A wild Emojimon appears
To bring this all together we will now add the ability to generate encounters on tall grass in which the user can either capture the emojimon or flee the encounter.
Adding encounters and all of their functionality will serve as a review of all the concepts we've learned so far:
- Creating tables (i.e. components),
- Creating and calling systems,
- Optimistic rendering in the client
- Client and contract queries.
We will add the following features:
- Trigger encounters when players walk in tall grass
- Spawn monsters (i.e. emojimon) into the encounter
- Allow players to capture emojimon
- Allow players to flee encounters
Before continuing, try figuring out what components and systems would need to be added to get the build all these features. You could even try building them—we've already taught you all that is needed (and you can view the gif in the Introduction as a reference).
Enable tall grass to trigger encounters
Let's start by adding three new tables to mud.config.ts
.
Encounterable
can an entity engage in an encounter.EncounterTrigger
can an entity trigger an encounter when moved on by a player.Encounter
associate a player with an encounter.
import { mudConfig } from "@latticexyz/world/register";
export default mudConfig({
enums: {
TerrainType: ["None", "TallGrass", "Boulder"],
},
tables: {
Encounter: {
keySchema: {
player: "bytes32",
},
valueSchema: {
exists: "bool",
monster: "bytes32",
catchAttempts: "uint256",
},
},
EncounterTrigger: "bool",
Encounterable: "bool",
MapConfig: {
keySchema: {},
dataStruct: false,
valueSchema: {
width: "uint32",
height: "uint32",
terrain: "bytes",
},
},
Movable: "bool",
Obstruction: "bool",
Player: "bool",
Position: {
dataStruct: false,
valueSchema: {
x: "uint32",
y: "uint32",
},
},
},
});
We then have to make sure that players and tall grass are receiving these components properly.
First let's make sure the client is being initialized properly in PostDeploy.s.sol
.
// SPDX-License-Identifier: MIT
pragma solidity >=0.8.21;
import { Script } from "forge-std/Script.sol";
import { console } from "forge-std/console.sol";
import { TerrainType } from "../src/codegen/common.sol";
import { StoreSwitch } from "@latticexyz/store/src/StoreSwitch.sol";
import { EncounterTrigger, MapConfig, Obstruction, Position } from "../src/codegen/index.sol";
import { positionToEntityKey } from "../src/positionToEntityKey.sol";
contract PostDeploy is Script {
function run(address worldAddress) external {
console.log("Deployed world: ", worldAddress);
uint256 deployerPrivateKey = vm.envUint("PRIVATE_KEY");
vm.startBroadcast(deployerPrivateKey);
StoreSwitch.setStoreAddress(worldAddress);
TerrainType O = TerrainType.None;
TerrainType T = TerrainType.TallGrass;
TerrainType B = TerrainType.Boulder;
TerrainType[20][20] memory map = [
[O, O, O, O, O, O, T, O, O, O, O, O, O, O, O, O, O, O, O, O],
[O, O, T, O, O, O, O, O, T, O, O, O, O, B, O, O, O, O, O, O],
[O, T, T, T, T, O, O, O, O, O, O, O, O, O, O, T, T, O, O, O],
[O, O, T, T, T, T, O, O, O, O, B, O, O, O, O, O, T, O, O, O],
[O, O, O, O, T, T, O, O, O, O, O, O, O, O, O, O, O, T, O, O],
[O, O, O, B, B, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O],
[O, T, O, O, O, B, B, O, O, O, O, T, O, O, O, O, O, B, O, O],
[O, O, T, T, O, O, O, O, O, T, O, B, O, O, T, O, B, O, O, O],
[O, O, T, O, O, O, O, T, T, T, O, B, B, O, O, O, O, O, O, O],
[O, O, O, O, O, O, O, T, T, T, O, B, T, O, T, T, O, O, O, O],
