monsters that are piled up combine strength(*) to bash things
*: only the primary basher (mob right infront of door) benefits
*: only monsters directly behind the primary basher add 100% str, others add 50%
*: this pools monsters up to 5 tiles behind the primary, and up to 1 tile on either side
ex: P: primary (100% str=2), 2: helper (100% str=2), 1: helper (50% str=2), 0: disqualified monster, -: wall, +: door
.0210
.021.
--21.
01P1.
--+--
.....
total = 13; 2 + (2*3) + (1*5)
//nitpickery-be-gone
Revert accidental merge of unrelated not-ready-for-pr branch

This reverts commit af357efcdd052d8340c6fa87fde21d0204da9782.
fixorcomment
FOODCO kitchen buddy first part
Merge remote-tracking branch 'origin/master' into jsonbash
map::has_adjacent_furniture checks new "BLOCKSDOOR" flag on furn_t, instead of using
a great big if or or or or or or or statement
monster::bash_at:
* fix typo that doubled the strength of helpers.
* fix typo that made mobs shoulder to shoulder to main basher contribute 100%
 str. Now (as stated) only mobs BEHIND the main basher add 100% bash strength.
furniture.json: add BLOCKSDOOR flag to furnitures that were hardcoded into old
map::has_adjacent_furniture if statement
terrain.json: boost minimum strength levels for doors walls and fences, in light
of new bash pileup logic. A standard door will hold off 2 zeds, 3 if boarded or blocked,
4 if boarded and blocked.
Boost pallaside gate min str to match door. Admittedly I can't tell if
they're actually sturdier or not, but max str is more so...
Additional furniture door blocking: oven, washer, dryer, bathtub, sofa, dumpster.
Move T-intersection road
Style update on map::generate
Fix mapgen bug
Modification according to #2946
modification of advanced inventory
First pass!
To-hit shenanigans.
More little fixes.