Suppressed some warnings. Tweaked the Board test so it will run.
The tests still all fail due to an error with the gui.

I'm going to pull the UI CODE out of the LOGIC CODE. Again.
- Removed all UI calls from the logic code.
- Fixed the stat panel display issue that occurred when a player
  was kicked.
- Changed stat panel to repaint after each turn. A stat button
  now has a Player field instead of a player number. If the player
  has been kicked, the button displays grey/black and states that
  the player has been kicked.
- Created a new game file with players being kicked so everyone
  can see how it works.
- Removed the menu bar. We do not need to take any input from the
  UI in any possible scenario and we've wasted too much time trying
  to make an unneccessary feature work.
Forgot to remove kicked players from the board display. Fixed.
Working on features for networking portion.

Initial bootstrapping of the network/game is the focus. Once I get it working
through my tests, I will simply make a call in our original main method and
construct the gameclient there, and get moves from the client.
Further progress on the GameClient, need to finish the run method

The run method should say hello to everyone, and say hello to everyone and
start the game. It will process players and their moves 1 by 1 by communicating with Game.javFurther progress on the GameClient, need to finish the run method

The run method should say hello to everyone, and say hello to everyone and
start the game. It will process players and their moves 1 by 1 by communicating with Game.javaa
The client can connect to all the move servers and send them the QUORIDOR msg.

The MoveServers will sit and wait for the client to connect to it, when that
happens, it will send a hello msg, and then the client sends the quoridor
message containing the player number each move server is going to be playing as.
Changed the Game.java around so that it uses the static variables

We had them written in there for constants like wall changes... But we never
used them.. Now we are.. Going to try and marry the GameClient and Game
so we can get moves from people over the network..
Starting to tear up the Game.java, if youre looking for something, go one before
this commit....

Working on marrying the Network to our game... I wrote a function that will
ask the game client for the next move which will ask the move server for its
move, then return it to the Game class, which then checks if the move is valid,
if it isn't it is kicked... that will eventually be moved to the game client itself to make sure that it is easy to boot people...
Removed buttons and methods for starting a new game at the end..

They are pointless. We won't be starting a new game.
Implemented booting players on the network side... Will return shortly to test

The move is sent, if its an illegal move, the client is contacted and boots
the last player that made a move.
Send message to all players that someone was kicked.
Networked game is working

Need to work on booting players due to the fact that it doesn't skip the players
after.. Starting that now.
IDK what is going on with GIT today
Done for the day.
Started working on tests for Board.java.

Wrote some scripts to make starting up a game a little quicker. If
you want to get a 2 player game started up locally:

1) cd into team-511Tactical directory
2) $ sh initialize2Players.sh
3) Enter names for your players in the server terminal windows.
4) $ sh startClient.sh

You have to have xterm for the scripts to work. Linux boxes should
have it. Macs need to download XQuartz (new version of X11).
Got space labels and side labels merged in from master branch.
Finished Wall tests. Tests written for methods that are not simple
gets or sets.

    - intersects
    - overlaps
    - isBetween
Beefed up the tests for the Board class. Need additional testing for
the possible moves method, but the other methods are pretty well
covered.
Got the JavaDoc comments all caught up in the logic classes.
(Game, Board, Wall, Player).

Marc has stayed on top of the comments for the networking classes
and Tyler and Dylan are most familiar with the UI, so I've left
those classes alone.
Protocol problems with network