Issue: Missing Tournament System Implementation
Description:
The tournament system is completely unimplemented despite being referenced in multiple places throughout the codebase. The tournament models exist but all tournament-related functions are empty, preventing any competitive gameplay features.
Problems Identified:
- Empty Tournament Functions: All tournament functions in core system are completely empty
- Missing Tournament Models: Tournament models exist but are not properly integrated
- No Tournament Logic: No tournament creation, joining, or management logic
- Missing Tournament Rewards: No reward distribution system for tournaments
- No Tournament Validation: No validation for tournament eligibility or rules
Code Issues Found:
// In CoreActions - Line 113: Completely empty
fn create_tournament(ref self: ContractState) {}
// In CoreActions - Line 114: Completely empty
fn join_tournament(ref self: ContractState) {}
// In PlayerActions - Line 342: Empty implementation
fn register_guild(ref self: ContractState, session_id: felt252) {
self.validate_session_for_action(session_id);
// TODO: Implement guild registration logic
}
Specific Problems:
- No Competitive Play: Players can't participate in tournaments
- Missing Guild System: Guild registration is unimplemented
- No Tournament Rewards: No way to distribute prizes or rewards
- Missing Tournament Types: No different tournament formats (1v1, team, etc.)
- No Tournament Scheduling: No way to schedule or manage tournament timing
Impact:
- Medium Priority: Missing core competitive gameplay features
- No player engagement through tournaments
- Missing social features (guilds)
- No reward distribution system
- Reduced game longevity without competitive elements
Recommended Solutions:
-
Implement Tournament Creation:
fn create_tournament(ref self: ContractState, tournament_type: felt252, entry_fee: u256, max_participants: u32) {
let caller = get_caller_address();
let mut world = self.world_default();
let contract: Contract = world.read_model(COA_CONTRACTS);
// Validate admin permissions
assert(caller == contract.admin, 'Only admin can create tournaments');
// Create tournament
let tournament_id = self.generate_tournament_id();
let tournament = Tournament {
id: tournament_id,
creator: caller,
tournament_type,
entry_fee,
max_participants,
current_participants: 0,
status: TournamentStatus::Open,
created_at: get_block_timestamp(),
start_time: 0, // To be set when tournament starts
prize_pool: 0,
};
world.write_model(@tournament);
world.emit_event(@TournamentCreated { tournament_id, creator: caller });
}
-
Implement Tournament Joining:
fn join_tournament(ref self: ContractState, tournament_id: u256) {
let caller = get_caller_address();
let mut world = self.world_default();
// Get tournament
let mut tournament: Tournament = world.read_model(tournament_id);
// Validate tournament is open
assert(tournament.status == TournamentStatus::Open, 'Tournament not open');
assert(tournament.current_participants < tournament.max_participants, 'Tournament full');
// Check player has enough credits for entry fee
let player: Player = world.read_model(caller);
assert(player.get_credits(contract.erc1155) >= tournament.entry_fee, 'Insufficient credits');
// Deduct entry fee and add to prize pool
player.mint_credits(tournament.entry_fee, contract.erc1155); // Deduct credits
tournament.prize_pool += tournament.entry_fee;
tournament.current_participants += 1;
// Add player to tournament
let participant = TournamentParticipant {
tournament_id,
player: caller,
joined_at: get_block_timestamp(),
status: ParticipantStatus::Active,
};
world.write_model(@tournament);
world.write_model(@participant);
world.emit_event(@TournamentJoined { tournament_id, player: caller });
}
-
Implement Guild System:
fn register_guild(ref self: ContractState, session_id: felt252, guild_name: felt252) {
self.validate_session_for_action(session_id);
let caller = get_caller_address();
let mut world = self.world_default();
// Check if player is already in a guild
let existing_guild: Guild = world.read_model(caller);
assert(existing_guild.id == 0, 'Player already in guild');
// Create guild
let guild_id = self.generate_guild_id();
let guild = Guild {
id: guild_id,
name: guild_name,
leader: caller,
members: array![caller],
created_at: get_block_timestamp(),
level: 1,
experience: 0,
};
// Add player to guild
let guild_member = GuildMember {
guild_id,
player: caller,
role: GuildRole::Leader,
joined_at: get_block_timestamp(),
};
world.write_model(@guild);
world.write_model(@guild_member);
world.emit_event(@GuildCreated { guild_id, leader: caller, name: guild_name });
}
-
Add Tournament Management:
fn start_tournament(ref self: ContractState, tournament_id: u256) {
let caller = get_caller_address();
let mut world = self.world_default();
let mut tournament: Tournament = world.read_model(tournament_id);
assert(tournament.creator == caller, 'Only creator can start tournament');
assert(tournament.status == TournamentStatus::Open, 'Tournament not open');
assert(tournament.current_participants >= 2, 'Not enough participants');
tournament.status = TournamentStatus::Active;
tournament.start_time = get_block_timestamp();
world.write_model(@tournament);
world.emit_event(@TournamentStarted { tournament_id });
}
-
Implement Reward Distribution:
fn distribute_tournament_rewards(ref self: ContractState, tournament_id: u256, winners: Array<ContractAddress>) {
let mut world = self.world_default();
let tournament: Tournament = world.read_model(tournament_id);
let prize_per_winner = tournament.prize_pool / winners.len();
let mut i = 0;
while i < winners.len() {
let winner = *winners.at(i);
let mut player: Player = world.read_model(winner);
player.mint_credits(prize_per_winner, contract.erc1155);
world.write_model(@player);
i += 1;
};
world.emit_event(@TournamentRewardsDistributed { tournament_id, winners, total_prize: tournament.prize_pool });
}
Files Affected:
src/systems/core.cairo - Core system tournament functions
src/systems/player.cairo - Player system guild functions
src/models/tournament.cairo - Tournament models and data structures
- Missing: Tournament system implementation file
Issue: Missing Tournament System Implementation
Description:
The tournament system is completely unimplemented despite being referenced in multiple places throughout the codebase. The tournament models exist but all tournament-related functions are empty, preventing any competitive gameplay features.
Problems Identified:
Code Issues Found:
Specific Problems:
Impact:
Recommended Solutions:
Implement Tournament Creation:
Implement Tournament Joining:
Implement Guild System:
Add Tournament Management:
Implement Reward Distribution:
Files Affected:
src/systems/core.cairo- Core system tournament functionssrc/systems/player.cairo- Player system guild functionssrc/models/tournament.cairo- Tournament models and data structures