Tentative Milestones/Goals

Added documentation of project milestones and goals.
Update tentative_project_milestones.txt

Fixed indentation for readability.
adding search to applicationclass
Integration of Pathfinding Code

Integrated Pathfinding code into the Game Loop.
- Calculates shortest path to all reachable locations on the map for the
currently selected Agent
- Calculates the total cost of moving the currently selected Agent all
reachable locations on the map
- Calculation is spread out over several seconds to maintain consistent
frame rate
- When an Agent is selected and a tile highlighted, the shortest path
found will be highlighted from the Agent's location to the highlighted
tile

Active Agents and (Inactive) Agents are now stored in separate
containers.
- Agents are now dynamically allocated
- Inactive Agents are no longer part of turn checks.
- Active Agents now store and handle data specific to them (player
owner, initiative, flags for began and ended turn)
- Inactive Agents can no longer be selected

Agents now have names
- Selected Agent's name is now displayed instead of identifying index

Added function to calculate the distance between two tiles.
Added functions to create Active and Inactive Agents, remove all
existing Agents.
Initial Implementation for Agent Commands

Added options to issue Move and Attack Commands to the currently
selected Agent.
- Buttons on the CombatMap menubar
- Issues Order/Command on left click, cancels on right click
- Movement path to be taken by the currently selected agent is only
displayed when giving a Move order
- Attacking is not yet implemented
Extension of Config for window size

The configuration file can now be used to set the resolution of the
application window and for toggling fullscreen
- Fullscreen currently uses the desktop resolution
Tooltip Implementation

Extended use of tooltips beyond initial proof of concept
- Custom tooltips displayed for valid UI elements
- Positioning of tooltip corresponds to the UI element being described
- Significant optimization still necessary

Single sentence objects can now display text over multiple lines
- Does not yet keep words on a single line
Improved Efficiency of Pathfinding Code

Changed the implementation of how pathnodes are processed
- Pathfinding can be done significantly faster
- Greatly reduced (effectively eliminated?) the slowdown associated with
a large queue of pathnodes
Merge UI Development into Master

Resolved conflicts that Github seems to have generated