Make RustRaptor the repository root and track its playable bundle
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// All cursors are per entity. Arrival and attack timers use simulation callbacks.
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fn is_alive(event) {
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for unit in event.entities {
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if unit.entity == event.entity && unit.health > 0 { return true; }
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}
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false
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}
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fn on_spawn(event, state, random) {
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// Register the life before checking current liveness: the engine can kill a
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// queued spawn during advance, before it dispatches this callback. Its later
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// actual death still needs one objective update, without movement or audio.
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if !state.contains("directions") { state.directions = #{}; }
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if !state.contains("ages") { state.ages = #{}; }
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let key = event.entity.to_string();
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state.directions[key] = 1;
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state.ages[key] = 0;
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if !is_alive(event) { return #{ commands: [], state: state }; }
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#{ commands: [#{ op: "velocity", entity: event.entity, vx: 0, vy: 2 }], state: state }
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}
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fn on_tick(event, state, random) {
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if event.health <= 0 || !is_alive(event) { return #{ commands: [], state: state }; }
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if event.y < 24 {
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return #{ commands: [#{ op: "velocity", entity: event.entity, vx: 0, vy: 2 }], state: state };
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}
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let key = event.entity.to_string();
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// An untracked unit cannot acquire another entity's attack timer.
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if !state.contains("ages") || !state.ages.contains(key) {
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return #{ commands: [], state: state };
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}
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let direction = state.directions[key];
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if event.x >= 144 { direction = -1; }
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if event.x <= 80 { direction = 1; }
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state.directions[key] = direction;
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let age = state.ages[key] + 1;
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state.ages[key] = age;
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let commands = [
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#{ op: "move", entity: event.entity, x: event.x, y: 24 },
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#{ op: "velocity", entity: event.entity, vx: direction, vy: 0 }
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];
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// Twelve ticks of warning precede the shot: about half a second at 70/3 Hz.
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if age % 54 == 42 {
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commands.push(#{ op: "play_sound", sound: "iron_coast_boss_2:warning" });
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}
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if age % 54 == 0 {
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// Alternate parallel outer lanes with a diverging inner fork.
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// Both leave a readable opening directly under the central radar dish.
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if (age / 54) % 2 == 1 {
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_2:projectile", x: event.x + 24, y: 75, vx: 0, vy: 4, hostile: true });
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_2:projectile", x: event.x + 72, y: 75, vx: 0, vy: 4, hostile: true });
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} else {
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_2:projectile", x: event.x + 36, y: 75, vx: -1, vy: 4, hostile: true });
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_2:projectile", x: event.x + 60, y: 75, vx: 1, vy: 4, hostile: true });
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}
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commands.push(#{ op: "play_sound", sound: "iron_coast_boss_2:shot" });
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state.shots = if state.contains("shots") { state.shots + 1 } else { 1 };
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}
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#{ commands: commands, state: state }
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}
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fn on_hit(event, state, random) {
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state.hits = if state.contains("hits") { state.hits + 1 } else { 1 };
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#{ commands: [], state: state }
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}
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fn on_death(event, state, random) {
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let key = event.entity.to_string();
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// A death callback must refer to a spawned unit that is absent from live queries.
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// Removing its cursor also makes repeated death notifications harmless.
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if is_alive(event) || !state.contains("ages") || !state.ages.contains(key) {
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return #{ commands: [], state: state };
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}
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state.ages.remove(key);
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state.directions.remove(key);
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state.destroyed = if state.contains("destroyed") { state.destroyed + 1 } else { 1 };
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let defeated = if event.objectives.contains("iron_coast_boss_2:defeated") { event.objectives["iron_coast_boss_2:defeated"] + 1 } else { 1 };
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#{ commands: [
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#{ op: "objective", key: "iron_coast_boss_2:defeated", value: defeated },
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#{ op: "effect", x: event.x + 32, y: event.y + 38 },
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#{ op: "effect", x: event.x + 64, y: event.y + 38 },
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#{ op: "play_sound", sound: "iron_coast_boss_2:death" }
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], state: state }
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}
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