Wooden bridges burn; knights wear bridges down, imps mend them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -313,6 +313,7 @@ hint.tower_max = Tato věž je plně vylepšená.
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hint.tower_where = Věže lze stavět jen na zabraných prázdných políčkách podlahy.
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hint.tower_mana = Tvým magickým věžím došla mana.
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job.repair = Opravuje věž
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job.mend_bridge = Opravuje most
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job.attack_tower = Útočí na věž
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unit.jailer = Žalářník
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@@ -400,6 +401,7 @@ tool.bridge.name = Postavit most
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tool.bridge.desc = Postaví most přes vodu nebo lávu. Táhni z vlastní země přes řeku; most roste políčko po políčku od tvého území.
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cost.bridge = {0} zlata/políčko přes vodu, {1} přes lávu
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hint.bridge_where = Mosty musí začínat na tvé zemi: táhni ze svého území přes řeku.
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hint.bridge_fire = Dřevěné mosty hoří: drž ohnivé pasti, ohnivý dech a blesky dál od nich – kamenné mosty nad lávou nehoří.
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hint.bridge_river = Mosty lze stavět jen přes vodu nebo lávu.
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msg.hero_burned = Do lávy spadl hrdina: {0}! +{1} zlata.
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msg.creature_burned = Do lávy spadl tvůj tvor: {0}.
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@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Rytířská stavba padla: {0}!
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msg.vault_taken = Rytířský trezor dobyt: poklad v hodnotě {0} je tvůj.
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msg.shard_taken = Střep tvého jádra duše je zpět v tvých rukou!
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msg.bridge_torn = Rytíři strhli jeden z tvých mostů!
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msg.bridge_fire = Jeden z tvých mostů hoří!
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job.tear_bridge = Strhává most
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job.patrol = Na hlídce
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job.guard = Na stráži
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@@ -313,6 +313,7 @@ hint.tower_max = Dette tårn er fuldt opgraderet.
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hint.tower_where = Tårne kan kun bygges på indtagne, tomme gulvfelter.
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hint.tower_mana = Dine magitårne er løbet tør for mana.
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job.repair = Reparerer et tårn
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job.mend_bridge = Reparerer en bro
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job.attack_tower = Angriber et tårn
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unit.jailer = Fangevogter
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@@ -399,6 +400,7 @@ tool.bridge.name = Byg bro
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tool.bridge.desc = Bygger en bro over vand eller lava. Træk fra din egen jord hen over floden; broen vokser felt for felt fra dit område.
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cost.bridge = {0} guld/felt over vand, {1} over lava
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hint.bridge_where = Broer skal starte på din egen jord: træk fra dit område hen over floden.
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hint.bridge_fire = Træbroer brænder: hold ildfælder, ildånde og lyn væk fra dem – stenbroer over lava er brandsikre.
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hint.bridge_river = Broer kan kun bygges over vand eller lava.
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msg.hero_burned = En {0} faldt i lavaen! +{1} guld.
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msg.creature_burned = Din {0} faldt i lavaen.
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@@ -429,6 +431,7 @@ msg.enemy_tower_destroyed = Et af riddernes tårne er faldet: {0}!
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msg.vault_taken = Riddernes boks indtaget: skatte til en værdi af {0} er dine.
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msg.shard_taken = En splint af din sjælekerne er tilbage i dine hænder!
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msg.bridge_torn = Ridderne har revet en af dine broer ned!
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msg.bridge_fire = En af dine broer brænder!
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job.tear_bridge = River en bro ned
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job.patrol = På patrulje
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job.guard = På vagt
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@@ -312,6 +312,7 @@ hint.tower_max = Dieser Turm ist voll ausgebaut.
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hint.tower_where = Türme können nur auf eroberten, leeren Bodenfeldern gebaut werden.
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hint.tower_mana = Deinen Magietürmen ist das Mana ausgegangen.
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job.repair = Repariert einen Turm
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job.mend_bridge = Flickt eine Brücke
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job.attack_tower = Greift einen Turm an
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unit.jailer = Kerkermeister
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@@ -399,6 +400,7 @@ tool.bridge.name = Brücke bauen
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tool.bridge.desc = Baut eine Brücke über Wasser oder Lava. Ziehe von deinem Gebiet aus über den Fluss; die Brücke wächst Feld für Feld von deinem Reich aus.
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cost.bridge = {0} Gold/Feld über Wasser, {1} über Lava
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hint.bridge_where = Brücken müssen an deinem Gebiet beginnen: Ziehe von deinem Reich aus über den Fluss.
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hint.bridge_fire = Holzbrücken brennen: Halte Feuerfallen, Feueratem und Blitze von ihnen fern – Steinbrücken über Lava sind feuerfest.
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hint.bridge_river = Brücken lassen sich nur über Wasser oder Lava bauen.
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msg.hero_burned = Ein {0} ist in die Lava gefallen! +{1} Gold.
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msg.creature_burned = Dein {0} ist in die Lava gefallen.
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@@ -429,6 +431,7 @@ msg.enemy_tower_destroyed = Ein Ritter-{0} ist gefallen!
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msg.vault_taken = Ritterschatz erobert: Schätze im Wert von {0} gehören dir.
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msg.shard_taken = Ein Splitter deines Seelenkerns ist wieder in deiner Hand!
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msg.bridge_torn = Die Ritter haben eine deiner Brücken eingerissen!
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msg.bridge_fire = Eine deiner Brücken brennt!
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job.tear_bridge = Reißt eine Brücke ein
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job.patrol = Auf Patrouille
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job.guard = Hält Wache
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@@ -313,6 +313,7 @@ hint.tower_max = Αυτός ο πύργος είναι πλήρως αναβαθ
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hint.tower_where = Πύργοι χτίζονται μόνο σε κατακτημένα, άδεια πλακίδια δαπέδου.
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hint.tower_mana = Οι πύργοι μαγείας σου ξέμειναν από μάνα.
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job.repair = Επισκευάζει πύργο
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job.mend_bridge = Επισκευάζει γέφυρα
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job.attack_tower = Επιτίθεται σε πύργο
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unit.jailer = Δεσμοφύλακας
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@@ -400,6 +401,7 @@ tool.bridge.name = Χτίσιμο Γέφυρας
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tool.bridge.desc = Χτίζει γέφυρα πάνω από νερό ή λάβα. Σύρε από το δικό σου έδαφος πέρα από το ποτάμι, η γέφυρα μεγαλώνει πλακίδιο-πλακίδιο από την επικράτειά σου.
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cost.bridge = {0} χρυσός/πλακίδιο πάνω από νερό, {1} πάνω από λάβα
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hint.bridge_where = Οι γέφυρες ξεκινούν από το δικό σου έδαφος: σύρε από την επικράτειά σου πέρα από το ποτάμι.
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hint.bridge_fire = Οι ξύλινες γέφυρες καίγονται: κράτα μακριά παγίδες φωτιάς, πύρινη ανάσα και κεραυνούς – οι πέτρινες γέφυρες πάνω από λάβα δεν καίγονται.
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hint.bridge_river = Γέφυρες χτίζονται μόνο πάνω από νερό ή λάβα.
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msg.hero_burned = Έπεσε στη λάβα: {0}! +{1} χρυσός.
