Example #1
0
        /// <summary>Preforms a turn based on a string. Used for LAN games</summary>
        /// <param name="Text">The specified string.</param>
        public override void DoTextTurn(string Text)
        {
            string[] inArray = Text.Split(IndexDelimiter.ToCharArray());
            EnemyMap.ETargetLocation[0] = int.Parse(inArray[0]);
            EnemyMap.ETargetLocation[1] = int.Parse(inArray[1]);
            FriendlyMap.FTargetLocation[0] = int.Parse(inArray[2]);
            FriendlyMap.FTargetLocation[1] = int.Parse(inArray[3]);
            SelectedOption = int.Parse(inArray[4]);
            UsingSelectedAttack = bool.Parse(inArray[5]);
            UsingSelectedAA = bool.Parse(inArray[6]);
            for (int i = 0; i < SelectedIndex[SelectedOption].Length; i++)
                SelectedIndex[SelectedOption][i] = int.Parse(inArray[7 + i]);
            UpdateMapData();
            switch (SelectedOption)
            {
                case 0:
                    EnemyMap.AdvancedFire(false, false, FriendlyMap.Selected == null ? null : FriendlyMap.Selected.Attacks, SelectedIndex[SelectedOption][2]);
                    break;
                case 1:
                    EnemyMap.AdvancedFire(true, false, EnemyMap.SelectedPlane.Attacks, SelectedIndex[SelectedOption][2]);
                    break;
                case 2:
                    FriendlyMap.SelectedPlane.Location = new int[] { EnemyMap.ETargetLocation[0], EnemyMap.ETargetLocation[1] };
                    EnemyMap.EPlanes.Add(FriendlyMap.SelectedPlane);
                    FriendlyMap.FPlanes.Remove(FriendlyMap.SelectedPlane);
                    break;
                case 3:
                    EnemyMap.SelectedPlane.Location = new int[] { FriendlyMap.FTargetLocation[0], FriendlyMap.FTargetLocation[1] };
                    EnemyMap.EPlanes.Remove(EnemyMap.SelectedPlane);
                    FriendlyMap.FPlanes.Add(EnemyMap.SelectedPlane);
                    break;
                case 4:
                    FriendlyMap.AdvancedFire(false, true, FriendlyMap.Selected == null ? null : FriendlyMap.Selected.Attacks, SelectedIndex[SelectedOption][2]);
                    break;

            }
        }
Example #2
0
        /// <summary>Preforms a turn based on user input</summary>
        /// <returns>A bool representing if the player scored a hit during the turn</returns>
        public override bool DoManualTurn() {
            SelectedOption = 0;
            SetSelectedIndex();
            UpdateMapData();
            do
            {
                Console.Clear();
                Console.Write("Options available: ");
                Game.DisplayControlKey("1 ", true);
                Game.DisplayControlKey("2 ", EnemyMap.EPlanes.Count > 0);
                Game.DisplayControlKey("3 ", FriendlyMap.FPlanes.Count > 0);
                Game.DisplayControlKey("4 ", EnemyMap.EPlanes.Count > 0);
                Game.DisplayControlKey("5 ", FriendlyMap.EPlanes.Count > 0 || EnemyMap.FPlanes.Count > 0);
                Console.WriteLine();
                Console.Write("Selected option (Use # to change): " + (SelectedOption + 1).ToString() + ".");

                Map AdjustingMap = null;

                switch (SelectedOption)
                {
                    case 0:
                        Console.WriteLine("attack ships");
                        EnemyMap.PrintMap(false, EnemyMap.SelectedAttack != null ? Map.Display.Attack : Map.Display.Center, SelectedIndex[SelectedOption][2]);
                        FriendlyMap.PrintMap(true, UsingSelectedAttack ? Map.Display.Ship : Map.Display.Nothing, -1);

                        Console.WriteLine("\nShip: " + (UsingSelectedAttack ? FriendlyMap.Selected.ShipName : "none"));

                            Console.WriteLine("Attack: " + (EnemyMap.SelectedAttack == null ? "default" : EnemyMap.SelectedAttack.AttackString));
                            if (EnemyMap.SelectedAttack != null)
                                Console.WriteLine("Firing pattern: " + (1 + SelectedIndex[0][2]).ToString() + "/" + EnemyMap.SelectedAttack.SplashDamage.Length);


                        Console.WriteLine();
                        Console.WriteLine("Use R/T to browse between ships, F/G for attacks and V/B for attack layout.");
                        if (UsingSelectedAttack)
                        Console.WriteLine("Use C deselect ship and use default attack");
                        Console.WriteLine("Use arrow keys to move selection, use enter to fire.");

