protected void Fire(int row, int col, Player otherPlayer) { int damagedIndex; bool isSunk; SquareType newType = otherPlayer.FiredAt(row, col, out damagedIndex, out isSunk); EnemyGrid[row][col].ShipIndex = damagedIndex; if (isSunk) EnemySunk(damagedIndex); else EnemyGrid[row][col].Type = newType; }
public void TakeTurnAutomated(Player otherPlayer) { bool takenShot = false; while (!takenShot) { int row = rnd.Next(GRID_SIZE); int col = rnd.Next(GRID_SIZE); if (EnemyGrid[row][col].Type == SquareType.Unknown) { Fire(row, col, otherPlayer); takenShot = true; } } }
public void TakeTurn(Player otherPlayer) { TakeTurnAutomated(otherPlayer); }
public void TakeTurn(int row, int col, Player otherPlayer) { Fire(row, col, otherPlayer); }
protected void Fire(int row, int col, Player otherPlayer) { //incrase number of shots and set number of enemy units _shots++; MainWindow._mainWindow.UpdateTb(_shots, _enemyUnits); int damagedIndex; bool isDestroyed; SquareType newType = otherPlayer.FiredAt(row, col, out damagedIndex, out isDestroyed); EnemyGrid[row][col].SquareIndex = damagedIndex; if (isDestroyed) EnemyDestroyed(damagedIndex); else EnemyGrid[row][col].Type = newType; }