# A named MOVEUNIT event (docs/BUGS.md B23): the Civil War scenario's
# events.txt sends the Confederate Blockade Runners at (46,100) and (80,66)
# elsewhere on turn 1.  Fixed: they get the goto, and on the AI's turn one
# is seen sailing (shot 23, the whole map revealed; the rand() trace
# differs from the AI's moves on); classic: the event compares the unit
# type with each unit's slot number and sends none.  The scenario as
# harness/scripts/civilwar.txt, then the first turn ended.
# test: CIV2_TEST_FIXES=1
# test classic:
wait 8000
key Down Down Down      # Begin Scenario
wait 500
file SCENARIO\CIVILWAR\civilwar.SCN
key Return
wait 20000
shot 00-start
key Return
wait 8000
shot 01
key Return
wait 8000
shot 02
key Return
wait 8000
shot 03
key Return
wait 8000
shot 04
key ctrl+n
wait 30000
shot 05-turn
key Return
wait 8000
shot 06
key Return
wait 8000
shot 07
key ctrl+n
wait 30000
shot 08-turn
key Return
wait 8000
shot 09
key ctrl+n
wait 30000
shot 10-turn
key Return
wait 8000
shot 11
key Return
wait 8000
shot 12
key Return
wait 8000
shot 13
key Return
wait 8000
shot 14
key Return
wait 8000
shot 15
key Return
wait 8000
shot 16
key Return
wait 8000
shot 17
call cheat_reveal_map 55560f    # the whole map
wait 2000
key Return
wait 12000
shot 18-revealed
call map_set_cursor_pos 410d98 46 100   # the first Blockade Runner
wait 12000
shot 19-runner1
call map_set_cursor_pos 410d98 80 66    # the second
wait 12000
shot 20-runner2
key Return                  # end of turn
wait 30000
shot 21
key Return
wait 8000
shot 22
key Return
wait 8000
shot 23
key Return
wait 8000
shot 24
key Return
wait 8000
shot 25
