スキル一覧に戻る
dojoengine

dojo-system

by dojoengine

The Dojo Book

51🍴 94📅 2026年1月22日
GitHubで見るManusで実行

SKILL.md


name: dojo-system description: Create Dojo systems that implement game logic, modify model state, and handle player actions. Use when implementing game mechanics, player commands, or automated logic. allowed-tools: Read, Write, Edit, Glob, Grep

Dojo System Generation

Create Dojo systems (smart contracts) that implement your game's logic and modify model state.

When to Use This Skill

  • "Create a spawn system"
  • "Add a move system that updates position"
  • "Implement combat logic"
  • "Generate a system for [game action]"

What This Skill Does

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]

Quick Start

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"

System Structure

A Dojo contract consists of an interface trait and a contract module:

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
}

Key Concepts

World Access

Get the world storage using your namespace:

let mut world = self.world(@"my_namespace");

Create a helper function to avoid repeating the namespace:

#[generate_trait]
impl InternalImpl of InternalTrait {
    fn world_default(self: @ContractState) -> dojo::world::WorldStorage {
        self.world(@"my_namespace")
    }
}

Reading Models

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

Writing Models

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

Emitting Events

Define events with #[dojo::event]:

#[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 });

Getting Caller

use starknet::get_caller_address;

let player = get_caller_address();

Generating Unique IDs

let entity_id = world.uuid();

System Design

Single Responsibility

Each system should have one clear purpose:

  • MovementSystem: Handles player/entity movement
  • CombatSystem: Manages battles and damage
  • InventorySystem: Manages items

Stateless Design

Systems should be stateless, reading state from models:

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);
}

Input Validation

Validate inputs before modifying state:

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
}

Permissions

Systems need writer permission to modify models. Configure in dojo_dev.toml:

[writers]
"my_namespace" = ["my_namespace-actions"]

Or grant specific model access:

[writers]
"my_namespace-Position" = ["my_namespace-actions"]
"my_namespace-Moves" = ["my_namespace-actions"]

Next Steps

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
  • dojo-model: Define models used by systems
  • dojo-test: Test system logic
  • dojo-review: Review system implementation
  • dojo-deploy: Deploy systems to network

スコア

総合スコア

70/100

リポジトリの品質指標に基づく評価

SKILL.md

SKILL.mdファイルが含まれている

+20
LICENSE

ライセンスが設定されている

+10
説明文

100文字以上の説明がある

0/10
人気

GitHub Stars 100以上

0/15
最近の活動

1ヶ月以内に更新

+10
フォーク

10回以上フォークされている

+5
Issue管理

オープンIssueが50未満

+5
言語

プログラミング言語が設定されている

+5
タグ

1つ以上のタグが設定されている

+5

レビュー

💬

レビュー機能は近日公開予定です