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Created November 25, 2016 02:47
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title
Play this game by pasting the script in http://www.puzzlescript.net/editor.html
title Flash Point: Fire Rescue
author Mark Richardson
again_interval 0.05
key_repeat_interval 0.5
norepeat_action
noundo
realtime_interval 0.25
run_rules_on_level_start
(verbose_logging)
========
OBJECTS
========
Background
Black
(State)
Last
Transparent
Turn1
Transparent
Turn2
Transparent
(Floor)
Outside
#0A0
Inside
#00A
Excluded
#00A
Elevator
#444
Air
#5AF
(Letters)
A
#FFF
..00.
.0..0
.0000
.0..0
.0..0
C
#FFF
..00.
.0..0
.0...
.0..0
..00.
D
#FFF
.000.
.0..0
.0..0
.0..0
.000.
E
#FFF
.0000
.0...
.000.
.0...
.0000
I
#FFF
.000.
..0..
..0..
..0..
.000.
K
#FFF
.0..0
.0.0.
.00..
.0.0.
.0..0
L
#FFF
.0...
.0...
.0...
.0...
.0000
O
#FFF
..00.
.0..0
.0..0
.0..0
..00.
P
#FFF
.000.
.0..0
.000.
.0...
.0...
R
#FFF
.000.
.0..0
.000.
.0..0
.0..0
S
#FFF
..000
.0...
..00.
....0
.000.
T
#FFF
00000
..0..
..0..
..0..
..0..
W
#FFF
0...0
0...0
0.0.0
0.0.0
.0.0.
X
#FFF
.0..0
.0..0
..00.
.0..0
.0..0
Y
#FFF
.0..0
.0..0
..000
....0
..00.
(House)
HouseIcon8
#000 #EEE #5AF
.....
.....
..222
.2222
22222
HouseIcon9
#000 #EEE #5AF
.....
.....
22...
222..
2222.
HouseIcon5
#000 #EEE #5AF
.1111
.1001
.1001
.1001
.....
HouseIcon6
#000 #EEE #5AF
111..
001..
001..
111..
.....
House1
#F00
00000
00000
00000
.....
.....
House2
#F80
00000
00000
00000
.....
.....
House3
#FF0
00000
00000
00000
.....
.....
House4
#8F0
00000
00000
00000
.....
.....
House5
#0F0
00000
00000
00000
.....
.....
Damage1
#000
....0
....0
....0
....0
....0
Damage2
#000
...00
...00
...00
...00
...00
Damage3
#000
..000
..000
..000
..000
..000
Damage4
#000
.0000
.0000
.0000
.0000
.0000
Damage5
#000
00000
00000
00000
00000
00000
(Grid layer)
GridO
#555
.....
.....
.....
.....
.....
GridV
#555
..0..
..0..
..0..
..0..
..0..
GridH
#555
.....
.....
00000
.....
.....
GridX
#555
..0..
..0..
00000
..0..
..0..
GridD
#555
.....
.....
00000
..0..
..0..
GridL
#555
..0..
..0..
000..
..0..
..0..
GridR
#555
..0..
..0..
..000
..0..
..0..
GridU
#555
..0..
..0..
00000
.....
.....
GridDL
#555
.....
.....
000..
..0..
..0..
GridDR
#555
.....
.....
..000
..0..
..0..
GridUL
#555
..0..
..0..
000..
.....
.....
GridUR
#555
..0..
..0..
..000
.....
.....
(Mode selection)
Mode1
#0F0 #0A0 #050
..2..
..1..
..012
.....
.....
Mode2
#0F0 #0A0 #050
.....
.....
21012
.....
.....
Mode3
#0F0 #0A0 #050
..2..
..1..
210..
.....
.....
Mode4
#0F0 #0A0 #050
..2..
..1..
..0..
..1..
..2..
Mode
#0F0 #0A0 #050
.....
.....
.....
.....
.....
Mode6
#0F0 #0A0 #050
..2..
..1..
..0..
..1..
..2..
Mode7
#0F0 #0A0 #050
.....
.....
..012
..1..
..2..
Mode8
#0F0 #0A0 #050
.....
.....
21012
.....
.....
Mode9
#0F0 #0A0 #050
.....
.....
210..
..1..
..2..
(Mode)
Player
#FF0 #AA0 #550
.....
.....
.....
.....
.....
Cursor51
Transparent
Cursor52
Transparent
Cursor53
Transparent
Cursor54
Transparent
Cursor11
#FF0 #AA0 #550
..2..
..1..
..012
.....
.....
Cursor21
#FF0 #AA0 #550
.....
.....
21012
.....
.....
Cursor31
#FF0 #AA0 #550
..2..
..1..
210..
.....
.....
Cursor41
#FF0 #AA0 #550
..2..
..1..
..0..
..1..
..2..
Cursor61
#FF0 #AA0 #550
..2..
..1..
..0..
..1..
..2..
Cursor71
#FF0 #AA0 #550
.....
.....
..012
..1..
..2..
Cursor81
#FF0 #AA0 #550
.....
.....
21012
.....
.....
Cursor91
#FF0 #AA0 #550
.....
.....
210..
..1..
..2..
Cursor12
#FF0 #AA0 #550
..1..
..0..
..121
.....
.....
Cursor22
#FF0 #AA0 #550
.....
.....
10121
.....
.....
Cursor32
#FF0 #AA0 #550
..1..
..2..
101..
.....
.....
Cursor42
#FF0 #AA0 #550
..1..
..0..
..1..
..2..
..1..
Cursor62
#FF0 #AA0 #550
..1..
..2..
..1..
..0..
..1..
Cursor72
#FF0 #AA0 #550
.....
.....
..101
..2..
..1..
Cursor82
#FF0 #AA0 #550
.....
.....
12101
.....
.....
Cursor92
#FF0 #AA0 #550
.....
.....
121..
..0..
..1..
Cursor13
#FF0 #AA0 #550
..0..
..1..
..210
.....
.....
Cursor23
#FF0 #AA0 #550
.....
.....
01210
.....
.....
Cursor33
#FF0 #AA0 #550
..0..
..1..
012..
.....
.....
Cursor43
#FF0 #AA0 #550
..0..
..1..
..2..
..1..
..0..
Cursor63
#FF0 #AA0 #550
..0..
..1..
..2..
..1..
..0..
Cursor73
#FF0 #AA0 #550
.....
.....
..210
..1..
..0..
Cursor83
#FF0 #AA0 #550
.....
.....
01210
.....
.....
Cursor93
#FF0 #AA0 #550
.....
.....
012..
..1..
..0..
Cursor14
#FF0 #AA0 #550
..1..
