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26 changed files with 1519 additions and 77 deletions

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<ImplicitUsings>enable</ImplicitUsings>
</PropertyGroup>
<ItemGroup>
<Compile Update="Properties\Resources.Designer.cs">
<DesignTime>True</DesignTime>
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Update="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
</Project>

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Battleship.Drawnings;
/// <summary>
/// Направление перемещения
/// </summary>
public enum DirectionType
{
/// <summary>
/// Неизвестное направление
/// </summary>
Unknow = -1,
/// <summary>
/// Вверх
/// </summary>
Up = 1,
/// <summary>
/// Вниз
/// </summary>
Down = 2,
/// <summary>
/// Влево
/// </summary>
Left = 3,
/// <summary>
/// Вправо
/// </summary>
Right = 4
}

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using Battleship.Entities;
namespace Battleship.Drawnings;
/// <summary>
/// Класс, отвечающий за прорисовку и перемещение объекта-сущности
/// </summary>
public class DrawningBattleship : DrawningShip
{
/// <summary>
/// Конструктор
/// </summary>
/// <param name="speed">Скорость</param>
/// <param name="weight">Вес автомобиля</param>
/// <param name="bodyColor">Основной цвет</param>
/// <param name="additionalColor">Дополнительный цвет</param>
/// <param name="turret">Признак наличия орудийной башни</param>
/// <param name="rocketCompartment">Признак наличия отсека под ракеты</param>
///<param name="weapon">Признак наличия отсека под ракеты</param>
public DrawningBattleship(int speed, double weight, Color bodyColor, Color additionalColor, bool turret, bool rocketCompartment, bool weapon)
: base(150, 60)
{
EntityShip = new EntityBattleship(speed, weight, bodyColor, additionalColor, turret, rocketCompartment, weapon);
}
public override void DrawTransport(Graphics g)
{
base.DrawTransport(g);
if (EntityShip == null || EntityShip is not EntityBattleship battleShip || !_startPosX.HasValue || !_startPosY.HasValue)
{
return;
}
Pen pen = new(Color.Black);
Brush bodyBrush = new SolidBrush(battleShip.BodyColor);
Brush additionalBrush = new SolidBrush(battleShip.AdditionalColor);
int x = _startPosX.Value;
int y = _startPosY.Value;
// Корпус корабля
Point[] body = new Point[] {
new Point(x + 5, y),
new Point(x + 100, y),
new Point(x + 150, y + 25),
new Point(x + 100, y + 50),
new Point(x + 5, y + 50)
};
g.FillPolygon(bodyBrush, body);
g.DrawPolygon(pen, body);
// Нос корабля
Point[] nose = {
new Point(x + 95, y + 40),
new Point(x + 95, y + 70),
new Point(x + 110, y + 55)
};
// Пушки
Brush brBlack = new SolidBrush(Color.Black);
g.FillRectangle(brBlack, x, y + 6, 5, 13);
g.FillRectangle(brBlack, x, y + 31, 5, 13);
Brush brDark = new SolidBrush(Color.DarkGray);
g.FillRectangle(brDark, x + 39, y + 20, 40, 10);
g.DrawRectangle(pen, x + 39, y + 20, 40, 10);
g.FillRectangle(brDark, x + 70, y + 12, 18, 26);
g.DrawRectangle(pen, x + 70, y + 12, 18, 26);
g.FillEllipse(brBlack, x + 94, y + 19, 12, 12);
// Пушки
if (battleShip.Weapon)
{
g.FillRectangle(additionalBrush, x + 20, y + 35, 8, 20);
g.DrawRectangle(pen, x + 20, y + 35, 8, 20);
g.DrawLine(pen, x + 24, y + 30, x + 24, y + 35);
g.FillRectangle(additionalBrush, x + 82, y + 35, 8, 20);
g.DrawRectangle(pen, x + 82, y + 35, 8, 20);
g.DrawLine(pen, x + 86, y + 30, x + 86, y + 35);
}
// Отсек под ракеты
if (battleShip.RocketCompartment)
{
for (int i = 0; i < 2; i++)
{
for (int j = 0; j < 2; j++)
{
int offsetX = 14 + i * 12;
int offsetY = 14 + j * 12;
g.FillRectangle(additionalBrush, x + offsetX, y + offsetY, 10, 10);
g.DrawRectangle(pen, x + offsetX, y + offsetY, 10, 10);
}
}
}
// Орудийная башня
if (battleShip.Turret)
{
Point[] turret = new Point[] {
new Point(x + 112, y + 19),
new Point(x + 112, y + 31),
new Point(x + 119, y + 28),
new Point(x + 119, y + 22)
};
g.FillPolygon(additionalBrush, turret);
g.FillRectangle(additionalBrush, x + 119, y + 24, 12, 2);
g.DrawPolygon(pen, turret);
g.DrawRectangle(pen, x + 119, y + 24, 12, 2);
}
}
}

