Retune Iron Coast waves, enemy attacks and weapon presentation
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@@ -1,54 +1,15 @@
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# Iron Crown boss
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# Iron Coast: Iron Crown Boss
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A standalone API 1 mod for the Iron Coast finale. It adds a new command
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Dreadnought with broad armored wings and three forward cannon pods, matching
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the industrial overhead style of the original game. The package has no mod
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dependencies and does not replace any original or Iron Coast enemy definition.
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API 1 package, version 1.0.1. Enable it in Mods at the main menu and apply the selection. This package has no mod dependencies.
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- Enemy: `iron_coast_boss_6:unit`; health 160, reward 1800, air boss, logical 96×64.
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- Weapon: `iron_coast_boss_6:projectile`; damage 3, speed 4, logical 8×8.
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- Objective: every actual boss death increments `iron_coast_boss_6:defeated`.
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- Entry: fly downward to y 24, then patrol between x 80 and x 144.
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- Attack: every 54 simulation ticks, alternate a three-shell fan with two
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straight cannon lanes. A rising charging sound begins nine ticks before
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each volley. At 70/3 Hz this gives 0.386 seconds warning before a 2.314-second
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volley cycle. Charging creates no explosion effects.
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- State: per-entity patrol direction, age and volley cursor; removed on death.
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Supports the finale's two staged bosses and simultaneous spawns. It never
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completes a mission directly or fires from retired entities.
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Enemy `iron_coast_boss_6:unit` is an airborne boss with **420** nominal health and a **108×72** logical canvas. Actual destruction awards 1,800 credits. The existing World rule halves boss health, rounded up, on Training and Rookie. SD and HD use the same logical body.
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Difficulty uses the engine's original boss health rule: definitions retain 160
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health, and the two lower difficulty levels spawn bosses with 80 health.
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Cannon fan / open-center twin gate / alternating-side follow-up. Each life has three health phases (above two-thirds, at/below two-thirds, at/below one-third of its actual spawn health). Every phase change restarts a full warning. Brief 8-pixel, 8-tick anchored charge arcs and existing quiet audio precede the salvo; the warning and short burst hold position, then the boss recovers into a bounded lateral patrol. Gun positions follow the existing artwork. No homing retarget occurs after aim is locked.
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`art/unit-sd.png` and `art/unit-hd.png` share one centered 96×64 logical canvas.
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The HD texture is 768×512 (8×) and the SD version is derived from the same
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transparent generated master. The cannon shell likewise has matching 8×8 and
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64×64 versions. `art-qa.json` records bounds and source hashes. The supplied
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alpha is preserved; runtime colors with alpha below 128 remain transparent.
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Warning leads are 18 / 16 / 14 / 12 ticks for Training / Rookie / Veteran / Elite. Recovery leaves a new approach opportunity; watch the charge cue and move into the opening before the volley.
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The built-in imagegen tool generated both masters. Exact prompts live in
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`prompts/`; `provenance.json` records their outputs. All authored images and
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sounds belong in Git. Original sprite references remain outside this package.
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Only actual death increments `iron_coast_boss_6:defeated`; escape or time passing grants no objective credit. This enemy package does not decide mission completion. Its existing art, audio, generation provenance and asset recipes are retained.
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Reproduce the deterministic sounds and SD/HD reductions with:
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## Validation and history
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```sh
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python3 RustRaptor/mods/iron_coast_boss_6/build_assets.py
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```
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`--audio-only` needs only Python's standard library. `audio-recipe.json`
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records seeds, PCM properties and hashes. The sounds are non-silent PCM16
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mono 22050 Hz charging, firing and destruction cues; no recordings are used.
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Validate activation and lifecycle behavior using the production simulation:
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```sh
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CARGO_TARGET_DIR=RustRaptor/target cargo run --offline \
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--manifest-path RustRaptor/mods/iron_coast_boss_6/validation/Cargo.toml
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```
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The validation checks alternating patterns, warning timing, independent
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entity state, serialized state restoration, death counter/reward behavior,
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dead-enemy firing guards and two staged encounters on all four difficulties.
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`validation-results.json` records the controlled outcomes. The complete
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mission 6 mod runs separate campaign and balance checks with its other enemies.
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See the [current Iron Coast retune results and limits](../../docs/iron-coast-retune.md). Package-local acceptance reports, validation results and retained test sources describe pre-retune 1.0 behavior unless a result explicitly identifies the newer package and runner. They remain historical material, not current playthrough guarantees.
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@@ -20,17 +20,17 @@
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{
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"id": "iron_coast_boss_6:unit",
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"name": "Iron Crown Command Dreadnought",
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"health": 160,
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"health": 420,
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"speed": 0,
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"reward": 1800,
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"ground": false,
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"boss": true,
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"cooldown": 54,
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"cooldown": 90,
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"art": {
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"png": "art/unit-sd.png",
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"hd_png": "art/unit-hd.png",
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"logical_width": 96,
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"logical_height": 64
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"logical_width": 108,
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"logical_height": 72
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},
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"script": "scripts/ai.rhai"
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}
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@@ -1,7 +1,7 @@
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id = "iron_coast_boss_6"
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name = "Iron Coast: Iron Crown Boss"
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version = "1.0.0"
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version = "1.0.1"
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api_version = 1
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description = "The Iron Crown command dreadnought: a persistent finale boss with telegraphed alternating cannon fans and twin lanes. Includes matching SD/HD artwork and synthesized sound."