..2..
..101
.....
.....
Cursor24
#FF0 #AA0 #550
.....
.....
12101
.....
.....
Cursor34
#FF0 #AA0 #550
..1..
..0..
121..
.....
.....
Cursor44
#FF0 #AA0 #550
..1..
..2..
..1..
..0..
..1..
Cursor64
#FF0 #AA0 #550
..1..
..0..
..1..
..2..
..1..
Cursor74
#FF0 #AA0 #550
.....
.....
..121
..0..
..1..
Cursor84
#FF0 #AA0 #550
.....
.....
10121
.....
.....
Cursor94
#FF0 #AA0 #550
.....
.....
101..
..2..
..1..
(Fire)
Flare
Transparent
Smoke1
#555 #888 #BBB
..000
111..
.222.
00..0
1..11
Smoke2
#555 #888 #BBB
11..1
222..
0..00
..111
.000.
Smoke3
#555 #888 #BBB
22..2
..000
.111.
000..
1..11
Smoke4
#555 #888 #BBB
.000.
111..
00..0
..111
2..22
Smoke5
#555 #888 #BBB
11..1
0..00
.111.
..222
000..
Fire1
#F00 #F50 #FA0
.0.0.
.101.
02120
01210
.000.
Fire2
#F00 #F50 #FA0
...0.
.001.
01120
01210
.000.
Fire3
#F00 #F50 #FA0
.0...
.100.
02110
01210
.000.
Fire4
#F00 #F50 #FA0
.....
.000.
01110
01210
.000.
Explosion
Transparent
Shockwave
#A00 #F00 #F50 #FA0
.000.
01210
02320
01210
.000.
Ruin
#931 #720 #888
20120
12012
01210
21012
02101
(Mode Icons)
UseDoor8
#A50 #FD0
.....
.....
.....
.....
00000
UseDoor
#A50 #FD0
00000
00000
00010
00000
00000
Axe8
#FFF #F00 #931 #A50
33333
.....
.....
.....
.1110
Axe
#FFF #F00 #931
..110
..2..
..2..
..2..
..2..
Spray8
#931 #88F #66F
..0..
.....
.....
.....
..221
Spray
#AAF #88F #66F #BA4
...10
..101
..01.
30...
33...
Spray4
#AAF #88F #66F #BA4
.....
.....
.....
.....
....3
Spray6
#AAF #88F #66F #BA4
1....
2....
2....
.....
.....
Spray2
#BA4 #FF0
0....
.....
.....
.....
..11.
Spray1
#BA4
....0
.....
.....
.....
.....
Walk
#555 #FF0 #BA4
..10.
..111
..11.
11..1
....1
Walk4
#FFF #FF0 #BA4
.....
.....
.....
....1
....1
Walk6
#FFF #FF0 #BA4
.....
2....
.....
.....
.....
Walk2
#FFF #FF0 #BA4
....1
.....
.....
.....
.....
Walk3
#FFF #FF0 #BA4
1....
.....
.....
.....
.....
Carry
Transparent
(Turn Indicator)
TurnOn
#0F0 #0A0 #050 #F00
.....
.....
.111.
.1.1.
.111.
TurnOff
#0F0 #0A0 #050 #F00
.....
.....
.222.
.2.2.
.222.
TurnUse
#0F0 #0A0 #050 #F00
.....
.....
.000.
.0.0.
.000.
TurnAdd
#0F0 #0A0 #050 #F00
.....
.....
.222.
.202.
.222.
TurnBad
#0F0 #0A0 #050 #F00
.....
.....
.333.
.3.3.
.333.
(Walls)
WallH
#EEE #AAA
1....
00...
000..
0000.
00000
WallV
#EEE #AAA
10000
.0000
..000
...00
....0
WallDL
#EEE #AAA
1....
01...
001..
0001.
00001
WallDR
#EEE #AAA
1....
.1...
..1..
...1.
....1
WallUL
#EEE #AAA
10000
01000
00100
00010
00001
WallUR
#EEE #AAA
10000
.1000
..100
...10
....1
WallDLR
#EEE #AAA
1....
01...
001..
0001.
00001
WallDLU
#EEE #AAA
10000
00000
00000
00000
00000
WallDRU
#EEE #AAA
10000
.1000
..100
...10
....1
WallLRU
#EEE #AAA
10000
00000
00000
00000
00000
WallDLRU
#EEE #AAA
10000
01000
00100
00010
00001
WallH4
#EEE #AAA
.1111
..000
...00
....0
.....
WallV8
#EEE #AAA
.....
1....
10...
100..
1000.
ThinWallH
#07E #05A
1....
00...
000..
0000.
00000
ThinWallV
#07E #05A
10000
.0000
..000
...00
....0
ThinWallDLR
#07E #05A
1....
01...
001..
0001.
00001
ThinWallDLU
#07E #05A
10000
00000
00000
00000
00000
ThinWallDRU
#07E #05A
10000
.1000
..100
...10
....1
ThinWallLRU
#07E #05A
10000
00000
00000
00000
00000
ThinWallH4
#07E #05A
.1111
..000
...00
....0
.....
ThinWallV8
#07E #05A
.....
1....
10...
100..
1000.
FireWallH
#666 #888
1....
00...
000..
0000.
00000
FireWallV
#666 #888
10000
.0000
..000
...00
....0
FireWallDL
#666 #888
1....
01...
001..
0001.
00001
FireWallDR
#666 #888
1....
.1...
..1..
...1.
....1
FireWallUL
#666 #888
10000
01000
00100
00010
00001
FireWallUR
#666 #888 #EEE
10000
21000
22100
22210
22221
FireWallDLU
#666 #888
00000
00000
00000
00000
00000
FireWallDRU
#666 #888
10000
01000
00100
00010
00001
FireWallH4
#666 #888
.1111
..000
...00
....0
.....
FireWallV8
#666 #888
.....
1....
10...
100..
1000.
(Doors)
DoorHClosed5
#A50 #000 #FD0
0....
00...
000..
0000.
00000
DoorHClosed4
#A50 #000 #FD0
.0000
..000
...02
....0
.....
DoorHOpened5
#A50 #000 #FD0
0....
.0...
..0..
...0.
....0
DoorHOpened4
#A50 #000 #FD0
.....
.....
.....
.....
.....
DoorHBroken5
#A50 #000 #FD0
.....
..1..
...1.
....1
.....
DoorHBroken4
#A50 #000 #FD0
.....
.1...
..1..
...1.
.....
DoorVClosed5
#A50 #000 #FD0
00000
.0000
..000
...00
....0
DoorVClosed8
#A50 #000 #FD0
.....
