public static void PrintStartPosition(Sea enemyMap, Sea playerMap)
        {
            int    cursorLeft = START_LEFT_CURSOR;
            int    cursorTop  = 0;
            bool   enemyTitle = true;
            string nickname   = UserInterface.InputNickName();

            PrintMapBorders(cursorLeft, cursorTop, enemyTitle, nickname);

            cursorLeft = START_LEFT_CURSOR - 1;
            cursorTop  = START_TOP_CURSOR - 1;;

            PrintTableEnemy(cursorLeft, cursorTop);

            cursorLeft = START_LEFT_CURSOR;
            cursorTop  = START_TOP_CURSOR;

            PrintShipEnemy(enemyMap, cursorLeft, cursorTop);

            enemyTitle = false;
            cursorTop  = 0;
            cursorLeft = DISTANCE_BETWEEN_MAP;

            PrintMapBorders(cursorLeft, cursorTop, enemyTitle, nickname);

            cursorLeft = DISTANCE_BETWEEN_MAP - 1;
            cursorTop  = START_TOP_CURSOR - 1;

            PrintTablePlayer(cursorLeft, cursorTop);

            cursorLeft = DISTANCE_BETWEEN_MAP;
            cursorTop  = START_TOP_CURSOR;

            PrintMap(playerMap, cursorLeft, cursorTop);
        }
Example #2
0
        private static void a4ex3()
        {
            Sea a = new Sea();

            a.Area  = 10;
            a.Depth = a.Area;   //Test that values can be assigned, retrieved.
        }
Example #3
0
    public int CountShips(Sea sea, int[] rt, int[] lb)
    {
        int l = lb[0];
        int b = lb[1];
        int r = rt[0];
        int t = rt[1];

        if (!sea.HasShips(rt, lb))
        {
            return(0);
        }
        if (l == r && b == t)
        {
            return(1);
        }

        int x = l + (r - l) / 2;
        int y = b + (t - b) / 2;

        return
            (CountShips(sea, new int[] { r, t }, new int[] { x + 1, y + 1 }) +
             CountShips(sea, new int[] { x, t }, new int[] { l, y + 1 }) +
             CountShips(sea, new int[] { x, y }, new int[] { l, b }) +
             CountShips(sea, new int[] { r, y }, new int[] { x + 1, b }));
    }
Example #4
0
        public Game(bool isHost)
        {
            InitializeComponent();
            fourship.IsChecked = true;
            HorizontalOrientation.IsChecked = true;

            _shipToggles = new ShipToggles();
            _seaPlayer   = new Sea(playerSquare);
            _seaOpponent = new Sea(opponentSquare);

            AddTooggles();

            if (isHost)
            {
                _stateGame = StateGame.OpponentWaiting;
                SetEnableControls(_stateGame);
                ClientManager.Instance.Callback.SetHandler <CurentGameResponse>(GetOpponent);
            }
            else
            {
                _stateGame = StateGame.PreparationGame;
                SetEnableControls(_stateGame);
            }

            ClientManager.Instance.Callback.SetHandler <SendOpponentIsReadyResponse>(ResultOpponentSendReady);
            ClientManager.Instance.Callback.SetHandler <StartGameResponse>(StartGame);
            ClientManager.Instance.Callback.SetHandler <EndGameResponse>(EndGameGame);
            ClientManager.Instance.Callback.SetHandler <ShotResponse>(ResultFire);
            ClientManager.Instance.Callback.SetHandler <AbortGameResponse>(AbortGame);
        }
        public int CountShips(Sea sea, int[] topRight, int[] bottomLeft)
        {
            // Divide and Conquer.
            if (!sea.HasShips(topRight, bottomLeft))
            {
                return(0);
            }
            if (topRight[0] == bottomLeft[0] && topRight[1] == bottomLeft[1])
            {
                return(1);
            }

