public void Start() { GameSetup GameSetup = new GameSetup(gm); GameSetup.Setup(); do { GameSetup.SetBoard(); FireShotResponse shotresponse; do { ControlOutput.ResetScreen(new Player[] { gm.Player1, gm.Player2 }); ControlOutput.ShowWhoseTurn(gm.IsPlayer1 ? gm.Player2 : gm.Player1); ControlOutput.DrawHistory(gm.IsPlayer1 ? gm.Player2 : gm.Player1, gm.IsPlayer1 ? 2 : 1); Coordinate ShotPoint = new Coordinate(1, 1); shotresponse = Shot(gm.IsPlayer1 ? gm.Player2 : gm.Player1, gm.IsPlayer1 ? gm.Player1 : gm.Player2, out ShotPoint); ControlOutput.ResetScreen(new Player[] { gm.Player1, gm.Player2 }); ControlOutput.ShowWhoseTurn(gm.IsPlayer1 ? gm.Player2 : gm.Player1); ControlOutput.DrawHistory(gm.IsPlayer1 ? gm.Player2 : gm.Player1, gm.IsPlayer1 ? 2 : 1); ControlOutput.ShowShotResult(shotresponse, ShotPoint, gm.IsPlayer1 ? gm.Player1.Name : gm.Player2.Name); if (shotresponse.ShotStatus != ShipHitCheck.Victory) { Console.WriteLine("Press any key to continue to switch to " + (gm.IsPlayer1 ? gm.Player1.Name : gm.Player2.Name)); gm.IsPlayer1 = !gm.IsPlayer1; Console.ReadKey(); } } while (shotresponse.ShotStatus != ShipHitCheck.Victory); } while (ControlInput.CheckQuit()); }
private FireShotResponse Shot(Player victim, Player Shoter, out Coordinate ShotPoint) { FireShotResponse fire; Coordinate WhereToShot; do { WhereToShot = ControlInput.GetShotLocationFromUser(); fire = victim.PlayerBoard.FireShot(WhereToShot); if (fire.ShotStatus == ShotStatus.Invalid || fire.ShotStatus == ShotStatus.Duplicate) { ControlOutput.ShowShotResult(fire, WhereToShot, ""); } if (fire.ShotStatus == ShotStatus.Victory) { if (gm.IsPlayer1) { gm.Player1.Win += 1; } else { gm.Player2.Win += 1; } } } while (fire.ShotStatus == ShotStatus.Duplicate || fire.ShotStatus == ShotStatus.Invalid); ShotPoint = WhereToShot; return(fire); }