Contract Source Code:
// 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
}
// 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
}
// 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;
}
// 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;
}
// SPDX-License-Identifier: MIT
pragma solidity ^0.8.0;
/**
* @dev Interface of the ERC165 standard, as defined in the
* https://eips.ethereum.org/EIPS/eip-165[EIP].
*
* Implementers can declare support of contract interfaces, which can then be
* queried by others ({ERC165Checker}).
*
* For an implementation, see {ERC165}.
*/
interface IERC165 {
/**
* @dev Returns true if this contract implements the interface defined by
* `interfaceId`. See the corresponding
* https://eips.ethereum.org/EIPS/eip-165#how-interfaces-are-identified[EIP section]
* to learn more about how these ids are created.
*
* This function call must use less than 30 000 gas.
*/
function supportsInterface(bytes4 interfaceId) external view returns (bool);
}
// 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);
}
// SPDX-License-Identifier: MIT
pragma solidity ^0.8.0;
import "./IERC165.sol";
/**
* @dev Required interface of an ERC721 compliant contract.
*/
interface IERC721 is IERC165 {
/**
* @dev Emitted when `tokenId` token is transferred from `from` to `to`.
*/
event Transfer(address indexed from, address indexed to, uint256 indexed tokenId);
/**
* @dev Emitted when `owner` enables `approved` to manage the `tokenId` token.
*/
event Approval(address indexed owner, address indexed approved, uint256 indexed tokenId);
/**
* @dev Emitted when `owner` enables or disables (`approved`) `operator` to manage all of its assets.
*/
event ApprovalForAll(address indexed owner, address indexed operator, bool approved);
/**
* @dev Returns the number of tokens in ``owner``'s account.
*/
function balanceOf(address owner) external view returns (uint256 balance);
/**
* @dev Returns the owner of the `tokenId` token.
*
* Requirements:
*
* - `tokenId` must exist.
*/
function ownerOf(uint256 tokenId) external view returns (address owner);
/**
* @dev Safely transfers `tokenId` token from `from` to `to`, checking first that contract recipients
* are aware of the ERC721 protocol to prevent tokens from being forever locked.
*
* Requirements:
*
* - `from` cannot be the zero address.
* - `to` cannot be the zero address.
* - `tokenId` token must exist and be owned by `from`.
* - If the caller is not `from`, it must be have been allowed to move this token by either {approve} or {setApprovalForAll}.
* - If `to` refers to a smart contract, it must implement {IERC721Receiver-onERC721Received}, which is called upon a safe transfer.
*
* Emits a {Transfer} event.
*/
function safeTransferFrom(
address from,
address to,
uint256 tokenId
) external;
/**
* @dev Transfers `tokenId` token from `from` to `to`.
*
* WARNING: Usage of this method is discouraged, use {safeTransferFrom} whenever possible.
*
* Requirements:
*
* - `from` cannot be the zero address.
* - `to` cannot be the zero address.
* - `tokenId` token must be owned by `from`.
* - If the caller is not `from`, it must be approved to move this token by either {approve} or {setApprovalForAll}.
*
* Emits a {Transfer} event.
*/
function transferFrom(
address from,
address to,
uint256 tokenId
) external;
/**
* @dev Gives permission to `to` to transfer `tokenId` token to another account.
* The approval is cleared when the token is transferred.
*
* Only a single account can be approved at a time, so approving the zero address clears previous approvals.
*
* Requirements:
*
* - The caller must own the token or be an approved operator.
* - `tokenId` must exist.
*
* Emits an {Approval} event.
*/
function approve(address to, uint256 tokenId) external;
/**
* @dev Returns the account approved for `tokenId` token.
*
* Requirements:
*
* - `tokenId` must exist.
*/
function getApproved(uint256 tokenId) external view returns (address operator);
/**
* @dev Approve or remove `operator` as an operator for the caller.
* Operators can call {transferFrom} or {safeTransferFrom} for any token owned by the caller.
*
* Requirements:
*
* - The `operator` cannot be the caller.
*
* Emits an {ApprovalForAll} event.
*/
function setApprovalForAll(address operator, bool _approved) external;
/**
* @dev Returns if the `operator` is allowed to manage all of the assets of `owner`.
*
* See {setApprovalForAll}
*/
function isApprovedForAll(address owner, address operator) external view returns (bool);
/**
* @dev Safely transfers `tokenId` token from `from` to `to`.
*
* Requirements:
*
* - `from` cannot be the zero address.
* - `to` cannot be the zero address.
* - `tokenId` token must exist and be owned by `from`.
* - If the caller is not `from`, it must be approved to move this token by either {approve} or {setApprovalForAll}.
* - If `to` refers to a smart contract, it must implement {IERC721Receiver-onERC721Received}, which is called upon a safe transfer.
*
* Emits a {Transfer} event.
*/
function safeTransferFrom(
address from,
address to,
uint256 tokenId,
bytes calldata data
) external;
}
// SPDX-License-Identifier: MIT
// OpenZeppelin Contracts (last updated v4.5.0) (token/ERC721/extensions/IERC721Enumerable.sol)
pragma solidity ^0.8.0;
import "./IERC721.sol";
/**
* @title ERC-721 Non-Fungible Token Standard, optional enumeration extension
* @dev See https://eips.ethereum.org/EIPS/eip-721
*/
interface IERC721Enumerable is IERC721 {
/**
* @dev Returns the total amount of tokens stored by the contract.
*/
function totalSupply() external view returns (uint256);
/**
* @dev Returns a token ID owned by `owner` at a given `index` of its token list.
* Use along with {balanceOf} to enumerate all of ``owner``'s tokens.
*/
function tokenOfOwnerByIndex(address owner, uint256 index) external view returns (uint256);
/**
* @dev Returns a token ID at a given `index` of all the tokens stored by the contract.
* Use along with {totalSupply} to enumerate all tokens.
*/
function tokenByIndex(uint256 index) external view returns (uint256);
}
// 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);
}
// 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;
}
// 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);
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "../interfaces/IAppErrors.sol";
import "../interfaces/IGuildController.sol";
import "../interfaces/IERC20.sol";
import "../interfaces/IERC721.sol";
interface IGuildBank {
function transfer(address token, address recipient, uint amount) external;
function approve(address token, address spender, uint256 amount) external returns (bool);
function transferNft(address to, address nft, uint256 tokenId) external;
function transferNftMulti(address to, address[] memory nfts, uint256[] memory tokenIds) external;
function approveNft(address to, address nft, uint256 tokenId) external;
function approveNftMulti(address to, address[] memory nfts, uint256[] memory tokenIds) external;
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "../openzeppelin/EnumerableSet.sol";
interface IGuildController {
enum GuildRightBits {
ADMIN_0,
RENAME_1,
CHANGE_LOGO_2,
CHANGE_SHELTER_3,
ADD_MEMBER_4,
REMOVE_MEMBER_5,
BANK_TOKENS_OPERATION_6,
CHANGE_ROLES_7,
LEVEL_UP_8,
SET_RELATION_KIND_9,
BANK_ITEMS_OPERATION_10,
SET_GUILD_PARAMS_11,
CHANGE_PURCHASING_SHELTER_ITEMS_CAPACITY_12
}
enum GuildsParams {
NONE_0,
COUNTER_GUILD_IDS_1,
BASE_FEE_2,
COUNTER_GUILD_REQUESTS_3,
REENTRANT_STATUS_4,
SHELTER_CONTROLLER_5,
SHELTER_AUCTION_6
}
enum GuildRequestStatus {
NONE_0,
ACCEPTED_1,
REJECTED_2,
CANCELED_3
}
/// @custom:storage-location erc7201:guild.controller.main
struct MainState {
/// @notice Mapping to store various guilds params (with global values for all guilds)
mapping(GuildsParams param => uint value) guildsParam;
/// @notice guildId => address of instance of GuildBank contract
mapping(uint guildId => address) guildBanks;
/// @notice guild id => guild data (owner, name, logo, etc)
mapping(uint guildId => GuildData) guildData;
/// @notice name => guild id
mapping(string guildName => uint guildId) nameToGuild;
/// @notice EOA => guild id, EOA can be a member of a single guild only
mapping(address member => uint guildId) memberToGuild;
/// @notice List of participants of guilds
/// @dev Allowed number of members is 20 + 5 * guildLevel
mapping(uint guildId => EnumerableSet.AddressSet listEoa) members;
/// @notice Rights of the member in the guild, mask of GuildRightBits
mapping(address member => uint maskRights) rights;
/// @notice _getGuildsPairKey(guild1, guild2) => status (false - war, true - peace)
mapping(bytes32 guildsPairKey => bool) relationsPeaceful;
// ---------------------------- Request to join to the guild
/// @notice Full list of requests registered for the guild
mapping(uint guildId => mapping(GuildRequestStatus status => EnumerableSet.UintSet guildRequestIds)) guildRequests;
/// @notice List of active requests created by the given user.
/// "Active" => deposit should be returned to the user.
/// All not-active requests are removed from here automatically.
mapping(address user => EnumerableSet.UintSet guildRequestIds) userActiveGuildRequests;
/// @notice Data of all guild requests ever created
mapping(uint guildRequestId => GuildRequestData) guildRequestData;
/// @notice Deposit amount required to create a guild request
mapping(uint guildId => GuildRequestDeposit) guildRequestDepositAmounts;
/// @notice Counter of spent pvp points + number of guild pvp-points allowed to be used by the guild member
mapping(uint guildId => mapping(address member => UserPvpPoints)) userPvpPoints;
/// @notice guild id => guildDescription
mapping(uint guildId => string) guildDescription;
}
struct GuildData {
/// @notice Not empty unique guild name
string guildName;
/// @notice URL of guild logo (empty is allowed)
string urlLogo;
/// @notice Creator (owner) of the guild
address owner;
/// @notice Guild level [1...10]
uint8 guildLevel;
/// @notice Percent of guild reinforcement fee Value in range [_FEE_MIN ... _TO_HELPER_RATIO_MAX], i.e. [10..50]
uint8 toHelperRatio;
/// @notice Global guild points counter, it's incremented on each victory in php-fight.
/// @dev Assume here, that uint64 is enough to store any sums of scores
uint64 pvpCounter;
}
struct GuildRequestData {
GuildRequestStatus status;
/// @notice Creator of the guild request that asks to include him to the guild
address user;
/// @notice Message to the guild owner from the user
string userMessage;
uint guildId;
}
struct GuildRequestDeposit {
bool initialized;
uint192 amount;
}
struct UserPvpPoints {
/// @notice How many guild pvp-points the user is allowed to use
uint64 capacityPvpPoints;
/// @notice How many guild pvp-points the user has used
uint64 spentPvpPoints;
}
/// ----------------------------------------------------------------------------------------------
function memberOf(address user) external view returns (uint guildId);
function guildToShelter(uint guildId) external view returns (uint shelterId);
function getGuildData(uint guildId) external view returns (
string memory guildName,
string memory urlLogo,
address owner,
uint8 guildLevel,
uint64 pvpCounter,
uint toHelperRatio
);
function getRights(address user) external view returns (uint);
function getGuildBank(uint guildId) external view returns (address);
function shelterController() external view returns (address);
function usePvpPoints(uint guildId, address user, uint64 priceInPvpPoints) external;
function payFromGuildBank(uint guildId, uint shelterPrice) external;
function payFromBalance(uint amount, address user) external;
/// @notice Ensure that the {user} has given {right}, revert otherwise
function checkPermissions(address user, uint right) external view returns (uint guildId, uint rights);
function shelterAuctionController() external view returns (address);
function payForAuctionBid(uint guildId, uint amount, uint bid) external;
}
// 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);
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
interface IItem {
function isItem() external pure returns (bool);
function mintFor(address recipient) external returns (uint tokenId);
function burn(uint tokenId) external;
function controlledTransfer(address from, address to, uint tokenId) external;
}
// 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;
}
// 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);
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "./IStatController.sol";
import "../openzeppelin/EnumerableMap.sol";
/// @notice Terms
/// Reinforcement v1: helper is selected randomly in askHero, fixed part of rewards (tokens and NFT) is sent to the helper.
/// Guild reinforcement: helper is selected from guild heroes. Rewards are sent to guild bank.
/// Reinforcement v2: helper is selected manually in askHeroV2, helper receives fixed amount.
interface IReinforcementController {
enum ConfigParams {
/// @notice Packed MinMaxBoardV2
V2_MIN_MAX_BOARD_0
}
/// @custom:storage-location erc7201:reinforcement.controller.main
struct MainState {
// ------------------------ Reinforcement v1
/// @dev minLvl8 + minLifeChances8
bytes32 config;
/// @dev hero token + hero id => heroInfo(biome8 + score128 + fee8 + stakeTs64)
mapping(bytes32 => bytes32) _stakedHeroes;
/// @dev biome => helperAdr+id
mapping(uint => EnumerableSet.Bytes32Set) _internalIdsByBiomes;
/// @dev biome => score // The field is deprecated and not updated any more
mapping(uint => uint) maxScore;
/// @dev heroAdr+id => itemAdr+id
mapping(bytes32 => bytes32[]) _heroNftRewards;
/// @dev heroAdr+id => tokenAdr and amount map
mapping(bytes32 => EnumerableMap.AddressToUintMap) _heroTokenRewards;
// ------------------------ Guild reinforcement
/// @notice All staked guild heroes for the given guild
/// @dev helper (hero token + hero id) => guild
mapping(bytes32 packedHero => uint guildId) stakedGuildHeroes;
/// @notice All guild heroes that are currently in use by guild reinforcement
/// It's allowed to withdraw a hero before reinforcement releasing,
/// so it's possible to have !0 in {guildBusyHelpers} and 0 in {stakedGuildHeroes} simultaneously.
/// @dev helper (hero token + hero id) => guildId (guild at the moment of askGuildReinforcement)
mapping(bytes32 packedHero => uint guildId) busyGuildHelpers;
/// @notice All (free and busy) staked guild heroes per guild.
/// guild => (packed helper => guild where the helper is busy currently)
/// @dev There is a chance that guilds are different here
/// i.e. hero can be:
/// 1) added to G1 2) staked in G1 3) asked for help 4) withdrawn 5) G1=>G2 6) staked in G2
/// In such case guildHelpers[G2][hero] = G1, guildHelpers[G1][hero] = 0
/// After releasing guildHelpers[G2][hero] = 0
mapping(uint guildId => EnumerableMap.Bytes32ToUintMap) guildHelpers;
/// @notice Moment of withdrawing the hero from staking. Next staking is possible in 1 day since withdrawing
mapping(bytes32 packedHero => uint lastWithdrawTimestamp) lastGuildHeroWithdrawTs;
// ------------------------ Reinforcement v2
/// @notice Map to store various config params
mapping(ConfigParams paramId => uint) configParams;
mapping(bytes32 packedHero => HeroInfoV2) stakedHeroesV2;
/// @notice biome => set of packedHero. All staked heroes (they can be busy of free currently)
mapping(uint biome => EnumerableSet.Bytes32Set) heroesByBiomeV2;
mapping(uint biome => LastWindowsV2) stat24hV2;
}
/// @notice Deprecated. Reinforcement v1
struct HeroInfo {
uint8 biome;
uint score; // stored in 128 but easy to use 256
/// @notice To helper ratio
uint8 fee;
uint64 stakeTs;
}
struct HeroInfoV2 {
uint8 biome;
uint64 stakeTs;
/// @notice Amount of game token that is paid to the helper at the moment of the call {askHeroV2}
uint128 rewardAmount;
}
/// @notice Statistic of askHeroV2 calls per last 24 hours at the moment of the last call
struct LastWindowsV2 {
/// @notice 24 hours are divided on 8 intervals, each interval is 3 hour
/// Current basket has index {basketIndex}
/// {baskets[current basket]} contains "old" value.
/// New value for the current basket is collected in {basketValue}.
/// The value for the current basket is calculated as weighted average of old and new values.
/// New value replaces the old value at the moment of changing current basket index.
uint24[8] baskets;
/// @notice New value (hits counter) for current basket
uint24 basketValue;
/// @notice Abs. index of the current basket (abs. hour / 3)
uint48 basketIndex;
}
/// @dev 1 slot
struct ConfigReinforcementV2 {
/// @notice if Number-of-askHeroV2-calls is below given value then burn fee has min value
uint32 minNumberHits;
/// @notice if Number-of-askHeroV2-calls is above given value then burn fee has max value
uint32 maxNumberHits;
/// @notice Lowest fee = amountForDungeon / given value, i.e. 100 => amountForDungeon/100 as lower fee
uint32 lowDivider;
/// @notice Highest fee = amountForDungeon / given value, i.e. 2 => amountForDungeon/2 as highest fee
uint32 highDivider;
/// @notice Limit for min level of the staked hero
/// In practice we need following limitation: (stats.level < 5 || (stats.level - 5) / 5 < biome)
/// so, levelLimit should be equal 5
/// In tests we need to be able to disable such limitation, so levelLimit = 0 allow to disable that constraint
uint8 levelLimit;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function toHelperRatio(address heroToken, uint heroId) external view returns (uint);
function isStaked(address heroToken, uint heroId) external view returns (bool);
function registerTokenReward(address heroToken, uint heroId, address token, uint amount) external;
function registerNftReward(address heroToken, uint heroId, address token, uint tokenId) external;
function askHeroV2(address hero, uint heroId, address helper, uint helperId) external returns (int32[] memory attributes);
function askGuildHero(address hero, uint heroId, address helper, uint helperId) external returns (int32[] memory attributes);
/// @notice Return the guild in which the hero is currently asked for guild reinforcement
function busyGuildHelperOf(address heroToken, uint heroId) external view returns (uint guildId);
function releaseGuildHero(address helperHeroToken, uint helperHeroTokenId) external;
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
interface IRewardsPool {
/// @custom:storage-location erc7201:rewards.pool.main
struct MainState {
mapping(address token => uint baseAmountValue) baseAmounts;
}
function balanceOfToken(address token) external view returns (uint);
function rewardAmount(address token, uint maxBiome, uint maxNgLevel, uint biome, uint heroNgLevel) external view returns (uint);
function sendReward(address token, uint rewardAmount_, address receiver) external;
function lostProfitPercent(uint maxBiome, uint maxNgLevel, uint heroNgLevel) external view returns (uint percent);
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "../openzeppelin/EnumerableSet.sol";
import "../openzeppelin/EnumerableMap.sol";
interface IShelterAuction {
enum ShelterAuctionParams {
NONE_0,
POSITION_COUNTER_1,
BID_COUNTER_2,
FEE_3
}
//region ------------------------ Data types
/// @custom:storage-location erc7201:shelter.auction.main
struct MainState {
/// @notice Mapping to store auction params (i.e. counters)
mapping(ShelterAuctionParams param => uint value) params;
/// @notice Hold all positions. Any record should not be removed
mapping(uint positionId => Position) positions;
/// @dev BidId => Bid. Hold all bids. Any record should not be removed
mapping(uint bidId => AuctionBid) auctionBids;
/// @notice List of currently opened positions
EnumerableSet.UintSet openPositions;
/// @notice Seller to position map
/// At any moment each guild can have only one opened position to sell
mapping(uint sellerGuildId => uint openedPositionId) sellerPosition;
/// @notice Position that the buyer is going to purchase.
/// At any moment each guild can have only one opened position to purchase
mapping(uint buyerGuildId => BuyerPositionData) buyerPosition;
/// @notice All open and close bids for the given position
mapping(uint positionId => uint[] bidIds) positionToBidIds;
/// @notice Timestamp of the last bid for the auction
mapping(uint positionId => uint timestamp) lastAuctionBidTs;
}
struct Position {
bool open;
/// @notice User that opens the position. The user belongs to the guild with id = {sellerGuildId}
address seller;
/// @notice Assume that shelter can be stored as uint64
uint64 shelterId;
uint128 positionId;
/// @notice Min allowed (initial) auction price. Only first bid is able to use it.
uint128 minAuctionPrice;
uint128 sellerGuildId;
}
struct AuctionBid {
bool open;
/// @notice User that opens the bid. The user belongs to the guild with id = {buyerGuildId}
address buyer;
uint128 bidId;
uint128 positionId;
/// @notice Bid amount in terms of game token. This amount is transferred from guild Bank to ShelterAuction balance
uint128 amount;
uint128 buyerGuildId;
}
struct BuyerPositionData {
/// @notice ID of the position that the buyer is going to purchase
uint128 positionId;
/// @notice 0-based index of the opened bid in {positionToBidIds}
uint128 bidIndex;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function positionBySeller(uint sellerGuildId_) external view returns (uint positionId);
function positionByBuyer(uint buyerGuildId) external view returns (uint positionId, uint bidIndex);
function posByShelter(uint shelterId_) external view returns (uint positionId);
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "../openzeppelin/EnumerableSet.sol";
interface IShelterController {
/// @custom:storage-location erc7201:shelter.controller.main
struct MainState {
/// @notice List of items allowed to be purchased in the shelter
mapping(uint shelterId => EnumerableSet.AddressSet) shelterItems;
/// @notice Data of items available for purchasing in the given shelter
mapping(uint shelterId => mapping(address item => ShelterItemData)) shelterItemData;
// @notice Statistics how much items were purchased per day
mapping(uint shelterId => mapping(uint32 epochDay => mapping(address item => uint))) countPurchasedItems;
/// @notice List of registered shelters in {biome}
mapping(uint biome => EnumerableSet.UintSet shelterUids) shelters;
/// @notice Initial price of the shelters in game tokens
mapping(uint shelterId => uint) shelterPrices;
/// @notice Shelters belong to a specific guild (not the player)
/// Shelters can be free (don't belong to any guild)
mapping(uint shelterId => uint guildId) shelterToGuild;
/// @notice Each guild can own 0 or 1 shelter
mapping(uint guildId => uint shelterId) guildToShelter;
}
struct ShelterItemData {
/// @notice Price of the item in pvp-points
uint64 priceInPvpPoints;
/// @notice Price of the item game token
uint128 priceInGameToken;
/// @notice Max number of items that can be purchases per day in the shelter. 0 - no limitations
uint16 maxItemsPerDayLimit;
}
/// ----------------------------------------------------------------------------------------------
function clearShelter(uint guildId) external;
function guildToShelter(uint guildId) external view returns (uint shelterId);
function changeShelterOwner(uint shelterId, uint newOwnerGuildId) external;
function shelterToGuild(uint shelterId) external view returns (uint guildId);
}
// 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;
}
// 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);
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "./IItemController.sol";
interface ITreasury {
function balanceOfToken(address token) external view returns (uint);
function sendToDungeon(address dungeon, address token, uint amount) external;
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
interface IUserController {
//region ------------------------ Data types
enum LootBoxKind {
/// @notice small loot box - reward for the daily activity
DAILY_0,
/// @notice large loot box - reward for the weekly activity (daily activity is passed each ot of the 7 days)
WEEKLY_1,
END_SLOT
}
/// @dev registerPassedDungeon assumes that the whole struct takes single slot only, not more
struct UserActivity {
/// @notice A day for which the daily activity is calculated (see counterXXX below)
/// The number of days since 1970-01-01
uint32 epochDay;
/// @notice A week for which total count of daily activities were calculated
/// The number of weeks since (1970-01-01 Thursday) - 3 days = (1969-12-29 Monday)
uint32 epochWeek;
/// @notice Count of dungeons passed during the day
uint32 counterPassedDungeons;
/// @notice Count of PvP during the day
uint32 counterPvp;
/// @notice Count of daily activities completed per the week
uint16 dailyActivities;
/// @notice Daily activity is completed and small loot box is added to the earned loot boxes
bool dailyLootBoxReceived;
/// @notice Weekly activity is completed and large loot box is added to the earned loot boxes
bool weeklyLootBoxReceived;
}
struct EarnedLootBoxes {
/// @notice Count of loot boxes earned by daily activity
uint32 dailyCounter;
/// @notice Count of loot boxes earned by weekly activity
uint32 weeklyCounter;
}
struct LootBoxConfig {
address[] mintItems;
uint32[] mintItemsChances;
uint maxDropItems;
}
/// @custom:storage-location erc7201:user.controller.main
struct MainState {
/// @notice Amount of sacra required to rename user account
uint feeRenaming;
/// @dev user EOA => account name
mapping(address => string) userAccountName;
/// @dev name => user EOA, needs for checking uniq names
mapping(string => address) nameToUserAccount;
/// @notice user => daily activity info
mapping(address => UserActivity) userActivity;
/// @notice user => earned loot boxes
mapping(address => EarnedLootBoxes) counterLootBoxes;
/// @notice Configs of loot boxes of various kinds
mapping(LootBoxKind => LootBoxConfig) lootBoxConfig;
/// @dev Deprecated, controller is used instead.