[O, B, O, O, O, B, O, O, T, T, O, B, O, O, T, T, O, O, O, O],
[O, O, B, O, O, O, T, O, T, T, O, O, B, T, T, T, O, O, O, O],
[O, O, B, B, O, O, O, O, T, O, O, O, B, O, T, O, O, O, O, O],
[O, O, O, B, B, O, O, O, O, O, O, O, O, B, O, T, O, O, O, O],
[O, O, O, O, B, O, O, O, O, O, O, O, O, O, O, O, O, O, O, O],
[O, O, O, O, O, O, O, O, O, O, B, B, O, O, T, O, O, O, O, O],
[O, O, O, O, T, O, O, O, T, B, O, O, O, T, T, O, B, O, O, O],
[O, O, O, T, O, T, T, T, O, O, O, O, O, T, O, O, O, O, O, O],
[O, O, O, T, T, T, T, O, O, O, O, T, O, O, O, T, O, O, O, O],
[O, O, O, O, O, T, O, O, O, O, O, O, O, O, O, O, O, O, O, O]
];
uint32 height = uint32(map.length);
uint32 width = uint32(map[0].length);
bytes memory terrain = new bytes(width * height);
for (uint32 y = 0; y < height; y++) {
for (uint32 x = 0; x < width; x++) {
TerrainType terrainType = map[y][x];
if (terrainType == TerrainType.None) continue;
terrain[(y * width) + x] = bytes1(uint8(terrainType));
bytes32 entity = positionToEntityKey(x, y);
if (terrainType == TerrainType.Boulder) {
Position.set(entity, x, y);
Obstruction.set(entity, true);
} else if (terrainType == TerrainType.TallGrass) {
Position.set(entity, x, y);
EncounterTrigger.set(entity, true);
}
}
}
MapConfig.set(width, height, terrain);
vm.stopBroadcast();
}
}
Then let's update the spawn
method in MapSystem.sol
to include the Encounterable
table/component.
// SPDX-License-Identifier: MIT
pragma solidity >=0.8.21;
import { System } from "@latticexyz/world/src/System.sol";
import { Encounterable, MapConfig, Movable, Obstruction, Player, Position } from "../codegen/index.sol";
import { addressToEntityKey } from "../addressToEntityKey.sol";
import { positionToEntityKey } from "../positionToEntityKey.sol";
contract MapSystem is System {
function spawn(uint32 x, uint32 y) public {
bytes32 player = addressToEntityKey(address(_msgSender()));
require(!Player.get(player), "already spawned");
// Constrain position to map size, wrapping around if necessary
(uint32 width, uint32 height, ) = MapConfig.get();
x = (x + width) % width;
y = (y + height) % height;
bytes32 position = positionToEntityKey(x, y);
require(!Obstruction.get(position), "this space is obstructed");
Player.set(player, true);
Position.set(player, x, y);
Movable.set(player, true);
Encounterable.set(player, true);
}
function moveBy(uint32 clientX, uint32 clientY, int32 deltaX, int32 deltaY) public {
bytes32 player = addressToEntityKey(_msgSender());
require(Movable.get(player), "cannot move");
(uint32 fromX, uint32 fromY) = Position.get(player);
require(distance2(deltaX, deltaY) == 1, "can only move to adjacent spaces");
require(clientX == fromX && clientY == fromY, "client confused about location");
// Constrain position to map size, wrapping around if necessary
// Also, by adding width and height, avoid negative numbers,
// which uint32 does not support.
(uint32 width, uint32 height, ) = MapConfig.get();
uint32 x = uint32(int32(fromX) + deltaX + int32(width)) % width;
uint32 y = uint32(int32(fromY) + deltaY + int32(height)) % height;
bytes32 position = positionToEntityKey(x, y);
require(!Obstruction.get(position), "this space is obstructed");
Position.set(player, x, y);
}
function distance2(int32 deltaX, int32 deltaY) internal pure returns (uint32) {
return uint32(deltaX * deltaX + deltaY * deltaY);
}
}
Now that tall grass is an encounter trigger, we can query for an encounter trigger as we move to a new position. We'll update the MapSystem
to handle this.
