示例#1
0
        private void UpdateRadarRange(PlayerGame playerGame, Game game, Unit newUnit)
        {
            //update tiles in radar range for user
            List<MapTile> radarRange = playerGame.Map.MapTiles.Where(c => c.Xpos >= newUnit.Position.Xpos - newUnit.RadarRange && c.Xpos <= newUnit.Position.Xpos + newUnit.RadarRange && c.Ypos >= newUnit.Position.Ypos - newUnit.RadarRange && c.Ypos <= newUnit.Position.Ypos + newUnit.RadarRange).ToList();
            foreach (MapTile mt in radarRange)
            {
                MapTile motherTile = game.Map.MapTiles.Where(c => c.Xpos == mt.Xpos && c.Ypos == mt.Ypos).First();
                mt.TerrainType = motherTile.TerrainType;
                mt.IsAccessible = motherTile.IsAccessible;
                mt.IsSpawningPoint = motherTile.IsSpawningPoint;
                mt.UserId = playerGame.UserId;
                PlayerMapTile pmt = this.flPlayerTiles.TypedItems<PlayerMapTile>().Where(c => c.Tile.Xpos == mt.Xpos && c.Tile.Ypos == mt.Ypos && c.UserId == playerGame.UserId).FirstOrDefault();
                if (pmt == null)
                {
                    PlayerMapTile playerMapTile = new PlayerMapTile(game.Id, playerGame.UserId, mt);
                    playerMapTile.Save(this.FAppPrivate);
                }
            }

        }
示例#2
0
        private void btnAddGame_Click(object sender, EventArgs e)
        {

            var game = new Game()
            {
                Name = "Super Game",
                Rules = "There are no rules",
                MaxNumberOfPlayers = 2,
                AccessibleTerrainTypes = 2,
                InAccessibleTerrainTypes = 2,

            };

            game.Map.LoadMap("Maps\\Map02.csv");
            game.Map.Name = "Demo map";
            game.Map.Description = "My first demo map created in google spreadsheets";

            var gunSmallArms = new Weapon()
            {
                Class = 0,
                FiringRange = 2,
                Name = "small arms",
                RotatingSpeed = 90,
                ShieldDamage = 1,
                ArmorDamage = 2

            };

            var unitScout = new Unit()
            {
                Name = "Scout",
                Class = 0,
                Heading = enHeading.North,
                MovingSpeed = 3,
                MovingRange = 1,
                RotatingSpeed = 90,
                BuildTimeInSeconds = 10,
                MaxNumberOf = 1,
                Armor = 5,
                RadarRange = 1,
                Shields = 5,
                HasFixedGun = true,
                FixedGunArmorDamage = 1,
                FixedGunFiringRange = 1,
                FixedGunShieldDamage = 1,
                UnitTypeId = Guid.NewGuid().ToString()
            };
            //   unitScout.Weapons.Add(gunSmallArms);

            game.AvailableUnits.Add(unitScout);


            var gunTurret = new Weapon()
            {
                Class = 1,
                FiringRange = 2,
                Name = "heavy arms",
                RotatingSpeed = 45,
                ShieldDamage = 10,
                ArmorDamage = 20

            };

            var heavyUnit = new Unit()
            {
                Name = "Heavy",
                Class = 1,
                Heading = enHeading.NorthEast,
                MovingSpeed = 2,
                MovingRange = 1,
                RotatingSpeed = 45,
                BuildTimeInSeconds = 10,
                MaxNumberOf = 1,
                Armor = 100,
                RadarRange = 1,
                Shields = 200,
                HasFixedGun = true,
                FixedGunArmorDamage = 10,
                FixedGunFiringRange = 10,
                FixedGunShieldDamage = 10,
                UnitTypeId = Guid.NewGuid().ToString()
            };