address userTokensVault;
/// @dev user EOA => account avatar
mapping(address => string) userAvatar;
// @notice Hall of Fame: ngLevel [1...99] => who opened the NG_LEVEL first
mapping(uint8 ngLevel => FameHallData) fameHall;
}
struct FameHallData {
// ------------ slot 1
/// @notice The hero who opened given the NG_LEVEL first
address hero;
uint64 heroId;
// ------------ slot 2
/// @notice The owner of the hero
address heroOwner;
/// @notice Timestamp of the moment of the opening given NG_LEVEL
uint64 tsOpen;
}
//endregion ------------------------ Data types
/// @notice Register daily activity - a dungeon was passed
/// @param user Owner of the hero who has passed the dungeon
function registerPassedDungeon(address user) external;
/// @notice Register daily activity - PvP was made
/// @param user Owner of the hero who has taken participation in the PvP
function registerPvP(address user, bool isWinner) external;
function registerFameHallHero(address hero, uint heroId, uint8 openedNgLevel) external;
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "../interfaces/IAppErrors.sol";
import "../solady/LibPRNG.sol";
library CalcLib {
uint32 public constant MAX_CHANCE = 1e9;
function minI32(int32 a, int32 b) internal pure returns (int32) {
return a < b ? a : b;
}
function max32(int32 a, int32 b) internal pure returns (int32) {
return a >= b ? a : b;
}
function absDiff(int32 a, int32 b) internal pure returns (uint32) {
if (!((a >= 0 && b >= 0) || (a <= 0 && b <= 0))) revert IAppErrors.AbsDiff(a, b);
if (a < 0) {
a = - a;
}
if (b < 0) {
b = - b;
}
return uint32(uint(int(a >= b ? a - b : b - a)));
}
function toUint(int32 n) internal pure returns (uint) {
if (n <= 0) {
return 0;
}
return uint(int(n));
}
function toInt32(uint a) internal pure returns (int32){
if (a >= uint(int(type(int32).max))) {
return type(int32).max;
}
return int32(int(a));
}
/// @dev Simplified pseudo-random for minor functionality
function pseudoRandom(uint maxValue) internal view returns (uint) {
if (maxValue == 0) {
return 0;
}
uint salt = genSalt();
// pseudo random number
return (uint(keccak256(abi.encodePacked(blockhash(block.number), block.coinbase, block.difficulty, block.number, block.timestamp, tx.gasprice, gasleft(), salt))) % (maxValue + 1));
}
function genSalt() internal view returns (uint salt) {
// skale has a RNG Endpoint
if (
block.chainid == uint(1351057110)
|| block.chainid == uint(37084624)
) {
assembly {
let freemem := mload(0x40)
let start_addr := add(freemem, 0)
if iszero(staticcall(gas(), 0x18, 0, 0, start_addr, 32)) {
invalid()
}
salt := mload(freemem)
}
}
}
function pseudoRandomUint32(uint32 maxValue) internal view returns (uint32) {
return uint32(pseudoRandom(uint(maxValue)));
}
/// @notice Generate pseudo-random uint in the range [0..maxValue) using Solady pseudo-random function
function nextPrng(LibPRNG.PRNG memory prng, uint maxValue) internal pure returns (uint) {
return LibPRNG.next(prng) % maxValue;
}
/// @notice pseudoRandomUint32 with customizable pseudoRandom()
function pseudoRandomUint32Flex(
uint32 maxValue,
function (uint) internal view returns (uint) random_
) internal view returns (uint32) {
return uint32(random_(uint(maxValue)));
}
function pseudoRandomInt32(int32 maxValue) internal view returns (int32) {
bool neg;
if (maxValue < 0) {
neg = true;
maxValue = - maxValue;
}
uint32 v = uint32(pseudoRandom(uint(int(maxValue))));
return neg
? - int32(int(uint(v)))
: int32(int(uint(v)));
}
/// @dev Simplified pseudo-random for minor functionality
function pseudoRandomWithSeed(uint maxValue, uint seed) internal view returns (uint) {
if (maxValue == 0) {
return 0;
}
uint salt = genSalt();
// pseudo random number
return (uint(keccak256(abi.encodePacked(blockhash(block.number), block.coinbase, block.difficulty, block.number, block.timestamp, tx.gasprice, gasleft(), seed, salt))) % (maxValue + 1));
}
/// @dev Simplified pseudo-random for minor functionality, in range
function pseudoRandomInRange(uint min, uint max) internal view returns (uint) {
if (min >= max) {
return max;
}
uint r = pseudoRandom(max - min);
return min + r;
}
/// @dev Simplified pseudo-random for minor functionality, in range
/// Equal to pseudoRandomInRange(min, max, pseudoRandom)
function pseudoRandomInRangeFlex(
uint min,
uint max,
function (uint) internal view returns (uint) random_
) internal view returns (uint) {
return min >= max ? max : min + random_(max - min);
}
function minusWithZeroFloor(uint a, uint b) internal pure returns (uint){
if (a <= b) {
return 0;
}
return a - b;
}
function minusWithMinFloorI32(int32 a, int32 b) internal pure returns (int32){
if (int(a) - int(b) < type(int32).min) {
return type(int32).min;
}
return a - b;
}
function plusWithMaxFloor32(int32 a, int32 b) internal pure returns (int32){
if (int(a) + int(b) >= type(int32).max) {
return type(int32).max;
}
return a + b;
}
function sqrt(uint x) internal pure returns (uint z) {
assembly {
// Start off with z at 1.
z := 1
// Used below to help find a nearby power of 2.
let y := x
// Find the lowest power of 2 that is at least sqrt(x).
if iszero(lt(y, 0x100000000000000000000000000000000)) {
y := shr(128, y) // Like dividing by 2 ** 128.
z := shl(64, z) // Like multiplying by 2 ** 64.
}
if iszero(lt(y, 0x10000000000000000)) {
y := shr(64, y) // Like dividing by 2 ** 64.
z := shl(32, z) // Like multiplying by 2 ** 32.
}
if iszero(lt(y, 0x100000000)) {
y := shr(32, y) // Like dividing by 2 ** 32.
z := shl(16, z) // Like multiplying by 2 ** 16.
}
if iszero(lt(y, 0x10000)) {
y := shr(16, y) // Like dividing by 2 ** 16.
z := shl(8, z) // Like multiplying by 2 ** 8.
}
if iszero(lt(y, 0x100)) {
y := shr(8, y) // Like dividing by 2 ** 8.
z := shl(4, z) // Like multiplying by 2 ** 4.
}
if iszero(lt(y, 0x10)) {
y := shr(4, y) // Like dividing by 2 ** 4.
z := shl(2, z) // Like multiplying by 2 ** 2.
}
if iszero(lt(y, 0x8)) {
// Equivalent to 2 ** z.
z := shl(1, z)
}
// Shifting right by 1 is like dividing by 2.
z := shr(1, add(z, div(x, z)))
z := shr(1, add(z, div(x, z)))
z := shr(1, add(z, div(x, z)))
z := shr(1, add(z, div(x, z)))
z := shr(1, add(z, div(x, z)))
z := shr(1, add(z, div(x, z)))
z := shr(1, add(z, div(x, z)))
// Compute a rounded down version of z.
let zRoundDown := div(x, z)
// If zRoundDown is smaller, use it.
if lt(zRoundDown, z) {
z := zRoundDown
}
}
}
/*********************************************
* PRB-MATH *
* https://github.com/hifi-finance/prb-math *
**********************************************/
/// @notice Calculates the binary logarithm of x.
///
/// @dev Based on the iterative approximation algorithm.
/// https://en.wikipedia.org/wiki/Binary_logarithm#Iterative_approximation
///
/// Requirements:
/// - x must be greater than or equal to SCALE, otherwise the result would be negative.
///
/// Caveats:
/// - The results are nor perfectly accurate to the last decimal,
/// due to the lossy precision of the iterative approximation.
///
/// @param x The unsigned 60.18-decimal fixed-point number for which
/// to calculate the binary logarithm.
/// @return result The binary logarithm as an unsigned 60.18-decimal fixed-point number.
function log2(uint256 x) internal pure returns (uint256 result) {
if (x < 1e18) revert IAppErrors.TooLowX(x);
// Calculate the integer part of the logarithm
// and add it to the result and finally calculate y = x * 2^(-n).
uint256 n = mostSignificantBit(x / 1e18);
// The integer part of the logarithm as an unsigned 60.18-decimal fixed-point number.
// The operation can't overflow because n is maximum 255 and SCALE is 1e18.
uint256 rValue = n * 1e18;
// This is y = x * 2^(-n).
uint256 y = x >> n;
// If y = 1, the fractional part is zero.
if (y == 1e18) {
return rValue;
}
// Calculate the fractional part via the iterative approximation.
// The "delta >>= 1" part is equivalent to "delta /= 2", but shifting bits is faster.
for (uint256 delta = 5e17; delta > 0; delta >>= 1) {
y = (y * y) / 1e18;
// Is y^2 > 2 and so in the range [2,4)?
if (y >= 2 * 1e18) {
// Add the 2^(-m) factor to the logarithm.
rValue += delta;
// Corresponds to z/2 on Wikipedia.
y >>= 1;
}
}
return rValue;
}
/// @notice Finds the zero-based index of the first one in the binary representation of x.
/// @dev See the note on msb in the "Find First Set"
/// Wikipedia article https://en.wikipedia.org/wiki/Find_first_set
/// @param x The uint256 number for which to find the index of the most significant bit.
/// @return msb The index of the most significant bit as an uint256.
//noinspection NoReturn
function mostSignificantBit(uint256 x) internal pure returns (uint256 msb) {
if (x >= 2 ** 128) {
x >>= 128;
msb += 128;
}
if (x >= 2 ** 64) {
x >>= 64;
msb += 64;
}
if (x >= 2 ** 32) {
x >>= 32;
msb += 32;
}
if (x >= 2 ** 16) {
x >>= 16;
msb += 16;
}
if (x >= 2 ** 8) {
x >>= 8;
msb += 8;
}
if (x >= 2 ** 4) {
x >>= 4;
msb += 4;
}
if (x >= 2 ** 2) {
x >>= 2;
msb += 2;
}
if (x >= 2 ** 1) {
// No need to shift x any more.
msb += 1;
}
}
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "../interfaces/IController.sol";
import "../interfaces/IOracle.sol";
import "../interfaces/IStatController.sol";
import "../interfaces/IStoryController.sol";
import "../interfaces/ITreasury.sol";
import "../interfaces/IDungeonFactory.sol";
import "../interfaces/IReinforcementController.sol";
import "../interfaces/IGameToken.sol";
import "../interfaces/IGOC.sol";
import "../interfaces/IItemController.sol";
import "../interfaces/IHeroController.sol";
import "../interfaces/IUserController.sol";
import "../interfaces/IGuildController.sol";
import "../interfaces/IRewardsPool.sol";
/// @notice Provide context-struct with all controller addresses and routines for lazy init
/// Usage:
/// Create an instance of the structure
/// cc = ControllerContextLib.init(controller);
/// access controller directly
/// cc.controller.xxx();
/// access other contracts indirectly
/// sc = ControllerContextLib.getStatController(cc);
library ControllerContextLib {
struct ControllerContext {
IController controller;
IStatController statController;
IStoryController storyController;
IOracle oracle;
ITreasury treasury;
IDungeonFactory dungeonFactory;
IGOC gameObjectController;
IReinforcementController reinforcementController;
IItemController itemController;
IHeroController heroController;
IGameToken gameToken;
IUserController userController;
IGuildController guildController;
IRewardsPool rewardsPool;
}
function init(IController controller) internal pure returns (ControllerContext memory cc) {
cc.controller = controller;
return cc;
}
function getStatController(ControllerContext memory cc) internal view returns (IStatController statController) {
if (address(cc.statController) == address(0)) {
cc.statController = IStatController(cc.controller.statController());
}
return cc.statController;
}
function getStoryController(ControllerContext memory cc) internal view returns (IStoryController storyController) {
if (address(cc.storyController) == address(0)) {
cc.storyController = IStoryController(cc.controller.storyController());
}
return cc.storyController;
}
function getOracle(ControllerContext memory cc) internal view returns (IOracle oracle) {
if (address(cc.oracle) == address(0)) {
cc.oracle = IOracle(cc.controller.oracle());
}
return cc.oracle;
}
function getTreasury(ControllerContext memory cc) internal view returns (ITreasury treasury) {
if (address(cc.treasury) == address(0)) {
cc.treasury = ITreasury(cc.controller.treasury());
}
return cc.treasury;
}
function getDungeonFactory(ControllerContext memory cc) internal view returns (IDungeonFactory dungeonFactory) {
if (address(cc.dungeonFactory) == address(0)) {
cc.dungeonFactory = IDungeonFactory(cc.controller.dungeonFactory());
}
return cc.dungeonFactory;
}
function getGameObjectController(ControllerContext memory cc) internal view returns (IGOC gameObjectController) {
if (address(cc.gameObjectController) == address(0)) {
cc.gameObjectController = IGOC(cc.controller.gameObjectController());
}
return cc.gameObjectController;
}
function getReinforcementController(ControllerContext memory cc) internal view returns (IReinforcementController reinforcementController) {
if (address(cc.reinforcementController) == address(0)) {
cc.reinforcementController = IReinforcementController(cc.controller.reinforcementController());
}
return cc.reinforcementController;
}
function getItemController(ControllerContext memory cc) internal view returns (IItemController itemController) {
if (address(cc.itemController) == address(0)) {
cc.itemController = IItemController(cc.controller.itemController());
}
return cc.itemController;
}
function getHeroController(ControllerContext memory cc) internal view returns (IHeroController heroController) {
if (address(cc.heroController) == address(0)) {
cc.heroController = IHeroController(cc.controller.heroController());
}
return cc.heroController;
}
function getGameToken(ControllerContext memory cc) internal view returns (IGameToken gameToken) {
if (address(cc.gameToken) == address(0)) {
cc.gameToken = IGameToken(cc.controller.gameToken());
}
return cc.gameToken;
}
function getUserController(ControllerContext memory cc) internal view returns (IUserController userController) {
if (address(cc.userController) == address(0)) {
cc.userController = IUserController(cc.controller.userController());
}
return cc.userController;
}
function getGuildController(ControllerContext memory cc) internal view returns (IGuildController guildController) {
if (address(cc.guildController) == address(0)) {
cc.guildController = IGuildController(cc.controller.guildController());
}
return cc.guildController;
}
function getRewardsPool(ControllerContext memory cc) internal view returns (IRewardsPool rewardsPool) {
if (address(cc.rewardsPool) == address(0)) {
cc.rewardsPool = IRewardsPool(cc.controller.rewardsPool());
}
return cc.rewardsPool;
}
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "./CalcLib.sol";
import "./PackingLib.sol";
import "./ItemLib.sol";
import "./StoryLib.sol";
import "../interfaces/IStatController.sol";
import "../interfaces/IOracle.sol";
import "../interfaces/IGOC.sol";
import "../interfaces/IAppErrors.sol";
import "../interfaces/IApplicationEvents.sol";
library EventLib {
using CalcLib for int32;
using PackingLib for bytes32;
using PackingLib for bytes32[];
using PackingLib for uint16;
using PackingLib for uint8;
using PackingLib for address;
using PackingLib for uint32[];
using PackingLib for uint32;
using PackingLib for uint64;
using PackingLib for int32[];
using PackingLib for int32;
//region ------------------------ Main logic
function action(IGOC.ActionContext calldata ctx, IGOC.EventInfo storage info) external returns (
IGOC.ActionResult memory
) {
(bool accept) = abi.decode(ctx.data, (bool));
return accept
? _eventAcceptResult(ctx, info)
: _noActionResult();
}
/// @notice Save data from {regInfo} to {info}
function eventRegInfoToInfo(IGOC.EventRegInfo calldata regInfo, IGOC.EventInfo storage info) external {
info.goodChance = regInfo.goodChance;
info.goodAttributes = regInfo.goodAttributes.values.toBytes32ArrayWithIds(regInfo.goodAttributes.ids);
info.badAttributes = regInfo.badAttributes.values.toBytes32ArrayWithIds(regInfo.badAttributes.ids);
info.statsChange = regInfo.experience.packStatsChange(
regInfo.heal,
regInfo.manaRegen,
regInfo.lifeChancesRecovered,
regInfo.damage,
regInfo.manaConsumed
);
bytes32[] memory mintItems = new bytes32[](regInfo.mintItems.length);
for (uint i; i < mintItems.length; ++i) {
mintItems[i] = regInfo.mintItems[i].packItemMintInfo(regInfo.mintItemsChances[i]);
}
info.mintItems = mintItems;
}
//endregion ------------------------ Main logic
//region ------------------------ Internal logic
function _eventAcceptResult(IGOC.ActionContext calldata ctx, IGOC.EventInfo storage info) internal returns (
IGOC.ActionResult memory result
) {
IStatController sc = IStatController(ctx.controller.statController());
IStatController.ActionInternalInfo memory gen = _generate(ctx, info, sc);
if (gen.posAttributes.length != 0) {
sc.changeBonusAttributes(IStatController.ChangeAttributesInfo({
heroToken: ctx.heroToken,
heroTokenId: ctx.heroTokenId,
changeAttributes: gen.posAttributes,
add: true,
temporally: true
}));
}
if (gen.negAttributes.length != 0) {
sc.changeBonusAttributes(IStatController.ChangeAttributesInfo({
heroToken: ctx.heroToken,
heroTokenId: ctx.heroTokenId,
changeAttributes: gen.negAttributes,
add: true,
temporally: true
}));
}
// refreshed stats
IStatController.ChangeableStats memory stats = sc.heroStats(ctx.heroToken, ctx.heroTokenId);
result.completed = true;
result.experience = gen.experience;
result.heal = gen.heal;
result.manaRegen = gen.manaRegen;
result.lifeChancesRecovered = gen.lifeChancesRecovered;
result.damage = gen.damage;
result.manaConsumed = CalcLib.minI32(gen.manaConsumed, int32(stats.mana));
result.mintItems = gen.mintedItems;
if (stats.life <= gen.damage.toUint()) {
result.kill = true;
}
emit IApplicationEvents.EventResult(ctx.dungeonId, ctx.heroToken, ctx.heroTokenId, ctx.stageId, gen, ctx.iteration);
return result;
}
/// @notice Generate empty result structure, only "completed" is true
function _noActionResult() internal pure returns (IGOC.ActionResult memory result) {
result.completed = true;
return result;
}
/// @notice Generate either positive or negative attributes, mint single item in any case
function _generate(IGOC.ActionContext calldata ctx, IGOC.EventInfo storage info, IStatController sc) internal returns (
IStatController.ActionInternalInfo memory result
) {
uint32 goodChance = info.goodChance;
if (goodChance > CalcLib.MAX_CHANCE) revert IAppErrors.TooHighChance(goodChance);
IOracle oracle = IOracle(ctx.controller.oracle());
uint random = goodChance == CalcLib.MAX_CHANCE ? CalcLib.MAX_CHANCE : oracle.getRandomNumber(CalcLib.MAX_CHANCE, 0);
if (random <= goodChance) {
result.posAttributes = StoryLib._generateAttributes(info.goodAttributes);
(result.experience,
result.heal,
result.manaRegen,
result.lifeChancesRecovered,,) = info.statsChange.unpackStatsChange();
} else {
result.negAttributes = StoryLib._generateAttributes(info.badAttributes);
(,,,, result.damage, result.manaConsumed) = info.statsChange.unpackStatsChange();
}
// always mint possible items even if bad result
result.mintedItems = _mintRandomItem(ctx, info, oracle, sc, CalcLib.nextPrng);
return result;
}
/// @notice Mint single random item
/// @param nextPrng_ CalcLib.nextPrng, param is required by unit tests
function _mintRandomItem(
IGOC.ActionContext calldata ctx,
IGOC.EventInfo storage info,
IOracle oracle,
IStatController sc,
function (LibPRNG.PRNG memory, uint) internal view returns (uint) nextPrng_
) internal returns (address[] memory minted) {
bytes32[] memory mintItemsPacked = info.mintItems;
if (mintItemsPacked.length == 0) {
return minted;
}
IStatController.ChangeableStats memory stats = sc.heroStats(ctx.heroToken, ctx.heroTokenId);
address[] memory mintItems = new address[](mintItemsPacked.length);
uint32[] memory mintItemsChances = new uint32[](mintItemsPacked.length);
for (uint i = 0; i < mintItemsPacked.length; i++) {
(mintItems[i], mintItemsChances[i]) = mintItemsPacked[i].unpackItemMintInfo();
}
return ItemLib._mintRandomItems(
ItemLib.MintItemInfo({
mintItems: mintItems,
mintItemsChances: mintItemsChances,
amplifier: 0,
seed: 0,
oracle: oracle,
magicFind: 0,
destroyItems: 0,
maxItems: 1, // MINT ONLY 1 ITEM!
