WEBVTT

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So in this lecture I want to actually do all the board set up for each player.

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Before that I just added the all the declarations of the functions that you wrote last time to do the

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rest of the decorations.

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And there's one that I kind of want to change the name of the act well.

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So let's change that.

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Is at.

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This.

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OK so I misname that last time so hopefully the DRob boards made sense.

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Essentially all this is doing is it's drawing the columns.

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The name of the columns here.

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So you look at this all it does is draw the name of the column across here in certain amount of space.

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OK.

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So that's that's all these lines did.

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And there's just a couple of spaces separating them.

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And then for them we just go through each row and we just draw a separator line which is this whole

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thing.

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K so this is the separator line and we draw spacing and then we draw another separate line for the other

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board because there because I wanted them next to each other and not on top of each other like they

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kind of normally are in.

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If you ever see the Battleship game in real life we usually kind of on top of each other not next each

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other but this is just a save space mostly.

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And then we just draw a space and then we actually draw the shipboard row.

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So this is the shipboard this first one.

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So it just draws the actual shipboard row with like a for the row.

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And then any representation of the ship.

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And right now there is none because none are on the board.

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And then we do the same thing with the gas board.

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OK.

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So that's really all this is doing.

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And then we draw the separate lines for the last for the last dance.

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So there's nothing there's nothing too magical.

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If you really just pause the video and sort of just read what I did hear it it all should sort of make

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sense to you.

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So now let's actually do the board set up.

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So it's go all the way back here to the board.

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And that's actually start implementing the set up boards.

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So we're here.

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So really what we want to do.

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We don't want to draw the boards right away.

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We want to do a four

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course zero.

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Less than the number of ships right.

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That's plus

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what we want to do is watch shaly draw the board here.

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And we'll get the current ship

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where ships I and we'll need variables for the ship position and orientation.

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This ship Sishen

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station

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and we will need something called is placement.

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Now this should seem foreign to you.

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We've already solved this problem.

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For now we're just kind of really just interpreting it.

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So so do while it's not a valid placement.

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What we'll do in here is we'll say we'll prompt the user and we'll say it's not clear.

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Name please set the position and orientation for your ship.

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So what I would like to do is actually based on the ship type get the name of the ship.

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OK.

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So I need another function to do this.

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So I'm going to call it get ship name for ship type

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current ship

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type this.

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So let's actually implement that function should be pretty simple.

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Not just write it above here and all declared after Consta our star get ship name or ship type

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or see how even if we do the top down design there's still always going to be some stuff we haven't

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really thought about.

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And that's.

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And that was one of the things is like for your prompt should should you even output what the ship is

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right.

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Or a ship name.

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And we really think that in our top down science so even if you have a top down design it's really again

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more of a template or a blueprint for you to actually just just that helps you solve the problem in

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terms of what you should do next but sometimes you have to change some things around and that's OK if

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you make those mistakes.

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Because everyone does.

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Aircraft Carrier.

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We'll just turn their

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SIFF ship type

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to this ship.

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Time

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to user

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and they need to scan for when the output what ship was destroyed.

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So

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destroyer

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and it's your

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in the submarine.

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And there's one more that it could be which is none.

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I'm just going to say none.

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Right.

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There's a different.

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There's one more ship type and I'm just going to if it somehow this got past the SD none could see it.

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So that's it for that

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Sue

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we're going to now

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continue on with the

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set up orders.

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So now that we have now they we prompted we need to get the actual position.

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So we're going to need another function for this

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and it's going to be called Get board position

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and we again we skipped this in the top down design because we've kind of done this before.

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But this one is going to be slightly different.

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So going to go here is up here.

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And this is actually going to return a ship position.

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So and a ship position will consist of Basically we're in a prompt for a row and then they have to input

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some row a to j k and they'll have to input some call them 9:59.

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OK.

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So that's what this is going to do.

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And the new tools will already has the character with all the valid inputs so we can do all the valid

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inputs being from A to J but we don't have one for the integers so we're going to make one of those.

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So it's good to battleship

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is

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OK.

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So let's go back to set up boards and implements right below and get board position.

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So it will be pretty simple.

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So one is going to be the row input and one's going to be the column.

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But and the valid use input.

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So school can be 10 of these a

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DE

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he.

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So those will be valid row inputs and we'll need one for the valid integer inputs for the columns.

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Kountze but this and these will be from 1 to 10 and we haven't made that function yet.

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Well it's like

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so and row input equals get character.

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So please input a row

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and 8 J.

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That's an error string

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and valid input or a row input.

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It's

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and the board size and actually make this uppercase

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character

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it's this

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k.

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So if we run ins build's

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spoke incorrectly it's

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Rose but it's misspelling things.

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You know OK.

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So you should be fine.

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So we need to have a get integer that has the same kind of signature as this one.

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OK.

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So we're going to put that in here.

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It's in our tildes library.

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Let's say get integer anarchist's a char approach

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jar's error.

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Konst valid input.

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An invalid it's like

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it's

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OK.

