Esempio n. 1
0
        /// <summary>
        /// Shoot at a given row/column
        /// </summary>
        /// <param name="row">the row to attack</param>
        /// <param name="col">the column to attack</param>
        /// <returns>the result of the attack</returns>
        internal AttackResult Shoot(int row, int col)
        {
            _shots += 1;
            AttackResult result = default(AttackResult);

            result = EnemyGrid.HitTile(row, col);

            switch (result.Value)
            {
            case ResultOfAttack.Destroyed:
            case ResultOfAttack.Hit:
                _hits += 1;
                break;

            case ResultOfAttack.Miss:
                _misses += 1;
                break;
            }

            return(result);
        }
Esempio n. 2
0
        /// <summary>
        ///     ''' Shoot will swap between players and check if a player has been killed.
        ///     ''' It also allows the current player to hit on the enemygrid.
        ///     ''' </summary>
        ///     ''' <param name="row">the row fired upon</param>
        ///     ''' <param name="col">the column fired upon</param>
        ///     ''' <returns>The result of the attack</returns>
        public AttackResult Shoot(int row, int col)
        {
            AttackResult newAttack;
            int          otherPlayer = (_playerIndex + 1) % 2;

            newAttack = Player.Shoot(row, col);

            // Will exit the game when all players ships are destroyed
            if (_players[otherPlayer].IsDestroyed)
            {
                newAttack = new AttackResult(ResultOfAttack.GameOver, newAttack.Ship, newAttack.Text, row, col);
            }

            AttackCompleted?.Invoke(this, newAttack);

            // change player if the last hit was a miss
            if (newAttack.Value == ResultOfAttack.Miss)
            {
                _playerIndex = otherPlayer;
            }

            return(newAttack);
        }
Esempio n. 3
0
 // <summary>
 // The last shot had the following result. Child classes can use this
 // to prepare for the next shot.
 // </summary>
 // <param name="result">The result of the shot</param>
 // <param name="row">the row shot</param>
 // <param name="col">the column shot</param>
 protected abstract void ProcessShot(int row, int col, AttackResult result);