mintDropChanceDelta: StatLib.mintDropChanceDelta(stats.experience, uint8(stats.level), ctx.biome),
mintDropChanceNgLevelMultiplier: 1e18
}),
nextPrng_
);
}
//endregion ------------------------ Internal logic
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "../interfaces/IAppErrors.sol";
import "../interfaces/IApplicationEvents.sol";
import "../interfaces/IGuildController.sol";
import "../interfaces/IItem.sol";
import "../interfaces/IItemController.sol";
import "../interfaces/IOracle.sol";
import "../openzeppelin/Math.sol";
import "../solady/LibPRNG.sol";
import "./CalcLib.sol";
import "./ControllerContextLib.sol";
import "./ShelterLib.sol";
import "./StatLib.sol";
library ItemLib {
using CalcLib for int32;
using PackingLib for address;
using PackingLib for bytes32;
using PackingLib for bytes32[];
using PackingLib for uint32[];
using PackingLib for int32[];
//region ------------------------ Data types
struct GenerateAttributesContext {
/// @notice True if max allowed amount of random attributes were reached inside {_prepareAttributes}
bool stopGenerateRandom;
/// @notice Flag - attribute was generated. The array matches to info.ids
bool[] usedIndexes;
/// @notice Ids of the generated attributes
uint8[] ids;
/// @notice Randomly selected values of the generated attributes
int32[] values;
/// @notice Counter of the stored values into {ids} and {values}
uint counter;
/// @notice Total number of random attributes that were generated inside {_prepareAttributes}
uint randomAttrCounter;
/// @notice Total sum of all {random} values for random attributes generated in {_prepareAttributes}
uint randomSum;
/// @notice Total sum of all chances of the random attributes generated in {_prepareAttributes}
uint chancesSum;
/// @notice Total number of random attributes that can be generated
uint totalRandomAttrsPossible;
}
struct MintItemInfo {
uint8 maxItems;
int32 magicFind;
int32 destroyItems;
uint32[] mintItemsChances;
IOracle oracle;
address[] mintItems;
uint amplifier;
uint seed;
/// @notice Penalty to reduce chance as chance/delta if the hero not in his biome
/// @dev Use StatLib.mintDropChanceDelta
uint mintDropChanceDelta;
/// @notice SCR-1064: drop chance depends on NG_LEVEL, decimals 18, value is in the range [0...1e18]
/// it's always 100% for NG0 (no reduce, value is 1e18)
/// Use {dropChancePercent} to calculate actual value
uint mintDropChanceNgLevelMultiplier;
}
//endregion ------------------------ Data types
//region ------------------------ Restrictions
/// @notice ensure that the user belongs to a guild, the guild has a shelter, the shelter has highest level 3
function _onlyMemberOfGuildWithShelterMaxLevel(IController controller, address msgSender) internal view {
// ensure that signer belongs to a guild and the guild has a shelter of ANY level
IGuildController gc = IGuildController(controller.guildController());
uint guildId = gc.memberOf(msgSender);
if (guildId == 0) revert IAppErrors.NotGuildMember();
uint shelterId = gc.guildToShelter(guildId);
if (shelterId == 0) revert IAppErrors.GuildHasNoShelter();
// only highest level of shelters gives possibility to exit from dungeon
(, uint8 shelterLevel,) = PackingLib.unpackShelterId(shelterId);
if (shelterLevel != ShelterLib.MAX_SHELTER_LEVEL) revert IAppErrors.TooLowShelterLevel(shelterLevel, ShelterLib.MAX_SHELTER_LEVEL);
}
//endregion ------------------------ Restrictions
//region ------------------------ Main logic
/// @notice Mint new item, setup attributes, make extra setup if necessary (setup attack item, buff item)
/// @param sender Dungeon Factory / User Controller / Guild Controller are allowed
/// @param item Item to be minted
/// @param recipient The item is minted for the given recipient
/// @return itemId Id of the newly minted item
function mintNewItem(
IItemController.MainState storage s,
IController controller,
address sender,
address item,
address recipient
) external returns (uint itemId) {
ControllerContextLib.ControllerContext memory ctx = ControllerContextLib.init(controller);
address guildController = address(ControllerContextLib.getGuildController(ctx));
address shelterController = guildController == address(0)
? address(0)
: IGuildController(guildController).shelterController();
if (
address(ControllerContextLib.getDungeonFactory(ctx)) != sender
&& address(ControllerContextLib.getUserController(ctx)) != sender
&& guildController != sender
&& shelterController != sender
&& address(ControllerContextLib.getItemController(ctx)) != sender
&& address(ControllerContextLib.getHeroController(ctx)) != sender
) revert IAppErrors.MintNotAllowed();
itemId = IItem(item).mintFor(recipient);
IItemController.MintInfo memory info;
(
info.meta,
info.attributesIds,
info.attributesValues,
info.itemRarity
) = _setupNewAttributes(s, item, itemId, CalcLib.pseudoRandom);
// setup extra info
if (info.meta.itemMetaType == uint8(IItemController.ItemMetaType.ATTACK)) {
info.attackInfo = unpackItemAttackInfo(_setupNewAttackItem(s, item, itemId));
} else if (info.meta.itemMetaType == uint8(IItemController.ItemMetaType.BUFF)) {
(
info.casterIds,
info.casterValues,
info.targetIds,
info.targetValues
) = _setupNewBuffItem(s, item, itemId, CalcLib.pseudoRandom);
}
// consumable stats unchangeable, get them by address
emit IApplicationEvents.NewItemMinted(item, itemId, info);
}
/// @notice Mint random items, not more than {info.maxItems}
function mintRandomItems(MintItemInfo memory info) internal returns (address[] memory) {
return _mintRandomItems(info, CalcLib.nextPrng);
}
function applyActionMasks(
uint actionMask,
IStatController statController,
address heroToken,
uint heroTokenId
) external {
if ((actionMask & (2 ** uint(IItemController.ConsumableActionBits.CLEAR_TEMPORARY_ATTRIBUTES_0))) != 0) {
statController.clearTemporallyAttributes(heroToken, heroTokenId);
}
}
//endregion ------------------------ Main logic
//region ------------------------ Internal logic
/// @param nextPrng_ CalcLib.nextPrng, param is required by unit tests
function _mintRandomItems(
MintItemInfo memory info,
function (LibPRNG.PRNG memory, uint) internal view returns (uint) nextPrng_
) internal returns (address[] memory) {
// if hero is not in his biome do not mint at all
if (info.mintDropChanceDelta != 0) {
return new address[](0);
}
uint len = info.mintItems.length;
// Fisher–Yates shuffle
LibPRNG.PRNG memory prng = LibPRNG.PRNG(info.oracle.getRandomNumber(CalcLib.MAX_CHANCE, info.seed));
uint[] memory indices = new uint[](len);
for (uint i = 1; i < len; ++i) {
indices[i] = i;
}
LibPRNG.shuffle(prng, indices);
address[] memory minted = new address[](len);
uint mintedLength;
uint di = Math.min(CalcLib.toUint(info.destroyItems), 100);
for (uint i; i < len; ++i) {
if (info.mintItemsChances[indices[i]] > CalcLib.MAX_CHANCE) {
revert IAppErrors.TooHighChance(info.mintItemsChances[indices[i]]);
}
uint chance = _adjustChance(info.mintItemsChances[indices[i]], info, di);
// need to call random in each loop coz each minted item should have dedicated chance
uint rnd = nextPrng_(prng, CalcLib.MAX_CHANCE); // randomWithSeed_(CalcLib.MAX_CHANCE, rndSeed);
if (chance != 0 && (chance >= CalcLib.MAX_CHANCE || rnd < chance)) {
// There is no break here: the cycle is continued even if the number of the minted items reaches the max.
// The reason: gas consumption of success operation must be great of equal of the gas consumption of fail op.
if (mintedLength < info.maxItems) {
minted[i] = info.mintItems[indices[i]];
++mintedLength;
}
}
}
address[] memory mintedAdjusted = new address[](mintedLength);
uint j;
for (uint i; i < len; ++i) {
if (minted[i] != address(0)) {
mintedAdjusted[j] = minted[i];
++j;
}
}
return mintedAdjusted;
}
/// @notice Apply all corrections to the chance of item drop
/// There are two params to increase chances: amplifier and magicFind
/// There are two params to decrease chances: destroyItems and mintDropChanceNgLevelMultiplier
/// @param info Assume here, that info.mintDropChanceNgLevelMultiplier is in the range [0..1e18]
/// @param di Assume that di <= 100
function _adjustChance(uint32 itemChance, MintItemInfo memory info, uint di) internal pure returns (uint) {
uint chance = uint(itemChance) * Math.min(1e18, info.mintDropChanceNgLevelMultiplier) / 1e18;
chance += chance * info.amplifier / StatLib._MAX_AMPLIFIER;
chance += chance * CalcLib.toUint(info.magicFind) / 100;
chance -= chance * di / 100;
return chance;
}
function _setupNewAttributes(
IItemController.MainState storage s,
address item,
uint itemId,
function (uint) internal view returns (uint) random_
) internal returns (
IItemController.ItemMeta memory meta,
uint8[] memory ids,
int32[] memory values,
IItemController.ItemRarity itemRarity
){
meta = unpackedItemMeta(s.itemMeta[item]);
(ids, values, itemRarity) = _generateAttributes(unpackItemGenerateInfo(s.generateInfoAttributes[item]), meta, random_);
bytes32 packedItemId = item.packNftId(itemId);
if (ids.length != 0) {
s._itemAttributes[packedItemId] = values.toBytes32ArrayWithIds(ids);
}
s.itemInfo[packedItemId] = PackingLib.packItemInfo(uint8(itemRarity), 0, meta.baseDurability);
}
function _setupNewAttackItem(IItemController.MainState storage s, address item, uint itemId) internal returns (bytes32 attackInfo){
// we just write data for attack item, no need to generate, it will be augmented later so need individual data for itemId
attackInfo = s.generateInfoAttack[item];
s._itemAttackInfo[item.packNftId(itemId)] = attackInfo;
}
function _setupNewBuffItem(
IItemController.MainState storage s,
address item,
uint itemId,
function (uint) internal view returns (uint) random_
) internal returns (
uint8[] memory casterIds,
int32[] memory casterValues,
uint8[] memory targetIds,
int32[] memory targetValues
){
// CASTER
(casterIds, casterValues) = _generateSimpleAttributes(
unpackItemGenerateInfo(s.generateInfoCasterAttributes[item]),
true,
random_
);
if (casterIds.length != 0) {
s._itemCasterAttributes[item.packNftId(itemId)] = casterValues.toBytes32ArrayWithIds(casterIds);
}
// TARGET
(targetIds, targetValues) = _generateSimpleAttributes(
unpackItemGenerateInfo(s.generateInfoTargetAttributes[item]),
true,
random_
);
if (targetIds.length != 0) {
s._itemTargetAttributes[item.packNftId(itemId)] = targetValues.toBytes32ArrayWithIds(targetIds);
}
}
/// @notice Generate all mandatory attributes and try to generate required number of random attributes.
/// Generate at least {info.minRandomAttributes} of random attributes if it's possible
/// but not more than {info.maxRandomAttributes}. Value of each attribute is generated randomly according its chances.
/// @param meta Assume, that meta.min != 0, meta.max != 0 and both meta.min and meta.min should have same sign
/// because results value cannot be 0
/// @return ids Ids of the attributes, zero id is allowed
/// @return values Randomly generated attributes values, min <= value <= max
/// @return itemRarity Rarity of the item (Either meta.defaultRarity or calculated if there is no default rarity)
function _generateAttributes(
IItemController.ItemGenerateInfo memory info,
IItemController.ItemMeta memory meta,
function (uint) internal view returns (uint) random_
) internal view returns (
uint8[] memory ids,
int32[] memory values,
IItemController.ItemRarity itemRarity
) {
GenerateAttributesContext memory ctx;
uint len = info.ids.length;
if (len != 0) {
ctx.ids = new uint8[](len);
ctx.values = new int32[](len);
ctx.usedIndexes = new bool[](len);
// Fisher–Yates shuffle
_shuffleInfo(info, random_);
// initialize ctx by initial values
// generate all mandatory attributes, try to generate not more than {meta.maxRandomAttributes} random attributes
_prepareAttributes(info, meta.maxRandomAttributes, ctx, random_);
// generate missing random attributes if it's necessary, ctx.counter is incremented
_generateMissingRandomAttributes(info, meta.minRandomAttributes, ctx, random_);
itemRarity = meta.defaultRarity == 0
? _calculateRarity(ctx.randomSum, ctx.chancesSum, ctx.randomAttrCounter, meta.maxRandomAttributes)
: IItemController.ItemRarity(meta.defaultRarity);
} else {
itemRarity = IItemController.ItemRarity.UNKNOWN;
}
(ids, values) = _fixLengthsIdsValues(ctx.ids, ctx.values, ctx.counter);
}
/// @notice Generate missing random attributes if necessary
function _generateMissingRandomAttributes(
IItemController.ItemGenerateInfo memory info,
uint8 minRandomAttributes,
GenerateAttributesContext memory ctx,
function (uint) internal view returns (uint) random_
) internal view {
uint attrToGen = Math.min(ctx.totalRandomAttrsPossible, minRandomAttributes);
if (ctx.randomAttrCounter < attrToGen && ctx.totalRandomAttrsPossible > ctx.randomAttrCounter) {
// it's necessary AND possible to generate more random attributes
uint possibleRemainingAttrs = ctx.totalRandomAttrsPossible - ctx.randomAttrCounter;
uint remainingAttrsToGen = attrToGen - ctx.randomAttrCounter;
uint[] memory indicesToGen = new uint[](possibleRemainingAttrs);
uint indicesToGenCounter;
// enumerate all attributes, add all indices of not-generated attributes to {indexesToGen}
for (uint i; i < info.ids.length; ++i) {
// mandatory attrs should be already generated and no need to check
if (!ctx.usedIndexes[i]) {
indicesToGen[indicesToGenCounter] = i;
indicesToGenCounter++;
}
}
// Shuffle indices of not-generated attributes using Fisher–Yates shuffle
if (possibleRemainingAttrs > 1) {
for (uint i; i < possibleRemainingAttrs - 1; ++i) {
uint randomIndex = CalcLib.pseudoRandomInRangeFlex(i, possibleRemainingAttrs - 1, random_);
(indicesToGen[randomIndex], indicesToGen[i]) = (indicesToGen[i], indicesToGen[randomIndex]);
}
}
// Generate necessary amount of attributes. Fist (shuffled) attributes are selected (MAX_CHANCE is used for each)
for (uint i; i < remainingAttrsToGen; ++i) {
uint idx = indicesToGen[i];
(int32 attr,) = _generateAttribute(info.mins[idx], info.maxs[idx], CalcLib.MAX_CHANCE, random_);
ctx.ids[ctx.counter] = info.ids[idx];
ctx.values[ctx.counter] = attr;
ctx.counter++;
}
}
}
/// @notice Generate all mandatory attributes, generate not more than {meta.maxRandomAttributes} random attributes.
/// Updates context:
/// {ctx.totalRandomAttrsPossible} - total number of possible random attributes
/// {ctx.randomAttrCounter} - total number of generated random attributes <= {maxRandomAttributes}
/// {ctx.randomSum} = sum of random of all random attributes.
/// {ctx.chancesSum} = sum of chances of all random attributes.
/// {ctx.counter} = total number of generated attributes. Values of ctx.ids, ctx.values, ctx.usedIndexes are
/// initialized in the range [0...ctx.counter)
/// @param ctx Empty struct but arrays ids, values and usedIndexes should be allocated for info.ids.length items
function _prepareAttributes(
IItemController.ItemGenerateInfo memory info,
uint8 maxRandomAttributes,
GenerateAttributesContext memory ctx,
function (uint) internal view returns (uint) random_
) internal view {
uint len = info.ids.length;
for (uint i; i < len; ++i) {
if (info.chances[i] != CalcLib.MAX_CHANCE) {
ctx.totalRandomAttrsPossible++;
}
if (info.chances[i] >= CalcLib.MAX_CHANCE || !ctx.stopGenerateRandom) {
(int32 attr, uint random) = _generateAttribute(info.mins[i], info.maxs[i], info.chances[i], random_);
// count only random attributes for calc rarity
if (attr != 0) {
if (
info.chances[i] < CalcLib.MAX_CHANCE
// && random != 0 // commented: random = 0 can produce crash in _generateMissingRandomAttributes
) {
ctx.randomAttrCounter++;
ctx.randomSum += random;
ctx.chancesSum += info.chances[i];
}
ctx.ids[ctx.counter] = info.ids[i];
ctx.values[ctx.counter] = attr;
ctx.counter++;
ctx.usedIndexes[i] = true;
}
// it is a bit less fair random for attrs in the end of the list, however we assume it should be pretty rare case
if (ctx.randomAttrCounter == maxRandomAttributes) {
ctx.stopGenerateRandom = true;
}
}
}
}
/// @notice Shuffle info arrays using Fisher–Yates shuffle algo
function _shuffleInfo(
IItemController.ItemGenerateInfo memory info,
function (uint) internal view returns (uint) random_
) internal view {
uint len = info.ids.length;
if (len > 1) {
for (uint i; i < len - 1; i++) {
uint randomIndex = CalcLib.pseudoRandomInRangeFlex(i, len - 1, random_);
(info.ids[randomIndex], info.ids[i]) = (info.ids[i], info.ids[randomIndex]);
(info.mins[randomIndex], info.mins[i]) = (info.mins[i], info.mins[randomIndex]);
(info.maxs[randomIndex], info.maxs[i]) = (info.maxs[i], info.maxs[randomIndex]);
(info.chances[randomIndex], info.chances[i]) = (info.chances[i], info.chances[randomIndex]);
}
}
}
/// @notice Generate array [0,1,2.. N-1] and shuffle it using Fisher–Yates shuffle algo
function _shuffleIndices(
uint countItems,
function (uint) internal view returns (uint) random_
) internal view returns (uint[] memory indices){
indices = new uint[](countItems);
for (uint i = 1; i < countItems; ++i) {
indices[i] = i;
}
if (countItems > 1) {
for (uint i; i < countItems - 1; i++) {
uint randomIndex = CalcLib.pseudoRandomInRangeFlex(i, countItems - 1, random_);
(indices[randomIndex], indices[i]) = (indices[i], indices[randomIndex]);
}
}
}
/// @notice Reduce lengths of {ids} and {values} to {count}
function _fixLengthsIdsValues(uint8[] memory ids, int32[] memory values, uint count) internal pure returns (
uint8[] memory idsOut,
int32[] memory valuesOut
) {
if (count == ids.length) {
return (ids, values);
}
idsOut = new uint8[](count);
valuesOut = new int32[](count);
for (uint i; i < count; ++i) {
idsOut[i] = ids[i];
valuesOut[i] = values[i];
}
return (idsOut, valuesOut);
}
/// @param random_ Pass CalcLib.pseudoRandom here, param is required for unit tests. Max value is MAX_CHANCE
function _generateSimpleAttributes(
IItemController.ItemGenerateInfo memory info,
bool maxChance,
function (uint) internal view returns (uint) random_
) internal view returns (
uint8[] memory ids,
int32[] memory values
) {
uint len = info.ids.length;
ids = new uint8[](len);
values = new int32[](len);
uint n = 0;
for (uint i; i < len; ++i) {
(int32 attr,) = _generateAttribute(
info.mins[i],
info.maxs[i],
maxChance ? CalcLib.MAX_CHANCE : info.chances[i],
random_
);
if (attr != 0) {
ids[n] = info.ids[i];
values[n] = attr;
++n;
}
}
return _fixLengthsIdsValues(ids, values, n);
}
//endregion ------------------------ Internal logic
//region ------------------------ Internal utils
/// @param chance Chance in the range [0...MAX_CHANCE], MAX_CHANCE=1e9 means "mandatory" element.
