Make RustRaptor the repository root and track its playable bundle
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@@ -0,0 +1,38 @@
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fn 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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if !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 || !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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// Ground objects normally scroll away. These mandatory armored stations
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// remain at reachable y=24 until destroyed, even after the cruiser dies.
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#{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:0, vy:0}
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], state:state}
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}
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fn on_fire(event, state, random) {
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#{commands:[#{op:"play_sound", sound:"iron_coast_mission_5:foundry_shot"}], state:state}
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}
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fn on_death(event, state, random) {
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let destroyed = if event.objectives.contains("iron_coast_mission_5:foundries_destroyed") {
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event.objectives["iron_coast_mission_5:foundries_destroyed"] + 1
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} else { 1 };
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#{commands:[
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#{op:"objective", key:"iron_coast_mission_5:foundries_destroyed", value:destroyed},
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#{op:"play_sound", sound:"iron_coast_mission_5:foundry_shutdown"}
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], state:state}
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}
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