SET_GENERATE_SPEED(500)

START_MONEY(PLAYER0,1000)
START_MONEY(PLAYER1,3000)
START_MONEY(PLAYER2,3000)
START_MONEY(PLAYER3,3000)

COMPUTER_PLAYER(PLAYER1,0)
COMPUTER_PLAYER(PLAYER2,0)
COMPUTER_PLAYER(PLAYER3,0)

MAX_CREATURES(PLAYER0,20)
MAX_CREATURES(PLAYER1,25)
MAX_CREATURES(PLAYER2,25)
MAX_CREATURES(PLAYER3,25)

DEAD_CREATURES_RETURN_TO_POOL(1)

ADD_CREATURE_TO_POOL(TROLL,30)
ADD_CREATURE_TO_POOL(SORCEROR,10)
ADD_CREATURE_TO_POOL(BILE_DEMON,30)
ADD_CREATURE_TO_POOL(DARK_MISTRESS,30)
ADD_CREATURE_TO_POOL(VAMPIRE,20)
ADD_CREATURE_TO_POOL(DRAGON,30)
ADD_CREATURE_TO_POOL(HELL_HOUND,30)
ADD_CREATURE_TO_POOL(ORC,15)
ADD_CREATURE_TO_POOL(DEMONSPAWN,30)

REM Creature availability
CREATURE_AVAILABLE(ALL_PLAYERS,TROLL,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,SORCEROR,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,BILE_DEMON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DARK_MISTRESS,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,VAMPIRE,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DRAGON,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,HELL_HOUND,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,ORC,1,1)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,1)

REM Room availability
ROOM_AVAILABLE(ALL_PLAYERS,TREASURE,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,LAIR,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,GARDEN,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,TRAINING,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,RESEARCH,1,1)
ROOM_AVAILABLE(ALL_PLAYERS,WORKSHOP,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BARRACKS,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GUARD_POST,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,PRISON,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TORTURE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,SCAVENGER,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,TEMPLE,1,0)
ROOM_AVAILABLE(ALL_PLAYERS,GRAVEYARD,1,0)

REM Spells availability
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)

REM Doors and traps availability
TRAP_AVAILABLE(ALL_PLAYERS,POISON_GAS,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,STEEL,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,BOULDER,1,0)
DOOR_AVAILABLE(ALL_PLAYERS,MAGIC,1,0)
TRAP_AVAILABLE(ALL_PLAYERS,LIGHTNING,1,0)

REM ******************************************************

IF(PLAYER0,GAME_TURN >= 10)
QUICK_OBJECTIVE(1,"Welcome, Keeper. Your objective here is simple - destroy other Keepers. There is only one problem. Heroes. In the middle of this forgotten land so ... ugh ... good people build their fortress. They're well trained, and you really have to make good army to attack them. Otherwise you won't do your objective.",PLAYER0)
    
ENDIF

IF(PLAYER_GOOD, TOTAL_CREATURES == 21)
QUICK_INFORMATION(2,"Good people are dying.")
ENDIF

IF(PLAYER_GOOD, TOTAL_CREATURES == 14)
QUICK_INFORMATION(3,"Hahaha! Holy power is weakening")
ENDIF

IF(PLAYER_GOOD, TOTAL_CREATURES == 7)
QUICK_INFORMATION(4,"So near to purge good from this land")
ENDIF

IF(PLAYER_GOOD, TOTAL_CREATURES == 0)
QUICK_INFORMATION(5,"They say, that after death we... good people are going somewhere else, to better place. Maybe they should have their rest, eh? In your graveyard will be best for them.")
ENDIF

IF(PLAYER1, DUNGEON_DESTROYED == 1)
QUICK_OBJECTIVE(6,"They say that Blue is color of water. For me it's red, from the blood of your enemies.",PLAYER0)
ENDIF

IF(PLAYER2, DUNGEON_DESTROYED == 1)
QUICK_OBJECTIVE(7,"Green one is down. Good job",PLAYER0)
ENDIF

IF(PLAYER3, DUNGEON_DESTROYED == 1)
QUICK_OBJECTIVE(8,"Yellow... i don't like yellow ... Great Job!",PLAYER0)
ENDIF

IF(PLAYER0, ALL_DUNGEONS_DESTROYED == 1)
	QUICK_INFORMATION(9,"Next land belongs to you. Wondeful.")
	WIN_GAME
ENDIF