/// @param random_ Pass CalcLib.pseudoRandom here, param is required for unit tests
/// @return attr Either 0 or min <= attr <= max
/// @return rnd Random value in the range [0...MAX_CHANCE]; It's always 0 for mandatory elements
function _generateAttribute(
int32 min,
int32 max,
uint32 chance,
function (uint) internal view returns (uint) random_
) internal view returns (
int32 attr,
uint rnd
) {
if (chance > CalcLib.MAX_CHANCE) revert IAppErrors.TooHighChance(chance);
uint diff = uint(CalcLib.absDiff(min, max));
if (chance < CalcLib.MAX_CHANCE) {
uint32 random = CalcLib.pseudoRandomUint32Flex(CalcLib.MAX_CHANCE, random_);
if (random < chance) {
uint r = uint(CalcLib.MAX_CHANCE - random * (CalcLib.MAX_CHANCE / chance));
int32 k = int32(int(r * diff / uint(CalcLib.MAX_CHANCE)));
return (min + k, random);
}
} else { // chance == CalcLib.MAX_CHANCE => mandatory element
if (diff == 0) {
return (min, 0);
} else {
uint r = uint(CalcLib.pseudoRandomUint32Flex(CalcLib.MAX_CHANCE, random_));
int32 k = int32(int(r % (diff + 1)));
// return zero random - no need to calc rarity for mandatory elements
return (min + k, 0);
}
}
return (0, 0);
}
/// @notice Calculate item rarity
/// @param randomSum Total sum random values of all random attributes in ItemGenerateInfo, [0...MAX_CHANCE/attrCounter]
/// @param chancesSum Total sum of all random chances in ItemGenerateInfo
/// @param attrCounter Count of random attributes in ItemGenerateInfo
/// @param maxAttr Index of max allowed random attribute (all attributes with higher indices are not random)
/// @return item rarity
function _calculateRarity(uint randomSum, uint chancesSum, uint attrCounter, uint maxAttr) internal pure returns (
IItemController.ItemRarity
) {
if (attrCounter == 0) {
return IItemController.ItemRarity.NORMAL;
}
uint random = randomSum / attrCounter;
uint averageChance = chancesSum / attrCounter;
if (random > CalcLib.MAX_CHANCE) revert IAppErrors.TooHighRandom(random);
if (random < averageChance / 4 && attrCounter == maxAttr) {
return IItemController.ItemRarity.RARE;
} else if (random < averageChance * 3 / 4) {
return attrCounter > 2
? IItemController.ItemRarity.RARE
: IItemController.ItemRarity.MAGIC;
} else {
return attrCounter > 1
? IItemController.ItemRarity.MAGIC
: IItemController.ItemRarity.NORMAL;
}
}
//endregion ------------------------ Internal utils
//region ------------------------ PACKING
function packItemGenerateInfo(IItemController.ItemGenerateInfo memory info) internal pure returns (bytes32[] memory result) {
uint len = info.ids.length;
if (len != info.mins.length || len != info.maxs.length || len != info.chances.length) {
revert IAppErrors.LengthsMismatch();
}
result = new bytes32[](len);
for (uint i; i < len; ++i) {
result[i] = PackingLib.packItemGenerateInfo(info.ids[i], info.mins[i], info.maxs[i], info.chances[i]);
}
}
function unpackItemGenerateInfo(bytes32[] memory gen) internal pure returns (
IItemController.ItemGenerateInfo memory
) {
uint length = gen.length;
uint8[] memory ids = new uint8[](length);
int32[] memory mins = new int32[](length);
int32[] memory maxs = new int32[](length);
uint32[] memory chances = new uint32[](length);
for (uint i; i < length; ++i) {
(ids[i], mins[i], maxs[i], chances[i]) = gen[i].unpackItemGenerateInfo();
}
return IItemController.ItemGenerateInfo(ids, mins, maxs, chances);
}
function packItemMeta(IItemController.ItemMeta memory meta) internal pure returns (bytes32) {
return PackingLib.packItemMeta(
meta.itemMetaType,
meta.itemLevel,
uint8(meta.itemType),
meta.baseDurability,
meta.defaultRarity,
meta.minRandomAttributes,
meta.maxRandomAttributes,
meta.manaCost,
meta.requirements
);
}
function unpackedItemMeta(bytes32 meta) internal pure returns (IItemController.ItemMeta memory result) {
return meta.unpackItemMeta();
}
function packItemInfo(IItemController.ItemInfo memory info) internal pure returns (bytes32) {
return PackingLib.packItemInfo(uint8(info.rarity), info.augmentationLevel, info.durability);
}
function unpackedItemInfo(bytes32 info) internal pure returns (IItemController.ItemInfo memory result) {
uint8 rarity;
(rarity, result.augmentationLevel, result.durability) = info.unpackItemInfo();
result.rarity = IItemController.ItemRarity(rarity);
return result;
}
function packItemAttackInfo(IItemController.AttackInfo memory info) internal pure returns (bytes32) {
return PackingLib.packItemAttackInfo(
uint8(info.aType),
info.min,
info.max,
info.attributeFactors.strength,
info.attributeFactors.dexterity,
info.attributeFactors.vitality,
info.attributeFactors.energy
);
}
function unpackItemAttackInfo(bytes32 info) internal pure returns (IItemController.AttackInfo memory result) {
IStatController.CoreAttributes memory fs;
uint8 aType;
(aType, result.min, result.max, fs.strength, fs.dexterity, fs.vitality, fs.energy) = info.unpackItemAttackInfo();
result.aType = IItemController.AttackType(aType);
result.attributeFactors = fs;
return result;
}
//endregion ------------------------ PACKING
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "../interfaces/IItemController.sol";
import "../interfaces/IStatController.sol";
import "../interfaces/IAppErrors.sol";
library PackingLib {
//////////////////////////
// ---- PACKING LOGIC ----
//////////////////////////
//region ------------------------------------ COMMON
function packNftId(address token, uint id) internal pure returns (bytes32 serialized) {
if (id > uint(type(uint64).max)) revert IAppErrors.TooHighValue(id);
serialized = bytes32(uint(uint160(token)));
serialized |= bytes32(uint(uint64(id))) << 160;
}
function unpackNftId(bytes32 data) internal pure returns (address token, uint id) {
token = address(uint160(uint(data)));
id = uint(data) >> 160;
}
function packAddressWithAmount(address token, uint amount) internal pure returns (bytes32 data) {
if (amount > uint(type(uint96).max)) revert IAppErrors.TooHighValue(amount);
data = bytes32(uint(uint160(token)));
data |= bytes32(uint(uint96(amount))) << 160;
}
function unpackAddressWithAmount(bytes32 data) internal pure returns (address token, uint amount) {
token = address(uint160(uint(data)));
amount = uint(data) >> 160;
}
function packItemMintInfo(address item, uint32 chance) internal pure returns (bytes32 data) {
data = bytes32(uint(uint160(item)));
data |= bytes32(uint(chance)) << 160;
}
function unpackItemMintInfo(bytes32 data) internal pure returns (address item, uint32 chance) {
item = address(uint160(uint(data)));
chance = uint32(uint(data) >> 160);
}
/// @param customDataIndex We assume, that two lowest bytes of this string are always zero
/// So, the string looks like following: 0xXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX0000
/// Last 2 bytes will be used to encode {value}
function packCustomDataChange(bytes32 customDataIndex, int16 value) internal pure returns (bytes32 data) {
if (uint(customDataIndex) != (uint(customDataIndex) >> 16) << 16) revert IAppErrors.IncompatibleInputString();
data = bytes32(uint(customDataIndex));
data |= bytes32(uint(uint16(value)));
}
function unpackCustomDataChange(bytes32 data) internal pure returns (bytes32 customDataIndex, int16 value) {
customDataIndex = bytes32((uint(data) >> 16) << 16);
value = int16(int(uint(uint16(uint(data)))));
}
/// @dev min(uint64) + max(uint64) + isHeroData/isMandatory(uint8)
function packCustomDataRequirements(uint64 min, uint64 max, bool key) internal pure returns (bytes32 data) {
data = bytes32(uint(min));
data |= bytes32(uint(max)) << 64;
data |= bytes32(uint(key ? uint8(1) : uint8(0))) << (64 + 64);
}
function unpackCustomDataRequirements(bytes32 data) internal pure returns (uint64 min, uint64 max, bool key) {
min = uint64(uint(data));
max = uint64(uint(data) >> 64);
key = uint8(uint(data) >> (64 + 64)) == uint8(1);
}
function packStatsChange(
uint32 experience,
int32 heal,
int32 manaRegen,
int32 lifeChancesRecovered,
int32 damage,
int32 manaConsumed
) internal pure returns (bytes32 data) {
data = bytes32(uint(experience));
data |= bytes32(uint(uint32(heal))) << 32;
data |= bytes32(uint(uint32(manaRegen))) << (32 + 32);
data |= bytes32(uint(uint32(lifeChancesRecovered))) << (32 + 32 + 32);
data |= bytes32(uint(uint32(damage))) << (32 + 32 + 32 + 32);
data |= bytes32(uint(uint32(manaConsumed))) << (32 + 32 + 32 + 32 + 32);
}
function unpackStatsChange(bytes32 data) internal pure returns (
uint32 experience,
int32 heal,
int32 manaRegen,
int32 lifeChancesRecovered,
int32 damage,
int32 manaConsumed
) {
experience = uint32(uint(data));
heal = int32(int(uint(data) >> 32));
manaRegen = int32(int(uint(data) >> (32 + 32)));
lifeChancesRecovered = int32(int(uint(data) >> (32 + 32 + 32)));
damage = int32(int(uint(data) >> (32 + 32 + 32 + 32)));
manaConsumed = int32(int(uint(data) >> (32 + 32 + 32 + 32 + 32)));
}
function packNftIdWithValue(address token, uint id, uint32 value) internal pure returns (bytes32 serialized) {
if (id > uint(type(uint64).max)) revert IAppErrors.TooHighValue(id);
serialized = bytes32(uint(uint160(token)));
serialized |= bytes32(uint(uint64(id))) << 160;
serialized |= bytes32(uint(value)) << 160 + 64;
}
function unpackNftIdWithValue(bytes32 data) internal pure returns (address token, uint id, uint32 value) {
token = address(uint160(uint(data)));
id = uint64(uint(data) >> 160);
value = uint32(uint(data) >> 160 + 64);
}
//endregion ------------------------------------ COMMON
//region ------------------------------------ WORLD/BATTLEFIELD MAP
function packMapObject(address objectAddress, uint64 objectId, uint8 objectType) internal pure returns (bytes32 packedData) {
packedData = bytes32(bytes20(objectAddress));
packedData |= bytes32(uint(objectId) << 32);
packedData |= bytes32(uint(objectType) << 24);
}
function unpackMapObject(bytes32 packedData) internal pure returns (address objectAddress, uint64 objectId, uint8 objectType) {
objectAddress = address(bytes20(packedData));
objectId = uint64(uint(packedData) >> 32);
objectType = uint8(uint(packedData) >> 24);
}
function packCoordinate(uint128 x, uint128 y) internal pure returns (bytes32 packedData) {
packedData = bytes32(uint(x));
packedData |= bytes32(uint(y) << 128);
}
function unpackCoordinate(bytes32 packedData) internal pure returns (uint128 x, uint128 y) {
x = uint128(uint(packedData));
y = uint128(uint(packedData) >> 128);
}
/// @param x Assume x <= max uint64
/// @param y Assume y <= max uint64
function packBattlefieldId(uint8 biomeMapFieldId, uint8 territoryNumber, uint128 x, uint128 y) internal pure returns (bytes32 packedData) {
// 256 => 128 + 128;
// 1) 128 is used for biomeMapFieldId, territoryNumber and probably other fields in the future
// 2) 128 is used to store x, y as uint64, uint64
// we will use uint64 for coordinates assuming it is more than enough for biome map
packedData = bytes32(uint(biomeMapFieldId));
packedData |= bytes32(uint(territoryNumber) << (8));
packedData |= bytes32(uint(uint64(x)) << 128);
packedData |= bytes32(uint(uint64(y)) << (64 + 128));
}
function unpackBattlefieldId(bytes32 packedData) internal pure returns (uint8 biomeMapFieldId, uint8 territoryNumber, uint128 x, uint128 y) {
biomeMapFieldId = uint8(uint(packedData));
territoryNumber = uint8(uint(packedData) >> (8));
x = uint128(uint64(uint(packedData) >> (128)));
y = uint128(uint64(uint(packedData) >> (64 + 128)));
}
//endregion ------------------------------------ WORLD/BATTLEFIELD MAP
//region ------------------------------------ REINFORCEMENT
function packReinforcementHeroInfo(uint8 biome, uint128 score, uint8 fee, uint64 stakeTs) internal pure returns (bytes32 packedData) {
packedData = bytes32(uint(biome));
packedData |= bytes32(uint(score) << 8);
packedData |= bytes32(uint(fee) << (8 + 128));
packedData |= bytes32(uint(stakeTs) << (8 + 128 + 8));
}
function unpackReinforcementHeroInfo(bytes32 packedData) internal pure returns (uint8 biome, uint128 score, uint8 fee, uint64 stakeTs) {
biome = uint8(uint(packedData));
score = uint128(uint(packedData) >> 8);
fee = uint8(uint(packedData) >> (8 + 128));
stakeTs = uint64(uint(packedData) >> (8 + 128 + 8));
}
function packConfigReinforcementV2(uint32 min, uint32 max, uint32 lowDivider, uint32 highDivider, uint8 levelLimit) internal pure returns (bytes32 packedData) {
packedData = bytes32(uint(min));
packedData |= bytes32(uint(max) << 32);
packedData |= bytes32(uint(lowDivider) << 64);
packedData |= bytes32(uint(highDivider) << 96);
packedData |= bytes32(uint(levelLimit) << 128);
}
function unpackConfigReinforcementV2(bytes32 packedData) internal pure returns (uint32 min, uint32 max, uint32 lowDivider, uint32 highDivider, uint8 levelLimit) {
min = uint32(uint(packedData));
max = uint32(uint(packedData) >> 32);
lowDivider = uint32(uint(packedData) >> 64);
highDivider = uint32(uint(packedData) >> 96);
levelLimit = uint8(uint(packedData) >> 128);
}
//endregion ------------------------------------ REINFORCEMENT
//region ------------------------------------ DUNGEON
function packDungeonKey(address heroAdr, uint80 heroId, uint16 dungLogicNum) internal pure returns (bytes32 data) {
data = bytes32(uint(uint160(heroAdr)));
data |= bytes32(uint(heroId)) << 160;
data |= bytes32(uint(dungLogicNum)) << (160 + 80);
}
function unpackDungeonKey(bytes32 data) internal pure returns (address heroAdr, uint80 heroId, uint16 dungLogicNum) {
heroAdr = address(uint160(uint(data)));
heroId = uint80(uint(data) >> 160);
dungLogicNum = uint16(uint(data) >> (160 + 80));
}
// --- GAME OBJECTS ---
function packIterationKey(address heroAdr, uint64 heroId, uint32 objId) internal pure returns (bytes32 data) {
data = bytes32(uint(uint160(heroAdr)));
data |= bytes32(uint(heroId)) << 160;
data |= bytes32(uint(objId)) << (160 + 64);
}
function unpackIterationKey(bytes32 data) internal pure returns (address heroAdr, uint64 heroId, uint32 objId) {
heroAdr = address(uint160(uint(data)));
heroId = uint64(uint(data) >> 160);
objId = uint32(uint(data) >> (160 + 64));
}
function packMonsterStats(
uint8 level,
uint8 race,
uint32 experience,
uint8 maxDropItems
) internal pure returns (bytes32 data) {
data = bytes32(uint(level));
data |= bytes32(uint(race)) << 8;
data |= bytes32(uint(experience)) << (8 + 8);
data |= bytes32(uint(maxDropItems)) << (8 + 8 + 32);
}
function unpackMonsterStats(bytes32 data) internal pure returns (
uint8 level,
uint8 race,
uint32 experience,
uint8 maxDropItems
) {
level = uint8(uint(data));
race = uint8(uint(data) >> 8);
experience = uint32(uint(data) >> (8 + 8));
maxDropItems = uint8(uint(data) >> (8 + 8 + 32));
}
function packAttackInfo(
address attackToken,
uint64 attackTokenId,
uint8 attackType
) internal pure returns (bytes32 data) {
data = bytes32(uint(uint160(attackToken)));
data |= bytes32(uint(attackTokenId)) << 160;
data |= bytes32(uint(attackType)) << (160 + 64);
}
function unpackAttackInfo(bytes32 data) internal pure returns (
address attackToken,
uint64 attackTokenId,
uint8 attackType
) {
attackToken = address(uint160(uint(data)));
attackTokenId = uint64(uint(data) >> 160);
attackType = uint8(uint(data) >> (160 + 64));
}
function packPlayedObjKey(address heroAdr, uint64 heroId, uint8 oType, uint8 biome) internal pure returns (bytes32 data) {
data = bytes32(uint(uint160(heroAdr)));
data |= bytes32(uint(heroId)) << 160;
data |= bytes32(uint(oType)) << (160 + 64);
data |= bytes32(uint(biome)) << (160 + 64 + 8);
}
function unpackPlayedObjKey(bytes32 data) internal pure returns (address heroAdr, uint64 heroId, uint8 oType, uint8 biome) {
heroAdr = address(uint160(uint(data)));
heroId = uint64(uint(data) >> 160);
oType = uint8(uint(data) >> (160 + 64));
biome = uint8(uint(data) >> (160 + 64 + 8));
}
function packGeneratedMonster(bool generated, uint32 amplifier, int32 hp, uint8 turnCounter) internal pure returns (bytes32 data) {
data = bytes32(uint(uint8(generated ? 1 : 0)));
data |= bytes32(uint(amplifier)) << 8;
data |= bytes32(uint(uint32(hp))) << (8 + 32);
data |= bytes32(uint(turnCounter)) << (8 + 32 + 32);
}
function unpackGeneratedMonster(bytes32 data) internal pure returns (bool generated, uint32 amplifier, int32 hp, uint8 turnCounter) {
generated = uint8(uint(data)) == uint8(1);
amplifier = uint32(uint(data) >> 8);
hp = int32(int(uint(data) >> (8 + 32)));
turnCounter = uint8(uint(data) >> (8 + 32 + 32));
}
//endregion ------------------------------------ DUNGEON
//region ------------------------------------ ITEMS
/// @notice itemMetaType8 + itemLvl8 + itemType8 + baseDurability16 + defaultRarity8 + minAttr8 + maxAttr8 + manaCost32 + req(packed core 128)
/// @param itemType This is ItemType enum
function packItemMeta(
uint8 itemMetaType,
uint8 itemLvl,
uint8 itemType,
uint16 baseDurability,
uint8 defaultRarity,
uint8 minAttr,
uint8 maxAttr,
uint32 manaCost,
IStatController.CoreAttributes memory req
) internal pure returns (bytes32 data) {
data = bytes32(uint(itemMetaType));
data |= bytes32(uint(itemLvl)) << 8;
data |= bytes32(uint(itemType)) << (8 + 8);
data |= bytes32(uint(baseDurability)) << (8 + 8 + 8);
data |= bytes32(uint(defaultRarity)) << (8 + 8 + 8 + 16);
data |= bytes32(uint(minAttr)) << (8 + 8 + 8 + 16 + 8);
data |= bytes32(uint(maxAttr)) << (8 + 8 + 8 + 16 + 8 + 8);
data |= bytes32(uint(manaCost)) << (8 + 8 + 8 + 16 + 8 + 8 + 8);
data |= bytes32(uint(int(req.strength))) << (8 + 8 + 8 + 16 + 8 + 8 + 8 + 32);
data |= bytes32(uint(int(req.dexterity))) << (8 + 8 + 8 + 16 + 8 + 8 + 8 + 32 + 32);
data |= bytes32(uint(int(req.vitality))) << (8 + 8 + 8 + 16 + 8 + 8 + 8 + 32 + 32 + 32);
data |= bytes32(uint(int(req.energy))) << (8 + 8 + 8 + 16 + 8 + 8 + 8 + 32 + 32 + 32 + 32);
}
function unpackItemMeta(bytes32 data) internal pure returns (IItemController.ItemMeta memory) {
IItemController.ItemMeta memory result;
result.itemMetaType = uint8(uint(data));
result.itemLevel = uint8(uint(data) >> 8);
result.itemType = IItemController.ItemType(uint8(uint(data) >> (8 + 8)));
result.baseDurability = uint16(uint(data) >> (8 + 8 + 8));
result.defaultRarity = uint8(uint(data) >> (8 + 8 + 8 + 16));
result.minRandomAttributes = uint8(uint(data) >> (8 + 8 + 8 + 16 + 8));
result.maxRandomAttributes = uint8(uint(data) >> (8 + 8 + 8 + 16 + 8 + 8));
result.manaCost = uint32(uint(data) >> (8 + 8 + 8 + 16 + 8 + 8 + 8));
result.requirements.strength = int32(int(uint(data) >> (8 + 8 + 8 + 16 + 8 + 8 + 8 + 32)));
result.requirements.dexterity = int32(int(uint(data) >> (8 + 8 + 8 + 16 + 8 + 8 + 8 + 32 + 32)));
result.requirements.vitality = int32(int(uint(data) >> (8 + 8 + 8 + 16 + 8 + 8 + 8 + 32 + 32 + 32)));
result.requirements.energy = int32(int(uint(data) >> (8 + 8 + 8 + 16 + 8 + 8 + 8 + 32 + 32 + 32 + 32)));
return result;
}
function packItemGenerateInfo(uint8 id, int32 min, int32 max, uint32 chance) internal pure returns (bytes32 data) {
data = bytes32(uint(id));
data |= bytes32(uint(uint32(min))) << 8;
data |= bytes32(uint(uint32(max))) << (8 + 32);
data |= bytes32(uint(chance)) << (8 + 32 + 32);
}
function unpackItemGenerateInfo(bytes32 data) internal pure returns (uint8 id, int32 min, int32 max, uint32 chance) {
id = uint8(uint(data));
min = int32(int(uint(data) >> 8));
max = int32(int(uint(data) >> (8 + 32)));
chance = uint32(uint(data) >> (8 + 32 + 32));
}
function packItemAttackInfo(
uint8 attackType,
int32 min,
int32 max,
int32 factorStr,
int32 factorDex,
int32 factorVit,
int32 factorEng
) internal pure returns (bytes32 data) {
data = bytes32(uint(attackType));
data |= bytes32(uint(uint32(min))) << 8;
data |= bytes32(uint(uint32(max))) << (8 + 32);
data |= bytes32(uint(int(factorStr))) << (8 + 32 + 32);
data |= bytes32(uint(int(factorDex))) << (8 + 32 + 32 + 32);
data |= bytes32(uint(int(factorVit))) << (8 + 32 + 32 + 32 + 32);
data |= bytes32(uint(int(factorEng))) << (8 + 32 + 32 + 32 + 32 + 32);
}
function unpackItemAttackInfo(bytes32 data) internal pure returns (
uint8 attackType,
int32 min,
int32 max,
int32 factorStr,
int32 factorDex,
int32 factorVit,
int32 factorEng
) {
attackType = uint8(uint(data));
min = int32(int(uint(data) >> 8));
max = int32(int(uint(data) >> (8 + 32)));
factorStr = int32(int(uint(data) >> (8 + 32 + 32)));
factorDex = int32(int(uint(data) >> (8 + 32 + 32 + 32)));
factorVit = int32(int(uint(data) >> (8 + 32 + 32 + 32 + 32)));
factorEng = int32(int(uint(data) >> (8 + 32 + 32 + 32 + 32 + 32)));
}
function packItemInfo(uint8 rarity, uint8 augmentationLevel, uint16 durability) internal pure returns (bytes32 data) {
data = bytes32(uint(rarity));
data |= bytes32(uint(augmentationLevel)) << 8;
data |= bytes32(uint(durability)) << (8 + 8);
}
function unpackItemInfo(bytes32 data) internal pure returns (uint8 rarity, uint8 augmentationLevel, uint16 durability) {
rarity = uint8(uint(data));
augmentationLevel = uint8(uint(data) >> 8);
durability = uint16(uint(data) >> (8 + 8));
}
//endregion ------------------------------------ ITEMS
//region ------------------------------------ STORIES
function packStoryPageId(uint16 storyId, uint16 pageId, uint8 heroClass) internal pure returns (bytes32 data) {
data = bytes32(uint(storyId));
data |= bytes32(uint(pageId)) << 16;
data |= bytes32(uint(heroClass)) << (16 + 16);
}
function unpackStoryPageId(bytes32 data) internal pure returns (uint16 storyId, uint16 pageId, uint8 heroClass) {
storyId = uint16(uint(data));
pageId = uint16(uint(data) >> 16);
heroClass = uint8(uint(data) >> (16 + 16));
}
function packStoryAnswerId(uint16 storyId, uint16 pageId, uint8 heroClass, uint16 answerId) internal pure returns (bytes32 data) {
data = bytes32(uint(storyId));
data |= bytes32(uint(pageId)) << 16;
data |= bytes32(uint(heroClass)) << (16 + 16);
data |= bytes32(uint(answerId)) << (16 + 16 + 8);
}
function unpackStoryAnswerId(bytes32 data) internal pure returns (uint16 storyId, uint16 pageId, uint8 heroClass, uint16 answerId) {
storyId = uint16(uint(data));
pageId = uint16(uint(data) >> 16);
heroClass = uint8(uint(data) >> (16 + 16));
answerId = uint16(uint(data) >> (16 + 16 + 8));
}
function packStoryNextPagesId(uint16 storyId, uint16 pageId, uint8 heroClass, uint16 answerId, uint8 resultId) internal pure returns (bytes32 data) {
data = bytes32(uint(storyId));
data |= bytes32(uint(pageId)) << 16;
data |= bytes32(uint(heroClass)) << (16 + 16);
data |= bytes32(uint(answerId)) << (16 + 16 + 8);
data |= bytes32(uint(resultId)) << (16 + 16 + 8 + 16);
}
function unpackStoryNextPagesId(bytes32 data) internal pure returns (uint16 storyId, uint16 pageId, uint8 heroClass, uint16 answerId, uint8 resultId) {
storyId = uint16(uint(data));
pageId = uint16(uint(data) >> 16);
heroClass = uint8(uint(data) >> (16 + 16));
answerId = uint16(uint(data) >> (16 + 16 + 8));
resultId = uint8(uint(data) >> (16 + 16 + 8 + 16));
}
function packStoryAttributeRequirement(uint8 attributeIndex, int32 value, bool isCore) internal pure returns (bytes32 data) {
data = bytes32(uint(attributeIndex));
data |= bytes32(uint(uint32(value))) << 8;
data |= bytes32(uint(isCore ? uint8(1) : uint8(0))) << (8 + 32);
}
function unpackStoryAttributeRequirement(bytes32 data) internal pure returns (uint8 attributeIndex, int32 value, bool isCore) {
attributeIndex = uint8(uint(data));
value = int32(int(uint(data) >> 8));
isCore = uint8(uint(data) >> (8 + 32)) == uint8(1);
}
function packStoryItemRequirement(address item, bool requireItemBurn, bool requireItemEquipped) internal pure returns (bytes32 data) {
data = bytes32(uint(uint160(item)));
data |= bytes32(uint(requireItemBurn ? uint8(1) : uint8(0))) << 160;
data |= bytes32(uint(requireItemEquipped ? uint8(1) : uint8(0))) << (160 + 8);
}
function unpackStoryItemRequirement(bytes32 data) internal pure returns (address item, bool requireItemBurn, bool requireItemEquipped) {
item = address(uint160(uint(data)));
requireItemBurn = uint8(uint(data) >> 160) == uint8(1);
requireItemEquipped = uint8(uint(data) >> (160 + 8)) == uint8(1);
}
/// @dev max amount is 309,485,009 for token with 18 decimals
function packStoryTokenRequirement(address token, uint88 amount, bool requireTransfer) internal pure returns (bytes32 data) {
data = bytes32(uint(uint160(token)));
data |= bytes32(uint(amount)) << 160;
data |= bytes32(uint(requireTransfer ? uint8(1) : uint8(0))) << (160 + 88);
}
function unpackStoryTokenRequirement(bytes32 data) internal pure returns (address token, uint88 amount, bool requireTransfer) {
token = address(uint160(uint(data)));
amount = uint88(uint(data) >> 160);
requireTransfer = uint8(uint(data) >> (160 + 88)) == uint8(1);
}
function packStoryCustomDataResult(uint16 storyId, uint16 pageId, uint8 heroClass, uint16 answerId, uint8 customDataResultId) internal pure returns (bytes32 data) {
data = bytes32(uint(storyId));
data |= bytes32(uint(pageId)) << 16;
data |= bytes32(uint(heroClass)) << (16 + 16);
data |= bytes32(uint(answerId)) << (16 + 16 + 8);
data |= bytes32(uint(customDataResultId)) << (16 + 16 + 8 + 16);
}
function unpackStoryCustomDataResult(bytes32 data) internal pure returns (uint16 storyId, uint16 pageId, uint8 heroClass, uint16 answerId, uint8 customDataResultId) {
storyId = uint16(uint(data));
pageId = uint16(uint(data) >> 16);
heroClass = uint8(uint(data) >> (16 + 16));
answerId = uint16(uint(data) >> (16 + 16 + 8));
customDataResultId = uint8(uint(data) >> (16 + 16 + 8 + 16));
}
function packStoryHeroState(uint16 pageId, uint40 heroLastActionTS) internal pure returns (bytes32 data) {
data = bytes32(uint(pageId));
data |= bytes32(uint(heroLastActionTS)) << 16;
}
function unpackStoryHeroState(bytes32 data) internal pure returns (uint16 pageId, uint40 heroLastActionTS) {
pageId = uint16(uint(data));
heroLastActionTS = uint40(uint(data) >> 16);
}
function packStoryHeroStateId(address heroAdr, uint80 heroId, uint16 storyId) internal pure returns (bytes32 data) {
data = bytes32(uint(uint160(heroAdr)));
data |= bytes32(uint(heroId)) << 160;
data |= bytes32(uint(storyId)) << (160 + 80);
}
function unpackStoryHeroStateId(bytes32 data) internal pure returns (address heroAdr, uint80 heroId, uint16 storyId) {
heroAdr = address(uint160(uint(data)));
heroId = uint80(uint(data) >> 160);
storyId = uint16(uint(data) >> (160 + 80));
}
function packStorySimpleRequirement(uint32 randomRequirement, uint32 delayRequirement, bool isFinalAnswer) internal pure returns (bytes32 data) {
data = bytes32(uint(randomRequirement));
data |= bytes32(uint(delayRequirement)) << 32;
data |= bytes32(uint(isFinalAnswer ? uint8(1) : uint8(0))) << (32 + 32);
}
function unpackStorySimpleRequirement(bytes32 data) internal pure returns (uint32 randomRequirement, uint32 delayRequirement, bool isFinalAnswer) {
randomRequirement = uint32(uint(data));
delayRequirement = uint32(uint(data) >> 32);
isFinalAnswer = uint8(uint(data) >> (32 + 32)) == uint8(1);
}
function packBreakInfo(uint8 slot, uint64 chance, bool stopIfBroken) internal pure returns (bytes32 data) {
data = bytes32(uint(slot));
data |= bytes32(uint(chance)) << 8;
data |= bytes32(uint(stopIfBroken ? uint8(1) : uint8(0))) << (8 + 64);
}
function unpackBreakInfo(bytes32 data) internal pure returns (uint8 slot, uint64 chance, bool stopIfBurned) {
slot = uint8(uint(data));
chance = uint64(uint(data) >> 8);
stopIfBurned = uint8(uint(data) >> (8 + 64)) == uint8(1);
}
//endregion ------------------------------------ STORIES
//region ------------------------------------ Hero controller
function packTierHero(uint8 tier, address hero) internal pure returns (bytes32 packedTierHero) {
packedTierHero = bytes32(uint(tier));
packedTierHero |= bytes32(uint(uint160(hero)) << 8);
}
function unpackTierHero(bytes32 packedTierHero) internal pure returns (uint8 tier, address hero) {
tier = uint8(uint(packedTierHero));
hero = address(uint160(uint(packedTierHero) >> 8));
}
//endregion ------------------------------------ Hero controller
////////////////////////////////////////////////////////////////////////////////////
// ---- ARRAYS LOGIC ----
////////////////////////////////////////////////////////////////////////////////////
//region ------------------------------------ SIMPLE ARRAYS
function packUint8Array(uint8[] memory data) internal pure returns (bytes32) {
uint len = data.length;
if (len > 32) revert IAppErrors.OutOfBounds(len, 32);
bytes32 result;
for (uint i = 0; i < len; i++) {
result |= bytes32(uint(data[i])) << (i * 8);
}
return result;
}
/// @notice Simple faster version of {packUint8Array} for small number of items
/// It allows to exclude dynamic array creation.
