dojo-system

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Original

English
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Translation

Chinese

Dojo System Generation

Dojo 系统生成

Create Dojo systems (smart contracts) that implement your game's logic and modify model state.
创建可实现游戏逻辑并修改模型状态的Dojo系统(智能合约)。

Essential Imports (Dojo 1.0+)

必要导入(Dojo 1.0+)

Copy these imports for any Dojo system:
cairo
// Core Dojo imports - ALWAYS needed for systems
use dojo::model::{ModelStorage, ModelValueStorage};
use dojo::event::EventStorage;

// Starknet essentials
use starknet::{ContractAddress, get_caller_address, get_block_timestamp};
所有Dojo系统都需复制以下导入代码:
cairo
// Core Dojo imports - ALWAYS needed for systems
use dojo::model::{ModelStorage, ModelValueStorage};
use dojo::event::EventStorage;

// Starknet essentials
use starknet::{ContractAddress, get_caller_address, get_block_timestamp};

Where does
self.world_default()
come from?

self.world_default()
来自哪里?

self.world_default()
is provided automatically by
#[dojo::contract]
- no import needed!
cairo
#[dojo::contract]  // <-- This macro provides world_default()
mod my_system {
    use dojo::model::{ModelStorage, ModelValueStorage};
    use dojo::event::EventStorage;

    #[abi(embed_v0)]
    impl MyImpl of IMySystem<ContractState> {
        fn my_function(ref self: ContractState) {
            // world_default() is available because of #[dojo::contract]
            let mut world = self.world_default();
            
            // Now use world for all operations...
        }
    }
}
self.world_default()
#[dojo::contract]
自动提供
——无需导入!
cairo
#[dojo::contract]  // <-- 该宏提供world_default()
mod my_system {
    use dojo::model::{ModelStorage, ModelValueStorage};
    use dojo::event::EventStorage;

    #[abi(embed_v0)]
    impl MyImpl of IMySystem<ContractState> {
        fn my_function(ref self: ContractState) {
            // 因#[dojo::contract],world_default()可直接使用
            let mut world = self.world_default();
            
            // 后续所有操作都通过world进行...
        }
    }
}

How to emit events

如何触发事件

Requires:
use dojo::event::EventStorage;
cairo
// 1. Define the event (outside impl block)
#[derive(Copy, Drop, Serde)]
#[dojo::event]
struct PlayerMoved {
    #[key]
    player: ContractAddress,
    from_x: u32,
    from_y: u32,
    to_x: u32,
    to_y: u32,
}

// 2. Emit it (inside a function)
fn move_player(ref self: ContractState, direction: u8) {
    let mut world = self.world_default();
    
    // ... game logic ...
    
    // Emit event - note the @ for snapshot
    world.emit_event(@PlayerMoved {
        player: get_caller_address(),
        from_x: 0,
        from_y: 0, 
        to_x: 1,
        to_y: 1,
    });
}
依赖:
use dojo::event::EventStorage;
cairo
// 1. 定义事件(在impl块外部)
#[derive(Copy, Drop, Serde)]
#[dojo::event]
struct PlayerMoved {
    #[key]
    player: ContractAddress,
    from_x: u32,
    from_y: u32,
    to_x: u32,
    to_y: u32,
}

// 2. 触发事件(在函数内部)
fn move_player(ref self: ContractState, direction: u8) {
    let mut world = self.world_default();
    
    // ... 游戏逻辑 ...
    
    // 触发事件 - 注意使用@进行快照
    world.emit_event(@PlayerMoved {
        player: get_caller_address(),
        from_x: 0,
        from_y: 0, 
        to_x: 1,
        to_y: 1,
    });
}

Quick reference: What imports what

快速参考:功能与对应导入

You want to useImport this
world.read_model()
use dojo::model::ModelStorage;
world.write_model()
use dojo::model::ModelStorage;
world.emit_event()
use dojo::event::EventStorage;
self.world_default()
Nothing! Provided by
#[dojo::contract]
get_caller_address()
use starknet::get_caller_address;
想要使用的功能需导入的内容
world.read_model()
use dojo::model::ModelStorage;
world.write_model()
use dojo::model::ModelStorage;
world.emit_event()
use dojo::event::EventStorage;
self.world_default()
无需导入!由
#[dojo::contract]
自动提供
get_caller_address()
use starknet::get_caller_address;