At this point we would ideally like to implement an element of randomness for triggering encounters in tall grass. However, due to the deterministic nature of blockchains and EVM applications, true randomness is not currently possible. For the purpose of this tutorial we will be leaving this as deterministic.
// SPDX-License-Identifier: MIT
pragma solidity >=0.8.21;
import { System } from "@latticexyz/world/src/System.sol";
import { Encounterable, MapConfig, Movable, Obstruction, Player, Position } from "../codegen/index.sol";
import { addressToEntityKey } from "../addressToEntityKey.sol";
import { positionToEntityKey } from "../positionToEntityKey.sol";
contract MapSystem is System {
function spawn(uint32 x, uint32 y) public {
bytes32 player = addressToEntityKey(address(_msgSender()));
require(!Player.get(player), "already spawned");
// Constrain position to map size, wrapping around if necessary
(uint32 width, uint32 height, ) = MapConfig.get();
x = (x + width) % width;
y = (y + height) % height;
bytes32 position = positionToEntityKey(x, y);
require(!Obstruction.get(position), "this space is obstructed");
Player.set(player, true);
Position.set(player, x, y);
Movable.set(player, true);
Encounterable.set(player, true);
}
function moveBy(uint32 clientX, uint32 clientY, int32 deltaX, int32 deltaY) public {
bytes32 player = addressToEntityKey(_msgSender());
require(Movable.get(player), "cannot move");
(uint32 fromX, uint32 fromY) = Position.get(player);
require(distance2(deltaX, deltaY) == 1, "can only move to adjacent spaces");
require(clientX == fromX && clientY == fromY, "client confused about location");
// Constrain position to map size, wrapping around if necessary
// Also, by adding width and height, avoid negative numbers,
// which uint32 does not support.
(uint32 width, uint32 height, ) = MapConfig.get();
uint32 x = uint32(int32(fromX) + deltaX + int32(width)) % width;
uint32 y = uint32(int32(fromY) + deltaY + int32(height)) % height;
bytes32 position = positionToEntityKey(x, y);
require(!Obstruction.get(position), "this space is obstructed");
Position.set(player, x, y);
}
function distance2(int32 deltaX, int32 deltaY) internal pure returns (uint32) {
return uint32(deltaX * deltaX + deltaY * deltaY);
}
}
Now that we have all of the encounter logic setup we just want to take the last step of preventing movement while a player is in an encounter—this will be a modification of the move method (you should know where this is by now!)
// SPDX-License-Identifier: MIT
pragma solidity >=0.8.21;
import { System } from "@latticexyz/world/src/System.sol";
import { Encounter, Encounterable, EncounterTrigger, MapConfig, Movable, Obstruction, Player, Position } from "../codegen/index.sol";
import { addressToEntityKey } from "../addressToEntityKey.sol";
import { positionToEntityKey } from "../positionToEntityKey.sol";
contract MapSystem is System {
function spawn(uint32 x, uint32 y) public {
bytes32 player = addressToEntityKey(address(_msgSender()));
require(!Player.get(player), "already spawned");
// Constrain position to map size, wrapping around if necessary
(uint32 width, uint32 height, ) = MapConfig.get();
x = (x + width) % width;
y = (y + height) % height;
bytes32 position = positionToEntityKey(x, y);
require(!Obstruction.get(position), "this space is obstructed");
Player.set(player, true);
Position.set(player, x, y);
Movable.set(player, true);
Encounterable.set(player, true);
}
function moveBy(uint32 clientX, uint32 clientY, int32 deltaX, int32 deltaY) public {
bytes32 player = addressToEntityKey(_msgSender());
require(Movable.get(player), "cannot move");
require(!Encounter.getExists(player), "cannot move during an encounter");
(uint32 fromX, uint32 fromY) = Position.get(player);
require(distance2(deltaX, deltaY) == 1, "can only move to adjacent spaces");
require(clientX == fromX && clientY == fromY, "client confused about location");
// Constrain position to map size, wrapping around if necessary
// Also, by adding width and height, avoid negative numbers,
// which uint32 does not support.