function packUint8Array3(uint8 a, uint8 b, uint8 c) internal pure returns (bytes32) {
bytes32 result = bytes32(uint(a));
result |= bytes32(uint(b)) << (1 * 8);
result |= bytes32(uint(c)) << (2 * 8);
return result;
}
function unpackUint8Array(bytes32 data) internal pure returns (uint8[] memory) {
uint8[] memory result = new uint8[](32);
for (uint i = 0; i < 32; i++) {
result[i] = uint8(uint(data) >> (i * 8));
}
return result;
}
/// @notice Simple faster version of {unpackUint8Array} for small number of items
/// It allows to exclude only first 3 values
function unpackUint8Array3(bytes32 data) internal pure returns (uint8 a, uint8 b, uint8 c) {
a = uint8(uint(data));
b = uint8(uint(data) >> (1 * 8));
c = uint8(uint(data) >> (2 * 8));
}
function changeUnit8ArrayWithCheck(bytes32 data, uint index, uint8 value, uint8 expectedPrevValue) internal pure returns (bytes32 newData) {
uint8[] memory arr = unpackUint8Array(data);
if (arr[index] != expectedPrevValue) revert IAppErrors.UnexpectedValue(uint(expectedPrevValue), uint(arr[index]));
arr[index] = value;
return packUint8Array(arr);
}
function packInt32Array(int32[] memory data) internal pure returns (bytes32) {
uint len = data.length;
if (len > 8) revert IAppErrors.OutOfBounds(len, 8);
bytes32 result;
for (uint i; i < len; i++) {
result |= bytes32(uint(uint32(data[i]))) << (i * 32);
}
return result;
}
function unpackInt32Array(bytes32 data) internal pure returns (int32[] memory) {
int32[] memory result = new int32[](8);
for (uint i = 0; i < 8; i++) {
result[i] = int32(int(uint(data) >> (i * 32)));
}
return result;
}
function packUint32Array(uint32[] memory data) internal pure returns (bytes32) {
uint len = data.length;
if (len > 8) revert IAppErrors.OutOfBounds(len, 8);
bytes32 result;
for (uint i = 0; i < len; i++) {
result |= bytes32(uint(data[i])) << (i * 32);
}
return result;
}
function unpackUint32Array(bytes32 data) internal pure returns (uint32[] memory) {
uint32[] memory result = new uint32[](8);
for (uint i = 0; i < 8; i++) {
result[i] = uint32(uint(data) >> (i * 32));
}
return result;
}
//endregion ------------------------------------ SIMPLE ARRAYS
//region ------------------------------------ COMPLEX ARRAYS
// We should represent arrays without concrete size.
// For this reason we must not revert IAppErrors.on out of bounds but return zero value instead.
// we need it for properly unpack packed arrays with ids
// function getInt32AsInt24(bytes32[] memory arr, uint idx) internal pure returns (int32) {
// if (idx / 8 >= arr.length) {
// return int32(0);
// }
// return int32(int24(int(uint(arr[idx / 8]) >> ((idx % 8) * 32))));
// }
// we need it for properly unpack packed arrays with ids
// function getUnit8From32Step(bytes32[] memory arr, uint idx) internal pure returns (uint8) {
// if (idx / 8 >= arr.length) {
// return uint8(0);
// }
// return uint8(uint(arr[idx / 8]) >> ((idx % 8) * 32 + 24));
// }
function getInt32Memory(bytes32[] memory arr, uint idx) internal pure returns (int32) {
if (idx / 8 >= arr.length) {
return int32(0);
}
return int32(int(uint(arr[idx / 8]) >> ((idx % 8) * 32)));
}
function getInt32(bytes32[] storage arr, uint idx) internal view returns (int32) {
// additional gas usage, but we should not revert IAppErrors.on out of bounds
if (idx / 8 >= arr.length) {
return int32(0);
}
return int32(int(uint(arr[idx / 8]) >> ((idx % 8) * 32)));
}
function setInt32(bytes32[] storage arr, uint idx, int32 value) internal {
uint pos = idx / 8;
uint shift = (idx % 8) * 32;
uint curLength = arr.length;
if (pos >= curLength) {
arr.push(0);
for (uint i = curLength; i < pos; ++i) {
arr.push(0);
}
}
arr[pos] = bytes32(uint(arr[pos]) & ~(uint(0xffffffff) << shift) | (uint(uint32(value)) & 0xffffffff) << shift);
}
/// @notice Increment {idx}-th item on {value}
function changeInt32(bytes32[] storage arr, uint idx, int32 value) internal returns (int32 newValue, int32 change) {
int32 cur = int32(int(getInt32(arr, idx)));
int newValueI = int(cur) + int(value);
newValue = int32(newValueI);
change = int32(newValueI - int(cur));
setInt32(arr, idx, newValue);
}
function toInt32Array(bytes32[] memory arr, uint size) internal pure returns (int32[] memory) {
int32[] memory result = new int32[](size);
for (uint i = 0; i < arr.length; i++) {
for (uint j; j < 8; ++j) {
uint idx = i * 8 + j;
if (idx >= size) break;
result[idx] = getInt32Memory(arr, idx);
}
}
return result;
}
/// @dev pack int32 array into bytes32 array
function toBytes32Array(int32[] memory arr) internal pure returns (bytes32[] memory) {
uint size = arr.length / 8 + 1;
bytes32[] memory result = new bytes32[](size);
for (uint i; i < size; ++i) {
for (uint j; j < 8; ++j) {
uint idx = i * 8 + j;
if (idx >= arr.length) break;
result[i] |= bytes32(uint(uint32(arr[idx]))) << (j * 32);
}
}
return result;
}
/// @dev pack int32 array into bytes32 array using last 8bytes for ids
/// we can not use zero values coz will not able to properly unpack it later
function toBytes32ArrayWithIds(int32[] memory arr, uint8[] memory ids) internal pure returns (bytes32[] memory) {
if (arr.length != ids.length) revert IAppErrors.LengthsMismatch();
uint size = arr.length / 8 + 1;
bytes32[] memory result = new bytes32[](size);
for (uint i; i < size; ++i) {
for (uint j; j < 8; ++j) {
uint idx = i * 8 + j;
if (idx >= arr.length) break;
if (arr[idx] > type(int24).max || arr[idx] < type(int24).min) revert IAppErrors.IntOutOfRange(int(arr[idx]));
if (arr[idx] == 0) revert IAppErrors.ZeroValue();
result[i] |= bytes32(uint(uint24(int24(arr[idx])))) << (j * 32);
result[i] |= bytes32(uint(ids[idx])) << (j * 32 + 24);
}
}
return result;
}
/// @dev we do not know exact size of array, assume zero values is not acceptable for this array
function toInt32ArrayWithIds(bytes32[] memory arr) internal pure returns (int32[] memory values, uint8[] memory ids) {
uint len = arr.length;
uint size = len * 8;
int32[] memory valuesTmp = new int32[](size);
uint8[] memory idsTmp = new uint8[](size);
uint counter;
for (uint i = 0; i < len; i++) {
for (uint j; j < 8; ++j) {
uint idx = i * 8 + j;
// if (idx >= size) break; // it looks like a useless check
valuesTmp[idx] = int32(int24(int(uint(arr[i]) >> (j * 32)))); // getInt32AsInt24(arr, idx);
idsTmp[idx] = uint8(uint(arr[i]) >> (j * 32 + 24)); // getUnit8From32Step(arr, idx);
if (valuesTmp[idx] == 0) {
break;
}
counter++;
}
}
values = new int32[](counter);
ids = new uint8[](counter);
for (uint i; i < counter; ++i) {
values[i] = valuesTmp[i];
ids[i] = idsTmp[i];
}
}
//endregion ------------------------------------ COMPLEX ARRAYS
//region ------------------------------------ Guilds
/// @dev ShelterID is uint. But in the code we assume that this ID can be stored as uint64 (see auctions)
/// @param biome 1, 2, 3...
/// @param shelterLevel 1, 2 or 3.
/// @param shelterIndex 0, 1, 2 ...
function packShelterId(uint8 biome, uint8 shelterLevel, uint8 shelterIndex) internal pure returns (uint) {
return uint(biome) | (uint(shelterLevel) << 8) | (uint(shelterIndex) << 16);
}
function unpackShelterId(uint shelterId) internal pure returns (uint8 biome, uint8 shelterLevel, uint8 shelterIndex) {
return (uint8(shelterId), uint8(shelterId >> 8), uint8(shelterId >> 16));
}
//endregion ------------------------------------ Guilds
//region ------------------------------------ Metadata of IItemController.OtherSubtypeKind
function getOtherItemTypeKind(bytes memory packedData) internal pure returns (IItemController.OtherSubtypeKind) {
bytes32 serialized;
assembly {
serialized := mload(add(packedData, 32))
}
uint8 kind = uint8(uint(serialized));
if (kind == 0 || kind >= uint8(IItemController.OtherSubtypeKind.END_SLOT)) revert IAppErrors.IncorrectOtherItemTypeKind(kind);
return IItemController.OtherSubtypeKind(kind);
}
function packOtherItemReduceFragility(uint value) internal pure returns (bytes memory packedData) {
bytes32 serialized = bytes32(uint(uint8(IItemController.OtherSubtypeKind.REDUCE_FRAGILITY_1)));
serialized |= bytes32(uint(uint248(value))) << 8;
return bytes.concat(serialized);
}
function unpackOtherItemReduceFragility(bytes memory packedData) internal pure returns (uint) {
bytes32 serialized;
assembly {
serialized := mload(add(packedData, 32))
}
uint8 kind = uint8(uint(serialized));
if (kind != uint8(IItemController.OtherSubtypeKind.REDUCE_FRAGILITY_1)) revert IAppErrors.IncorrectOtherItemTypeKind(kind);
uint value = uint248(uint(serialized) >> 8);
return value;
}
//endregion ------------------------------------ Metadata of IItemController.OtherSubtypeKind
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "../interfaces/IAppErrors.sol";
import "../interfaces/IApplicationEvents.sol";
import "../interfaces/IShelterController.sol";
import "../interfaces/IShelterController.sol";
import "../interfaces/IUserController.sol";
import "../lib/StringLib.sol";
import "../token/GuildBank.sol";
import "./StatLib.sol";
import "../interfaces/IShelterAuction.sol";
library ShelterLib {
using EnumerableSet for EnumerableSet.UintSet;
using EnumerableSet for EnumerableSet.AddressSet;
using EnumerableSet for EnumerableSet.UintSet;
//region ------------------------ Constants
/// @dev keccak256(abi.encode(uint256(keccak256("shelter.controller.main")) - 1)) & ~bytes32(uint256(0xff))
bytes32 internal constant SHELTER_CONTROLLER_STORAGE_LOCATION = 0x5a293071b39954a4fcf98ae7184af7c6201e972e15842b884f1ad071e9bded00; // shelter.controller.main
uint8 internal constant MIN_SHELTER_LEVEL = 1;
uint8 internal constant MAX_SHELTER_LEVEL = 3;
//endregion ------------------------ Constants
//region ------------------------ Restrictions
function _onlyDeployer(IController controller) internal view {
if (!controller.isDeployer(msg.sender)) revert IAppErrors.ErrorNotDeployer(msg.sender);
}
function _onlyGuildController(address guildController) internal view {
if (msg.sender != guildController) revert IAppErrors.ErrorNotGuildController();
}
function _notPaused(IController controller) internal view {
if (controller.onPause()) revert IAppErrors.ErrorPaused();
}
//endregion ------------------------ Restrictions
//region ------------------------ Storage
function _S() internal pure returns (IShelterController.MainState storage s) {
assembly {
s.slot := SHELTER_CONTROLLER_STORAGE_LOCATION
}
return s;
}
//endregion ------------------------ Storage
//region ------------------------ Shelter view
/// @notice Get list of all registered shelters in the given {biome}
function getShelters(uint8 biome) internal view returns (uint[] memory shelterIds) {
return _S().shelters[biome].values();
}
/// @notice Get initial price of the given shelter. The price is used if the shelter doesn't belong to any guild
function getShelterPrice(uint shelterId) internal view returns (uint price) {
return _S().shelterPrices[shelterId];
}
/// @notice Get shelter which belongs to the given guild
function guildToShelter(uint guildId) internal view returns (uint shelterId) {
return _S().guildToShelter[guildId];
}
/// @notice Get guild to which the given shelter belongs
function shelterToGuild(uint shelterId) internal view returns (uint guildId) {
return _S().shelterToGuild[shelterId];
}
/// @notice Get shelter of the guild to which the user belongs
function getShelterId(IGuildController guildController, address user) internal view returns (uint shelterId) {
uint guildId = guildController.memberOf(user);
return guildId == 0
? 0
: _S().guildToShelter[guildId];
}
/// @notice List of items that can be bought in the shelter of the given level in the given biome
function getShelterItems(uint shelterId) internal view returns (address[] memory items) {
return _S().shelterItems[shelterId].values();
}
function getShelterItemData(uint shelterId, address item) internal view returns (
uint64 priceInPvpPoints,
uint128 priceInGameToken,
uint16 maxItemsPerDayLimit
) {
IShelterController.ShelterItemData memory data = _S().shelterItemData[shelterId][item];
return (
data.priceInPvpPoints,
data.priceInGameToken,
data.maxItemsPerDayLimit
);
}
/// @notice How many {item} instances were purchased per {epochDay} in the given {shelterId}
/// @param epochDay TimestampInSeconds / 24 * 60 * 60
function getCountPurchasedItems(address item, uint shelterId, uint32 epochDay) internal view returns (uint) {
return _S().countPurchasedItems[shelterId][epochDay][item];
}
//endregion ------------------------ Shelter view
//region ------------------------ Shelter config
/// @notice Register new shelter or overwrite exist. Only registered shelters can be purchased.
/// @param shelterId ID should be generated using {PackingLib.packShelterId}
/// @param price Initial shelter price in game tokens
function setShelter(IController controller, uint shelterId, uint price) internal {
ShelterLib._onlyDeployer(controller);
(uint8 biome, uint8 shelterLevel, ) = PackingLib.unpackShelterId(shelterId);
if (biome == 0 || biome > StatLib.MAX_POSSIBLE_BIOME) revert IAppErrors.ErrorIncorrectBiome(biome);
if (price == 0) revert IAppErrors.ZeroValueNotAllowed();
if (shelterLevel < MIN_SHELTER_LEVEL || shelterLevel > MAX_SHELTER_LEVEL) revert IAppErrors.IncorrectShelterLevel(shelterLevel);
_S().shelterPrices[shelterId] = price;
_S().shelters[biome].add(shelterId);
emit IApplicationEvents.RegisterShelter(shelterId, price);
}
/// @notice Set items that can be purchases in the given shelter: remove previously stored items, add new items.
/// @param shelterId ID should be generated using {PackingLib.packShelterId}
/// @param items List of item tokens
/// @param pricesInPvpPoints Prices in pvp-points. The points are taken from guild balance at the moment of purchasing
/// @param pricesInGameTokens Additional prices in game tokens. Can contain zeros.
/// @param maxItemsPerDayLimits Indicate how many item instances the users can purchase per day. 0 - no limitations
function setShelterItems(
IController controller,
uint shelterId,
address[] memory items,
uint64[] memory pricesInPvpPoints,
uint128[] memory pricesInGameTokens,
uint16[] memory maxItemsPerDayLimits
) internal {
ShelterLib._onlyDeployer(controller);
uint len = items.length;
if (len != pricesInPvpPoints.length || len != pricesInGameTokens.length || len != maxItemsPerDayLimits.length) {
revert IAppErrors.LengthsMismatch();
}
EnumerableSet.AddressSet storage set = _S().shelterItems[shelterId];
// remove previously stored items
address[] memory prevItems = set.values();
uint prevItemsLen = prevItems.length;
for (uint i; i < prevItemsLen; ++i) {
set.remove(prevItems[i]);
delete _S().shelterItemData[shelterId][prevItems[i]];
}
// add new items
for (uint i; i < len; ++i) {
set.add(items[i]);
if (pricesInPvpPoints[i] == 0 && pricesInGameTokens[i] == 0) revert IAppErrors.FreeShelterItemsAreNotAllowed(shelterId, items[i]);
_S().shelterItemData[shelterId][items[i]] = IShelterController.ShelterItemData({
priceInPvpPoints: pricesInPvpPoints[i],
priceInGameToken: pricesInGameTokens[i],
maxItemsPerDayLimit: maxItemsPerDayLimits[i]
});
}
emit IApplicationEvents.SetShelterItems(shelterId, items, pricesInPvpPoints, pricesInGameTokens, maxItemsPerDayLimits);
}
//endregion ------------------------ Shelter config
//region ------------------------ Shelter actions
/// @notice Guild buys a shelter that doesn't belong to any guild. It pays default prices and changes owner of the shelter.
