/// <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) { AttackResult result = default(AttackResult); result = EnemyGrid.HitTile(row, col); switch (result.Value) { case ResultOfAttack.Destroyed: case ResultOfAttack.Hit: _hits += 1; _shots += 1; break; case ResultOfAttack.Miss: _misses += 1; _shots += 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> /// ProcessShot is able to process each shot that is made and call the right methods belonging /// to that shot. For example, if its a miss = do nothing, if it's a hit = process that hit location /// </summary> /// <param name="row">the row that was shot at</param> /// <param name="col">the column that was shot at</param> /// <param name="result">the result from that hit</param> protected override void ProcessShot(int row, int col, AttackResult result) { if (result.Value == ResultOfAttack.Miss) { _CurrentTarget = null; } else if (result.Value == ResultOfAttack.Hit) { ProcessHit(row, col); } else if (result.Value == ResultOfAttack.Destroyed) { ProcessDestroy(row, col, result.Ship); } else if (result.Value == ResultOfAttack.ShotAlready) { throw (new ApplicationException("Error in AI")); } if (_Targets.Count == 0) { _CurrentState = AIStates.Searching; } }
/// <summary> /// The AI takes its attacks until its go is over. /// </summary> /// <returns>The result of the last attack</returns> public override AttackResult Attack() { AttackResult result = default(AttackResult); int row = 0; int column = 0; //take single turn, return result of shot Delay(); GenerateCoords(ref row, ref column); //generate coordinates for shot result = _game.Shoot(row, column); //take shot ProcessShot(row, column, result); if (result.Value == ResultOfAttack.Destroyed) { result.Text = "destroyed your"; Console.WriteLine(result.Text); } return(result); }
/// <summary> /// Gets the _ai to attack. /// </summary> /// <remarks> /// Checks the attack result once the attack is complete. /// </remarks> private static void AIAttack() { AttackResult result = _myGame.Player.Attack(); CheckAttackResult(result); }
/// <summary> /// Gets the player to attack the indicated row and column. /// </summary> /// <param name="row">the row to attack</param> /// <param name="col">the column to attack</param> /// <remarks> /// Checks the attack result once the attack is complete /// </remarks> public static void Attack(int row, int col) { AttackResult result = _myGame.Shoot(row, col); CheckAttackResult(result); }
/// <summary> /// Listens for attacks to be completed. /// </summary> /// <param name="sender">the game</param> /// <param name="result">the result of the attack</param> /// <remarks> /// Displays a message, plays sound and redraws the screen /// </remarks> private static void AttackCompleted(object sender, AttackResult result) { bool isHuman = _myGame.Player == HumanPlayer; if (isHuman) { UtilityFunctions.Message = "You " + result.ToString(); } else { UtilityFunctions.Message = "The _ai " + result.ToString(); } switch (result.Value) { case ResultOfAttack.Destroyed: { PlayHitSequence(result.Row, result.Column, isHuman); if (Extentions.MusicPlaying == true) { Audio.PlaySoundEffect(GameResources.GetSound("Sink")); } else if (Extentions.MusicPlaying == false) { } break; } case ResultOfAttack.GameOver: { PlayHitSequence(result.Row, result.Column, isHuman); Audio.PlaySoundEffect(GameResources.GetSound("Sink")); while (Audio.SoundEffectPlaying(GameResources.GetSound("Sink"))) { SwinGame.Delay(10); SwinGame.RefreshScreen(); } if (HumanPlayer.IsDestroyed) { if (Extentions.MusicPlaying == true) { Audio.PlaySoundEffect(GameResources.GetSound("Lose")); } } else { if (Extentions.MusicPlaying == true) { Audio.PlaySoundEffect(GameResources.GetSound("Winner")); } } break; } case ResultOfAttack.Hit: { PlayHitSequence(result.Row, result.Column, isHuman); break; } case ResultOfAttack.Miss: { PlayMissSequence(result.Row, result.Column, isHuman); break; } case ResultOfAttack.ShotAlready: { if (Extentions.MusicPlaying == true) { Audio.PlaySoundEffect(GameResources.GetSound("Error")); } break; } } }