                        AdjustingMap = EnemyMap;
                        break;
                    case 1:
                        Console.WriteLine("use aircraft");
                        EnemyMap.PrintMap(false, Map.Display.AttackingPlane, SelectedIndex[SelectedOption][2]);
                        FriendlyMap.PrintMap(true, Map.Display.Nothing, -1);

                           Console.WriteLine("Attack: " + (EnemyMap.SelectedAttack == null ? "nothing!" : (EnemyMap.SelectedAttack.AttackName + (EnemyMap.SelectedAttack.Amount > 0 ? " x"+ EnemyMap.SelectedAttack.Amount.ToString() : ""))));
                           if (EnemyMap.SelectedAttack != null)
                                Console.WriteLine("Firing pattern: " + (1 + SelectedIndex[0][2]).ToString() + "/" + EnemyMap.SelectedAttack.SplashDamage.Length);


                        Console.WriteLine();
                        Console.WriteLine("Use R/T to browse between planes");
                        Game.DisplayControl("Use enter to fire.",EnemyMap.SelectedAttack != null);

                        AdjustingMap = null;
                        break;
                    case 2:
                        Console.WriteLine("deploy aircraft");
                        EnemyMap.PrintMap(false, Map.Display.Center, -1);
                        FriendlyMap.PrintMap(true, Map.Display.Plane, -1);
                        AdjustingMap = EnemyMap;

                        Console.WriteLine();
                        Console.WriteLine("Use R/T to browse between planes.");
                        Console.WriteLine("Use arrow keys to move selection.");
                        Game.DisplayControl("Use enter to deploy.", EnemyMap.CanPlaceEPlane(EnemyMap.ETargetLocation));
                        break;
                    case  3:
                        Console.Write("recall aircraft");
                        EnemyMap.PrintMap(false, Map.Display.Plane, -1);
                        FriendlyMap.PrintMap(true, Map.Display.Center, -1);

                        Console.WriteLine();
                        Console.WriteLine("Use R/T to browse between planes.");
                        Console.WriteLine("Use arrow keys to move selection.");
                        Game.DisplayControl("Use enter to recall.", FriendlyMap.CanPlaceFPlane(FriendlyMap.FTargetLocation));

                        AdjustingMap = FriendlyMap;
                        break;
                    case 4:
                        Console.WriteLine("AA");
                        AdjustingMap = FriendlyMap;
                        FriendlyMap.PrintMap(true, FriendlyMap.SelectedAttack != null ? Map.Display.Attack : Map.Display.Center, SelectedIndex[SelectedOption][2]);
                        FriendlyMap.PrintMap(true, Map.Display.Ship, -1);
                       Console.WriteLine("Ship: " + (UsingSelectedAA ? FriendlyMap.Selected.ShipName : "none"));

                            Console.WriteLine("\nAA: " + (FriendlyMap.SelectedAttack == null ? "default" : FriendlyMap.SelectedAttack.AttackString));
                            if (FriendlyMap.SelectedAttack != null)
                                Console.WriteLine("Firing pattern: " + (1 + SelectedIndex[4][2]).ToString() + "/" + FriendlyMap.SelectedAttack.SplashDamage.Length);
                        Console.WriteLine();
                        Console.WriteLine("Use R/T to browse between ships, F/G for attacks and V/B for attack layout.");
                        if (UsingSelectedAA)
                        Console.WriteLine("Use C deselect ship and use default attack");

                        Console.WriteLine("Use arrow keys to move selection, use enter to fire.");
                        break;
                }

                System.ConsoleKey k;
                switch (k = Console.ReadKey().Key)
                { 
                    case ConsoleKey.UpArrow:
                    case ConsoleKey.DownArrow:
                    case ConsoleKey.LeftArrow:
                    case ConsoleKey.RightArrow:
                        AttemptMoveTarget(k, AdjustingMap);
                        break;

                    case ConsoleKey.D1:
                    case ConsoleKey.D2:
                    case ConsoleKey.D3:
                    case ConsoleKey.D4:
                    case ConsoleKey.D5:
                        AttemptChangeOption(k);
                        break;