function buyShelter(IController controller, address msgSender, uint shelterId) internal {
_notPaused(controller);
IGuildController guildController = IGuildController(controller.guildController());
(uint guildId,) = guildController.checkPermissions(msgSender, uint(IGuildController.GuildRightBits.CHANGE_SHELTER_3));
// only registered shelter can be purchased
(uint8 biome, , ) = PackingLib.unpackShelterId(shelterId);
if (!_S().shelters[biome].contains(shelterId)) revert IAppErrors.ShelterIsNotRegistered();
// Each guild is able to have only 1 shelter. Exist shelter should be sold or left
if (_S().guildToShelter[guildId] != 0) revert IAppErrors.GuildAlreadyHasShelter();
if (_S().shelterToGuild[shelterId] != 0) revert IAppErrors.ShelterIsBusy();
{ // Shelter can be bought only if there is no auction bid
address shelterAuction = guildController.shelterAuctionController();
if (shelterAuction != address(0)) {
(uint positionId,) = IShelterAuction(shelterAuction).positionByBuyer(guildId);
if (positionId != 0) revert IAppErrors.AuctionBidOpened(positionId);
}
}
// pay for the shelter from the guild bank
uint shelterPrice = getShelterPrice(shelterId);
guildController.payFromGuildBank(guildId, shelterPrice);
// register ownership
_S().guildToShelter[guildId] = shelterId;
_S().shelterToGuild[shelterId] = guildId;
emit IApplicationEvents.BuyShelter(guildId, shelterId);
}
/// @notice Guild leaves the shelter. The shelter becomes free, it can be bought by any guild by default price
function leaveShelter(IController controller, address msgSender, uint shelterId) internal {
_notPaused(controller);
IGuildController guildController = IGuildController(controller.guildController());
(uint guildId,) = guildController.checkPermissions(msgSender, uint(IGuildController.GuildRightBits.CHANGE_SHELTER_3));
if (_S().guildToShelter[guildId] != shelterId) revert IAppErrors.ShelterIsNotOwnedByTheGuild();
if (shelterId == 0) revert IAppErrors.GuildHasNoShelter();
{ // Shelter can be sold only if there is no opened auction position
address shelterAuction = guildController.shelterAuctionController();
if (shelterAuction != address(0)) {
uint positionId = IShelterAuction(shelterAuction).positionBySeller(guildId);
if (positionId != 0) revert IAppErrors.AuctionPositionOpened(positionId);
}
}
// unregister ownership
delete _S().guildToShelter[guildId];
delete _S().shelterToGuild[shelterId];
emit IApplicationEvents.LeaveShelter(guildId, shelterId);
}
/// @notice Purchase the {item} in the shelter that belongs to the guild to which {msgSender} belongs
function purchaseShelterItem(IController controller, address msgSender, address item, uint blockTimestamp) internal {
_notPaused(controller);
IGuildController guildController = IGuildController(controller.guildController());
// no permission are required - any guild member is able to purchase shelter item
// but the member should either be owner or should have enough pvp-points capacity, see restriction below
uint guildId = _getValidGuildId(guildController, msgSender);
uint shelterId = _S().guildToShelter[guildId];
if (shelterId == 0) revert IAppErrors.GuildHasNoShelter();
if (! _S().shelterItems[shelterId].contains(item)) revert IAppErrors.ShelterHasNotItem(shelterId, item);
// total number of the item instances that can be minted per day CAN BE limited
IShelterController.ShelterItemData memory itemData = _S().shelterItemData[shelterId][item];
uint numSoldItems;
{
uint32 epochDay = uint32(blockTimestamp / 86400);
mapping(address => uint) storage countPurchasedItems = _S().countPurchasedItems[shelterId][epochDay];
numSoldItems = countPurchasedItems[item];
if (itemData.maxItemsPerDayLimit != 0) {
if (numSoldItems >= itemData.maxItemsPerDayLimit) revert IAppErrors.MaxNumberItemsSoldToday(numSoldItems, itemData.maxItemsPerDayLimit);
}
countPurchasedItems[item] = numSoldItems + 1;
}
// user pays for the item by pvp-points and/or by game token (it depends on the item settings)
if (itemData.priceInPvpPoints != 0) {
guildController.usePvpPoints(guildId, msgSender, itemData.priceInPvpPoints);
}
if (itemData.priceInGameToken != 0) {
guildController.payFromBalance(itemData.priceInGameToken, msgSender);
//_process(controller, itemData.priceInGameToken, msgSender);
}
// mint the item
IItemController(controller.itemController()).mint(item, msgSender);
emit IApplicationEvents.PurchaseShelterItem(msgSender, item, numSoldItems + 1, itemData.priceInPvpPoints, itemData.priceInGameToken);
}
/// @notice clear necessary data to indicate that the guiles leaves the shelter
function clearShelter(address guildController, uint guildId) internal {
_onlyGuildController(guildController);
uint shelterId = _S().guildToShelter[guildId];
if (shelterId != 0) {
// assume, that msgSender shouldn't have permission CHANGE_SHELTER_3 here
// ensure that there is no open position for the shelter on auction
address shelterAuction = IGuildController(guildController).shelterAuctionController();
if (shelterAuction != address(0)) {
uint positionId = IShelterAuction(shelterAuction).positionBySeller(guildId);
if (positionId != 0) revert IAppErrors.AuctionPositionOpened(positionId);
}
delete _S().guildToShelter[guildId];
delete _S().shelterToGuild[shelterId];
emit IApplicationEvents.LeaveShelter(guildId, shelterId);
}
}
//endregion ------------------------ Shelter actions
//region ------------------------ Interaction with auctions
function changeShelterOwner(IController controller, uint shelterId, uint newOwnerGuildId) internal {
// we assume, that all checks are performed on ShelterAuction side, so we need min checks here
address shelterAuction = IGuildController(controller.guildController()).shelterAuctionController();
if (shelterAuction == address(0) || msg.sender != shelterAuction) revert IAppErrors.NotShelterAuction();
uint prevGuildId = _S().shelterToGuild[shelterId];
delete _S().guildToShelter[prevGuildId];
_S().shelterToGuild[shelterId] = newOwnerGuildId;
_S().guildToShelter[newOwnerGuildId] = shelterId;
emit IApplicationEvents.ChangeShelterOwner(shelterId, prevGuildId, newOwnerGuildId);
}
//endregion ------------------------ Interaction with auctions
//region ------------------------ Internal logic
function _getValidGuildId(IGuildController guildController, address user) internal view returns (uint guildId) {
guildId = guildController.memberOf(user);
if (guildId == 0) revert IAppErrors.NotGuildMember();
}
//endregion ------------------------ Internal logic
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "../interfaces/IStatController.sol";
import "../interfaces/IHeroController.sol";
import "../interfaces/IAppErrors.sol";
import "../openzeppelin/Math.sol";
import "./CalcLib.sol";
import "./PackingLib.sol";
library StatLib {
using PackingLib for bytes32[];
using PackingLib for bytes32;
using PackingLib for uint32[];
using PackingLib for int32[];
using CalcLib for int32;
//region --------------------------- Constants
/// @notice Version of the contract
/// @dev Should be incremented when contract changed
string public constant STAT_LIB_VERSION = "1.0.0";
uint32 public constant MAX_LEVEL = 99;
uint public constant BASE_EXPERIENCE = 100_000;
uint public constant BIOME_LEVEL_STEP = 5;
uint internal constant _MAX_AMPLIFIER = 1e18;
uint private constant _PRECISION = 1e18;
uint private constant VIRTUAL_LEVEL_GAP = 2;
/// @dev Assume MAX_BIOME * BIOME_LEVEL_STEP < MAX_LEVEL + 1, see dungeonTreasuryReward
uint public constant MAX_POSSIBLE_BIOME = 19;
//endregion --------------------------- Constants
//region --------------------------- Data types
struct BaseMultiplier {
uint minDamage;
uint maxDamage;
uint attackRating;
uint defense;
uint blockRating;
uint life;
uint mana;
}
struct LevelUp {
uint life;
uint mana;
}
struct InitialHero {
IStatController.CoreAttributes core;
BaseMultiplier multiplier;
LevelUp levelUp;
int32 baseLifeChances;
}
enum HeroClasses {
UNKNOWN,
THRALL,
SAVAGE,
MAGE,
ASSASSIN,
GHOST,
HAMMERGINA,
END_SLOT
}
//endregion --------------------------- Data types
//region --------------------------- BASE
function isNetworkWithOldSavage() public view returns (bool) {
return block.chainid == uint(111188) || block.chainid == uint(250);
}
// --- HERO 1 (Slave) ---
function initialHero1() internal pure returns (InitialHero memory) {
return InitialHero({
core: IStatController.CoreAttributes({
strength: 15,
dexterity: 15,
vitality: 30,
energy: 10
}),
multiplier: BaseMultiplier({
minDamage: 0.1e18,
maxDamage: 0.2e18,
attackRating: 2e18,
defense: 2e18,
blockRating: 0.1e18,
life: 1.5e18,
mana: 0.5e18
}),
levelUp: LevelUp({
life: 2e18,
mana: 1e18
}),
baseLifeChances: 5
});
}
// --- HERO 2 (Spata) ---
function initialHero2() internal view returns (InitialHero memory) {
bool old = isNetworkWithOldSavage();
return InitialHero({
core: IStatController.CoreAttributes({
strength: 30,
dexterity: 5,
vitality: 25,
energy: 10
}),
multiplier: BaseMultiplier({
minDamage: 0.15e18,
maxDamage: old ? 0.25e18 : 0.5e18,
attackRating: old ? 2e18 : 3e18,
defense: 1e18,
blockRating: 0.08e18,
life: 1.3e18,
mana: 0.5e18
}),
levelUp: LevelUp({
life: 1.8e18,
mana: 1e18
}),
baseLifeChances: 5
});
}
// --- HERO 3 (Decidia) ---
function initialHero3() internal pure returns (InitialHero memory) {
return InitialHero({
core: IStatController.CoreAttributes({
strength: 10,
dexterity: 15,
vitality: 20,
energy: 25
}),
multiplier: BaseMultiplier({
minDamage: 0.1e18,
maxDamage: 0.2e18,
attackRating: 2e18,
defense: 1e18,
blockRating: 0.1e18,
life: 1e18,
mana: 2e18
}),
levelUp: LevelUp({
life: 1.3e18,
mana: 2e18
}),
baseLifeChances: 5
});
}
// --- HERO 4 (Innatus) ---
function initialHero4() internal pure returns (InitialHero memory) {
return InitialHero({
core: IStatController.CoreAttributes({
strength: 15,
dexterity: 25,
vitality: 15,
energy: 15
}),
multiplier: BaseMultiplier({
minDamage: 0.1e18,
maxDamage: 0.2e18,
attackRating: 4e18,
defense: 3e18,
blockRating: 0.2e18,
life: 1.2e18,
mana: 1e18
}),
levelUp: LevelUp({
life: 1.7e18,
mana: 1.5e18
}),
baseLifeChances: 5
});
}
// --- HERO 5 (F2P) ---
function initialHero5() internal pure returns (InitialHero memory) {
return InitialHero({
core: IStatController.CoreAttributes({
strength: 20,
dexterity: 20,
vitality: 20,
energy: 10
}),
multiplier: BaseMultiplier({
minDamage: 0.15e18,
maxDamage: 0.25e18,
attackRating: 3e18,
defense: 2.5e18,
blockRating: 0.15e18,
life: 1.5e18,
mana: 1.5e18
}),
levelUp: LevelUp({
life: 1.5e18,
mana: 1.5e18
}),
baseLifeChances: 1
});
}
// --- HERO 6 (F2P) HAMMERGINA ---
function initialHero6() internal pure returns (InitialHero memory) {
return InitialHero({
core: IStatController.CoreAttributes({
strength: 50,
dexterity: 30,
vitality: 50,
energy: 15
}),
multiplier: BaseMultiplier({
minDamage: 0.2e18,
maxDamage: 0.3e18,
attackRating: 5e18,
defense: 3e18,
blockRating: 0.15e18,
life: 2e18,
mana: 2e18
}),
levelUp: LevelUp({
life: 1.7e18,
mana: 1.5e18
}),
baseLifeChances: 1
});
}
// ------
function initialHero(uint heroClass) internal view returns (InitialHero memory) {
if (heroClass == 1) {
return initialHero1();
} else if (heroClass == 2) {
return initialHero2();
} else if (heroClass == 3) {
return initialHero3();
} else if (heroClass == 4) {
return initialHero4();
} else if (heroClass == 5) {
return initialHero5();
} else if (heroClass == 6) {
return initialHero6();
} else {
revert IAppErrors.UnknownHeroClass(heroClass);
}
}
//endregion --------------------------- BASE
//region --------------------------- CALCULATIONS
function minDamage(int32 strength, uint heroClass) internal view returns (int32) {
return int32(int(strength.toUint() * initialHero(heroClass).multiplier.minDamage / _PRECISION));
}
function maxDamage(int32 strength, uint heroClass) internal view returns (int32){
return int32(int(strength.toUint() * initialHero(heroClass).multiplier.maxDamage / _PRECISION));
}
function attackRating(int32 dexterity, uint heroClass) internal view returns (int32){
return int32(int(dexterity.toUint() * initialHero(heroClass).multiplier.attackRating / _PRECISION));
}
function defense(int32 dexterity, uint heroClass) internal view returns (int32){
return int32(int(dexterity.toUint() * initialHero(heroClass).multiplier.defense / _PRECISION));
}
function blockRating(int32 dexterity, uint heroClass) internal view returns (int32){
return int32(int(Math.min((dexterity.toUint() * initialHero(heroClass).multiplier.blockRating / _PRECISION), 75)));
}
function life(int32 vitality, uint heroClass, uint32 level) internal view returns (int32){
return int32(int(
(vitality.toUint() * initialHero(heroClass).multiplier.life / _PRECISION)
+ (uint(level) * initialHero(heroClass).levelUp.life / _PRECISION)
));
}
function mana(int32 energy, uint heroClass, uint32 level) internal view returns (int32){
return int32(int(
(energy.toUint() * initialHero(heroClass).multiplier.mana / _PRECISION)
+ (uint(level) * initialHero(heroClass).levelUp.mana / _PRECISION)
));
}
function lifeChances(uint heroClass, uint32 /*level*/) internal view returns (int32){
return initialHero(heroClass).baseLifeChances;
}
function levelExperience(uint32 level) internal pure returns (uint32) {
if (level == 0 || level >= MAX_LEVEL) {
return 0;
}
return uint32(uint(level) * BASE_EXPERIENCE * (67e17 - CalcLib.log2((uint(MAX_LEVEL - level + 2)) * 1e18)) / 1e18);
}
function chanceToHit(
uint attackersAttackRating,
uint defendersDefenceRating,
uint attackersLevel,
uint defendersLevel,
uint arFactor
) internal pure returns (uint) {
attackersAttackRating += attackersAttackRating * arFactor / 100;
uint x = Math.max(attackersAttackRating, 1);
uint y = Math.max(attackersAttackRating + defendersDefenceRating, 1);
uint z = attackersLevel;
uint k = defendersLevel / 2;
uint xy = x * 1e18 / y;
uint zk = z * 1e18 / (attackersLevel + k);
uint base = 2 * xy * zk / 1e18;
return Math.max(Math.min(base, 0.95e18), 0.2e18);
}
function experienceToVirtualLevel(uint experience, uint startFromLevel) internal pure returns (uint level) {
level = startFromLevel;
for (; level < MAX_LEVEL;) {
if (levelExperience(uint32(level)) >= (experience + 1)) {
break;
}
unchecked{++level;}
}
}
function expPerMonster(uint32 monsterExp, uint monsterRarity, uint32 /*heroExp*/, uint32 /*heroCurrentLvl*/, uint /*monsterBiome*/) internal pure returns (uint32) {
// do not reduce exp per level, it is no economical sense
return uint32(uint(monsterExp) + uint(monsterExp) * monsterRarity / _MAX_AMPLIFIER);
}
/// @notice Allow to calculate delta param for {mintDropChance}
function mintDropChanceDelta(uint heroCurrentExp, uint heroCurrentLevel, uint monsterBiome) internal pure returns (uint) {
uint heroBiome = getVirtualLevel(heroCurrentExp, heroCurrentLevel, true) / StatLib.BIOME_LEVEL_STEP + 1;
return heroBiome > monsterBiome ? 2 ** (heroBiome - monsterBiome + 10) : 0;
}
function getVirtualLevel(uint heroCurrentExp, uint heroCurrentLevel, bool withGap) internal pure returns (uint) {
uint virtualLevel = StatLib.experienceToVirtualLevel(heroCurrentExp, heroCurrentLevel);
if (withGap && (virtualLevel + 1) > VIRTUAL_LEVEL_GAP) {
virtualLevel -= VIRTUAL_LEVEL_GAP;
}
return virtualLevel;
}
function initAttributes(
bytes32[] storage attributes,
uint heroClass,
uint32 level,
IStatController.CoreAttributes memory base
) internal returns (uint32[] memory result) {
attributes.setInt32(uint(IStatController.ATTRIBUTES.STRENGTH), base.strength);
attributes.setInt32(uint(IStatController.ATTRIBUTES.DEXTERITY), base.dexterity);
attributes.setInt32(uint(IStatController.ATTRIBUTES.VITALITY), base.vitality);
attributes.setInt32(uint(IStatController.ATTRIBUTES.ENERGY), base.energy);
attributes.setInt32(uint(IStatController.ATTRIBUTES.DAMAGE_MIN), minDamage(base.strength, heroClass));
attributes.setInt32(uint(IStatController.ATTRIBUTES.DAMAGE_MAX), maxDamage(base.strength, heroClass));
attributes.setInt32(uint(IStatController.ATTRIBUTES.ATTACK_RATING), attackRating(base.dexterity, heroClass));
attributes.setInt32(uint(IStatController.ATTRIBUTES.DEFENSE), defense(base.dexterity, heroClass));
attributes.setInt32(uint(IStatController.ATTRIBUTES.BLOCK_RATING), blockRating(base.dexterity, heroClass));
attributes.setInt32(uint(IStatController.ATTRIBUTES.LIFE), life(base.vitality, heroClass, level));
attributes.setInt32(uint(IStatController.ATTRIBUTES.MANA), mana(base.energy, heroClass, level));
attributes.setInt32(uint(IStatController.ATTRIBUTES.LIFE_CHANCES), lifeChances(heroClass, level));
result = new uint32[](3);
result[0] = uint32(life(base.vitality, heroClass, level).toUint());
result[1] = uint32(mana(base.energy, heroClass, level).toUint());
result[2] = uint32(lifeChances(heroClass, uint32(level)).toUint());
}
function updateCoreDependAttributesInMemory(
int32[] memory attributes,
int32[] memory bonus,
uint heroClass,
uint32 level
) internal view returns (int32[] memory) {
int32 strength = attributes[uint(IStatController.ATTRIBUTES.STRENGTH)];
int32 dexterity = attributes[uint(IStatController.ATTRIBUTES.DEXTERITY)];
int32 vitality = attributes[uint(IStatController.ATTRIBUTES.VITALITY)];
int32 energy = attributes[uint(IStatController.ATTRIBUTES.ENERGY)];
attributes[uint(IStatController.ATTRIBUTES.DAMAGE_MIN)] = minDamage(strength, heroClass) + bonus[uint(IStatController.ATTRIBUTES.DAMAGE_MIN)];
attributes[uint(IStatController.ATTRIBUTES.DAMAGE_MAX)] = maxDamage(strength, heroClass) + bonus[uint(IStatController.ATTRIBUTES.DAMAGE_MAX)];
attributes[uint(IStatController.ATTRIBUTES.ATTACK_RATING)] = attackRating(dexterity, heroClass) + bonus[uint(IStatController.ATTRIBUTES.ATTACK_RATING)];
attributes[uint(IStatController.ATTRIBUTES.DEFENSE)] = defense(dexterity, heroClass) + bonus[uint(IStatController.ATTRIBUTES.DEFENSE)];
attributes[uint(IStatController.ATTRIBUTES.BLOCK_RATING)] = blockRating(dexterity, heroClass) + bonus[uint(IStatController.ATTRIBUTES.BLOCK_RATING)];
attributes[uint(IStatController.ATTRIBUTES.LIFE)] = life(vitality, heroClass, level) + bonus[uint(IStatController.ATTRIBUTES.LIFE)];
attributes[uint(IStatController.ATTRIBUTES.MANA)] = mana(energy, heroClass, level) + bonus[uint(IStatController.ATTRIBUTES.MANA)];
return attributes;
}
function updateCoreDependAttributes(
IController controller,
bytes32[] storage attributes,
bytes32[] storage bonusMain,
bytes32[] storage bonusExtra,
IStatController.ChangeableStats memory _heroStats,
uint index,
address heroToken,
int32 base
) internal {
uint heroClass = IHeroController(controller.heroController()).heroClass(heroToken);
if (index == uint(IStatController.ATTRIBUTES.STRENGTH)) {
attributes.setInt32(uint(IStatController.ATTRIBUTES.DAMAGE_MIN),
StatLib.minDamage(base, heroClass)
+ bonusMain.getInt32(uint(IStatController.ATTRIBUTES.DAMAGE_MIN))
+ bonusExtra.getInt32(uint(IStatController.ATTRIBUTES.DAMAGE_MIN))
);
attributes.setInt32(uint(IStatController.ATTRIBUTES.DAMAGE_MAX),
StatLib.maxDamage(base, heroClass)
+ bonusMain.getInt32(uint(IStatController.ATTRIBUTES.DAMAGE_MAX))
+ bonusExtra.getInt32(uint(IStatController.ATTRIBUTES.DAMAGE_MAX))
);
} else if (index == uint(IStatController.ATTRIBUTES.DEXTERITY)) {
attributes.setInt32(uint(IStatController.ATTRIBUTES.ATTACK_RATING),
StatLib.attackRating(base, heroClass)
+ bonusMain.getInt32(uint(IStatController.ATTRIBUTES.ATTACK_RATING))
+ bonusExtra.getInt32(uint(IStatController.ATTRIBUTES.ATTACK_RATING))
);
attributes.setInt32(uint(IStatController.ATTRIBUTES.DEFENSE),
StatLib.defense(base, heroClass)
+ bonusMain.getInt32(uint(IStatController.ATTRIBUTES.DEFENSE))
+ bonusExtra.getInt32(uint(IStatController.ATTRIBUTES.DEFENSE))
);
attributes.setInt32(uint(IStatController.ATTRIBUTES.BLOCK_RATING),
StatLib.blockRating(base, heroClass)
+ bonusMain.getInt32(uint(IStatController.ATTRIBUTES.BLOCK_RATING))
+ bonusExtra.getInt32(uint(IStatController.ATTRIBUTES.BLOCK_RATING))
);
} else if (index == uint(IStatController.ATTRIBUTES.VITALITY)) {
attributes.setInt32(uint(IStatController.ATTRIBUTES.LIFE),
StatLib.life(base, heroClass, _heroStats.level)
+ bonusMain.getInt32(uint(IStatController.ATTRIBUTES.LIFE))
+ bonusExtra.getInt32(uint(IStatController.ATTRIBUTES.LIFE))
);
} else if (index == uint(IStatController.ATTRIBUTES.ENERGY)) {
attributes.setInt32(uint(IStatController.ATTRIBUTES.MANA),
StatLib.mana(base, heroClass, _heroStats.level)
+ bonusMain.getInt32(uint(IStatController.ATTRIBUTES.MANA))
+ bonusExtra.getInt32(uint(IStatController.ATTRIBUTES.MANA))
);
}
}
function attributesAdd(int32[] memory base, int32[] memory add) internal pure returns (int32[] memory) {
unchecked{
for (uint i; i < base.length; ++i) {
base[i] += add[i];
}
}
return base;
}
// Currently this function is not used
// function attributesRemove(int32[] memory base, int32[] memory remove) internal pure returns (int32[] memory) {
// unchecked{
// for (uint i; i < base.length; ++i) {
// base[i] = CalcLib.minusWithMinFloorI32(base[i], remove[i]);
// }
// }
// return base;
// }
function packChangeableStats(IStatController.ChangeableStats memory stats) internal pure returns (bytes32) {
uint32[] memory cData = new uint32[](5);
cData[0] = stats.level;
cData[1] = stats.experience;
cData[2] = stats.life;
cData[3] = stats.mana;
cData[4] = stats.lifeChances;
return cData.packUint32Array();
}
function unpackChangeableStats(bytes32 data) internal pure returns (IStatController.ChangeableStats memory result) {
uint32[] memory cData = data.unpackUint32Array();
return IStatController.ChangeableStats({
level: cData[0],
experience: cData[1],
life: cData[2],
mana: cData[3],
lifeChances: cData[4]
});
}
function bytesToFullAttributesArray(bytes32[] memory attributes) internal pure returns (int32[] memory result) {
(int32[] memory values, uint8[] memory ids) = attributes.toInt32ArrayWithIds();
return valuesToFullAttributesArray(values, ids);
}
function valuesToFullAttributesArray(int32[] memory values, uint8[] memory ids) internal pure returns (int32[] memory result) {
result = new int32[](uint(IStatController.ATTRIBUTES.END_SLOT));
for (uint i; i < values.length; ++i) {
int32 value = values[i];
if (value != 0) {
result[ids[i]] = value;
}
}
}
//endregion --------------------------- CALCULATIONS
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
import "../interfaces/IStoryController.sol";
import "../interfaces/IOracle.sol";
import "../interfaces/ITreasury.sol";
import "../interfaces/IGOC.sol";
import "../interfaces/IERC20.sol";
import "../interfaces/IERC721Enumerable.sol";
import "../interfaces/IAppErrors.sol";
import "../interfaces/IApplicationEvents.sol";
import "../lib/CalcLib.sol";
import "../lib/PackingLib.sol";
import "../lib/ItemLib.sol";
import "../lib/StringLib.sol";
library StoryLib {
using CalcLib for uint;
using PackingLib for address;
using PackingLib for uint16;
using PackingLib for bytes32;
using PackingLib for bytes32[];
//region ------------------------ Constants
/// @notice Max number of items that can be minted per iteration in the stories
uint internal constant MAX_MINTED_ITEMS_PER_ITERATION = 3;
//endregion ------------------------ Constants
//region ------------------------ Story logic
/// @notice Make action, increment STORY_XXX hero custom data if the dungeon is completed / hero is killed
function action(IGOC.ActionContext memory ctx, uint16 storyId) internal returns (IGOC.ActionResult memory result) {
if (storyId == 0) revert IAppErrors.ZeroStoryIdAction();
result = IStoryController(ctx.controller.storyController()).storyAction(
ctx.sender,
ctx.dungeonId,
ctx.objectId,
ctx.stageId,
ctx.heroToken,
ctx.heroTokenId,
ctx.biome,
ctx.iteration,
ctx.data
);
if (result.completed || result.kill) {
IStatController statController = IStatController(ctx.controller.statController());
bytes32 index = _getStoryIndex(storyId);
uint curValue = statController.heroCustomData(ctx.heroToken, ctx.heroTokenId, index);
statController.setHeroCustomData(ctx.heroToken, ctx.heroTokenId, index, curValue + 1);
}
}
/// @notice Check if the story is available for the hero
/// The story is available if hero level fits to requirements
/// and if the hero/global custom data requirements are met (current value is inside of [min, max])
function isStoryAvailableForHero(
IStoryController.MainState storage s,
uint16 storyId,
address heroToken,
uint heroTokenId,
address statController
) internal view returns (bool) {
uint reqLvl = s.storyRequiredLevel[storyId];
if (reqLvl != 0 && IStatController(statController).heroStats(heroToken, heroTokenId).level < reqLvl) {
return false;
}
IStoryController.CustomDataRequirementRangePacked[] storage allData = s.storyRequiredHeroData[storyId];
uint len = allData.length;
for (uint i; i < len; ++i) {
IStoryController.CustomDataRequirementRangePacked memory data = allData[i];
if (data.index == bytes32(0)) continue;
(uint64 min, uint64 max, bool isHeroData) = data.data.unpackCustomDataRequirements();
uint value = isHeroData
? IStatController(statController).heroCustomData(heroToken, heroTokenId, data.index)
: IStatController(statController).globalCustomData(data.index);
if (value < uint(min) || value > uint(max)) {
return false;
}
}
return true;
}
/// @notice Update bonus attributes, refresh hero states, initialize and return results
/// @param mintItemsData Source for _mintRandomItems, random item (max 1, probably 0) is selected and put to results
/// @param mintItems_ Function _mintRandomItems is passed here. Parameter is required to make unit tests.
