/// <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.Searching; 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 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) { _shots += 1; AttackResult result = default(AttackResult); result = EnemyGrid.HitTile(row, col); switch (result.Value) { case ResultOfAttack.Destroyed: case ResultOfAttack.Hit: _hits += 1; break; case ResultOfAttack.Miss: _misses += 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(this, newAttack); // change player if the last hit was a miss if ((newAttack.Value == ResultOfAttack.Miss)) { _playerIndex = otherPlayer; } return(newAttack); }
/// <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.Hit: if (object.ReferenceEquals(_theGame.Player, ComputerPlayer)) { AIAttack(); } break; case ResultOfAttack.Miss: if (object.ReferenceEquals(_theGame.Player, ComputerPlayer)) { AIAttack(); } break; case ResultOfAttack.GameOver: SwitchState(GameState.EndingGame); break; } }
// '' <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: { this.ProcessDestroy(row, col, result.Ship); break; } case ResultOfAttack.ShotAlready: { throw new ApplicationException("Error in AI"); break; } } if ((_Targets.Count == 0)) { _CurrentState = AIStates.Searching; } // <summary> // ProcessDetroy is able to process the destroyed ships targets and remove _LastHit targets. // It will also call RemoveShotsAround to remove targets that it was going to shoot at // </summary> // <param name="row">the row that was shot at and destroyed</param> // <param name="col">the row that was shot at and destroyed</param> // <param name="ship">the row that was shot at and destroyed</param> }
/// <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> /// 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); } //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) { 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; }
using Microsoft.VisualBasic;
/// <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; } }
/// <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) { if (result.Value == ResultOfAttack.Destroyed) { UtilityFunctions.Message = "You destroyed the Enemy's" + result.ToString (); } else { UtilityFunctions.Message = "You " + result.ToString (); } } else { if (result.Value == ResultOfAttack.Destroyed) { UtilityFunctions.Message = "The AI destroyed the player's" + 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> /// ProcessShot will be called uppon when a ship is found. /// </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.ShotAlready) { throw new ApplicationException("Error in AI"); } }
protected override void ProcessShot(int row, int col, AttackResult 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; isHuman = _theGame.Player == HumanPlayer; if (isHuman) { UtilityFunctions.Message = "You " + result.ToString(); } else { UtilityFunctions.Message = "The AI " + result.ToString(); } switch (result.Value) { case ResultOfAttack.Destroyed: { if (isHuman) { PlayHitSequence(result.Row, result.Column, isHuman); _count--; Audio.PlaySoundEffect(GameResources.GameSound("Sink")); } else { 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; } } }