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2014-11-19splite head into us-head and ge-headJérémy Zurcher1-14/+14
2014-11-19Unit: add HQ = 5 overlayJérémy Zurcher1-6/+14
2014-11-18Map: leaveBoard does not reset Pawn but add it to activatedPawnsJérémy Zurcher1-1/+1
2014-11-18BattleCounterAttack: set geExit.orientation = Orientation.NORTHJérémy Zurcher1-1/+1
2014-11-18StateMove: goto StateEscape when possible to escapeJérémy Zurcher1-3/+15
2014-11-18StateCommon: add checkExit(Unit, Hex)Jérémy Zurcher1-0/+16
2014-11-18add StateEscape and Hud.askExitBoard()Jérémy Zurcher4-0/+94
2014-11-18PossiblePaths: add setExit(Orientation exit)Jérémy Zurcher1-0/+8
2014-11-18Board: pushPawnOnto(..) does nothing if tile is OFFMAPJérémy Zurcher1-1/+2
2014-11-18Hud: factorize closeDialog()Jérémy Zurcher1-4/+4
2014-11-18BattleCounterAttack: add exitZoneJérémy Zurcher1-23/+23
2014-11-18StateCommon: add missing @OverrideJérémy Zurcher1-0/+2
2014-11-18Battle,BattleCommon: add Zone getExitZone(Unit unit) and add param Zone exitZ...Jérémy Zurcher2-0/+21
2014-11-18BattleCommon: add missing @OverrideJérémy Zurcher1-0/+4
2014-11-18Map,StatePromote: state does everything, TODO burn 1 AP downJérémy Zurcher2-8/+3
2014-11-18Unit: add promote(), degrade()Jérémy Zurcher1-0/+28
2014-11-18engine.EntryPoint -> engine.ZoneJérémy Zurcher10-70/+70
2014-11-18StateMove: fix abort when nothing has been doneJérémy Zurcher1-1/+4
2014-11-17add battles/BattleCounterAttack : neede escape possibilityJérémy Zurcher2-0/+177
2014-11-17Player: add ArrayList<Unit> escaped, int escaped(), unitEscape(Unit)Jérémy Zurcher1-0/+13
2014-11-17BattleCommon: add exitPointJérémy Zurcher1-0/+6
2014-11-17BattleLastStand: fix EntryPoint sizeJérémy Zurcher1-1/+1
2014-11-17Battle: getReinforcement(Ctrl) -> getReinforcement(Ctrl, Map)Jérémy Zurcher5-6/+6
2014-11-17add battles/BattleLastStandJérémy Zurcher2-0/+172
2014-11-17Battle: owns usPlayer, gePlayer, implementations return them when neededJérémy Zurcher3-18/+15
2014-11-17Ctrl: do correct calls to battle.getPlayer(...)Jérémy Zurcher1-5/+5
2014-11-17BattleCommon: add addReinforcement(Player, EntryPoint, UnitId, boolean) -> se...Jérémy Zurcher1-0/+6
2014-11-17BattleCommon: remove getPlayer(boolean, boolean) and Army first/secondJérémy Zurcher3-21/+22
2014-11-17Map: use new engagement resolution APIJérémy Zurcher1-6/+15
2014-11-17Unit.FLANK_ATTACK_BONUS = 1Jérémy Zurcher1-0/+2
2014-11-17Tile,Hex: replace int defenseFor(Pawn, Pawn, Board.PawnCollection) with int d...Jérémy Zurcher2-31/+3
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
2014-11-16Battles: 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