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path: root/core/src/ch/asynk
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2014-10-14Click on Flag to end current player's turnJérémy Zurcher2-1/+10
2014-10-14Hud: on hide, set buttonsRect.set(0, 0, 0, 0);Jérémy Zurcher1-0/+1
2014-10-14add AP burn down debugJérémy Zurcher1-0/+1
2014-10-14add promote actionJérémy Zurcher10-6/+91
2014-10-14Pawn,Unit: add boolean isHqOf(Pawn), Player add boolean canPromote(Pawn)Jérémy Zurcher3-0/+18
2014-10-14Factory: use Unit.UnitIdJérémy Zurcher1-62/+44
2014-10-14Unit: add UnitId idJérémy Zurcher1-3/+26
2014-10-14Board: buildAttackAssists(...) jump over attack leaderJérémy Zurcher1-1/+1
2014-10-14SearchBoard,Board: implement assisst attack without line of sightJérémy Zurcher2-15/+15
2014-10-14Board: buildAttack(...) -> buildAttackAssists(...), clean up codeJérémy Zurcher2-10/+10
2014-10-14Pawn,Unit add boolean canAssistAttackWithoutLos() and UnitType.ARTILLERYJérémy Zurcher3-1/+11
2014-10-14Board: add simpler buildPossibleTargetsFrom() based on enemy unitsJérémy Zurcher4-4/+26
2014-10-14Ctrl: use Player[2], randomize first player, add currentPlayer() and ↵Jérémy Zurcher4-18/+29
otherPlayer()
2014-10-14unify error msgsJérémy Zurcher3-3/+3
2014-10-13SearchBoard: fix validatePathAngle(...) count move forth to allow back oneJérémy Zurcher1-2/+7
2014-10-13setup simple scenario startJérémy Zurcher1-14/+16
2014-10-13move most of StateCommon helpers to MapJérémy Zurcher6-65/+59
2014-10-13add StateAttackJérémy Zurcher1-0/+93
2014-10-13Factory: fix HQ unitsJérémy Zurcher1-3/+4
2014-10-13Unit: fix isHq() -> add UnitType.HARD_TARGET_HQJérémy Zurcher1-4/+2
2014-10-13typo in debug stringJérémy Zurcher1-1/+1
2014-10-13Map: support flank attackJérémy Zurcher2-5/+11
2014-10-13Player: add casualty(Pawn)Jérémy Zurcher1-3/+10
2014-10-13Pawn: add isFlankAttack()Jérémy Zurcher3-13/+15
2014-10-13Board: buildAttackAssists(...) -> buildAttack() returns the count of ↵Jérémy Zurcher1-5/+9
possible assists
2014-10-13Board: buildxxx(...) retrun count of collected elementsJérémy Zurcher1-3/+6
2014-10-13SearchBoard: clean up buildAttack(...)' -> canAttack(...) uses Pawn.Attack ↵Jérémy Zurcher1-11/+33
inner class
2014-10-13Pawn: forgot to init attack inner classJérémy Zurcher1-1/+1
2014-10-13add Pawn.Attack public inner classJérémy Zurcher1-0/+9
2014-10-13Pawn,Unit: add int getFlankSides()Jérémy Zurcher2-0/+7
2014-10-13Map: fix attackPawn: must mark attacks done whatever the dic rollJérémy Zurcher1-5/+9
2014-10-13Board: int removePawnFrom(Pawn, GridPoint2) is now publicJérémy Zurcher1-1/+1
2014-10-13Map: boolean attackPawn(Pawn, GridPoint2, GridPoint2, int)Jérémy Zurcher1-0/+22
2014-10-13Hex: add defense debugJérémy Zurcher1-0/+1
2014-10-13Map: add boolean toggleAttackAssist(Pawn)Jérémy Zurcher1-0/+13
2014-10-13Map: buildAttackAssists(Pawn, GridPoint2, Iterator<Pawn>) -> feed ↵Jérémy Zurcher1-0/+3
activatedPawns and activablePawns
2014-10-13Map: showAttackAssists(boolean) -> clear Hex.TARGET tooJérémy Zurcher1-1/+3
2014-10-13Map: add int attackAssistsCount()Jérémy Zurcher1-0/+5
2014-10-13Tile,Hex: add int defenseFor(Pawn, List<Pawn>)Jérémy Zurcher2-2/+38
2014-10-13Factory: now use Unit.UnitTypeJérémy Zurcher1-15/+20
2014-10-13Unit: set UnitType, fix getAttackRangeFrom(Tile)Jérémy Zurcher1-9/+17
2014-10-13GameState: plugin StateType.ATTACK -> StateAttack() + quick fire, wait for ↵Jérémy Zurcher4-7/+21
the class
2014-10-13Ctrl: currentPlayer.turnStart()Jérémy Zurcher1-0/+2
2014-10-13StateCommon: add showTarget()Jérémy Zurcher1-0/+5
2014-10-13Map: add showAttackAssists(), isInPossibleAttackAssists()Jérémy Zurcher1-0/+11
2014-10-13Player: add int d6(), fix setActionPoints()Jérémy Zurcher1-2/+12
2014-10-13clean debug System.errJérémy Zurcher4-9/+10
2014-10-13SearchBoard: add validatePathAngle(...) check angle of attack of successful LOSJérémy Zurcher1-5/+23
2014-10-13Board: getHexAt(Vector ... ) -> getHexUnder(Pawn ...)Jérémy Zurcher1-19/+10
2014-10-13Board: fix buildAttackAssists(), use Pawn.getCenter() instead of ↵Jérémy Zurcher1-1/+7
pawn.getPosition()