Remove .record

This commit is contained in:
evan-schott 2024-04-16 11:53:19 -07:00
parent 27ef7e5cd0
commit 0db786c3e1

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@ -16,7 +16,7 @@ program battleship.aleo {
destroyer: u64,
// The address of the opponent.
player: address,
) -> board.aleo/board_state.record {
) -> board.aleo/board_state {
// Verify that each individual ship placement bitstring is valid.
let valid_carrier: bool = verify.aleo/validate_ship(carrier, 5u64, 31u64, 4311810305u64);
assert(valid_carrier);
@ -44,22 +44,22 @@ program battleship.aleo {
// This function commits a given board to a game with an opponent and creates the initial dummy move.
transition offer_battleship(
// The board record to start a game with.
board: board.aleo/board_state.record,
) -> (board.aleo/board_state.record, move.aleo/move.record) {
board: board.aleo/board_state,
) -> (board.aleo/board_state, move.aleo/move) {
let state: board.aleo/board_state = board.aleo/start_board(board);
let dummy: move.aleo/move = move.aleo/start_game(board.player_2);
return (state, dummy);
}
// Returns updated board_state.record that has been started and can no longer be used to join or start new games.
// Returns updated board_state that has been started and can no longer be used to join or start new games.
// Returns dummy move record owned by the opponent.
transition start_battleship(
// The board record to play the game with.
board: board.aleo/board_state.record,
board: board.aleo/board_state,
// The move record to play to begin the game. This should be the dummy move record created from offer_battleship.
move_start: move.aleo/move.record,
) -> (board.aleo/board_state.record, move.aleo/move.record) {
move_start: move.aleo/move,
) -> (board.aleo/board_state, move.aleo/move) {
// Validate that the move players and board players match each other.
assert_eq(board.player_1, move_start.player_2);
assert_eq(board.player_2, move_start.player_1);
@ -74,12 +74,12 @@ program battleship.aleo {
// Returns new move record owned by opponent.
transition play(
// The board record to update.
board: board.aleo/board_state.record,
board: board.aleo/board_state,
// The incoming move from the opponent.
move_incoming: move.aleo/move.record,
move_incoming: move.aleo/move,
// The u64 equivalent of the bitwise representation of the next coordinate to play on the opponent's board.
shoot: u64,
) -> (board.aleo/board_state.record, move.aleo/move.record) {
) -> (board.aleo/board_state, move.aleo/move) {
// Verify the board has been started. This prevents players from starting a game and then creating
// a brand new board to play with.
assert(board.game_started);