private void PlaceShips(Event ev) { while (!ShipList.AreShipsPlaced(Player.Ships)) { ShipList.PlaceShip(Player.Ships, RandomCoordinates(), RandomShipOrientation()); } }
private void HandleShipMove(Event ev) { ShipMovedEvent evCasted = (ShipMovedEvent)ev; Ship ship = evCasted.Ship; Player player = ship.Owner; if (ShipList.AreShipsPlaced(player.Ships)) { waitList.Remove(player); if (waitList.Count == 0) { waitSignal.Set(); } } }
private void HandleShipMove(Event ev) { ShipMovedEvent evCasted = (ShipMovedEvent)ev; Ship ship = evCasted.Ship; Player player = ship.Owner; if (ShipList.AreShipsPlaced(player.Ships)) { waitList.Remove(player); if (waitList.Count == 0) { if (CurrentPlayer == User) { CurrentPhase = Phase.PlayerTurn; } else { CurrentPhase = Phase.ComputerTurn; } waitList.AddRange(Players); } } }
private void placeShips() { while (!ShipList.AreShipsPlaced(this.player.Ships)) { ShipList.PlaceShip(this.player.Ships, RandomCoordinates(), RandomShipOrientation()); } }