예제 #1
0
        /// <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)
        {
            var switchExpr = result.Value;

            switch (switchExpr)
            {
            case ResultOfAttack.Miss:
            {
                if (_theGame.Player == ComputerPlayer)
                {
                    AIAttack();
                }
                break;
            }

            case ResultOfAttack.GameOver:
            {
                SwitchState(GameState.EndingGame);
                break;
            }
            }
        }
예제 #2
0
        /// <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);
        }
예제 #3
0
        /// <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)
        {
            var switchExpr = result.Value;

            switch (switchExpr)
            {
            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");
                break;
            }
            }

            if (_Targets.Count == 0)
            {
                _CurrentState = AIStates.Searching;
            }
        }
예제 #4
0
 /// <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);
예제 #5
0
        /// <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;

            isHuman = _theGame.Player == HumanPlayer;
            if (isHuman)
            {
                UtilityFunctions.Message = "You " + result.ToString();
            }
            else
            {
                UtilityFunctions.Message = "The AI " + result.ToString();
            }

            var switchExpr = result.Value;

            switch (switchExpr)
            {
            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;
            }
            }
        }