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msg.creature_burned = Έπεσε στη λάβα: {0}.
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@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Έπεσε ιπποτικός πύργος: {0}!
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msg.vault_taken = Ιπποτικό θησαυροφυλάκιο κατελήφθη: θησαυρός αξίας {0} είναι δικός σου.
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msg.shard_taken = Ένα θραύσμα του πυρήνα ψυχής σου είναι ξανά στα χέρια σου!
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msg.bridge_torn = Οι ιππότες γκρέμισαν μία από τις γέφυρές σου!
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msg.bridge_fire = Μια από τις γέφυρές σου καίγεται!
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job.tear_bridge = Γκρεμίζει γέφυρα
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job.patrol = Σε περιπολία
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job.guard = Σε φρουρά
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@@ -313,6 +313,7 @@ hint.tower_max = This tower is fully upgraded.
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hint.tower_where = Towers can only be built on claimed, empty floor tiles.
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hint.tower_mana = Your magic towers have run out of mana.
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job.repair = Repairing a tower
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job.mend_bridge = Mending a bridge
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job.attack_tower = Attacking a tower
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unit.jailer = Jailer
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@@ -400,6 +401,7 @@ tool.bridge.name = Build Bridge
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tool.bridge.desc = Builds a bridge over water or lava. Drag from your own ground across the river; the bridge grows tile by tile from your territory.
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cost.bridge = {0} gold/tile over water, {1} over lava
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hint.bridge_where = Bridges must start at your own ground: drag from your territory across the river.
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hint.bridge_fire = Wooden bridges burn: keep fire traps, fire breath and lightning away from them – stone bridges over lava are fireproof.
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hint.bridge_river = Bridges can only be built over water or lava.
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msg.hero_burned = A {0} fell into the lava! +{1} gold.
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msg.creature_burned = Your {0} fell into the lava.
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@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = A knight {0} has fallen!
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msg.vault_taken = Knight vault taken: {0} worth of treasure is yours.
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msg.shard_taken = A shard of your soul core is back in your hands!
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msg.bridge_torn = The knights have torn down one of your bridges!
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msg.bridge_fire = One of your bridges is on fire!
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job.tear_bridge = Tearing down a bridge
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job.patrol = On patrol
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job.guard = On guard
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@@ -313,6 +313,7 @@ hint.tower_max = Esta torre ya está mejorada al máximo.
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hint.tower_where = Las torres solo pueden construirse en casillas de suelo reclamadas y vacías.
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hint.tower_mana = Tus torres mágicas se han quedado sin maná.
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job.repair = Reparando una torre
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job.mend_bridge = Repara un puente
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job.attack_tower = Atacando una torre
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unit.jailer = Carcelero
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@@ -400,6 +401,7 @@ tool.bridge.name = Construir puente
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tool.bridge.desc = Construye un puente sobre agua o lava. Arrastra desde tu propio suelo a través del río; el puente crece casilla a casilla desde tu territorio.
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cost.bridge = {0} de oro/casilla sobre agua, {1} sobre lava
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hint.bridge_where = Los puentes deben empezar en tu propio suelo: arrastra desde tu territorio a través del río.
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hint.bridge_fire = Los puentes de madera arden: aleja de ellos las trampas de fuego, el aliento de fuego y los rayos; los puentes de piedra sobre lava son ignífugos.
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hint.bridge_river = Los puentes solo pueden construirse sobre agua o lava.
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msg.hero_burned = ¡Un {0} ha caído en la lava! +{1} de oro.
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msg.creature_burned = Tu {0} ha caído en la lava.
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@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = ¡Ha caído una {0} de los caballeros!
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msg.vault_taken = Cámara acorazada tomada: {0} en tesoros son tuyos.
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msg.shard_taken = ¡Un fragmento de tu núcleo de alma vuelve a estar en tus manos!
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msg.bridge_torn = ¡Los caballeros han derribado uno de tus puentes!
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msg.bridge_fire = ¡Uno de tus puentes está en llamas!
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job.tear_bridge = Derribando un puente
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job.patrol = De patrulla
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job.guard = De guardia
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@@ -313,6 +313,7 @@ hint.tower_max = Tämä torni on täysin parannettu.
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hint.tower_where = Torneja voi rakentaa vain vallatuille, tyhjille lattiaruuduille.
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hint.tower_mana = Taikatorneiltasi on loppunut mana.
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job.repair = Korjaa tornia
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job.mend_bridge = Korjaa siltaa
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job.attack_tower = Hyökkää tornia vastaan
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unit.jailer = Vanginvartija
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@@ -400,6 +401,7 @@ tool.bridge.name = Rakenna silta
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tool.bridge.desc = Rakentaa sillan veden tai laavan yli. Vedä omalta maaltasi joen yli; silta kasvaa ruutu kerrallaan alueeltasi.
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cost.bridge = {0} kultaa/ruutu veden yli, {1} laavan yli
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hint.bridge_where = Siltojen on alettava omalta maaltasi: vedä alueeltasi joen yli.
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hint.bridge_fire = Puusillat palavat: pidä tuliansat, tulihenkäys ja salamat loitolla – kivisillat laavan yllä eivät pala.
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hint.bridge_river = Siltoja voi rakentaa vain veden tai laavan yli.
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msg.hero_burned = Laavaan putosi: {0}! +{1} kultaa.
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msg.creature_burned = Olentosi putosi laavaan: {0}.
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@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Ritarien torni kaatui: {0}!
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msg.vault_taken = Ritarien holvi vallattu: aarteita arvoltaan {0} on nyt sinun.
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msg.shard_taken = Sieluytimesi siru on taas käsissäsi!
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msg.bridge_torn = Ritarit ovat purkaneet yhden silloistasi!
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msg.bridge_fire = Yksi silloistasi palaa!
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job.tear_bridge = Purkaa siltaa
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job.patrol = Partiossa
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job.guard = Vartiossa
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@@ -313,6 +313,7 @@ hint.tower_max = Ovaj toranj je potpuno nadograđen.
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hint.tower_where = Tornjevi se grade samo na osvojenim, praznim podnim poljima.
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hint.tower_mana = Tvojim čarobnim tornjevima ponestalo je mane.
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job.repair = Popravlja toranj
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job.mend_bridge = Popravlja most
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job.attack_tower = Napada toranj
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unit.jailer = Tamničar
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@@ -400,6 +401,7 @@ tool.bridge.name = Gradnja mosta
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tool.bridge.desc = Gradi most preko vode ili lave. Povuci sa svog tla preko rijeke; most raste polje po polje od tvog teritorija.
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cost.bridge = {0} zlata/polje preko vode, {1} preko lave
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hint.bridge_where = Mostovi moraju početi na tvom tlu: povuci sa svog teritorija preko rijeke.
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hint.bridge_fire = Drveni mostovi gore: drži vatrene zamke, vatreni dah i munje podalje – kameni mostovi nad lavom ne gore.
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hint.bridge_river = Mostovi se grade samo preko vode ili lave.
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msg.hero_burned = Pao je u lavu: {0}! +{1} zlata.
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msg.creature_burned = Tvoje stvorenje palo je u lavu: {0}.
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@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Pao je viteški toranj: {0}!
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msg.vault_taken = Viteški trezor osvojen: blago vrijedno {0} je tvoje.
