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