Example #1
0
        // Constructor
        public CombatSim(int attackerID, BattleStatus battle, Color colorAttack, Color colorDefense)
        {
            // Set for first call to Form3, it will be replaced during the combat loop
            string actionContent = "Press continue if you're sure you'd like to initiate combat!";

            InvaderWon   = false;
            DefenderWon  = false;
            RetreatOrTie = false;

            // Launch Form3 window
            using (var form3 = new Form3(actionContent, battle.InvaderMessage, battle.DefenderMessage, colorAttack, colorDefense))
            {
                bool fighting = true; // This bool later breaks user from the Form3 combat loop

                // Launch Form3, save the user's button click choice
                var result = form3.ShowDialog();

                // Perform first round of calculations if user clicks Continue button
                if (result == System.Windows.Forms.DialogResult.OK)
                {
                    // Continuosly respawn the combat menu with updated combat info while true
                    while (fighting)
                    {
                        // Run a round of the combat algorithm
                        battle.SimulateARound();

                        // Report back with a string of the battle results
                        actionContent = battle.CombatMessage;

                        // Display the combat results by relaunching Form3
                        using (var form3relaunch = new Form3(actionContent, battle.InvaderMessage, battle.DefenderMessage, colorAttack, colorDefense))
                        {
                            // Launch and return user button selection again
                            var resultRelaunch = form3relaunch.ShowDialog();

                            // If a victory condition has been tripped
                            if (battle.battleFinished)
                            {
                                fighting = false; // Break from combat loop

                                // Compose this class level object from the current state of the battle object
                                composed_battle = battle;

                                FleetStatus(); // Update the state of both fleets
                            }

                            // Break from combat loop if user selected Retreat button
                            if (resultRelaunch == System.Windows.Forms.DialogResult.Cancel)
                            {
                                fighting = false; // Break from combat loop

                                // Compose this class level object from the current state of the battle object
                                composed_battle = battle;

                                composed_battle.RetreatOrTie = true; // Toggle retreat to true

                                FleetStatus();                       // Update the state of both fleets
                            }
                        }
                    }
                }
            }
        }
Example #2
0
        // User initiated a move
        private void buttonMove_Click(object sender, EventArgs e)
        {
            // Player 1 is making a move
            if (game.WhichPlayersTurn == 1)
            {
                PerformMove();
            }

            // Player 2 is making a move
            if (game.WhichPlayersTurn == 2)
            {
                PerformMove();
            }

            // Reset numeric up down values
            void ResetUpDowns()
            {
                numericMoveFrigates.Value     = 0;
                numericMoveBattleships.Value  = 0;
                numericMoveCapitalships.Value = 0;
            }

            // Verify the move can be performed
            bool CanMove()
            {
                bool canMove        = false;
                bool allUpDownsZero = false;
                bool tooManyShips   = false;

                // If all numeric up-downs are set to 0 and a move is tried
                if (numericMoveFrigates.Value == 0 && numericMoveBattleships.Value == 0 && numericMoveCapitalships.Value == 0)
                {
                    tooManyShips         = true;
                    allUpDownsZero       = true;
                    labelWarning.Text    = "No ships selected!";
                    labelWarning.Visible = true;
                    ResetUpDowns();
                }
                // If theres not enough frigates on current planet to perform move
                if (numericMoveFrigates.Value > game.planets[game.IDofCurrentPlanet].CombatFrigate)
                {
                    tooManyShips = true;
                    ResetUpDowns();
                    labelWarning.Text    = "Not enough frigates!";
                    labelWarning.Visible = true;
                }
                // If theres not enough battleships on current planet to perform move
                if (numericMoveBattleships.Value > game.planets[game.IDofCurrentPlanet].BattleShip)
                {
                    tooManyShips = true;
                    ResetUpDowns();
                    labelWarning.Text    = "Not enough battleships!";
                    labelWarning.Visible = true;
                }
                // If theres not enough capitalships on current planet to perform move
                if (numericMoveCapitalships.Value > game.planets[game.IDofCurrentPlanet].CapitalShip)
                {
                    tooManyShips = true;
                    ResetUpDowns();
                    labelWarning.Text    = "Not enough capital ships!";
                    labelWarning.Visible = true;
                }

                // Check to see if planet is neutral, or if planet ID is same as current user ID, makes sure user selected at least 1 ship
                if (game.planets[(int)comboBoxMoveTo.SelectedValue - 1].OwnedByUserID == 0 && !allUpDownsZero && !tooManyShips ||
                    game.WhichPlayersTurn == game.planets[(int)comboBoxMoveTo.SelectedValue - 1].OwnedByUserID && !allUpDownsZero && !tooManyShips)
                {
                    canMove = true;
                }

