nnx = nx + diroff[j][0];
nny = ny + diroff[j][1];
getsect(nnx, nny, &bh_sect);
- if (bh_sect.sct_type == SCT_BHEAD &&
- bh_sect.sct_newtype == SCT_BHEAD)
- break;
- if (bh_sect.sct_type == SCT_BTOWER)
- break;
/* With EASY_BRIDGES, it just has to be next to any
land */
if (opt_EASY_BRIDGES) {
bh_sect.sct_type != SCT_BSPAN)
break;
}
+ if (bh_sect.sct_effic < 20)
+ continue;
+ if (bh_sect.sct_type == SCT_BHEAD &&
+ bh_sect.sct_newtype == SCT_BHEAD)
+ break;
+ if (bh_sect.sct_type == SCT_BTOWER)
+ break;
}
if (j > 6) {
knockdown(§);
fire se 2,0 -1,3
| tower falls
| span -2,2 falls, because its other head is damaged
-| BUG: doesn't fall now, falls on its next write
fire se 2,0 -3,1
| trigger a bulletin as a separator
fire se 2,0 8,2
| head damaged
| span -1,-1 falls, because its only support is gone
| span 0,2 falls, because its other head is damaged
-| BUG: doesn't fall
fire se 2,0 1,1
| trigger a bulletin as a separator
fire se 2,0 8,2
0 -5 1 0 0 0 0 0 0 0 0 0 0 -5 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 0 0 0 0 0 0
0 -3 1 0 0 0 0 0 0 0 0 0 0 -3 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 0 0 0 0 0 0
0 -1 1 0 0 0 0 0 0 0 0 0 0 -1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 0 0 0 0 0 0
-2 0 2 28 100 0 0 0 0 0 0 0 0 0 2 0 0 0 1 28 0 0 0 0 0 2 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 0 0 0 0 0 0
+0 0 2 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 0 0 0 0 0 0
0 2 2 0 0 0 0 0 0 0 0 0 0 2 2 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 0 0 0 0 0 0
0 4 2 0 0 0 0 0 0 0 0 0 0 4 2 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 0 0 0 0 0 0
0 6 2 0 0 0 0 0 0 0 0 0 0 6 2 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 healthy 0 0 0 0 0 0 0 0
/config
config lost
timestamp owner type id x y
-0 2 0 0 -2 2
+0 2 0 0 -1 1
0 1 0 0 3 1
/config
config realm
Play#0 output Play#0 1 -1 . . . . . # = . . . -1
Play#0 output Play#0 1 0 . . . . . c f . @ = 0
Play#0 output Play#0 1 1 . . . . . # . . . . 1
- Play#0 output Play#0 1 2 . . . . = = . . . - 2
+ Play#0 output Play#0 1 2 . . . . . . . . . - 2
Play#0 output Play#0 1 3 . . . . # . # . . . 3
Play#0 output Play#0 1 4 . . . . . . . . . . 4
Play#0 output Play#0 1 1---------0000000000
Play#0 output Play#0 1 0 -1,1 . 0% 0 .. .. 0 0 0 0 0% 0 0 1
Play#0 output Play#0 1 1 1,1 # 17% 0 .. .. 82 0 0 0 0% 0 0 1
Play#0 output Play#0 1 0 3,1 . 0% 0 .. .. 0 0 0 0 0% 0 0 1
- Play#0 output Play#0 1 2 -2,2 = 100% 0 .. .. 100 0 0 0 0% 0 0 1
- Play#0 output Play#0 1 2 0,2 = 100% 0 .. .. 100 0 0 0 0% 0 0 1
+ Play#0 output Play#0 1 0 -2,2 . 0% 0 .. .. 0 0 0 0 0% 0 0 1
+ Play#0 output Play#0 1 0 0,2 . 0% 0 .. .. 0 0 0 0 0% 0 0 1
Play#0 output Play#0 1 0 2,2 . 0% 0 .. .. 0 0 0 0 0% 0 0 1
Play#0 output Play#0 1 2 -1,3 # 16% 0 .. .. 82 0 0 0 0% 0 0 1
Play#0 output Play#0 1 0 1,3 . 0% 0 .. .. 0 0 0 0 0% 0 0 1
Play#0 output Play#0 1 Crumble... SCREEEECH! Splash! Bridge falls at 1,3!
Play#0 output Play#0 1 Country #1 shelled sector -3,1 for 30 damage.
Play#0 output Play#0 1 Crumble... SCREEEECH! Splash! Bridge tower falls at -3,1!
+ Play#0 output Play#0 1 Crumble... SCREEEECH! Splash! Bridge falls at -2,2!
Play#0 output Play#0 1 Country #1 shelled sector 8,2 for 35 damage.
+ Play#0 output Play#0 1 Crumble... SCREEEECH! Splash! Bridge falls at 0,2!
Play#0 output Play#0 1 Crumble... SCREEEECH! Splash! Bridge falls at -1,1!
Play#0 output Play#0 1 Country #1 shelled sector 8,2 for 48 damage.
- Play#0 output Play#0 1 Crumble... SCREEEECH! Splash! Bridge falls at -2,2!
Play#0 output Play#0 6 0 640
Play#0 input ctld
Play#0 output Play#0 1 Bye-bye