Dynamic State Transmutation

Exploring Alchemical Entities in Solidity

Overview

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.

1. Creating Alchemical Entities

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;

Advantages

  • State Evolution: Alchemical entities evolve through multiple states as their complexity increases.
  • Dynamic Interactions: The ability to inject complexity and transmute entities creates dynamic interactions between users and the contract.

Disadvantages

  • Complexity Management: The system's state and complexity growth may require careful management to avoid excessive gas costs.
  • State Locking: Without sufficient complexity growth, entities may remain locked in lower states.

2. Transmuting State

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);
}

Advantages

  • Adaptive Growth: As entities transmute, they grow in complexity and move towards the ultimate state, the Philosopher's Stone.
  • Customizability: The complexity of each entity allows users to interact with the contract in unique ways.

Disadvantages

  • Gas-Intensive: Each state transmutation involves recalculating complexity, potentially leading to higher gas costs for repeated interactions.
  • Progression Dependency: Without sufficient complexity, entities may stagnate in lower states, requiring additional interactions to progress.

Full Contract Code


// 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);
    }
}