Adding stock spell and spells in your face model
Removing SpellInProgress because spell time is handled by the server
Merge branch 'master' of github.com:etaque/shiftmaster into spell-handling

* 'master' of github.com:etaque/shiftmaster:
  Radius for spells
  Added distanceBetween for Point
  Server side spells WIP
  Spell model
  fix scroll frenzy on linux and w$
Merge branch 'master' of github.com:etaque/shiftmaster into spell-handling

* 'master' of github.com:etaque/shiftmaster:
  distinction between Spell and Buoy
  spell collision detection
  Option instead of Seq for spells
add player spell and triggered spells to client model and ports
update client model from server data
ignore game.js
Merge branch 'master' of github.com:etaque/shiftmaster into spell-handling

* 'master' of github.com:etaque/shiftmaster:
  s/playerSpells/playerSpell
hack RaceActor to have random spells (revert me!)
fix english "leaved" -> "left" -> "quit"
Adding an ugly red circle if the player has pole inversion spell
BoatState != BoatInput
Better graphics for pole inversion
refactor boat update from client
Merge branch 'spell-handling' of github.com:etaque/shiftmaster into spell-handling

* 'spell-handling' of github.com:etaque/shiftmaster:
  Adding an ugly red circle if the player has pole inversion spell
Merge branch 'master' of github.com:etaque/shiftmaster into spell-handling

* 'master' of github.com:etaque/shiftmaster:
  Spell trigger and expiration

Conflicts:
	app/actors/RaceActor.scala
	app/models/Game.scala
add spellCast to client race output
Merge branch 'spell-handling' of github.com:etaque/shiftmaster into spell-handling

* 'spell-handling' of github.com:etaque/shiftmaster:
  Better graphics for pole inversion
fix boat state creation and update from client input
fix buoy removal on collision :)