0....
00...
000..
0020.
DoorVOpened5
#A50 #000 #FD0
0....
.0...
..0..
...0.
....0
DoorVOpened8
#A50 #000 #FD0
.....
.....
.....
.....
.....
DoorVBroken5
#A50 #000 #FD0
.....
.....
.1...
..1..
...1.
DoorVBroken8
#A50 #000 #FD0
.....
.1...
..1..
...1.
.....
Crack
#000
0...0
.00.0
.0.0.
..00.
00..0
FireDoorVClosed5
#AAA #888
00100
.0010
..001
...00
....0
FireDoorVClosed8
#AAA #888
.....
0....
00...
100..
0100.
FireDoorVOpened5
#AAA #888
0....
.0...
..0..
...0.
....0
FireDoorVOpened8
#AAA #888
.....
.....
.....
.....
.....
(People)
Firefighter
#FF0 #EE0 #CC0
.000.
01210
02020
01210
.000.
PlayerNew
Transparent
PersonPendingTrue
Transparent
PersonPendingFalse
Transparent
PersonAlertTrue
#0FF
.000.
0...0
..00.
.....
..0..
PersonAlertFalse
#0FF
.000.
0...0
..00.
.....
..0..
PersonNew
Transparent
PersonGoal
#A00 #500
....0
....1
....0
....1
....0
PersonTalk
Transparent
PersonGhost
#553528 #2E1706
.11..
1111.
1001.
0000.
.00..
PersonAlive
#FFA07A #8B4513
.11..
1111.
1001.
0000.
.00..
PersonDead
#AAA #888 #666
.01..
0011.
1122.
.12..
.12..
(Phases)
Phase1Next
Transparent
Phase1Done
Transparent
Phase2Init
Transparent
Phase2Next
Transparent
Phase2Done
Transparent
Phase3Next
Transparent
Phase3Done
Transparent
(Water)
WaterD1
#AAF #88F #66F
..0..
..0..
..0..
.101.
.101.
WaterD2
#AAF #88F #66F
.101.
.202.
21112
.....
.....
WaterL1
#AAF #88F #66F
.....
11...
00000
11...
.....
WaterL2
#AAF #88F #66F
..2..
..121
..100
..121
..2..
WaterR1
#AAF #88F #66F
.....
...11
00000
...11
.....
WaterR2
#AAF #88F #66F
..2..
121..
001..
121..
..2..
WaterU1
#AAF #88F #66F
.101.
.101.
..0..
..0..
..0..
WaterU2
#AAF #88F #66F
.....
.....
21112
.202.
.101.
WaterO
#AAF #88F #66F
2.2.2
.101.
20002
.101.
2.2.2
=======
LEGEND
=======
Floor = Outside or Inside or Excluded or Elevator or Air
WalkFloor = Outside or Inside or Elevator
FireFloor = Outside or Elevator or Air
RuinFloor = Inside or Excluded or Elevator
Letter = A or C or D or E or I or K or L or O or P or R or S or T or W or X or Y
HouseIcon = HouseIcon5 or HouseIcon6 or HouseIcon8 or HouseIcon9
House = HouseIcon or House1 or House2 or House3 or House4 or House5
GridCell = GridO
GridLine = GridH or GridV
GridNode = GridX or GridD or GridL or GridR or GridU or GridDL or GridDR or GridUL or GridUR
Grid = GridCell or GridLine or GridNode
Fire = Fire1 or Fire2 or Fire3 or Fire4
Smoke = Smoke1 or Smoke2 or Smoke3 or Smoke4 or Smoke5
Heat = Smoke or Fire
Turn = TurnOn or TurnOff or TurnUse or TurnAdd or TurnBad
NTurn = Turn1 or Turn2
Damage = Damage1 or Damage2 or Damage3 or Damage4 or Damage5
ModeIcon = UseDoor or Axe or Spray or Walk or Carry or Fire
ModeIconDeco = UseDoor8 or Axe8 or Spray1 or Spray2 or Spray4 or Spray6 or Spray8 or Walk2 or Walk3 or Walk4 or Walk6
ThinWall = ThinWallH or ThinWallV or ThinWallDLR or ThinWallDLU or ThinWallDRU or ThinWallLRU
Wall = WallH or WallV or WallDL or WallDR or WallUL or WallUR or WallDLR or WallDLU or WallDRU or WallLRU or WallDLRU
FireWall = FireWallH or FireWallV or FireWallDR or FireWallUR or FireWallDL or FireWallUL or FireWallDLU or FireWallDRU
FireDoor = FireDoorVClosed5 or FireDoorVOpened5
DoorClosed = DoorHClosed5 or DoorVClosed5 or FireDoorVClosed5
DoorOpened = DoorHOpened5 or DoorVOpened5 or FireDoorVOpened5
DoorBroken = DoorHBroken5 or DoorVBroken5
Door = DoorClosed or DoorOpened or DoorBroken
HDeco = WallH4 or ThinWallH4 or FireWallH4 or DoorHClosed4 or DoorHOpened4 or DoorHBroken4
VDeco = WallV8 or ThinWallV8 or FireWallV8 or DoorVClosed8 or DoorVOpened8 or DoorVBroken8 or FireDoorVClosed8 or FireDoorVOpened8
ModeX = Mode1 or Mode2 or Mode3 or Mode4 or Mode or Mode6 or Mode7 or Mode8 or Mode9
PersonPending = PersonPendingTrue or PersonPendingFalse
PersonAlert = PersonAlertTrue or PersonAlertFalse
Cursor = Cursor11 or Cursor21 or Cursor31 or Cursor41 or Cursor51 or Cursor61 or Cursor71 or Cursor81 or Cursor91 or Cursor12 or Cursor22 or Cursor32 or Cursor42 or Cursor52 or Cursor62 or Cursor72 or Cursor82 or Cursor92 or Cursor13 or Cursor23 or Cursor33 or Cursor43 or Cursor53 or Cursor63 or Cursor73 or Cursor83 or Cursor93 or Cursor14 or Cursor24 or Cursor34 or Cursor44 or Cursor54 or Cursor64 or Cursor74 or Cursor84 or Cursor94
Phase1 = Phase1Next or Phase1Done
Phase2 = Phase2Init or Phase2Next or Phase2Done
Phase3 = Phase3Next or Phase3Done
Phase = Phase1 or Phase2 or Phase3
Water = WaterD1 or WaterD2 or WaterL1 or WaterL2 or WaterR1 or WaterR2 or WaterU1 or WaterU2 or WaterO
Obstruction = Wall or ThinWall or FireWall or DoorClosed
Carryable = PersonAlive
DamageSource = Crack or DoorHBroken5 or DoorVBroken5
. = Background
┼ = GridX
─ = GridH
│ = GridV
┬ = GridD
┤ = GridL
├ = GridR
┴ = GridU
┐ = GridDL
┌ = GridDR
┘ = GridUL
└ = GridUR
═ = GridH and WallH
║ = GridV and WallV
╪ = GridX and WallH
╫ = GridX and WallV
╗ = GridX and WallDL
╔ = GridX and WallDR
╝ = GridX and WallUL
╚ = GridX and WallUR
╦ = GridX and WallDLR
╣ = GridX and WallDLU
╠ = GridX and WallDRU
╩ = GridX and WallLRU
╬ = GridX and WallDLRU
╧ = GridH and DoorHClosed5
╤ = GridH and WallH and Crack
╢ = GridV and DoorVClosed5
╟ = GridV and WallV and Crack
- = GridH and ThinWallH
| = GridV and ThinWallV
