}                           //should never be used, hence private

        /// <summary>
        /// Default constructor
        /// </summary>
        public MapBoard(GameData gameData, int PlayerID)
        {
            //unassigned players have an ID of -1
            if (PlayerID != -1)
            {
                _playerID = PlayerID;
            }
            _gameData    = gameData;
            _hexArray    = new HexArray(gameData.DataMap);
            _rangeFinder = new RangeFinder(_hexArray.Array);
            _tokenList   = new TokenList(gameData.PlayerList,
                                         gameData.SystemList, _hexArray, PlayerID);


            ReSetMap();
        }
Exemple #2
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        /// <summary>
        /// populate TokenList with all visible tokens drawn from
        /// GameData, compile these in order for re-paint and hit-
        /// testing purposes: system tokens, non-movable ships
        /// including players own ships, then moveable
        /// tokens, i.e. current players fleet
        /// </summary>
        public TokenList(PlayerList playerList, SystemList systemList,
                         HexArray hexArray, int playerID)
        {
            //
            //  Create token for Worm hole, assign it to its hex and
            //  add it to the token list
            //
            Token wormholeToken = new Token("Wormhole.ico", hexArray.Wormhole);

            hexArray[hexArray.Wormhole.X,
                     hexArray.Wormhole.Y].SystemToken = wormholeToken;
            _tokenArray.Add(wormholeToken);
            //  Cycle through systemList, creating tokens for
            //  each system, adding them to the list and
            //	assigning them to their home hex.
            for (int i = 0; i < systemList.Count; i++)
            {
                StarSystem system   = systemList[i];
                Point      location = system.MapLocation;            //Hex index of system
                Token      token    = CreateSystemToken(system, location);
                _tokenArray.Add(token);
                hexArray[location.X, location.Y].SystemToken = token;
            }
            //
            //  Cycle through playerlist, getting Fleets and creating
            //  Tokens for fleets and adding them to the list
            //  and assigning their to a home hex. Skip this player
            //  and create moveable tokens assigning them.
            //

            int count = playerList.Count;

            for (int i = 0; i < count; i++)
            {
                Fleet fleet = playerList[i].Fleet;
                //skip this players icons for now
                if (i == playerID)
                {
                    continue;
                }

                for (int j = 0; j < fleet.Count; j++)
                {
                    Ship ship = fleet[j];
                    if (ship.Type == Ship.ShipType.Trader)
                    {
                        continue;
                    }
                    Token token = CreateShipToken(ship, i);
                    _tokenArray.Add(token);
                    hexArray[ship.HexLocation.X,
                             ship.HexLocation.Y].TokenList.AddToken(token);
                }
            }
            //if this is the controller view, we're done
            if (playerID == -1)
            {
                return;
            }
            //otherwise
            //create this players fleet tokens
            //add them to the list and assign them to their hexes
            for (int i = 0; i < playerList[playerID].Fleet.Count; i++)
            {
                Ship ship = playerList[playerID].Fleet[i];
                if (ship.Type == Ship.ShipType.Trader)
                {
                    continue;
                }
                MoveableToken token = CreatePlayerShipToken(ship, playerID);
                _tokenArray.Add(token);
                hexArray[ship.HexLocation.X,
                         ship.HexLocation.Y].TokenList.AddToken(token);
            }
        }