/// <remarks>
 /// We should add ships without mutual overlay and without out of game board.
 /// Ships position should be maximally random.
 /// </remarks>
 private static bool TryGetShipToAdd(ShipClass shipClass, IEnumerable <Ship> existingShips, out Ship newShip)
 {
     foreach (Tuple <ShipCoordinate, ShipOrientation> item in GetRandomShipCoordinateAndOrientationInBorder(shipClass.Length))
     {
         var newShipCandidate = Ship.ConstructShipWithCoordinate(shipClass, item.Item2, item.Item1);
         if (ShipAllocationLogic.TestNoOverlap(newShipCandidate, existingShips))
         {
             newShip = newShipCandidate;
             return(true);
         }
     }
     newShip = null;
     return(false);
 }
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        public static Tuple <bool, Ship> TryConstructShipWithCoordinate(
            ShipClass shipClass,
            ShipOrientation orientation,
            ShipCoordinate headCoordinate
            )
        {
            var cellsResult = ShipAllocationLogic.TryGetCellsOnBoard(headCoordinate, shipClass.Length, orientation);

            if (cellsResult.Item1)
            {
                return(new Tuple <bool, Ship>(true, new Ship(shipClass, orientation, headCoordinate, cellsResult.Item2)));
            }
            else
            {
                return(new Tuple <bool, Ship>(false, null));
            }
        }
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        public Ship(
            ShipClass shipClass,
            ShipOrientation orientation,
            ShipCoordinate headCoordinate,
            List <ShipCoordinate> cells
            )
        {
            ShipClass      = shipClass ?? throw new ArgumentNullException(nameof(shipClass));
            Orientation    = orientation;
            HeadCoordinate = headCoordinate ?? throw new ArgumentNullException(nameof(headCoordinate));

            if (!ShipAllocationLogic.ValidateShipBarier(headCoordinate, shipClass.Length, orientation))
            {
                throw new ArgumentException("Ship out of the board.");
            }

            Cells = cells.Select(item => new ShipCell(item)).ToList();
        }
 private static IEnumerable <Tuple <ShipCoordinate, ShipOrientation> > GetRandomShipCoordinateAndOrientationInBorder(int shipLength)
 {
     return(GetRandomShipCoordinateAndOrientation().Where(item => ShipAllocationLogic.ValidateShipBarier(item.Item1, shipLength, item.Item2)));
 }