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use starknet::ContractAddress; | ||
use starknet::felt252; | ||
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// Importar los modelos | ||
use bytebeasts::models::Beast; | ||
use bytebeasts::models::Mt; | ||
use bytebeasts::models::Player; | ||
use bytebeasts::models::Potion; | ||
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// Definir la interfaz | ||
#[dojo::interface] | ||
trait IBattleActions { | ||
fn attack(ref world: IWorldDispatcher, mt_id: u32); | ||
fn use_potion(ref world: IWorldDispatcher, potion_id: u32); | ||
fn flee(ref world: IWorldDispatcher); | ||
fn init_battle(ref world: IWorldDispatcher, player_id: u32, opponent_id: u32); | ||
} | ||
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// Decorador de Dojo | ||
#[dojo::contract] | ||
mod battle_system { | ||
use super::{IBattleActions}; | ||
use starknet::{ContractAddress, get_caller_address}; | ||
use bytebeasts::models::{Beast, Mt, Player, Potion}; | ||
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// Evento para registrar el estado de la batalla | ||
#[event] | ||
func BattleStatus(status: felt252) { | ||
} | ||
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#[abi(embed_v0)] | ||
impl BattleActionsImpl of IBattleActions<ContractState> { | ||
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// Inicializar el sistema de batalla | ||
fn init_battle(ref world: IWorldDispatcher, player_id: u32, opponent_id: u32) { | ||
let player = Player::get(player_id); | ||
let opponent = Player::get(opponent_id); | ||
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// Establecer las bestias activas (suponiendo que beast_1 es la activa) | ||
let active_beast_player = Beast::get(player.beast_1); | ||
let active_beast_opponent = Beast::get(opponent.beast_1); | ||
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// Configurar el estado de la batalla | ||
set!( | ||
world, | ||
( | ||
player: player_id, | ||
opponent: opponent_id, | ||
active_beast_player: active_beast_player, | ||
active_beast_opponent: active_beast_opponent, | ||
battle_active: 1 // 1: activo, 0: inactivo | ||
) | ||
); | ||
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BattleStatus.emit('Battle Started'); | ||
} | ||
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// Función para realizar una acción | ||
fn attack(ref world: IWorldDispatcher, mt_id: u32) { | ||
let player = get_caller_address(); | ||
let player_id = get_player_id(world, player); | ||
let opponent_id = get_opponent_id(world); | ||
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let player_beast = Beast::get(get_active_beast(world, player_id)); | ||
let opponent_beast = Beast::get(get_active_beast(world, opponent_id)); | ||
let mt = Mt::get(mt_id); | ||
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let damage = calculate_damage(mt, player_beast, opponent_beast); | ||
opponent_beast.current_hp -= damage; | ||
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if opponent_beast.current_hp <= 0_u32 { | ||
BattleStatus.emit('Opponent\'s Beast Knocked Out!'); | ||
// Lógica para manejar la victoria o cambio de bestias del oponente | ||
set_battle_status(world, 0); // Terminar la batalla | ||
} else { | ||
BattleStatus.emit('Attack Performed'); | ||
// Turno del oponente | ||
opponent_turn(world); | ||
} | ||
} | ||
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// Función para usar un ítem | ||
fn use_potion(ref world: IWorldDispatcher, potion_id: u32) { | ||
let player = get_caller_address(); | ||
let player_id = get_player_id(world, player); | ||
let active_beast = Beast::get(get_active_beast(world, player_id)); | ||
let potion = Potion::get(potion_id); | ||
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apply_item_effect(potion, active_beast); | ||
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BattleStatus.emit('Item Used'); | ||
// Turno del oponente | ||
opponent_turn(world); | ||
} | ||
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// Función para huir | ||
fn flee(ref world: IWorldDispatcher) { | ||
let player = get_caller_address(); | ||
let player_id = get_player_id(world, player); | ||
let opponent_id = get_opponent_id(world); | ||
