LEVEL_VERSION(1)
SET_GENERATE_SPEED(400)
START_MONEY(ALL_PLAYERS,0)
MAX_CREATURES(ALL_PLAYERS,30)

COMPUTER_PLAYER(PLAYER1,0)
COMPUTER_PLAYER(PLAYER2,0)
COMPUTER_PLAYER(PLAYER6,ROAMING)

ALLY_PLAYERS(PLAYER0,PLAYER6,3)
ALLY_PLAYERS(PLAYER1,PLAYER2,3)

ROOM_AVAILABLE(ALL_PLAYERS,BRIDGE,1,1)

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_POSSESS,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)

SET_COMPUTER_PROCESS(PLAYER1, "ATTACK PLAN 1", 1, 100, 15, 10, 0)
SET_COMPUTER_PROCESS(PLAYER2, "ATTACK PLAN 1", 1, 100, 15, 10, 0)
SET_COMPUTER_EVENT(PLAYER1,"EVENT ENEMY DOOR", 400, 1, 0, 0, 0)
SET_COMPUTER_EVENT(PLAYER2,"EVENT ENEMY DOOR", 400, 1, 0, 0, 0)
SET_COMPUTER_EVENT(PLAYER1,"CHECK FOR QUICK ATTACK", 1000, 100, 5000, 10, 5000)
SET_COMPUTER_EVENT(PLAYER2,"CHECK FOR QUICK ATTACK", 1000, 100, 5000, 10, 5000)

QUICK_OBJECTIVE(1,"Those filthy western cretins won't even let you take your sweet time to build an undead army in peace?! And now we even getting a full scale hero invasion coming from the east?! And all right in front of the treasure rooms keeping your ass safe?! The best way to solve problems is playing chicken they say. At least we have plenty of imps ready for spammer revolts.",ALL_PLAYERS)

COMPUTER_DIG_TO_LOCATION(PLAYER1,1,9)
COMPUTER_DIG_TO_LOCATION(PLAYER1,2,10)
COMPUTER_DIG_TO_LOCATION(PLAYER1,3,11)
COMPUTER_DIG_TO_LOCATION(PLAYER1,8,12)

COMPUTER_DIG_TO_LOCATION(PLAYER2,4,13)
COMPUTER_DIG_TO_LOCATION(PLAYER2,5,14)
COMPUTER_DIG_TO_LOCATION(PLAYER2,6,15)
COMPUTER_DIG_TO_LOCATION(PLAYER2,7,16)

CREATE_PARTY(s1)
ADD_TO_PARTY(s1,GIANT,6,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s1,MONK,6,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s1,MONK,6,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s1,MONK,6,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s1,MONK,6,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s1,MONK,6,500,ATTACK_ENEMIES,0)
CREATE_PARTY(s2)
ADD_TO_PARTY(s2,DRUID,6,1000,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s2,WIZARD,6,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s2,WITCH,6,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s2,FAIRY,6,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s2,MONK,6,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s2,SAMURAI,6,500,ATTACK_ENEMIES,0)
CREATE_PARTY(s3)
ADD_TO_PARTY(s3,GIANT,9,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s3,BARBARIAN,7,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s3,BARBARIAN,7,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s3,BARBARIAN,7,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s3,BARBARIAN,7,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s3,BARBARIAN,7,500,ATTACK_ENEMIES,0)
CREATE_PARTY(s4)
ADD_TO_PARTY(s4,DRUID,9,1200,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s4,ARCHER,7,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s4,ARCHER,7,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s4,ARCHER,7,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s4,ARCHER,7,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s4,ARCHER,7,500,ATTACK_ENEMIES,0)
CREATE_PARTY(s5)
ADD_TO_PARTY(s5,GIANT,10,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s5,GIANT,10,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s5,GIANT,10,0,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s5,MONK,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s5,MONK,8,500,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s5,MONK,8,500,ATTACK_ENEMIES,0)
CREATE_PARTY(s6)
ADD_TO_PARTY(s6,DRUID,8,1200,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s6,DRUID,8,1200,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s6,WIZARD,8,1200,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s6,WIZARD,8,1200,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s6,SAMURAI,8,1200,ATTACK_ENEMIES,0)
ADD_TO_PARTY(s6,SAMURAI,8,1200,ATTACK_ENEMIES,0)

IF(PLAYER0,GAME_TURN >= 1000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s1,-6,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s1,-7,DUNGEON,0,10,500)
ENDIF

IF(PLAYER0,GAME_TURN >= 2000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s2,-1,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s2,-4,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s2,-5,DUNGEON,0,10,500)
ENDIF

IF(PLAYER0,GAME_TURN >= 3000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s3,-2,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s4,-3,DUNGEON,0,10,500)
ENDIF

