|Yes that makes sense I can wrap my head around the concepts
I went through a couple of tutorials on abstract classes and getters/setters
along with applying them in Visual Studio
With your explanation of how the derived class(unique ships)
knows what propeties to take on without leaking the data
to the outside world it really simulates the blindness of
the physical game.
In the previous message you said:
"Add a Add method to your board which accepts a Ship, a top left coordinate, and an orientation (NSEW) and modify your Hit method to see if it's sunk."
From my understanding I'll be implementing something like this below:
playerA.PlaceShip(playerACruiser, int x,int y, Orientation.Vertical)
And then I will be implementing logic inside of the PlaceShip Method
to set them on the board?
You're helping me grow a ton and I really appreciate it