            if (topRight[0] > bottomLeft[0])
            {
                // Divide into left and right parts.
                int mid   = bottomLeft[0] + (topRight[0] - bottomLeft[0]) / 2;
                int left  = CountShips(sea, new int[] { mid, topRight[1] }, bottomLeft);
                int right = CountShips(sea, topRight, new int[] { mid + 1, bottomLeft[1] });
                return(left + right);
            }
            else
            {
                // Divide into bottom and top parts.
                int mid    = bottomLeft[1] + (topRight[1] - bottomLeft[1]) / 2;
                int bottom = CountShips(sea, new int[] { topRight[0], mid }, bottomLeft);
                int top    = CountShips(sea, topRight, new int[] { bottomLeft[0], mid + 1 });
                return(bottom + top);
            }
        }
Example #6
0
        public void TestMethod1()
        {
            Sea sea = new Sea();

            sea.RefY2 = 380;

            var points = sea.SeaLevelPoints();
        }
Example #7
0
 public (IAction?, Province) Perform(Province province, Player active)
 {
     if (province is Sea Sea && Sea.Occupied && !Sea.Soldiers.Any)
     {
         return(this, Sea.Revolt());
     }
     return(this, province.CanSoldiersSurvive ? province : province.Revolt());
 }
Example #8
0
 private void Awake()
 {
     if (Instance == null)
     {
         DontDestroyOnLoad(this);
         Instance = this;
     }
 }
Example #9
0
 // contructors
 public Game()
 {
     rules     = new Rules();
     character = new Character();
     forest    = new Forest();
     sea       = new Sea();
     desert    = new Desert();
 }
Example #10
0
        private void GetPlayerMap()
        {
            PlayerSea playerMapManualInput = null;

            switch (_introducedMethod)
            {
            case MethodShipsBuild.AutoRandom:
                _playerMap = new Sea(10);
                _playerMap.BuildAllTypeOfShips();
                break;

            case MethodShipsBuild.Manual:
                playerMapManualInput = new PlayerSea(10);

                bool        isPossibleSetting;
                int         shipCount = 1;
                TypeOfShips deckCount = TypeOfShips.FourDecker;

                Console.Clear();

                for (int i = 0; i < RandomCoords.COUNT_OF_SHIPS_TYPE; i++)
                {
                    for (int j = 0; j < shipCount; j++)
                    {
                        UserInterface.PrintManualInputShips(playerMapManualInput);
                        Console.SetCursorPosition(0, 0);
                        Direction shipDirection;
                        Position  shipPosition = UserInterface.InputShipPosition(deckCount, out shipDirection);
                        isPossibleSetting = playerMapManualInput.BuildOneTypeOfShips(deckCount,
                                                                                     shipPosition, shipDirection);

                        if (!isPossibleSetting)
                        {
                            UserInterface.ClearBottom(0, 45, 7);
                            UserInterface.ShowMessage(Constants.IMPOSSIBLE_SETTING, 0, 0);
                            System.Threading.Thread.Sleep(3000);
                            j--;
                            continue;
                        }

                        UserInterface.PrintManualInputShips(playerMapManualInput);
                    }

                    deckCount--;
                    shipCount++;
                }

                break;

            default:
                break;
            }

            if (_playerMap == null)
            {
                _playerMap = playerMapManualInput;
            }
        }
Example #11
0
 public Game(Player player1, Player player2, int gamemode)
 {
     _player1      = player1 ?? throw new ArgumentNullException("player1");
     _player2      = player2 ?? throw new ArgumentNullException("player2");
     CurrentPlayer = _player1;
     _playerOneSea = new Sea(_player1);
     _playerTwoSea = new Sea(_player2);
     _gameMode     = gamemode;
 }
Example #12
0
 private void Init()
 {
     Sea          = new Sea(this);
     ShipsManager = new ShipsManager(Sea);
     Computer     = new Computer(Sea);
     Human        = new Human();
     Panel.Controls.Clear();
     ShipsManager.CreateShips();
     AddTilesToPanel();
 }
Example #13
0
        public static void SearchRandomCoords(Sea playerMap)
        {
            bool wasShot;