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msg.shard_taken = Krhotina tvoje jezgre duše opet je u tvojim rukama!
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msg.bridge_torn = Vitezovi su srušili jedan od tvojih mostova!
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msg.bridge_fire = Jedan od tvojih mostova gori!
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job.tear_bridge = Ruši most
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job.patrol = U ophodnji
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job.guard = Na straži
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@@ -313,6 +313,7 @@ hint.tower_max = Ez a torony teljesen ki van fejlesztve.
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hint.tower_where = Tornyot csak elfoglalt, üres padlómezőre lehet építeni.
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hint.tower_mana = A mágiatornyaidból kifogyott a mana.
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job.repair = Tornyot javít
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job.mend_bridge = Hidat javít
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job.attack_tower = Tornyot támad
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unit.jailer = Börtönőr
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@@ -400,6 +401,7 @@ tool.bridge.name = Hídépítés
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tool.bridge.desc = Hidat épít víz vagy láva fölé. Húzd a saját földedről a folyón át; a híd mezőről mezőre nő a területedről.
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cost.bridge = {0} arany/mező víz fölött, {1} láva fölött
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hint.bridge_where = A hídnak a saját földedről kell indulnia: húzd a területedről a folyón át.
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hint.bridge_fire = A fahidak égnek: tartsd távol tőlük a tűzcsapdákat, a tűzleheletet és a villámokat – a láva feletti kőhidak tűzállók.
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hint.bridge_river = Hidat csak víz vagy láva fölé lehet építeni.
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msg.hero_burned = Hős esett a lávába: {0}! +{1} arany.
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msg.creature_burned = Lényed esett a lávába: {0}.
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@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Elesett egy lovagi torony: {0}!
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msg.vault_taken = Lovagi kincstár elfoglalva: {0} értékű kincs a tiéd.
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msg.shard_taken = A Lélekmagod egyik szilánkja újra a kezedben van!
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msg.bridge_torn = A lovagok lerombolták az egyik hidadat!
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msg.bridge_fire = Az egyik hidad lángokban áll!
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job.tear_bridge = Hidat rombol
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job.patrol = Járőrözik
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job.guard = Őrt áll
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@@ -313,6 +313,7 @@ hint.tower_max = Questa torre è al massimo potenziamento.
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hint.tower_where = Le torri si costruiscono solo su caselle di pavimento conquistate e vuote.
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hint.tower_mana = Le tue torri magiche sono rimaste senza mana.
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job.repair = Ripara una torre
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job.mend_bridge = Ripara un ponte
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job.attack_tower = Attacca una torre
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unit.jailer = Carceriere
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@@ -400,6 +401,7 @@ tool.bridge.name = Costruisci ponte
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tool.bridge.desc = Costruisce un ponte su acqua o lava. Trascina dal tuo suolo attraverso il fiume; il ponte cresce casella per casella dal tuo territorio.
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cost.bridge = {0} oro/casella sull'acqua, {1} sulla lava
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hint.bridge_where = I ponti devono partire dal tuo suolo: trascina dal tuo territorio attraverso il fiume.
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hint.bridge_fire = I ponti di legno bruciano: tieni lontani trappole di fuoco, soffio infuocato e fulmini; i ponti di pietra sulla lava sono ignifughi.
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hint.bridge_river = I ponti si costruiscono solo su acqua o lava.
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msg.hero_burned = Un eroe è caduto nella lava: {0}! +{1} oro.
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msg.creature_burned = È caduto nella lava: {0}.
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@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = È caduta una {0} dei cavalieri!
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msg.vault_taken = Caveau dei cavalieri preso: tesori per {0} sono tuoi.
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msg.shard_taken = Un frammento del tuo nucleo è di nuovo nelle tue mani!
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msg.bridge_torn = I cavalieri hanno abbattuto uno dei tuoi ponti!
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msg.bridge_fire = Uno dei tuoi ponti è in fiamme!
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job.tear_bridge = Abbatte un ponte
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job.patrol = Di pattuglia
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job.guard = Di guardia
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@@ -313,6 +313,7 @@ hint.tower_max = Deze toren is volledig verbeterd.
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hint.tower_where = Torens kun je alleen op ingenomen, lege vloervakken bouwen.
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hint.tower_mana = Je magietorens hebben geen mana meer.
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job.repair = Repareert een toren
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job.mend_bridge = Herstelt een brug
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job.attack_tower = Valt een toren aan
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unit.jailer = Cipier
|
||||
@@ -400,6 +401,7 @@ tool.bridge.name = Brug bouwen
|
||||
tool.bridge.desc = Bouwt een brug over water of lava. Sleep vanaf je eigen grond over de rivier; de brug groeit vak voor vak vanuit je gebied.
|
||||
cost.bridge = {0} goud/vak over water, {1} over lava
|
||||
hint.bridge_where = Bruggen moeten op je eigen grond beginnen: sleep vanuit je gebied over de rivier.
|
||||
hint.bridge_fire = Houten bruggen branden: houd vuurvallen, vuuradem en bliksem uit de buurt – stenen bruggen over lava zijn vuurvast.
|
||||
hint.bridge_river = Bruggen kun je alleen over water of lava bouwen.
|
||||
msg.hero_burned = Een {0} is in de lava gevallen! +{1} goud.
|
||||
msg.creature_burned = Je {0} is in de lava gevallen.
|
||||
@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Een {0} van de ridders is gevallen!
|
||||
msg.vault_taken = Riddergewelf ingenomen: schatten ter waarde van {0} zijn van jou.
|
||||
msg.shard_taken = Een scherf van je zielenkern is weer in jouw handen!
|
||||
msg.bridge_torn = De ridders hebben een van je bruggen afgebroken!
|
||||
msg.bridge_fire = Een van je bruggen staat in brand!
|
||||
job.tear_bridge = Breekt een brug af
|
||||
job.patrol = Op patrouille
|
||||
job.guard = Op wacht
|
||||
|
||||
@@ -313,6 +313,7 @@ hint.tower_max = Dette tårnet er fullt oppgradert.
|
||||
hint.tower_where = Tårn kan bare bygges på inntatte, tomme gulvruter.
|
||||
hint.tower_mana = Magitårnene dine har gått tom for mana.
|
||||
job.repair = Reparerer et tårn
|
||||
job.mend_bridge = Reparerer en bro
|
||||
job.attack_tower = Angriper et tårn
|
||||
|
||||
unit.jailer = Fangevokter
|
||||
@@ -399,6 +400,7 @@ tool.bridge.name = Bygg bro
|
||||
tool.bridge.desc = Bygger en bro over vann eller lava. Dra fra din egen grunn over elven; broen vokser rute for rute fra området ditt.
|
||||
cost.bridge = {0} gull/rute over vann, {1} over lava
|
||||
hint.bridge_where = Broer må starte på din egen grunn: dra fra området ditt over elven.
|
||||
hint.bridge_fire = Trebroer brenner: hold ildfeller, ildpust og lyn unna dem – steinbroer over lava er brannsikre.
|
||||
hint.bridge_river = Broer kan bare bygges over vann eller lava.
|
||||
msg.hero_burned = En {0} falt i lavaen! +{1} gull.
|
||||
msg.creature_burned = Din {0} falt i lavaen.
