LEVEL_VERSION(1)

SET_GENERATE_SPEED(400)
START_MONEY(ALL_PLAYERS,2500)
MAX_CREATURES(ALL_PLAYERS,25)

ADD_CREATURE_TO_POOL(BUG,40)
ADD_CREATURE_TO_POOL(DEMONSPAWN,30)
ADD_CREATURE_TO_POOL(THIEF,30)

CREATURE_AVAILABLE(ALL_PLAYERS,BUG,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,DEMONSPAWN,1,0)
CREATURE_AVAILABLE(ALL_PLAYERS,THIEF,1,0)

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,2,0)
ROOM_AVAILABLE(ALL_PLAYERS,PRISON,2,0)

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_IMP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,1)

ALLY_PLAYERS(RED,BLUE,3)
ALLY_PLAYERS(RED,GREEN,3)
ALLY_PLAYERS(RED,YELLOW,3)
ALLY_PLAYERS(BLUE,GREEN,3)
ALLY_PLAYERS(BLUE,YELLOW,3)
ALLY_PLAYERS(GREEN,YELLOW,3)

CREATE_PARTY(aracher)
  ADD_TO_PARTY(aracher,ARCHER,4,2000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(aracher,ARCHER,4,2000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(aracher,ARCHER,4,2000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(aracher,ARCHER,4,2000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(aracher,ARCHER,4,2000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(aracher,BARBARIAN,5,2000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(aracher,BARBARIAN,6,2000,ATTACK_ENEMIES,0)
  ADD_TO_PARTY(aracher,BARBARIAN,8,2000,ATTACK_ENEMIES,0)
CREATE_PARTY(Candy)
	ADD_TO_PARTY(Candy,THIEF,4,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(Candy,THIEF,4,1500,ATTACK_ENEMIES,0)

REM First party comes with a tunneller after 1 of the players gets training room

IF(ALL_PLAYERS,TRAINING >= 1)
	IF(PLAYER0,GAME_TURN >= 4800)
		REM Four tunneller parties spawn, at hero gates 1 to 4, they will each head to a different dungeon. Tunneller is level 3 and holds 100 gold.
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,Candy,-1,DUNGEON,0,3,100)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,Candy,-1,DUNGEON,1,3,100)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,Candy,-2,DUNGEON,2,3,100)
		ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,Candy,-2,DUNGEON,3,3,100)
		REM Now we set the timer that has the loop of spawning heroes.
		SET_TIMER(PLAYER_GOOD,TIMER1)
		SET_TIMER(PLAYER0,TIMER2)
		REM We also set a flag which enables the mapmaker to disable the loop again.
		SET_FLAG(PLAYER_GOOD,FLAG1,1)
	ENDIF
ENDIF
REM Only Spawn parties when GOOD flag1 is 1. Regular parties spawn without tunneller now.
IF(PLAYER_GOOD,FLAG1 == 1)
	IF(PLAYER_GOOD,TIMER1 >= 4800)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,Candy,-1,1)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,Candy,-2,1)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,Candy,-1,1)
		NEXT_COMMAND_REUSABLE
		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,Candy,-2,1)
		NEXT_COMMAND_REUSABLE
		ADD_TO_FLAG(PLAYER_GOOD,FLAG2,1)
		NEXT_COMMAND_REUSABLE
		SET_TIMER(PLAYER_GOOD,TIMER1)
	ENDIF
ENDIF

if(PLAYER0,TIMER2 >= 14400)
	NEXT_COMMAND_REUSABLE
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,aracher,-1,1)
	NEXT_COMMAND_REUSABLE
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,aracher,-2,1)
	NEXT_COMMAND_REUSABLE
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,aracher,-1,1)
    NEXT_COMMAND_REUSABLE
	ADD_PARTY_TO_LEVEL(PLAYER_GOOD,aracher,-2,1)
	NEXT_COMMAND_REUSABLE
	SET_TIMER(PLAYER0,TIMER2)
ENDIF





IF(PLAYER_GOOD,FLAG2 == 1)
	ADD_TO_PARTY(Candy,THIEF,4,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(Candy,THIEF,4,1500,ATTACK_ENEMIES,0)
ENDIF

IF(PLAYER_GOOD,FLAG2 == 2)
	ADD_TO_PARTY(Candy,THIEF,4,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(Candy,THIEF,4,1500,ATTACK_ENEMIES,0)
ENDIF

IF(PLAYER_GOOD,FLAG2 == 3)
	ADD_TO_PARTY(Candy,THIEF,4,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(Candy,THIEF,4,1500,ATTACK_ENEMIES,0)
ENDIF
IF(PLAYER_GOOD,FLAG2 == 4)
	ADD_TO_PARTY(Candy,THIEF,4,1500,ATTACK_ENEMIES,0)
	ADD_TO_PARTY(Candy,THIEF,4,1500,ATTACK_ENEMIES,0)
ENDIF

IF(PLAYER_GOOD,DUNGEON_DESTROYED > 0)
	REM When the dungeon is destroyed, stop spawning new parties.
	SET_FLAG(PLAYER_GOOD,FLAG1,1)
	IF_CONTROLS(PLAYER_GOOD,TOTAL_CREATURES <= 0)
		QUICK_OBJECTIVE(10,"This is the victory message well done keepers")
		WIN_GAME
	ENDIF
ENDIF