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using Battleship.Entities;
namespace Battleship.Drawnings
{
public class DrawningShip
{
/// <summary>
/// Класс-сущность
/// </summary>
public EntityShip? EntityShip { get; protected set; }
/// <summary>
/// Ширина окна
/// </summary>
private int? _pictureWidth;
/// <summary>
/// Высота окна
/// </summary>
private int? _pictureHeight;
/// <summary>
/// Левая координата прорисовки корабля
/// </summary>
protected int? _startPosX;
/// <summary>
/// Верхняя кооридната прорисовки корабля
/// </summary>
protected int? _startPosY;
/// <summary>
/// Ширина прорисовки корабля
/// </summary>
private readonly int _drawningShipWidth = 145;
/// <summary>
/// Высота прорисовки корабля
/// </summary>
private readonly int _drawningShipHeight = 70;
/// <summary>
/// Координата Х объекта
/// </summary>
public int? GetPosX => _startPosX;
/// <summary>
/// Координата Y объекта
/// </summary>
public int? GetPosY => _startPosY;
/// <summary>
/// Ширина объекта
/// </summary>
public int GetWidth => _drawningShipWidth;
/// <summary>
/// Высота объекта
/// </summary>
public int GetHeight => _drawningShipHeight;
/// <summary>
/// Пустой конструктор
/// </summary>
private DrawningShip()
{
_pictureWidth = null;
_pictureHeight = null;
_startPosX = null;
_startPosY = null;
}
/// <summary>
/// Конструктор
/// </summary>
/// <param name="speed">Скорость</param>
/// <param name="weight">Вес автомобиля</param>
/// <param name="bodyColor">Основной цвет</param>
///
public DrawningShip(int speed, double weight, Color bodyColor) : this()
{
EntityShip = new EntityShip(speed, weight, bodyColor);
}
/// <summary>
/// Конструктор для наследников
/// </summary>
/// <param name="drawningShipWidth">Ширина прорисовки корабля</param>
/// <param name="drawningShipHeight">Высота прорисовки корабля</param>
///
protected DrawningShip(int drawningShipWidth, int drawningShipHeight) : this()
{
_drawningShipWidth = drawningShipWidth;
_drawningShipHeight = drawningShipHeight;
}
/// <summary>
/// Установка границ поля
/// </summary>
/// <param name="width">Ширина поля</param>
/// <param name="height">Высота поля</param>
/// <returns>true - границы заданы, false - проверка не пройдена, нельзя разместить объект в этих размерах</returns>
public bool SetPictureSize(int width, int height)
{
if (width >= _drawningShipWidth || height >= _drawningShipHeight)
{
_pictureWidth = width;
_pictureHeight = height;
return true;
}
return false;
}
/// <summary>
/// Установка позиции
/// </summary>
/// <param name="x">Координата X</param>
/// <param name="y">Координата Y</param>
public void SetPosition(int x, int y)
{
if (x < 0)
{
x = 0;
}
else if (x + _drawningShipWidth > _pictureWidth.Value)
{
x = _pictureWidth.Value - _drawningShipWidth;
}
if (y < 0)
{
y = 0;
}
else if (y + _drawningShipHeight > _pictureHeight.Value)
{
y = _pictureHeight.Value - _drawningShipHeight;
}
_startPosX = x;
_startPosY = y;
}
/// <summary>
/// Изменение направления перемещения
/// </summary>
/// <param name="direction">Направление</param>
/// <returns>true - перемещене выполнено, false - перемещение невозможно</returns>
public bool MoveTransport(DirectionType direction)
{
if (EntityShip == null || !_startPosX.HasValue ||
!_startPosY.HasValue)
{
return false;
}
switch (direction)
{
case DirectionType.Left:
if (_startPosX.Value - EntityShip.Step > 0)
{
_startPosX -= (int)EntityShip.Step;
}
return true;
case DirectionType.Up:
if (_startPosY.Value - EntityShip.Step > 0)
{
_startPosY -= (int)EntityShip.Step;
}
return true;
case DirectionType.Right:
if (_startPosX.Value + EntityShip.Step + _drawningShipWidth < _pictureWidth)
{
_startPosX += (int)EntityShip.Step;
}
return true;
case DirectionType.Down:
if (_startPosY.Value + EntityShip.Step + _drawningShipHeight < _pictureHeight)
{
_startPosY += (int)EntityShip.Step;
}
return true;
default:
return false;
}
}
/// <summary>
/// Прорисовка объекта
/// </summary>
/// <param name="g"></param>
public virtual void DrawTransport(Graphics g)
{
if (EntityShip == null || !_startPosX.HasValue || !_startPosY.HasValue)
{
return;
}
Pen pen = new(Color.Black);
Brush bodyBrush = new SolidBrush(EntityShip.BodyColor);
int x = _startPosX.Value;
int y = _startPosY.Value;
// Корпус корабля
Point[] body = new Point[] {
new Point(x, y),
new Point(x + 90, y),
new Point(x + 140, y + 25),
new Point(x + 90, y + 50),
new Point(x, y + 50)
};
g.FillPolygon(bodyBrush, body);
g.DrawPolygon(pen, body);
// Нос корабля
Point[] nose = {
new Point(x + 85, y + 40),
new Point(x + 85, y + 70),
new Point(x + 100, y + 55)
};
// Пушки
Brush brBlack = new SolidBrush(Color.Black);
g.FillRectangle(brBlack, x, y + 6, 5, 13);
g.FillRectangle(brBlack, x, y + 31, 5, 13);
Brush brDark = new SolidBrush(Color.DarkGray);
g.FillRectangle(brDark, x + 29, y + 20, 40, 10);
g.DrawRectangle(pen, x + 29, y + 20, 40, 10);
g.FillRectangle(brDark, x + 60, y + 12, 18, 26);
g.DrawRectangle(pen, x + 60, y + 12, 18, 26);
g.FillEllipse(brBlack, x + 84, y + 19, 12, 12);
}
}
}