(uint32 width, uint32 height, ) = MapConfig.get();
uint32 x = uint32(int32(fromX) + deltaX + int32(width)) % width;
uint32 y = uint32(int32(fromY) + deltaY + int32(height)) % height;
bytes32 position = positionToEntityKey(x, y);
require(!Obstruction.get(position), "this space is obstructed");
Position.set(player, x, y);
}
function distance2(int32 deltaX, int32 deltaY) internal pure returns (uint32) {
return uint32(deltaX * deltaX + deltaY * deltaY);
}
}
Start encounter and spawn a monster
We're almost ready start an encounter. What would an Emojimon battle be without an opponent? Let’s fix this by adding a monster!
We'll add a new enum for MonsterType
and use that in a new Monster
table/component.
import { mudConfig } from "@latticexyz/world/register";
export default mudConfig({
enums: {
MonsterType: ["None", "Eagle", "Rat", "Caterpillar"],
TerrainType: ["None", "TallGrass", "Boulder"],
},
tables: {
Encounter: {
keySchema: {
player: "bytes32",
},
valueSchema: {
exists: "bool",
monster: "bytes32",
catchAttempts: "uint256",
},
},
EncounterTrigger: "bool",
Encounterable: "bool",
MapConfig: {
keySchema: {},
dataStruct: false,
valueSchema: {
width: "uint32",
height: "uint32",
terrain: "bytes",
},
},
Monster: "MonsterType",
Movable: "bool",
Obstruction: "bool",
Player: "bool",
Position: {
dataStruct: false,
valueSchema: {
x: "uint32",
y: "uint32",
},
},
},
});
Now we need a way to choose a type of monster when entering an encounter. We can add this logic to move method in MapSystem.sol
— but remember, we are doing this deterministically because of the constraints of the EVM.
// SPDX-License-Identifier: MIT
pragma solidity >=0.8.0;
import { System } from "@latticexyz/world/src/System.sol";
import { Encounter, EncounterData, Encounterable, EncounterTrigger, MapConfig, Monster, Movable, Obstruction, Player, Position } from "../codegen/index.sol";
import { MonsterType } from "../codegen/common.sol";
import { addressToEntityKey } from "../addressToEntityKey.sol";
import { positionToEntityKey } from "../positionToEntityKey.sol";
contract MapSystem is System {
function spawn(uint32 x, uint32 y) public {
bytes32 player = addressToEntityKey(address(_msgSender()));
require(!Player.get(player), "already spawned");
// Constrain position to map size, wrapping around if necessary
(uint32 width, uint32 height, ) = MapConfig.get();
x = (x + width) % width;
y = (y + height) % height;
bytes32 position = positionToEntityKey(x, y);
require(!Obstruction.get(position), "this space is obstructed");
Player.set(player, true);
Position.set(player, x, y);
Movable.set(player, true);
Encounterable.set(player, true);
}
function moveBy(uint32 clientX, uint32 clientY, int32 deltaX, int32 deltaY) public {
bytes32 player = addressToEntityKey(_msgSender());
require(Movable.get(player), "cannot move");
require(!Encounter.getExists(player), "cannot move during an encounter");
(uint32 fromX, uint32 fromY) = Position.get(player);
require(distance2(deltaX, deltaY) == 1, "can only move to adjacent spaces");
require(clientX == fromX && clientY == fromY, "client confused about location");
// Constrain position to map size, wrapping around if necessary
// Also, by adding width and height, avoid negative numbers,
// which uint32 does not support.
