DPjudge Map Files
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File standard_glhetg.ps
 
%!PS-Adobe-3.0
%%Title: Diplomacy Map (diplomacy map (regular map in glhetg))
%%Creator: dpmap, using a map created with DPeye by Mario Huys (woelpad@yahoo.com)
%%DocumentPaperSizes: Letter
%%LanguageLevel: 2
%%Orientation: Landscape
%%Pages: (atend)
%%DocumentNeededResources: font Helvetica-Bold Courier Courier-Bold Times-Roman
%%EndComments

%%BeginDefaults
%%PageResources: font Helvetica-Bold Courier Courier-Bold Times-Roman
%%EndDefaults

% INFO
%  311  155 ADR    Mar Adriatic
%  190   71 AFR    Africa
%  425   59 AIG    Mar Aigaivian
%  511  124 ANC    Ancara
%  328  121 APU    Apuglh
%  353  343 BAL    Mar Balteasca
%  477  561 BAR    Mar Barents
%  256  335 BDH    Buc'ht da Hailgapäts
%  231  284 BEL    Belxhíc
%  312  308 BER    Berlin
%  376  205 BUD    Búddapescht
%  226  230 BUR    Burgognh
%  415  148 BÜL    Bülgaria
%  448  151 BÜL/CO Bülgaria (costa oriental)
%  424  121 BÜL/CS Bülgaria (costa sudeasca)
%  318  252 CES    Ces'chipäts
%  162  257 CEZ    Cézembre
%  274  295 CHI    Chilonia
%  166  387 CLA    Claid
%  471  106 CUN    Cunstantinop
%  281  351 DAN    Danmarc
%  189  401 EDI    Edinbuerg
%  145  288 ESL    L'Esliva
%  122  165 ESP    Espain
%   77  211 ESP/CN Espain (costa nordeasca)
%  101  109 ESP/CS Espain (costa sudeasca)
%  194  343 EVO    Evoratzara
%  398  437 FIN    Finphäts
%  396  242 GAL    Galiçía
%  164  203 GAS    Gaschcugnh
%  374  387 GDB    Golf da Boþna
%  204  147 GDL    Golf dal Liun
%  384   92 GRA    Graicea
%  626  121 HAI    Haiastan
%  333   44 ION    Mar Ion
%  473   74 ISM    Ismir
%  403  341 LIV    Livognh
%  195  314 LON    Londra
%  177  344 LVP    Liverpoula
%   68  252 MAC    Mar Adlant del Centreu
%  214  185 MAR    Marseglha
%   91  430 MAS    Mar Adlant dal Sentriun
%  246  504 MNO    Mar Norvexhan
%  482   40 MOR    Mar Internal del Orient
%  527  360 MOS    Moscal
%  200  100 MOV    Mar Internal del Ovest
%  274  250 MÜN    Müntsch
%  318  104 NAB    Nabell
%  482  164 NEA    Mar Nheagra
%  284  429 NOR    Norvexhà
%  115  310 OIR    Mar Oiresch
%  245  305 OLA    Olança
%  191  238 PAR    Parighi
%  247  192 PED    Pedmunt
%  201  269 PIC    Picardì
%   57  176 POR    Portugal
%  347  309 PRO    Proiçen
%  271  158 RAS    Rasna
%  440  178 RMN    Romania
%  296  131 ROM    Roma
%  252  271 RUR    Rurpäts
%  363  120 SCH    Schqiperia
%  227  374 SEP    Mar Septentrional
%  513  234 SEV    Sevástopol
%  375  145 SIA    Siarvia
%  288  381 SKA    Skágerak
%  329  281 SLS    Schlesia
%  465  403 STP    S:t Pairbuerg
%  476  474 STP/CN S:t Pairbuerg (costa nordeasca)
%  430  402 STP/CS S:t Pairbuerg (costa sudeasca)
%  247  218 SUI    Suiça
%  326  384 SVE    Sveiria
%  603   50 SÜR    Süria
%  295  218 TIR    Tirol
%  324  172 TRI    Triest
%  234   45 TÜN    Tünis
%  268  103 TÜR    Mar Türan
%  444  260 UCR    Ucraína
%  384  283 VAR    Varschava
%  275  184 VEN    Venieça
%  339  231 VIA    Viadna
%  168  313 VLS    Vialsa
% LANG
% Game Start = Schtarteu del Xhu
% unowned = unradandats
% builds = constructarha
