Trying to not fail at github
Fixed some parts of numberOfMoves, did some client server work
Improved validMoveSyntax

validMoveSyntax now handles a move of the form: 'move1 + move2 + ....'
Added null move (pass)

The game no longer requires that all possible capturing moves and
successive captures be entered. In addition, it now allows for
"passing" a turn. This is done by passing "N" as the move.
Minor fixes

Fixed getDirection, and added a new fuction move2 to be used
specifically along with move(String)
Made game handle user being either black or white

There is not a nice, clean interface for selecting which player is
which yet, but it proves that it is possible. humanPlayer selects which
type the user plays as. The AI plays as the other
Added more client server functionality

The game now plays more like it should. The server is computer
controlled and the client human. Will given an error on the second
human move, need to get to the bottom of that.

Also cleaned up the interface to get an possible move from the AI.
Basically just moved what was in main to Fanorona.
Minor bug fixes
More bug fixes

numberOfMoves, catching endgame etc
Added selection for client/server in SocketMain

For server mode, just launch and enter 1. For client mode, the hostname
and port number needs to be passed as command line params
Added human/computer selection

After selecting server/client, prompt for human or computer control.
Game board params are still hard coded
Bug fix

Fixed server not ending after an illegal client move
Added basic time checking for the server moves
Added move time check for client's moves
Pointer to best node added

Changed the MiniMax tree class to now hold the pointer to the best node found during the processing of the tree.
Added MiniMaxTree getPath

Adds a function to the MiniMax tree that will return in a linked list the game states from the root node to the best child node. This is supposed to be called after process tree has been called first.

Also updated the tests to work with some of the MiniMaxTree changes.
Added primitive iterative deepening and handling time restrictions

Had to make changes to the minimax tree code so that it could throw
exceptions (which I use to control how long the code runs). If it
generates the tree with too high of a depth it will cause a stack
overflow, not sure if this is a result of the fact that huge amounts of
data are being generated, or if there is a bug somewhere
Beginning of main to GameWindow transition

Copied most of the code from the main function to GameWindow. Is currently a work in progress. Trying to comply with style guides with code refactoring.

Also added beginning of the support for the quit and reset buttons.