Added basic attack class skeletons
Most of the power attack code is written, but not tested.
All power attack code save helper die assistance
Side effect flags, requirements on return values from attack_values and assist_values (which was renamed)
Finish renaming assist_attack to assist_values
X choose Y iterator. Because we need one for finding potential skill attacks.
Oops. Allow you to choose Y in that iterator.
Track position between levels of recursion, making key() not completely useless.
Cleanup, stupid error fixing, refactoring.
More cleanup, refactoring, error-fixing. Added support for attack assistance (by Fire dice or the like)
Slight change to accomadate rebound attacks.
Unit test skeletons
Merge branch 'master' into attacks
Moved checking for attacking dice helping themselves from attack code to BMDie->assist_values
Combined search_manyvone and _onevmany
Separated attack test classes into files, moved to subdirectories.
Moved the X choose Y iterator to a new utility code file.
XCY iterator actually works
Comments! So somebody can understand the iterator if they ever need to without tracing their way through its guts.
Merge remote-tracking branch 'jl8e/attacks' into attacks
Start attacks branch.