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RustAndDust
PvP
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units1
Tactical ground combat simulation for android
Jérémy Zurcher
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2014-10-15
Moveable interface comes in once again
Jérémy Zurcher
3
-3
/
+21
2014-10-14
Click on Flag to end current player's turn
Jérémy Zurcher
2
-1
/
+10
2014-10-14
Hud: on hide, set buttonsRect.set(0, 0, 0, 0);
Jérémy Zurcher
1
-0
/
+1
2014-10-14
add AP burn down debug
Jérémy Zurcher
1
-0
/
+1
2014-10-14
add promote action
Jérémy Zurcher
10
-6
/
+91
2014-10-14
Pawn,Unit: add boolean isHqOf(Pawn), Player add boolean canPromote(Pawn)
Jérémy Zurcher
3
-0
/
+18
2014-10-14
Factory: use Unit.UnitId
Jérémy Zurcher
1
-62
/
+44
2014-10-14
Unit: add UnitId id
Jérémy Zurcher
1
-3
/
+26
2014-10-14
Board: buildAttackAssists(...) jump over attack leader
Jérémy Zurcher
1
-1
/
+1
2014-10-14
SearchBoard,Board: implement assisst attack without line of sight
Jérémy Zurcher
2
-15
/
+15
2014-10-14
Board: buildAttack(...) -> buildAttackAssists(...), clean up code
Jérémy Zurcher
2
-10
/
+10
2014-10-14
Pawn,Unit add boolean canAssistAttackWithoutLos() and UnitType.ARTILLERY
Jérémy Zurcher
3
-1
/
+11
2014-10-14
Board: add simpler buildPossibleTargetsFrom() based on enemy units
Jérémy Zurcher
4
-4
/
+26
2014-10-14
Ctrl: use Player[2], randomize first player, add currentPlayer() and ↵
Jérémy Zurcher
4
-18
/
+29
otherPlayer()
2014-10-14
unify error msgs
Jérémy Zurcher
3
-3
/
+3
2014-10-13
SearchBoard: fix validatePathAngle(...) count move forth to allow back one
Jérémy Zurcher
1
-2
/
+7
2014-10-13
setup simple scenario start
Jérémy Zurcher
1
-14
/
+16
2014-10-13
move most of StateCommon helpers to Map
Jérémy Zurcher
6
-65
/
+59
2014-10-13
add StateAttack
Jérémy Zurcher
1
-0
/
+93
2014-10-13
Factory: fix HQ units
Jérémy Zurcher
1
-3
/
+4
2014-10-13
Unit: fix isHq() -> add UnitType.HARD_TARGET_HQ
Jérémy Zurcher
1
-4
/
+2
2014-10-13
typo in debug string
Jérémy Zurcher
1
-1
/
+1
2014-10-13
Map: support flank attack
Jérémy Zurcher
2
-5
/
+11
2014-10-13
Player: add casualty(Pawn)
Jérémy Zurcher
1
-3
/
+10
2014-10-13
Pawn: add isFlankAttack()
Jérémy Zurcher
3
-13
/
+15
2014-10-13
Board: buildAttackAssists(...) -> buildAttack() returns the count of ↵
Jérémy Zurcher
1
-5
/
+9
possible assists
2014-10-13
Board: buildxxx(...) retrun count of collected elements
Jérémy Zurcher
1
-3
/
+6
2014-10-13
SearchBoard: clean up buildAttack(...)' -> canAttack(...) uses Pawn.Attack ↵
Jérémy Zurcher
1
-11
/
+33
inner class
2014-10-13
Pawn: forgot to init attack inner class
Jérémy Zurcher
1
-1
/
+1
2014-10-13
add Pawn.Attack public inner class
Jérémy Zurcher
1
-0
/
+9
2014-10-13
Pawn,Unit: add int getFlankSides()
Jérémy Zurcher
2
-0
/
+7
2014-10-13
Map: fix attackPawn: must mark attacks done whatever the dic roll
Jérémy Zurcher
1
-5
/
+9
2014-10-13
Board: int removePawnFrom(Pawn, GridPoint2) is now public
Jérémy Zurcher
1
-1
/
+1
2014-10-13
Map: boolean attackPawn(Pawn, GridPoint2, GridPoint2, int)
Jérémy Zurcher
1
-0
/
+22
2014-10-13
Hex: add defense debug
Jérémy Zurcher
1
-0
/
+1
2014-10-13
Map: add boolean toggleAttackAssist(Pawn)
Jérémy Zurcher
1
-0
/
+13
2014-10-13
Map: buildAttackAssists(Pawn, GridPoint2, Iterator<Pawn>) -> feed ↵
Jérémy Zurcher
1
-0
/
+3
activatedPawns and activablePawns
2014-10-13
Map: showAttackAssists(boolean) -> clear Hex.TARGET too
Jérémy Zurcher
1
-1
/
+3
2014-10-13
Map: add int attackAssistsCount()
Jérémy Zurcher
1
-0
/
+5
2014-10-13
Tile,Hex: add int defenseFor(Pawn, List<Pawn>)
Jérémy Zurcher
2
-2
/
+38
2014-10-13
Factory: now use Unit.UnitType
Jérémy Zurcher
1
-15
/
+20
2014-10-13
Unit: set UnitType, fix getAttackRangeFrom(Tile)
Jérémy Zurcher
1
-9
/
+17
2014-10-13
GameState: plugin StateType.ATTACK -> StateAttack() + quick fire, wait for ↵
Jérémy Zurcher
4
-7
/
+21
the class
2014-10-13
Ctrl: currentPlayer.turnStart()
Jérémy Zurcher
1
-0
/
+2
2014-10-13
StateCommon: add showTarget()
Jérémy Zurcher
1
-0
/
+5
2014-10-13
Map: add showAttackAssists(), isInPossibleAttackAssists()
Jérémy Zurcher
1
-0
/
+11
2014-10-13
Player: add int d6(), fix setActionPoints()
Jérémy Zurcher
1
-2
/
+12
2014-10-13
clean debug System.err
Jérémy Zurcher
4
-9
/
+10
2014-10-13
SearchBoard: add validatePathAngle(...) check angle of attack of successful LOS
Jérémy Zurcher
1
-5
/
+23
2014-10-13
Board: getHexAt(Vector ... ) -> getHexUnder(Pawn ...)
Jérémy Zurcher
1
-19
/
+10
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