* = GridO and Outside
$ = GridO and Outside and PlayerNew
# = GridO and Inside
! = GridO and Inside and Fire1
@ = GridO and Inside and Smoke1
? = GridO and Inside and PersonNew
/ = GridO and Excluded
\ = GridO and Elevator and PlayerNew
~ = GridO and Air
{ = PersonPendingTrue
} = PersonPendingFalse
H = HouseIcon5
1 = House1
2 = House2
3 = House3
4 = House4
5 = House5 and Damage1
% = PersonGhost
& = PersonGhost and PersonGoal and PersonTalk
, = PersonGhost and Last
" = TurnOn
' = TurnOff
` = TurnOff and Last
6 = Turn1 and UseDoor
7 = Turn2 and Axe
8 = Turn1 and Spray
9 = Turn1 and Walk and Mode
0 = Carry
_ = Fire1
b = Phase1Next
=======
SOUNDS
=======
StartLevel 22127108 (Start)
sfx3 50402700 (Mode selection)
sfx5 44798700 (Mode action)
sfx0 68848302 (Cancel Turn)
DoorOpened create 48747304 (Open door)
DoorClosed create 19108904 (Close door)
sfx2 43578308 (Spray fire)
sfx1 96679105 (Person rescued)
PersonDead create 58572102 (Person lost)
Flare create 76287302 (Flare up)
Explosion create 44138102 (Flare up explodes)
Crack create 7273508 (Wall cracked)
DoorBroken create 7273508 (Wall destroyed)
ThinWall destroy 7273508 (Thin wall destroyed)
Ruin create 27909108 (House collapses)
sfx6 10448508 (Firefighter burned)
EndLevel 83024708 (Goal met)
sfx4 21697908 (Goal lost)
================
COLLISIONLAYERS
================
Background
Floor, Letter, House, PersonGhost
GridCell, GridLine, GridNode, PersonGoal, Last
Wall, ThinWall, FireWall, Door, Firefighter, ModeX, PersonTalk
Smoke, Fire, Turn, Damage, ModeIcon, ModeIconDeco, Crack
VDeco, PersonAlive, PersonDead, PersonNew, NTurn, PersonAlert
HDeco, Player, PlayerNew, PersonPending
Cursor, Phase, Flare, Explosion, Shockwave, Ruin, Water
======
RULES
======
(========== Initialise ==========)
(Initialise Floor)
[Floor|Grid no Wall no Door no Floor]->[Floor|Grid Floor]
right[Floor|Grid no Floor]->[Floor|Grid Floor]
+ down [Floor|Grid no Floor]->[Floor|Grid Floor]
(Initialise Elevator)
vertical [Elevator|WallH]->[Elevator|FireWallH]
right[WallV|Elevator|DoorVClosed5]->[FireWallV|Elevator|FireDoorVClosed5]
down[WallDLR|FireWallV |WallDLRU|FireWallV |WallLRU]->[FireWallDR|FireWallV |FireWallDRU|FireWallV |FireWallUR]
down[WallDL |FireDoorVClosed5|WallDLU |FireDoorVClosed5|WallUL ]->[FireWallDL|FireDoorVClosed5|FireWallDLU|FireDoorVClosed5|FireWallUL]
(Initialise Graphics)
down[|UseDoor||Axe||Spray||Walk||Carry||Fire|]->[UseDoor8|UseDoor|Axe8|Axe|Spray8|Spray|Spray2|Walk|Walk2|Carry||Fire|]
right[|Spray |]->[Spray4|Spray |Spray6]
right[|Spray2|]->[Spray1|Spray2| ]
right[|Walk |]->[Walk4 |Walk |Walk6 ]
right[|Walk2 |]->[ |Walk2 |Walk3 ]
down [|HouseIcon5]->[HouseIcon8|HouseIcon5]
right[HouseIcon8|]->[HouseIcon8|HouseIcon9]
right[HouseIcon5|]->[HouseIcon5|HouseIcon6]
(Place New Player)
random[PlayerNew]->[Firefighter Player Cursor51]
[PlayerNew]->[]
(========== Alert Phase ==========)
(Count Persons and Alerts)
[Phase3Next]->[up Phase3Done]
[PersonAlive]->[action PersonAlive]
[PersonAlert]->[action PersonAlert]
[up Phase3][action PersonAlive Carry ]->[down Phase3][PersonAlive Carry ]
[up Phase3][action PersonAlive Inside]->[down Phase3][PersonAlive Inside]
[down Phase3][action PersonAlive Inside]->[left Phase3][PersonAlive Inside]
[up Phase3][action PersonAlert Inside]->[down Phase3][PersonAlert Inside]
[down Phase3][action PersonAlert Inside]->[left Phase3][PersonAlert Inside]
[left Phase3][action PersonAlert Inside]->[right Phase3][PersonAlert Inside]
[action PersonAlive]->[PersonAlive]
[action PersonAlert]->[PersonAlert]
(Add Alerts)
random[up Phase3][Inside GridCell no Firefighter no Carryable no PersonAlert]->[down Phase3][Inside GridCell PersonNew]
random[down Phase3][Inside GridCell no Firefighter no Carryable no PersonAlert]->[left Phase3][Inside GridCell PersonNew]
random[left Phase3][Inside GridCell no Firefighter no Carryable no PersonAlert]->[right Phase3][Inside GridCell PersonNew]
[moving Phase3]->[stationary Phase3]
startloop
random[PersonNew no PersonPending][PersonPending]->[PersonNew PersonPending][]
endloop
[PersonNew PersonPending Heat]->[PersonNew PersonPending]
[PersonNew PersonPendingTrue ]->[PersonAlertTrue ]
[PersonNew PersonPendingFalse]->[PersonAlertFalse]
[PersonNew ]->[ ]
[Phase3Done][TurnAdd]->[Phase3Done][TurnOn]
[Phase3Done][Ruin]->[][Ruin]
[Phase3Done][Fire Mode][Walk][Firefighter]->[Phase1Next][Fire][Walk Mode][Firefighter Player Cursor51]checkpoint
(========== Fire Phase ==========)
random[Phase2Init][Inside GridCell]->[Phase2Done][Inside GridCell Flare]checkpoint
[Phase2]->[Phase2Done]
[Phase2][Flare no Heat]->[Phase2Next][Smoke1 ]again
[Phase2][Flare Smoke ]->[Phase2Next][Fire1 ]again
[Phase2][Flare Fire ]->[Phase2Next][Fire action Explosion]again
[|action Explosion|]->[Shockwave|action Explosion|Shockwave]
[action Explosion]->[Explosion]
(Burn Person)
right[PersonAlertFalse Fire] ->[Fire]
right[PersonAlertTrue Fire][PersonGhost Last ]->[Fire][PersonDead Last ]
right[PersonAlertTrue Fire][PersonGhost|PersonDead]->[Fire][PersonDead|PersonDead]
right[PersonAlive Fire][PersonGhost Last ]->[Fire][PersonDead Last ]
right[PersonAlive Fire][PersonGhost|PersonDead]->[Fire][PersonDead|PersonDead]
