public void AddUnit(int Col, int Row, int unitType, NATIONALITY nationality) { _units.Add(Col, Row, unitType, nationality); if (nationality == NATIONALITY.USA) { var newUnit = _units.FindUnit(Col, Row); _terrainMap.UnmaskBoard(Col, Row, newUnit.ViewRange); _terrainMap.SetView(Col, Row, newUnit.ViewRange); } }
public void PlayerMoveUnit(Unit unit, int col, int row) { if (unit.Nationality == NATIONALITY.USA) { // make sure this doesn't go off the map if (_terrainMap[col, row] != null) { unit.Col = col; unit.Row = row; _terrainMap.UnmaskBoard(unit.Col, unit.Row, unit.ViewRange); RecomputeView(); if (unit.Movement < 0.1) { _units.PlayerCheckForPossibleAttack(unit, _alliedEnemyMatrix); } } } }