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namespace Battleship.Entities
{
/// <summary>
/// Класс- сущность Военный корабль
/// </summary>
public class EntityBattleship : EntityShip
{
/// <summary>
/// базовый корабль
/// </summary>
/// <param name="speed"></param>
/// <param name="weight"></param>
/// <param name="bodyColor"></param>
/// <summary>
/// Дополнительный цвет
/// </summary>
public Color AdditionalColor { get; private set; }
/// <summary>
/// Признак наличия орудийной башни
/// </summary>
public bool Turret { get; private set; }
/// <summary>
/// Признак наличия отсека под ракеты
/// </summary>
public bool RocketCompartment { get; private set; }
/// <summary>
/// Шаг перемещения корабля
/// </summary>
public bool Weapon { get; private set; }
/// <summary>
/// Признак наличия оружия
/// </summary>
public double Step => Speed * 100 / Weight;
/// <summary>
/// Инициализация полей объекта-класса корабля
/// </summary>
/// <param name="speed">Скорость</param>
/// <param name="weight">Вес автомобиля</param>
/// <param name="bodyColor">Основной цвет</param>
/// <param name="additionalColor">Дополнительный цвет</param>
/// <param name="turret">Признак наличия орудийной башни</param>
/// <param name="rocketCompartment">Признак наличия отсека под ракеты</param>
///<param name="weapon">Признак наличия оружия</param>
public EntityBattleship(int speed, double weight, Color bodyColor, Color additionalColor, bool turret, bool rocketCompartment, bool weapon)
: base(speed, weight, bodyColor)
{
AdditionalColor = additionalColor;
Turret = turret;
RocketCompartment = rocketCompartment;
Weapon = weapon;
}
}
}

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namespace Battleship.Entities
{
/// <summary>
/// Класс- сущность корабль
/// </summary>
public class EntityShip
{
/// <summary>
/// Скорость
/// </summary>
public int Speed { get; private set; }
/// <summary>
/// Вес
/// </summary>
public double Weight { get; private set; }
/// <summary>
/// Основной цвет
/// </summary>
public Color BodyColor { get; private set; }
/// <summary>
/// Конструктор сущности
/// </summary>
/// <param name="speed">Скорость</param>
/// <param name="weight">Вес автомобиля</param>
/// <param name="bodyColor">Основной цвет</param>
/// <summary>
/// Признак наличия оружия
/// </summary>
public double Step => Speed * 100 / Weight;
public EntityShip(int speed, double weight, Color bodyColor)
{
Speed = speed;
Weight = weight;
BodyColor = bodyColor;
}
}
}

