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2014-11-17Unit.FLANK_ATTACK_BONUS = 1Jérémy Zurcher1-0/+2
2014-11-17Tile,Hex: replace int defenseFor(Pawn, Pawn, Board.PawnCollection) with int ↵Jérémy Zurcher2-31/+3
defense()
2014-11-17Unit: use isA(...)Jérémy Zurcher1-5/+6
2014-11-17Pawn,Unit: add int getDefense(Tile)Jérémy Zurcher2-0/+10
2014-11-17Hex: use isA(...)Jérémy Zurcher1-7/+8
2014-11-17Tile: add interface TileTerrain, boolean isA(TileTerrain terrain)Jérémy Zurcher2-1/+12
2014-11-17UnitDock: references List<Unit> not List<Pawn>Jérémy Zurcher4-27/+22
2014-11-17StateEngage,StateSelect: call Player.unitsAsPawns()Jérémy Zurcher2-4/+4
2014-11-17game.Player swallows engine.Player -> use List<Unit> intead of List<Pawn>Jérémy Zurcher2-104/+91
2014-11-17Pawn,Unit: add interface Pawn.PawnId, boolean isA(PawnId i)Jérémy Zurcher2-4/+15
2014-11-17Board: coding styleJérémy Zurcher1-3/+3
2014-11-17Player: clean up APIJérémy Zurcher8-46/+35
2014-11-17Battle,Ctrl: add boolean getReinforcement(Ctrl)Jérémy Zurcher4-1/+19
2014-11-17Map: reroll on engagement failure if there is at least an ace engagedJérémy Zurcher2-22/+34
2014-11-17Map: add int d6()Jérémy Zurcher1-0/+8
2014-11-17Unit: add boolean isAce(), void setAce(boolean)Jérémy Zurcher1-0/+14
2014-11-17add pawn overlay 04_ace.pngJérémy Zurcher3-0/+7
2014-11-17resize us-sherman pngJérémy Zurcher3-19/+19
2014-11-16remove turn scale from map BJérémy Zurcher1-0/+0
2014-11-16Battles: cleanupJérémy Zurcher2-8/+4
2014-11-16Battle: setup(Map, Player, Player) -> setup(Ctrl, Map)Jérémy Zurcher4-29/+13
2014-11-16Ctrl: add Player getPlayer(Army)Jérémy Zurcher1-0/+5
2014-11-16Player: add casualties()Jérémy Zurcher1-0/+5
2014-11-16Battle: code reorderJérémy Zurcher2-18/+19
2014-11-16Ctrl: add deploymentDone() might change player order when both doneJérémy Zurcher1-9/+22
2014-11-16StateDeployment: update hud on unitEnter() or undo()Jérémy Zurcher1-0/+2
2014-11-16Player: add boolean isDeploymentDone()Jérémy Zurcher1-0/+5
2014-11-16Battle: getFirstPlayer(), getSecondPlayer() -> getPlayer(boolean first, ↵Jérémy Zurcher3-12/+5
boolean deploymentPhase)
2014-11-16Ctrl: code reorderJérémy Zurcher1-9/+9
2014-11-16Battle: code reorderJérémy Zurcher4-63/+63
2014-11-16Hud: if okCancel or stats are visible only them can hitJérémy Zurcher1-5/+8
2014-11-16StateDeployment,Ctrl: add done buttonJérémy Zurcher2-0/+6
2014-11-16add BattleFrontalAssaultJérémy Zurcher2-0/+144
2014-11-16add StateDeploymentJérémy Zurcher3-0/+143
2014-11-16Ctrl: endDeployment() call state.done()Jérémy Zurcher1-0/+1
2014-11-16Ctrl,Hud: add checkDeploymentDone(), endDeployment(), askEndDeployment()Jérémy Zurcher2-0/+25
2014-11-16Ctrl: typoJérémy Zurcher1-2/+2
2014-11-16Battle: add boolean deploymentDone(Player player)Jérémy Zurcher2-0/+8
2014-11-16StateBreak,StateRotate: use upHex in Orientation.fromAdjJérémy Zurcher2-2/+2
2014-11-16UnitDock: do not show if dock emptyJérémy Zurcher1-0/+2
2014-11-16PlayerInfo: add blockEndOfTurn(boolean blocked)Jérémy Zurcher1-0/+5
2014-11-16EntryPoint: add public Orientation orientationJérémy Zurcher1-0/+1
2014-11-16Map: add boolean enterBoard(Pawn pawn, Hex to, Orientation entry)Jérémy Zurcher1-0/+5
2014-11-16Ctrl: code reorderJérémy Zurcher1-14/+14
2014-11-15Ctrl: replace toggleState(StateType, StateType) with reinforcementHit()Jérémy Zurcher2-9/+7
2014-11-15StateBreak,StateRotate: use Orientation fromAdj(Tile, Tile)Jérémy Zurcher2-2/+2
2014-11-15Orientation: addstatic Orientation fromAdj(Tile from, Tile to)Jérémy Zurcher1-0/+5
2014-11-15StateBreak: clean upJérémy Zurcher1-7/+6
2014-11-15StateEngange: set animation count end state afterJérémy Zurcher1-4/+3
2014-11-15StateRotate: doRotation sets after animation stateJérémy Zurcher1-5/+5