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13 lines
421 B
Rust

use crate::human_player_ws::ServerMessage;
/// Make sure player can not replay after successful hit
pub fn check_no_replay_on_hit(msg: &mut ServerMessage) {
if let ServerMessage::OpponentMustFire { status } | ServerMessage::RequestFire { status } = msg
{
let diff =
status.opponent_map.number_of_fires() as i32 - status.your_map.number_of_fires() as i32;
assert!(diff <= 1);
}
}