When to Use This Skill

何时使用该技能

  • "Create a spawn system"
  • "Add a move system that updates position"
  • "Implement combat logic"
  • "Generate a system for [game action]"
  • "创建一个生成系统"
  • "添加一个更新位置的移动系统"
  • "实现战斗逻辑"
  • "为[游戏操作]生成系统"

What This Skill Does

该技能能做什么

Generates Cairo system contracts with:
  • #[dojo::contract]
    attribute
  • Interface definition with
    #[starknet::interface]
  • System implementation
  • World access (
    world.read_model()
    ,
    world.write_model()
    )
  • Event emissions with
    #[dojo::event]
生成包含以下内容的Cairo系统合约:
  • #[dojo::contract]
    属性
  • 使用
    #[starknet::interface]
    定义的接口
  • 系统实现代码
  • World访问(
    world.read_model()
    world.write_model()
  • 使用
    #[dojo::event]
    触发事件

Quick Start

快速开始

Interactive mode:
"Create a system for player movement"
I'll ask about:
  • System name
  • Functions and their parameters
  • Models used
  • Authorization requirements
Direct mode:
"Create a move system that updates Position based on Direction"
交互模式:
"创建一个玩家移动系统"
我会询问以下信息:
  • 系统名称
  • 函数及其参数
  • 使用的模型
  • 授权要求
直接模式:
"创建一个根据Direction更新Position的移动系统"

System Structure

系统结构

A Dojo contract consists of an interface trait and a contract module:
cairo
use dojo_starter::models::{Direction, Position};

// Define the interface
#[starknet::interface]
trait IActions<T> {
    fn spawn(ref self: T);
    fn move(ref self: T, direction: Direction);
}

// Dojo contract
#[dojo::contract]
pub mod actions {
    use super::{IActions, Direction, Position};
    use starknet::{ContractAddress, get_caller_address};
    use dojo_starter::models::{Vec2, Moves};

    use dojo::model::{ModelStorage, ModelValueStorage};
    use dojo::event::EventStorage;

    // Define a custom event
    #[derive(Copy, Drop, Serde)]
    #[dojo::event]
    pub struct Moved {
        #[key]
        pub player: ContractAddress,
        pub direction: Direction,
    }

    #[abi(embed_v0)]
    impl ActionsImpl of IActions<ContractState> {
        fn spawn(ref self: ContractState) {
            let mut world = self.world_default();
            let player = get_caller_address();

            // Read current position (defaults to zero if not set)
            let position: Position = world.read_model(player);

            // Set initial position
            let new_position = Position {
                player,
                vec: Vec2 { x: position.vec.x + 10, y: position.vec.y + 10 }
            };
            world.write_model(@new_position);

            // Set initial moves
            let moves = Moves {
                player,
                remaining: 100,
                last_direction: Direction::None(()),
                can_move: true
            };
            world.write_model(@moves);
        }

        fn move(ref self: ContractState, direction: Direction) {
            let mut world = self.world_default();
            let player = get_caller_address();

            // Read current state
            let position: Position = world.read_model(player);
            let mut moves: Moves = world.read_model(player);

            // Update moves
            moves.remaining -= 1;
            moves.last_direction = direction;

            // Calculate next position
            let next = next_position(position, direction);

            // Write updated state
            world.write_model(@next);
            world.write_model(@moves);

            // Emit event
            world.emit_event(@Moved { player, direction });
        }
    }

    // Internal helper to get world with namespace
    #[generate_trait]
    impl InternalImpl of InternalTrait {
        fn world_default(self: @ContractState) -> dojo::world::WorldStorage {
            self.world(@"dojo_starter")
        }
    }
}

// Helper function outside the contract
fn next_position(mut position: Position, direction: Direction) -> Position {
    match direction {
        Direction::None => { return position; },
        Direction::Left => { position.vec.x -= 1; },
        Direction::Right => { position.vec.x += 1; },
        Direction::Up => { position.vec.y -= 1; },
        Direction::Down => { position.vec.y += 1; },
    };
    position
}
Dojo合约由接口 trait 和合约模块组成:
cairo
use dojo_starter::models::{Direction, Position};