(Burn Player)
right[Firefighter Fire][Carry PersonAlive][PersonGhost Last ]->[Firefighter Fire][Carry][PersonDead Last ]
right[Firefighter Fire][Carry PersonAlive][PersonGhost|PersonDead]->[Firefighter Fire][Carry][PersonDead|PersonDead]
right[Firefighter Fire]->[Fire]sfx6
(Extinguish Outside Fires)
[Phase2][FireFloor GridCell Fire]->[Phase2][FireFloor GridCell]
(Expand Shockwave)
[Phase2][Shockwave GridCell no Fire]->[Phase2Next][GridCell Fire1 ]again
[Phase2][Shockwave DoorHClosed5 ]->[Phase2Next][ DoorHBroken5 ]again
[Phase2][Shockwave DoorVClosed5 ]->[Phase2Next][ DoorVBroken5 ]again
[Phase2][Shockwave FireWall ]->[Phase2 ][ ]
[Phase2][Shockwave FireDoorVClosed5]->[Phase2 ][ ]
[Phase2][Shockwave WallH Crack ]->[Phase2Next][action DoorHBroken5 ]again
[Phase2][Shockwave WallV Crack ]->[Phase2Next][action DoorVBroken5 ]again
[Phase2][Shockwave Wall ]->[Phase2Next][action Crack Wall ]again
[Phase2][Shockwave ThinWall ]->[Phase2Next][action Crack ThinWall]again
[Phase2][Explosion|...|Shockwave ]->[Phase2Next][Explosion|...|> Shockwave]again
(Flashover)
[Phase2Done][GridCell Smoke|no Obstruction|Fire]->[Phase2Next][GridCell Fire||Fire]again
(Next Phase)
[Phase2Done][Explosion]->[Phase2Done][]
[Phase2Done]->[Phase3Next]again
(========== Player Phase ==========)
(Prevent Invalid Actions)
[> Player Firefighter][TurnBad]->[Player Firefighter][TurnBad]sfx0
(Door Mode)
[UseDoor Mode][> Player Firefighter|DoorBroken]->[UseDoor Mode][Player Firefighter|DoorBroken]sfx0
[UseDoor Mode][> Player Firefighter|no Door]->[UseDoor Mode][Player Firefighter|]sfx0
[UseDoor Mode][> Player Firefighter][TurnUse]->[UseDoor Mode][> Player Firefighter][TurnOff]
[UseDoor Mode][Walk][> Player Firefighter|DoorHClosed5]->[UseDoor][Walk Mode][Player Firefighter|DoorHOpened5]
[UseDoor Mode][Walk][> Player Firefighter|DoorHOpened5]->[UseDoor][Walk Mode][Player Firefighter|DoorHClosed5]
[UseDoor Mode][Walk][> Player Firefighter|DoorVClosed5]->[UseDoor][Walk Mode][Player Firefighter|DoorVOpened5]
[UseDoor Mode][Walk][> Player Firefighter|DoorVOpened5]->[UseDoor][Walk Mode][Player Firefighter|DoorVClosed5]
[UseDoor Mode][Walk][> Player Firefighter|FireDoorVClosed5]->[UseDoor][Walk Mode][Player Firefighter|FireDoorVOpened5]
[UseDoor Mode][Walk][> Player Firefighter|FireDoorVOpened5]->[UseDoor][Walk Mode][Player Firefighter|FireDoorVClosed5]
(Axe Mode)
[Axe Mode][> Player Firefighter|no Wall no ThinWall]->[Axe Mode][Player Firefighter|]sfx0
[Axe Mode][> Player Firefighter][TurnUse]->[Axe Mode][> Player Firefighter][TurnOff]
[Axe Mode][> Player Firefighter|Crack WallH]->[Axe Mode][Player Firefighter|action DoorHBroken5 ]
[Axe Mode][> Player Firefighter|Crack WallV]->[Axe Mode][Player Firefighter|action DoorVBroken5 ]
[Axe Mode][> Player Firefighter| Wall ]->[Axe Mode][Player Firefighter|action Crack Wall ]
[Axe Mode][> Player Firefighter| ThinWall ]->[Axe Mode][Player Firefighter|action Crack ThinWall]
(Spray Mode)
[Spray Mode][> Player Firefighter|Obstruction]->[Spray Mode][Player Firefighter|Obstruction]sfx0
[Spray Mode][> Player Firefighter||no Heat]->[Spray Mode][Player Firefighter||]sfx0
[Spray Mode][> Player Firefighter][TurnUse]->[Spray Mode][> Player Firefighter][TurnOff]
[Firefighter||WaterO Smoke]->[Firefighter Cursor51|| ]
[Firefighter||WaterO Fire ]->[Firefighter Cursor51||Smoke1]
[Water|Water GridCell]->[|WaterO GridCell]again
up [WaterU1|]->[WaterU1|WaterU2]again
down [WaterD1|]->[WaterD1|WaterD2]again
left [WaterL1|]->[WaterL1|WaterL2]again
right[WaterR1|]->[WaterR1|WaterR2]again
up [Spray Mode][> Player Cursor Firefighter|]->[Spray Mode][Player Firefighter|WaterU1]sfx2 again
down [Spray Mode][> Player Cursor Firefighter|]->[Spray Mode][Player Firefighter|WaterD1]sfx2 again
left [Spray Mode][> Player Cursor Firefighter|]->[Spray Mode][Player Firefighter|WaterL1]sfx2 again
right[Spray Mode][> Player Cursor Firefighter|]->[Spray Mode][Player Firefighter|WaterR1]sfx2 again
(Walk Mode)
[Walk Mode][> Player Firefighter| Obstruction]->[Walk Mode][Player Firefighter| Obstruction]sfx0
[Walk Mode][> Player Firefighter||Obstruction]->[Walk Mode][Player Firefighter||Obstruction]sfx0
[Walk Mode][> Player Firefighter||Fire ]->[Walk Mode][Player Firefighter||Fire ]sfx0
[Walk Mode][> Player Firefighter||no WalkFloor]->[Walk Mode][Player Firefighter||]sfx0
[Walk Mode][> Player Firefighter||][TurnUse]->[Walk Mode][> Player Firefighter||][TurnOff]
[Walk Mode][> Player Cursor Firefighter||]->[Walk Mode][||Player Cursor Firefighter]
(Carry Mode)
[Carry Mode action Player Carryable][Firefighter Carryable]->[Carry Mode Player Carryable][Firefighter Carryable]sfx0
[Carry Mode action Player no Carryable][Firefighter no Carryable]->[Carry Mode Player][Firefighter]sfx0
[Carry Mode action Player Cursor Carryable][Walk][Firefighter]->[Carry][Walk Mode][Player Firefighter Cursor Carryable]
[Carry Mode action Player Cursor][Walk][Firefighter Carryable]->[Carry Carryable][Walk Mode][Player Cursor Firefighter]
(Wait Mode)
[Fire Mode action Player Cursor][Phase1]->[Fire Mode][Phase2Init]again
(Investigate Alert)
[Firefighter PersonAlertTrue ]->[Firefighter PersonAlive]message Person located!
