/// <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); }
/// <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); }
// <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);