function handleResult(
IStoryController.StoryActionContext memory context,
bytes32[] memory attributesChanges,
bytes32 statsChanges,
bytes32[] memory mintItemsData,
function (IStoryController.StoryActionContext memory, bytes32[] memory) internal returns (address[] memory) mintItems_
) internal returns (IGOC.ActionResult memory result) {
result.heroToken = context.heroToken;
result.heroTokenId = context.heroTokenId;
result.objectId = context.objectId;
int32[] memory attributes = _generateAttributes(attributesChanges);
if (attributes.length != 0) {
context.statController.changeBonusAttributes(IStatController.ChangeAttributesInfo({
heroToken: context.heroToken,
heroTokenId: context.heroTokenId,
changeAttributes: attributes,
add: true,
temporally: true
}));
// changeBonusAttributes can change life and mana, so we need to refresh hero stats. It's safer to do it always
context.heroStats = context.statController.heroStats(context.heroToken, context.heroTokenId);
emit IApplicationEvents.StoryChangeAttributes(
context.objectId,
context.heroToken,
context.heroTokenId,
context.dungeonId,
context.storyId,
context.stageId,
context.iteration,
attributes
);
}
IStoryController.StatsChange memory statsToChange = _generateStats(statsChanges);
if (statsToChange.heal != 0) {
int32 max = context.statController.heroAttribute(context.heroToken, context.heroTokenId, uint(IStatController.ATTRIBUTES.LIFE));
result.heal = max * statsToChange.heal / 100;
}
if (statsToChange.manaRegen != 0) {
int32 max = context.statController.heroAttribute(context.heroToken, context.heroTokenId, uint(IStatController.ATTRIBUTES.MANA));
result.manaRegen = max * statsToChange.manaRegen / 100;
}
if (statsToChange.damage != 0) {
int32 max = context.statController.heroAttribute(context.heroToken, context.heroTokenId, uint(IStatController.ATTRIBUTES.LIFE));
result.damage = max * statsToChange.damage / 100;
if (int32(context.heroStats.life) <= result.damage) {
result.kill = true;
}
}
if (statsToChange.manaConsumed != 0) {
int32 max = context.statController.heroAttribute(context.heroToken, context.heroTokenId, uint(IStatController.ATTRIBUTES.MANA));
result.manaConsumed = CalcLib.minI32(max * statsToChange.manaConsumed / 100, int32(context.heroStats.mana));
}
result.experience = statsToChange.experience;
result.lifeChancesRecovered = statsToChange.lifeChancesRecovered;
if (mintItemsData.length != 0) {
result.mintItems = mintItems_(context, mintItemsData);
}
return result;
}
/// @notice Put data from {heroCustomDatas} and {globalCustomDatas} to {statController}
function handleCustomDataResult(
IStoryController.StoryActionContext memory context,
bytes32[] memory heroCustomDatas,
bytes32[] memory globalCustomDatas
) internal {
uint len = heroCustomDatas.length;
for (uint i; i < len; ++i) {
(bytes32 customDataIndex, int16 value) = heroCustomDatas[i].unpackCustomDataChange();
if (customDataIndex != 0) {
uint curValue = context.statController.heroCustomData(context.heroToken, context.heroTokenId, customDataIndex);
context.statController.setHeroCustomData(
context.heroToken,
context.heroTokenId,
customDataIndex,
value == 0
? 0
: value > 0
? curValue + uint(int(value))
: curValue.minusWithZeroFloor(uint(int(- value)))
);
}
}
len = globalCustomDatas.length;
for (uint i; i < len; ++i) {
(bytes32 customDataIndex, int16 value) = globalCustomDatas[i].unpackCustomDataChange();
if (customDataIndex != 0) {
uint curValue = context.statController.globalCustomData(customDataIndex);
context.statController.setGlobalCustomData(
customDataIndex,
value == 0
? 0
: value > 0
? curValue + uint(int(value))
: curValue.minusWithZeroFloor(uint(int(- value)))
);
}
}
}
/// @notice SIP-003: Randomly select one or several items, break them and increase their fragility by 1%.
function breakItem(IStoryController.StoryActionContext memory context, IStoryController.MainState storage s) internal {
bytes32[] storage breakInfos = s.burnItem[context.answerIdHash];
uint length = breakInfos.length;
for (uint i; i < length; ++i) {
(uint8 slot, uint64 chance, bool stopIfBroken) = breakInfos[i].unpackBreakInfo();
uint8[2] memory slots = _adjustSlotToBreak(slot, context.oracle);
// Normally, {slots} contains two similar items and we need to check only first item.
// But "hands" is a special case: TWO_HAND and RIGHT_HAND should be checked both independently => + cycle by k
uint countSlots = slots[0] == slots[1] ? 1 : 2;
for (uint k = 0; k < countSlots; ++k) {
if (chance != 0 && context.oracle.getRandomNumberInRange(0, 100, 0) <= uint(chance)) {
uint8[] memory busySlots = context.statController.heroItemSlots(context.heroToken, context.heroTokenId);
uint lenBusySlots = busySlots.length;
if (lenBusySlots != 0) {
uint busySlotIndex;
bool itemExist;
if (slot == 0) {
busySlotIndex = context.oracle.getRandomNumberInRange(0, lenBusySlots - 1, 0);
itemExist = true;
} else {
for (uint j; j < lenBusySlots; ++j) {
if (busySlots[j] == slots[k]) {
busySlotIndex = j;
itemExist = true;
break;
}
}
}
if (itemExist) {
// SIP-003: don't burn item but break it
_breakItemInHeroSlot(context, busySlots[busySlotIndex]);
if (stopIfBroken) {
return; // go out of two cycles
}
}
}
}
}
}
}
/// @notice SCB-1016. There are some slots with equal meaning:
/// 1) weapon can be RIGHT-HAND, TWO-HAND (LEFT-HAND is not considered here)
/// 2) ring can be LEFT, RIGHT
/// 3) skill can be SKILL_1, SKILL_2, SKILL_3
/// Story-writer is able to specify only one slot to break.
/// 1) if ONE/TWO-HAND slot is specified then any available weapon (ONE or TWO hands) should be broken
/// 2) if LEFT right is specified then random(LEFT or RIGHT) slot should be broken
/// 3) skills - there is same rule as for the rings
/// @return slots Slots that should be checked. Normally {slots} contains same item twice.
/// The items are different in one case only: [RIGHT_HAND, TWO_HAND]
function _adjustSlotToBreak(uint8 slot, IOracle oracle) internal returns (uint8[2] memory slots) {
if (slot == uint8(IStatController.ItemSlots.RIGHT_HAND) || slot == uint8(IStatController.ItemSlots.TWO_HAND)) {
return [uint8(IStatController.ItemSlots.RIGHT_HAND), uint8(IStatController.ItemSlots.TWO_HAND)];
} else if (slot == uint8(IStatController.ItemSlots.RIGHT_RING) || slot == uint8(IStatController.ItemSlots.LEFT_RING)) {
uint8 selectedSlot = (oracle.getRandomNumber(1, 0) == 0)
? uint8(IStatController.ItemSlots.RIGHT_RING)
: uint8(IStatController.ItemSlots.LEFT_RING);
return [selectedSlot, selectedSlot];
} else if (
slot == uint8(IStatController.ItemSlots.SKILL_1)
|| slot == uint8(IStatController.ItemSlots.SKILL_2)
|| slot == uint8(IStatController.ItemSlots.SKILL_3)
) {
uint rnd = oracle.getRandomNumber(2, 0);
uint8 selectedSlot = (rnd == 0)
? uint8(IStatController.ItemSlots.SKILL_1)
: ((rnd == 1)
? uint8(IStatController.ItemSlots.SKILL_2)
: uint8(IStatController.ItemSlots.SKILL_3));
return [selectedSlot, selectedSlot];
} else {
return [slot, slot];
}
}
/// @notice Update internal hero state, generate {result}
/// @param context We update some fields in place, so memory, not calldata here
function handleAnswer(
IStoryController.AnswerResultId answerResultId,
IStoryController.MainState storage s,
IStoryController.StoryActionContext memory context
) external returns (
IGOC.ActionResult memory result,
uint16 nextPage,
uint16[] memory nextPages
) {
return _handleAnswer(answerResultId, s, context, _mintRandomItems);
}
/// @notice Update internal hero state, generate {result}
/// @param context We update some fields in place, so memory, not calldata here
/// @param mintItems_ Function _mintRandomItems is passed here. Parameter is required to make unit tests.
function _handleAnswer(
IStoryController.AnswerResultId answerResultId,
IStoryController.MainState storage s,
IStoryController.StoryActionContext memory context,
function (IStoryController.StoryActionContext memory, bytes32[] memory) internal returns (address[] memory) mintItems_
) internal returns (
IGOC.ActionResult memory result,
uint16 nextPage,
uint16[] memory nextPages
) {
result.objectId = context.objectId;
result.heroTokenId = context.heroTokenId;
result.heroToken = context.heroToken;
nextPages = s.nextPageIds[context.storyId.packStoryNextPagesId(
context.pageId,
context.heroClassFromAnswerHash,
context.answerNumber,
uint8(answerResultId)
)];
nextPage = _getNextPage(context.oracle, nextPages);
// number of items that can be minted inside single iteration in the story is limited
// if the max is reached the minting is silently skipped
// we assume here, that mintItems_ mints only 1 item so it's not necessary to limit number of minted items inside mintItems_
uint mintedInIteration = _getMintedInIteration(s, context);
if (answerResultId == IStoryController.AnswerResultId.SUCCESS) {
result = handleResult(
context,
s.successInfoAttributes[context.answerIdHash],
s.successInfoStats[context.answerIdHash],
mintedInIteration < MAX_MINTED_ITEMS_PER_ITERATION ? s.successInfoMintItems[context.answerIdHash] : new bytes32[](0),
mintItems_
);
handleCustomDataResult(
context,
s.customDataResult[context.storyId.packStoryCustomDataResult(
context.pageId,
context.heroClassFromAnswerHash,
context.answerNumber,
uint8(IStoryController.CustomDataResult.HERO_SUCCESS)
)],
s.customDataResult[context.storyId.packStoryCustomDataResult(
context.pageId,
context.heroClassFromAnswerHash,
context.answerNumber,
uint8(IStoryController.CustomDataResult.GLOBAL_SUCCESS)
)]
);
} else {
result = handleResult(
context,
s.failInfoAttributes[context.answerIdHash],
s.failInfoStats[context.answerIdHash],
mintedInIteration < MAX_MINTED_ITEMS_PER_ITERATION ? s.failInfoMintItems[context.answerIdHash] : new bytes32[](0),
mintItems_
);
handleCustomDataResult(
context,
s.customDataResult[context.storyId.packStoryCustomDataResult(
context.pageId,
context.heroClassFromAnswerHash,
context.answerNumber,
uint8(IStoryController.CustomDataResult.HERO_FAIL)
)],
s.customDataResult[context.storyId.packStoryCustomDataResult(
context.pageId,
context.heroClassFromAnswerHash,
context.answerNumber,
uint8(IStoryController.CustomDataResult.GLOBAL_FAIL)
)]
);
}
if (result.mintItems.length != 0) {
_setMintedInIteration(s, context, mintedInIteration + result.mintItems.length);
}
}
/// @notice Check if the user has already minted an item within the current iteration of the story.
/// if the item is already minted any additional minting should be skipped without revert
function _getMintedInIteration(IStoryController.MainState storage s, IStoryController.StoryActionContext memory context)
internal view returns (uint countMintedItems) {
return s.mintedInIteration[context.heroToken.packStoryHeroStateId(context.heroTokenId, context.storyId)][context.iteration];
}
/// @notice Mark that the user has already minted an item within the current iteration of the story
/// Only minting of the single item is allowed per iteration
function _setMintedInIteration(
IStoryController.MainState storage s,
IStoryController.StoryActionContext memory context,
uint newCountMintedItems
) internal {
s.mintedInIteration[context.heroToken.packStoryHeroStateId(context.heroTokenId, context.storyId)][context.iteration] = newCountMintedItems;
}
/// @notice Revert if {heroAnswers} doesn't contain {answerIdHash}
function checkAnswerIndexValid(bytes32[] memory heroAnswers, bytes32 answerIdHash) internal pure {
uint len = heroAnswers.length;
for (uint i; i < len; ++i) {
if (heroAnswers[i] == answerIdHash) return;
}
revert IAppErrors.NotAnswer();
}
/// @notice Clear heroState for the current story
/// @return nextObjs Default nextObjectsRewrite for the current page (values for 0 hero class)
function finishStory(IStoryController.StoryActionContext memory ctx, IStoryController.MainState storage s) internal returns (
uint32[] memory nextObjs
) {
delete s.heroState[ctx.heroToken.packStoryHeroStateId(ctx.heroTokenId, ctx.storyId)];
// It's not necessary to clear mintedInIteration because for each hero each object has a sequence of iterations
// that is not reset on changing dungeons
return s.nextObjectsRewrite[ctx.storyId.packStoryPageId(ctx.pageId, 0)];
}
//endregion ------------------------ Story logic
//region ------------------------ Internal utils for story logic
/// @dev This function is made separate to simplify unit testing
function _mintRandomItems(IStoryController.StoryActionContext memory context, bytes32[] memory mintItemsData) internal returns (
address[] memory
) {
uint len = mintItemsData.length;
address[] memory mintItems = new address[](len);
uint32[] memory mintItemsChances = new uint32[](len);
for (uint i; i < len; ++i) {
(mintItems[i], mintItemsChances[i]) = mintItemsData[i].unpackItemMintInfo();
}
return ItemLib.mintRandomItems(ItemLib.MintItemInfo({
mintItems: mintItems,
mintItemsChances: mintItemsChances,
amplifier: 0,
seed: 0,
oracle: context.oracle,
magicFind: 0,
destroyItems: 0,
maxItems: 1, // MINT ONLY 1 ITEM!
mintDropChanceDelta: StatLib.mintDropChanceDelta(context.heroStats.experience, uint8(context.heroStats.level), context.biome),
mintDropChanceNgLevelMultiplier: 1e18
}));
}
/// @param attributesChanges Values+ids packed using toBytes32ArrayWithIds
function _generateAttributes(bytes32[] memory attributesChanges) internal pure returns (int32[] memory attributes) {
if (attributesChanges.length != 0) {
(int32[] memory values, uint8[] memory ids) = attributesChanges.toInt32ArrayWithIds();
uint len = ids.length;
if (len != 0) {
attributes = new int32[](uint(IStatController.ATTRIBUTES.END_SLOT));
for (uint i; i < len; ++i) {
int32 value = values[i];
attributes[ids[i]] = value;
}
}
}
return attributes;
}
function _generateStats(bytes32 statsChanges) internal pure returns (IStoryController.StatsChange memory change) {
(
change.experience,
change.heal,
change.manaRegen,
change.lifeChancesRecovered,
change.damage,
change.manaConsumed
) = statsChanges.unpackStatsChange();
return change;
}
/// @notice Break the item from the given {slot} (i.e. reduce item's durability to 0) and take it off
/// Broken item is taken off also.
function _breakItemInHeroSlot(IStoryController.StoryActionContext memory ctx, uint8 slot) internal {
(address itemAdr, uint itemId) = ctx.statController.heroItemSlot(ctx.heroToken, uint64(ctx.heroTokenId), slot).unpackNftId();
// take off the broken item and mark it as broken
ctx.itemController.takeOffDirectly(itemAdr, itemId, ctx.heroToken, ctx.heroTokenId, slot, ctx.sender, true);
// add 1% of fragility, deprecated
// ctx.itemController.incBrokenItemFragility(itemAdr, itemId);
emit IApplicationEvents.ItemBroken(
ctx.heroToken,
ctx.heroTokenId,
ctx.dungeonId,
ctx.objectId,
itemAdr,
itemId,
ctx.stageId,
ctx.iteration
);
}
function _getNextPage(IOracle oracle, uint16[] memory pages) internal returns (uint16) {
if (pages.length == 0) {
return 0;
}
if (pages.length == 1) {
return pages[0];
}
return pages[oracle.getRandomNumberInRange(0, pages.length - 1, 0)];
}
function _getStoryIndex(uint16 storyId) internal pure returns (bytes32) {
return bytes32(abi.encodePacked("STORY_", StringLib._toString(storyId)));
}
//endregion ------------------------ Internal utils for story logic
//region ------------------------ Check answers
function checkAnswer(
IStoryController.StoryActionContext memory context,
IStoryController.MainState storage s
) external returns (IStoryController.AnswerResultId result) {
result = checkAnswerAttributes(context, context.answerIdHash, s);
if (result == IStoryController.AnswerResultId.SUCCESS) {
result = checkAnswerItems(context, context.answerIdHash, s);
}
if (result == IStoryController.AnswerResultId.SUCCESS) {
result = checkAnswerTokens(context, context.answerIdHash, s);
}
if (result == IStoryController.AnswerResultId.SUCCESS) {
result = checkAnswerDelay(context);
}
if (result == IStoryController.AnswerResultId.SUCCESS) {
result = checkAnswerHeroCustomData(context, context.answerIdHash, s);
}
if (result == IStoryController.AnswerResultId.SUCCESS) {
result = checkAnswerGlobalCustomData(context, context.answerIdHash, s);
}
if (result == IStoryController.AnswerResultId.SUCCESS) {
result = checkAnswerRandom(context);
}
}
/// @notice Check if hero attribute values meet attribute requirements for the given answer
function checkAnswerAttributes(
IStoryController.StoryActionContext memory context,
bytes32 answerIndex,
IStoryController.MainState storage s
) internal view returns (IStoryController.AnswerResultId) {
bytes32[] storage reqs = s.attributeRequirements[answerIndex];
uint length = reqs.length;
for (uint i; i < length; ++i) {
(uint8 attributeIndex, int32 value, bool isCore) = reqs[i].unpackStoryAttributeRequirement();
if (isCore) {
IStatController.CoreAttributes memory base = context.statController.heroBaseAttributes(context.heroToken, context.heroTokenId);
if (attributeIndex == uint8(IStatController.ATTRIBUTES.STRENGTH) && base.strength < value) {
return IStoryController.AnswerResultId.ATTRIBUTE_FAIL;
}
if (attributeIndex == uint8(IStatController.ATTRIBUTES.DEXTERITY) && base.dexterity < value) {
return IStoryController.AnswerResultId.ATTRIBUTE_FAIL;
}
if (attributeIndex == uint8(IStatController.ATTRIBUTES.VITALITY) && base.vitality < value) {
return IStoryController.AnswerResultId.ATTRIBUTE_FAIL;
}
if (attributeIndex == uint8(IStatController.ATTRIBUTES.ENERGY) && base.energy < value) {
return IStoryController.AnswerResultId.ATTRIBUTE_FAIL;
}
} else {
int32 attr = context.statController.heroAttribute(context.heroToken, context.heroTokenId, attributeIndex);
if (attr < value) {
return IStoryController.AnswerResultId.ATTRIBUTE_FAIL;
}
}
}
return IStoryController.AnswerResultId.SUCCESS;
}
/// @notice Check item requirements for the given answer, check following issues:
/// 1) For equipped item: check if it is on balance
/// 2) For not equipped item: burn first owned item if requireItemBurn OR check that not equipped item is on balance
function checkAnswerItems(
IStoryController.StoryActionContext memory context,
bytes32 answerIndex,
IStoryController.MainState storage s
) internal returns (IStoryController.AnswerResultId) {
bytes32[] storage reqs = s.itemRequirements[answerIndex];
uint length = reqs.length;
for (uint i; i < length; ++i) {
(address item, bool requireItemBurn, bool requireItemEquipped) = reqs[i].unpackStoryItemRequirement();
// equipped item is on balance of the heroToken, not on balance of the sender
if (requireItemEquipped && IERC721Enumerable(item).balanceOf(context.heroToken) == 0) {
revert IAppErrors.NotItem1();
}
if (requireItemBurn) {
_burnFirstOwnedItem(context, item);
}
if (!requireItemEquipped && !requireItemBurn) {
if (IERC721Enumerable(item).balanceOf(context.sender) == 0) revert IAppErrors.NotItem2();
}
}
return IStoryController.AnswerResultId.SUCCESS;
}
/// @notice burn first owned item and generate event
/// @dev Use separate function to workaround stack too deep
function _burnFirstOwnedItem(IStoryController.StoryActionContext memory context, address item) internal {
uint itemId = IERC721Enumerable(item).tokenOfOwnerByIndex(context.sender, 0);
context.itemController.destroy(item, itemId); // destroy reverts if the item is equipped
emit IApplicationEvents.NotEquippedItemBurned(
context.heroToken,
context.heroTokenId,
context.dungeonId,
context.storyId,
item,
itemId,
context.stageId,
context.iteration
);
}
/// @notice Ensure that the sender has enough amounts of the required tokens, send fees to the treasury
function checkAnswerTokens(
IStoryController.StoryActionContext memory context,
bytes32 answerIndex,
IStoryController.MainState storage s
) internal returns (IStoryController.AnswerResultId) {
bytes32[] memory reqs = s.tokenRequirements[answerIndex];
uint length = reqs.length;
for (uint i; i < length; ++i) {
(address token, uint88 amount, bool requireTransfer) = reqs[i].unpackStoryTokenRequirement();
amount = uint88(adjustTokenAmountToGameToken(uint(amount), context.controller));
if (amount != 0) {
uint balance = IERC20(token).balanceOf(context.sender);
if (balance < uint(amount)) revert IAppErrors.NotEnoughAmount(balance, uint(amount));
if (requireTransfer) {
context.controller.process(token, amount, context.sender);
}
}
}
return IStoryController.AnswerResultId.SUCCESS;
}
function adjustTokenAmountToGameToken(uint amount, IController controller) internal view returns(uint) {
return amount * controller.gameTokenPrice() / 1e18;
}
/// @notice Generate error randomly
function checkAnswerRandom(IStoryController.StoryActionContext memory context) internal returns (IStoryController.AnswerResultId) {
(uint32 random,,) = context.answerAttributes.unpackStorySimpleRequirement();
if (random != 0 && random < 100) {
if (context.oracle.getRandomNumber(100, 0) > uint(random)) {
return IStoryController.AnswerResultId.RANDOM_FAIL;
}
} else if (random > 100) {
revert IAppErrors.NotRandom(random);
}
return IStoryController.AnswerResultId.SUCCESS;
}
/// @notice Ensure that the answer was given fast enough
function checkAnswerDelay(IStoryController.StoryActionContext memory context) internal view returns (IStoryController.AnswerResultId) {
(,uint32 delay,) = context.answerAttributes.unpackStorySimpleRequirement();
if (delay != 0) {
uint lastCall = uint(context.heroLastActionTS);
if (lastCall != 0 && lastCall < block.timestamp && block.timestamp - lastCall > uint(delay)) {
return IStoryController.AnswerResultId.DELAY_FAIL;
}
}
return IStoryController.AnswerResultId.SUCCESS;
}
function checkAnswerHeroCustomData(
IStoryController.StoryActionContext memory context,
bytes32 answerIndex,
IStoryController.MainState storage s
) internal view returns (IStoryController.AnswerResultId) {
return _checkAnswerCustomData(context, s.heroCustomDataRequirement[answerIndex], true);
}
function checkAnswerGlobalCustomData(
IStoryController.StoryActionContext memory context,
bytes32 answerIndex,
IStoryController.MainState storage s
) internal view returns (IStoryController.AnswerResultId) {
return _checkAnswerCustomData(context, s.globalCustomDataRequirement[answerIndex], false);
}
function _checkAnswerCustomData(
IStoryController.StoryActionContext memory context,
IStoryController.CustomDataRequirementPacked[] memory datas,
bool heroCustomData
) internal view returns (IStoryController.AnswerResultId) {
uint len = datas.length;
for (uint i; i < len; ++i) {
IStoryController.CustomDataRequirementPacked memory data = datas[i];
if (data.index != 0) {
(uint valueMin, uint valueMax, bool mandatory) = data.data.unpackCustomDataRequirements();
uint heroValue = heroCustomData
? context.statController.heroCustomData(context.heroToken, context.heroTokenId, data.index)
: context.statController.globalCustomData(data.index);
if (heroValue < valueMin || heroValue > valueMax) {
if (mandatory) {
if (heroCustomData) {
revert IAppErrors.NotHeroData();
} else {
revert IAppErrors.NotGlobalData();
}
} else {
return heroCustomData
? IStoryController.AnswerResultId.HERO_CUSTOM_DATA_FAIL
: IStoryController.AnswerResultId.GLOBAL_CUSTOM_DATA_FAIL;
}
}
}
}
return IStoryController.AnswerResultId.SUCCESS;
}
//endregion ------------------------ Check answers
}
// SPDX-License-Identifier: BUSL-1.1
pragma solidity 0.8.23;
library StringLib {
/// @dev Inspired by OraclizeAPI's implementation - MIT license
/// https://github.com/oraclize/ethereum-api/blob/b42146b063c7d6ee1358846c198246239e9360e8/oraclizeAPI_0.4.25.sol
function toString(uint value) external pure returns (string memory) {
return _toString(value);
}
function _toString(uint value) internal pure returns (string memory) {
if (value == 0) {
return "0";
}
uint temp = value;
uint digits;
while (temp != 0) {
digits++;
temp /= 10;
}
bytes memory buffer = new bytes(digits);
while (value != 0) {
digits -= 1;
buffer[digits] = bytes1(uint8(48 + uint(value % 10)));
value /= 10;
}
return string(buffer);
}
function toAsciiString(address x) external pure returns (string memory) {
return _toAsciiString(x);
}
function _toAsciiString(address x) internal pure returns (string memory) {
bytes memory s = new bytes(40);
for (uint i = 0; i < 20; i++) {
bytes1 b = bytes1(uint8(uint(uint160(x)) / (2 ** (8 * (19 - i)))));
bytes1 hi = bytes1(uint8(b) / 16);
bytes1 lo = bytes1(uint8(b) - 16 * uint8(hi));
s[2 * i] = _char(hi);
s[2 * i + 1] = _char(lo);
}
return string(s);
}
function char(bytes1 b) external pure returns (bytes1 c) {
return _char(b);
}
function _char(bytes1 b) internal pure returns (bytes1 c) {
if (uint8(b) < 10) return bytes1(uint8(b) + 0x30);
else return bytes1(uint8(b) + 0x57);
}
function concat(string memory a, string memory b) internal pure returns (string memory) {
return string(abi.encodePacked(a, b));
}
function isASCIILettersOnly(string memory str) internal pure returns (bool) {
bytes memory b = bytes(str);
for (uint i = 0; i < b.length; i++) {
if (uint8(b[i]) < 32 || uint8(b[i]) > 127) {
return false;
}
}
return true;
}
}
// 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;
}
}
// 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;
}
}
// 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;
}
}
// SPDX-License-Identifier: MIT
pragma solidity ^0.8.4;
/// @notice Library for generating pseudorandom numbers.