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@ -1,39 +0,0 @@
namespace Battleship
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "Form1";
}
#endregion
}
}

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@ -1,10 +0,0 @@
namespace Battleship
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
}
}

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namespace Battleship
{
partial class FormBattleship
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
pictureBoxBattleship = new PictureBox();
buttonLeft = new Button();
buttonUp = new Button();
buttonRight = new Button();
buttonDown = new Button();
button_Create = new Button();
button1 = new Button();
comboBoxStrategy = new ComboBox();
buttonStrategyStep = new Button();
((System.ComponentModel.ISupportInitialize)pictureBoxBattleship).BeginInit();
SuspendLayout();
//
// pictureBoxBattleship
//
pictureBoxBattleship.Dock = DockStyle.Fill;
pictureBoxBattleship.Location = new Point(0, 0);
pictureBoxBattleship.Name = "pictureBoxBattleship";
pictureBoxBattleship.Size = new Size(898, 537);
pictureBoxBattleship.TabIndex = 0;
pictureBoxBattleship.TabStop = false;
//
// buttonLeft
//
buttonLeft.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonLeft.BackgroundImage = Properties.Resources.left;
buttonLeft.BackgroundImageLayout = ImageLayout.Stretch;
buttonLeft.Location = new Point(757, 490);
buttonLeft.Name = "buttonLeft";
buttonLeft.Size = new Size(35, 35);
buttonLeft.TabIndex = 2;
buttonLeft.UseVisualStyleBackColor = true;
buttonLeft.Click += ButtonMove_Click;
//
// buttonUp
//
buttonUp.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonUp.BackgroundImage = Properties.Resources.Up;
buttonUp.BackgroundImageLayout = ImageLayout.Stretch;
buttonUp.Location = new Point(798, 449);
buttonUp.Name = "buttonUp";
buttonUp.Size = new Size(35, 35);
buttonUp.TabIndex = 3;
buttonUp.UseVisualStyleBackColor = true;
buttonUp.Click += ButtonMove_Click;
//
// buttonRight
//
buttonRight.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonRight.BackgroundImage = Properties.Resources.right;
buttonRight.BackgroundImageLayout = ImageLayout.Stretch;
buttonRight.Location = new Point(839, 490);
buttonRight.Name = "buttonRight";
buttonRight.Size = new Size(35, 35);
buttonRight.TabIndex = 4;
buttonRight.UseVisualStyleBackColor = true;
buttonRight.Click += ButtonMove_Click;
//
// buttonDown
//
buttonDown.Anchor = AnchorStyles.Bottom | AnchorStyles.Right;
buttonDown.BackgroundImage = Properties.Resources.down;
buttonDown.BackgroundImageLayout = ImageLayout.Stretch;
buttonDown.Location = new Point(798, 490);
buttonDown.Name = "buttonDown";
buttonDown.Size = new Size(35, 35);
buttonDown.TabIndex = 5;
buttonDown.UseVisualStyleBackColor = true;
buttonDown.Click += ButtonMove_Click;
//
// button_Create
//
button_Create.Anchor = AnchorStyles.Bottom | AnchorStyles.Left;
button_Create.Location = new Point(190, 502);
button_Create.Name = "button_Create";
button_Create.Size = new Size(121, 23);
button_Create.TabIndex = 6;
button_Create.Text = " Создать корабль";
button_Create.UseVisualStyleBackColor = true;
button_Create.Click += button1_Click;
//
// button1
//
button1.Anchor = AnchorStyles.Bottom | AnchorStyles.Left;
button1.Location = new Point(12, 502);
button1.Name = "button1";
button1.Size = new Size(163, 23);
button1.TabIndex = 7;
button1.Text = "Создать военный корабль";
button1.UseVisualStyleBackColor = true;
button1.Click += button1_Click_1;
//
// comboBoxStrategy
//
comboBoxStrategy.DropDownStyle = ComboBoxStyle.DropDownList;
comboBoxStrategy.FormattingEnabled = true;
comboBoxStrategy.Items.AddRange(new object[] { "К центру", "К краю" });
comboBoxStrategy.Location = new Point(765, 12);
comboBoxStrategy.Name = "comboBoxStrategy";
comboBoxStrategy.Size = new Size(121, 23);
comboBoxStrategy.TabIndex = 8;
//
// buttonStrategyStep
//
buttonStrategyStep.Location = new Point(811, 41);
buttonStrategyStep.Name = "buttonStrategyStep";
buttonStrategyStep.Size = new Size(75, 23);
buttonStrategyStep.TabIndex = 9;
buttonStrategyStep.Text = "Шаг";
buttonStrategyStep.UseVisualStyleBackColor = true;
buttonStrategyStep.Click += buttonStrategyStep_Click;
//
// FormBattleship
//
AutoScaleDimensions = new SizeF(7F, 15F);
AutoScaleMode = AutoScaleMode.Font;
ClientSize = new Size(898, 537);
Controls.Add(buttonStrategyStep);
Controls.Add(comboBoxStrategy);
Controls.Add(button1);
Controls.Add(button_Create);
Controls.Add(buttonDown);
Controls.Add(buttonRight);
Controls.Add(buttonUp);
Controls.Add(buttonLeft);
Controls.Add(pictureBoxBattleship);
Name = "FormBattleship";
Text = "Военный корабль";
((System.ComponentModel.ISupportInitialize)pictureBoxBattleship).EndInit();
ResumeLayout(false);
}
#endregion
private PictureBox pictureBoxBattleship;
private Button buttonLeft;
private Button buttonUp;
private Button buttonRight;
private Button buttonDown;
private Button button_Create;
private Button button1;
private ComboBox comboBoxStrategy;
private Button buttonStrategyStep;
}
}