% removes = removarha
% waived = renonçat
% hidden = ascunçat
% disband = disbandeva
% cut = interompat
% bounce = saltada
% dislodged = delocada
% destroyed = zestroxhiada
% void = defündiat
% illegal = illegal
% no convoy = non lacufa
% found = respereva
% lost = amisteva
% MAP

%%BeginSetup
/bd { bind def } bind def
/xd { exch def } bd
/ld { load def } bd
/ifloor { .001 add floor cvi } bd
/iceiling { .001 sub ceiling cvi } bd
/min { 2 copy gt { exch } if pop } bd
/max { 2 copy lt { exch } if pop } bd
/secure_atan { 2 copy 0 eq exch 0 eq and { pop pop 0 } { atan } ifelse } bd
/center { 3 2 roll add 2 div 3 1 roll add 2 div exch } bd
/a /arc ld
/c /curveto ld
/d /setdash ld
/f /fill ld
/h /show ld
/k /stroke ld
/l /lineto ld
/m /moveto ld
/n /newpath ld
/o /rotate ld
/p /closepath ld
/r /grestore ld
/s /gsave ld
/t /translate ld
/w /setlinewidth ld
/x /scale ld
/y /scalefont ld
/z /setfont ld
/FindAndEncodeFont {
    findfont dup length dict begin {
        1 index /FID ne {
            def
        } {
            pop pop
        } ifelse
    } forall
    /Encoding ISOLatin1Encoding def
    currentdict
    end 1 index exch definefont
} def
%%IncludeResource: font Helvetica-Bold
/MapNameFont /Helvetica-Bold FindAndEncodeFont 14 y def
/Powers 20 dict def
%%IncludeResource: font Helvetica-Bold
/MapUnitLetterFont /Helvetica-Bold FindAndEncodeFont 14 y def
%%IncludeResource: font Courier
/TextFixedFont /Courier FindAndEncodeFont def
%%IncludeResource: font Courier-Bold
/TextHeadingFont /Courier-Bold FindAndEncodeFont def
%%IncludeResource: font Times-Roman
/TextTitleFont /Times-Roman FindAndEncodeFont def
/PageSetup {
    612 0 t
    90 o
    /FinishReport { } def /InTextMode true def
    Black
    MovePhase
} bd
/ShowPage {
    DrawAliases
    DrawRemainingCenters
    InTextMode { FinishReport } { r } ifelse
    FrameMap
    showpage
} bd
/MapForm <<
    /FormType 1
    /Matrix [ 2.701 0 0 2.701 22 25 ]
    /BBox [ 0 0 232.51 204 ]
    /FormDict 1 dict
    /PaintProc {
        dup /Matrix get exch /FormDict get begin
        s
        matrix invertmatrix concat
        SeaBlue 22 25 628 551 rectfill
        IncludeLand
        IncludeInternalBorders
        IncludeBorders
        IncludeMountain
        IncludeLake
        r
        end
    } bind
>> def
/DrawMap {
    PageSetup
    SwitchToMapMode
    MapForm execform
    /Centers << Centers { pop true } forall >> def
    UNOWNED
} bd
/VisitSupplies {
    1 dict begin
    /s xd
    /SEV 491 229 s
    /VAR 368 286 s
    /STP 446 403 s
    /MOS 526 345 s
    /ANC 530 124 s
    /ISM 452 77 s
    /CUN 446 131 s
    /CEZ 142 270 s
    /MAR 204 180 s
    /PAR 204 249 s
    /NAB 311 117 s
    /ROM 280 141 s
    /VEN 281 195 s
    /CHI 279 316 s
    /BER 303 305 s
    /MÜN 284 241 s
    /LON 185 305 s
    /LVP 168 337 s
    /EDI 185 388 s
    /BUD 351 207 s
    /TRI 314 191 s
    /VIA 329 220 s
    /NOR 300 415 s
    /DAN 301 342 s
    /POR 43 164 s
    /ESP 100 161 s
    /TÜN 238 62 s
    /SIA 370 162 s
    /GRA 402 85 s
    /BÜL 400 149 s
    /RMN 425 176 s
    /BEL 223 281 s
    /OLA 236 302 s
    /SVE 346 405 s
    end
} def
/VisitTerritories {