[Firefighter PersonAlertFalse]->[Firefighter]message False alarm. There's no one here.
(Rescue Person)
right[Firefighter Outside][Carry PersonAlive][no PersonGhost|PersonGhost]->[Firefighter Outside][Carry][|PersonAlive]sfx1 message Person rescued, transferred to EMT.
right[Firefighter Elevator|FireDoorVClosed5][Carry PersonAlive][no PersonGhost|PersonGhost]->[Firefighter Elevator|FireDoorVClosed5][Carry][|PersonAlive]sfx1 message Person rescued, transferred to EMT.
(Action/Selection Toggle)
[action Player Cursor Firefighter][Mode]->[Firefighter][Player Cursor Mode]sfx3
[action Player Cursor Mode][TurnBad]->[Player Cursor Mode][TurnBad]sfx0
[action Player Cursor Mode][Firefighter]->[Mode][Player Cursor Firefighter]sfx5
(Measure Door Turns)
[Turn2 UseDoor]->[Turn1 UseDoor]
[Firefighter|FireDoor][Turn1 UseDoor]->[Firefighter|FireDoor][Turn2 UseDoor]
(Measure Walk Turns)
down[Turn2 Walk||Carry no Carryable]->[Turn1 Walk||Carry ]
down[Turn1 Walk||Carry Carryable]->[Turn2 Walk||Carry Carryable]
(Mode Selection)
[TurnUse]->[TurnOn ]
[TurnBad]->[TurnOff]
[TurnAdd]->[TurnOff]
[> Player Cursor Mode ModeIcon||ModeIcon]->[ModeIcon||Player Cursor Mode ModeIcon]
[> Player]->[Player]
(1 Turn Mode)
right[Turn1 Mode][no Turn|Turn] ->[Turn1 Mode][|down Turn]
right[Turn2 Mode][no Turn|Turn|Turn] ->[Turn2 Mode][|down Turn|down Turn]
right[Fire Mode][Turn|Turn|Turn|Turn|Turn Last]->[Fire Mode][up Turn|up Turn|up Turn|up Turn|up Turn Last]
right[down TurnOn|stationary TurnOn]->[stationary TurnOn|down TurnOn]
right[stationary TurnOff|up TurnOff]->[up TurnOff|stationary TurnOff]
[up TurnOn ]->[TurnOn ]
[up TurnOff]->[TurnAdd]
[down TurnOn ]->[TurnUse]
[down TurnOff]->[TurnBad]
(========== House Damage ==========)
(Collapse)
[Ruin]->[action Ruin]
[action Ruin|no Ruin RuinFloor]->[action Ruin|Ruin RuinFloor]again
[action Ruin|no Ruin Wall ]->[action Ruin|Ruin Wall ]again
[action Ruin|no Ruin ThinWall ]->[action Ruin|Ruin ThinWall ]again
[action Ruin|no Ruin FireWall ]->[action Ruin|Ruin FireWall ]again
[action Ruin|no Ruin Door ]->[action Ruin|Ruin Door ]again
[action Ruin|no Ruin FireDoor ]->[action Ruin|Ruin FireDoor ]again
[action Ruin]->[Ruin]
[Ruin Firefighter]->[Ruin]
random right[Ruin][PersonGhost|PersonDead]->[Ruin][PersonDead|PersonDead]
right[Ruin][PersonGhost Last]->[Ruin][PersonDead Last]
[Ruin][Player]->[Ruin][]
[Ruin][Phase1]->[Ruin][]
(Apply Damage)
right[action DamageSource][ Damage1]->[DamageSource][ Damage2]
right[action DamageSource][ Damage2]->[DamageSource][ Damage3]
right[action DamageSource][ Damage3]->[DamageSource][ Damage4]
right[action DamageSource][ Damage4]->[DamageSource][ Damage5]
right[action DamageSource][no Damage|Damage5]->[DamageSource][Damage1|Damage5]
random[Damage5|Damage5|Damage5|Damage5|Damage5][PersonTalk][Inside]->[Damage5|Damage5|Damage5|Damage5|Damage5][][Inside Ruin]again
left[Crack ThinWallH|ThinWallH4]->[|]
up [Crack ThinWallV|ThinWallV8]->[|]
(========== Decoration ==========)
(Wall and Door Decoration)
left[WallH |]->[WallH |WallH4 ]
left[WallDL |]->[WallDL |WallH4 ]
left[WallUL |]->[WallUL |WallH4 ]
left[WallDLR |]->[WallDLR |WallH4 ]
left[WallDLU |]->[WallDLU |WallH4 ]
left[WallLRU |]->[WallLRU |WallH4 ]
left[WallDLRU |]->[WallDLRU |WallH4 ]
left[ThinWallH |]->[ThinWallH |ThinWallH4 ]
left[FireWallH |]->[FireWallH |FireWallH4 ]
left[FireWallUL |]->[FireWallUL |FireWallH4 ]
left[FireWallDL |]->[FireWallDL |FireWallH4 ]
left[FireWallUR |]->[FireWallUR |WallH4 ]
left[FireWallDR |]->[FireWallDR |WallH4 ]
left[FireWallDLU |]->[FireWallDLU |FireWallH4 ]
left[FireWallDRU |]->[FireWallDRU |WallH4 ]
left[DoorHClosed5 |]->[DoorHClosed5 |DoorHClosed4 ]
left[DoorHOpened5 |]->[DoorHOpened5 |DoorHOpened4 ]
left[DoorHBroken5 |]->[DoorHBroken5 |DoorHBroken4 ]
up [WallV |]->[WallV |WallV8 ]