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using Battleship.Drawnings;
using Battleship.MovementStrategy;
namespace Battleship;
/// <summary>
/// Форма работы с объектом "Военный корабль"
/// </summary>
public partial class FormBattleship : Form
{
/// <summary>
/// Поле-объект для прорисовки объекта
/// </summary>
private DrawningShip? _drawningShip;
/// <summary>
/// Стратегия перемещения
/// </summary>
private AbstructStrategy? _strategy;
/// <summary>
/// Конструкторр формы
/// </summary>
public FormBattleship()
{
InitializeComponent();
_strategy = null;
}
/// <summary>
/// Метод прорисовки корабля
/// </summary>
private void Draw()
{
if (_drawningShip == null)
{
return;
}
Bitmap bmp = new(pictureBoxBattleship.Width, pictureBoxBattleship.Height);
Graphics gr = Graphics.FromImage(bmp);
_drawningShip.DrawTransport(gr);
pictureBoxBattleship.Image = bmp;
}
/// <summary>
/// Создание объекта класса-перемещения
/// </summary>
/// <param name="type">Тип создаваемого объекта</param>
private void CreateObject(string type)
{
Random random = new();
switch (type)
{
case nameof(DrawningShip):
_drawningShip = new DrawningShip(random.Next(100, 300), random.Next(1000, 3000),
Color.FromArgb(random.Next(0, 256),
random.Next(0, 256), random.Next(0, 256)));
break;
case nameof(DrawningBattleship):
_drawningShip = new DrawningBattleship(
random.Next(100, 300),
random.Next(1000, 3000),
Color.FromArgb(random.Next(0, 256), random.Next(0, 256), random.Next(0, 256)),
Color.FromArgb(random.Next(0, 256), random.Next(0, 256), random.Next(0, 256)),
Convert.ToBoolean(random.Next(0, 2)),
Convert.ToBoolean(random.Next(0, 2)),
Convert.ToBoolean(random.Next(0, 2))
);
break;
default:
return;
}
_drawningShip.SetPictureSize(pictureBoxBattleship.Width,
pictureBoxBattleship.Height);
_drawningShip.SetPosition(random.Next(10, 100), random.Next(10, 100));
_strategy = null;
comboBoxStrategy.Enabled = true;
Draw();
}
/// <summary>
/// Обработка нажатия кнопки "Создать военный корабль"
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void button1_Click_1(object sender, EventArgs e) => CreateObject(nameof(DrawningBattleship));
// <summary>
/// Обработка нажатия кнопки "Создать корабль"
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void button1_Click(object sender, EventArgs e) => CreateObject(nameof(DrawningShip));
/// <summary>
/// Перемещение объекта по форме (нажатие кнопки навигации)
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void ButtonMove_Click(object sender, EventArgs e)
{
if (_drawningShip == null)
{
return;
}
string name = ((Button)sender)?.Name ?? string.Empty;
bool result = false;
switch (name)
{
case "buttonUp":
result =
_drawningShip.MoveTransport(DirectionType.Up);
break;
case "buttonDown":
result =
_drawningShip.MoveTransport(DirectionType.Down);
break;
case "buttonLeft":
result =
_drawningShip.MoveTransport(DirectionType.Left);
break;
case "buttonRight":
result =
_drawningShip.MoveTransport(DirectionType.Right);
break;
}
if (result)
{
Draw();
}
}
/// <summary>
///
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void buttonStrategyStep_Click(object sender, EventArgs e)
{
if (_drawningShip == null)
{
return;
}
if (comboBoxStrategy.Enabled)
{
_strategy = comboBoxStrategy.SelectedIndex switch
{
0 => new MoveToCenter(),
1 => new MoveToBorder(),
_ => null,
};
if (_strategy == null)
{
return;
}
_strategy.SetData(new MoveableShip(_drawningShip), pictureBoxBattleship.Width, pictureBoxBattleship.Height);
}
if (_strategy == null)
{
return;
}
comboBoxStrategy.Enabled = false;
_strategy.MakeStep();
Draw();
if (_strategy.GetStatus() == StrategyStatus.Finish)
{
comboBoxStrategy.Enabled = true;
_strategy = null;
}
}
}

