I've got bad news for you - tar stabs are queued and processed all at once at the end of the turn:
1.
CDbRooms:rocessActiveFiretraps() calls ActivateFiretrap for every active firetrap
2.
CDbRoom::ActivateFiretrap() calls CCurrentGame->
StabRoomTile()
3.
CCurrentGame::StabRoomTile() calls CDbRooms::StabTar() passing "
false"
as the fourth argument.
4.
CDbRooms::StabTar(), when the fourth argument is false the tar is queued for later removal, which happens...
5.
Here
Check steps 16, 20 and 23 in
Deadly Rules of Death.
Note: I talked about firetraps here but the same thing happens with spikes. They are actually processed in insertion order, which will be row-by-row from top-left. When new spikes are built/firetraps area activated I am not entirely sure if they are added at the end of the list or not.
You can most likely verify that with a simple setup: one door, two orbs (one set to close, another to open), build the traps/spikes with scripting and see if the door is opened or closed at the end of the turn to know which orb was hit first.
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