    6 dict begin
    /m xd
    /b xd
    /g xd
    /w xd
    /l xd
    /c xd
    (SCH) 363 120 c
    (ANC) 511 124 c
    (APU) 328 121 c
    (HAI) 626 121 c
    (BEL) 231 284 c
    (BER) 312 308 c
    (CEZ) 162 257 c
    (CLA) 166 387 c
    (CUN) 471 106 c
    (DAN) 281 351 c
    (EDI) 189 401 c
    (FIN) 398 437 c
    (GAS) 164 203 c
    (GRA) 384 92 c
    (OLA) 245 305 c
    (CHI) 274 295 c
    (LON) 195 314 c
    (LIV) 403 341 c
    (LVP) 177 344 c
    (MAR) 214 185 c
    (AFR) 190 71 c
    (NAB) 318 104 c
    (NOR) 284 429 c
    (PIC) 201 269 c
    (PED) 247 192 c
    (POR) 57 176 c
    (PRO) 347 309 c
    (ROM) 296 131 c
    (RMN) 440 178 c
    (SEV) 513 234 c
    (ISM) 473 74 c
    (SVE) 326 384 c
    (SÜR) 603 50 c
    (TRI) 324 172 c
    (TÜN) 234 45 c
    (RAS) 271 158 c
    (VEN) 275 184 c
    (VLS) 168 313 c
    (EVO) 194 343 c
    (CES) 318 252 l
    (BUD) 376 205 l
    (BUR) 226 230 l
    (GAL) 396 242 l
    (MOS) 527 360 l
    (MÜN) 274 250 l
    (PAR) 191 238 l
    (RUR) 252 271 l
    (SIA) 375 145 l
    (SLS) 329 281 l
    (TIR) 295 218 l
    (UCR) 444 260 l
    (VIA) 339 231 l
    (VAR) 384 283 l
    (ADR) 311 155 w
    (AIG) 425 59 w
    (BAL) 353 343 w
    (BAR) 477 561 w
    (NEA) 482 164 w
    (GDB) 374 387 w
    (MOR) 482 40 w
    (ESL) 145 288 w
    (BDH) 256 335 w
    (ION) 333 44 w
    (OIR) 115 310 w
    (GDL) 204 147 w
    (MAC) 68 252 w
    (MAS) 91 430 w
    (SEP) 227 374 w
    (MNO) 246 504 w
    (SKA) 288 381 w
    (TÜR) 268 103 w
    (MOV) 200 100 w
    (BÜL) 415 148 g
    (ESP) 122 165 g
    (STP) 465 403 g
    (BÜL/CO) 448 151 b
    (BÜL/CS) 424 121 b
    (ESP/CN) 77 211 b
    (ESP/CS) 101 109 b
    (STP/CN) 476 474 b
    (STP/CS) 430 402 b
    (SUI) 247 218 m
    end
} def
/DrawSupplies {
    SwitchToMapMode
    UNOWNEDCENTER
    { SupplyCenters 3 1 roll 4 3 roll supply } bind
    VisitSupplies
} bd
/DrawAlias {
    SwitchToMapMode
    s
    3 1 roll t
    .5 .5 x
    0 -14 t
    MapNameFont z
    dup stringwidth pop -2 div 0 neg m h
    r
} bd
/DrawName {
    pop pop pop
} bd
/DrawAliases {
    NameTerritories
} bd
/NameTerritories {
    SwitchToMapMode
    s
    { LandGreen 3 2 roll DrawAlias } bind
    { LandGreen 3 2 roll DrawAlias } bind
    { SeaWhite 3 2 roll DrawAlias } bind
    { LandGreen 3 2 roll DrawAlias } bind
    { pop pop pop } bind
    { pop pop pop } bind
    VisitTerritories
    r
} bd
/VisitPowers {
    1 dict begin
    /p xd
    /AUSTRIA (A) /Red /Black (L'AUSTRIA) p
    /ANGLATZARA (E) /Blue /White (L'ANGLATZARA) p
    /FRANÇA (F) /Turquoise /Black (LA FRANÇA) p
    /TZARATÜTSCH (G) /Black /White (LA TZARATÜTSCH) p
    /TALIA (I) /Green /Black (LA TALIA) p
    /RUßIA (R) /White /Black (LA RUßIA) p
    /TÜRCHIA (T) /Yellow /Black (LA TÜRCHIA) p
    /UNOWNED (?) /Brown /White () p
    end
} def
/CreateTroop {
    <<
        /BBox 4 3 roll
        /PaintProc 5 4 roll
        6 5 roll {} forall
        /FormType 1
        /Matrix matrix
    >>
} bd
/CreateTroops {
    << 3 1 roll Powers {
        3 index 3 index CreateTroop 4 2 roll
    } forall pop pop >>
} bd
/PaintFleet {
    begin
    .5 .5 x
    0 8 t