View File

@ -1,17 +1,17 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
@ -26,36 +26,36 @@
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->

View File

@ -0,0 +1,123 @@
namespace Battleship.MovementStrategy;
public abstract class AbstructStrategy
{
/// <summary>
/// Перемещаемый объект
/// </summary>
private IMoveableObject? _moveableObject;
/// <summary>
/// Статус перемещения
/// </summary>
private StrategyStatus _state = StrategyStatus.NoInit;
/// <summary>
/// Ширина поля
/// </summary>
protected int FieldWidth { get; private set; }
/// <summary>
/// Высота поля
/// </summary>
protected int FieldHeight { get; private set; }
/// <summary>
/// Статус перемещения
/// </summary>
public StrategyStatus GetStatus() { return _state; }
/// <summary>
/// Установка данных
/// </summary>
/// <param name="moveableObject">Перемещаемый объект</param>
/// <param name="width">Ширина поля</param>
/// <param name="height">Высота поля</param>
public void SetData(IMoveableObject moveableObject, int width, int height)
{
if (moveableObject == null)
{
_state = StrategyStatus.NoInit;
return;
}
_state = StrategyStatus.InProgress;
_moveableObject = moveableObject;
FieldWidth = width;
FieldHeight = height;
}
/// <summary>
/// Шаг перемещения
/// </summary>
public void MakeStep()
{
if (_state != StrategyStatus.InProgress)
{
return;
}
if (IsTargetDestinaion())
{
_state = StrategyStatus.Finish;
return;
}
MoveToTarget();
}
/// <summary>
/// Перемещение влево
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false -
///неудача)</returns>
protected bool MoveLeft() => MoveTo(MovementDirection.Left);
/// <summary>
/// Перемещение вправо
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false -
///неудача)</returns>
protected bool MoveRight() => MoveTo(MovementDirection.Right);
/// <summary>
/// Перемещение вверх
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false -
///неудача)</returns>
protected bool MoveUp() => MoveTo(MovementDirection.Up);
/// <summary>
/// Перемещение вниз
/// </summary>
/// <returns>Результат перемещения (true - удалось переместиться, false -
///неудача)</returns>
protected bool MoveDown() => MoveTo(MovementDirection.Down);
/// <summary>
/// Параметры объекта
/// </summary>
protected ObjectParameters? GetObjectParameters =>
_moveableObject?.GetObjectPosition;
/// <summary>
/// Шаг объекта
/// </summary>
/// <returns></returns>
protected int? GetStep()
{
if (_state != StrategyStatus.InProgress)
{
return null;
}
return _moveableObject?.GetStep;
}
/// <summary>
/// Перемещение к цели
/// </summary>
protected abstract void MoveToTarget();
/// <summary>
/// Достигнута ли цель
/// </summary>
/// <returns></returns>
protected abstract bool IsTargetDestinaion();
/// <summary>
/// Попытка перемещения в требуемом направлении
/// </summary>
/// <param name="movementDirection">Направление</param>
/// <returns>Результат попытки (true - удалось переместиться, false -
///неудача)</returns>
private bool MoveTo(MovementDirection movementDirection)
{
if (_state != StrategyStatus.InProgress)
{
return false;
}
return _moveableObject?.TryMoveObject(movementDirection) ?? false;
}
}

