// Each boss has its own direction, cannon clock and alternating barrel. // No wall-clock time or global tick modulo affects restored behavior. fn is_alive(event) { for unit in event.entities { if unit.entity == event.entity && unit.health > 0 { return true; } } false } fn on_spawn(event, state, random) { if !state.contains("units") { state.units = #{}; } if !state.contains("dead") { state.dead = #{}; } let key = event.entity.to_string(); state.units[key] = #{direction: 1, clock: 0, side: 0}; state.dead.remove(key); // IDs restart on replay. Even a spawn killed during advance must clear // its previous life's death guard before the queued death callback runs. if !is_alive(event) { return #{commands: [], state: state}; } #{commands: [#{op: "velocity", entity: event.entity, vx: 0, vy: 2}], state: state} } fn on_tick(event, state, random) { if event.health <= 0 || !is_alive(event) { return #{commands: [], state: state}; } if event.y < 24 { return #{commands: [#{op: "velocity", entity: event.entity, vx: 0, vy: 2}], state: state}; } let key = event.entity.to_string(); if !state.contains("units") { state.units = #{}; } let unit = if state.units.contains(key) { state.units[key] } else {#{direction: 1, clock: 0, side: 0}}; if event.x >= 144 { unit.direction = -1; } if event.x <= 80 { unit.direction = 1; } unit.clock = (unit.clock + 1) % 54; let commands = [ #{op: "move", entity: event.entity, x: event.x, y: 24}, #{op: "velocity", entity: event.entity, vx: unit.direction, vy: 0} ]; // Audible warning lasts nine simulation steps before each side fires. if unit.clock == 45 { commands.push(#{op: "play_sound", sound: "iron_coast_boss_3:warning"}); } if unit.clock == 0 { let muzzle = if unit.side == 0 {35} else {61}; let inward = if unit.side == 0 {1} else {-1}; commands.push(#{op: "projectile", weapon: "iron_coast_boss_3:projectile", x: event.x + muzzle, y: event.y + 54, vx: 0, vy: 4, hostile: true}); commands.push(#{op: "projectile", weapon: "iron_coast_boss_3:projectile", x: event.x + muzzle, y: event.y + 54, vx: inward, vy: 4, hostile: true}); commands.push(#{op: "play_sound", sound: "iron_coast_boss_3:shot"}); unit.side = 1 - unit.side; state.shots = if state.contains("shots") {state.shots + 1} else {1}; } state.units[key] = unit; #{commands: commands, state: state} } fn on_hit(event, state, random) { state.hits = if state.contains("hits") {state.hits + 1} else {1}; #{commands: [], state: state} } fn on_death(event, state, random) { let key = event.entity.to_string(); if !state.contains("dead") { state.dead = #{}; } if state.dead.contains(key) { return #{commands: [], state: state}; } state.dead[key] = true; if state.contains("units") { state.units.remove(key); } state.destroyed = if state.contains("destroyed") {state.destroyed + 1} else {1}; let defeated = if event.objectives.contains("iron_coast_boss_3:defeated") {event.objectives["iron_coast_boss_3:defeated"] + 1} else {1}; #{commands: [ #{op: "objective", key: "iron_coast_boss_3:defeated", value: defeated}, #{op: "effect", x: event.x + 35, y: event.y + 48}, #{op: "effect", x: event.x + 61, y: event.y + 48}, #{op: "play_sound", sound: "iron_coast_boss_3:death"} ], state: state} }