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Partial implementation of the player class
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@ -14,19 +14,28 @@ func _ready():
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# Member functions:
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# Member functions:
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# hit: Called when opponent fires on us.
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# hit: Called when opponent fires on us.
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# Update internal state, and return bool hit/miss
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# Update internal state, and return bool hit/miss, hit = true, miss = false
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func hit():
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func hit(pos):
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var res = board.hit(pos)
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if res == -1:
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return true
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else:
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return false
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pass
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pass
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# place_ship: called when ships are placed.
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# place_ship: called when ships are placed.
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# forwards Ship locations to the Board, so that it may construct a ship
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# forwards Ship locations to the Board, so that it may construct a ship
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# ship: a list of ship properties {position, orientation, size}
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# ship: a list of ship properties {position, orientation, size}
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# NOTE: Variant? Assuming _ship is an array of lists of ship properties
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func place_ship(_ship):
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func place_ship(_ship):
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for i in _ship:
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board.place_ship(i)
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pass
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pass
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# setUp: set up the board given the placed ship locations
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# setUp: set up the board given the placed ship locations
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# translates the ship positions in the Setup UI to board-space, then places each ship
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# translates the ship positions in the Setup UI to board-space, then places each ship
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# ships: a list of lists of ship properties {{position, orientation, size}, ...}
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# ships: a list of lists of ship properties {{position, orientation, size}, ...}
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# NOTE: What is the difference place_ship() and set_up()
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func set_up(_ships):
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func set_up(_ships):
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pass
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pass
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@ -46,10 +55,18 @@ func getBoard():
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# forfeit: ends game for player
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# forfeit: ends game for player
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# Sinks all ships
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# Sinks all ships
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# hits every single board tile
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func forfeit():
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func forfeit():
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pass
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for i in 10:
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for j in 10:
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var pos
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pos.x = i
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pos.y = j
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hit(pos)
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# getShipCount: get the number of ships the player has left alive
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# getShipCount: get the number of ships the player has left alive
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func getShipCount():
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func getShipCount():
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var count = board.get_ship_count()
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return count
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pass
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pass
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