    -26 -7 m -26 -2 l -19 -2 l -19 -1 l % to bow
    -22 -1 l -22 0 l -15 0 l -15 1 l % A turret
    -18 1 l -18 2 l -10 2 l -10 0 l % B turret
    -9 0 l -9 4 l -8 4 l -8 6 l % conn tower
    -6 6 l -6 5 l -5 5 l -5 9 l % Infra struct
    -3 9 l -3 14 l -2 14 l -2 9 l % funnel 1
    0 9 l 0 5 l 1 5 l 1 8 l % funnel 2
    3 8 l 3 13 l 4 13 l 4 8 l % mast 2
    6 8 l 6 0 l 8 0 l 8 2 l % funnel 2
    16 2 l 16 1 l 13 1 l 13 0 l % C turret
    20 0 l 20 -1 l 17 -1 l 17 -2 l % D turret
    23 -2 l 23 -3 l 25 -3 l 25 -5 l % stern
    24 -5 l 24 -7 l p
    s 2 w Contrast k r Paint f
    Offset aload pop m
    MapUnitLetterFont z
    Contrast Letter h
    end
} bd
/FleetTroopBBox [
    -13.5 0 13 11.5
] def
/PaintArmy {
    begin
    .5 .5 x
    0 8 t
    n 0 0 9 0 360 a p % wheel
    2 w Contrast k
    -20 7 m 10 7 l 10 3 l 14 3 l
    14 1 l -16 1 l -16 3 l -20 3 l p % barrel
    4 2 m 24 -8 l 26 -8 l 18 -8 l -2 2 l % carriage
    s 2 w Contrast k r Paint f
    n 0 0 9 0 360 a p % wheel
    Paint f
    Offset aload pop m
    MapUnitLetterFont z
    Contrast Letter h
    end
} bd
/ArmyTroopBBox [
    -10.5 -1 13.5 9
] def
/DrawFleet {
    SwitchToMapMode
    s t
    FleetTroops Power get execform
    r
} bd
/DrawArmy {
    SwitchToMapMode
    s t
    ArmyTroops Power get execform
    r
} bd
/DrawRemainingCenters {
    SwitchToMapMode
    UNOWNED
    Centers {
        { load exec supply } { pop } ifelse
    } forall
} bd
/PaintSupply {
    begin
    .5 .5 x
    Paint
    n 0 0 6 0 360 a f
    end
} bd
/SupplyCenterBBox [
    -3 -3 3 3
] def
/supply {
    SwitchToMapMode
    Centers exch false put
    s t
    Power get execform
    r
} bd
/GetControlledPower {
    1 index dup length string cvs 1 index dup length string cvs
    1 index length dup 2 index length add 1 add string
    dup 0 6 5 roll putinterval dup 2 index 124 put dup 3 2 roll 1 add 4 3 roll putinterval cvn
    3 1 roll Powers 3 index known {
        pop pop
    } {
        8 dict dup begin
        exch Powers exch get /Paint get /Outer xd
        Powers 2 index get { def } forall
        end
        dup ControlledFleetTroopBBox /PaintControlledFleet load CreateTroop FleetTroops 4 index 3 2 roll put
        dup ControlledArmyTroopBBox /PaintControlledArmy load CreateTroop ArmyTroops 4 index 3 2 roll put
        dup ControlledSupplyCenterBBox /PaintControlledSupply load CreateTroop SupplyCenters 4 index 3 2 roll put
        Powers 2 index 3 2 roll put
        [ /Power 3 index 4 3 roll {
            ChangeController {
                Power GetControlledPower exch
                /ChangeController false def
            } if pop
        } bind /exec load /def load ] cvx 2 index xd
    } ifelse
} bd
/PaintControlledFleet {
    begin
    .5 .5 x
    0 8 t
    -26 -7 m -26 -2 l -19 -2 l -19 -1 l % to bow
    -22 -1 l -22 0 l -15 0 l -15 1 l % A turret
    -18 1 l -18 2 l -10 2 l -10 0 l % B turret
    -9 0 l -9 4 l -8 4 l -8 6 l % conn tower
    -6 6 l -6 5 l -5 5 l -5 9 l % Infra struct
    -3 9 l -3 14 l -2 14 l -2 9 l % funnel 1
    0 9 l 0 5 l 1 5 l 1 8 l % funnel 2
    3 8 l 3 13 l 4 13 l 4 8 l % mast 2
    6 8 l 6 0 l 8 0 l 8 2 l % funnel 2
