triplea: 1.7.0.1-1~getdeb1

  * New upstream version
    * New attachment properties for Triggers, Politics, and User Actions:
    "chanceIncrementOnFailure" and "chanceDecrementOnSuccess" which will
    modify the "chance" value. (veqryn)
    * Fixing fuelCost to not be charged for units in transports. (veqryn)
    * Major changes to both the map and the placements and the rules for
    "Great War" world war one game. (veqryn)
    * Implemented all sounds through
    IDelegateBridge.getSoundChannelBroadcaster().playSoundForAll() or through
    DefaultSoundChannel.playSoundOnLocalMachine() for a few local sounds like
    slapping in chat. (veqryn)
    * Created new channel broadcaster for use with playing sounds on both
    server machine and client machines. (veqryn)
    * Created user interface element for RandomStartDelegate, so that players
    can pick which territory they want and what units they want in it.
    (veqryn)
    * Gave all AIs methods to pick territories, and they will attempt to
    focus on a single area of the board. (veqryn)
    * Created new game option property, "Territories Are Assigned Randomly",
    which determines if territories are randomly assigned or picked by
    players during RandomStartDelegate. (veqryn)
    * Created new delegate, "RandomStartDelegate", which will allow for
    randomly assigned territories or territories chosen in turn order.
    (veqryn)
    * Fixed problem where territory names that were parseable integers could
    not allow any territory based conditions. I still recommend territories
    have a non integer character in them though. (veqryn)
    * Fixed null pointer error in signalGameOver when called by a trigger for
    a game that has never reached the end round step. (veqryn)
    * Minor adjustment to retain capital produce number methods to allow a
    value of zero. (flaaargle)
    * Created user interface element for the User Action Delegate, based on
    the existing politics interface. (veqryn)
    * Created new delegate, "UserActionDelegate", which will allow nations to
    take any kind of condition/trigger based action. (veqryn)
    * Created new text file, "actionstext.properties", which contains action
    text for the user interface for taking user actions, similar to
    politicstext.properties. (veqryn)
    * Added new property, "activateTrigger", to UserActionAttachment, which
    will fire a trigger when the nation takes this action. (veqryn)
    * Added properties for conditions, conditionType, invert, chance, costPU,
    text, actionAccept, and attemptsPerTurn to the User Action Attachment.
    (veqryn)
    * Created new attachment, "UserActionAttachment", which holds actions
    that can be taken by a player, based on an abstraction of the political
    action attachment. (veqryn)
    * New Condition Attachment property option, "gameProperty", which can be
    set equal to the exact string of any boolean game property option,
    including custom made up ones. (veqryn)
    * Created new AI specially for multiplayer free-for-all games, "Does
    Nothing AI", which will buy units the first round then destroy all money
    all subsequent rounds, along with doing nothing else. (veqryn)
    * Abstracted methods to find the power and rolls of units into a single
    method. (veqryn)
    * Fixed issue with Marine amphibious attackers showing a bonus on the
    battle screen even when attacking via land. (veqryn)
    * Fixed null pointer error in Strong AI (Moore AI). (veqryn)
    * Getting the UnitSupportAttachment faction option to handle both allied
    and enemy, thereby allowing giving positive or negative support to enemy
    units. (veqryn)
    * Getting the UnitSupportAttachment dice option to handle both strength
    and roll, thereby allowing giving extra rolls to units. (veqryn)
    * Changing defending submarines to fire after all attacking units under
    classic rules, where property Defending Subs Sneak Attack is false.
    (veqryn)
    * Created new button, "Order of Losses", in the battle calculator, which
    will all you to put in a text script of which casualties to select in
    what order. (veqryn)
    * Added option to retreat in battle calculator when we are losing, which
    is approximated by seeing if our 'meta-power' is lower than the
    opponent's. (veqryn)
    * Created new image utility, TileImageReconstructor, which will recreate
    an image based on base tiles or relief tiles and/or draw a polygons file
    onto an image. (veqryn)
    * Adding a visual log to AutoPlacementFinder and TileImageBreaker, and
    getting the AutoPlacementFinder to cut out at a max of about 50
    placements per territory. (veqryn)
    * Changed unit attachment "isMarine" to allow for integers instead of
    boolean. (veqryn)
    * Updated default casualty selection to take territory effects into
    consideration. (veqryn)
    * Updating web poster to keep track of many entered websites, and save
    them all to the local cache but not to the savegame. (veqryn)
    * Created new unit attachment property, "canAirBattle", which determines
    if a unit participates in a normal battle's air battle. (veqryn)
    * Allowing defense to ground their planes before an air battle (preceding
    a normal battle) if withdrawing is turned on, however if the territory is
    lost they die. (veqryn)
    * Fixed battle screen null pointer errors caused by maps with artillery
    units but no supportable units. Also fixed bug where maps without notes
    could not be closed. (veqryn)
    * Allowed AA Gun type units to fire back in same round if killed by other
    AA Gun type units. (veqryn)
    * Added new steps to must fight battle so that offensive aa guns will
    work correctly. (veqryn)
    * Created new unit attachment properties, "offensiveAttackAA" and
    "offensiveAttackAAmaxDieSides", which will be used by offensive aa guns.