            do
            {
                GetRandomCoords(playerMap);

                wasShot = playerMap.WasShot();
            } while (wasShot);
        }
Example #14
0
    // Use this for initialization
    void Start()
    {
        if (instance != this)
        {
            instance = this;
        }

        seaRend  = gameObject.GetComponent <Renderer>();
        s_color  = seaRend.material.color;
        s_target = s_color;
    }
Example #15
0
 public (IAction[], Province) Perform(Province province, Player active)
 {
     if (province is Sea Sea && Sea.Occupied && !Sea.Soldiers.Any)
     {
         return(new[] { this }, Sea.Revolt().Item1);
     }
     if (!province.CanSoldiersSurvive)
     {
         return(new[] { this }, province.Revolt().Item1);
     }
     return(new[] { this }, province);
 }
Example #16
0
 public FormGame()
 {
     _playerMap                    = null;
     _enemyMap                     = null;
     _isTargetEnemy                = false;
     _isTargetPlayer               = false;
     _isAliveEnemyAfterRigthShot   = false;
     _isAlivePlayerAfterRigthShoot = false;
     _isEasyLevel                  = false;
     _enemysMind                   = null;
     _name = null;
     _playerMapManualInput = new PlayerSea(COUNT_ALL_SHIPS);
     _startShipPosition    = new Position(-1, -1);
 }
Example #17
0
        private void FillSea(Sea sea)
        {
            var sea_array = sea.GetAll();

            for (int i = 0; i < sea_array.Length; i++)
            {
                for (int j = 0; j < sea_array.Length; j++)
                {
                    if (sea_array[i][j] == 0)
                    {
                        gameGrid.Rows[i].Cells[j].SetColor(Color.Black);
                    }
                }
            }
        }
Example #18
0
        public WinScreen(Game game, Player player)
            : base(game)
        {
            _player = player;
            Position = new Vector2 (20, GraphicsDevice.Viewport.Bounds.Height-400);
            Scale = 0.5f;
            _dog = new Dog (game, new Vector2 (300, GraphicsDevice.Viewport.Bounds.Height-330), 0.4f);
            _sea = new Sea(game, new Vector2(0,600));

            _harborButton = new Button (game, new Vector2 ((GraphicsDevice.Viewport.Bounds.Width/2)+50, (GraphicsDevice.Viewport.Bounds.Height/2)-200), "HarborButton", "harbor", _player);
            _bookButton = new Button (game, new Vector2 ((GraphicsDevice.Viewport.Bounds.Width/2)-50, (GraphicsDevice.Viewport.Bounds.Height/2)-200), "BookButton", "fishbook", _player);
            _mapButton = new Button (game, new Vector2 ((GraphicsDevice.Viewport.Bounds.Width/2)-150, (GraphicsDevice.Viewport.Bounds.Height/2)-200), "MapButton", "map", _player);

            Game1.cursor = new Cursor (game);
        }
Example #19
0
        private void ProcessShot(Sea sea, Position shot)
        {
            List <Ship> fleet = new List <Ship>();

            if (sea is BootSea)
            {
                fleet = robotShips;
            }
            else
            {
                fleet = playerShips;
            }


            bool isShip = sea.RespondToHit(shot);

            if (isShip)
            {
                foreach (Ship ship in fleet)
                {
                    foreach (Position position in ship.GetBody())
                    {
                        if (position.Equals(shot))
                        {
                            bool destoroyed = ship.RespondToHit(shot);
                            if (destoroyed)
                            {
                                if (sea is BootSea)
                                {
                                    robotFleet++;
                                }
                                else
                                {
                                    playerFleet++;
                                }
                            }
                        }
                    }
                }
                //    foreach (Gift gift in robotGifts)
                //    {
                //        if (gift.StartPosition.Equals(playerShotPosition))
                //        {
                //            gift.RespondToHit();
                //        }
                //    }
            }
        }
Example #20
0
    // objelere degdiginde yapilmasi gereken islemleri yapar
    void OnTriggerEnter(Collider other)
    {
        sea = FindObjectOfType <Sea>();

