private static bool AddShips(BattleShips battleShips, DbContextOptions <ApplicationDbContext> dbOptions) { var wantsToQuit = false; int unAddedShipCount; do { Console.Clear(); var player = battleShips.GetPlayer(true); Console.WriteLine($"{player.Name} choose a ship to add:"); var gameShips = battleShips.GetUnaddedGameShips(); var gameShip = BattleShipsConsoleUi.DrawShipList(gameShips, player.Name); var(x, y) = GetCoordinates( battleShips, gameShip.Size, true); if (x == 100 && y == 100) { SaveGameMenu(battleShips, dbOptions); wantsToQuit = true; break; } var isHorizontal = BattleShipsConsoleUi.IsShipHorizontal; battleShips.AddShips(gameShip, x, y, isHorizontal); unAddedShipCount = battleShips.GetUnaddedGameShips().Count; } while (unAddedShipCount > 0); return(wantsToQuit); }
private static string PlayBattleShips(BattleShips battleShips, DbContextOptions <ApplicationDbContext> dbOptions) { if (battleShips.GetUnaddedGameShips().Count > 0) { var userWantsToQuit = AddShips(battleShips, dbOptions); if (userWantsToQuit) { return(""); } Console.Clear(); } else if (battleShips.IsGameOver()) { BattleShipsConsoleUi.GameOverUi(battleShips); return(""); } do { Console.WriteLine("Press ESC to return back to menu"); var(x, y) = GetCoordinates(battleShips); // Exit Game if x == 100 & y == 100 if (x == 100 && y == 100) { SaveGameMenu(battleShips, dbOptions); break; } var(successfulMove, playerBoardState) = battleShips.MakeMove(x, y); //isGameOver if (successfulMove[1]) { BattleShipsConsoleUi.GameOverUi(battleShips); SaveGameMenu(battleShips, dbOptions); break; } } while (true); return(""); }
private bool _changePlayer; // To display other screen before other player makes move public async Task <IActionResult> OnGetAsync(int id, int?shipId, int?x, int?y, string dir, bool horizontal, string move) { IsShipHorizontal = horizontal; Game = await _context.Games .Where(g => g.GameId == id) .Include(g => g.GameOption) .Include(g => g.GameOption.GameOptionShips) .Include(g => g.PlayerA) .Include(g => g.PlayerA.GameShips) .Include(g => g.PlayerA.PlayerBoardStates) .Include(g => g.PlayerB) .Include(g => g.PlayerB.GameShips) .Include(g => g.PlayerB.PlayerBoardStates).FirstOrDefaultAsync(); BattleShips = new BattleShips(Game); if (BattleShips.GetUnaddedGameShips().Count > 0) { CurrentGameShip = shipId != null?BattleShips.GetUnaddedGameShips().FirstOrDefault(s => s.GameShipId == shipId) : BattleShips.GetUnaddedGameShips().First(); } IsGameOver = BattleShips.IsGameOver(); if (x != null && y != null && CurrentGameShip != null) { var(isSuccess, playerBoardState) = BattleShips.AddShips(CurrentGameShip, x.Value, y.Value, IsShipHorizontal); if (isSuccess && playerBoardState != null) { _context.Add(playerBoardState); if (BattleShips.GetUnaddedGameShips().Count > 0) { CurrentGameShip = BattleShips.GetUnaddedGameShips().First(); } else { CurrentGameShip = null; _changePlayer = true; } } } else if (x != null && y != null && move == "shoot") { var(success, playerBoardState) = BattleShips.MakeMove(x.Value, y.Value); if (success[0] && !success[1] && playerBoardState != null) { _context.Add(playerBoardState); _changePlayer = true; } else if (success[1] && playerBoardState != null) { _context.Add(playerBoardState); IsGameOver = true; } } CurrentPlayerBoard = BattleShips.GetBoards().First(); if (BattleShips.GetUnaddedGameShips().Count == 0 && !IsGameOver) { OtherPlayerBoard = BattleShips.GetBoards(true)[1]; } else if (IsGameOver) { OtherPlayerBoard = BattleShips.GetBoards(false, true)[1]; } if (CurrentGameShip != null) { HandlePosition(dir); } await _context.SaveChangesAsync(); if (_changePlayer) { return(RedirectToPage("../NextTurn/Index", new { id = Game !.GameId }));