-
Notifications
You must be signed in to change notification settings - Fork 30
Open
Labels
Description
Issue: Incomplete Gear System Implementation with Missing Core Functions
Description:
The gear system has extensive interfaces and models defined but many critical functions are incomplete or return placeholder values. This prevents proper gear management, upgrades, and player equipment functionality.
Problems Identified:
- Empty Function Implementations: Many gear functions return
Default::default()
or empty arrays instead of actual logic - Missing Gear Asset Initialization: The
_initialize_gear_assets
function is completely commented out - Incomplete Upgrade System: While upgrade data structures exist, the actual upgrade logic is incomplete
- Missing Equipment Logic: Core equipment functions like
equip
,unequip
, andexchange
are empty - No Gear Generation: The gear spawning and generation system is not properly implemented
Code Issues Found:
// In GearActions - Line 167: Empty implementation
fn equip(ref self: ContractState, item_id: Array<u256>, session_id: felt252) {
// Validate session before proceeding
self.validate_session_for_action(session_id);
// Function body is empty!
}
// In GearActions - Line 191: Returns default instead of actual gear
fn get_item_details(ref self: ContractState, item_id: u256, session_id: felt252) -> Gear {
self.validate_session_for_action(session_id);
Default::default() // Should return actual gear details
}
// In GearActions - Line 1646: Completely commented out
fn _initialize_gear_assets(ref self: ContractState, ref world: WorldStorage) {
// All gear initialization code is commented out!
}
Specific Problems:
- No Gear Assets: The game has no actual gear items because initialization is commented out
- Broken Equipment System: Players can't equip/unequip items because functions are empty
- Missing Upgrade Logic: Upgrade system exists but doesn't work properly
- No Gear Stats: Gear statistics and calculations are incomplete
- Broken Inventory Management: Players can't manage their gear inventory
Impact:
- Critical: The core gameplay loop is broken - players can't use gear
- No progression system through gear upgrades
- Poor player experience due to non-functional equipment
- Game economy can't function without working gear system
Recommended Solutions:
-
Implement Core Equipment Functions:
fn equip(ref self: ContractState, item_id: Array<u256>, session_id: felt252) { self.validate_session_for_action(session_id); let caller = get_caller_address(); let mut world = self.world_default(); // Get player and validate ownership let mut player: Player = world.read_model(caller); // Implement actual equipment logic // Check if item can be equipped // Update player's equipped items // Update gear state }
-
Complete Gear Asset Initialization:
fn _initialize_gear_assets(ref self: ContractState, ref world: WorldStorage) { // Uncomment and complete the gear initialization // Create actual weapon, armor, and vehicle assets // Set up proper stats and upgrade paths }
-
Implement Gear Details Function:
fn get_item_details(ref self: ContractState, item_id: u256, session_id: felt252) -> Gear { self.validate_session_for_action(session_id); let world = self.world_default(); world.read_model(item_id) // Return actual gear data }
-
Complete Upgrade System:
fn upgrade_gear(ref self: ContractState, item_id: u256, session_id: felt252, materials_erc1155_address: ContractAddress) { // The upgrade logic exists but needs completion // Ensure all upgrade paths work properly }
Files Affected:
src/systems/gear.cairo
- Main gear system implementationsrc/models/gear.cairo
- Gear models and data structuressrc/interfaces/gear.cairo
- Gear interface definitions