(uint32 width, uint32 height, ) = MapConfig.get();
uint32 x = uint32(int32(fromX) + deltaX + int32(width)) % width;
uint32 y = uint32(int32(fromY) + deltaY + int32(height)) % height;
bytes32 position = positionToEntityKey(x, y);
require(!Obstruction.get(position), "this space is obstructed");
Position.set(player, x, y);
if (Encounterable.get(player) && EncounterTrigger.get(position)) {
uint256 rand = uint256(keccak256(abi.encode(player, position, blockhash(block.number - 1), block.prevrandao)));
if (rand % 5 == 0) {
startEncounter(player);
}
}
}
function distance2(int32 deltaX, int32 deltaY) internal pure returns (uint32) {
return uint32(deltaX * deltaX + deltaY * deltaY);
}
function startEncounter(bytes32 player) internal {
bytes32 monster = keccak256(abi.encode(player, blockhash(block.number - 1), block.prevrandao));
MonsterType monsterType = MonsterType((uint256(monster) % uint256(type(MonsterType).max)) + 1);
Monster.set(monster, monsterType);
Encounter.set(player, EncounterData({ exists: true, monster: monster, catchAttempts: 0 }));
}
}
Then let’s query to see if the player is in an encounter and, if so, get the monster type and render the EncounterScreen
. Add the code below to GameBoard.tsx
.
import { useComponentValue } from "@latticexyz/react";
import { GameMap } from "./GameMap";
import { useMUD } from "./MUDContext";
import { useKeyboardMovement } from "./useKeyboardMovement";
import { hexToArray } from "@latticexyz/utils";
import { TerrainType, terrainTypes } from "./terrainTypes";
import { singletonEntity } from "@latticexyz/store-sync/recs";
import { EncounterScreen } from "./EncounterScreen";
import { Entity } from "@latticexyz/recs";
import { MonsterType, monsterTypes } from "./monsterTypes";
export const GameBoard = () => {
useKeyboardMovement();
const {
components: { Encounter, Monster, MapConfig, Player, Position },
network: { playerEntity },
systemCalls: { spawn },
} = useMUD();
const canSpawn = useComponentValue(Player, playerEntity)?.value !== true;
const playerPosition = useComponentValue(Position, playerEntity);
const player =
playerEntity && playerPosition
? {
x: playerPosition.x,
y: playerPosition.y,
emoji: "🤠",
entity: playerEntity,
}
: null;
const mapConfig = useComponentValue(MapConfig, singletonEntity);
if (mapConfig == null) {
throw new Error("map config not set or not ready, only use this hook after loading state === LIVE");
}
const { width, height, terrain: terrainData } = mapConfig;
const terrain = Array.from(hexToArray(terrainData)).map((value, index) => {
const { emoji } = value in TerrainType ? terrainTypes[value as TerrainType] : { emoji: "" };
return {
x: index % width,
y: Math.floor(index / width),
emoji,
};
});
const encounter = useComponentValue(Encounter, playerEntity);
const monsterType = useComponentValue(Monster, encounter ? (encounter.monster as Entity) : undefined)?.value;
const monster = monsterType != null && monsterType in MonsterType ? monsterTypes[monsterType as MonsterType] : null;
return (
<GameMap
width={width}
height={height}
terrain={terrain}
onTileClick={canSpawn ? spawn : undefined}
players={player ? [player] : []}
encounter={
encounter ? (
<EncounterScreen monsterName={monster?.name ?? "MissingNo"} monsterEmoji={monster?.emoji ?? "💱"} />
) : undefined
}
/>
);
};
You did it! You are now able to move, start encounters, and see emojimon in said encounters.
With this screen setup there are two more steps to go—enabling the player to capture emojimon and flee the encounter. Let’s keep going!
You can run this command to update all the files to this point in the game's development.
git reset --hard b8b063b330e77656485faf75bed1af5c344bdfbc
Capture emojimon
In order to have a proper capture system we will need a few new additions:
- A component that designates whether or not a user has captured an emojimon.
- A new method to throw emojiballs and catch emojimon.
- A way to represent the result of a catch attempt.
- Showing this interaction in the client.
The first step is modifying the MUD config to add the necessary tables.
OwnedBy
will use a bytes32
because we use this for representing entity IDs, so one entity can own another entity by having an OwnedBy
component that points to the owner entity ID.
We also need a way to represent the catch attempt. We’ll add a MonsterCatchResult
enum with the different types of results of a catch attempt (missed, caught, fled).
