Returns whether a provided rounding mode is considered rounding up for unsigned integers.
     */
  function unsignedRoundsUp(Rounding rounding) internal pure returns (bool) {
    return uint8(rounding) % 2 == 1;
  }

}

File 23 of 23 : Controllable.sol
// SPDX-License-Identifier: BUSL-1.1

pragma solidity 0.8.23;

import "../openzeppelin/Initializable.sol";
import "../interfaces/IControllable.sol";
import "../interfaces/IController.sol";
import "../lib/SlotsLib.sol";

/// @title Implement basic functionality for any contract that require strict control
/// @dev Can be used with upgradeable pattern.
///      Require call __Controllable_init() in any case.
/// @author belbix
abstract contract Controllable is Initializable, IControllable {
  using SlotsLib for bytes32;

  /// @notice Version of the contract
  /// @dev Should be incremented when contract changed
  string public constant CONTROLLABLE_VERSION = "1.0.0";

  bytes32 internal constant _CONTROLLER_SLOT = bytes32(uint256(keccak256("eip1967.controllable.controller")) - 1);
  bytes32 internal constant _CREATED_SLOT = bytes32(uint256(keccak256("eip1967.controllable.created")) - 1);
  bytes32 internal constant _CREATED_BLOCK_SLOT = bytes32(uint256(keccak256("eip1967.controllable.created_block")) - 1);
  bytes32 internal constant _REVISION_SLOT = bytes32(uint256(keccak256("eip1967.controllable.revision")) - 1);
  bytes32 internal constant _PREVIOUS_LOGIC_SLOT = bytes32(uint256(keccak256("eip1967.controllable.prev_logic")) - 1);

  event ContractInitialized(address controller, uint ts, uint block);
  event RevisionIncreased(uint value, address oldLogic);

  // init implementation contract
  constructor() initializer {}

  /// @notice Initialize contract after setup it as proxy implementation
  ///         Save block.timestamp in the "created" variable
  /// @dev Use it only once after first logic setup
  /// @param controller_ Controller address
  function __Controllable_init(address controller_) internal onlyInitializing {
    _init(controller_);
  }

  function _init(address controller_) private {
    require(controller_ != address(0), "Zero controller");
    _CONTROLLER_SLOT.set(controller_);
    _CREATED_SLOT.set(block.timestamp);
    _CREATED_BLOCK_SLOT.set(block.number);
    emit ContractInitialized(controller_, block.timestamp, block.number);
  }

  /// @dev Return true if given address is controller
  function isController(address value_) public override view returns (bool) {
    return value_ == controller();
  }

  /// @notice Return true if given address is setup as governance in Controller
  function isGovernance(address value_) public override view returns (bool) {
    return IController(controller()).governance() == value_;
  }

  /// @dev Contract upgrade counter
  function revision() external view override returns (uint) {
    return _REVISION_SLOT.getUint();
  }

  /// @dev Previous logic implementation
  function previousImplementation() external view override returns (address) {
    return _PREVIOUS_LOGIC_SLOT.getAddress();
  }

  // ************* SETTERS/GETTERS *******************

  /// @notice Return controller address saved in the contract slot
  function controller() public view override returns (address) {
    return _CONTROLLER_SLOT.getAddress();
  }

  /// @notice Return creation timestamp
  /// @return Creation timestamp
  function created() external view override returns (uint256) {
    return _CREATED_SLOT.getUint();
  }

  /// @notice Return creation block number
  /// @return Creation block number
  function createdBlock() external override view returns (uint256) {
    return _CREATED_BLOCK_SLOT.getUint();
  }

  /// @dev Revision should be increased on each contract upgrade
  function increaseRevision(address oldLogic) external override {
    require(msg.sender == address(this), "Increase revision forbidden");
    uint r = _REVISION_SLOT.getUint() + 1;
    _REVISION_SLOT.set(r);
    _PREVIOUS_LOGIC_SLOT.set(oldLogic);
    emit RevisionIncreased(r, oldLogic);
  }

}

Settings
{
  "evmVersion": "istanbul",
  "optimizer": {
    "enabled": true,
    "runs": 50
  },
  "outputSelection": {
    "*": {
      "*": [
        "evm.bytecode",
        "evm.deployedBytecode",
        "devdoc",
        "userdoc",
        "metadata",
        "abi"
      ]
    }
  },
  "metadata": {
    "useLiteralContent": true
  },
  "libraries": {}
}

Contract Security Audit

Contract ABI

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A contract address hosts a smart contract, which is a set of code stored on the blockchain that runs when predetermined conditions are met. Learn more about addresses in our Knowledge Base.