/// @author Solady (https://github.com/vectorized/solady/blob/main/src/utils/LibPRNG.sol)
/// @author LazyShuffler based on NextShuffler by aschlosberg (divergencearran)
/// (https://github.com/divergencetech/ethier/blob/main/contracts/random/NextShuffler.sol)
library LibPRNG {
/*´:°•.°+.*•´.*:˚.°*.˚•´.°:°•.°•.*•´.*:˚.°*.˚•´.°:°•.°+.*•´.*:*/
/* CUSTOM ERRORS */
/*.•°:°.´+˚.*°.˚:*.´•*.+°.•°:´*.´•*.•°.•°:°.´:•˚°.*°.˚:*.´+°.•*/
/// @dev The initial length must be greater than zero and less than `2**32 - 1`.
error InvalidInitialLazyShufflerLength();
/// @dev The new length must not be less than the current length.
error InvalidNewLazyShufflerLength();
/// @dev The lazy shuffler has not been initialized.
error LazyShufflerNotInitialized();
/// @dev Cannot double initialize the lazy shuffler.
error LazyShufflerAlreadyInitialized();
/// @dev The lazy shuffle has finished.
error LazyShuffleFinished();
/// @dev The queried index is out of bounds.
error LazyShufflerGetOutOfBounds();
/*´:°•.°+.*•´.*:˚.°*.˚•´.°:°•.°•.*•´.*:˚.°*.˚•´.°:°•.°+.*•´.*:*/
/* CONSTANTS */
/*.•°:°.´+˚.*°.˚:*.´•*.+°.•°:´*.´•*.•°.•°:°.´:•˚°.*°.˚:*.´+°.•*/
/// @dev The scalar of ETH and most ERC20s.
uint256 internal constant WAD = 1e18;
/*´:°•.°+.*•´.*:˚.°*.˚•´.°:°•.°•.*•´.*:˚.°*.˚•´.°:°•.°+.*•´.*:*/
/* STRUCTS */
/*.•°:°.´+˚.*°.˚:*.´•*.+°.•°:´*.´•*.•°.•°:°.´:•˚°.*°.˚:*.´+°.•*/
/// @dev A pseudorandom number state in memory.
struct PRNG {
uint256 state;
}
/// @dev A lazy Fisher-Yates shuffler for a range `[0..n)` in storage.
struct LazyShuffler {
// Bits Layout:
// - [0..31] `numShuffled`
// - [32..223] `permutationSlot`
// - [224..255] `length`
uint256 _state;
}
/*´:°•.°+.*•´.*:˚.°*.˚•´.°:°•.°•.*•´.*:˚.°*.˚•´.°:°•.°+.*•´.*:*/
/* OPERATIONS */
/*.•°:°.´+˚.*°.˚:*.´•*.+°.•°:´*.´•*.•°.•°:°.´:•˚°.*°.˚:*.´+°.•*/
/// @dev Seeds the `prng` with `state`.
function seed(PRNG memory prng, uint256 state) internal pure {
/// @solidity memory-safe-assembly
assembly {
mstore(prng, state)
}
}
/// @dev Returns the next pseudorandom uint256.
/// All bits of the returned uint256 pass the NIST Statistical Test Suite.
function next(PRNG memory prng) internal pure returns (uint256 result) {
// We simply use `keccak256` for a great balance between
// runtime gas costs, bytecode size, and statistical properties.
//
// A high-quality LCG with a 32-byte state
// is only about 30% more gas efficient during runtime,
// but requires a 32-byte multiplier, which can cause bytecode bloat
// when this function is inlined.
//
// Using this method is about 2x more efficient than
// `nextRandomness = uint256(keccak256(abi.encode(randomness)))`.
/// @solidity memory-safe-assembly
assembly {
result := keccak256(prng, 0x20)
mstore(prng, result)
}
}
/// @dev Returns a pseudorandom uint256, uniformly distributed
/// between 0 (inclusive) and `upper` (exclusive).
/// If your modulus is big, this method is recommended
/// for uniform sampling to avoid modulo bias.
/// For uniform sampling across all uint256 values,
/// or for small enough moduli such that the bias is neligible,
/// use {next} instead.
function uniform(PRNG memory prng, uint256 upper) internal pure returns (uint256 result) {
/// @solidity memory-safe-assembly
assembly {
for {} 1 {} {
result := keccak256(prng, 0x20)
mstore(prng, result)
if iszero(lt(result, mod(sub(0, upper), upper))) { break }
}
result := mod(result, upper)
}
}
/// @dev Shuffles the array in-place with Fisher-Yates shuffle.
function shuffle(PRNG memory prng, uint256[] memory a) internal pure {
/// @solidity memory-safe-assembly
assembly {
let n := mload(a)
let w := not(0)
let mask := shr(128, w)
if n {
for { a := add(a, 0x20) } 1 {} {
// We can just directly use `keccak256`, cuz
// the other approaches don't save much.
let r := keccak256(prng, 0x20)
mstore(prng, r)
// Note that there will be a very tiny modulo bias
// if the length of the array is not a power of 2.
// For all practical purposes, it is negligible
// and will not be a fairness or security concern.
{
let j := add(a, shl(5, mod(shr(128, r), n)))
n := add(n, w) // `sub(n, 1)`.
if iszero(n) { break }
let i := add(a, shl(5, n))
let t := mload(i)
mstore(i, mload(j))
mstore(j, t)
}
{
let j := add(a, shl(5, mod(and(r, mask), n)))
n := add(n, w) // `sub(n, 1)`.
if iszero(n) { break }
let i := add(a, shl(5, n))
let t := mload(i)
mstore(i, mload(j))
mstore(j, t)
}
}
}
}
}
/// @dev Shuffles the bytes in-place with Fisher-Yates shuffle.
function shuffle(PRNG memory prng, bytes memory a) internal pure {
/// @solidity memory-safe-assembly
assembly {
let n := mload(a)
let w := not(0)
let mask := shr(128, w)
if n {
let b := add(a, 0x01)
for { a := add(a, 0x20) } 1 {} {
// We can just directly use `keccak256`, cuz
// the other approaches don't save much.
let r := keccak256(prng, 0x20)
mstore(prng, r)
// Note that there will be a very tiny modulo bias
// if the length of the array is not a power of 2.
// For all practical purposes, it is negligible
// and will not be a fairness or security concern.
{
let o := mod(shr(128, r), n)
n := add(n, w) // `sub(n, 1)`.
if iszero(n) { break }
let t := mload(add(b, n))
mstore8(add(a, n), mload(add(b, o)))
mstore8(add(a, o), t)
}
{
let o := mod(and(r, mask), n)
n := add(n, w) // `sub(n, 1)`.
if iszero(n) { break }
let t := mload(add(b, n))
mstore8(add(a, n), mload(add(b, o)))
mstore8(add(a, o), t)
}
}
}
}
}
/// @dev Returns a sample from the standard normal distribution denominated in `WAD`.
function standardNormalWad(PRNG memory prng) internal pure returns (int256 result) {
/// @solidity memory-safe-assembly
assembly {
// Technically, this is the Irwin-Hall distribution with 20 samples.
// The chance of drawing a sample outside 10 σ from the standard normal distribution
// is ≈ 0.000000000000000000000015, which is insignificant for most practical purposes.
// Passes the Kolmogorov-Smirnov test for 200k samples. Uses about 322 gas.
result := keccak256(prng, 0x20)
mstore(prng, result)
let n := 0xffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff43 // Prime.
let a := 0x100000000000000000000000000000051 // Prime and a primitive root of `n`.
let m := 0x1fffffffffffffff1fffffffffffffff1fffffffffffffff1fffffffffffffff
let s := 0x1000000000000000100000000000000010000000000000001
let r1 := mulmod(result, a, n)
let r2 := mulmod(r1, a, n)
let r3 := mulmod(r2, a, n)
// forgefmt: disable-next-item
result := sub(sar(96, mul(26614938895861601847173011183,
add(add(shr(192, mul(s, add(and(m, result), and(m, r1)))),
shr(192, mul(s, add(and(m, r2), and(m, r3))))),
shr(192, mul(s, and(m, mulmod(r3, a, n))))))), 7745966692414833770)
}
}
/// @dev Returns a sample from the unit exponential distribution denominated in `WAD`.
function exponentialWad(PRNG memory prng) internal pure returns (uint256 result) {
/// @solidity memory-safe-assembly
assembly {
// Passes the Kolmogorov-Smirnov test for 200k samples.
// Gas usage varies, starting from about 172+ gas.
let r := keccak256(prng, 0x20)
mstore(prng, r)
let p := shl(129, r)
let w := shl(1, r)
if iszero(gt(w, p)) {
let n := 0xffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff43 // Prime.
let a := 0x100000000000000000000000000000051 // Prime and a primitive root of `n`.
for {} 1 {} {
r := mulmod(r, a, n)
if iszero(lt(shl(129, r), w)) {
r := mulmod(r, a, n)
result := add(1000000000000000000, result)
w := shl(1, r)
p := shl(129, r)
if iszero(lt(w, p)) { break }
continue
}
w := shl(1, r)
if iszero(lt(w, shl(129, r))) { break }
}
}
result := add(div(p, shl(129, 170141183460469231732)), result)
}
}
/*´:°•.°+.*•´.*:˚.°*.˚•´.°:°•.°•.*•´.*:˚.°*.˚•´.°:°•.°+.*•´.*:*/
/* STORAGE-BASED RANGE LAZY SHUFFLING OPERATIONS */
/*.•°:°.´+˚.*°.˚:*.´•*.+°.•°:´*.´•*.•°.•°:°.´:•˚°.*°.˚:*.´+°.•*/
/// @dev Initializes the state for lazy-shuffling the range `[0..n)`.
/// Reverts if `n == 0 || n >= 2**32 - 1`.
/// Reverts if `$` has already been initialized.
/// If you need to reduce the length after initialization, just use a fresh new `$`.
function initialize(LazyShuffler storage $, uint256 n) internal {
/// @solidity memory-safe-assembly
assembly {
if iszero(lt(sub(n, 1), 0xfffffffe)) {
mstore(0x00, 0x83b53941) // `InvalidInitialLazyShufflerLength()`.
revert(0x1c, 0x04)
}
if sload($.slot) {
mstore(0x00, 0x0c9f11f2) // `LazyShufflerAlreadyInitialized()`.
revert(0x1c, 0x04)
}
mstore(0x00, $.slot)
sstore($.slot, or(shl(224, n), shl(32, shr(64, keccak256(0x00, 0x20)))))
}
}
/// @dev Increases the length of `$`.
/// Reverts if `$` has not been initialized.
function grow(LazyShuffler storage $, uint256 n) internal {
/// @solidity memory-safe-assembly
assembly {
let state := sload($.slot) // The packed value at `$`.
// If the new length is smaller than the old length, revert.
if lt(n, shr(224, state)) {
mstore(0x00, 0xbed37c6e) // `InvalidNewLazyShufflerLength()`.
revert(0x1c, 0x04)
}
if iszero(state) {
mstore(0x00, 0x1ead2566) // `LazyShufflerNotInitialized()`.
revert(0x1c, 0x04)
}
sstore($.slot, or(shl(224, n), shr(32, shl(32, state))))
}
}
/// @dev Restarts the shuffler by setting `numShuffled` to zero,
/// such that all elements can be drawn again.
/// Restarting does NOT clear the internal permutation, nor changes the length.
/// Even with the same sequence of randomness, reshuffling can yield different results.
function restart(LazyShuffler storage $) internal {
/// @solidity memory-safe-assembly
assembly {
let state := sload($.slot)
if iszero(state) {
mstore(0x00, 0x1ead2566) // `LazyShufflerNotInitialized()`.
revert(0x1c, 0x04)
}
sstore($.slot, shl(32, shr(32, state)))
}
}
/// @dev Returns the number of elements that have been shuffled.
function numShuffled(LazyShuffler storage $) internal view returns (uint256 result) {
/// @solidity memory-safe-assembly
assembly {
result := and(0xffffffff, sload($.slot))
}
}
/// @dev Returns the length of `$`.
/// Returns zero if `$` is not initialized, else a non-zero value less than `2**32 - 1`.
function length(LazyShuffler storage $) internal view returns (uint256 result) {
/// @solidity memory-safe-assembly
assembly {
result := shr(224, sload($.slot))
}
}
/// @dev Returns if `$` has been initialized.
function initialized(LazyShuffler storage $) internal view returns (bool result) {
/// @solidity memory-safe-assembly
assembly {
result := iszero(iszero(sload($.slot)))
}
}
/// @dev Returns if there are any more elements left to shuffle.
/// Reverts if `$` is not initialized.
function finished(LazyShuffler storage $) internal view returns (bool result) {
/// @solidity memory-safe-assembly
assembly {
let state := sload($.slot) // The packed value at `$`.
if iszero(state) {
mstore(0x00, 0x1ead2566) // `LazyShufflerNotInitialized()`.
revert(0x1c, 0x04)
}
result := eq(shr(224, state), and(0xffffffff, state))
}
}
/// @dev Returns the current value stored at `index`, accounting for all historical shuffling.
/// Reverts if `index` is greater than or equal to the `length` of `$`.
function get(LazyShuffler storage $, uint256 index) internal view returns (uint256 result) {
/// @solidity memory-safe-assembly
assembly {
let state := sload($.slot) // The packed value at `$`.
let n := shr(224, state) // Length of `$`.
if iszero(lt(index, n)) {
mstore(0x00, 0x61367cc4) // `LazyShufflerGetOutOfBounds()`.
revert(0x1c, 0x04)
}
let u32 := gt(n, 0xfffe)
let s := add(shr(sub(4, u32), index), shr(64, shl(32, state))) // Bucket slot.
let o := shl(add(4, u32), and(index, shr(u32, 15))) // Bucket slot offset (bits).
let m := sub(shl(shl(u32, 16), 1), 1) // Value mask.
result := and(m, shr(o, sload(s)))
result := xor(index, mul(xor(index, sub(result, 1)), iszero(iszero(result))))
}
}
/// @dev Does a single Fisher-Yates shuffle step, increments the `numShuffled` in `$`,
/// and returns the next value in the shuffled range.
/// `randomness` can be taken from a good-enough source, or a higher quality source like VRF.
/// Reverts if there are no more values to shuffle, which includes the case if `$` is not initialized.
function next(LazyShuffler storage $, uint256 randomness) internal returns (uint256 chosen) {
/// @solidity memory-safe-assembly
assembly {
function _get(u32_, state_, i_) -> _value {
let s_ := add(shr(sub(4, u32_), i_), shr(64, shl(32, state_))) // Bucket slot.
let o_ := shl(add(4, u32_), and(i_, shr(u32_, 15))) // Bucket slot offset (bits).
let m_ := sub(shl(shl(u32_, 16), 1), 1) // Value mask.
_value := and(m_, shr(o_, sload(s_)))
_value := xor(i_, mul(xor(i_, sub(_value, 1)), iszero(iszero(_value))))
}
function _set(u32_, state_, i_, value_) {
let s_ := add(shr(sub(4, u32_), i_), shr(64, shl(32, state_))) // Bucket slot.
let o_ := shl(add(4, u32_), and(i_, shr(u32_, 15))) // Bucket slot offset (bits).
let m_ := sub(shl(shl(u32_, 16), 1), 1) // Value mask.
let v_ := sload(s_) // Bucket slot value.
value_ := mul(iszero(eq(i_, value_)), add(value_, 1))
sstore(s_, xor(v_, shl(o_, and(m_, xor(shr(o_, v_), value_)))))
}
let state := sload($.slot) // The packed value at `$`.
let shuffled := and(0xffffffff, state) // Number of elements shuffled.
let n := shr(224, state) // Length of `$`.
let remainder := sub(n, shuffled) // Number of elements left to shuffle.
if iszero(remainder) {
mstore(0x00, 0x51065f79) // `LazyShuffleFinished()`.
revert(0x1c, 0x04)
}
mstore(0x00, randomness) // (Re)hash the randomness so that we don't
mstore(0x20, shuffled) // need to expect guarantees on its distribution.
let index := add(mod(keccak256(0x00, 0x40), remainder), shuffled)
chosen := _get(gt(n, 0xfffe), state, index)
_set(gt(n, 0xfffe), state, index, _get(gt(n, 0xfffe), state, shuffled))
_set(gt(n, 0xfffe), state, shuffled, chosen)
sstore($.slot, add(1, state)) // Increment the `numShuffled` by 1, and store it.
}
}
}
// SPDX-License-Identifier: BUSL-1.1
/**
▒▓▒ ▒▒▒▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓███▓▓▒ ▒▒▒▒▓▓▓▒▓▓▓▓▓▓▓██▓
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*/
pragma solidity 0.8.23;
import "../interfaces/IAppErrors.sol";
import "../interfaces/IERC20.sol";
import "../interfaces/IERC721.sol";
import "../interfaces/IGuildBank.sol";
import "../interfaces/IGuildController.sol";
import {IApplicationEvents} from "../interfaces/IApplicationEvents.sol";
contract GuildBank is IGuildBank {
//region ------------------------ CONSTANTS
/// @notice Version of the contract
/// @dev Should be incremented when contract changed
string public constant VERSION = "1.0.1";
//endregion ------------------------ CONSTANTS
//region ------------------------ Members
IGuildController immutable public guildController;
uint immutable public guildId;
//endregion ------------------------ Members
//region ------------------------ Restrictions and constructor
function _onlyGuildController(address msgSender) internal view {
if (msgSender != address(guildController)) revert IAppErrors.GuildControllerOnly();
}
constructor (address guildController_, uint guildId_) {
guildController = IGuildController(guildController_);
guildId = guildId_;
}
//endregion ------------------------ Restrictions and constructor
//region ------------------------ ERC20
function transfer(address token, address recipient, uint amount) external {
_onlyGuildController(msg.sender);
IERC20(token).transfer(recipient, amount);
emit IApplicationEvents.GuildBankTransfer(token, recipient, amount);
}
function approve(address token, address spender, uint256 amount) external returns (bool) {
_onlyGuildController(msg.sender);
return IERC20(token).approve(spender, amount);
}
//endregion ------------------------ ERC20
//region ------------------------ ERC721
function transferNft(address to, address nft, uint256 tokenId) external {
_onlyGuildController(msg.sender);
IERC721(nft).transferFrom(address(this), to, tokenId);
emit IApplicationEvents.GuildBankTransferNft(to, nft, tokenId);
}
function transferNftMulti(address to, address[] memory nfts, uint256[] memory tokenIds) external {
_onlyGuildController(msg.sender);
uint len = nfts.length;
if (len != tokenIds.length) revert IAppErrors.LengthsMismatch();
for (uint i; i < len; ++i) {
IERC721(nfts[i]).transferFrom(address(this), to, tokenIds[i]);
}
emit IApplicationEvents.GuildBankTransferNftMulti(to, nfts, tokenIds);
}
function approveNft(address to, address nft, uint256 tokenId) external {
_onlyGuildController(msg.sender);
IERC721(nft).approve(to, tokenId);
}
function approveNftMulti(address to, address[] memory nfts, uint256[] memory tokenIds) external {
_onlyGuildController(msg.sender);
uint len = nfts.length;
if (len != tokenIds.length) revert IAppErrors.LengthsMismatch();
for (uint i; i < len; ++i) {
IERC721(nfts[i]).approve(to, tokenIds[i]);
}
}
//endregion ------------------------ ERC721
}