                // Otherwise start a battle
                else if (game.planets[(int)comboBoxMoveTo.SelectedValue - 1].OwnedByUserID != 0 &&
                         game.WhichPlayersTurn != game.planets[(int)comboBoxMoveTo.SelectedValue - 1].OwnedByUserID &&
                         !allUpDownsZero && !tooManyShips)
                {
                    // Assign these shorter variable names to make the constructor easier to understand
                    int attacker_ID        = game.WhichPlayersTurn;  // ID of the attacking player
                    int attacker_planet_ID = game.IDofCurrentPlanet; // Planet ID of attacking player

                    int attackFrig = (int)numericMoveFrigates.Value; // Attack units
                    int attackBatt = (int)numericMoveBattleships.Value;
                    int attackCapi = (int)numericMoveCapitalships.Value;

                    int defenseSSM  = game.planets[(int)comboBoxMoveTo.SelectedValue - 1].SSMSite;    // Defense units
                    int defenseFrig = game.planets[(int)comboBoxMoveTo.SelectedValue - 1].CombatFrigate;
                    int defenseBatt = game.planets[(int)comboBoxMoveTo.SelectedValue - 1].BattleShip;
                    int defenseCapi = game.planets[(int)comboBoxMoveTo.SelectedValue - 1].CapitalShip;

                    // Team colors
                    Color offense, defense;

                    // If player 1 is attacker
                    if (game.WhichPlayersTurn == 1)
                    {
                        offense = game.player1Color;
                        defense = game.player2Color;
                    }
                    else     // Player 2 is attacker
                    {
                        offense = game.player2Color;
                        defense = game.player1Color;
                    }

                    // Make a battle object that will maintain the state of both fleets after a skirmish
                    BattleStatus battle = new BattleStatus(attackFrig, attackBatt, attackCapi, defenseSSM, defenseFrig, defenseBatt, defenseCapi);

                    // Create a CombatSim object and simulate the battle, pass in the status of both fleets with object 'battle'
                    CombatSim sim = new CombatSim(attacker_ID, battle, offense, defense);

                    // Now grab the results of the skirmish out of the CombatSim object
                    // Update the respective planets according to the state found in 'sim'
                    if (sim.DefenderWon)
                    {
                        // --- Update fleet sizes
                        // Defending planet fleet
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].SSMSite       = sim.DefenseSSM;
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].CombatFrigate = sim.DefenseFrig;
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].BattleShip    = sim.DefenseBatt;
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].CapitalShip   = sim.DefenseCapi;

                        // Invading planet fleet
                        game.planets[attacker_planet_ID].CombatFrigate = 0;
                        game.planets[attacker_planet_ID].BattleShip    = 0;
                        game.planets[attacker_planet_ID].CapitalShip   = 0;

                        // Reset up-downs
                        ResetUpDowns();

                        // End turn and switch to next player
                        EndSwitchTurns();

                        // Update current window after move operation
                        UpdatePlanetStatsBox(game.IDofCurrentPlanet);
                    }
                    if (sim.InvaderWon)
                    {
                        // Set the defending planet fleet size equal to the invader's fleet to move ships over
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].SSMSite       = 0;
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].CombatFrigate = sim.AttackFrig;
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].BattleShip    = sim.AttackBatt;
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].CapitalShip   = sim.AttackCapi;

                        // Update the invaders planet to reflect the ships that have left and moved on to the new planet
                        game.planets[attacker_planet_ID].CombatFrigate -= (int)numericMoveFrigates.Value;
                        game.planets[attacker_planet_ID].BattleShip    -= (int)numericMoveBattleships.Value;
                        game.planets[attacker_planet_ID].CapitalShip   -= (int)numericMoveCapitalships.Value;