            // heavyUnit.Weapons.Add(gunTurret);
            game.AvailableUnits.Add(heavyUnit);

            game.Save(this.FAppPublic);
        }
示例#3
0
        private void MoveUnit(GameCommand cmdReceived, PlayerGame playerGame, Game game)
        {
            if (playerGame == null)
            {
                new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "User did not join game").Save(this.FAppPrivate);
            }
            else
            {
                if (game == null)
                {
                    new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Game not found").Save(this.FAppPrivate);
                }
                else
                {
                    PlayerGame myPlayerGame = this.flPlayerGames.TypedItems<PlayerGame>().Where(c => c.UserId == cmdReceived.UserId).FirstOrDefault();
                    if (myPlayerGame == null)
                    {
                        new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Player not found in game").Save(this.FAppPrivate);
                    }
                    else
                    {
                        // Unit myUnit = myPlayerGame.Units.Where(c => c.Id == cmdReceived.ObjectId).FirstOrDefault();
                        PlayerUnit playerUnit = this.flPlayerUnits.TypedItems<PlayerUnit>().Where(c => c.Id == cmdReceived.ObjectId && c.Unit.UserId == playerGame.UserId).FirstOrDefault();
                        if (playerUnit == null)
                        {
                            new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Unit not found in game").Save(this.FAppPrivate);
                        }
                        else
                        {
                            Unit myUnit = playerUnit.Unit;

                            //can the unit move?
                            if (cmdReceived.Distance > myUnit.MovingRange)
                            {
                                new CommandFeedback(cmdReceived, enCommandStatus.Rejected, playerUnit.Unit.Name + " can not move that distance in one move").Save(this.FAppPrivate);
                            }
                            else
                            {

                                int targetYpos = -1;
                                int targetXpos = -1;
                                switch (playerUnit.Unit.Heading)
                                {
                                    case enHeading.North:
                                        targetYpos = (int)(myUnit.Position.Ypos - cmdReceived.Distance);
                                        targetXpos = (int)(myUnit.Position.Xpos);
                                        break;
                                    case enHeading.NorthWest:
                                        targetYpos = (int)(myUnit.Position.Ypos - cmdReceived.Distance);
                                        targetXpos = (int)(myUnit.Position.Xpos - cmdReceived.Distance);
                                        break;
                                    case enHeading.South:
                                        targetYpos = (int)(myUnit.Position.Ypos + cmdReceived.Distance);
                                        targetXpos = (int)(myUnit.Position.Xpos);
                                        break;
                                    case enHeading.SouthWest:
                                        targetYpos = (int)(myUnit.Position.Ypos + cmdReceived.Distance);
                                        targetXpos = (int)(myUnit.Position.Xpos - cmdReceived.Distance);
                                        break;
                                    case enHeading.SouthEast:
                                        targetYpos = (int)(myUnit.Position.Ypos + cmdReceived.Distance);
                                        targetXpos = (int)(myUnit.Position.Xpos + cmdReceived.Distance);
                                        break;
                                    case enHeading.NorthEast:
                                        targetYpos = (int)(myUnit.Position.Ypos - cmdReceived.Distance);
                                        targetXpos = (int)(myUnit.Position.Xpos + cmdReceived.Distance);
                                        break;
                                    case enHeading.East:
                                        targetYpos = (int)(myUnit.Position.Ypos);
                                        targetXpos = (int)(myUnit.Position.Xpos + cmdReceived.Distance);
                                        break;
                                    case enHeading.West:
                                        targetYpos = (int)(myUnit.Position.Ypos);
                                        targetXpos = (int)(myUnit.Position.Xpos - cmdReceived.Distance);
                                        break;
                                    default:
                                        break;
                                }

                                if (targetXpos > -1 && targetYpos > -1)
                                {
                                    moveUnit(cmdReceived, playerGame, game, playerUnit, targetYpos, targetXpos);
                                }

                            }
                        }
                    }
                }
            }
        }
示例#4
0
        private void moveUnit(GameCommand cmdReceived, PlayerGame playerGame, Game game, PlayerUnit myUnit, int targetYpos, int targetXpos)
        {
            MapTile targetMapTile = game.Map.MapTiles.Where(c => c.Xpos == targetXpos && c.Ypos == targetYpos).FirstOrDefault();
            if (targetMapTile == null)
            {
                new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Map position not found (out of map bounds)").Save(this.FAppPrivate);
            }
            else
            {
                if (!targetMapTile.IsAccessible)
                {
                    new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Map position type is inaccessible").Save(this.FAppPrivate);
                }
                else
                {
                    PlayerUnit unitsOnPosition = this.flPlayerUnits.TypedItems<PlayerUnit>().Where(c => c.Unit.Position.Xpos == targetXpos && c.Unit.Position.Ypos == targetYpos).FirstOrDefault();
                    if (unitsOnPosition != null)
                    {
                        new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Map position is occupied").Save(this.FAppPrivate);
                    }
                    else
                    {
                        //yes can move there


