private void cleanUpGalaxy() { foreach (Ship ship in Ships) { ship.Inventory.ClearInventory(); ship.Nodes.Clear(); } Ships.Clear(); foreach (Faction faction in Factions) { faction.OwnedFactories.Clear(); faction.OwnedMarkets.Clear(); faction.OwnedShips.Clear(); faction.OwnedStations.Clear(); } factions.Clear(); foreach (StarSystem system in Systems) { system.Planetoids.Clear(); } Systems.Clear(); }
public void UpdateInventoryCategories() { Elixirs.Clear(); Ships.Clear(); Weapons.Clear(); Armor.Clear(); foreach (var gameItemQuantity in _inventory) { if (gameItemQuantity.GameObject is Weapons) { Weapons.Add(gameItemQuantity); } if (gameItemQuantity.GameObject is Armor) { Armor.Add(gameItemQuantity); } if (gameItemQuantity.GameObject is Ship) { Ships.Add(gameItemQuantity); } if (gameItemQuantity.GameObject is Elixirs) { Elixirs.Add(gameItemQuantity); } } }
public void UpdateFromInput(int shipCount, int dropoffCount, int halite) { Halite = halite; Ships.Clear(); for (; shipCount > 0; --shipCount) { Ships.Add(Factory.CreateShipFromInputLine(Id)); } Dropoffs.Clear(); for (; dropoffCount > 0; --dropoffCount) { Dropoffs.Add(Factory.CreateDropoffFromInputLine(Id)); } }
public void Reset() { _islands = new Dictionary <Island, int>(); Score = 0; KnightsPlayed = 0; LongestRoad = 0; TimesTargeted = 0; NoResourceCount = 0; RollsWithResource = 0; MaxNoResourceRolls = 0; GoodRoll = false; CardsLost = 0; CardsLostToBaron = 0; CardsLostToSeven = 0; CardsLostToMonopoly = 0; ResourcesAcquired = 0; LargestArmy = false; HasLongestRoad = false; RoadsPlayed = 0; ShipsPlayed = 0; CitiesPlayed = 0; SettlementsPlayed = 0; IslandsPlayed = 0; TotalTime = TimeSpan.FromSeconds(0); MovedBaronAfterRollingSeven = null; PlayedKnightThisTurn = false; Roads.Clear(); Settlements.Clear(); Cities.Clear(); Ships.Clear(); IsCurrentPlayer = false; MaxShips = 0; MaxRoads = 0; MaxSettlements = 0; MaxCities = 0; PlayerTurnResourceCount.OnPlayerResourceUpdate -= OnGameModelResourceUpdate; PlayerTurnResourceCount.GameReset(); Pips = 0; _GoldRolls = new List <List <int> >(); for (int i = 0; i < _RoadTie.Count(); i++) { _RoadTie[i] = false; } }
public void Reconnect() { Console.WriteLine("Connection lost. Reconnecting."); _vanillaClient.pingThread?.Abort(); Boxes.Clear(); MemorizedBoxes.Clear(); Ores.Clear(); Ships.Clear(); Gates.Clear(); Buildings.Clear(); _proxy.Reset(); if (_vanillaClient.tcpClient.Connected) { _vanillaClient.Disconnect(); } _vanillaClient.thread?.Abort(); }
void Restart() { foreach (var planet in Planets) { Destroy(planet.GameObject); } Planets.Clear(); foreach (var ship in Ships) { Destroy(ship.GameObject); } Ships.Clear(); _gameOverText.Text = ""; IsGameOver = false; Awake(); Start(); }
public void PlaceShip() { //make 3 big ships (size 4) //and put it by design (manually by coder) on the board Ships.Clear(); //Ships.Add(new Ship("Big", 5)); Ships.Add(new Ship("Small", 3, Alignment.Horizontal)); Ships.Add(new Ship("Small", 3, Alignment.Vertical)); Ships.Add(new Ship("Small", 3, Alignment.Horizontal)); //place ships Ships[0].Position[0] = new int[] { 3, 3 }; //D3 Ships[0].Position[1] = new int[] { 4, 3 }; //E3 Ships[0].Position[2] = new int[] { 5, 3 }; //F3 Ships[1].Position[0] = new int[] { 7, 4 }; //H4 Ships[1].Position[1] = new int[] { 7, 5 }; //H5 Ships[1].Position[2] = new int[] { 7, 6 }; //H6 Ships[2].Position[0] = new int[] { 1, 1 }; //B1 Ships[2].Position[1] = new int[] { 2, 1 }; //C1 Ships[2].Position[2] = new int[] { 3, 1 }; //D1 }
public void PlaceShips() { Ship s1 = new Ship(); s1.Length = 1; Ship s2 = new Ship(); s2.Length = 2; Ship s3 = new Ship(); s3.Length = 4; List <Ship> toPlace = new List <Ship>(); toPlace.Add(s1); toPlace.Add(s2); toPlace.Add(s3); for (int i = toPlace.Count - 1; i >= 0; i--) { bool isSuccess = PlaceShip(toPlace[i]); if (!isSuccess) //restart everything if loop takes too long { Ships.Clear(); for (int row = 0; row < Size; ++row) { for (int col = 0; col < Size; ++col) { Cells[row, col] = CellType.Water; } } i = toPlace.Count; } } }
public void ClearShips() { Ships.Clear(); }
public void RemoveAll() { Ships.Clear(); }