        BackColliderControl(other);

        DamageColliderControl(other);

        BarrelColliderControl(other);

        StartCoroutine(AdvantageColliderControl(other));

        StartCoroutine(CoinWin(other));

        HealthColliderControl(other);
    }
Example #21
0
        public void TestSea()
        {
            XmlConfig xml = new XmlConfig();
            Sea       sea = new Sea(xml.UseConfigFile("width"), xml.UseConfigFile("height"));

            //sea.PrintGround();

            sea.CreatureList.Add(e1);
            sea.CreatureList.Add(p1);

            Console.WriteLine("places creatures...");
            sea.PlaceCreatures();

            Console.WriteLine("position of enemies");
            sea.PrintShips(10);
            Console.WriteLine($"Xpoition: {sea.CreatureList[0].Xposition} - Yposition:  {sea.CreatureList[0].Yposition}");
        }
        public static void PrintMap(Sea map, int cursorLeft, int cursorTop)
        {
            for (int i = 0; i < map.GetLengthMapCells(0); i++)
            {
                Console.SetCursorPosition(cursorLeft, cursorTop);

                for (int j = 0; j < map.GetLengthMapCells(1); j++)
                {
                    switch (map[i, j])
                    {
                    case MapCondition.MissedShot:
                        Console.ForegroundColor = ConsoleColor.DarkRed;
                        Console.Write($"{(char)Symbol.MissedShot} ");
                        break;

                    case MapCondition.NoneShot:
                        Console.ForegroundColor = ConsoleColor.White;
                        Console.Write("- ");
                        break;

                    case MapCondition.ShipSafe:
                        Console.ForegroundColor = ConsoleColor.Green;
                        Console.Write($"{(char)Symbol.ShipSafe}");
                        break;

                    case MapCondition.ShipInjured:
                        Console.ForegroundColor = ConsoleColor.Magenta;
                        Console.Write($"{(char)Symbol.ShipInjured} ");
                        break;

                    case MapCondition.ShipDestroyed:
                        Console.ForegroundColor = ConsoleColor.Red;
                        Console.Write($"{(char)Symbol.DestroyedShip} ");
                        break;

                    default:
                        break;
                    }
                }
                cursorTop++;
                Console.WriteLine();
            }

            Console.CursorTop = 0;
        }
Example #23
0
 public ConsoleGame(UserActions numberUserAction, MethodShipsBuild introducedMethod,
                    Intelligence enemysMind, bool isEasyLevel)
 {
     _numberUserAction             = numberUserAction;
     _introducedMethod             = introducedMethod;
     _enemysMind                   = enemysMind;
     _isEasyLevel                  = isEasyLevel;
     _playerMap                    = null;
     _enemyMap                     = null;
     _isPlayerWinner               = false;
     _isAlivePlayerAfterRigthShoot = false;
     _enemyTurn                    = "ENEMY'S TURN!";
     _yourTurn                     = "YOUR TURN!";
     _isEasyLevel                  = false;
     _isTargetPlayer               = false;
     _isTargetEnemy                = false;
     _isNewGame                    = true;
 }
        public static void PrintManualInputShips(Sea playerMap)
        {
            int  cursorLeft = DISTANCE_BETWEEN_MAP;
            int  cursorTop  = 0;
            bool enemyTitle = false;

            PrintMapBorders(cursorLeft, cursorTop, enemyTitle, "");

            cursorLeft = DISTANCE_BETWEEN_MAP - 1;
            cursorTop  = START_TOP_CURSOR - 1;

            PrintTablePlayer(cursorLeft, cursorTop);

            cursorLeft = DISTANCE_BETWEEN_MAP;
            cursorTop  = START_TOP_CURSOR;

