The core protocol of WoopChain
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woop/contracts/Puzzle.sol

99 lines
3.1 KiB

pragma solidity >=0.4.22;
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contract Puzzle {
string internal constant INSUFFICIENT_FUND_MESSAGE = "Insufficient Fund";
string internal constant RESTRICTED_MESSAGE = "Unauthorized Access";
string internal constant NOT_IN_GAME = "Player is not in an active game";
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string internal constant INCORRECT_LEVEL = "Player requesting payout for earlier level";
uint constant thresholdLevel = 5;
mapping(address => uint) playerLevel;
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mapping(address => uint) playerStake;
mapping(address => bool) playerInGame; // Whether the player is in a active game or not. Payout won't work if not in game.
mapping(address => bool) playerSet;
address public manager; // The adress of the owner of this contract
address payable[] public players; // all players
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constructor() public {
manager = msg.sender;
}
/**
* @dev The player enters into a new game by
* paying at least 20 token.
*/
function play() public payable {
require(msg.value >= 20 ether, INSUFFICIENT_FUND_MESSAGE);
if (playerSet[msg.sender] == false) {
// New player, never staked before
playerSet[msg.sender] = true;
players.push(msg.sender);
}
playerLevel[msg.sender] = 0;
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playerStake[msg.sender] = msg.value;
playerInGame[msg.sender] = true;
}
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/**
* @dev set the current best level the player has crossed
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*/
function setLevel(address player, uint level) public {
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playerLevel[player] = level;
}
/**
* @dev pay the player if they have crossed their last best level.
*/
function payout(address payable player, uint level, string memory /*sequence*/) public payable restricted {
require(playerInGame[player] == true, NOT_IN_GAME);
uint progress = level - playerLevel[player]; //if a later transaction for a higher level comes earlier.
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setLevel(player,level);
uint amount = progress*(playerStake[player]/thresholdLevel);
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player.transfer(amount);
}
/**
* @dev set the player's game state to inactive.
*/
function endGame(address player) public restricted {
delete playerInGame[player];
}
modifier restricted() {
require(msg.sender == manager, RESTRICTED_MESSAGE);
_;
}
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/**
* @dev Resets the current session of one player
*/
function resetPlayer(address player) public restricted {
delete playerLevel[player];
delete playerInGame[player];
delete playerStake[player];
delete playerSet[player];
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}
/**
* @dev Resets the current session by deleting all the players
*/
function reset() public restricted {
uint arrayLength = players.length;
for(uint i=0; i< arrayLength; i++) {
address player = players[i];
resetPlayer(player);
}
players.length = 0;
}
/**
* @dev Returns a list of all players in the current session.
*/
function getPlayers() public view returns (address payable[] memory) {
return players;
}
}