                        myUnit.Unit.Position.Ypos = targetYpos;
                        myUnit.Unit.Position.Xpos = targetXpos;
                        UpdateRadarRange(playerGame, game, myUnit.Unit);
                        myUnit.Save(this.FAppPrivate);


                        //List<PlayerMapTile> pmtOthers = this.flPlayerTiles.TypedItems<PlayerMapTile>().Where(c => c.Tile.Xpos == targetXpos && c.Tile.Ypos == targetYpos && c.UserId != playerGame.UserId && c.GameId == game.Id).ToList();
                        //foreach (PlayerMapTile pmt in pmtOthers)
                        //{
                        //    PlayerUnit pu = CnC.Helpers.DeepClone.CloneJson<PlayerUnit>(myUnit);
                        //    pu.Key = null;
                        //    pu.UserId = pmt.UserId;
                        //    pu.Unit.UserId = playerGame.UserId;
                        //    pu.Save(this.FAppPrivate);
                        //}

                        //    PlayerUnit pu = this.flPlayerUnits.TypedItems<PlayerUnit>().Where(c => c.Unit.Id == myUnit.Unit.Id && c.UserId == pmt.UserId).FirstOrDefault();
                        //    if(pu == null)
                        //    {
                        //        pu = CnC.Helpers.DeepClone.CloneJson<PlayerUnit>(myUnit);
                        //        pu.Unit.UserId = pmt.UserId;
                        //        pu.UserId = playerGame.UserId;

                        //    }
                        //    else
                        //    {
                        //        pu.Unit.Position.Xpos = targetXpos;
                        //        pu.Unit.Position.Ypos = targetYpos;
                        //    }
                        //    pu.Save(this.FAppPrivate);



                        new CommandFeedback(cmdReceived, enCommandStatus.Accepted, myUnit.Unit.Name + " moved").Save(this.FAppPrivate);
                    }
                }
            }
        }
示例#5
0
        private void AddUnit(GameCommand cmdReceived, PlayerGame playerGame, Game game)
        {
            Unit newUnitType = game.AvailableUnits.Where(c => c.Id == cmdReceived.ObjectId).FirstOrDefault();

            if (newUnitType == null)
            {
                new CommandFeedback(cmdReceived, enCommandStatus.Rejected, newUnitType.Name + " not found in the game").Save(this.FAppPrivate);
            }
            else
            {
                if (playerGame == null)
                {
                    new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "PlayerGame not found").Save(this.FAppPrivate);
                }
                else
                {
                    if (this.flPlayerUnits.TypedItems<PlayerUnit>().Where(c => c.UserId == cmdReceived.UserId && c.Unit.UnitTypeId == newUnitType.UnitTypeId && c.Unit.UserId == playerGame.UserId).Count() >= newUnitType.MaxNumberOf)
                    {
                        new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Already too many " + newUnitType.Name + "s in the game").Save(this.FAppPrivate);
                    }
                    else
                    {

                        // Unit unitsOnPosition = game.UnitsInGame.Where(c => c.Position.Xpos == playerGame.Spawn.Xpos && c.Position.Ypos == playerGame.Spawn.Ypos).FirstOrDefault();
                        PlayerUnit unitsOnPosition = this.flPlayerUnits.TypedItems<PlayerUnit>().Where(c => c.Unit.Position.Xpos == playerGame.Spawn.Xpos && c.Unit.Position.Ypos == playerGame.Spawn.Ypos).FirstOrDefault();