up [WallUL |]->[WallUL |WallV8 ]
up [WallUR |]->[WallUR |WallV8 ]
up [WallDLU |]->[WallDLU |WallV8 ]
up [WallDRU |]->[WallDRU |WallV8 ]
up [WallLRU |]->[WallLRU |WallV8 ]
up [WallDLRU |]->[WallDLRU |WallV8 ]
up [ThinWallV |]->[ThinWallV |ThinWallV8 ]
up [FireWallV |]->[FireWallV |FireWallV8 ]
up [FireWallUL |]->[FireWallUL |FireWallV8 ]
up [FireWallUR |]->[FireWallUR |FireWallV8 ]
up [FireWallDLU |]->[FireWallDLU |FireWallV8 ]
up [FireWallDRU |]->[FireWallDRU |FireWallV8 ]
up [DoorVClosed5 |]->[DoorVClosed5 |DoorVClosed8 ]
up [DoorVOpened5 |]->[DoorVOpened5 |DoorVOpened8 ]
up [DoorVBroken5 |]->[DoorVBroken5 |DoorVBroken8 ]
up [FireDoorVClosed5|]->[FireDoorVClosed5|FireDoorVClosed8]
up [FireDoorVOpened5|]->[FireDoorVOpened5|FireDoorVOpened8]
(Thin Wall Deco)
[ThinWallH WallH4]->[ThinWallH ThinWallH4]
[ThinWallV WallV8]->[ThinWallV ThinWallV8]
right[ThinWallH|WallDLR|ThinWallH]->[ThinWallH|ThinWallDLR|ThinWallH]
right[ThinWallH|WallLRU|ThinWallH]->[ThinWallH|ThinWallLRU|ThinWallH]
down [ThinWallV|WallDLU|ThinWallV]->[ThinWallV|ThinWallDLU|ThinWallV]
down [ThinWallV|WallDRU|ThinWallV]->[ThinWallV|ThinWallDRU|ThinWallV]
(Fire Decoration)
[GridLine Heat]->[GridLine]
[GridNode Heat]->[GridNode]
[Fire |no Heat no Obstruction no DoorClosed|Fire]->[Fire |Fire1 |Fire]
[Smoke|no Heat no Obstruction no DoorClosed|Heat]->[Smoke|Smoke1|Heat]
[GridLine Fire |GridNode no Heat no Obstruction]->[Fire GridLine|Fire1 GridNode]
[GridLine Smoke|GridNode no Heat no Obstruction]->[Smoke GridLine|Smoke1 GridNode]
[no Heat|GridNode Heat|no Heat]->[|GridNode|]
[Heat]->[action Heat]
[action Fire ]->[random Fire ]
[action Smoke]->[random Smoke]
(Mode Decoration)
[GridLine ModeX]->[GridLine]
[GridNode ModeX]->[GridNode]
down [|Mode |]->[Mode8|Mode |Mode2]
right[|Mode8|]->[Mode7|Mode8|Mode9]
right[|Mode |]->[Mode4|Mode |Mode6]
right[|Mode2|]->[Mode1|Mode2|Mode3]
(Cursor Decoration)
[Cursor no Player]->[]
[Cursor Player]->[action Cursor Player]
[action Cursor51]->[Cursor52]
[action Cursor52]->[Cursor53]
[action Cursor53]->[Cursor54]
[action Cursor54]->[Cursor51]
down [|Cursor51|]->[Cursor81|Cursor51|Cursor21]
down [|Cursor52|]->[Cursor82|Cursor52|Cursor22]
down [|Cursor53|]->[Cursor83|Cursor53|Cursor23]
down [|Cursor54|]->[Cursor84|Cursor54|Cursor24]
right[|Cursor81|]->[Cursor71|Cursor81|Cursor91]
right[|Cursor51|]->[Cursor41|Cursor51|Cursor61]
right[|Cursor21|]->[Cursor11|Cursor21|Cursor31]
right[|Cursor82|]->[Cursor72|Cursor82|Cursor92]
right[|Cursor52|]->[Cursor42|Cursor52|Cursor62]
right[|Cursor22|]->[Cursor12|Cursor22|Cursor32]
right[|Cursor83|]->[Cursor73|Cursor83|Cursor93]
right[|Cursor53|]->[Cursor43|Cursor53|Cursor63]
right[|Cursor23|]->[Cursor13|Cursor23|Cursor33]
right[|Cursor84|]->[Cursor74|Cursor84|Cursor94]
right[|Cursor54|]->[Cursor44|Cursor54|Cursor64]
right[|Cursor24|]->[Cursor14|Cursor24|Cursor34]
(========== Game Over ==========)
right[PersonAlive|PersonAlive|PersonAlive|PersonAlive|PersonAlive|PersonAlive|PersonAlive|PersonAlive|PersonAlive|PersonAlive]->message All reported persons have been rescued. You've given a heroic effort!
[PersonDead PersonGoal PersonTalk]->[PersonDead PersonGoal PersonTalk]sfx4 message Unacceptable casualties! You are a disgrace to the service!
==============
WINCONDITIONS
==============
some PersonAlive on PersonGoal
no PersonGhost
some Firefighter on FireFloor
=======
LEVELS
=======
message ♪This is an unofficial, digital, ♪single-player conversion of the ♪ board game ♪ ♪ Flash Point: Fire Rescue ♪ by Kevin Lanzing ♪produced by Indie Boards & Cards
message Monday
message Structure fire, persons reported. Free standing domicile. Enact search and resuce operation. Be quick, structure collapse is imminent.
message Locate victims and carry them out of the building.
┌─┬─┬─┬─┬─┬─┬─┬─┬─┬─┐...........