                        // Update flag color and owner ID
                        if (game.WhichPlayersTurn == 1)
                        {
                            flagBoxes[(int)comboBoxMoveTo.SelectedValue - 1].BackColor        = game.player1Color;    // Change flag color
                            game.planets[(int)comboBoxMoveTo.SelectedValue - 1].OwnedByUserID = 1;                    // Change planet owner ID
                            game.player1Mines += game.planets[(int)comboBoxMoveTo.SelectedValue - 1].MinesActive;     // Update how many mines are owned
                            game.player2Mines -= game.planets[(int)comboBoxMoveTo.SelectedValue - 1].MinesActive;     // Update how many mines are owned
                        }
                        if (game.WhichPlayersTurn == 2)
                        {
                            flagBoxes[(int)comboBoxMoveTo.SelectedValue - 1].BackColor        = game.player2Color;    // Change flag color
                            game.planets[(int)comboBoxMoveTo.SelectedValue - 1].OwnedByUserID = 2;                    // Change planet owner ID
                            game.player2Mines += game.planets[(int)comboBoxMoveTo.SelectedValue - 1].MinesActive;     // Update how many mines are owned
                            game.player1Mines -= game.planets[(int)comboBoxMoveTo.SelectedValue - 1].MinesActive;     // Update how many mines are owned
                        }

                        // Reset up-downs
                        ResetUpDowns();

                        // End turn and switch to next player
                        EndSwitchTurns();

                        // Update current window after move operation
                        UpdatePlanetStatsBox(game.IDofCurrentPlanet);
                    }
                    if (sim.RetreatOrTie)
                    {
                        // --- Update fleet sizes
                        // Defending planet fleet
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].SSMSite       = sim.DefenseSSM;
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].CombatFrigate = sim.DefenseFrig;
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].BattleShip    = sim.DefenseBatt;
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].CapitalShip   = sim.DefenseCapi;

                        // Invading planet fleet
                        game.planets[attacker_planet_ID].CombatFrigate = sim.AttackFrig;
                        game.planets[attacker_planet_ID].CombatFrigate = sim.AttackBatt;
                        game.planets[attacker_planet_ID].CombatFrigate = sim.AttackCapi;

                        // Reset up-downs
                        ResetUpDowns();

                        // End turn and switch to next player
                        EndSwitchTurns();

                        // Update current window after move operation
                        UpdatePlanetStatsBox(game.IDofCurrentPlanet);
                    }

                    // Create a victory condition based on if either player owns 0 of the 8 planets
                    int player1control = 0;
                    int player2control = 0;

                    // Loop through to check all planets
                    for (int x = 0; x < game.planets.Length; x++)
                    {
                        if (game.planets[x].OwnedByUserID == 1)
                        {
                            player1control++;
                        }

                        else if (game.planets[x].OwnedByUserID == 2)
                        {
                            player2control++;
                        }
                    }

                    // Now check to see if either player has been defeated
                    if (player1control == 0)
                    {
                        MessageBox.Show(game.player2Name + " is victorious!", "You should close the game now!");
                    }

                    else if (player2control == 0)
                    {
                        MessageBox.Show(game.player1Name + " is victorious!", "You should close the game now!");
                    }
                }

                return(canMove);
            }

            // Perform the move
            void PerformMove()
            {
                // Check if there are enough ships to perform requested move
                if (CanMove())
                {
                    // Update flag color
                    if (game.WhichPlayersTurn == 1)
                    {
                        flagBoxes[(int)comboBoxMoveTo.SelectedValue - 1].BackColor        = game.player1Color;
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].OwnedByUserID = 1;
                    }
                    if (game.WhichPlayersTurn == 2)
                    {
                        flagBoxes[(int)comboBoxMoveTo.SelectedValue - 1].BackColor        = game.player2Color;
                        game.planets[(int)comboBoxMoveTo.SelectedValue - 1].OwnedByUserID = 2;
                    }

                    // Use the currently selected value of planet in the combobox to access correct planet index
                    // Add frigates to selected planet
                    game.planets[(int)comboBoxMoveTo.SelectedValue - 1].CombatFrigate += (int)numericMoveFrigates.Value;
                    game.planets[game.IDofCurrentPlanet].CombatFrigate -= (int)numericMoveFrigates.Value;

                    // Add battleships to selected planet
                    game.planets[(int)comboBoxMoveTo.SelectedValue - 1].BattleShip += (int)numericMoveBattleships.Value;
                    game.planets[game.IDofCurrentPlanet].BattleShip -= (int)numericMoveBattleships.Value;

                    // Add capital ships to selected planet
                    game.planets[(int)comboBoxMoveTo.SelectedValue - 1].CapitalShip += (int)numericMoveCapitalships.Value;
                    game.planets[game.IDofCurrentPlanet].CapitalShip -= (int)numericMoveCapitalships.Value;

                    // Reset up-downs
                    ResetUpDowns();

                    // End turn and switch to next player
                    EndSwitchTurns();

                    // Update current window after move operation
                    UpdatePlanetStatsBox(game.IDofCurrentPlanet);
                }
            }
        }