                        if (unitsOnPosition != null)
                        {
                            new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Could not spawn, spawn is occupied").Save(this.FAppPrivate);
                        }
                        else
                        {
                            Unit newUnit = DeepClone.CloneJson<Unit>(newUnitType);
                            newUnit.Id = Guid.NewGuid().ToString();
                            newUnit.CreatedAt = DateTime.Now;
                            newUnit.UpdatedAt = DateTime.Now;
                            newUnit.Position.Xpos = playerGame.Spawn.Xpos;
                            newUnit.Position.Ypos = playerGame.Spawn.Ypos;
                            newUnit.UserId = cmdReceived.UserId;


                            game.UnitsInGame.Add(newUnit);
                            //TEST game.Save(this.FAppPublic);

                            PlayerUnit newPlayerUnit = new PlayerUnit(game.Id, playerGame.UserId, newUnit);
                            newPlayerUnit.Save(this.FAppPrivate);

                            UpdateRadarRange(playerGame, game, newUnit); //update map for player

                            //playerGame.Units.Add(newUnit);
                            //playerGame.Save(this.FAppPrivate);

                            //subscribe unit to game ticker
                            this.gameUpdateList.Add(new GameSubscriber() { FireObject = playerGame, GameObject = newUnit, Game = game, Unit = newUnit });

                            new CommandFeedback(cmdReceived, enCommandStatus.Accepted, newUnitType.Name + " added to the game").Save(this.FAppPrivate);
                        }
                    }
                }
            }
        }
示例#6
0
        private void LeaveGame(GameCommand cmdReceived, PlayerGame playerGame, Game game)
        {
            if (playerGame == null)
            {
                new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "User did not join this game").Save(this.FAppPrivate);
            }
            else
            {
                if (game == null)
                {
                    new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Could not find this game").Save(this.FAppPrivate);
                }
                else
                {

                    PlayerGame playerToRemove = game.PlayersInGame.Where(c => c.UserId == cmdReceived.UserId).FirstOrDefault();
                    if (playerToRemove == null)
                    {
                        new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Player not found in the game").Save(this.FAppPrivate);
                    }
                    else
                    {
                        game.PlayersInGame.Remove(playerToRemove);
                        game.Save(this.FAppPublic);
                        playerToRemove.Delete(this.FAppPrivate);
                        new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Left the Game").Save(this.FAppPrivate);
                    }
                }
            }
        }
示例#7
0
        private void JoinGame(GameCommand cmdReceived, Player player, PlayerGame playerGame, Game game)
        {
            if (playerGame != null)
            {
                new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "User already joined game").Save(this.FAppPrivate);
            }
            else
            {
                if (game == null)
                {
                    new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Game not found").Save(this.FAppPrivate);
                }
                else
                {
                    if (game.PlayersInGame.Count >= game.MaxNumberOfPlayers)
                    {
                        new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Already too many players in the game").Save(this.FAppPrivate);
                    }
                    else
                    {
                        PlayerGame newPlayerGame = new PlayerGame(game, cmdReceived.UserId, player.NickName);

                        foreach (MapTile tile in game.Map.MapTiles)
                        {

                            MapTile playerTile = new MapTile();
                            playerTile.TerrainType = -1;// tile.TerrainType;
                            playerTile.UserId = newPlayerGame.UserId;
                            playerTile.Xpos = tile.Xpos;
                            playerTile.Ypos = tile.Ypos;

                            newPlayerGame.Map.MapTiles.Add(playerTile);

                            //set spawn, check if not occupied first
                            if (newPlayerGame.Spawn == null && tile.IsSpawningPoint)
                            {
                                if (game.PlayersInGame.Where(c => c.Spawn.Xpos == tile.Xpos && c.Spawn.Ypos == tile.Ypos).Count() == 0)
                                {
                                    //not used yet
                                    newPlayerGame.Spawn = playerTile;
                                    PlayerMapTile playerMapTile = new PlayerMapTile(game.Id, cmdReceived.UserId, playerTile);
                                    playerTile.TerrainType = 100;
                                    playerTile.IsSpawningPoint = true;
                                    playerTile.IsAccessible = true;
                                    playerMapTile.Save(this.FAppPrivate);
                                }
                            }
                        }


