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title actions requireLogin material
좀비 패배 😞
checkAnswer
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true
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language startingCode answer
sol
zombieattack.sol zombiehelper.sol zombiefeeding.sol zombiefactory.sol ownable.sol
import "./zombiehelper.sol"; contract ZombieBattle is ZombieHelper { uint randNonce = 0; uint attackVictoryProbability = 70; function randMod(uint _modulus) internal returns(uint) { randNonce++; return uint(keccak256(now, msg.sender, randNonce)) % _modulus; } function attack(uint _zombieId, uint _targetId) external ownerOf(_zombieId) { Zombie storage myZombie = zombies[_zombieId]; Zombie storage enemyZombie = zombies[_targetId]; uint rand = randMod(100); if (rand <= attackVictoryProbability) { myZombie.winCount++; myZombie.level++; enemyZombie.lossCount++; feedAndMultiply(_zombieId, enemyZombie.dna, "zombie"); } // 여기서 시작하게 } }
pragma solidity ^0.4.19; import "./zombiefeeding.sol"; contract ZombieHelper is ZombieFeeding { uint levelUpFee = 0.001 ether; modifier aboveLevel(uint _level, uint _zombieId) { require(zombies[_zombieId].level >= _level); _; } function withdraw() external onlyOwner { owner.transfer(this.balance); } function setLevelUpFee(uint _fee) external onlyOwner { levelUpFee = _fee; } function changeName(uint _zombieId, string _newName) external aboveLevel(2, _zombieId) ownerOf(_zombieId) { zombies[_zombieId].name = _newName; } function changeDna(uint _zombieId, uint _newDna) external aboveLevel(20, _zombieId) ownerOf(_zombieId) { zombies[_zombieId].dna = _newDna; } function getZombiesByOwner(address _owner) external view returns(uint[]) { uint[] memory result = new uint[](ownerZombieCount[_owner]); uint counter = 0; for (uint i = 0; i < zombies.length; i++) { if (zombieToOwner[i] == _owner) { result[counter] = i; counter++; } } return result; } }
pragma solidity ^0.4.19; import "./zombiefactory.sol"; contract KittyInterface { function getKitty(uint256 _id) external view returns ( bool isGestating, bool isReady, uint256 cooldownIndex, uint256 nextActionAt, uint256 siringWithId, uint256 birthTime, uint256 matronId, uint256 sireId, uint256 generation, uint256 genes ); } contract ZombieFeeding is ZombieFactory { KittyInterface kittyContract; modifier ownerOf(uint _zombieId) { require(msg.sender == zombieToOwner[_zombieId]); _; } function setKittyContractAddress(address _address) external onlyOwner { kittyContract = KittyInterface(_address); } function _triggerCooldown(Zombie storage _zombie) internal { _zombie.readyTime = uint32(now + cooldownTime); } function _isReady(Zombie storage _zombie) internal view returns (bool) { return (_zombie.readyTime <= now); } function feedAndMultiply(uint _zombieId, uint _targetDna, string _species) internal ownerOf(_zombieId) { Zombie storage myZombie = zombies[_zombieId]; require(_isReady(myZombie)); _targetDna = _targetDna % dnaModulus; uint newDna = (myZombie.dna + _targetDna) / 2; if (keccak256(_species) == keccak256("kitty")) { newDna = newDna - newDna % 100 + 99; } _createZombie("NoName", newDna); _triggerCooldown(myZombie); } function feedOnKitty(uint _zombieId, uint _kittyId) public { uint kittyDna; (,,,,,,,,,kittyDna) = kittyContract.getKitty(_kittyId); feedAndMultiply(_zombieId, kittyDna, "kitty"); } }
pragma solidity ^0.4.19; import "./ownable.sol"; contract ZombieFactory is Ownable { event NewZombie(uint zombieId, string name, uint dna); uint dnaDigits = 16; uint dnaModulus = 10 ** dnaDigits; uint cooldownTime = 1 days; struct Zombie { string name; uint dna; uint32 level; uint32 readyTime; uint16 winCount; uint16 lossCount; } Zombie[] public zombies; mapping (uint => address) public zombieToOwner; mapping (address => uint) ownerZombieCount; function _createZombie(string _name, uint _dna) internal { uint id = zombies.push(Zombie(_name, _dna, 1, uint32(now + cooldownTime), 0, 0)) - 1; zombieToOwner[id] = msg.sender; ownerZombieCount[msg.sender]++; NewZombie(id, _name, _dna); } function _generateRandomDna(string _str) private view returns (uint) { uint rand = uint(keccak256(_str)); return rand % dnaModulus; } function createRandomZombie(string _name) public { require(ownerZombieCount[msg.sender] == 0); uint randDna = _generateRandomDna(_name); randDna = randDna - randDna % 100; _createZombie(_name, randDna); } }
/** * @title Ownable * @dev The Ownable contract has an owner address, and provides basic authorization control * functions, this simplifies the implementation of "user permissions". */ contract Ownable { address public owner; event OwnershipTransferred(address indexed previousOwner, address indexed newOwner); /** * @dev The Ownable constructor sets the original `owner` of the contract to the sender * account. */ function Ownable() public { owner = msg.sender; } /** * @dev Throws if called by any account other than the owner. */ modifier onlyOwner() { require(msg.sender == owner); _; } /** * @dev Allows the current owner to transfer control of the contract to a newOwner. * @param newOwner The address to transfer ownership to. */ function transferOwnership(address newOwner) public onlyOwner { require(newOwner != address(0)); OwnershipTransferred(owner, newOwner); owner = newOwner; } }
import "./zombiehelper.sol"; contract ZombieBattle is ZombieHelper { uint randNonce = 0; uint attackVictoryProbability = 70; function randMod(uint _modulus) internal returns(uint) { randNonce++; return uint(keccak256(now, msg.sender, randNonce)) % _modulus; } function attack(uint _zombieId, uint _targetId) external ownerOf(_zombieId) { Zombie storage myZombie = zombies[_zombieId]; Zombie storage enemyZombie = zombies[_targetId]; uint rand = randMod(100); if (rand <= attackVictoryProbability) { myZombie.winCount++; myZombie.level++; enemyZombie.lossCount++; feedAndMultiply(_zombieId, enemyZombie.dna, "zombie"); } else { myZombie.lossCount++; enemyZombie.winCount++; } _triggerCooldown(myZombie); } }

이제 우리는 좀비가 이겼을 때 어떤 일이 발생할지에 대해 작성했으니, 좀비가 지면 어떤 일이 발생할지 생각해보세.

우리 게임에서, 좀비가 진다고 좀비의 레벨이 떨어지지는 않네 - 단순히 좀비의 lossCount에 그들의 패배를 기록하고, 다시 공격하기 전에 하루를 기다려야만 하도록 그들의 재사용 대기시간이 활성화될 것이네.

이러한 구조를 구현하기 위해서, 우리는 else 문장이 필요할 것이네.

else 문장은 자바스크립트나 다른 많은 언어들에서 사용하듯이 쓸 수 있네:

if (zombieCoins[msg.sender] > 100000000) {
  // 엄청난 부자다!!!
} else {
  // 더 많은 좀비 코인이 필요해...
}

직접 해보기

  1. else 문장을 추가하게. 만약 우리의 좀비가 진다면:

a. myZombielossCount를 증가시키게.

b. enemyZombiewinCount를 증가시키게.

  1. else 문장의 밖에서, myZombie에 대해 _triggerCooldown 함수를 실행하게. 이러한 방법으로 해당 좀비는 하루에 한 번만 공격할 수 있네.