/// <summary> /// Checks the results of the attack and switches to /// Ending the Game if the result was game over. /// </summary> /// <param name="result">the result of the last /// attack</param> /// <remarks>Gets the AI to attack if the result switched /// to the AI player.</remarks> private static void CheckAttackResult(AttackResult result) { switch (result.Value) { case ResultOfAttack.Miss: if (object.ReferenceEquals(_theGame.Player, ComputerPlayer)) AIAttack(); break; case ResultOfAttack.GameOver: SwitchState(GameState.EndingGame); break; case ResultOfAttack.Hit: if (object.ReferenceEquals(_theGame.Player, ComputerPlayer)) AIAttack(); break; case ResultOfAttack.Destroyed: if (object.ReferenceEquals(_theGame.Player, ComputerPlayer)) AIAttack(); break; } }
/// <summary> /// Listens for attacks to be completed. /// </summary> /// <param name="sender">the game</param> /// <param name="result">the result of the attack</param> /// <remarks> /// Displays a message, plays sound and redraws the screen /// </remarks> private static void AttackCompleted(object sender, AttackResult result) { bool isHuman = false; isHuman = object.ReferenceEquals(_theGame.Player, HumanPlayer); if (isHuman) { UtilityFunctions.Message = "You " + result.ToString(); } else { UtilityFunctions.Message = "The AI " + result.ToString(); } switch (result.Value) { case ResultOfAttack.Destroyed: PlayHitSequence(result.Row, result.Column, isHuman); Audio.PlaySoundEffect(GameResources.GameSound("Sink")); break; case ResultOfAttack.GameOver: PlayHitSequence(result.Row, result.Column, isHuman); Audio.PlaySoundEffect(GameResources.GameSound("Sink")); while (Audio.SoundEffectPlaying(GameResources.GameSound("Sink"))) { SwinGame.Delay(10); SwinGame.RefreshScreen(); } if (HumanPlayer.IsDestroyed) { Audio.PlaySoundEffect(GameResources.GameSound("Lose")); } else { Audio.PlaySoundEffect(GameResources.GameSound("Winner")); } break; case ResultOfAttack.Hit: PlayHitSequence(result.Row, result.Column, isHuman); break; case ResultOfAttack.Miss: PlayMissSequence(result.Row, result.Column, isHuman); break; case ResultOfAttack.ShotAlready: Audio.PlaySoundEffect(GameResources.GameSound("Error")); break; } }
/// <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);
/// <summary> /// ProcessShot is able to process each shot that is made and call the right methods belonging /// to that shot. For example, if its a miss = do nothing, if it's a hit = process that hit location /// </summary> /// <param name="row">the row that was shot at</param> /// <param name="col">the column that was shot at</param> /// <param name="result">the result from that hit</param> protected override void ProcessShot(int row, int col, AttackResult result) { switch (result.Value) { case ResultOfAttack.Miss: _CurrentTarget = null; break; case ResultOfAttack.Hit: ProcessHit(row, col); break; case ResultOfAttack.Destroyed: ProcessDestroy(row, col, result.Ship); break; case ResultOfAttack.ShotAlready: throw new ApplicationException("Error in AI"); } if (_Targets.Count == 0) _CurrentState = AIStates.Searching; }
/// <summary> /// ProcessShot will be called uppon when a ship is found. /// It will create a stack with targets it will try to hit. These targets /// will be around the tile that has been hit. /// </summary> /// <param name="row">the row it needs to process</param> /// <param name="col">the column it needs to process</param> /// <param name="result">the result og the last shot (should be hit)</param> protected override void ProcessShot(int row, int col, AttackResult result) { }
/// <summary> /// ProcessShot will be called uppon when a ship is found. /// It will create a stack with targets it will try to hit. These targets /// will be around the tile that has been hit. /// </summary> /// <param name="row">the row it needs to process</param> /// <param name="col">the column it needs to process</param> /// <param name="result">the result og the last shot (should be hit)</param> protected override void ProcessShot(int row, int col, AttackResult result) { if (result.Value == ResultOfAttack.Hit) { _CurrentState = AIStates.TargetingShip; AddTarget(row - 1, col); AddTarget(row, col - 1); AddTarget(row + 1, col); AddTarget(row, col + 1); } else if (result.Value == ResultOfAttack.ShotAlready) { throw new ApplicationException("Error in AI"); } }
/// <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 = default(AttackResult); 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); } if (AttackCompleted != null) { AttackCompleted(this, newAttack); // Console.WriteLine(newAttack.Text); } //change player if (newAttack.Value == ResultOfAttack.Miss || newAttack.Value == ResultOfAttack.Hit || newAttack.Value == ResultOfAttack.Destroyed) { _playerIndex = otherPlayer; } return newAttack; }