View File

@ -0,0 +1,20 @@
namespace Battleship.MovementStrategy;
public interface IMoveableObject
{
/// <summary>
/// Получение координаты объекта
/// </summary>
ObjectParameters? GetObjectPosition { get; }
/// <summary>
/// Шаг объекта
/// </summary>
int GetStep { get; }
/// <summary>
/// Попытка переместить объект в указанном направлении
/// </summary>
/// <param name="direction">Направление</param>
/// <returns>true - объект перемещен, false - перемещение
///невозможно</returns>
bool TryMoveObject(MovementDirection direction);
}

View File

@ -0,0 +1,49 @@
namespace Battleship.MovementStrategy;
public class MoveToBorder : AbstructStrategy
{
protected override bool IsTargetDestinaion()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return false;
}
return objParams.RightBorder - GetStep() <= FieldWidth
&& objParams.RightBorder + GetStep() >= FieldWidth &&
objParams.DownBorder - GetStep() <= FieldHeight
&& objParams.DownBorder + GetStep() >= FieldHeight;
}
protected override void MoveToTarget()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return;
}
int diffX = objParams.RightBorder - FieldWidth;
if (Math.Abs(diffX) > GetStep())
{
if (diffX > 0)
{
MoveLeft();
}
else
{
MoveRight();
}
}
int diffY = objParams.DownBorder - FieldHeight;
if (Math.Abs(diffY) > GetStep())
{
if (diffY > 0)
{
MoveUp();
}
else
{
MoveDown();
}
}
}
}

View File

@ -0,0 +1,49 @@
namespace Battleship.MovementStrategy;
public class MoveToCenter : AbstructStrategy
{
protected override bool IsTargetDestinaion()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return false;
}
return objParams.ObjectMiddleHorizontal - GetStep() <= FieldWidth / 2
&& objParams.ObjectMiddleHorizontal + GetStep() >= FieldWidth / 2 &&
objParams.ObjectMiddleVertical - GetStep() <= FieldHeight / 2
&& objParams.ObjectMiddleVertical + GetStep() >= FieldHeight / 2;
}
protected override void MoveToTarget()
{
ObjectParameters? objParams = GetObjectParameters;
if (objParams == null)
{
return;
}
int diffX = objParams.ObjectMiddleHorizontal - FieldWidth / 2;
if (Math.Abs(diffX) > GetStep())
{
if (diffX > 0)
{
MoveLeft();
}
else
{
MoveRight();
}
}
int diffY = objParams.ObjectMiddleVertical - FieldHeight / 2;
if (Math.Abs(diffY) > GetStep())
{
if (diffY > 0)
{
MoveUp();
}
else
{
MoveDown();
}
}
}
}

View File

@ -0,0 +1,59 @@
using Battleship.Drawnings;
namespace Battleship.MovementStrategy;
/// <summary>
/// Класс-реализации
/// </summary>
public class MoveableShip : IMoveableObject
{
/// <summary>
/// Поле-объект класса DrawningShip или его наследника
/// </summary>
private readonly DrawningShip? _ship = null;
/// <summary>
/// Конструктор
/// </summary>
/// <param name="ship"></param>
public MoveableShip(DrawningShip ship)
{
_ship = ship;
}
public ObjectParameters? GetObjectPosition
{
get
{
if (_ship == null || _ship.EntityShip == null ||
!_ship.GetPosX.HasValue || !_ship.GetPosY.HasValue)
{
return null;
}
return new ObjectParameters(_ship.GetPosX.Value,
_ship.GetPosY.Value, _ship.GetWidth, _ship.GetHeight);
}
}
public int GetStep => (int)(_ship?.EntityShip?.Step ?? 0);
public bool TryMoveObject(MovementDirection direction)
{
if (_ship == null || _ship.EntityShip == null)
{
return false;
}
return _ship.MoveTransport(GetDirectionType(direction));
}
/// <summary>
/// Конвертация из MovementDirection в DirectionType
/// </summary>
/// <param name="direction">MovementDirection</param>
/// <returns>DirectionType</returns>
private static DirectionType GetDirectionType(MovementDirection direction)
{
return direction switch
{
MovementDirection.Left => DirectionType.Left,
MovementDirection.Right => DirectionType.Right,
MovementDirection.Up => DirectionType.Up,
MovementDirection.Down => DirectionType.Down,
_ => DirectionType.Unknow,
};
}
}

