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path: root/core/src/ch/asynk/rustanddust/engine
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2016-01-04PathBuilder: factorise keepOnly(Path) out of choosBest() and chooseShortest()Jérémy Zurcher1-12/+11
2016-01-04PathBuilder: use getPaths()Jérémy Zurcher1-11/+13
2016-01-04PathBuilder: factorise getPaths(...) out of canExit()Jérémy Zurcher1-7/+8
2016-01-04PathBuilder: factorise pathCanExit(...) out of canExit()Jérémy Zurcher1-4/+10
2016-01-04PathBuilder: add chooseShortest()Jérémy Zurcher1-0/+19
2016-01-04PathBuilder: remove useless codeJérémy Zurcher1-3/+1
2016-01-04PathBuilder: choosePath() -p chooseBest()Jérémy Zurcher1-1/+1
2016-01-04PathIterator: do not compute size all the timeJérémy Zurcher1-3/+2
2016-01-04PathIterator: fix rotation supportJérémy Zurcher1-2/+4
2016-01-04PathBuilder: do not compute distance if from == toJérémy Zurcher1-3/+5
2016-01-04PathBuilder: impove error msgsJérémy Zurcher1-2/+2
2016-01-04PathIterator: support simple rotationJérémy Zurcher1-3/+6
2016-01-04PathBuilder: if (from == to) build empty pathJérémy Zurcher1-1/+6
2016-01-04InfantryFireAnimation: add usage of HALF_WIDTH_PJérémy Zurcher1-2/+3
2016-01-04PathBuilder: shorten codeJérémy Zurcher1-5/+2
2016-01-04PathBuilder: fix for at least one moveJérémy Zurcher1-11/+12
2015-12-31PathBuilder: fitness is the count of reached objectivesJérémy Zurcher1-6/+4
2015-12-31PathBuilder: search for paths even if distance < 2Jérémy Zurcher1-9/+1
2015-12-31PathBuilder: keep looking even if target tile is reachedJérémy Zurcher1-5/+4
2015-12-31Move.TileIterator: fix so that we can pass over the target and come backJérémy Zurcher1-2/+2
2015-12-31PathIterator: fix so that we can pass over the target and come backJérémy Zurcher1-2/+2
2015-12-30PathBuilder: toggleCtrlTile add boolean quick parameterJérémy Zurcher1-4/+4
2015-12-29TankFireAnimation: if no canAim -> go back to aiming 0 after firedJérémy Zurcher1-1/+14
2015-12-29HeadedPawn: aimAt does a body rotation if no turretJérémy Zurcher1-3/+6
2015-12-29HeadedPawn: setTurretRotation() -> aimAt(), getTurretRotation() -> getAiming()Jérémy Zurcher4-12/+11
2015-12-29Tile: remove empty lineJérémy Zurcher1-1/+0
2015-12-29TankFireAnimation: use aim_r to improve shot start positionJérémy Zurcher1-1/+1
2015-12-29TankFireAnimation: reduce shot delay, compute fixed fire durationJérémy Zurcher1-3/+3
2015-12-29TankFireAnimation: reduce SHOT_SCATTERINGJérémy Zurcher1-1/+1
2015-12-29TankFireAnimation: start shoot animation closer to the chitJérémy Zurcher1-2/+3
2015-12-29TankFireAnimation: aim before shootingJérémy Zurcher1-3/+31
2015-12-29MoveToAnimation: gently set the turret rotation to 0Jérémy Zurcher1-2/+11
2015-12-29HeadedPawn: has a chit, a body and a turret that can aimJérémy Zurcher2-11/+48
2015-12-28Objective: Tile swallows Objective, ObjectiveSet is destroyed, Board does the...Jérémy Zurcher5-151/+148
2015-12-28OrderList: add get(Pawn, Order.OrderType)Jérémy Zurcher1-0/+11
2015-12-28Army: add overlay which is hex overlay indexJérémy Zurcher1-0/+1
2015-12-28Move: add TileIteratorJérémy Zurcher1-0/+51
2015-12-28PathIterator: throws java.util.NoSuchElementException when neededJérémy Zurcher1-0/+3
2015-12-28Tile: enableOverlay() does nothing if index < 0Jérémy Zurcher1-5/+9
2015-12-26game:HexSet -> engine:TileSetJérémy Zurcher1-0/+20
2015-12-24Hex: blockLineOfSightFrom(Tile) -> blockLineOfSight(Tile, Tile)Jérémy Zurcher2-6/+9
2015-12-24PathBuilder: give more weight to objectivesJérémy Zurcher1-1/+1
2015-12-24PathBuilder: fix error msgJérémy Zurcher1-1/+1
2015-12-24Revert "PathBuilder: always search for path even if distance is < 2, to check...Jérémy Zurcher1-1/+9
2015-12-24ObjectiveSet: respond to isObjectiveFor() taking peristence into accountJérémy Zurcher2-0/+17
2015-12-21PathBuilder: use printToErr on errorJérémy Zurcher1-0/+1
2015-12-21PathBuilder: always search for path even if distance is < 2, to check for obj...Jérémy Zurcher1-9/+1
2015-12-21PathBuilder: choosePath: clears it all and then add the choosen pathJérémy Zurcher1-6/+6
2015-12-21PathBuilder: extract clearPaths() from clear()Jérémy Zurcher1-0/+5
2015-12-21Map0Hex: isObjective(Tile) -> isObjectiveFor(Tile,Pawn) : says no if already ...Jérémy Zurcher2-2/+2