// 定义接口
#[starknet::interface]
trait IActions<T> {
    fn spawn(ref self: T);
    fn move(ref self: T, direction: Direction);
}

// Dojo合约
#[dojo::contract]
pub mod actions {
    use super::{IActions, Direction, Position};
    use starknet::{ContractAddress, get_caller_address};
    use dojo_starter::models::{Vec2, Moves};

    use dojo::model::{ModelStorage, ModelValueStorage};
    use dojo::event::EventStorage;

    // 定义自定义事件
    #[derive(Copy, Drop, Serde)]
    #[dojo::event]
    pub struct Moved {
        #[key]
        pub player: ContractAddress,
        pub direction: Direction,
    }

    #[abi(embed_v0)]
    impl ActionsImpl of IActions<ContractState> {
        fn spawn(ref self: ContractState) {
            let mut world = self.world_default();
            let player = get_caller_address();

            // 读取当前位置(未设置则默认值为0)
            let position: Position = world.read_model(player);

            // 设置初始位置
            let new_position = Position {
                player,
                vec: Vec2 { x: position.vec.x + 10, y: position.vec.y + 10 }
            };
            world.write_model(@new_position);

            // 设置初始移动次数
            let moves = Moves {
                player,
                remaining: 100,
                last_direction: Direction::None(()),
                can_move: true
            };
            world.write_model(@moves);
        }

        fn move(ref self: ContractState, direction: Direction) {
            let mut world = self.world_default();
            let player = get_caller_address();

            // 读取当前状态
            let position: Position = world.read_model(player);
            let mut moves: Moves = world.read_model(player);

            // 更新移动次数
            moves.remaining -= 1;
            moves.last_direction = direction;

            // 计算下一个位置
            let next = next_position(position, direction);

            // 写入更新后的状态
            world.write_model(@next);
            world.write_model(@moves);

            // 触发事件
            world.emit_event(@Moved { player, direction });
        }
    }

    // 获取带命名空间的world的内部辅助函数
    #[generate_trait]
    impl InternalImpl of InternalTrait {
        fn world_default(self: @ContractState) -> dojo::world::WorldStorage {
            self.world(@"dojo_starter")
        }
    }
}

// 合约外部的辅助函数
fn next_position(mut position: Position, direction: Direction) -> Position {
    match direction {
        Direction::None => { return position; },
        Direction::Left => { position.vec.x -= 1; },
        Direction::Right => { position.vec.x += 1; },
        Direction::Up => { position.vec.y -= 1; },
        Direction::Down => { position.vec.y += 1; },
    };
    position
}

Key Concepts

核心概念

World Access

World访问

Get the world storage using your namespace:
cairo
let mut world = self.world(@"my_namespace");
Create a helper function to avoid repeating the namespace:
cairo
#[generate_trait]
impl InternalImpl of InternalTrait {
    fn world_default(self: @ContractState) -> dojo::world::WorldStorage {
        self.world(@"my_namespace")
    }
}
使用命名空间获取world存储:
cairo
let mut world = self.world(@"my_namespace");
创建辅助函数避免重复输入命名空间:
cairo
#[generate_trait]
impl InternalImpl of InternalTrait {
    fn world_default(self: @ContractState) -> dojo::world::WorldStorage {
        self.world(@"my_namespace")
    }
}

Reading Models

读取模型

cairo
let position: Position = world.read_model(player);
cairo
let position: Position = world.read_model(player);

Writing Models

写入模型

cairo
world.write_model(@Position { player, vec: Vec2 { x: 10, y: 20 } });
cairo
world.write_model(@Position { player, vec: Vec2 { x: 10, y: 20 } });

Emitting Events

触发事件

Define events with
#[dojo::event]
:
cairo
#[derive(Copy, Drop, Serde)]
#[dojo::event]
pub struct PlayerMoved {
    #[key]
    pub player: ContractAddress,
    pub from: Vec2,
    pub to: Vec2,
}

// Emit in your function
world.emit_event(@PlayerMoved { player, from: old_pos, to: new_pos });
使用
#[dojo::event]
定义事件:
cairo
#[derive(Copy, Drop, Serde)]
#[dojo::event]
pub struct PlayerMoved {
    #[key]
    pub player: ContractAddress,
    pub from: Vec2,
    pub to: Vec2,
}

