/// <summary>
 /// ProcessShot will be called uppon when a ship is found.
 /// It will create a stack with targets it will try to hit. These targets
 /// will be randomly assigned.
 /// </summary>
 /// <param name="row">the row it needs to process</param>
 /// <param name="rowOld">the row it contained before hit</param>
 /// <param name="col">the column it needs to process</param>
 /// <param name="colOld">the column it contained before hit</param>
 /// <param name="result">the result of the last shot (should be hit)</param>
 protected override void ProcessShot(int row, int col, AttackResult result)
 {
     if (result.Value == ResultOfAttack.Hit) {
         _CurrentState = AIStates.Searching;
         int rowOld = row;
         int colOld = col;
         SearchCoords(ref row, ref col);
         AddTarget(row, colOld);
         AddTarget(rowOld, col);
     } else if (result.Value == ResultOfAttack.ShotAlready) {
         throw new ApplicationException("Error in AI");
     }
 }
Beispiel #2
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        // Summary: Shoot at a given row/column
        // Parameter: row - The row to attack
        // Parameter: col - The column to attack
        // Returns: The result of the attack
        internal AttackResult Shoot(int row, int col)
        {
            AttackResult result = default(AttackResult);

            result = EnemyGrid.HitTile(row, col);

            switch (result.Value)
            {
            case ResultOfAttack.Destroyed:
            case ResultOfAttack.Hit:
                _hits  += 1;
                _shots += 1;
                break;

            case ResultOfAttack.Miss:
                _misses += 1;
                _shots  += 1;
                break;
            }

            return(result);
        }
Beispiel #3
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 /*
  * Summary: The last shot had the following result. Child classes can use this
  * to prepare for the next shot.
  * Parameter: result - The result of the shot
  * Parameter: row - the row shot
  * Parameter: col - the column shot
  */
 protected abstract void ProcessShot(int row, int col, AttackResult result);
Beispiel #4
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 protected override void ProcessShot(int row, int col, AttackResult result)
 {
 }
 /// <summary>
 /// ProcessShot will be called uppon when a ship is found.
 /// It will create a stack with targets it will try to hit. These targets
 /// will be around the tile that has been hit.
 /// </summary>
 /// <param name="row">the row it needs to process</param>
 /// <param name="col">the column it needs to process</param>
 /// <param name="result">the result og the last shot (should be hit)</param>
 protected override void ProcessShot(int row, int col, AttackResult result)
 {
     if (result.Value == ResultOfAttack.Hit) {
         _CurrentState = AIStates.TargetingShip;
         AddTarget(row - 1, col);
         AddTarget(row, col - 1);
         AddTarget(row + 1, col);
         AddTarget(row, col + 1);
     } else if (result.Value == ResultOfAttack.ShotAlready) {
         throw new ApplicationException("Error in AI");
     }
 }
Beispiel #6
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        /// <summary>
        /// Listens for attacks to be completed.
        /// </summary>
        /// <param name="sender">the game</param>
        /// <param name="result">the result of the attack</param>
        /// <remarks>
        /// Displays a message, plays sound and redraws the screen
        /// </remarks>
        private static void AttackCompleted(object sender, AttackResult result)
        {
            bool isHuman = false;

            isHuman = object.ReferenceEquals(_theGame.Player, HumanPlayer);

            Console.WriteLine(result.ToString());
            if (isHuman)
            {
                if (result.ToString().Contains("destroyed"))
                {
                    Message = "You destroyed the enemies" + result.ToString().Replace("destroyed", "");
                }
                else
                {
                    Message = "You " + result.ToString();
                }
            }
            else
            {
                if (result.ToString().Contains("destroyed"))
                {
                    Message = "The enemy destroyed your" + result.ToString().Replace("destroyed", "");
                }
                else
                {
                    Message = "The AI " + result.ToString();
                }
            }

            switch (result.Value)
            {
            case ResultOfAttack.Destroyed:
                PlayHitSequence(result.Row, result.Column, isHuman);
                Audio.PlaySoundEffect(GameSound("Sink"));

