dojo-system

Generate Dojo game systems as Cairo contracts with interfaces and event emissions.

53|92|Updated Mar 28, 2023
One-click install
npx skills add https://github.com/dojoengine/book --skill dojo-system
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: dojo-system
Source: https://github.com/dojoengine/book/tree/main/skills/dojo-system
Command: npx skills add https://github.com/dojoengine/book --skill dojo-system

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Dojo projects need a structured way to scaffold game logic as independent, testable units that interact with a shared world model. This Skill provides a blueprint for creating Dojo systems as Cairo contracts with clear interfaces, world access, and event emission patterns.

Core Features & Use Cases

  • Scaffold a Dojo system contract with interface trait, contract module, and world access.
  • Define events and state mutations to model gameplay mechanics like movement and combat.
  • Use for building spawn/move/attack systems that operate on shared models and emit events.

Quick Start

Use this Skill to generate a new system that handles player movement and updates Position and Moves models.

Frequently Asked Questions about dojo-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build deterministic game systems in Cairo for a Dojo world?

To build deterministic game systems in Cairo, scaffold Dojo system contracts with interface traits, world access, and event emission patterns to ensure deterministic state changes across shared models.

What's the best way to structure movement and combat logic in Dojo?

Structure movement and combat logic in Dojo by creating independent, testable system contracts that operate on shared world models, mutate model state, and emit gameplay events.

How do I read and write model state from within a Dojo system contract?

Read and write model state within a Dojo system contract by using built-in world access patterns to retrieve and update shared models, enabling deterministic state mutations for gameplay mechanics.

Do I need to define event emissions for every Dojo game system?

Event emissions are required for Dojo game systems to signal state changes like spawn, move, or attack actions, ensuring event-driven behavior and deterministic tracking across the game world.

Can I use Dojo systems to handle inventory mechanics and shared model updates?

Dojo systems handle inventory mechanics by defining state mutations and events within Cairo contracts that access shared world models, allowing deterministic updates to player inventory state.