Exemple #1
0
        private bool PlaceShip(int row, int col, Ship ship, string direction)
        {
            bool checkBoundries = ShipValidations.QuickCheckBounds(row, col, ship, direction, playerShipGrid.BoardSize) == false ? false : true;

            if (checkBoundries == false)
            {
                UI.Error("Not enough room to fit this" + ship.name + " " + ship.size + " spaces " + direction + " of (" + (row) + ", " + (col));
                return(false);
            }
            else
            {
                for (int i = 1; i < ship.size; i++)
                {
                    bool checkForShips = ShipValidations.QuickCheckEmpty(row, col, i, ship, direction, playerShipGrid.stringGrid) == false ? false : true;
                    if (checkForShips == false)
                    {
                        UI.Error("Not enough room to fit this" + ship.name + " " + ship.size + " spaces " + direction + " of (" + (row) + ", " + (col));
                        return(false);
                    }
                }
                for (int i = 1; i < ship.size; i++)
                {
                    ShipValidations.NextPosition(row, col, i, ship, direction, playerShipGrid.stringGrid);
                }

                playerShipGrid.stringGrid[row, col] = ship.key;
            }
            return(true);
        }
Exemple #2
0
        private bool PlaceShip(int row, int col, Ship ship, string direction)
        {
            bool checkBoundries = ShipValidations.QuickCheckBounds(row, col, ship, direction, playerShipGrid.BoardSize) == false ? false : true;

            if (checkBoundries == false)
            {
                return(false);
            }
            else
            {
                for (int i = 1; i < ship.size; i++)
                {
                    bool checkForShips = ShipValidations.QuickCheckEmpty(row, col, i, ship, direction, playerShipGrid.stringGrid) == false ? false : true;
                    if (checkForShips == false)
                    {
                        return(false);
                    }
                }
                for (int i = 1; i < ship.size; i++)
                {
                    ShipValidations.NextPosition(row, col, i, ship, direction, playerShipGrid.stringGrid);
                }

                playerShipGrid.stringGrid[row, col] = ship.key;
            }
            return(true);
        }