Retune Iron Coast waves, enemy attacks and weapon presentation
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@@ -1,56 +1,128 @@
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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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// Private 1.0.1 retune: per-entity telegraph, locked lanes and recovery.
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// No legacy selectors. Old persisted counters and cursor fields are retained.
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fn live_actor(event) {
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// Current API refreshes actor after earlier committed callbacks. An explicit
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// absent/dead actor must not fall back to a stale queued event payload.
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if event.contains("actor") {
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if type_of(event.actor) == "map" { return event.actor; }
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return #{health:0,x:0,y:0};
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}
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false
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// Historical API fallback only: its entities snapshot is also current.
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for enemy in event.entities { if enemy.entity == event.entity { return enemy; } }
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#{health:0,x:0,y:0}
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}
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fn settings(event) {
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// API v1 fallback is Training until the centrally supplied field is present.
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if event.contains("difficulty") { return event.difficulty; }
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0
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}
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fn cursor(event, state, key) {
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let unit = if state.contains("units") && state.units.contains(key) {state.units[key]} else {#{}};
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if !unit.contains("direction") { unit.direction = if state.contains("directions") && state.directions.contains(key) {state.directions[key]} else {1}; }
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if !unit.contains("age") { unit.age = if state.contains("ages") && state.ages.contains(key) {state.ages[key]} else {0}; }
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if !unit.contains("clock") { unit.clock = 0; }
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if !unit.contains("volley") { unit.volley = if unit.contains("shots") {unit.shots} else {0}; }
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if !unit.contains("phase") { unit.phase = 0; }
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if !unit.contains("max_health") { unit.max_health = live_actor(event).health; }
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if unit.max_health < 1 { unit.max_health = 1; }
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if !unit.contains("lock_x") { unit.lock_x = event.player.x + 16; }
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if !unit.contains("pattern") { unit.pattern = unit.volley % 3; }
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unit
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}
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// Per-entity directions permit multiple cruisers without sharing a patrol cursor.
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fn on_spawn(event, state, random) {
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if !is_alive(event) { return #{ commands: [], state: state }; }
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if !state.contains("directions") { state.directions = #{}; }
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state.directions[event.entity.to_string()] = 1;
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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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if !state.contains("directions") { state.directions = #{}; }
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let direction = if state.directions.contains(key) { state.directions[key] } else { 1 };
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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 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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if event.tick % 54 == 0 {
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss:projectile", x: event.x + 35, y: 64, vx: -2, vy: 4, hostile: true });
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss:projectile", x: event.x + 48, y: 64, vx: 0, vy: 4, hostile: true });
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss:projectile", x: event.x + 61, y: 64, vx: 2, vy: 4, hostile: true });
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commands.push(#{ op: "play_sound", sound: "iron_coast_boss:shot" });
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state.shots = if state.contains("shots") { state.shots + 1 } else { 1 };
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if !state.contains("units") { state.units = #{}; }
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if !state.contains("dead") { state.dead = #{}; }
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state.dead.remove(key);
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if state.contains("dead_order") {let keep=[];for old in state.dead_order {if old!=key {keep.push(old);}}state.dead_order=keep;}
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// Register even a queued spawn killed before this callback: its death counts.
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state.units[key] = #{direction:1,age:0,clock:0,volley:0,phase:0,max_health:live_actor(event).health,lock_x:event.player.x+16,pattern:0};
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if live_actor(event).health <= 0 { 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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let actor=live_actor(event);
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if actor.health <= 0 { return #{commands:[],state:state}; }
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let key = event.entity.to_string();
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if !state.contains("units") { state.units = #{}; }
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let unit = cursor(event,state,key);
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if actor.y < 24 {
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state.units[key] = unit;
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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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#{ commands: commands, state: state }
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let difficulty = settings(event);
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unit.difficulty=difficulty;
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let phase = if actor.health*3 <= unit.max_health {2} else if actor.health*3 <= unit.max_health*2 {1} else {0};
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// A health transition always restarts the full warning; it cannot skip ahead
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// to an untelegraphed salvo when the period changes.
