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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
2014-11-16Ctrl: add deploymentDone() might change player order when both doneJérémy Zurcher1-9/+22
2014-11-16StateDeployment: update hud on unitEnter() or undo()Jérémy Zurcher1-0/+2
2014-11-16Player: add boolean isDeploymentDone()Jérémy Zurcher1-0/+5
2014-11-16Battle: getFirstPlayer(), getSecondPlayer() -> getPlayer(boolean first, boole...Jérémy Zurcher3-12/+5
2014-11-16Ctrl: code reorderJérémy Zurcher1-9/+9
2014-11-16Battle: code reorderJérémy Zurcher4-63/+63
2014-11-16Hud: if okCancel or stats are visible only them can hitJérémy Zurcher1-5/+8
2014-11-16StateDeployment,Ctrl: add done buttonJérémy Zurcher2-0/+6
2014-11-16add BattleFrontalAssaultJérémy Zurcher2-0/+144
2014-11-16add StateDeploymentJérémy Zurcher3-0/+143
2014-11-16Ctrl: endDeployment() call state.done()Jérémy Zurcher1-0/+1
2014-11-16Ctrl,Hud: add checkDeploymentDone(), endDeployment(), askEndDeployment()Jérémy Zurcher2-0/+25
2014-11-16Ctrl: typoJérémy Zurcher1-2/+2
2014-11-16Battle: add boolean deploymentDone(Player player)Jérémy Zurcher2-0/+8
2014-11-16StateBreak,StateRotate: use upHex in Orientation.fromAdjJérémy Zurcher2-2/+2
2014-11-16UnitDock: do not show if dock emptyJérémy Zurcher1-0/+2
2014-11-16PlayerInfo: add blockEndOfTurn(boolean blocked)Jérémy Zurcher1-0/+5
2014-11-16EntryPoint: add public Orientation orientationJérémy Zurcher1-0/+1
2014-11-16Map: add boolean enterBoard(Pawn pawn, Hex to, Orientation entry)Jérémy Zurcher1-0/+5
2014-11-16Ctrl: code reorderJérémy Zurcher1-14/+14
2014-11-15Ctrl: replace toggleState(StateType, StateType) with reinforcementHit()Jérémy Zurcher2-9/+7
2014-11-15StateBreak,StateRotate: use Orientation fromAdj(Tile, Tile)Jérémy Zurcher2-2/+2
2014-11-15Orientation: addstatic Orientation fromAdj(Tile from, Tile to)Jérémy Zurcher1-0/+5
2014-11-15StateBreak: clean upJérémy Zurcher1-7/+6
2014-11-15StateEngange: set animation count end state afterJérémy Zurcher1-4/+3
2014-11-15StateRotate: doRotation sets after animation stateJérémy Zurcher1-5/+5
2014-11-15StateRotation: doRotation return after animation stateJérémy Zurcher1-10/+8
2014-11-15Ctrl: add setAfterAnimationState(StateType)Jérémy Zurcher1-7/+5
2014-11-15Ctrl: actionDone() -> if next state is DONE burn down AP end check for end of...Jérémy Zurcher1-6/+8
2014-11-15Ctrl: move setState(battle.getState(player)); into startPlayerTurn()Jérémy Zurcher1-1/+1
2014-11-15StateMove: coding styleJérémy Zurcher1-3/+3
2014-11-15Hud: add notifyEndOfTurn()Jérémy Zurcher1-0/+7
2014-11-15Unit: add setMoved() to mark it unconditionallyJérémy Zurcher1-3/+8
2014-11-15OkCancel: add boolean to hide cancel buttonJérémy Zurcher1-0/+6
2014-11-15Hud,PlayerInfo: askEndTurn() -> askEndOfTurn()Jérémy Zurcher2-2/+2
2014-11-15Player: getAp() never returns a value > action pointsJérémy Zurcher2-1/+2
2014-11-14Map: show/hideFinalPath() -> show/hidePath()Jérémy Zurcher3-5/+5
2014-11-14StateMove: abort return ANIMATIONJérémy Zurcher1-1/+1
2014-11-14Pawn,Board,Map,StateRotate: use regular move for rotationJérémy Zurcher4-46/+19
2014-11-14Pawn: add boolean isRotation() {distance == 0}Jérémy Zurcher1-0/+5
2014-11-14PossiblePaths: support rotation has moves of distance 0 and cost 0Jérémy Zurcher1-14/+17
2014-11-14PossiblePaths: add boolean isSet()Jérémy Zurcher1-0/+5
2014-11-14Pawn: default mvt cost is 0Jérémy Zurcher1-1/+1
2014-11-14Pawn: protect against HQ activation move debugJérémy Zurcher1-1/+3
2014-11-14Unit: revertLastMove: restore mpLeft = mpJérémy Zurcher1-0/+1
2014-11-14Ctrl: when animations are over: default stateAfterAnimation to StateType.DONEJérémy Zurcher1-2/+5
2014-11-14Ctrl: fix stateType management to ensure sequential changesJérémy Zurcher1-2/+4