IF(PLAYER0,GAME_TURN >= 4000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s3,-2,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s4,-3,DUNGEON,0,10,500)
ENDIF

IF(PLAYER0,GAME_TURN >= 5000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s5,-1,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s5,-1,DUNGEON,0,10,500)
ENDIF

IF(PLAYER0,GAME_TURN >= 6000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s1,-6,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s1,-7,DUNGEON,0,10,500)
ENDIF

IF(PLAYER0,GAME_TURN >= 7000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s2,-4,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s2,-5,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s2,-1,DUNGEON,0,10,500)
ENDIF

IF(PLAYER0,GAME_TURN >= 8000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s3,-2,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s4,-3,DUNGEON,0,10,500)
ENDIF

IF(PLAYER0,GAME_TURN >= 9000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s3,-2,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s3,-2,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s4,-3,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s4,-3,DUNGEON,0,10,500)
ENDIF

IF(PLAYER0,GAME_TURN >= 10000)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s6,-1,DUNGEON,0,10,500)
	ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,s6,-1,DUNGEON,0,10,500)
ENDIF

IF_SLAB_OWNER(33, 42, PLAYER1)
	CHANGE_SLAB_TYPE(34, 42, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(34, 42, PLAYER1, MATCH)
ENDIF
IF_SLAB_OWNER(42, 33, PLAYER1)
	CHANGE_SLAB_TYPE(42, 34, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(42, 34, PLAYER1, MATCH)
ENDIF
IF_SLAB_OWNER(51, 42, PLAYER1)
	CHANGE_SLAB_TYPE(50, 42, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(50, 42, PLAYER1, MATCH)
ENDIF
IF_SLAB_OWNER(42, 51, PLAYER1)
	CHANGE_SLAB_TYPE(42, 50, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(42, 50, PLAYER1, MATCH)
ENDIF

IF_SLAB_OWNER(33, 42, PLAYER2)
	CHANGE_SLAB_TYPE(34, 42, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(34, 42, PLAYER2, MATCH)
ENDIF
IF_SLAB_OWNER(42, 33, PLAYER2)
	CHANGE_SLAB_TYPE(42, 34, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(42, 34, PLAYER2, MATCH)
ENDIF
IF_SLAB_OWNER(51, 42, PLAYER2)
	CHANGE_SLAB_TYPE(50, 42, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(50, 42, PLAYER2, MATCH)
ENDIF
IF_SLAB_OWNER(42, 51, PLAYER2)
	CHANGE_SLAB_TYPE(42, 50, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(42, 50, PLAYER2, MATCH)
ENDIF

IF_SLAB_OWNER(38, 38, PLAYER1)
	CHANGE_SLAB_TYPE(39, 39, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(39, 40, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(40, 39, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(39, 39, PLAYER1, MATCH)
ENDIF
IF_SLAB_OWNER(46, 38, PLAYER1)
	CHANGE_SLAB_TYPE(45, 39, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(45, 40, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(44, 39, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(45, 39, PLAYER1, MATCH)
ENDIF
IF_SLAB_OWNER(38, 46, PLAYER1)
	CHANGE_SLAB_TYPE(39, 45, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(39, 44, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(40, 45, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(39, 45, PLAYER1, MATCH)
ENDIF
IF_SLAB_OWNER(46, 46, PLAYER1)
	CHANGE_SLAB_TYPE(45, 45, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(45, 44, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(44, 45, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(45, 45, PLAYER1, MATCH)
ENDIF

IF_SLAB_OWNER(38, 38, PLAYER2)
	CHANGE_SLAB_TYPE(39, 39, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(39, 40, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(40, 39, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(39, 39, PLAYER2, MATCH)
ENDIF
IF_SLAB_OWNER(46, 38, PLAYER2)
	CHANGE_SLAB_TYPE(45, 39, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(45, 40, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(44, 39, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(45, 39, PLAYER2, MATCH)
ENDIF
IF_SLAB_OWNER(38, 46, PLAYER2)
	CHANGE_SLAB_TYPE(39, 45, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(39, 44, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(40, 45, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(39, 45, PLAYER2, MATCH)
ENDIF
IF_SLAB_OWNER(46, 46, PLAYER2)
	CHANGE_SLAB_TYPE(45, 45, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(45, 44, BRIDGE_FRAME)
	CHANGE_SLAB_TYPE(44, 45, BRIDGE_FRAME)
	CHANGE_SLAB_OWNER(45, 45, PLAYER2, MATCH)
ENDIF

IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
	QUICK_OBJECTIVE(2,"Lovely mess you made there, now your skeleton numbers goes stonks more. Moarrer is betterrer... ",ALL_PLAYERS)
	WIN_GAME
ENDIF
