Exploring Alchemical Entities in Solidity
The DynamicStateTransmutation contract introduces the concept of alchemical entities that evolve through different states, reflecting their complexity. Below, we explore the structure and functionality of the contract, as well as its advantages and disadvantages.
The contract allows the creation of alchemical entities in a base state with a defined complexity:
struct AlchemicalEntity {
uint256 entityId;
address creator;
AlchemicalState state;
uint256 stateComplexity;
uint256 creationTime;
}
mapping(uint256 => AlchemicalEntity) public alchemicalEntities;
uint256 public nextEntityId;
Alchemical entities can transmute from one state to another, depending on their complexity:
function transmuteState(uint256 entityId) public {
AlchemicalEntity storage entity = alchemicalEntities[entityId];
require(entity.creator == msg.sender, "Not the creator");
(AlchemicalState newState, uint256 newComplexity) = determineTransmutation(
entity.state, entity.stateComplexity
);
entity.state = newState;
entity.stateComplexity = newComplexity;
entity.creationTime = block.timestamp;
emit StateTransmuted(entityId, newState, newComplexity);
}
// SPDX-License-Identifier: MIT
pragma solidity ^0.8.21;
contract DynamicStateTransmutation {
enum AlchemicalState {
Base,
Intermediate,
Rare,
PhilosopherStone
}
struct AlchemicalEntity {
uint256 entityId;
address creator;
AlchemicalState state;
uint256 stateComplexity;
uint256 creationTime;
}
mapping(uint256 => AlchemicalEntity) public alchemicalEntities;
uint256 public nextEntityId;
event AlchemicalEntityCreated(
uint256 entityId,
address creator,
AlchemicalState state,
uint256 stateComplexity,
uint256 creationTime
);
event StateTransmuted(
uint256 entityId,
AlchemicalState newState,
uint256 newComplexity
);
function createAlchemicalEntity(uint256 initialComplexity) public {
require(
initialComplexity > 0,
"Initial complexity must be greater than 0"
);
uint256 entityId = nextEntityId++;
alchemicalEntities[entityId] = AlchemicalEntity({
entityId: entityId,
creator: msg.sender,
state: AlchemicalState.Base,
stateComplexity: initialComplexity,
creationTime: block.timestamp
});
emit AlchemicalEntityCreated(
entityId,
msg.sender,
AlchemicalState.Base,
initialComplexity,
block.timestamp
);
}
function transmuteState(uint256 entityId) public {
AlchemicalEntity storage entity = alchemicalEntities[entityId];
require(entity.creator == msg.sender, "Not the creator");
(
AlchemicalState newState,
uint256 newComplexity
) = determineTransmutation(entity.state, entity.stateComplexity);
entity.state = newState;
entity.stateComplexity = newComplexity;
entity.creationTime = block.timestamp;
emit StateTransmuted(entityId, newState, newComplexity);
}
function determineTransmutation(
AlchemicalState currentState,
uint256 complexity
) internal pure returns (AlchemicalState, uint256) {
if (currentState == AlchemicalState.Base && complexity > 50) {
return (AlchemicalState.Intermediate, complexity * 2);
} else if (
currentState == AlchemicalState.Intermediate && complexity > 200
) {
return (AlchemicalState.Rare, complexity * 3);
} else if (currentState == AlchemicalState.Rare && complexity > 1000) {
return (AlchemicalState.PhilosopherStone, complexity * 4);
} else {
return (currentState, complexity + 10); // Slight increase in complexity if no transmutation
}
}
function observeState(uint256 entityId)
public
view
returns (
AlchemicalState,
uint256,
uint256
)
{
AlchemicalEntity storage entity = alchemicalEntities[entityId];
return (entity.state, entity.stateComplexity, entity.creationTime);
}
function reverseTransmutation(uint256 entityId) public {
AlchemicalEntity storage entity = alchemicalEntities[entityId];
require(entity.creator == msg.sender, "Not the creator");
if (entity.state == AlchemicalState.PhilosopherStone) {
entity.state = AlchemicalState.Rare;
entity.stateComplexity /= 4;
} else if (entity.state == AlchemicalState.Rare) {
entity.state = AlchemicalState.Intermediate;
entity.stateComplexity /= 3;
} else if (entity.state == AlchemicalState.Intermediate) {
entity.state = AlchemicalState.Base;
entity.stateComplexity /= 2;
} else {
entity.stateComplexity -= 5; // Slight decrease in complexity if no reverse transmutation
}
entity.creationTime = block.timestamp;
emit StateTransmuted(entityId, entity.state, entity.stateComplexity);
}
function injectComplexity(uint256 entityId, uint256 additionalComplexity)
public
{
AlchemicalEntity storage entity = alchemicalEntities[entityId];
require(entity.creator == msg.sender, "Not the creator");
entity.stateComplexity += additionalComplexity;
(
AlchemicalState newState,
uint256 newComplexity
) = determineTransmutation(entity.state, entity.stateComplexity);
entity.state = newState;
entity.stateComplexity = newComplexity;
entity.creationTime = block.timestamp;
emit StateTransmuted(entityId, newState, newComplexity);
}
function predictFutureState(uint256 entityId, uint256 timeDelta)
public
view
returns (AlchemicalState, uint256)
{
AlchemicalEntity storage entity = alchemicalEntities[entityId];
uint256 projectedComplexity = entity.stateComplexity +
(timeDelta / 1 hours) *
10;
(
AlchemicalState projectedState,
uint256 projectedComplexityResult
) = determineTransmutation(entity.state, projectedComplexity);
return (projectedState, projectedComplexityResult);
}
}