DIP - Lottery Contract

A Lottery would be very similar to a regular dispenser with one major difference - it’s random whether you receive the token or not.

Say you set up a lottery for a DOGEMEME card. You specify the price, 10 doge, and the chance to win the card, 5%.

Someone sends 10 doge to the lottery, and the protocol register the request. Hardcoded in the protocol is a random number generator, and the output [0,1) is determined by the block hash and transaction hash. In this case, if the result <0.05 the token is sent.

Essentially the lottery contract can inherit all the properties of a dispenser with win-probability as an extra parameter.

And just like several dispensers can be combined, you can combine lotteries - or even combine dispensers and lotteries.

Example 1 - Dispenser/Lottery Combo
You set up a dispenser with 10 doge per DOGEMEME. In addition you have a ultra rare DOGX card, and you set up a lottery for 10 doge = 1% chance of winning. Anyone who buys DOGMEME then also has a small chance of getting DOGX.

Example 2 - Card Pack
You’re the creator of several cards. You want to make an element of surprise for collectors of your card (like with physical card packs). You sell 10 different cards on the same address, all with price 10 doge but different probabilities CARDONE to CARDEIGHT = 50%, CARDNINE = 10% and CARDTEN = 1%. Anyone sending 10 doge to your address will receive a random combination of these cards.

Example 3 - Big Prize
You own a very valuable card. You estimate the price at 100,000 doge. You set up a dispenser 100 doge = 0.1%. If you (the seller) are unlucky, the first ticket gets the doge. You just gave it away for 100 doge … but the opposite may come true too. All the first 1000 tickets may be losers and you may receive well more than 100,000 doge before a winner is announced.