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TrainableTennisPlayer.sol@2
// Author: Alex Roan
pragma solidity ^0.5.5;
import "./TennisPlayerBase.sol";
contract TrainableTennisPlayer is TennisPlayerBase {
// TODO - xp costs to change depending on current attribute level?
// Training costs
uint8 public conditionCostToTrain = 5;
uint8 public xpCostToTrain = 8;
uint8 public attributeGainOnTrain = 1;
// Rest costs and gains
uint8 public xpCostToRest = 6;
uint8 public conditionGainOnRest = 15;
enum Attribute { agility, power, stamina, technique }
event Train(uint indexed playerId, Attribute attribute);
event Rest(uint indexed playerId);
// Train a player increasing an attribute
function train(uint _id, Attribute _attr) public {
// Only the owner of the player can train
require(ownerOf(_id) == msg.sender, "Must be owner of player to train");
// The player must be fit enough to train
players[_id].condition = castSubtract8(players[_id].condition, conditionCostToTrain);
// Must have enough XP
players[_id].xp = castSubtract256(players[_id].xp, xpCostToTrain);
// Increase the chosen attribute
if (_attr == Attribute.agility) {
players[_id].agility = castAdd8(players[_id].agility, attributeGainOnTrain);
}
else if (_attr == Attribute.power) {
players[_id].power = castAdd8(players[_id].power, attributeGainOnTrain);
}
else if (_attr == Attribute.stamina) {
players[_id].stamina = castAdd8(players[_id].stamina, attributeGainOnTrain);
}
else if (_attr == Attribute.technique) {
players[_id].technique = castAdd8(players[_id].technique, attributeGainOnTrain);
}
emit Train(_id, _attr);
}
// Rest player, increasing condition
function rest(uint _id) public {
// Only the owner of the player can rest
require(ownerOf(_id) == msg.sender, "Must be owner of player to rest");
// Must have enough XP
players[_id].xp = castSubtract256(players[_id].xp, xpCostToRest);
players[_id].condition = castAdd8(players[_id].condition, conditionGainOnRest);
emit Rest(_id);
}
}
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