    16 2 l 16 1 l 13 1 l 13 0 l % C turret
    20 0 l 20 -1 l 17 -1 l 17 -2 l % D turret
    23 -2 l 23 -3 l 25 -3 l 25 -5 l % stern
    24 -5 l 24 -7 l p
    s s 6 w Outer k r 2 w Contrast k r Paint f
    Offset aload pop m
    MapUnitLetterFont z
    Contrast Letter h
    end
} bd
/ControlledFleetTroopBBox [
    -14.5 -1 14 12.5
] def
/PaintControlledArmy {
    begin
    .5 .5 x
    0 8 t
    n 0 0 9 0 360 a p % wheel
    s 6 w Outer k r 2 w Contrast k
    -20 7 m 10 7 l 10 3 l 14 3 l
    14 1 l -16 1 l -16 3 l -20 3 l p % barrel
    4 2 m 24 -8 l 26 -8 l 18 -8 l -2 2 l % carriage
    s s 6 w Outer k r 2 w Contrast k r Paint f
    n 0 0 9 0 360 a p % wheel
    Paint f
    Offset aload pop m
    MapUnitLetterFont z
    Contrast Letter h
    end
} bd
/ControlledArmyTroopBBox [
    -11.5 -2 14.5 10
] def
/PaintControlledSupply {
    begin
    .5 .5 x
    Outer
    n 0 0 10 0 360 a f
    Contrast
    n 0 0 8 0 360 a f
    Paint
    n 0 0 6 0 360 a f
    end
} bd
/ControlledSupplyCenterBBox [
    -5 -5 5 5
] def
/Controls {
    /ChangeController true def
} bd
/SetArrowStateOk {
    [] 0 d
} bd
/OkOrder {
    /SetArrowState /SetArrowStateOk ld
} bd
/SetArrowStateFailed {
    [4 6] 2 d
} bd
/FailedOrder {
    /SetArrowState /SetArrowStateFailed ld
} bd
/MovePhase {
    /ArrowColor /ArrowBlack ld
    /ArrowBase 20 def
    /TraceArrowHead /TraceSingleArrowHead ld
    InTextMode not { ArrowColor } if
} bd
/RetreatPhase {
    /ArrowColor /ArrowRed ld
    /ArrowBase 39.8 def
    /TraceArrowHead /TraceDoubleArrowHead ld
    InTextMode not { ArrowColor } if
} bd
/ProposePhase {
    /ArrowColor /ArrowWhite ld
    /ArrowBase 39.8 def
    /TraceArrowHead /TraceDoubleArrowHead ld
    InTextMode not { ArrowColor } if
} bd
/TraceSingleArrowHead {
    % draw the arrow head ...
    n
    dup -5 m
    dup 20 add 0 l
    dup 5 l
    p
} bd
/TraceDoubleArrowHead {
    % draw the double arrow head ...
    n
    dup -5 m
    dup 19.8 add
    dup -1 l
    dup -5 l
    dup 20 add 0 l
    dup 5 l
    1 l
    dup 5 l
    p
} bd
/PaintArrowMove {
    s
    3 index 3 index t
    3 2 roll sub 3 1 roll exch sub exch
    2 copy dup mul exch dup mul add sqrt 3 1 roll exch secure_atan
    .5 .5 x
    0 8 t
    o
    .5 div ArrowBase sub
    % if base of arrow is long enough, shorten it enough
    % to e.g. move arrow start beyond support circle
    dup 14 gt {
        14 14 0 t sub
    } {
        0 t 0
    } ifelse
    % if base is still too long, shorten it some more
    % to make arrow head touch support circle
    dup 14 gt {
        14 sub
    } {
        pop 0
    } ifelse
    1 w
    TraceArrowHead
    k
    % now the shaft ...
    2 w
    0 0 m
    0 l
    k
    r
} bd
/PaintArrowCircle {
    s
    5 1 roll
    3 index 3 index t
    3 2 roll sub 3 1 roll exch sub exch
    2 copy dup mul exch dup mul add sqrt 3 1 roll exch secure_atan
    .5 .5 x
    0 8 t
    o
    .5 div
    1 index sub
    % if base of arrow is long enough, shorten it enough
    % to e.g. move arrow start beyond support circle
    dup 14 gt {
        14 14 0 t sub
    } {
        0 t 0
    } ifelse
    % draw the circle ...
