Traps and doors made in a new forge room, installed by imps; new creature: the cogling

- forge room: creatures work there (coglings fastest), the work goes into the oldest planned trap or door; finished pieces wait as crates, imps carry and install them
- traps: spike pit, poison vent (cloud), fire jet, stone roller, alarm bell (calls creatures), rune mine (one big blast), frost glow (slows around it)
- doors: wood, iron, magic (hurls attackers back); own creatures pass, enemies smash them on their way; clicking a door with a door tool locks it for everybody
- new 'Traps' category in the toolbar, forge in the rooms; texts EN/DE, bestiary entries; atlas grown for new textures and icons
- tests: forge to installed trap, spikes hurt, doors lock and get smashed

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Richard ZinkandClaude Opus 5.5 committed 2026-11-04 06:55:37 +01:00
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@@ -10,7 +10,7 @@ use serde::{Deserialize, Serialize};
// From which mission (0-based) on each tool is available (same order as ui::TOOLS):
// dig, hand, treasury, lair, farm, training, library, sell, flag, lightning, heal, imp,
// torture, temple, arrow tower, cannon tower, magic tower, bridge, aerie, steel
pub const TOOL_UNLOCK: [usize; 21] = [0, 0, 0, 0, 0, 2, 5, 0, 0, 3, 5, 0, 8, 12, 3, 7, 12, 1, 8, 17, 0];
pub const TOOL_UNLOCK: [usize; 32] = [0, 0, 0, 0, 0, 2, 5, 0, 0, 3, 5, 0, 8, 12, 3, 7, 12, 1, 8, 17, 0, 7, 7, 10, 12, 12, 7, 16, 16, 7, 10, 16];
pub struct FortDef {
pub at: (f32, f32), // centre as a fraction of the map size