            PrintMap(playerMap, cursorLeft, cursorTop);
        }
Example #25
0
        public virtual void MakeTheShot(ref bool isAlivePlayerAfterShoot, Sea playerMap)
        {
            if (!isAlivePlayerAfterShoot)
            {
                RandomCoords.SearchRandomCoords(playerMap);
                _isTargetPlayer = playerMap.HitTarget(ref isAlivePlayerAfterShoot);

                if (_isTargetPlayer)
                {
                    SaveCoordsSuccessfulTarget(playerMap);
                }
            }
            else
            {
                GetTargetCoords(playerMap);
                _isTargetPlayer = playerMap.HitTarget(ref isAlivePlayerAfterShoot);
            }
        }
Example #26
0
 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
     // add palm trees
     this.elements.Add(new PalmTree(this.Content, new Vector3(-10, 9, 0), -0.2f, 0.5f, 0, 1));
     this.elements.Add(new PalmTree(this.Content, new Vector3(10, 7, 0), 0, 0, -0.3f, 1));
     // add island
     this.elements.Add(new Island(this.Content, 10, 0.7f, 3, 25, graphics.GraphicsDevice, new Vector3(0, -2, 0), 0, 0, 0));
     // add sea
     this.elements.Add(new Boat(this.Content, graphics.GraphicsDevice, new Vector3(50, 0, 0), MathHelper.ToRadians(270), 0, 0, 0.05f));
     //this.elements.Add(new Flag(this.Content, new Vector3(0, 7, 0), 0, 0, 0, 0.5f));
     this.elements.Add(new Lighthouse(this.Content, new Vector3(0, 7, 0), 0, 0, 0, 0.01f));
     //this.elements.Add(new Skybox(this.Content));
     //this.skybox = new Tropikalna_wyspa.Skybox("Images\\Islands", this.Content);
     this.elements.Add(new Skybox(this.Content));
     this.elements.Add(new ReflectionSphere(this.Content, new Vector3(0, 15, -50), 5));
     this.elements.Add(new Sphere(this.Content, new Vector3(-20, 0, -20), 1, 10, 4));
     this.sea = new Sea(this.Content, this.camera, 4000, 0.03f, 0, graphics.GraphicsDevice, 150);
     this.elements.Add(sea);
     base.Initialize();
 }
        private void AddButtonsCell(int startCoordY, int startCoordX, int maxWidth,
                                    ButtonMap[,] buttonsCell, Sea map, bool isEnemyClickButton)
        {
            int oY = 0;
            int oX = 0;

            for (int Y = startCoordY; Y < MAX_PIXEL_HEIGTH; Y += CELL_SIZE)
            {
                for (int X = startCoordX; X < maxWidth; X += CELL_SIZE)
                {
                    ButtonMap buttonCell = new ButtonMap(oX, oY);
                    buttonCell.Location = new Point(X, Y);
                    buttonCell.Size     = new Size(CELL_SIZE, CELL_SIZE);
                    buttonCell.Font     = new System.Drawing.Font("Microsoft Sans Serif",
                                                                  11.75F, System.Drawing.FontStyle.Bold);
                    buttonCell.FlatStyle = FlatStyle.Flat;
                    buttonCell.FlatAppearance.BorderSize  = 2;
                    buttonCell.FlatAppearance.BorderColor = Color.Orange;
                    buttonCell.CellCondition = map[oY, oX];

                    buttonsCell[oY, oX] = buttonCell;

                    Controls.Add(buttonCell);

                    if (isEnemyClickButton)
                    {
                        buttonCell.Click += new EventHandler(ClickButtonCellEnemy);
                    }
                    else
                    {
                        buttonCell.Click += new EventHandler(ClickSettingShipButton);
                    }

                    oX++;
                }

                oX = 0;
                oY++;
            }
        }
Example #28
0
        public override void MakeTheShot(ref bool isAlivePlayerAfterShoot, Sea playerMap)
        {
            bool wasShot = false;

            if (!isAlivePlayerAfterShoot)
            {
                do
                {
                    if (_plentyShots.Count <= 0)
                    {
                        RandomCoords.SearchRandomCoords(playerMap);
                        //break;//
                    }
                    else
                    {
                        Position currentPos = _plentyShots.Dequeue();