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description = "A three-phase Iron Crown encounter with warned, locked attack lanes and bounded recovery. Includes unchanged SD/HD artwork and audio."
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content = "content.json"
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scripts = ["scripts/ai.rhai"]
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@@ -1,81 +1,133 @@
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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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// State is shared by a script, so each staged or simultaneous boss has its own
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// patrol direction, charge timer and alternating attack cursor.
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fn on_spawn(event, state, random) {
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if state.contains("last_death") && state.last_death == event.entity { state.remove("last_death"); }
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if !is_alive(event) { 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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state.units[event.entity.to_string()] = #{direction: 1, age: 0, volley: 0};
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#{ commands: [#{ op: "velocity", entity: event.entity, vx: 0, vy: 2 }], state: state }
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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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if event.health <= 0 || !is_alive(event) { return #{ commands: [], state: state }; }
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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 cursor = if state.units.contains(key) {
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state.units[key]
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} else { #{direction: 1, age: 0, volley: 0} };
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if event.y < 24 {
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state.units[key] = cursor;
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return #{ commands: [#{ op: "velocity", entity: event.entity, vx: 0, vy: 2 }], state: state };
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let unit = cursor(event,state,key);
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if actor.y < 12 {
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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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if event.x >= 144 { cursor.direction = -1; }
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if event.x <= 80 { cursor.direction = 1; }
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cursor.age += 1;
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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: cursor.direction, vy: 0 }
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];
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// Nine simulation ticks (0.386 seconds) of audible warning precede each
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// volley. Charging does not create an explosion in front of the aircraft.
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if cursor.age % 54 == 45 {
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commands.push(#{ op: "play_sound", sound: "iron_coast_boss_6:warning" });
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}
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if cursor.age % 54 == 0 {
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if cursor.volley % 2 == 0 {
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_6:projectile", x: event.x + 28, y: event.y + 60, vx: -2, vy: 4, hostile: true });
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_6:projectile", x: event.x + 48, y: event.y + 60, vx: 0, vy: 4, hostile: true });
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_6:projectile", x: event.x + 68, y: event.y + 60, vx: 2, vy: 4, hostile: true });
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} else {
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_6:projectile", x: event.x + 28, y: event.y + 60, vx: 0, vy: 4, hostile: true });
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_6:projectile", x: event.x + 68, y: event.y + 60, vx: 0, vy: 4, hostile: true });
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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 = 90 - 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=108;
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let left=actor.x+37;
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let center=actor.x+width/2;
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let right=actor.x+71;
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let muzzle_y=actor.y+61;
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let center_y=actor.y+67;
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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_6: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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commands.push(#{ op: "play_sound", sound: "iron_coast_boss_6:shot" });
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cursor.volley += 1;
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state.warnings=if state.contains("warnings") {state.warnings+1} else {1};
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}
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state.units[key] = cursor;
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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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// Retired entities cannot fire. Preserve other live bosses' cursors, and
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// still count an aircraft destroyed before its queued spawn hook runs.
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if state.contains("last_death") && state.last_death == event.entity {
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return #{ commands: [], state: state };
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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_6:projectile",x:left,y:muzzle_y,vx:-1,vy:speed,hostile:true}); commands.push(#{op:"projectile",weapon:"iron_coast_boss_6:projectile",x:center,y:center_y,vx:0,vy:speed,hostile:true}); commands.push(#{op:"projectile",weapon:"iron_coast_boss_6: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_6:projectile",x:left,y:muzzle_y,vx:0,vy:speed,hostile:true}); commands.push(#{op:"projectile",weapon:"iron_coast_boss_6: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_6:projectile",x:center,y:center_y,vx:aim,vy:speed,hostile:true}); }
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}
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state.last_death = event.entity;
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if state.contains("units") { state.units.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_6:defeated") {
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event.objectives["iron_coast_boss_6:defeated"] + 1
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} else { 1 };
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#{ commands: [
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#{ op: "objective", key: "iron_coast_boss_6:defeated", value: defeated },
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#{ op: "effect", x: event.x + 28, y: event.y + 44 },
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#{ op: "effect", x: event.x + 68, y: event.y + 44 },
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#{ op: "play_sound", sound: "iron_coast_boss_6:death" }
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], state: state }
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if unit.clock == lead+8 && unit.pattern == 2 && difficulty >= 1 {
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let active = if unit.volley % 2 == 0 {left} else {right};
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commands.push(#{op:"projectile",weapon:"iron_coast_boss_6:projectile",x:active,y:muzzle_y,vx:0,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_6: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+8;
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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 triangle=if (unit.age/12)%8<4 {(unit.age/12)%8} else {8-(unit.age/12)%8};
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let y=if resting {actor.y} else {12+if phase>0 {triangle*10/4} else {0}};
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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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if unit.clock == lead+8 {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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}
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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_6:defeated") {event.objectives["iron_coast_boss_6:defeated"]+1} else {1};
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#{commands:[#{op:"objective",key:"iron_coast_boss_6:defeated",value:defeated},
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#{op:"effect",x:event.x+108/3,y:event.y+72/2},
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#{op:"effect",x:event.x+108*2/3,y:event.y+72/2},
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#{op:"play_sound",sound:"iron_coast_boss_6:death"}],state:state}
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}
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Reference in new issue
Block a user