                        newPlayerGame.Save(this.FAppPrivate);
                        game.PlayersInGame.Add(newPlayerGame);
                        game.Save(this.FAppPublic);
                        new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Joined the game").Save(this.FAppPrivate);
                    }
                }
            }
        }
示例#8
0
        private void RotateUnit(GameCommand cmdReceived, PlayerGame playerGame, Game game)
        {
            PlayerUnit playerUnit = this.flPlayerUnits.TypedItems<PlayerUnit>().Where(c => c.Id == cmdReceived.ObjectId && c.Unit.UserId == playerGame.UserId).FirstOrDefault();
            if (playerUnit == null)
            {
                new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "PlayerUnit not found").Save(this.FAppPrivate);
            }
            else
            {
                Unit myUnit = playerUnit.Unit;
                if (myUnit == null)
                {
                    new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Unit not found").Save(this.FAppPrivate);
                }
                else
                {
                    switch (myUnit.Heading)
                    {
                        case enHeading.South:
                            if (cmdReceived.Command == enCommand.RotateCW)
                            {
                                myUnit.Heading = enHeading.SouthEast;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading South-East").Save(this.FAppPrivate);
                            }
                            else
                            {
                                myUnit.Heading = enHeading.SouthWest;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading South-West").Save(this.FAppPrivate);
                            }
                            break;
                        case enHeading.SouthWest:
                            if (cmdReceived.Command == enCommand.RotateCW)
                            {
                                myUnit.Heading = enHeading.South;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading South").Save(this.FAppPrivate);
                            }
                            else
                            {
                                myUnit.Heading = enHeading.West;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading West").Save(this.FAppPrivate);
                            }
                            break;
                        case enHeading.West:
                            if (cmdReceived.Command == enCommand.RotateCW)
                            {
                                myUnit.Heading = enHeading.SouthWest;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading South-West").Save(this.FAppPrivate);
                            }
                            else
                            {
                                myUnit.Heading = enHeading.NorthWest;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading North-East").Save(this.FAppPrivate);
                            }
                            break;
                        case enHeading.NorthWest:
                            if (cmdReceived.Command == enCommand.RotateCW)
                            {
                                myUnit.Heading = enHeading.West;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading West").Save(this.FAppPrivate);
                            }
                            else
                            {
                                myUnit.Heading = enHeading.North;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading North").Save(this.FAppPrivate);
                            }
                            break;
                        case enHeading.North:
                            if (cmdReceived.Command == enCommand.RotateCW)
                            {
                                myUnit.Heading = enHeading.NorthWest;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading North-West").Save(this.FAppPrivate);
                            }
                            else
                            {
                                myUnit.Heading = enHeading.NorthEast;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading North-East").Save(this.FAppPrivate);
                            }
                            break;
                        case enHeading.NorthEast:
                            if (cmdReceived.Command == enCommand.RotateCW)
                            {
                                myUnit.Heading = enHeading.North;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading North").Save(this.FAppPrivate);
                            }
                            else
                            {
                                myUnit.Heading = enHeading.East;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading East").Save(this.FAppPrivate);
                            }
                            break;
                        case enHeading.East:
                            if (cmdReceived.Command == enCommand.RotateCW)
                            {
                                myUnit.Heading = enHeading.NorthEast;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading North-East").Save(this.FAppPrivate);
                            }
                            else
                            {
                                myUnit.Heading = enHeading.SouthEast;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading South-East").Save(this.FAppPrivate);
                            }
                            break;
                        case enHeading.SouthEast:
                            if (cmdReceived.Command == enCommand.RotateCW)
                            {
                                myUnit.Heading = enHeading.East;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading East").Save(this.FAppPrivate);
                            }
                            else
                            {
                                myUnit.Heading = enHeading.South;
                                new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Heading South").Save(this.FAppPrivate);
                            }
                            break;
                        default:
                            break;
                    }
                    playerUnit.Save(this.FAppPrivate);
                    // playerGame.Save(this.FAppPrivate);
                    //  game.UnitsInGame.Where(c => c.Id == myUnit.Id).FirstOrDefault().Heading = myUnit.Heading;
                    //Test game.Save(this.FAppPublic);