We’ll add MonsterCatchAttempt
as an offchain table to broadcast the catch attempt to clients without storing any data on chain. This will allow the client to understand these interactions and render/animate them accordingly. You can think of offchain tables like native Solidity events but with the same structure and encoding as regular tables.
Go ahead and add both of these to the MUD config.
import { mudConfig } from "@latticexyz/world/register";
export default mudConfig({
enums: {
MonsterCatchResult: ["Missed", "Caught", "Fled"],
MonsterType: ["None", "Eagle", "Rat", "Caterpillar"],
TerrainType: ["None", "TallGrass", "Boulder"],
},
tables: {
Encounter: {
keySchema: {
player: "bytes32",
},
valueSchema: {
exists: "bool",
monster: "bytes32",
catchAttempts: "uint256",
},
},
EncounterTrigger: "bool",
Encounterable: "bool",
MapConfig: {
keySchema: {},
dataStruct: false,
valueSchema: {
width: "uint32",
height: "uint32",
terrain: "bytes",
},
},
MonsterCatchAttempt: {
ephemeral: true,
dataStruct: false,
keySchema: {
encounter: "bytes32",
},
valueSchema: {
result: "MonsterCatchResult",
},
},
Monster: "MonsterType",
Movable: "bool",
Obstruction: "bool",
OwnedBy: "bytes32",
Player: "bool",
Position: {
dataStruct: false,
valueSchema: {
x: "uint32",
y: "uint32",
},
},
},
});
Next we’ll implement a way for the player to throw an emojiball and capture the emojimon. MapSystem.sol
is getting crowded, and is concerned with logic that affects the map, so we can start up a new system here. Let’s call it EncounterSystem.sol
and add the first method, throwBall
.
We also want the emojimon to be able to escape if the fail throws multiple times, just like in Pokémon. This is where the actionCount
on our Encounter
table comes in. We’ll use that to store how many attempts we’ve made and cause the monster to flee if we’ve made too many attempts.
// SPDX-License-Identifier: MIT
pragma solidity >=0.8.0;
import { System } from "@latticexyz/world/src/System.sol";
import { Encounter, EncounterData, MonsterCatchAttempt, OwnedBy, Monster } from "../codegen/index.sol";
import { MonsterCatchResult } from "../codegen/common.sol";
import { addressToEntityKey } from "../addressToEntityKey.sol";
contract EncounterSystem is System {
function throwBall() public {
bytes32 player = addressToEntityKey(_msgSender());
EncounterData memory encounter = Encounter.get(player);
require(encounter.exists, "not in encounter");
uint256 rand = uint256(
keccak256(
abi.encode(player, encounter.monster, encounter.catchAttempts, blockhash(block.number - 1), block.prevrandao)
)
);
if (rand % 2 == 0) {
// 50% chance to catch monster
MonsterCatchAttempt.set(player, MonsterCatchResult.Caught);
OwnedBy.set(encounter.monster, player);
Encounter.deleteRecord(player);
} else if (encounter.catchAttempts >= 2) {
// Missed 2 times, monster escapes
MonsterCatchAttempt.set(player, MonsterCatchResult.Fled);
Monster.deleteRecord(encounter.monster);
Encounter.deleteRecord(player);
} else {
// Throw missed!
MonsterCatchAttempt.set(player, MonsterCatchResult.Missed);
Encounter.setCatchAttempts(player, encounter.catchAttempts + 1);
}
}
}
The encounter screen already has a Throw button displayed, we just need to wire it up to our client-side system calls.