// 在函数中触发
world.emit_event(@PlayerMoved { player, from: old_pos, to: new_pos });

Getting Caller

获取调用者

cairo
use starknet::get_caller_address;

let player = get_caller_address();
cairo
use starknet::get_caller_address;

let player = get_caller_address();

Generating Unique IDs

生成唯一ID

cairo
let entity_id = world.uuid();
cairo
let entity_id = world.uuid();

System Design

系统设计

Single Responsibility

单一职责

Each system should have one clear purpose:
  • MovementSystem
    : Handles player/entity movement
  • CombatSystem
    : Manages battles and damage
  • InventorySystem
    : Manages items
每个系统应只有一个明确的用途:
  • MovementSystem
    :处理玩家/实体移动
  • CombatSystem
    :管理战斗与伤害
  • InventorySystem
    :管理物品

Stateless Design

无状态设计

Systems should be stateless, reading state from models:
cairo
fn attack(ref self: ContractState, target: ContractAddress) {
    let mut world = self.world_default();
    let attacker = get_caller_address();

    // Read current state
    let attacker_stats: Combat = world.read_model(attacker);
    let mut target_stats: Combat = world.read_model(target);

    // Apply logic
    target_stats.health -= attacker_stats.damage;

    // Write updated state
    world.write_model(@target_stats);
}
系统应保持无状态,从模型中读取状态:
cairo
fn attack(ref self: ContractState, target: ContractAddress) {
    let mut world = self.world_default();
    let attacker = get_caller_address();

    // 读取当前状态
    let attacker_stats: Combat = world.read_model(attacker);
    let mut target_stats: Combat = world.read_model(target);

    // 应用逻辑
    target_stats.health -= attacker_stats.damage;

    // 写入更新后的状态
    world.write_model(@target_stats);
}

Input Validation

输入验证

Validate inputs before modifying state:
cairo
fn move(ref self: ContractState, direction: Direction) {
    let mut world = self.world_default();
    let player = get_caller_address();

    let moves: Moves = world.read_model(player);
    assert(moves.remaining > 0, 'No moves remaining');
    assert(moves.can_move, 'Movement disabled');

    // Proceed with movement
}
修改状态前需验证输入:
cairo
fn move(ref self: ContractState, direction: Direction) {
    let mut world = self.world_default();
    let player = get_caller_address();

    let moves: Moves = world.read_model(player);
    assert(moves.remaining > 0, 'No moves remaining');
    assert(moves.can_move, 'Movement disabled');

    // 继续执行移动逻辑
}

Permissions

权限设置

Systems need writer permission to modify models. Configure in
dojo_dev.toml
:
toml
[writers]
"my_namespace" = ["my_namespace-actions"]
Or grant specific model access:
toml
[writers]
"my_namespace-Position" = ["my_namespace-actions"]
"my_namespace-Moves" = ["my_namespace-actions"]
系统需要写入权限才能修改模型。 在
dojo_dev.toml
中配置:
toml
[writers]
"my_namespace" = ["my_namespace-actions"]
或授予特定模型的访问权限:
toml
[writers]
"my_namespace-Position" = ["my_namespace-actions"]
"my_namespace-Moves" = ["my_namespace-actions"]

Next Steps

后续步骤

After creating systems:
  1. Use
    dojo-test
    skill to test system logic
  2. Use
    dojo-review
    skill to check for issues
  3. Use
    dojo-deploy
    skill to deploy your world
  4. Use
    dojo-client
    skill to call systems from frontend
创建系统后:
  1. 使用
    dojo-test
    技能测试系统逻辑
  2. 使用
    dojo-review
    技能检查问题
  3. 使用
    dojo-deploy
    技能部署你的world
  4. 使用
    dojo-client
    技能从前端调用系统

Related Skills

相关技能

  • dojo-model: Define models used by systems
  • dojo-test: Test system logic
  • dojo-review: Review system implementation
  • dojo-deploy: Deploy systems to network
  • dojo-model:定义系统使用的模型
  • dojo-test:测试系统逻辑
  • dojo-review:检查系统实现问题
  • dojo-deploy:将系统部署至网络