|
||||
@@ -429,6 +431,7 @@ msg.enemy_tower_destroyed = Et av riddernes tårn har falt: {0}!
|
||||
msg.vault_taken = Riddernes hvelv inntatt: skatter verdt {0} er dine.
|
||||
msg.shard_taken = Et skår av sjelekjernen din er tilbake i hendene dine!
|
||||
msg.bridge_torn = Ridderne har revet ned en av broene dine!
|
||||
msg.bridge_fire = En av broene dine brenner!
|
||||
job.tear_bridge = River ned en bro
|
||||
job.patrol = På patrulje
|
||||
job.guard = På vakt
|
||||
|
||||
@@ -313,6 +313,7 @@ hint.tower_max = Esta torre já está totalmente melhorada.
|
||||
hint.tower_where = Só se podem construir torres em casas de chão reclamadas e vazias.
|
||||
hint.tower_mana = As tuas torres mágicas ficaram sem mana.
|
||||
job.repair = A reparar uma torre
|
||||
job.mend_bridge = Repara uma ponte
|
||||
job.attack_tower = A atacar uma torre
|
||||
|
||||
unit.jailer = Carcereiro
|
||||
@@ -400,6 +401,7 @@ tool.bridge.name = Construir Ponte
|
||||
tool.bridge.desc = Constrói uma ponte sobre água ou lava. Arrasta a partir do teu chão através do rio; a ponte cresce casa a casa a partir do teu território.
|
||||
cost.bridge = {0} de ouro/casa sobre água, {1} sobre lava
|
||||
hint.bridge_where = As pontes têm de começar no teu chão: arrasta a partir do teu território através do rio.
|
||||
hint.bridge_fire = As pontes de madeira ardem: mantém armadilhas de fogo, sopro de fogo e relâmpagos longe delas – as pontes de pedra sobre lava não ardem.
|
||||
hint.bridge_river = Só se podem construir pontes sobre água ou lava.
|
||||
msg.hero_burned = Um {0} caiu na lava! +{1} de ouro.
|
||||
msg.creature_burned = O teu {0} caiu na lava.
|
||||
@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Uma {0} dos cavaleiros caiu!
|
||||
msg.vault_taken = Cofre dos cavaleiros tomado: {0} em tesouros são teus.
|
||||
msg.shard_taken = Um fragmento do teu núcleo de alma está de novo nas tuas mãos!
|
||||
msg.bridge_torn = Os cavaleiros destruíram uma das tuas pontes!
|
||||
msg.bridge_fire = Uma das tuas pontes está a arder!
|
||||
job.tear_bridge = A destruir uma ponte
|
||||
job.patrol = De patrulha
|
||||
job.guard = De guarda
|
||||
|
||||
@@ -313,6 +313,7 @@ hint.tower_max = Acest turn e complet îmbunătățit.
|
||||
hint.tower_where = Turnurile se pot construi doar pe dale de podea cucerite și goale.
|
||||
hint.tower_mana = Turnurile tale magice au rămas fără mana.
|
||||
job.repair = Repară un turn
|
||||
job.mend_bridge = Repară un pod
|
||||
job.attack_tower = Atacă un turn
|
||||
|
||||
unit.jailer = Temnicer
|
||||
@@ -400,6 +401,7 @@ tool.bridge.name = Construiește Pod
|
||||
tool.bridge.desc = Construiește un pod peste apă sau lavă. Trage de pe terenul tău peste râu; podul crește dală cu dală dinspre teritoriul tău.
|
||||
cost.bridge = {0} aur/dală peste apă, {1} peste lavă
|
||||
hint.bridge_where = Podurile trebuie să pornească de pe terenul tău: trage de pe teritoriul tău peste râu.
|
||||
hint.bridge_fire = Podurile de lemn ard: ține capcanele de foc, suflarea de foc și fulgerele departe de ele – podurile de piatră peste lavă nu ard.
|
||||
hint.bridge_river = Podurile se pot construi doar peste apă sau lavă.
|
||||
msg.hero_burned = Un {0} a căzut în lavă! +{1} aur.
|
||||
msg.creature_burned = {0} al tău a căzut în lavă.
|
||||
@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Un {0} al cavalerilor a căzut!
|
||||
msg.vault_taken = Seif al cavalerilor cucerit: o comoară în valoare de {0} e a ta.
|
||||
msg.shard_taken = Un ciob din miezul sufletului tău e din nou în mâinile tale!
|
||||
msg.bridge_torn = Cavalerii ți-au dărâmat unul dintre poduri!
|
||||
msg.bridge_fire = Unul dintre podurile tale arde!
|
||||
job.tear_bridge = Dărâmă un pod
|
||||
job.patrol = În patrulă
|
||||
job.guard = De pază
|
||||
|
||||
@@ -313,6 +313,7 @@ hint.tower_max = Эта башня улучшена до предела.
|
||||
hint.tower_where = Башни строятся только на захваченном пустом полу.
|
||||
hint.tower_mana = У магических башен кончилась мана.
|
||||
job.repair = Чинит башню
|
||||
job.mend_bridge = Чинит мост
|
||||
job.attack_tower = Атакует башню
|
||||
|
||||
unit.jailer = Тюремщик
|
||||
@@ -400,6 +401,7 @@ tool.bridge.name = Построить мост
|
||||
tool.bridge.desc = Строит мост через воду или лаву. Тяни от своей земли через реку; мост растёт клетка за клеткой от твоей территории.
|
||||
cost.bridge = {0} золота/клетка над водой, {1} над лавой
|
||||
hint.bridge_where = Мост должен начинаться у твоей земли: тяни от своей территории через реку.
|
||||
hint.bridge_fire = Деревянные мосты горят: держите огненные ловушки, огненное дыхание и молнии подальше; каменные мосты над лавой не горят.
|
||||
hint.bridge_river = Мосты строятся только над водой или лавой.
|
||||
msg.hero_burned = Герой упал в лаву: {0}! +{1} золота.
|
||||
msg.creature_burned = Твой боец упал в лаву: {0}.
|
||||
@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Рыцарская постройка пала: {0}!
|
||||
msg.vault_taken = Рыцарское хранилище взято: сокровища на {0} твои.
|
||||
msg.shard_taken = Осколок твоего ядра души снова в твоих руках!
|
||||
msg.bridge_torn = Рыцари разрушили один из твоих мостов!
|
||||
msg.bridge_fire = Один из ваших мостов горит!
|
||||
job.tear_bridge = Ломает мост
|
||||
job.patrol = В дозоре
|
||||
job.guard = На страже
|
||||
|
||||
@@ -313,6 +313,7 @@ hint.tower_max = Táto veža je naplno vylepšená.
|
||||
hint.tower_where = Veže sa dajú stavať len na zabratých prázdnych políčkach podlahy.
|
||||
hint.tower_mana = Tvojim magickým vežiam došla mana.
|
||||
job.repair = Opravuje vežu
|
||||
job.mend_bridge = Opravuje most
|
||||
job.attack_tower = Útočí na vežu
|
||||
|
||||
unit.jailer = Žalárnik
|
||||
@@ -400,6 +401,7 @@ tool.bridge.name = Postaviť most
|
||||
tool.bridge.desc = Postaví most cez vodu alebo lávu. Ťahaj z vlastnej zeme cez rieku; most rastie políčko po políčku od tvojho územia.