import { Has, HasValue, getComponentValue, runQuery } from "@latticexyz/recs";
import { ClientComponents } from "./createClientComponents";
import { SetupNetworkResult } from "./setupNetwork";
import { singletonEntity } from "@latticexyz/store-sync/recs";
export type SystemCalls = ReturnType<typeof createSystemCalls>;
export function createSystemCalls(
{ playerEntity, worldContract, waitForTransaction }: SetupNetworkResult,
{ Encounter, MapConfig, MonsterCatchAttempt, Obstruction, Player, Position }: ClientComponents
) {
const wrapPosition = (x: number, y: number) => {
const mapConfig = getComponentValue(MapConfig, singletonEntity);
if (!mapConfig) {
throw new Error("mapConfig no yet loaded or initialized");
}
return [(x + mapConfig.width) % mapConfig.width, (y + mapConfig.height) % mapConfig.height];
};
const isObstructed = (x: number, y: number) => {
return runQuery([Has(Obstruction), HasValue(Position, { x, y })]).size > 0;
};
const moveBy = async (deltaX: number, deltaY: number) => {
if (!playerEntity) {
throw new Error("no player");
}
const inEncounter = !!getComponentValue(Encounter, playerEntity);
if (inEncounter) throw new error("cannot move during encounter");
const playerPosition = getComponentValue(Position, playerEntity);
if (!playerPosition) {
console.warn("cannot moveBy without a player position, not yet spawned?");
return;
}
let newX = playerPosition.x + deltaX;
let newY = playerPosition.y + deltaY;
[newX, newY] = wrapPosition(newX, newY);
if (isObstructed(newX, newY)) throw new Error("cannot go into an obstructed space");
const tx = await worldContract.write.moveBy([playerPosition.x, playerPosition.y, deltaX, deltaY]);
await waitForTransaction(tx);
};
const spawn = async (x: number, y: number) => {
if (!playerEntity) {
throw new Error("no player");
}
const canSpawn = getComponentValue(Player, playerEntity)?.value !== true;
if (!canSpawn) {
throw new Error("already spawned");
}
[x, y] = wrapPosition(x, y);
if (isObstructed(x, y)) {
console.warn("cannot spawn on obstructed space");
return;
}
const tx = await worldContract.write.spawn([x, y]);
await waitForTransaction(tx);
};
const throwBall = async () => {
const player = playerEntity;
if (!player) {
throw new Error("no player");
}
const encounter = getComponentValue(Encounter, player);
if (!encounter) {
throw new Error("no encounter");
}
const tx = await worldContract.write.throwBall([]);
await waitForTransaction(tx);
const catchAttempt = getComponentValue(MonsterCatchAttempt, player);
if (!catchAttempt) {
throw new Error("no catch attempt found");
}
return catchAttempt.result as MonsterCatchResult;
};
return {
moveBy,
spawn,
throwBall,
};
}
When you click the button, the EncounterScreen
creates a pending toast and kicks off the transaction by calling our throwBall
method above. We use awaitStreamValue
to ensure the transaction went through and MUD has updated the client component data. After that, we can get the result of the catch attempt and return it so that the EncounterScreen
can render the proper message in the toast.
You can run this command to update all the files to this point in the game's development.
git reset --hard 00bffa27dc5d369fe536e35b84e0a5d5cc466645
Flee encounters
Last but not least, players should be able to flee encounters. We can add this with a flee
method in EncounterSystem.sol
as well. To keep it simple we’ll guarantee that the player can always run away safely.
// SPDX-License-Identifier: MIT
pragma solidity >=0.8.0;
import { System } from "@latticexyz/world/src/System.sol";
import { Encounter, EncounterData, MonsterCatchAttempt, OwnedBy, Monster } from "../codegen/index.sol";
import { MonsterCatchResult } from "../codegen/common.sol";
import { addressToEntityKey } from "../addressToEntityKey.sol";
contract EncounterSystem is System {
function throwBall() public {
bytes32 player = addressToEntityKey(_msgSender());
EncounterData memory encounter = Encounter.get(player);
require(encounter.exists, "not in encounter");
uint256 rand = uint256(
keccak256(
abi.encode(player, encounter.monster, encounter.catchAttempts, blockhash(block.number - 1), block.prevrandao)
)
);
if (rand % 2 == 0) {
// 50% chance to catch monster
MonsterCatchAttempt.set(player, MonsterCatchResult.Caught);
OwnedBy.set(encounter.monster, player);
Encounter.deleteRecord(player);
} else if (encounter.catchAttempts >= 2) {
// Missed 2 times, monster escapes
MonsterCatchAttempt.set(player, MonsterCatchResult.Fled);
Monster.deleteRecord(encounter.monster);
Encounter.deleteRecord(player);
} else {
// Throw missed!