                        playerMap.TargetCoordX = currentPos.OX;
                        playerMap.TargetCoordY = currentPos.OY;

                        wasShot = playerMap.WasShot();
                    }
                } while (wasShot);


                _isTargetPlayer = playerMap.HitTarget(ref isAlivePlayerAfterShoot);

                if (_isTargetPlayer)
                {
                    SaveCoordsSuccessfulTarget(playerMap);
                }
            }
            else
            {
                GetTargetCoords(playerMap);

                _isTargetPlayer = playerMap.HitTarget(ref isAlivePlayerAfterShoot);
            }
        }
        //Factory Method
        public Logistics LogisticsFactory(LogistcisEnum logisticsModel)
        {
            Logistics logistics = null;

            switch (logisticsModel)
            {
            case LogistcisEnum.Railway:
                logistics = new Railway();
                break;

            case LogistcisEnum.Sea:
                logistics = new Sea();
                break;

            case LogistcisEnum.Road:
                logistics = new Road();
                break;

            default:
                break;
            }

            return(logistics);
        }
Example #30
0
 // Use this for initialization
 void Start()
 {
     m_sea=new Sea();
 }
Example #31
0
        protected override void Update(GameTime gameTime)
        {
            if (S.clicked_key(Keys.Escape))
            {
                Exit();
            }

            S.update();

            if (isAfterIntro)
            {
                if (S.clicked_key(Keys.Enter))
                {
                    graphics.ToggleFullScreen();
                }


                if (IsActive)
                {
                    S.camera.Update();
                }

                if (UpdateEvent != null)
                {
                    UpdateEvent(gameTime);
                }

                ufps = 1000 / gameTime.ElapsedGameTime.TotalMilliseconds;

                if (S.kb.IsKeyDown(Keys.N))
                {
                    player.Frame = 7800;
                }


                if (S.kb.IsKeyDown(Keys.Space))
                {
                    if (S.kb.IsKeyDown(Keys.T))
                    {
                        player.change_bvh("Skeletons\\L\\144_20", true);
                    }
                    else if (S.kb.IsKeyDown(Keys.R))
                    {
                        player.change_bvh("Skeletons\\C\\07_05", true);
                    }
                }


                Window.Title = player.Frame.ToString() +
                               " --- " + ufps.ToString() + " -- " + dfps.ToString();
            }
            else
            {
                if (S.clicked_key(Keys.L))
                {
                    sea = new Sea(S.cm.Load <Texture2D>("lava1"),
                                  S.cm.Load <Texture2D>("lava2"),
                                  S.cm.Load <Texture2D>("lava3"),
                                  S.cm.Load <Texture2D>("lava2"));

                    isAfterIntro = true;
                }
                else if (S.clicked_key(Keys.S))
                {
                    sea = new Sea(S.cm.Load <Texture2D>("sea1"),
                                  S.cm.Load <Texture2D>("sea2"),
                                  S.cm.Load <Texture2D>("sea3"),
                                  S.cm.Load <Texture2D>("sea2"));

                    isAfterIntro = true;
                }
            }

            base.Update(gameTime);
        }
Example #32
0
        public int Load(SceneNode _node, ShaderType type)
        {
            BaseShader shader = null;
            switch (type)
            {
                case ShaderType.Sky:
                    if (Reference.Viewer.IsDrawSky)
                    {
                        shader = new Sky(Reference.Viewer, ParentNode);
                    }
                    break;

                case ShaderType.Sea:
                    if (Reference.Viewer.IsDrawSea)
                    {
                        if (Reference.Viewer.SeaQuality == Viewer.ShaderLevelType.Low)
                            shader = new Sea(Reference.Viewer, ParentNode);
                    }
                    break;

