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RustAndDust
PvP
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Tactical ground combat simulation for android
Jérémy Zurcher
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2014-11-19
adapt Battles to fix to Player and Ctrl
Jérémy Zurcher
7
-116
/
+79
2014-11-19
PlayerInfo,Statistics: adapt to new Player turn API
Jérémy Zurcher
2
-2
/
+2
2014-11-19
Hud: differenciate END_TURN end ABORT_TURN
Jérémy Zurcher
1
-2
/
+7
2014-11-19
Ctrl: do not simply switch players on turn end but ask for the next one
Jérémy Zurcher
1
-24
/
+15
2014-11-19
Player: turn is turnDone, inc at turnEnd() if deployment done
Jérémy Zurcher
1
-13
/
+16
2014-11-19
add battles/BattleStabToTheFlank
Jérémy Zurcher
2
-0
/
+173
2014-11-19
Battles: cleanup
Jérémy Zurcher
4
-54
/
+48
2014-11-19
PlayerInfo: use Sprite instead of Image
Jérémy Zurcher
1
-10
/
+7
2014-11-19
StatePromote: use Player.promote(), set activatedPawns, unselect on leave
Jérémy Zurcher
1
-7
/
+6
2014-11-19
Player: promote does all the job, returns boolean
Jérémy Zurcher
1
-7
/
+6
2014-11-19
Unit: add private updateDescr()
Jérémy Zurcher
1
-2
/
+13
2014-11-19
splite head into us-head and ge-head
Jérémy Zurcher
1
-14
/
+14
2014-11-19
Unit: add HQ = 5 overlay
Jérémy Zurcher
1
-6
/
+14
2014-11-18
Map: leaveBoard does not reset Pawn but add it to activatedPawns
Jérémy Zurcher
1
-1
/
+1
2014-11-18
BattleCounterAttack: set geExit.orientation = Orientation.NORTH
Jérémy Zurcher
1
-1
/
+1
2014-11-18
StateMove: goto StateEscape when possible to escape
Jérémy Zurcher
1
-3
/
+15
2014-11-18
StateCommon: add checkExit(Unit, Hex)
Jérémy Zurcher
1
-0
/
+16
2014-11-18
add StateEscape and Hud.askExitBoard()
Jérémy Zurcher
4
-0
/
+94
2014-11-18
PossiblePaths: add setExit(Orientation exit)
Jérémy Zurcher
1
-0
/
+8
2014-11-18
Board: pushPawnOnto(..) does nothing if tile is OFFMAP
Jérémy Zurcher
1
-1
/
+2
2014-11-18
Hud: factorize closeDialog()
Jérémy Zurcher
1
-4
/
+4
2014-11-18
BattleCounterAttack: add exitZone
Jérémy Zurcher
1
-23
/
+23
2014-11-18
StateCommon: add missing @Override
Jérémy Zurcher
1
-0
/
+2
2014-11-18
Battle,BattleCommon: add Zone getExitZone(Unit unit) and add param Zone ↵
Jérémy Zurcher
2
-0
/
+21
exitZone to addReinforcement(...)
2014-11-18
BattleCommon: add missing @Override
Jérémy Zurcher
1
-0
/
+4
2014-11-18
Map,StatePromote: state does everything, TODO burn 1 AP down
Jérémy Zurcher
2
-8
/
+3
2014-11-18
Unit: add promote(), degrade()
Jérémy Zurcher
1
-0
/
+28
2014-11-18
engine.EntryPoint -> engine.Zone
Jérémy Zurcher
10
-70
/
+70
2014-11-18
StateMove: fix abort when nothing has been done
Jérémy Zurcher
1
-1
/
+4
2014-11-17
add battles/BattleCounterAttack : neede escape possibility
Jérémy Zurcher
2
-0
/
+177
2014-11-17
Player: add ArrayList<Unit> escaped, int escaped(), unitEscape(Unit)
Jérémy Zurcher
1
-0
/
+13
2014-11-17
BattleCommon: add exitPoint
Jérémy Zurcher
1
-0
/
+6
2014-11-17
BattleLastStand: fix EntryPoint size
Jérémy Zurcher
1
-1
/
+1
2014-11-17
Battle: getReinforcement(Ctrl) -> getReinforcement(Ctrl, Map)
Jérémy Zurcher
5
-6
/
+6
2014-11-17
add battles/BattleLastStand
Jérémy Zurcher
2
-0
/
+172
2014-11-17
Battle: owns usPlayer, gePlayer, implementations return them when needed
Jérémy Zurcher
3
-18
/
+15
2014-11-17
Ctrl: do correct calls to battle.getPlayer(...)
Jérémy Zurcher
1
-5
/
+5
2014-11-17
BattleCommon: add addReinforcement(Player, EntryPoint, UnitId, boolean) -> ↵
Jérémy Zurcher
1
-0
/
+6
setAce()
2014-11-17
BattleCommon: remove getPlayer(boolean, boolean) and Army first/second
Jérémy Zurcher
3
-21
/
+22
2014-11-17
Map: use new engagement resolution API
Jérémy Zurcher
1
-6
/
+15
2014-11-17
Unit.FLANK_ATTACK_BONUS = 1
Jérémy Zurcher
1
-0
/
+2
2014-11-17
Tile,Hex: replace int defenseFor(Pawn, Pawn, Board.PawnCollection) with int ↵
Jérémy Zurcher
2
-31
/
+3
defense()
2014-11-17
Unit: use isA(...)
Jérémy Zurcher
1
-5
/
+6
2014-11-17
Pawn,Unit: add int getDefense(Tile)
Jérémy Zurcher
2
-0
/
+10
2014-11-17
Hex: use isA(...)
Jérémy Zurcher
1
-7
/
+8
2014-11-17
Tile: add interface TileTerrain, boolean isA(TileTerrain terrain)
Jérémy Zurcher
2
-1
/
+12
2014-11-17
UnitDock: references List<Unit> not List<Pawn>
Jérémy Zurcher
4
-27
/
+22
2014-11-17
StateEngage,StateSelect: call Player.unitsAsPawns()
Jérémy Zurcher
2
-4
/
+4
2014-11-17
game.Player swallows engine.Player -> use List<Unit> intead of List<Pawn>
Jérémy Zurcher
2
-104
/
+91
2014-11-17
Pawn,Unit: add interface Pawn.PawnId, boolean isA(PawnId i)
Jérémy Zurcher
2
-4
/
+15
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