MonsterCatchAttempt.set(player, MonsterCatchResult.Missed);
Encounter.setCatchAttempts(player, encounter.catchAttempts + 1);
}
}
function flee() public {
bytes32 player = addressToEntityKey(_msgSender());
EncounterData memory encounter = Encounter.get(player);
require(encounter.exists, "not in encounter");
Monster.deleteRecord(encounter.monster);
Encounter.deleteRecord(player);
}
}
Since our flee system always allows you to run away, we technically don't need to listen for system call updates to determine the outcome. But doing so will help our UI and toasts stay in sync with component updates.
Because the encounter screen is shown only when you're in an encounter, you'll see that it will automatically disappear when you run away. This is the nice thing about MUD and declarative, responsive UI!
import { Has, HasValue, getComponentValue, runQuery } from "@latticexyz/recs";
import { ClientComponents } from "./createClientComponents";
import { SetupNetworkResult } from "./setupNetwork";
import { singletonEntity } from "@latticexyz/store-sync/recs";
export type SystemCalls = ReturnType<typeof createSystemCalls>;
export function createSystemCalls(
{ playerEntity, worldContract, waitForTransaction }: SetupNetworkResult,
{ Encounter, MapConfig, MonsterCatchAttempt, Obstruction, Player, Position }: ClientComponents
) {
const wrapPosition = (x: number, y: number) => {
const mapConfig = getComponentValue(MapConfig, singletonEntity);
if (!mapConfig) {
throw new Error("mapConfig no yet loaded or initialized");
}
return [(x + mapConfig.width) % mapConfig.width, (y + mapConfig.height) % mapConfig.height];
};
const isObstructed = (x: number, y: number) => {
return runQuery([Has(Obstruction), HasValue(Position, { x, y })]).size > 0;
};
const moveBy = async (deltaX: number, deltaY: number) => {
if (!playerEntity) {
throw new Error("no player");
}
const inEncounter = !!getComponentValue(Encounter, playerEntity);
if (inEncounter) throw new error("cannot move during encounter");
const playerPosition = getComponentValue(Position, playerEntity);
if (!playerPosition) {
console.warn("cannot moveBy without a player position, not yet spawned?");
return;
}
let newX = playerPosition.x + deltaX;
let newY = playerPosition.y + deltaY;
[newX, newY] = wrapPosition(newX, newY);
if (isObstructed(newX, newY)) throw new Error("cannot go into an obstructed space");
const tx = await worldContract.write.moveBy([playerPosition.x, playerPosition.y, deltaX, deltaY]);
await waitForTransaction(tx);
};
const spawn = async (x: number, y: number) => {
if (!playerEntity) {
throw new Error("no player");
}
const canSpawn = getComponentValue(Player, playerEntity)?.value !== true;
if (!canSpawn) {
throw new Error("already spawned");
}
[x, y] = wrapPosition(x, y);
if (isObstructed(x, y)) {
console.warn("cannot spawn on obstructed space");
return;
}
const tx = await worldContract.write.spawn([x, y]);
await waitForTransaction(tx);
};
const throwBall = async () => {
const player = playerEntity;
if (!player) {
throw new Error("no player");
}
const encounter = getComponentValue(Encounter, player);
if (!encounter) {
throw new Error("no encounter");
}
const tx = await worldContract.write.throwBall([]);
await waitForTransaction(tx);
const catchAttempt = getComponentValue(MonsterCatchAttempt, player);
if (!catchAttempt) {
throw new Error("no catch attempt found");
}
return catchAttempt.result as MonsterCatchResult;
};
const fleeEncounter = async () => {
const tx = await worldContract.write.flee([]);
await waitForTransaction(tx);
};
return {
moveBy,
spawn,
throwBall,
fleeEncounter,
};
}
You can run this command to update all the files to this point in the game's development.
git reset --hard 6511b5e9aa38f02f417ed41a63c75a9217bca1b8