│*│*│*│*│*│*│$│*│*│*│}H.12345..b
├─╔═╪═╪═╦═╪═╦╧╪═╪═╗─┤}%%%%%%&%%,
│*║#│#│#╢#│#║#│#│#║*│}"""""''''`
├─╫─┼─┼─╫─┼─╫─┼─┼─╫─┤}┌─┐.......
│*║#│!│!║?│#╢#│#│#║*│}│6│DOOR...
├─╫─┼─╔═╩═╪═╩═╦═╪╧╣─┤{├─┤.......
│$╢#│!╢!│!│!│#║#│#║*│{│7│AXE....
├─╫─┼─╫─┼─┼─┼─╫─┼─╫─┤{├─┤.......
│*║#│#║#│!│#│#╢#│#╢$│{│8│SPRAY..
├─╠═╪═╩═╪╧╪═╦═╩═╦═╣─┤{├─┤.......
│*║?│#│#│#│#║!│!║?║*│{│9│WALK...
├─╫─┼─┼─┼─┼─╫─┼─╫─╫─┤{├─┤.......
│*║#│#│#│#│#╢!│#╢#║*│{│0│CARRY..
├─╚═╪═╪╧╪═╪═╩═╪═╩═╝─┤{├─┤.......
│*│*│*│$│*│*│*│*│*│*│{│_│WAIT...
└─┴─┴─┴─┴─┴─┴─┴─┴─┴─┘.└─┘.......
message All reported persons are accounted for. Evacuate immediately. Well done!
message Tuesday
message Structure fire, persons reported. Free standing domicile. Enact search and resuce operation. Be quick, structure collapse is imminent.
┌─┬─┬─┬─┬─┬─┬─┬─┬─┬─┐...........
│*│*│*│*│*│*│*│*│*│*│}H.12345..b
├─╔═╪═╪═╦═╪═╦═╪═╪═╗─┤}%%%%%%&%%,
│*║#│#│#║#│#╢#│#│#║*│}"""""''''`
├─╫─┼─┼─╠═╪═╣─┼─┼─╫─┤}┌─┐.......
│*║#│!│!║?│#║#│#│#║*│}│6│DOOR...
├─╠═══┼─╫─┼─╫─┼─┼─╫─┤{├─┤.......
│$╢#│!│!║!│!╢#│#│#║*│{│7│AXE....
├─╫─┼─┼─╚═╪╧╩╧╦═╪═╣─┤{├─┤.......
│*║#│#│#│!│#│#╢#│#║*│{│8│SPRAY..
├─╠═╪═╪╧╦═╪═╪╧╣─┼─╫─┤{├─┤.......
│*║?│#│#║#│#│!║!│?║*│{│9│WALK...
├─╫─┼─┼─╫─┼─┼─╫─┼─╫─┤{├─┤.......
│*║#│#│#║#│#│!║#│#║*│{│0│CARRY..
├─╚═╪═╪╧╩═╪═╪═╩═╪═╝─┤{├─┤.......
│*│*│*│$│*│*│*│*│*│*│{│_│WAIT...
└─┴─┴─┴─┴─┴─┴─┴─┴─┴─┘.└─┘.......
message All reported persons are accounted for. Evacuate immediately. Well done!
message Wednesday
message Fire lert in Multiple terraced domiciles. Persons reported. Enact search and resuce operation. Be quick, structure collapse is imminent.
┌─╫─┬─┬─╫─┬─╫─┬─┬─╫─┐...........
│*║/│/│/║/│/║/│/│/║*│}H.12345..b
├─╠═╪═╪═╬═╪═╬═╪═╪═╣─┤}%%%%%%&%%,
│*║#│#│#║#│#║#│#│#║*│}"""""''''`
├─╫─┼─┼─╫─┼─╫─┼─┼─╫─┤}┌─┐.......
│*║#│!│!║?│#║#│#│#╢$│}│6│DOOR...
├─╫─┼─┼─╠═╪╧╣─┼─┼─╫─┤{├─┤.......
│$╢#│!│!╢!│!╢#│#│#║*│{│7│AXE....
├─╠═╪═╪═╬═╪═╬═╪═╪═╣─┤{├─┤.......
│$╢#│#│#╢!│#╢#│#│#║*│{│8│SPRAY..
├─╫─┼─┼─╠═╪╧╣─┼─┼─╫─┤{├─┤.......
│*║?│#│#║#│#║!│!│?╢$│{│9│WALK...
├─╫─┼─┼─╫─┼─╫─┼─┼─╫─┤{├─┤.......
│*║#│#│#║#│#║!│#│#║*│{│0│CARRY..
├─╠═╪═╪═╬═╪═╬═╪═╪═╣─┤{├─┤.......
│*║/│/│/║/│/║/│/│/║*│{│_│WAIT...
└─╫─┴─┴─╫─┴─╫─┴─┴─╫─┘.└─┘.......
message All reported persons are accounted for. Evacuate immediately. Well done!
message Thursday
message Fire alert in high rise office. Persons reported. Utilise fire safe elevator to access floor.
message Carry victims to the elevator. Close the door to travel to the lobby and rescue them.
┌─┬─┬─┬─┬─┬─┬─┬─┬─┬─┐...........
│~│~│~│~│~│~│~│~│~│~│}H.12345..b
├─╔═╦═╪═╦═╪═╪═╦═╪═╗─┤}%%%%%%&%%,
│~║#|#│#╢#│#│#╢#│#║~│}"""""''''`
├─╠-╣─┼─╠╧╦═╗─╫─┼─╫─┤}┌─┐.......
│~║#|!│!║?║\╢#║#│#║~│}│6│DOOR...
├─╠-╣─┼─╠-╬═╣─╫─┼─╫─┤{├─┤.......
│~║#|!│!║!║\╢#║#│#║~│{│7│AXE....
├─╠═╬═╪═╬╧╩═╝─╠═╪═╣─┤{├─┤.......
│~║#|#│#╢!│#│#╢#│#║~│{│8│SPRAY..
├─╠-╣─┼─╠═╪╧╪═╣─┼─╫─┤{├─┤.......
│~║?|#│#║#│#│!║!│?║~│{│9│WALK...
├─╠-╩-╦-╣─┼─┼─╫─┼─╫─┤{├─┤.......
│~║#│#|#║#│#│!║#│#║~│{│0│CARRY..
├─╚═╪═╩═╩═╪═╪═╩═╪═╝─┤{├─┤.......
│~│~│~│~│~│~│~│~│~│~│{│_│WAIT...
└─┴─┴─┴─┴─┴─┴─┴─┴─┴─┘.└─┘.......
message All reported persons are accounted for. Evacuate immediately. Well done!
message Friday
message I'm taking the rest of the week off...
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