                break;

            case ResultOfAttack.GameOver:
                PlayHitSequence(result.Row, result.Column, isHuman);
                Audio.PlaySoundEffect(GameSound("Sink"));

                while (Audio.SoundEffectPlaying(GameSound("Sink")))
                {
                    SwinGame.Delay(10);
                    SwinGame.RefreshScreen();
                }

                if (HumanPlayer.IsDestroyed)
                {
                    Audio.PlaySoundEffect(GameSound("Lose"));
                }
                else
                {
                    Audio.PlaySoundEffect(GameSound("Winner"));
                }

                break;

            case ResultOfAttack.Hit:
                PlayHitSequence(result.Row, result.Column, isHuman);
                break;

            case ResultOfAttack.Miss:
                PlayMissSequence(result.Row, result.Column, isHuman);
                break;

            case ResultOfAttack.ShotAlready:
                Audio.PlaySoundEffect(GameSound("Error"));
                break;
            }
        }
Beispiel #7
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		/// <summary>
		/// Checks the results of the attack and switches to
		/// Ending the Game if the result was game over.
		/// </summary>
		/// <param name="result">the result of the last
		/// attack</param>
		/// <remarks>Gets the AI to attack if the result switched
		/// to the AI player.</remarks>
		private static void CheckAttackResult(AttackResult result)
		{
			switch (result.Value) {
				case ResultOfAttack.Miss:
					if (object.ReferenceEquals(_theGame.Player, ComputerPlayer))
						AIAttack();
					break;
				case ResultOfAttack.GameOver:
					SwitchState(GameState.EndingGame);
					break;
			}
		}
Beispiel #8
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		/// <summary>
		/// Listens for attacks to be completed.
		/// </summary>
		/// <param name="sender">the game</param>
		/// <param name="result">the result of the attack</param>
		/// <remarks>
		/// Displays a message, plays sound and redraws the screen
		/// </remarks>
		private static void AttackCompleted(object sender, AttackResult result)
		{
			bool isHuman = false;
			isHuman = object.ReferenceEquals(_theGame.Player, HumanPlayer);

			Console.WriteLine (result.ToString ());
			if (isHuman) 
			{
				if (result.ToString ().Contains ("destroyed") )
					Message = "You destroyed the enemies" + result.ToString().Replace ("destroyed", "");
				else
					Message = "You " + result.ToString();
			} else {
				if (result.ToString ().Contains ("destroyed") )
					Message = "The enemy destroyed your"  + result.ToString().Replace ("destroyed", "");
				else
					Message = "The AI " + result.ToString ();
			}

			switch (result.Value) {
				case ResultOfAttack.Destroyed:
					PlayHitSequence(result.Row, result.Column, isHuman);
					Audio.PlaySoundEffect(GameSound("Sink"));

					break;
				case ResultOfAttack.GameOver:
					PlayHitSequence(result.Row, result.Column, isHuman);
					Audio.PlaySoundEffect(GameSound("Sink"));

					while (Audio.SoundEffectPlaying(GameSound("Sink"))) {
						SwinGame.Delay(10);
						SwinGame.RefreshScreen();
					}

					if (HumanPlayer.IsDestroyed) {
						Audio.PlaySoundEffect(GameSound("Lose"));
					} else {
						Audio.PlaySoundEffect(GameSound("Winner"));
					}

					break;
				case ResultOfAttack.Hit:
					PlayHitSequence(result.Row, result.Column, isHuman);
					break;
				case ResultOfAttack.Miss:
					PlayMissSequence(result.Row, result.Column, isHuman);
					break;
				case ResultOfAttack.ShotAlready:
					Audio.PlaySoundEffect(GameSound("Error"));
					break;
			}
		}
        /// <summary>
        /// Shoot will swap between players and check if a player has been killed.
        /// It also allows the current player to hit on the enemygrid.
        /// </summary>
        /// <param name="row">the row fired upon</param>
        /// <param name="col">the column fired upon</param>
        /// <returns>The result of the attack</returns>
        public AttackResult Shoot(int row, int col)
        {
            AttackResult newAttack = default(AttackResult);
            int otherPlayer = (_playerIndex + 1) % 2;

            newAttack = Player.Shoot(row, col);