|
||||
cost.bridge = {0} zlata/políčko cez vodu, {1} cez lávu
|
||||
hint.bridge_where = Mosty musia začínať na tvojej zemi: ťahaj zo svojho územia cez rieku.
|
||||
hint.bridge_fire = Drevené mosty horia: drž ohnivé pasce, ohnivý dych a blesky ďalej od nich – kamenné mosty nad lávou nehoria.
|
||||
hint.bridge_river = Mosty sa dajú stavať len cez vodu alebo lávu.
|
||||
msg.hero_burned = Do lávy spadol hrdina: {0}! +{1} zlata.
|
||||
msg.creature_burned = Do lávy spadol tvoj tvor: {0}.
|
||||
@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Rytierska stavba padla: {0}!
|
||||
msg.vault_taken = Rytiersky trezor dobytý: poklad v hodnote {0} je tvoj.
|
||||
msg.shard_taken = Črep tvojho jadra duše je späť v tvojich rukách!
|
||||
msg.bridge_torn = Rytieri strhli jeden z tvojich mostov!
|
||||
msg.bridge_fire = Jeden z tvojich mostov horí!
|
||||
job.tear_bridge = Strháva most
|
||||
job.patrol = Na hliadke
|
||||
job.guard = Na stráži
|
||||
|
||||
@@ -313,6 +313,7 @@ hint.tower_max = Ова кула је потпуно надограђена.
|
||||
hint.tower_where = Куле се граде само на освојеним, празним пољима пода.
|
||||
hint.tower_mana = Твојим магијским кулама је понестало мане.
|
||||
job.repair = Поправља кулу
|
||||
job.mend_bridge = Поправља мост
|
||||
job.attack_tower = Напада кулу
|
||||
|
||||
unit.jailer = Тамничар
|
||||
@@ -400,6 +401,7 @@ tool.bridge.name = Градња моста
|
||||
tool.bridge.desc = Гради мост преко воде или лаве. Превуци са свог тла преко реке; мост расте поље по поље од твоје територије.
|
||||
cost.bridge = {0} злата/поље преко воде, {1} преко лаве
|
||||
hint.bridge_where = Мостови морају да почну на твом тлу: превуци са своје територије преко реке.
|
||||
hint.bridge_fire = Дрвени мостови горе: држи ватрене замке, ватрени дах и муње подаље – камени мостови над лавом не горе.
|
||||
hint.bridge_river = Мостови се граде само преко воде или лаве.
|
||||
msg.hero_burned = Пао је у лаву: {0}! +{1} злата.
|
||||
msg.creature_burned = Твоје створење је пало у лаву: {0}.
|
||||
@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Пала је витешка кула: {0}!
|
||||
msg.vault_taken = Витешки трезор освојен: благо вредно {0} је твоје.
|
||||
msg.shard_taken = Крхотина твог језгра душе поново је у твојим рукама!
|
||||
msg.bridge_torn = Витезови су срушили један од твојих мостова!
|
||||
msg.bridge_fire = Један од твојих мостова гори!
|
||||
job.tear_bridge = Руши мост
|
||||
job.patrol = У патроли
|
||||
job.guard = На стражи
|
||||
|
||||
@@ -313,6 +313,7 @@ hint.tower_max = Det här tornet är fullt uppgraderat.
|
||||
hint.tower_where = Torn kan bara byggas på erövrade, tomma golvrutor.
|
||||
hint.tower_mana = Dina magitorn har slut på mana.
|
||||
job.repair = Reparerar ett torn
|
||||
job.mend_bridge = Lagar en bro
|
||||
job.attack_tower = Anfaller ett torn
|
||||
|
||||
unit.jailer = Fångvaktare
|
||||
@@ -400,6 +401,7 @@ tool.bridge.name = Bygg bro
|
||||
tool.bridge.desc = Bygger en bro över vatten eller lava. Dra från din egen mark över floden; bron växer ruta för ruta från ditt territorium.
|
||||
cost.bridge = {0} guld/ruta över vatten, {1} över lava
|
||||
hint.bridge_where = Broar måste börja vid din egen mark: dra från ditt territorium över floden.
|
||||
hint.bridge_fire = Träbroar brinner: håll eldfällor, eldande och blixtar borta från dem – stenbroar över lava är brandsäkra.
|
||||
hint.bridge_river = Broar kan bara byggas över vatten eller lava.
|
||||
msg.hero_burned = En {0} föll i lavan! +{1} guld.
|
||||
msg.creature_burned = Din {0} föll i lavan.
|
||||
@@ -430,6 +432,7 @@ msg.enemy_tower_destroyed = Ett {0} tillhörande riddarna har fallit!
|
||||
msg.vault_taken = Riddarvalv erövrat: skatter värda {0} är dina.
|
||||
msg.shard_taken = En skärva av din själskärna är tillbaka i dina händer!
|
||||
msg.bridge_torn = Riddarna har rivit en av dina broar!
|
||||
msg.bridge_fire = En av dina broar brinner!
|
||||
job.tear_bridge = River en bro
|
||||
job.patrol = På patrull
|
||||
job.guard = På vakt
|
||||
|
||||
+248
@@ -0,0 +1,248 @@
|
||||
// Bridges under strain: wooden bridges catch fire (fire traps, fire breath, fireballs, lightning),
|
||||
// the fire spreads along the planks and the bridge collapses into the river; knights wear bridges
|
||||
// down step by step, pit imps mend them again. Stone bridges over lava never burn.