    1 w
    n
    2 copy add 0 4 3 roll 0 360 a
    p k
    % now the shaft ...
    2 w
    0 0 m
    0 l
    k
    r
} bd
/ArrowMove {
    SwitchToMapMode
    s
    SetArrowState
    PaintArrowMove
    r
} bd
/ArrowHold {
    SwitchToMapMode
    s
    SetArrowState
    24 PaintArrowCircle
    r
} bd
/ArrowSupport {
    SwitchToMapMode
    s
    SetArrowState
    center
    8 PaintArrowCircle
    r
} bd
/ArrowConvoy {
    SwitchToMapMode
    s
    SetArrowState
    center
    12 PaintArrowCircle
    r
} bd
/ArrowRetreat {
    RetreatPhase
    ArrowMove
    MovePhase
} bd
/ArrowPropose {
    ProposePhase
    ArrowMove
    MovePhase
} bd
/BuildUnit {
    SwitchToMapMode
    s
    t
    ArrowWhite
    .5 .5 x
    0 8 t
    6 w [ 3.14 6.28 ] 1.57 d
    n
    0 0 24 0 360 a
    p k
    r
} bd
/SlashUnit {
    s
    3 1 roll t
    .5 .5 x
    0 8 t
    n
    -21 -16 m
    11 16 l
    21 16 l
    -11 -16 l
    p
    exec
    r
} bd
/DestroyUnit {
    SwitchToMapMode
    { ArrowRed f } SlashUnit
} bd
/DisbandUnit {
    SwitchToMapMode
    { s ArrowWhite f r 1 w ArrowRed k } SlashUnit
} bd
/RemoveUnit {
    SwitchToMapMode
    { ArrowWhite f } SlashUnit
} bd
/QueryUnit {
    SwitchToMapMode
    s
    t
    ArrowWhite
    .5 .5 x
    0 8 t
    4 w
    -12 4 m
    -8 7 -4 7 0 4 c
    4 1 8 1 12 4 c
    -12 -4 m
    -8 -1 -4 -1 0 -4 c
    4 -7 8 -7 12 -4 c
    k
    r
} bd
/PaintArrowArrive {
    s
    t
    .5 .5 x
    0 8 t
    180 rotate 54 ArrowBase add neg 0 t
    40
    1 w
    TraceArrowHead
    k
    % now the shaft ...
    2 w
    0 0 m
    0 l
    k
    -10 0 m -20 0 l
    -30 0 m -40 0 l
    k
    r
} bd
/PaintArrowArriveFleet {
    2 copy
    PaintArrowArrive
    SetArrowStateOk
    exch 0 44 ArrowBase add add .5 mul add exch 7.2 add t
    .8 .8 x
    FleetTroops Power get execform
} bd
/PaintArrowArriveArmy {
    2 copy
    PaintArrowArrive
    SetArrowStateOk
    exch 0 44 ArrowBase add add .5 mul add exch 7.2 add t
    .8 .8 x
    ArmyTroops Power get execform
} bd
/PaintArrowDepart {
    s
    t
    .5 .5 x
    0 8 t
    -54 0 t
    40
    2 w
    0 0 m
    0 l
    -10 0 m -20 0 l
    -30 0 m -40 0 l
    k
    r
} bd
/ArrowDepart {
    SwitchToMapMode
    s
    SetArrowState
    PaintArrowDepart
    r
} bd
/ArrowArriveFleet {
    SwitchToMapMode
    s
    SetArrowState
    PaintArrowArriveFleet
    r
} bd
/ArrowArriveArmy {
    SwitchToMapMode
    s
    SetArrowState
    PaintArrowArriveArmy
    r
} bd
/ArrowSupportArrive {
    2 copy exch 64 add exch ArrowSupport
} bd
/ArrowSupportDepart {
    2 copy exch 44 sub exch ArrowSupport
} bd
/ArrowConvoyArrive {
    2 copy exch 64 add exch ArrowConvoy
} bd
/ArrowConvoyDepart {
    2 copy exch 44 sub exch ArrowConvoy
} bd
/ArrowRefugeFleet {
    RetreatPhase
    ArrowArriveFleet
    MovePhase
} bd
/ArrowRefugeArmy {
    RetreatPhase
    ArrowArriveArmy
    MovePhase
} bd
/ArrowFlee {
    RetreatPhase
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} bd
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} bd
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} bd
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    r
} bd
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} bd
/VisitColors {
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    /Turquoise .2 .7 .7 r
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} def
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