View File

@ -0,0 +1,25 @@
namespace Battleship.MovementStrategy;
/// <summary>
/// Направление перемещения
/// </summary>
public enum MovementDirection
{
///<summary>
///Вверх
///</summary>
Up = 1,
///<summary>
///Вниз
///</summary>
Down = 2,
///<summary>
///Влево
///</summary>
Left = 3,
///<summary>
///Вправо
///</summary>
Right = 4
}

View File

@ -0,0 +1,59 @@
namespace Battleship.MovementStrategy;
public class ObjectParameters
{
/// <summary>
/// Координата X
/// </summary>
private readonly int _x;
/// <summary>
/// Координата Y
/// </summary>
private readonly int _y;
/// <summary>
/// Ширина объекта
/// </summary>
private readonly int _width;
/// <summary>
/// Высота объекта
/// </summary>
private readonly int _height;
/// <summary>
/// Левая граница
/// </summary>
public int LeftBorder => _x;
/// <summary>
/// Верхняя граница
/// </summary>
public int TopBorder => _y;
/// <summary>
/// Правая граница
/// </summary>
public int RightBorder => _x + _width;
/// <summary>
/// Нижняя граница
/// </summary>
public int DownBorder => _y + _height;
/// <summary>
/// Середина объекта
/// </summary>
public int ObjectMiddleHorizontal => _x + _width / 2;
/// <summary>
/// Середина объекта
/// </summary>
public int ObjectMiddleVertical => _y + _height / 2;
/// <summary>
/// Конструктор
/// </summary>
/// <param name="x">Координата X</param>
/// <param name="y">Координата Y</param>
/// <param name="width">Ширина объекта</param>
/// <param name="height">Высота объекта</param>
public ObjectParameters(int x, int y, int width, int height)
{
_x = x;
_y = y;
_width = width;
_height = height;
}
}

View File

@ -0,0 +1,22 @@
namespace Battleship.MovementStrategy;
/// <summary>
/// Статус выполнения операции перемещения
/// </summary>
public enum StrategyStatus
{
/// <summary>
/// Все готово к началу
/// </summary>
NoInit,
/// <summary>
/// Выполняется
/// </summary>
///
InProgress,
/// <summary>
/// Завершено
/// </summary>
Finish
}

View File

@ -11,7 +11,7 @@ namespace Battleship
// To customize application configuration such as set high DPI settings or default font,
// see https://aka.ms/applicationconfiguration.
ApplicationConfiguration.Initialize();
Application.Run(new Form1());
Application.Run(new FormBattleship());
}
}
}

View File

@ -0,0 +1,103 @@
//------------------------------------------------------------------------------
// <auto-generated>
// Этот код создан программой.
// Исполняемая версия:4.0.30319.42000
//
// Изменения в этом файле могут привести к неправильной работе и будут потеряны в случае
// повторной генерации кода.
// </auto-generated>
//------------------------------------------------------------------------------
namespace Battleship.Properties {
using System;
/// <summary>
/// Класс ресурса со строгой типизацией для поиска локализованных строк и т.д.
/// </summary>
// Этот класс создан автоматически классом StronglyTypedResourceBuilder
// с помощью такого средства, как ResGen или Visual Studio.
// Чтобы добавить или удалить член, измените файл .ResX и снова запустите ResGen
// с параметром /str или перестройте свой проект VS.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Возвращает кэшированный экземпляр ResourceManager, использованный этим классом.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Battleship.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Перезаписывает свойство CurrentUICulture текущего потока для всех
/// обращений к ресурсу с помощью этого класса ресурса со строгой типизацией.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap down {
get {
object obj = ResourceManager.GetObject("down", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap left {
get {
object obj = ResourceManager.GetObject("left", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap right {
get {
object obj = ResourceManager.GetObject("right", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Поиск локализованного ресурса типа System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap Up {
get {
object obj = ResourceManager.GetObject("Up", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
}

View File

@ -0,0 +1,133 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
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</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="left" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\left.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="Up" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\Up.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="down" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\down.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="right" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\right.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
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