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And effectively we're just going to copy paste surreally for the most part are going to delete some

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things that although we don't need you know let's just last night and bother.

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So we need the input and we need the

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input each year.

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And we've done this so many times now it's always fun

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while failure

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is input failure is false starch and we just see out the prompt.

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In Butch if this does fail

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then we will say in a clear seemed more

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and copy one thing.

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Do you want a copy of this

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and nor

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characters up until new line in space.

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CH air

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and the failures.

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In other lines we were actually looped through the whole valid inputs it's the

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Woss an if input equal to one of the valid inputs

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then return the input.

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Otherwise if we get here then we know we did something wrong.

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So just put the air

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and say that it was

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and here this shouldn't ever get here.

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During one and that's it.

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Now back in Battleship we can actually say call them in Butch

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get integer

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please.

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It's a column one to 10

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this and put each

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airstrip that invalid

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to this sort of again column inputs

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and such towards

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and then return.

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So now that we have this Actually since what we're getting is one of these valid inputs right.

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This won't map properly to the tutelary.

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Right.

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Because first of all this is these are characters which is not correct.

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And second of all this is kind of one off from what we need to actually index into the to the array.

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So the last thing that we're going to need here is another function and we call it map board position.

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And I'm going to give it the row inputs and the column inputs and so what map or position do is it's

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going to actually

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it's going to pass back a ship position type in the 0 2 9 range for each row and and call.

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So how we do that is since we know that we always get it correctly just call a real row is the row row

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inputs.

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Yes this is the character

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integer.

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So the row input we will minus by a right because if it's a a minus a zero K and for the columns should

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be easy.

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Column input.

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Put CH minus 1 right.

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It's always a one off.

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So now we just need to make a ship position

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or position and all it would do is a position row to the real row and board position and column is the

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real column then we return.

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Igor

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OK.

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So that's it.

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So who's still building Kirkley.

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Sure.

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Maybe misspelt this or something.

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It's here again.

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And

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works.

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Tertiary Wise's new problem honestly.

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There's always the problem of doing live coding here.

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Never know if it's going to be correct or not

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re-issues is correct no one is complaining.

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See

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gay tells you what I did to change that.

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Maybe I misspelled something.

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Anyway that's fine.

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So actually it's a column.

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So now we have the get board position.

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And now we need to do the same thing with the orientation X you need to get the orientation here or

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ship or orientation.

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The nation can't teach

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like this.

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Get a ship.

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Maybe.

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OK.

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So we're going to need another function for the orientation.

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So let's make that right now.

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Here's ship.

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She can type

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orientation and let's define it right after the get or position here.

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And this will actually just turn you back a ditch orientation

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so we're going to find an orientation

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this

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and essentially what we're going to input is either in an H or E V and valid inputs only have two in

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there.

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H.

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Each for

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this H for horizontal V for vertical OK.

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And we're going to get it to character

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please choose

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Jason each for

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is all v or vertical.

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It's air string.

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And the valid input each to an uppercase

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and then if the input is

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valid input 0.

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So it's H.

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In this case the return or set return.

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Yes I did that you or

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we actually got this or otherwise we just return.

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In it for that one.

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Now you actually have the orientation and the position so the last thing you need to do is check to

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see if it's valid or not.

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So we're going to have to make a function call is valid placement

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is valid placement is this and I'll take the where in the current ship and the ship position and you

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are anti-Asian

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so.

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Copy it.

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It's

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like that and find it here to clear it up here.

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And return true or false.

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That's correct or not or is valid or not and I don't think you changed the player at all.

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Or the ship.

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No actually let me.

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Scott

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mission

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and this is

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T-shirt.

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Copy that

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in its pictures.

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The smaller it's fine.

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Looks better.

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Think so.

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Now we need to check to see if it's valid placement.

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So let's put this here.

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And let's go through.

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How did this work.

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So it's appear somewhere.

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So we checked to see if it's horizontal and then we go through all of the columns if it is horizontal

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because we're all columns to see if it will overlap with another ship or if it will go off the board

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in the horizontal direction.

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OK so let's go through here.

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And of course vertical in the case.

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Right.

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So if the orientation is is all

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then we'll go through all the columns that it takes up.

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So it's going to have to start at the ship position.

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Daut column right.

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And it's going to end at the ship position

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column plus the current ship got its ship size right.

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OK.

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Plus of them accent so it starts at the actual head of the ship.

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So the ship position is really the head of the ship and then it will go however many spaces that the

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ship actually takes up and it will check.

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Now if the

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lares ship or if there is a ship here any ship position in a row see and ship type.

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So if there's nothing there or if there is something there that means it's not equal to it's not right.

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Or if the column is greater than the board size then this is false.

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So if it overlaps a ship that's what this says or if it goes off the board in the horizontal direction

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then this is not a valid placement.

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OK.

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And we need to do the same thing with the vertical case else.

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Our schools ship Sishen row

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are less than.

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So if the player ship board

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are and the ship position we call them CH ship type

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is not equal to you know right it's like before and our is greater than uncoated board size.

