//////////Methods////////// /// <summary> /// Creates a new location with the parameters given /// </summary> public Location(int row, int collumn) { this.Row = row; this.Collumn = collumn; this.NativeObject = new Pirates.Location(row, collumn); }
/// <summary> /// Returns the naive sail options that the native game object returns /// </summary> public List <Location> GetNaiveSailOptions(Pirate pirate, ILocateable destination, int moves) { if (pirate == null || destination == null || destination.GetLocation() == null) { return(new List <Location>()); } Pirates.Pirate nativePirate = pirate.Owner == Owner.Me ? this.game.GetMyPirate(pirate.Id) : this.game.GetEnemyPirate(pirate.Id); Pirates.Location nativeDestination = new Pirates.Location(destination.GetLocation().Row, destination.GetLocation().Collumn); List <Location> res = new List <Location>(); foreach (Pirates.Location loc in this.game.GetSailOptions(nativePirate, nativeDestination, moves)) { res.Add(new Location(loc.Row, loc.Col)); } return(res); }
/// <summary> /// Creates a new location based on the Location given /// </summary> public Location(Pirates.Location other) : this(other.Row, other.Col) { }