            //Will exit the game when all players ships are destroyed
            if (_players[otherPlayer].IsDestroyed) {
                newAttack = new AttackResult(ResultOfAttack.GameOver, newAttack.Ship, newAttack.Text, row, col);
            }

            if (AttackCompleted != null) {
                AttackCompleted(this, newAttack);
            }

            //change player if the last hit was a miss
            if (newAttack.Value == ResultOfAttack.Miss) {
                _playerIndex = otherPlayer;
            }

            return newAttack;
        }
Beispiel #10
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 /// <summary>
 /// The last shot had the following result. Child classes can use this
 /// to prepare for the next shot.
 /// </summary>
 /// <param name="result">The result of the shot</param>
 /// <param name="row">the row shot</param>
 /// <param name="col">the column shot</param>
 protected abstract void ProcessShot(int row, int col, AttackResult result);
        /// <summary>
        /// Listens for attacks to be completed.
        /// </summary>
        /// <param name="sender">the game</param>
        /// <param name="result">the result of the attack</param>
        /// <remarks>
        /// Displays a message, plays sound and redraws the screen
        /// </remarks>
        private static void AttackCompleted(object sender, AttackResult result)
        {
            bool isHuman = false;
            isHuman = object.ReferenceEquals(_theGame.Player, HumanPlayer);

            if (isHuman) {
                UtilityFunctions.Message = "You " + result.ToString();
            } else {
                UtilityFunctions.Message = "The AI " + result.ToString();
            }

            switch (result.Value) {
                case ResultOfAttack.Destroyed:
                    PlayHitSequence(result.Row, result.Column, isHuman);
                    Audio.PlaySoundEffect(GameResources.GameSound("Sink"));

                    break;
                case ResultOfAttack.GameOver:
                    PlayHitSequence(result.Row, result.Column, isHuman);
                    Audio.PlaySoundEffect(GameResources.GameSound("Sink"));

                    while (Audio.SoundEffectPlaying(GameResources.GameSound("Sink"))) {
                        SwinGame.Delay(10);
                        SwinGame.RefreshScreen();
                    }

                    if (HumanPlayer.IsDestroyed) {
                        Audio.PlaySoundEffect(GameResources.GameSound("Lose"));
                    } else {
                        Audio.PlaySoundEffect(GameResources.GameSound("Winner"));
                    }

                    break;
                case ResultOfAttack.Hit:
                    PlayHitSequence(result.Row, result.Column, isHuman);
                    break;
                case ResultOfAttack.Miss:
                    PlayMissSequence(result.Row, result.Column, isHuman);
                    break;
                case ResultOfAttack.ShotAlready:
                    Audio.PlaySoundEffect(GameResources.GameSound("Error"));
                    break;
            }
        }
Beispiel #12
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        /// <summary>
        /// ProcessShot is able to process each shot that is made and call the right methods belonging
        /// to that shot. For example, if its a miss = do nothing, if it's a hit = process that hit location
        /// </summary>
        /// <param name="row">the row that was shot at</param>
        /// <param name="col">the column that was shot at</param>
        /// <param name="result">the result from that hit</param>
        protected override void ProcessShot(int row, int col, AttackResult result)
        {
            switch (result.Value) {
            case ResultOfAttack.Miss:
                _CurrentTarget = null;
                break;
            case ResultOfAttack.Hit:
                ProcessHit(row, col);
                break;
            case ResultOfAttack.Destroyed:
                ProcessDestroy(row, col, result.Ship);
                break;
            case ResultOfAttack.ShotAlready:
                throw new ApplicationException("Error in AI");
            }

            if (_Targets.Count == 0)
            _CurrentState = AIStates.Searching;
        }
Beispiel #13
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 protected override void ProcessShot(int row, int col, AttackResult result)
 {
 }