    (veqryn)
    * Created new unit attachment property, "maxRoundsAA", which sets the
    number of rounds an AA gun may fire in, with 1 being default. Only normal
    battles are affected, while flyover and strategic bombing are not
    affected. (veqryn)
    * Created new game option property, "Battle Rounds", which sets the
    maximum number of rounds of combat for normal battles, with -1 being
    infinite which is default. (veqryn)
    * Created new game option property, "Can Scramble Into Air Battles",
    which will allow a player to scramble air to neighboring territories in
    order to defend against air raids and air battles. (veqryn)
    * Set up battle delegate and tracker to allow air battles to be created
    for normal battles. (veqryn)
    * Created new game option property, "Battles May Be Preceeded By Air
    Battles", which will allow normal battles to have air battles first.
    (veqryn)
    * Created new game option properties, "Air Battle Attackers Can Retreat"
    and "Air Battle Defenders Can Retreat", which allow retreating from air
    battles. (veqryn)
    * Created new game option property, "Air Battle Rounds", which will allow
    setting the number of rounds of combat for air battles. (veqryn)
    * Abstracted StrategicBombingRaidPreBattle to become AirBattle, no longer
    extending StrategicBombingRaid. (veqryn)
    * Fixed bug that caused a rare skipping of a battle involving transports
    and air vs undefended transports. (veqryn)
    * Adding new PBEM feature, the ability to post to a custom triplea
    website. (weigo)
    * Adding scroll bar to chat panel for online game waiting host room
    before game launched. (veqryn)
    * Expanded Unit tool tips to include unit support attachments, and also
    to detail more info for other abilities. (veqryn)
    * Increasing maximum memory to 1gb (1024mb), up from 768mb. (veqryn)
    * Creating a new monthly check to see if all maps are up to date, and if
    not then asking the user to update their maps. (veqryn)
    * Allowed "men" in International Draughts to capture backwards, which
    appears as a game option in Checkers. (veqryn)
    * Created caching mechanism for the game notes, so that it is only in
    memory when the notes tab is open and otherwise can be cleared from
    memory if needed. (veqryn)
    * Created a new Unit Attachment option, "damageableAA", which allows this
    AA gun type unit to cause damage to a two hitpoint unit instead of
    outright killing it. (veqryn)
    * Fixed bug where AA shots on 2 hitpoint units with Choose AA Casualties
    on was resulting in no damage or killed unit. Also changed battle display
    to show "typeAA" for each AA Fire phase, instead of a generic identifier.
    (veqryn)
    * Allowing custom AA hit and miss sounds for irregular AA types, with the
    folder being located at "battle_<typeaa>_hit" and "battle_<typeaa>_miss"
    (folder must be lowercase though), where <typeaa> is the unit attachment
    "typeAA" of that unit. (veqryn)
    * Adding text labels to the Battle Calculator for the number of hitpoints
    and the total attack or defense power of each side. (veqryn)
    * Adding a new Hot Key "F" for 'Find Units', which will highlight all
    units you own that have movement left, but only during a movement phase.
    (frigoref)
    * Allowed Edit Mode to add land units to a sea zone if there are either
    transports already there or transports also being added at the same time.
    (veqryn)
    * Allowed Edit Mode to remove units owned by different players. (veqryn)
    * Changed territory attachment "victoryCity" to allow integers instead of
    boolean, thereby allowing victory cities with greater value, and also
    added a tooltip to tech purchase phase to show what techs are in each
    category. (eurofabio)
    * Allowed Edit Add Units to check if artwork exists for units not in a
    production frontier, and if so allow them to be created. (veqryn)
    * Added more info to Battle Calc including total TUV swing, and allowing
    retreat after losing all air units or having only x units left. (veqryn)
    * Fixed bug where having sea units begin the turn on top of an enemy sub,
    and then not moving them but also not attacking, caused them to lose
    their movement anyway. (veqryn)
    * Fixed bug where you could move a destroyer after it had killed a sub,
    during noncombat move. (veqryn)
    * Updating text xml's and adding TWW xml for new tests. (veqryn)
    * Fixing bug in air movement validation for complex movement cases.
    (veqryn)
    * Fixing several memory leaks related to game notes staying in memory
    multiple times. (veqryn)
    * Creating Edit Mode for Grid Based games like chess, checkers, and go.
    (veqryn)
    * Added feature to automatically parse HTML text in game notes and in
    notifications, and replace all image links with links to the map folder's
    "doc/images/" directory, thereby allowing local image files to be used.