|
||||
|
||||
use crate::game::*;
|
||||
use crate::map::*;
|
||||
use crate::particles::*;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
// seconds a burning plank holds before it falls into the river
|
||||
pub const BURN_TIME: f32 = 6.0;
|
||||
// a burning plank sets a neighbouring wooden plank alight with this chance per second
|
||||
pub const BURN_SPREAD: f32 = 0.35;
|
||||
// fire damage per second to whoever stands on a burning plank
|
||||
pub const BURN_DPS: f32 = 6.0;
|
||||
// wear a knight does to a bridge tile per second (1.0 = it falls)
|
||||
pub const TEAR_RATE: f32 = 0.12;
|
||||
// wear an imp mends per second
|
||||
pub const MEND_RATE: f32 = 0.25;
|
||||
|
||||
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
|
||||
pub struct BridgeWork {
|
||||
pub burning: Vec<(usize, f32)>, // tile, seconds it burns already
|
||||
pub wear: Vec<(usize, f32)>, // tile, damage 0..1
|
||||
}
|
||||
|
||||
impl Game {
|
||||
// a wooden bridge (or wooden drawbridge) that can burn
|
||||
pub fn wooden_bridge(&self, i: usize) -> bool {
|
||||
self.map.t.get(i).map_or(false, |t| t.kind == Kind::Bridge)
|
||||
}
|
||||
|
||||
pub fn burning(&self, i: usize) -> bool {
|
||||
self.bridgework.burning.iter().any(|b| b.0 == i)
|
||||
}
|
||||
|
||||
pub fn wear_of(&self, i: usize) -> f32 {
|
||||
self.bridgework.wear.iter().find(|w| w.0 == i).map_or(0.0, |w| w.1)
|
||||
}
|
||||
|
||||
// fire reaches tile (x, y): a wooden bridge there starts to burn
|
||||
pub fn ignite_at(&mut self, x: f32, y: f32) {
|
||||
let (tx, ty) = (x.floor() as i32, y.floor() as i32);
|
||||
if !inb(tx, ty) {
|
||||
return;
|
||||
}
|
||||
let i = idx(tx, ty);
|
||||
if !self.wooden_bridge(i) || self.burning(i) {
|
||||
return;
|
||||
}
|
||||
self.bridgework.burning.push((i, 0.0));
|
||||
self.fx(3, tx as f32 + 0.5, ty as f32 + 0.5, 0.0, 0.0, 0.5, 0xff2080ff);
|
||||
if self.map.t[i].owner == self.me {
|
||||
self.msg("msg.bridge_fire", vec![]);
|
||||
self.hint(32, "hint.bridge_fire");
|
||||
}
|
||||
}
|
||||
|
||||
// fire along a jet from (x, y) in direction (dx, dy) over `len` tiles
|
||||
pub fn ignite_line(&mut self, x: f32, y: f32, dx: f32, dy: f32, len: f32) {
|
||||
let steps = (len * 3.0) as usize;
|
||||
for s in 1..=steps {
|
||||
let f = s as f32 / 3.0;
|
||||
self.ignite_at(x + dx * f, y + dy * f);
|
||||
}
|
||||
}
|
||||
|
||||
// the shared part of every step: fire, collapse
|
||||
pub(crate) fn update_bridges(&mut self, dt: f32) {
|
||||
if self.bridgework.burning.is_empty() {
|
||||
return;
|
||||
}
|
||||
let mut k = 0;
|
||||
while k < self.bridgework.burning.len() {
|
||||
let (i, t0) = self.bridgework.burning[k];
|
||||
// the plank is gone already (torn down, sold, rebuilt)
|
||||
if !self.wooden_bridge(i) {
|
||||
self.bridgework.burning.swap_remove(k);
|
||||
continue;
|
||||
}
|
||||
let t = t0 + dt;
|
||||
self.bridgework.burning[k].1 = t;
|
||||
let (x, y) = xy(i);
|
||||
let (fx, fy) = (x as f32 + 0.5, y as f32 + 0.5);
|
||||
// flames and smoke (looks only)
|
||||
if self.vrng.f() < dt * 14.0 {
|
||||
let (ox, oy) = (self.vrng.f() - 0.5, self.vrng.f() - 0.5);
|
||||
let v = (self.vrng.f() * 0.4 - 0.2, self.vrng.f() * 0.4 - 0.2, 0.9 + self.vrng.f() * 0.8);
|
||||
self.parts.push(Part { kind: EMBER, x: fx + ox * 0.9, y: fy + oy * 0.9, h: 0.15, vx: v.0, vy: v.1, vh: v.2, t: 0.0, max: 0.7, col: abgr(255, 120 + (self.vrng.f() * 80.0) as u8, 30), size: 0.08 });
|
||||
}
|
||||
if self.vrng.f() < dt * 3.0 {
|
||||
self.parts.push(Part { kind: SMOKE, x: fx + self.vrng.f() - 0.5, y: fy + self.vrng.f() - 0.5, h: 0.5, vx: 0.0, vy: 0.0, vh: 0.6, t: 0.0, max: 2.2, col: abgr(40, 34, 30), size: 0.18 });
|
||||
}
|
||||
// whoever stands in the flames gets burnt
|
||||
for j in 0..self.ents.len() {
|
||||
let e = &self.ents[j];
|
||||
if e.alive && !e.held && !flies(e.kind) && e.tile() == i {
|
||||
self.ents[j].hp -= BURN_DPS * dt;
|
||||
if self.ents[j].hp <= 0.0 {
|
||||
self.kill(j);
|
||||
}
|
||||
}
|
||||
}
|
||||
// the fire spreads along the planks (deterministic: the shared random numbers)
|
||||
if t > 1.5 && (t / 1.0).floor() != ((t - dt) / 1.0).floor() {
|
||||
for &(dx, dy) in DIR4.iter() {
|
||||
if !inb(x + dx, y + dy) {
|
||||
continue;
|
||||
}
|
||||
let n = idx(x + dx, y + dy);
|
||||
if self.wooden_bridge(n) && !self.burning(n) && self.rng.f() < BURN_SPREAD {
|
||||
self.bridgework.burning.push((n, 0.0));
|
||||
}
|
||||
}
|
||||
}
|
||||
if t >= BURN_TIME {
|
||||
self.bridgework.burning.swap_remove(k);
|
||||
self.bridge_falls(i);
|
||||
continue;
|
||||
}
|
||||
k += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// a bridge tile falls into its river: whoever stands there goes into the water (or lava)
|
||||
pub(crate) fn bridge_falls(&mut self, i: usize) {
|
||||
let t = self.map.t[i];
|
||||
if !t.bridge() {
|
||||
return;
|
||||
}
|
||||
let mine = t.owner == self.me;
|
||||
let tl = &mut self.map.t[i];
|
||||
tl.kind = if t.river() == Some(Kind::Lava) { Kind::Lava } else { Kind::Water };
|
||||
tl.owner = Owner::None;
|
||||
tl.reserved = 0;
|
||||
tl.res = 0;
|
||||
self.bridgework.wear.retain(|w| w.0 != i);
|
||||
self.ground_lost(i);
|
||||
let (x, y) = xy(i);
|
||||
self.fx(6, x as f32 + 0.5, y as f32 + 0.5, 0.0, 0.0, 0.6, 0xff3a5a7a);
|
||||
for _ in 0..6 {
|
||||
let v = (self.vrng.f() * 2.0 - 1.0, self.vrng.f() * 2.0 - 1.0, 0.6 + self.vrng.f());
|
||||
self.parts.push(Part { kind: DEBRIS, x: x as f32 + 0.5, y: y as f32 + 0.5, h: 0.2, vx: v.0, vy: v.1, vh: v.2, t: 0.0, max: 1.2, col: abgr(90, 62, 34), size: 0.08 });
