Exemple #1
0
    // AI logic
    private void AIRecieveAction(GameLogic.recieveMessages msg, object data)
    {
        switch (msg)
        {
        case recieveMessages.alreadyShot:
            goto case recieveMessages.shotCoords;

        case recieveMessages.badCoords:
            goto case recieveMessages.shotCoords;

        case recieveMessages.shotCoords:
            Coordinate coord = possibleShots[rand.Next(0, possibleShots.Count)];
            SendGameloopAction(sendMessages.shotCoords, coord);
            break;

        case recieveMessages.hit:
            if (AILevel != AILevels.Easy)
            {
                var tempCoord = (Coordinate)data;
                // remove possible directions where it was not shot
                sectionsHit.Add(tempCoord);
                if (sectionsHit.Count != 1)
                {
                    int colDiff = tempCoord.col - sectionsHit[0].col;
                    int rowDiff = tempCoord.row - sectionsHit[0].row;
                    if (colDiff == 0)
                    {
                        possibleDirections.Remove(Directions.E);
                        possibleDirections.Remove(Directions.W);
                    }
                    else if (rowDiff == 0)
                    {
                        possibleDirections.Remove(Directions.N);
                        possibleDirections.Remove(Directions.S);
                    }
                }
                if (AILevel == AILevels.Hard)
                {
                    turnsUntilForce = turnsUntilForceDefault;
                    forceNextTurn   = false;
                }
            }
            break;

        case recieveMessages.miss:
            if (AILevel != AILevels.Easy)
            {
                var tempCoord = (Coordinate)data;
                // remove a possible directions if that is where it was shot
                if (sectionsHit.Count != 0)
                {
                    int colDiff = tempCoord.col - sectionsHit.Last().col;
                    int rowDiff = tempCoord.row - sectionsHit.Last().row;
                    if (colDiff == -1)
                    {
                        possibleDirections.Remove(Directions.W);
                    }
                    else if (colDiff == 1)
                    {
                        possibleDirections.Remove(Directions.E);
                    }
                    else if (rowDiff == 1)
                    {
                        possibleDirections.Remove(Directions.S);
                    }
                    else if (rowDiff == -1)
                    {
                        possibleDirections.Remove(Directions.N);
                    }
                }
                if (AILevel == AILevels.Hard)
                {
                    turnsUntilForce -= 1;
                    if (turnsUntilForce <= 0)
                    {
                        forceNextTurn = true;
                    }
                }
            }
            break;

        case recieveMessages.sunk:
            if (AILevel != AILevels.Easy)
            {
                // reset values and remove the boat from possible ones
                possibleLengths.Remove(sectionsHit.Count);
                possibleDirections.Clear();
                possibleDirections.AddRange(new List <Directions> {
                    Directions.N, Directions.E, Directions.S, Directions.W
                });
                sectionsHit.Clear();

                if (AILevel == AILevels.Hard)
                {
                    turnsUntilForce = turnsUntilForceDefault;
                    forceNextTurn   = false;
                }
            }
            break;

        default:
            break;
        }
    }
Exemple #2
0
        public void RecieveGameResponse(GameLogic.recieveMessages msg, object data = null)
        {
            switch (msg)
            {
            // do something depending on each event, most of them are self explanatory
            case GameLogic.recieveMessages.won:
                writeToLog($"{playerName} won the game!");
                MessageBox.Show($"You won the game against {opponentName}!", "Congratulations!");
                this.Close();
                selectingShot = false;
                break;

            case GameLogic.recieveMessages.lost:
                writeToLog($"{opponentName} won the game!");
                MessageBox.Show($"You lost the game against {opponentName}!", "Better luck next time");
                this.Close();
                selectingShot = false;
                break;

            case GameLogic.recieveMessages.hit:
                var tempCoord = (GameLogic.Coordinate)data;
                opponentTableLabels[tempCoord.col, tempCoord.row].Text = "✕";
                writeToLog($"{playerName} hit {opponentName}'s boat at {tempCoord}");
                ChangeShotStatus("Shot hit!", 0);
                selectingShot = false;
                break;

            case GameLogic.recieveMessages.sunk:
                tempCoord = (GameLogic.Coordinate)data;
                opponentTableLabels[tempCoord.col, tempCoord.row].Text = "✕";
                writeToLog($"{playerName} hit {opponentName}'s boat at {tempCoord}");
                writeToLog($"{playerName} sank one of {opponentName}'s ships!");
                ChangeShotStatus("Ship sunk!", 1);
                selectingShot = false;
                break;

            case GameLogic.recieveMessages.miss:
                tempCoord = (GameLogic.Coordinate)data;
                opponentTableLabels[tempCoord.col, tempCoord.row].Text = "○";
                writeToLog($"{playerName} shot at {tempCoord} and missed");
                ChangeShotStatus("Shot missed!", 2);
                selectingShot = false;
                break;

            case GameLogic.recieveMessages.opponentHit:
                tempCoord = (GameLogic.Coordinate)data;
                playerTableLabels[tempCoord.col, tempCoord.row].Text = "✕";
                writeToLog($"{opponentName} hit {playerName}'s boat at {tempCoord}");
                ChangeOpponentStatus("The opponent hit one of your boats!", 2);
                selectingShot = false;
                break;

            case GameLogic.recieveMessages.opponentMiss:
                tempCoord = (GameLogic.Coordinate)data;
                playerTableLabels[tempCoord.col, tempCoord.row].Text = "○";
                writeToLog($"{opponentName} shot at {tempCoord} and missed");
                ChangeOpponentStatus("The opponent missed his shot!", 0);
                selectingShot = false;
                break;

            case GameLogic.recieveMessages.opponentSunk:
                tempCoord = (GameLogic.Coordinate)data;
                playerTableLabels[tempCoord.col, tempCoord.row].Text = "✕";
                ChangeOpponentStatus("The opponent just destroyed one of your boats!", 3);
                writeToLog($"{opponentName} hit {playerName}'s boat at {tempCoord}");
                writeToLog($"{opponentName} sank one of {playerName}'s ships!");
                selectingShot = false;
                break;

            case GameLogic.recieveMessages.badCoords:
                ChangeShotStatus("Those coordinates are bad!");
                goto case GameLogic.recieveMessages.shotCoords;

            case GameLogic.recieveMessages.alreadyShot:
                ChangeShotStatus("Those coordinates have already been chosen!");
                goto case GameLogic.recieveMessages.shotCoords;

            case GameLogic.recieveMessages.shotCoords:
                currentActionLabel.Text = "CurrentAction:\nSelect a cell to shoot at...";
                selectingShot           = true;
                break;

            case GameLogic.recieveMessages.waiting:
                currentActionLabel.Text = "CurrentAction:\nWaiting for opponent...";
                selectingShot           = false;
                break;

            default:
                break;
            }
            return;
        }