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if phase != unit.phase { unit.phase=phase; unit.clock=0; }
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let period = 96 - difficulty*6 - phase*6;
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let lead = 18-difficulty*2;
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let speed = 3 + if difficulty >= 2 {1} else {0};
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if unit.clock >= period { unit.clock=0; }
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let width=84;
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let left=actor.x+33;
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let center=actor.x+width/2;
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let right=actor.x+50;
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let muzzle_y=actor.y+39;
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let center_y=actor.y+52;
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let commands=[];
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if unit.clock == 0 {
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unit.lock_x=event.player.x+16;
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unit.pattern=(unit.volley+phase)%3;
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commands.push(#{op:"play_sound",sound:"iron_coast_boss:warning"});
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if unit.pattern == 2 {commands.push(#{op:"arc",x:center-4,y:center_y,to_x:center+4,to_y:center_y,ticks:8,anchor:event.entity,to_anchor:event.entity});}
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else {
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commands.push(#{op:"arc",x:left-4,y:muzzle_y,to_x:left+4,to_y:muzzle_y,ticks:8,anchor:event.entity,to_anchor:event.entity});
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commands.push(#{op:"arc",x:right-4,y:muzzle_y,to_x:right+4,to_y:muzzle_y,ticks:8,anchor:event.entity,to_anchor:event.entity});
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}
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state.warnings=if state.contains("warnings") {state.warnings+1} else {1};
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}
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let aim=if unit.lock_x<center-24 {-1} else if unit.lock_x>center+24 {1} else {0};
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if unit.clock == lead {
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if unit.pattern == 0 { commands.push(#{op:"projectile",weapon:"iron_coast_boss:projectile",x:left,y:muzzle_y,vx:-1,vy:speed,hostile:true}); commands.push(#{op:"projectile",weapon:"iron_coast_boss:projectile",x:center,y:center_y,vx:0,vy:speed,hostile:true}); commands.push(#{op:"projectile",weapon:"iron_coast_boss:projectile",x:right,y:muzzle_y,vx:1,vy:speed,hostile:true}); }
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else if unit.pattern == 1 { commands.push(#{op:"projectile",weapon:"iron_coast_boss:projectile",x:left,y:muzzle_y,vx:0,vy:speed,hostile:true}); commands.push(#{op:"projectile",weapon:"iron_coast_boss:projectile",x:right,y:muzzle_y,vx:0,vy:speed,hostile:true}); }
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else { commands.push(#{op:"projectile",weapon:"iron_coast_boss:projectile",x:center,y:center_y,vx:aim,vy:speed,hostile:true}); }
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}
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if unit.clock == lead {
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commands.push(#{op:"play_sound",sound:"iron_coast_boss:shot"});
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state.shots=if state.contains("shots") {state.shots+1} else {1};
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}
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// Warning and short burst are stationary hit windows; reposition only in
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// recovery. The ship never leaves the forward-gun reach or dives into player.
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let resting=unit.clock <= lead;
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if actor.x >= 320-width-32 {unit.direction=-1;}
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if actor.x <= 32 {unit.direction=1;}
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let vx=if resting {0} else {unit.direction*(1+if difficulty>=2 {1} else {0})};
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let y=if resting {actor.y} else {24};
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commands.push(#{op:"move",entity:event.entity,x:actor.x,y:y});
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commands.push(#{op:"velocity",entity:event.entity,vx:vx,vy:0});
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commands.push(#{op:"animation",entity:event.entity,frame:if unit.clock<=lead {1} else {0}});
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if unit.clock == lead {unit.volley+=1;}
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unit.age+=1;
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unit.clock=(unit.clock+1)%period;
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state.units[key]=unit;
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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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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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if state.contains("directions") { state.directions.remove(event.entity.to_string()); }
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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:defeated") { event.objectives["iron_coast_boss:defeated"] + 1 } else { 1 };
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#{ commands: [
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#{ op: "objective", key: "iron_coast_boss:defeated", value: defeated },
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#{ op: "effect", x: event.x + 35, y: event.y + 36 },
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#{ op: "effect", x: event.x + 61, y: event.y + 36 },
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#{ op: "play_sound", sound: "iron_coast_boss:death" }
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], state: state }
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fn on_death(event,state,random) {
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let key=event.entity.to_string();
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if !state.contains("dead") {state.dead=#{};}
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if state.dead.contains(key) {return #{commands:[],state:state};}
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state.dead[key]=true;
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if !state.contains("dead_order") {state.dead_order=[];}
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state.dead_order.push(key);
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if state.dead_order.len()>32 {let old=state.dead_order.remove(0);state.dead.remove(old);}
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if state.contains("units") {state.units.remove(key);}
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if state.contains("directions") {state.directions.remove(key);}
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if state.contains("ages") {state.ages.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:defeated") {event.objectives["iron_coast_boss:defeated"]+1} else {1};
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#{commands:[#{op:"objective",key:"iron_coast_boss:defeated",value:defeated},
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#{op:"effect",x:event.x+84/3,y:event.y+56/2},
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#{op:"effect",x:event.x+84*2/3,y:event.y+56/2},
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#{op:"play_sound",sound:"iron_coast_boss:death"}],state:state}
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}
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