|
||||
}
|
||||
self.sfx(Sfx::DigDone, x as f32 + 0.5, y as f32 + 0.5);
|
||||
if mine {
|
||||
self.msg("msg.bridge_torn", vec![]);
|
||||
}
|
||||
}
|
||||
|
||||
// a knight works on a bridge tile: true while it still stands
|
||||
pub(crate) fn wear_bridge(&mut self, i: usize, dt: f32) -> bool {
|
||||
let w = self.wear_of(i) + TEAR_RATE * dt;
|
||||
if w >= 1.0 {
|
||||
self.bridge_falls(i);
|
||||
return false;
|
||||
}
|
||||
match self.bridgework.wear.iter_mut().find(|x| x.0 == i) {
|
||||
Some(x) => x.1 = w,
|
||||
None => self.bridgework.wear.push((i, w)),
|
||||
}
|
||||
true
|
||||
}
|
||||
|
||||
// an imp mends a worn bridge tile: true while there is more to do
|
||||
pub(crate) fn mend_bridge(&mut self, i: usize, dt: f32) -> bool {
|
||||
let Some(k) = self.bridgework.wear.iter().position(|x| x.0 == i) else { return false };
|
||||
self.bridgework.wear[k].1 -= MEND_RATE * dt;
|
||||
if self.bridgework.wear[k].1 <= 0.0 {
|
||||
self.bridgework.wear.swap_remove(k);
|
||||
return false;
|
||||
}
|
||||
true
|
||||
}
|
||||
|
||||
// a worn (not burning) bridge tile of the master being processed next to or at tile i
|
||||
pub(crate) fn worn_bridge_near(&self, i: usize) -> Option<usize> {
|
||||
if self.bridgework.wear.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let (x, y) = xy(i);
|
||||
std::iter::once((0, 0)).chain(DIR4.iter().copied()).find_map(|(dx, dy)| {
|
||||
let n = idx(x + dx, y + dy);
|
||||
let ok = inb(x + dx, y + dy) && self.map.t[n].bridge() && self.map.t[n].owner == self.me && self.wear_of(n) > 0.0 && !self.burning(n);
|
||||
ok.then_some(n)
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
// a wooden bridge of the player across a strip of water, 6 tiles long
|
||||
fn bridge_game() -> (Game, Vec<usize>) {
|
||||
let mut g = Game::new(5, 64, 64);
|
||||
let (cx, cy) = g.map.core;
|
||||
let y = cy + 6;
|
||||
let mut tiles = Vec::new();
|
||||
for x in cx - 3..cx + 3 {
|
||||
let i = idx(x, y);
|
||||
g.map.t[i].kind = Kind::Bridge;
|
||||
g.map.t[i].owner = Owner::Player;
|
||||
for dy in [-1, 1] {
|
||||
let t = &mut g.map.t[idx(x, y + dy)];
|
||||
t.kind = Kind::Water;
|
||||
t.owner = Owner::None;
|
||||
}
|
||||
tiles.push(i);
|
||||
}
|
||||
(g, tiles)
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn a_burning_bridge_spreads_and_falls() {
|
||||
let (mut g, tiles) = bridge_game();
|
||||
let (x, y) = xy(tiles[2]);
|
||||
g.ignite_at(x as f32 + 0.5, y as f32 + 0.5);
|
||||
assert!(g.burning(tiles[2]));
|
||||
for _ in 0..(20 * 20) {
|
||||
g.update(0.05);
|
||||
}
|
||||
assert_eq!(g.map.t[tiles[2]].kind, Kind::Water, "the burnt plank fell");
|
||||
assert!(tiles.iter().filter(|&&i| g.map.t[i].kind == Kind::Water).count() >= 2, "the fire spread");
|
||||
assert!(g.bridgework.burning.iter().all(|b| g.wooden_bridge(b.0)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn stone_bridges_do_not_burn() {
|
||||
let (mut g, tiles) = bridge_game();
|
||||
g.map.t[tiles[0]].kind = Kind::LavaBridge;
|
||||
let (x, y) = xy(tiles[0]);
|
||||
g.ignite_at(x as f32 + 0.5, y as f32 + 0.5);
|
||||
assert!(!g.burning(tiles[0]));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn worn_bridges_fall_or_are_mended() {
|
||||
let (mut g, tiles) = bridge_game();
|
||||
assert!(g.wear_bridge(tiles[1], 2.0));
|
||||
assert!(g.wear_of(tiles[1]) > 0.2);
|
||||
assert_eq!(g.worn_bridge_near(tiles[1]), Some(tiles[1]));
|
||||
while g.mend_bridge(tiles[1], 0.5) {}
|
||||
assert_eq!(g.wear_of(tiles[1]), 0.0);
|
||||
while g.wear_bridge(tiles[1], 1.0) {}
|
||||
assert_eq!(g.map.t[tiles[1]].kind, Kind::Water);
|
||||
}
|
||||
}
|
||||
+46
-17
@@ -207,6 +207,7 @@ pub enum Job {
|
||||
Brawl(u32), // two creatures that cannot stand each other scuffle (never to the death)
|
||||
Guard(usize), // holds a guard post
|
||||
Spar(usize), // sparring in the arena
|
||||
MendBridge(usize), // imp mends a worn bridge tile
|
||||
}
|
||||
|
||||
#[derive(Clone, Serialize, Deserialize)]
|
||||
@@ -583,6 +584,8 @@ pub struct Game {
|
||||
#[serde(default)]
|
||||
pub dwarf_caves: Vec<crate::dwarves::DwarfCave>,
|
||||
#[serde(default)]
|
||||
pub bridgework: crate::bridges::BridgeWork, // burning and worn bridges
|
||||
#[serde(default)]
|
||||
pub dwarf_t: f32,
|
||||
#[serde(default)]
|
||||
pub rune_free: u32, // rune forge towers that can be built for free (from chests)
|
||||
@@ -627,7 +630,7 @@ pub struct Game {
|
||||
#[serde(skip)]
|
||||
pub debug_markers: bool, // show debug-only command markers
|
||||
#[serde(skip, default = "hint_times")]
|
||||
hint_t: [f32; 32], // last time each hint slot was shown
|
||||
hint_t: [f32; 48], // last time each hint slot was shown
|
||||
}
|
||||
|
||||
pub const MARK_DIG: u8 = 0;
|
||||
@@ -660,8 +663,8 @@ pub struct Mark {
|
||||
pub fixed: bool, // guard/attack/gather order flags are shown without the debug setting
|
||||
}
|
||||
|
||||
fn hint_times() -> [f32; 32] {
|
||||
[-1000.0; 32]
|
||||
fn hint_times() -> [f32; 48] {
|
||||
[-1000.0; 48]
|
||||
}
|
||||
|
||||
// every simulation step has the same length: on every client of a match the same commands are
|
||||
@@ -898,6 +901,7 @@ impl Game {
|
||||
stuck: Vec::new(),
|
||||
vrng: crate::particles::vrng(),
|
||||
dwarf_caves: Vec::new(),
|
||||
bridgework: Default::default(),
|
||||
dwarf_t: 30.0,
|
||||
rune_free: 0,
|
||||
rune_final: 0,
|
||||
@@ -1650,6 +1654,7 @@ impl Game {
|
||||
self.update_rivals(dt);
|
||||
}
|
||||
self.update_dwarves(dt);
|
||||
self.update_bridges(dt);
|
||||
