Added dedicated tests covering targeting.
Clean up assert statements.
Cut tests now covered by new SpellDamage tests.
Move Nightblade tests into minion package.
Switch "todo" to "TODO" so Eclipse can find them properly
Pulled node creation into handler routines in order to prep for more testable node generation. (Basically, this means tests can generate one round of nodes without needing to do the full recursive build.)
SparseBoardStateFactory now follows the new pattern. This change exposed two strange behaviors: The AI considered playing TheCoin/Innervate without a follow up as exceptable. The old pattern had "do nothing" as its default behavior but the new system does not. The fix was to value all cards regardless of mana cost. The second issue was that StopNodes can result in a board state with no valid moves. Various tests assumed a valid action/state pair would be returned but the new system did not automatically generate do nothing nodes in the same manner. The fix was to add an explicit do nothig node after a StopNode was resolved if and only if no valid moves were found.
Removed the old pattern and collapsed the node recursion into the main loop. This will allow for more thorough testing of the move lists.