public async Task MakeMoveAsync(Vector Space, EnumWhatHit HitType) { if (HitType == EnumWhatHit.None) { throw new BasicBlankException("Must be hit or miss"); } bool IsSelf; IsSelf = SingleInfo !.PlayerCategory == EnumPlayerCategory.Self; if (IsSelf == true) { GameBoard1 !.MarkField(Space, HitType); if (HitType == EnumWhatHit.Hit && GameBoard1.HumanWon() == true) { await ShowWinAsync(); return; } } else if (HitType == EnumWhatHit.Hit && Ships !.HasLost() == true) { await ShowWinAsync(); return; } WhoTurn = await PlayerList !.CalculateWhoTurnAsync(); await StartNewTurnAsync(); }
private void LoadControls() { if (IsLoaded == true) { return; } if (BasicData.MultiPlayer == false) { _ai = MainContainer.Resolve <BattleshipComputerAI>(); } StatusOfGame = EnumStatusList.PlacingShips; Ships.ClearBoard(); GameBoard1.ClearBoard(); _model.ShipDirectionsVisible = true; //hopefully this is it (?) IsLoaded = true; //i think needs to be here. }