dojo-model

$npx mdskill add dojoengine/book/dojo-model

Generate structured Dojo models for defining game state using ECS patterns and key definitions.

  • Defines game entities, components, or state structures requiring persistent storage.
  • Utilizes Cairo syntax, incorporating `#[dojo::model]` and necessary trait derivations.
  • Interactively prompts for model name, unique keys, and associated data fields.
  • Outputs complete, ready-to-use model structs for integration into smart contracts.

SKILL.md

.github/skills/dojo-modelView on GitHub ↗
---
name: dojo-model
description: Create Dojo models for storing game state with proper key definitions, trait derivations, and ECS patterns. Use when defining game entities, components, or state structures.
allowed-tools: Read, Write, Edit, Glob, Grep
---

# Dojo Model Generation

Create Dojo models that define your game's state using Entity Component System (ECS) patterns.

## When to Use This Skill

- "Add a Position model"
- "Create a Player entity with health and level"
- "Generate an Inventory model"
- "Define a model for [game concept]"

## What This Skill Does

Generates Cairo model structs with:
- `#[dojo::model]` attribute
- Required trait derivations (`Drop`, `Serde`)
- Key field configuration (`#[key]`)
- Field types appropriate to your data

## Quick Start

**Interactive mode:**
```
"Add a model for player positions"
```

I'll ask about:
- Model name
- Key fields (what makes it unique)
- Data fields and their types

**Direct mode:**
```
"Create a Position model with player as key and x, y coordinates"
```

## Essential Imports for Models

**In your model file (e.g., `models.cairo`):**
```cairo
use starknet::ContractAddress;

// For nested structs that aren't models
use dojo::meta::Introspect;
```

**In systems that use models:**
```cairo
// Import your models
use my_project::models::{Player, Position, Inventory};

// Import Dojo storage traits
use dojo::model::{ModelStorage, ModelValueStorage};
```

**Reading/Writing models in a system:**
```cairo
// Get world storage
let mut world = self.world_default();

// Read - provide all #[key] values
let player: Player = world.read_model(player_address);

// Write - model must contain all keys and data
world.write_model(@player);
```

## Model Structure

Models are Cairo structs annotated with `#[dojo::model]`.
They act as a key-value store where `#[key]` fields define the lookup key.

```cairo
#[derive(Drop, Serde)]
#[dojo::model]
struct Moves {
    #[key]
    player: ContractAddress,
    remaining: u8,
}
```

**Required traits:**
- `Drop` - Cairo ownership system
- `Serde` - Serialization for on-chain storage

**Optional traits:**
- `Copy` - Add when you need to copy values (for primitive types)

## Model Patterns

### Player-Owned Model
Models keyed by player address:
```cairo
#[derive(Drop, Serde)]
#[dojo::model]
struct Position {
    #[key]
    player: ContractAddress,
    vec: Vec2,
}

#[derive(Drop, Copy, Serde, Introspect)]
struct Vec2 {
    x: u32,
    y: u32,
}
```

Custom nested structs must derive `Introspect` for Dojo to understand their structure.

### Composite Keys
Multiple keys for relationships (all keys must be provided when reading):
```cairo
#[derive(Copy, Drop, Serde)]
#[dojo::model]
struct GameResource {
    #[key]
    player: ContractAddress,
    #[key]
    location: ContractAddress,
    balance: u8,
}
```

Read with tuple of all keys:
```cairo
let resource: GameResource = world.read_model((player, location));
```

### Global Singleton
Constant key for global settings:
```cairo
const RESPAWN_DELAY: u128 = 9999999999999;

#[derive(Copy, Drop, Serde)]
#[dojo::model]
struct GameSetting {
    #[key]
    setting_id: u128,
    setting_value: felt252,
}

// Usage
world.write_model(@GameSetting {
    setting_id: RESPAWN_DELAY,
    setting_value: (10 * 60).into()
});
```

### ECS Composition
Small, focused models that can be combined on entities:
```cairo
#[derive(Copy, Drop, Serde)]
#[dojo::model]
struct Position {
    #[key]
    id: u32,
    x: u32,
    y: u32,
}

#[derive(Copy, Drop, Serde)]
#[dojo::model]
struct Health {
    #[key]
    id: u32,
    health: u8,
}

// Human has Position + Health + Potions
// Orc has Position + Health (no Potions)
```

## Key Rules

1. **At least one key required** - Every model needs a `#[key]` field
2. **Keys must come first** - All key fields before data fields
3. **Keys are not stored** - Used only for indexing/lookup
4. **All keys required for read** - Composite keys must all be provided

## Model API

Get the world storage in your system:
```cairo
use dojo::model::{ModelStorage, ModelValueStorage};

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

### Write a Model
```cairo
world.write_model(@Position { player, vec: Vec2 { x: 0, y: 0 } });
```

### Read a Model
```cairo
let position: Position = world.read_model(player);
```

### Read with Composite Key
```cairo
let resource: GameResource = world.read_model((player, location));
```

### Generate Unique ID
```cairo
let entity_id = world.uuid();
world.write_model(@Health { id: entity_id, health: 100 });
```

## Field Types

- `u8`, `u16`, `u32`, `u64`, `u128`, `u256` - Unsigned integers
- `felt252` - Field elements
- `bool` - Booleans
- `ContractAddress` - Starknet addresses
- Custom structs - Must derive `Introspect`
- Custom enums - Must derive `Introspect`

## Next Steps

After creating models:
1. Use `dojo-system` skill to create systems that use your models
2. Use `dojo-test` skill to test model read/write operations
3. Use `dojo-config` skill to configure permissions

## Related Skills

- **dojo-system**: Create systems that use these models
- **dojo-test**: Test your models
- **dojo-init**: Initialize project first
- **dojo-review**: Review model design

More from dojoengine/book

SkillDescription
dojo-clientIntegrate Dojo with game clients for JavaScript, Unity, Unreal, Rust, and other platforms. Generate typed bindings and connection code. Use when connecting frontends or game engines to your Dojo world.
dojo-configConfigure Scarb.toml, dojo profiles, world settings, and dependencies. Use when setting up project configuration, managing dependencies, or configuring deployment environments.
dojo-deployDeploy Dojo worlds to local Katana, testnet, or mainnet. Configure Katana sequencer and manage deployments with sozo. Use when deploying your game or starting local development environment.
dojo-indexerSet up and configure Torii indexer for GraphQL queries, gRPC subscriptions, and SQL access. Use when indexing your deployed world for client queries or real-time updates.
dojo-initInitialize new Dojo projects with proper directory structure, configuration files, and dependencies. Use when starting a new Dojo game project or setting up the initial project structure.
dojo-migrateManage world migrations, handle breaking changes, and upgrade Dojo versions. Use when updating deployed worlds, migrating to new versions, or handling schema changes.
dojo-reviewReview Dojo code for best practices, common mistakes, security issues, and optimization opportunities. Use when auditing models, systems, tests, or preparing for deployment.
dojo-systemCreate Dojo systems that implement game logic, modify model state, and handle player actions. Use when implementing game mechanics, player commands, or automated logic.
dojo-testWrite tests for Dojo models and systems using spawn_test_world, cheat codes, and assertions. Use when testing game logic, verifying state changes, or ensuring system correctness.
dojo-tokenImplement, deploy, and index ERC20 and ERC721 tokens in Dojo. Use when adding token contracts, deploying them, or configuring Torii to index balances and transfers.