                case ShaderType.AdvancedSea:
                    if (Reference.Viewer.IsDrawSea)
                    {
                        if (Reference.Viewer.SeaQuality == Viewer.ShaderLevelType.High)
                            shader = new AdvancedSea(Reference.Viewer, ParentNode);
                    }
                    break;

                case ShaderType.Shadow:
                    if (Reference.Viewer.IsDrawSky)
                    {
                    }
                    break;
            }

            int res = -1;
            if (shader != null)
            {
                // Load shader.
                //Reference.Device.FileSystem.WorkingDirectory = Util.ApplicationDataDirectory + @"\media";
                res = shader.Load();
                if (res > 0)
                {
                    if (shaders.ContainsKey(type))
                    {
                        Reference.Log.Debug("[SHADER]: " + type.ToString() + " Read multi.");
                    }
                    else
                    {
                        lock (shaders)
                        {
                            shaders.Add(type, shader);
                        }

                        lock (shaderIndex)
                        {
                            shaderIndex.Add(type, res);
                        }
                    }
                }
                else
                {
                    Reference.Log.Debug("[SHADER]: " + type.ToString() + " Shader don't load.");
                }
            }

            return res;
        }
Example #33
0
        public void GetTargetCoords(Sea playerMap)
        {
            bool wasShot = true;

            playerMap.TargetCoordY = _cleanShotPosition.OY;
            playerMap.TargetCoordX = _cleanShotPosition.OX;

            do
            {
                if (_targetDirection > Direction.Left)
                {
                    _targetDirection = Direction.Up;
                }

                switch (_targetDirection)
                {
                case Direction.Up:
                    playerMap.TargetCoordY -= _counterSuccessfulShot;
                    break;

                case Direction.Right:
                    playerMap.TargetCoordX += _counterSuccessfulShot;
                    break;

                case Direction.Down:
                    playerMap.TargetCoordY += _counterSuccessfulShot;
                    break;

                case Direction.Left:
                    playerMap.TargetCoordX -= _counterSuccessfulShot;
                    break;

                default:
                    break;
                }

                if ((playerMap.TargetCoordX < 0) || (playerMap.TargetCoordX >= RandomCoords.MAP_SIZE) ||
                    (playerMap.TargetCoordY < 0) ||
                    (playerMap.TargetCoordY >= RandomCoords.MAP_SIZE))
                {
                    if (_counterSuccessfulShot >= RandomCoords.COUNT_OF_COORDS)
                    {
                        playerMap.TargetCoordY = _cleanShotPosition.OY;
                        playerMap.TargetCoordX = _cleanShotPosition.OX;
                        _targetDirection      += RandomCoords.COUNT_OF_COORDS;
                        continue;
                    }
                    else
                    {
                        playerMap.TargetCoordY = _cleanShotPosition.OY;
                        playerMap.TargetCoordX = _cleanShotPosition.OX;
                        _counterSuccessfulShot = 1;
                        _targetDirection++;
                        continue;
                    }
                }

                wasShot = playerMap.WasShot();

                if ((_counterSuccessfulShot < RandomCoords.SECCESSFUL_SHOT) && wasShot)
                {
                    _targetDirection++;
                    _counterSuccessfulShot = 1;
                    playerMap.TargetCoordY = _cleanShotPosition.OY;
                    playerMap.TargetCoordX = _cleanShotPosition.OX;
                }
                else
                {
                    if (wasShot && _counterSuccessfulShot >= RandomCoords.SECCESSFUL_SHOT)
                    {
                        int counter = (int)_targetDirection + RandomCoords.SECCESSFUL_SHOT;
                        _targetDirection       = (Direction)counter;
                        _counterSuccessfulShot = 1;
                        playerMap.TargetCoordY = _cleanShotPosition.OY;
                        playerMap.TargetCoordX = _cleanShotPosition.OX;
                    }
                }
            } while (wasShot);
        }