## Combat
[x] Unit is selected based on the unit initiative queue
-[ ] A unit may skip its turn (moved to end of queue)
[x] Units have a move counter
[x] Move counter should be 1 for most units
[x] Display moves in UI for selected units
[x] Each action consumes moves
[x] Units are moved one tile at a time
-[ ] Moving costs 1 move but if the tile has special flags it may cost more
[x] When a unit is out of turns the next unit is selected
[ ] Units can attack ranged or melee
[ ] Melee works if unit is next to target
[ ] When a unit moves away from an adjacent melee unit it can attack
-[x] Units are selected in a queue of initiative
-[x] Once the queue is empty it is reset
[x] Units use state machines to update
[x] Each unit's start state is a polling state
[x] The polling state can either be player input or CPU input
## Units
-[ ] Each unit has a ranged or melee weapon
-[ ] Each unit has attack, health, and armor stats
-[ ] Units can be affected by damage over time
-[ ] Move unit with d-pad
-[ ] A = attack in direction
-[ ] Some units have melee or ranged heals.
+[x] Move unit with d-pad
+[ ] A/B = attack in direction
[ ] Ranged attacks can be blocked by solid tiles
[ ] Ranged attacks have a max range
-[ ] Every unit has a pointer to a dialog tree which is a set of quesions and answers
[ ] Units wake up when a player is too close
[ ] Units inside a hidden map area only wake up when the area is uncovered
[ ] Each level has its onw post generation step that can be run
[ ] Each level has a hard-cided post step that places the exit to the next level
[ ] Each level has a shortcut to town (previous entrance)
+
+## Classes
+[ ] Warrior -> can wear heavy armor, long sowrds, axes, hammers, shields, bucklers, short sowrds, learn magic of circle 1
+[ ] Ranger -> can wear medium armor, short swords, bucklers, bows, learn magic of circles 1-2
+[ ] Mage -> can wear light armor, staffs, learn magic of all circles
+
+## Weapons
+[ ] Regular weapons with just damage
+[ ] Special weapons for each class
+[ ] Cursed items
+[ ] Weapon durability
+
+### Special weapons
+
+[ ] Worldbreaker -> hammer for warrior
+[ ] Ranger General's Bow -> weapon for Ranger
+
+## Armor
+[ ] Regular armor with just AC
+[ ] Random enchatments for each stat
+[ ] Cursed items
+[ ] Armor durability
+
+### Special armor
+
+[ ] Robe of the archmagus -> for mage
+[ ]
+
+## Spells (Circles 1-6)
+[ ] Require minimum int to learn
+[ ] Are learned and improved by book drops (up to level 16 for each spell)
+[ ] Infravision (circle 1) -> uncovers all hidden rooms on the current map
+[ ] Mana shield (circle 4) -> drains mana instead of hp based on current int stat
+[ ] Fireball (cirlce 1)
+[ ] Hearth (circle 2) -> teleports back to town
+[ ] Poison strike (circle 3)
+[ ] Lightning strike (circle 3)
+