// fallen hearts of a match are shared state: every client marks them in the same step
|
||||
self.update_fallen_masters();
|
||||
// the end of the game and the fog are about the master at this computer
|
||||
@@ -2339,7 +2344,7 @@ impl Game {
|
||||
Some((x as f32 + 0.5, y as f32 + 0.5))
|
||||
};
|
||||
let target = match e.job {
|
||||
Job::Dig(t) | Job::Reinforce(t) | Job::Help(t) | Job::TearBridge(t) => tile(t),
|
||||
Job::Dig(t) | Job::Reinforce(t) | Job::Help(t) | Job::TearBridge(t) | Job::MendBridge(t) => tile(t),
|
||||
Job::Attack(id) | Job::Torment(id) | Job::Carry(id) | Job::Brawl(id) => self.find(id).map(|j| (self.ents[j].x, self.ents[j].y)),
|
||||
Job::Repair(id) | Job::AttackTower(id) => self.towers.iter().find(|t| t.id == id).map(|t| t.pos()),
|
||||
_ => None,
|
||||
@@ -2625,6 +2630,10 @@ impl Game {
|
||||
}
|
||||
}
|
||||
if e.kind == EK::Priestess || e.kind == EK::Wyrm || e.kind == EK::BattleMage {
|
||||
// fire on a wooden bridge sets it alight now and then
|
||||
if self.rng.f() < 0.25 {
|
||||
self.ignite_at(tx, ty);
|
||||
}
|
||||
// fireball / fire breath: half damage to enemies around the target
|
||||
let me = e.side();
|
||||
let splash: Vec<usize> = self
|
||||
@@ -3074,21 +3083,14 @@ impl Game {
|
||||
e.path.clear();
|
||||
e.working = true;
|
||||
e.face = sgn(bx as f32 + 0.5 - e.x);
|
||||
// the bridge wears down step by step; imps can mend it while it stands
|
||||
e.timer += dt;
|
||||
if e.timer >= 4.0 {
|
||||
e.timer = 0.0;
|
||||
let lava = t.kind == Kind::LavaBridge;
|
||||
let tl = &mut self.map.t[i];
|
||||
tl.kind = if lava { Kind::Lava } else { Kind::Water };
|
||||
tl.owner = Owner::None;
|
||||
tl.reserved = 0;
|
||||
self.ground_lost(i);
|
||||
self.fx(6, bx as f32 + 0.5, by as f32 + 0.5, 0.0, 0.0, 0.6, 0xff3a5a7a);
|
||||
self.sfx(Sfx::DigDone, bx as f32 + 0.5, by as f32 + 0.5);
|
||||
self.msg("msg.bridge_torn", vec![]);
|
||||
return false;
|
||||
if e.timer >= 1.0 {
|
||||
e.timer -= 1.0;
|
||||
self.sfx(Sfx::MeleeHit, bx as f32 + 0.5, by as f32 + 0.5);
|
||||
self.fx(2, bx as f32 + 0.5, by as f32 + 0.5, 0.0, 0.0, 0.2, 0xff3a5a7a);
|
||||
}
|
||||
return true;
|
||||
return self.wear_bridge(i, dt);
|
||||
}
|
||||
if e.path.is_empty() && e.repath <= 0.0 {
|
||||
e.repath = 1.5;
|
||||
@@ -3322,6 +3324,22 @@ impl Game {
|
||||
self.sfx(Sfx::Reinforce, tx, ty);
|
||||
}
|
||||
}
|
||||
Job::MendBridge(b) => {
|
||||
let (bx, by) = xy(b);
|
||||
let (tx, ty) = (bx as f32 + 0.5, by as f32 + 0.5);
|
||||
if (tx - e.x).abs() > 1.6 || (ty - e.y).abs() > 1.6 || self.burning(b) {
|
||||
e.job = Job::None;
|
||||
return;
|
||||
}
|
||||
e.face = sgn(tx - e.x);
|
||||
e.working = true;
|
||||
if !self.mend_bridge(b, dt) {
|
||||
e.job = Job::None;
|
||||
}
|
||||
if (e.anim * 3.0).fract() < dt * 3.0 {
|
||||
self.sfx(Sfx::Reinforce, tx, ty);
|
||||
}
|
||||
}
|
||||
Job::Help(t) => {
|
||||
// the task is done or nobody works on it any more: back to thinking
|
||||
if self.task_worker(t).is_none() || self.helpers(t) > HELPERS_MAX {
|
||||
@@ -3488,6 +3506,15 @@ impl Game {
|
||||
return;
|
||||
}
|
||||
}
|
||||
// ... and so are bridges the knights worked on
|
||||
if let Some(p) = self.map.search(cur, self.map.walk_cost(), |i| self.worn_bridge_near(i).is_some(), true) {
|
||||
let end = p.last().copied().unwrap_or(cur);
|
||||
if let Some(b) = self.worn_bridge_near(end) {
|
||||
e.path = p;
|
||||
e.job = Job::MendBridge(b);
|
||||
return;
|
||||
}
|
||||
}
|
||||
if let Some(p) = self.map.search(cur, self.map.walk_cost(), |i| self.claimable(i, me), true) {
|
||||
let end = p.last().copied().unwrap_or(cur);
|
||||
self.map.t[end].reserved = me;
|
||||
@@ -5368,6 +5395,7 @@ impl Game {
|
||||
self.mana -= COST;
|
||||
self.sfx(Sfx::Lightning, wx, wy);
|
||||
self.fx(1, wx, wy, 0.0, 0.0, 0.5, 0xffffeeaa);
|
||||
self.ignite_at(wx, wy);
|
||||
let mut kills = Vec::new();
|
||||
for (j, e) in self.ents.iter_mut().enumerate() {
|
||||
if e.alive && !e.held && e.active_hero() && (e.x - wx).powi(2) + (e.y - wy).powi(2) < 2.6 {
|
||||
@@ -5551,6 +5579,7 @@ pub fn job_name(e: &Ent) -> &'static str {
|
||||
Job::Leave => "job.leave",
|
||||
Job::Reinforce(_) => "job.reinforce",
|
||||
Job::Repair(_) => "job.repair",
|
||||
Job::MendBridge(_) => "job.mend_bridge",
|
||||
Job::Carry(_) => "job.carry",
|
||||
Job::Pray(_) => "job.pray",
|
||||
Job::HealCore => "job.heal_core",
|
||||
|
||||
@@ -30,6 +30,7 @@ mod save;
|
||||
#[cfg(test)]
|
||||
mod scenes;
|
||||
mod blocks;
|
||||
mod bridges;
|
||||
mod mscript;
|
||||
mod settings;
|
||||
mod sfx;
|
||||
|
||||
@@ -1138,6 +1138,12 @@ impl R3d {
|
||||
}
|
||||
}
|
||||
}
|
||||
// burning bridges flicker
|
||||
for &(i, _) in g.bridgework.burning.iter().filter(|b| g.map.shown(b.0)) {
|
||||
let (x, z) = xy(i);
|
||||
let fl = 0.8 + 0.2 * (t * 11.0 + i as f32).sin();
|
||||
push(vec3(x as f32 + 0.5, 0.6, z as f32 + 0.5), 4.5, vec3(1.0, 0.5, 0.15), 1.6 * fl, 5.0);
|
||||
}
|
||||
let pulse = 0.5 + 0.5 * (t * 4.0).sin();
|
||||
for &(ex, ey) in &g.planned_entries {
|
||||
push(vec3(ex as f32 + 0.5, 1.2, ey as f32 + 0.5), 5.0, vec3(1.0, 0.12, 0.08), 0.6 + 1.0 * pulse, 30.0);
|
||||
|
||||
@@ -529,6 +529,7 @@ impl Game {
|
||||
self.traps[k].sprung = true;
|
||||
self.traps[k].aim = a;
|
||||
let (dx, dy) = (a.cos(), a.sin());
|
||||
self.ignite_line(cx, cy, dx, dy, 3.2);
|
||||
for o in near(3.4, &self.ents) {
|
||||
let (rx, ry) = (self.ents[o].x - cx, self.ents[o].y - cy);
|
||||
let along = rx * dx + ry * dy;
|
||||
|
||||
Reference in new issue
Block a user