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let player_beast = Beast::get(get_active_beast(world, player_id)); | ||
let opponent_beast = Beast::get(get_active_beast(world, opponent_id)); | ||
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let flee_success = check_flee_success(player_beast, opponent_beast); | ||
if flee_success == 1 { | ||
set_battle_status(world, 0); // Terminar la batalla | ||
BattleStatus.emit('Player Fled'); | ||
} else { | ||
BattleStatus.emit('Flee Failed'); | ||
// Turno del oponente | ||
opponent_turn(world); | ||
} | ||
} | ||
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// Función para calcular el daño | ||
fn calculate_damage(mt: Mt, attacker: Beast, defender: Beast) -> u32 { | ||
let base_damage = mt.mt_power * attacker.attack / defender.defense; | ||
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// Aplicar efectividad y otros modificadores (simplificado) | ||
let effective_damage = base_damage; // Extender con efectividad por tipo, aleatoriedad, etc. | ||
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// Considerar precisión (simplificado) | ||
let hit_chance = random_felt252() % 100_u32; | ||
if hit_chance > mt.mt_accuracy { | ||
return 0_u32; // Ataque fallido | ||
} | ||
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effective_damage | ||
} | ||
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// Función para aplicar el efecto de un ítem | ||
fn apply_item_effect(potion: Potion, target: Beast) { | ||
// Aplicación simplificada del efecto (e.g., curar HP) | ||
if potion.potion_effect == 1 { | ||
target.current_hp += 20_u32; // Cantidad de curación de ejemplo | ||
if target.current_hp > target.hp { | ||
target.current_hp = target.hp; // Limitar HP al máximo | ||
} | ||
} | ||
} | ||
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// Función para verificar el éxito de huir | ||
fn check_flee_success(player_beast: Beast, opponent_beast: Beast) -> felt252 { | ||
if player_beast.level > opponent_beast.level { | ||
1 // Éxito al huir | ||
} else { | ||
0 // Fallo al huir | ||
} | ||
} | ||
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// Lógica del turno del oponente | ||
fn opponent_turn(ref world: IWorldDispatcher) { | ||
let opponent_id = get_opponent_id(world); | ||
let player_id = get_player_id(world, get_caller_address()); | ||
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let active_beast_opponent = Beast::get(get_active_beast(world, opponent_id)); | ||
let active_beast_player = Beast::get(get_active_beast(world, player_id)); | ||
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let opponent_attack = active_beast_opponent.mt1; // Suponiendo que el oponente siempre usa el primer movimiento | ||
let mt = Mt::get(opponent_attack); | ||
let damage = calculate_damage(mt, active_beast_opponent, active_beast_player); | ||
active_beast_player.current_hp -= damage; | ||
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if active_beast_player.current_hp <= 0_u32 { | ||
BattleStatus.emit('Player\'s Beast Knocked Out!'); | ||
set_battle_status(world, 0); // Terminar la batalla | ||
} | ||
} | ||
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// Función para obtener el ID del jugador | ||
fn get_player_id(world: IWorldDispatcher, player_address: ContractAddress) -> u32 { | ||
// Implementar lógica para obtener el ID del jugador usando el mundo | ||
} | ||
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// Función para obtener el ID del oponente | ||
fn get_opponent_id(world: IWorldDispatcher) -> u32 { | ||
// Implementar lógica para obtener el ID del oponente usando el mundo | ||
} | ||
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// Función para obtener la bestia activa | ||
fn get_active_beast(world: IWorldDispatcher, player_id: u32) -> u32 { | ||
// Implementar lógica para obtener la bestia activa usando el mundo | ||
} | ||
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// Función para establecer el estado de la batalla | ||
fn set_battle_status(world: IWorldDispatcher, status: u32) { | ||
// Implementar lógica para actualizar el estado de la batalla en el mundo | ||
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} | ||
} | ||
} |