                }
            }
        }
示例#9
0
        private void FireFixedGun(GameCommand cmdReceived, PlayerGame playerGame, Game game)
        {
            PlayerUnit playerUnit = this.flPlayerUnits.TypedItems<PlayerUnit>().Where(c => c.Id == cmdReceived.ObjectId && c.Unit.UserId == playerGame.UserId).FirstOrDefault();
            if (playerUnit == null)
            {
                new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "PlayerUnit not found").Save(this.FAppPrivate);
            }
            else
            {
                Unit myUnit = playerUnit.Unit;
                if (myUnit == null)
                {
                    new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Unit not found").Save(this.FAppPrivate);
                }

                else
                {
                    if (!myUnit.HasFixedGun || myUnit.FixedGunFiringRange < cmdReceived.Distance)
                    {
                        new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Unit doesn't have a fixed gun or distance out of range").Save(this.FAppPrivate);
                    }
                    else
                    {
                        int targetYpos = -1;
                        int targetXpos = -1;
                        switch (myUnit.Heading)
                        {
                            case enHeading.North:
                                targetYpos = (int)(myUnit.Position.Ypos - cmdReceived.Distance);
                                targetXpos = (int)(myUnit.Position.Xpos);
                                break;
                            case enHeading.NorthWest:
                                targetYpos = (int)(myUnit.Position.Ypos - cmdReceived.Distance);
                                targetXpos = (int)(myUnit.Position.Xpos - cmdReceived.Distance);
                                break;
                            case enHeading.South:
                                targetYpos = (int)(myUnit.Position.Ypos + cmdReceived.Distance);
                                targetXpos = (int)(myUnit.Position.Xpos);
                                break;
                            case enHeading.SouthWest:
                                targetYpos = (int)(myUnit.Position.Ypos + cmdReceived.Distance);
                                targetXpos = (int)(myUnit.Position.Xpos - cmdReceived.Distance);
                                break;
                            case enHeading.SouthEast:
                                targetYpos = (int)(myUnit.Position.Ypos + cmdReceived.Distance);
                                targetXpos = (int)(myUnit.Position.Xpos + cmdReceived.Distance);
                                break;
                            case enHeading.NorthEast:
                                targetYpos = (int)(myUnit.Position.Ypos - cmdReceived.Distance);
                                targetXpos = (int)(myUnit.Position.Xpos + cmdReceived.Distance);
                                break;
                            case enHeading.East:
                                targetYpos = (int)(myUnit.Position.Ypos);
                                targetXpos = (int)(myUnit.Position.Xpos + cmdReceived.Distance);
                                break;
                            case enHeading.West:
                                targetYpos = (int)(myUnit.Position.Ypos);
                                targetXpos = (int)(myUnit.Position.Xpos - cmdReceived.Distance);
                                break;
                            default:
                                break;
                        }

                        if (targetXpos > -1 && targetYpos > -1)
                        {
                            PlayerUnit pu = this.flPlayerUnits.TypedItems<PlayerUnit>().Where(c => c.Unit.Position.Xpos == targetXpos && c.Unit.Position.Ypos == targetYpos).FirstOrDefault();


                            if (pu == null)
                            {
                                new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Target missed").Save(this.FAppPrivate);
                            }
                            else
                            {
                                Unit attackedUnit = pu.Unit;
                                attackedUnit.Armor -= myUnit.FixedGunArmorDamage;
                                attackedUnit.Shields -= myUnit.FixedGunShieldDamage;
                                pu.Save(this.FAppPrivate);
                                


                                if (attackedUnit.Armor < 1 || attackedUnit.Shields < 1)
                                {
                                    attackedUnit.Status = enUnitStatus.Destroyed;
                                    new CommandFeedback(cmdReceived, enCommandStatus.Accepted, attackedUnit.Name + " destroyed!").Save(this.FAppPrivate);
                                    pu.Delete(this.FAppPrivate);
                                }
                                else
                                {
                                    new CommandFeedback(cmdReceived, enCommandStatus.Accepted, attackedUnit.Name + " hit!, enemy shields: " + attackedUnit.Shields + ", enemy armor: " + attackedUnit.Armor).Save(this.FAppPrivate);
                                }
                                
                             }

                        }
                    }
                }

            }
        }