Half-done changes along branch topic, still working.
Couple corrections to partially done update.
More mods, partially done ...
I am not sure if this bothered anyone else, but this change moves the input section of the UI window to the bottom of the window. So when a transaction fails to occur, the input is not covered up by the dialog text. Currently, the new line that says Transaction Failed pushes the Supply and Price lines down, which covers up the input. This looks a little weird when the transaction has not failed yet but overall it is better, I think.
Cleaner version of previous commit. Gets the max_rum amount from the ship and transaction fails if you try to buy more rum than ship can hold.
Finished implementation.  Did a bit of testing and it looks good.  Ports do not accumulate rum time when they're sitting at a rum limit, to avoid massive rum times building up, leading to massive rum changes when the rum amount comes off the limit.  Otherwise everything works like expected.
In previous commit rum amounts could not change when at a limit, which is a problem if a buy port is at 0 rum or a sell port is at max rum.  Refactored so that doesn't happen.
Updated the Ship class to change rum rate exactly like the Ports do now.  This code is duplicated, and probably should be in a base class or a component.
Changed all transaction events to use unsigned integers because that's what rum and gold is stored as now.
Yet another tweak that gets this working as it was intended.  Now ports and ships don't accumulate rum time when they're at the limit their rum rates are driving them to, but they DO accumulate rum time at all other times.
Merge pull request #62 from fenaren/ui_fix

I am not sure if this bothered anyone else, but this change moves the in...
Merge pull request #63 from fenaren/fixbug55

Cleaner version of previous commit. Gets the max_rum amount from the shi...
Merge pull request #64 from fenaren/failpause

Removed UnpauseFailHandler.
Merge remote-tracking branch 'origin/master' into integer_rum_gold
Changed some types to unsigned int to match how al the parameters modified by this work are now stored.  Prettied up some spacing.
Created skeleton for AI enemies
Merge branch 'master' into enemies
Added rum price to TransactionStartEvent.  GameLogic fills this in when it makes the TransactionStartEvent.  Still need to get the game view to use this data instead of calculating it on its own.
Human game view now uses the rum price supplied in the transaction start event to display in the transaction window, rather than its own calculation.  Tested briefly, looks to be working.
Merge pull request #65 from fenaren/integer_rum_gold

Integer rum gold