                    case ConsoleKey.R:
                    case ConsoleKey.T:
                        if (SelectedOption == 0 && UsingSelectedAttack)
                            AttemptChangeSelectedIndex(0, k);
                        else if (SelectedOption == 0)
                        {
                            UsingSelectedAttack = true;
                            UpdateMapData();
                        }
                        else if (SelectedOption == 4 && UsingSelectedAA)
                            AttemptChangeSelectedIndex(0, k);
                        else if (SelectedOption == 4)
                        {
                            UsingSelectedAA = true;
                            UpdateMapData();
                        }
                        else
                            AttemptChangeSelectedIndex(0, k);
                     break;
                    case ConsoleKey.F:
                    case ConsoleKey.G:
                     AttemptChangeSelectedIndex(1, k);
                     break;
                    case ConsoleKey.V:
                    case ConsoleKey.B:
                     AttemptChangeSelectedIndex(2, k);
                     break;
                    case ConsoleKey.C:
                     if (SelectedOption == 0 && UsingSelectedAttack)
                     {
                         UsingSelectedAttack = false;
                         UpdateMapData();
                     }
                     else if (SelectedOption == 4 && UsingSelectedAA)
                     {
                         UsingSelectedAA = false;
                         UpdateMapData();
                     }
                     break;
                    case ConsoleKey.Enter:
                        bool t = false;
                        switch (SelectedOption) {
                            case 0:
                                t= EnemyMap.AdvancedFire(false, false, FriendlyMap.Selected == null ? null : FriendlyMap.Selected.Attacks, SelectedIndex[SelectedOption][2]);
                                break;
                            case 1:
                                if (EnemyMap.SelectedAttack == null)
                                    continue;
                               t = EnemyMap.AdvancedFire(true, false, EnemyMap.SelectedPlane.Attacks, SelectedIndex[SelectedOption][2]);
                                break;
                            case 2:
                                if (!EnemyMap.CanPlaceEPlane(EnemyMap.ETargetLocation))
                                    continue;
                                FriendlyMap.SelectedPlane.Location = new int[] { EnemyMap.ETargetLocation[0], EnemyMap.ETargetLocation[1] };
                                EnemyMap.EPlanes.Add(FriendlyMap.SelectedPlane);
                                FriendlyMap.FPlanes.Remove(FriendlyMap.SelectedPlane);
                                break;
                            case 3:
                                if (!FriendlyMap.CanPlaceFPlane(FriendlyMap.FTargetLocation))
                                    continue;
                                EnemyMap.SelectedPlane.Location = new int[] { FriendlyMap.FTargetLocation[0], FriendlyMap.FTargetLocation[1] };
                                EnemyMap.EPlanes.Remove(EnemyMap.SelectedPlane);
                                FriendlyMap.FPlanes.Add(EnemyMap.SelectedPlane);
                                break;
                            case 4:
                                FriendlyMap.AdvancedFire(false, true, FriendlyMap.Selected == null ? null : FriendlyMap.Selected.Attacks, SelectedIndex[SelectedOption][2]);
                                break;

                        }

                        string outp = "The results of your turn.";
                        if (EnemyMap.DestroyedList.Count > 0)
                        {
                            outp += "\nThe following were destroyed on the enemy map: ";
                            foreach (string i in EnemyMap.DestroyedList)
                                outp += i + ", ";
                            outp = outp.Substring(0, outp.Length - 2);
                            EnemyMap.DestroyedList = new List<string>();
                        }
                        if (FriendlyMap.DestroyedList.Count > 0)
                        {
                            outp += "\nThe following were destroyed over your map: ";
                            foreach (string i in FriendlyMap.DestroyedList)
                                outp += i + ", ";
                            outp = outp.Substring(0, outp.Length - 2);
                            FriendlyMap.DestroyedList = new List<string>();
                        }
                        outp += "\nPress SPACE to continue.";
                        Console.Clear();
                        EnemyMap.PrintMap(false, Map.Display.Nothing, -1);
                        FriendlyMap.PrintMap(true, Map.Display.Nothing, -1);
                        Console.Write(outp);
                        do
                        {
                        } while (Console.ReadKey().Key != ConsoleKey.Spacebar);

                        TurnText += EnemyMap.ETargetLocation[0].ToString() + IndexDelimiter + EnemyMap.ETargetLocation[1].ToString() + IndexDelimiter
                           + FriendlyMap.FTargetLocation[0].ToString() + IndexDelimiter + FriendlyMap.FTargetLocation[1].ToString() + IndexDelimiter
                           + SelectedOption + IndexDelimiter + UsingSelectedAttack + IndexDelimiter + UsingSelectedAA;
                        for (int i = 0; i < SelectedIndex[SelectedOption].Length; i++)
                            TurnText += IndexDelimiter + SelectedIndex[SelectedOption][i].ToString();
                        TurnText += TurnDelimiter;
                         
                        return t;

                }

            } while (true);
        }