    (veqryn)
    * Adding ability to specify when the attacker should retreat after how
    many rounds, to the battle calculator. (veqryn)
    * Added fields for average number of rounds, average attacking units left
    when attacker won, and average defending units left when defender won, to
    the battle calculator. (veqryn)
    * Added new Edit option to change political relationships between
    players. (veqryn)
    * Created option in game 'View' menu to change the font size and font
    colors of things like territory names, pu's, unit count, and factory
    damage count. (veqryn)
    * Fixed serious bug with process runner util that prevented a new
    classpath from being used, most notably preventing the 'old jars' from
    getting run. (veqryn)
    * Creating a method in IDisplay to send messages to all player's
    computers, but only once per computer. Also includes ability to send to
    certain players only. (veqryn)
    * Forced all non-returning void dialogs to run in a separate process as
    to not block the game from moving forward.
    * Forced all UI interactions to either go through a single thread, or
    wait for thread to finish, so as not to have multiple popups at same
    time. (veqryn)
    * Creating simple message dialog report for end of turn collection of PUs
    and national objectives and any blockade action. (veqryn)
    * Creating a mouse shadow image to go with the route image, showing how
    much movement you have left for any selected units, in blue font.
    (veqryn)
    * Possibly fixing bug where the game host process does not end, even
    though all windows close. (veqryn)
    * Allowing all Grid Games to use the play by email and forum posters.
    (veqryn)
    * Abstracted the Forum Poster to its own component and static methods.
    Added new checkboxes for including savegame and for reposting the turn if
    it failed the first time. (veqryn)
    * Creating victory conditions for Go, and creating a UI for players to
    negotiate which groups of stones are alive or dead. (veqryn)
    * Creating all game logic for Go. (veqryn)
    * Creating UI for Go. (veqryn)
    * Allowing Grid Games to change their width and height mid-game, like
    through game options. (veqryn)
    * Creating initial framework and loader for Go. (veqryn)
    * Creating simple AI for Checkers, and adding rules to enforce the
    forcing of jump capture moves when available. (veqryn)
    * Creating UI for Checkers. (veqryn)
    * Adding all game logic for Checkers. (veqryn)
    * Adding sound for joining a game chat room. (cpp-ose & jeparedes)
    * Creating framework and loader for Checkers. (veqryn)
    * Adding Chess to available games that come with TripleA, and cleaning up
    source and UI, and fixing various bugs in the grid games framework.
    (veqryn)
    * Getting Grid Games to use the History Panel, and adding the history
    panel and other options to their menu bar. (veqryn)
    * Getting GridMapPanel to scroll by having it extend
    ImageScrollerLargeView, and fixing up all grid based games to use this.
    (veqryn)
    * Getting Grid Games to allow having a chat panel in multiplayer and
    networked games. (veqryn)
    * Abstracting both Sliding Tiles (N-Puzzle) game and Tic Tac Toe game
    into Grid Game. (veqryn)
    * Created a min-max/alpha-beta type of AI, which takes a long time to
    think but actually makes OK moves. (veqryn)
    * Created a very very simple AI for Chess, based on random moves plus
    capturing pieces when available. (veqryn)
    * Finished checking for Check and Check Mate in Chess. (veqryn)
    * Finishing movement validation for Chess. (veqryn)
    * Adding a visual cue for which moves are legal for Chess and other Grid
    games. (veqryn)
    * Added movement validation logic for Chess. (veqryn)
    * Upgrading the graphics for Grid Games, and including a mouse shadow of
    selected units, and a highlight of which units on map are currently
    selected. (veqryn)
    * Major abstraction of both King's Table and Chess into a single
    framework for Grid based games. (veqryn)
    * Completing most of UI aspect of Chess game. (veqryn)
    * Creating framework for a Chess game. (veqryn)
    * Created a notification to the user when they start a version of TripleA
    for the first time, showing the new features of this version. (veqryn)
    * Created a notification to the user when they start TripleA that checks
    if their TripleA is the latest version, and if not asks them to update
    it. (veqryn)
    * Created a notification to the user when they click "list games" that
    will alert them to which maps they already have which may be out of date
    and need updating. (veqryn)
    * Added the default map downloader xml web link to the download maps
    feature, if the user does not already have any. (veqryn)
    * Fixed movement validation bug that prevent loading of land units onto a
    transport during noncombat if the transport was in an enemy 'owned' sea
    zone. (veqryn)
    * Fixed bug where units being transported or otherwise dependent were
    being counted towards unit presence and unit exclusion objectives.
    (veqryn)
    * Changing territory attachment "occupiedTerrOf" into "originalOwner".
    (veqryn)
    * Deleting game option property "Occupied Territories" since it does not
    do anything anymore. (veqryn)
    * Created new territory effect attachment option, "unitsNotAllowed",
    which is a list of units that will be prevented from moving into any
    territories with this effect. (crystalct)
    * Adding ability to specify which round the game starts on, through a
    round offset in gameplay section of xml. (veqryn)
    * Added ability to Right Click on any node in the History panel, and save
    a game at that point in history [could still be buggy, do not use for
    tournament games]. (veqryn)
    * Abstracted delegates so that the server can now determine if it needs
    to wait on the user for input for a delegate or not. (veqryn)
    * Fixed bug where having a tech token but not having enough money to buy
    a new one, would cause you to skip rolling for the existing token.
    (veqryn)