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And you know it's off for

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turn offs.

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Like so

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as we retire and

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then that's it.

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So check to see if it's an odd placement if it's not a valid placement.

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We want to say that it's not for these

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say is ouch that is not a valid placement.

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These

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like so

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so is.

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So now this is basically done.

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And what we want to do is actually now place the ship on the board.

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Place ship on board player in the current ship ship position in the orientation.

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Copy that and

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Claire up here

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turns nothing.

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It will change the player.

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It's

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and

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probably won't change the current.

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Well actually it will change the current chip ship that's in and it won't change ship.

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And of course

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it there teach

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so.

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But this is after here.

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After here.

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So like I said this one works effectively the same as this one.

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So but the first thing you do is actually change the current ship's position.

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It's

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type ginger up here.

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Type

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so it isn't the position

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and the orientation.

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Orientation.

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And now we just go through if it's horizontal

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or Until then we'll go through and actually set the shipboard

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so there.

39:57.190 --> 39:58.810
Ship Board

40:02.370 --> 40:04.180
in row

40:08.360 --> 40:29.890
column are actually for and see are positioned column and see is less then shift position column loss.

40:30.380 --> 40:35.740
The current search ship docked ship size

40:38.780 --> 40:45.540
plus.

40:45.700 --> 40:50.020
So that ship type should be the current ship type

40:54.730 --> 40:58.300
or current ship to ship type this

41:00.970 --> 41:06.440
and the we should say it's not ship ship.

41:09.410 --> 41:10.610
Just in case mostly

41:23.560 --> 41:27.440
and we'll do the same for all the other.

41:28.090 --> 41:28.590
We're

41:31.440 --> 41:34.750
are going to ship position

41:37.810 --> 41:40.950
row is less than

41:44.920 --> 41:57.820
ship and row plus current CH ship ship's size are apples plus

42:00.670 --> 42:02.120
El-Arish board

42:05.100 --> 42:12.980
ship visits or of our and ship

42:16.680 --> 42:18.170
dot com

42:21.340 --> 42:30.850
ship type is the current ship ship type and where we

42:35.420 --> 42:36.970
he is here.

42:39.530 --> 42:40.700
Is false.

42:42.530 --> 42:43.010
OK.

42:43.170 --> 42:54.990
So that will actually place it on the board and really the last thing they need to do for this is show

42:54.990 --> 42:58.100
the actual results.

42:58.440 --> 43:04.060
So here will say the drop boards again

43:07.220 --> 43:11.070
where K so

43:14.620 --> 43:21.600
this Scherf things compiling Kirkley is in the running.

43:23.960 --> 43:30.960
So we have our ports as a ship board and this is the gas board.

43:31.100 --> 43:34.790
So now it's asking us to input a row.

43:34.790 --> 43:49.160
So let's put the aircraft carrier in a calm one and we will put it horizontally.

43:49.300 --> 43:56.110
So how it actually drew it correctly so you'll see an A for.

43:56.110 --> 43:59.830
So there's five A's because that's how big the size is.

43:59.860 --> 44:00.740
Right.

44:01.390 --> 44:03.780
And it's actually drawing correctly.

44:03.790 --> 44:11.470
So let's try to put the battleship kind of off and see if we can kind of break it.

44:11.470 --> 44:21.060
So let's put it on Robi at 8 or 9 8

44:23.630 --> 44:27.090
hate and we'll make it horizontals well.

44:27.650 --> 44:30.360
So see it says that was not a valid placement.

44:30.380 --> 44:31.180
Please try again.

44:31.190 --> 44:34.180
So it's working and it's asking us to do it.

44:34.200 --> 44:35.830
So I didn't skip it right.

44:37.410 --> 44:39.280
So let's just put it somewhere.

44:39.400 --> 44:44.890
B one Birchall.

44:45.000 --> 44:46.470
There it is there.

44:49.370 --> 44:53.350
Now it's asking for the cruiser in we'll put it at.

44:53.620 --> 44:54.490
See

44:56.590 --> 45:02.050
Six Arthel it's cruiser.

45:02.690 --> 45:04.420
Let's put this one at Jay

45:06.790 --> 45:26.950
three Santal and let's put the submarine at its g and now 10 vertical.

45:27.100 --> 45:33.070
So there's there's player ones board that it's asking for player 2.

45:33.760 --> 45:36.200
So this is placing correctly.

45:36.250 --> 45:43.710
Think so in the next lecture we're actually going to sort of finish off.

45:43.720 --> 45:57.430
I think the rest of the code that we need to tell you already written a lot of code already but and

45:57.430 --> 46:00.830
we've only really done the set up of the game.

46:00.940 --> 46:04.150
But actually the rest of the game is actually much easier.

46:04.150 --> 46:06.930
So this is really the hard part.

46:07.000 --> 46:14.230
This is kind of more of the hump and now we will in the next lecture we will actually finish the rest

46:14.230 --> 46:15.430
of the implementation.

46:15.670 --> 46:17.090
See you in the next lecture.
