fn is_alive(event) { for unit in event.entities { if unit.entity == event.entity && unit.health > 0 { return true; } } false } // Velocity changes are committed after the callback completes. fn on_spawn(event, state, random) { if !is_alive(event) { return #{ commands: [], state: state }; } #{ commands: [#{ op: "velocity", entity: event.entity, vx: 1, vy: 1 }], state: state } } fn on_tick(event, state, random) { if event.health <= 0 || !is_alive(event) { return #{ commands: [], state: state }; } let sideways = if ((event.tick + event.entity * 7) / 24) % 2 == 0 { 1 } else { -1 }; if event.x <= 24 { sideways = 1; } if event.x >= 272 { sideways = -1; } #{ commands: [#{ op: "velocity", entity: event.entity, vx: sideways, vy: 1 }], state: state } } fn on_fire(event, state, random) { let shots = if state.contains("shots") { state.shots + 1 } else { 1 }; state.shots = shots; #{ commands: [#{ op: "play_sound", sound: "iron_coast_scout:shot" }], 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) { state.destroyed = if state.contains("destroyed") { state.destroyed + 1 } else { 1 }; let defeated = if event.objectives.contains("iron_coast_scout:defeated") { event.objectives["iron_coast_scout:defeated"] + 1 } else { 1 }; #{ commands: [ #{ op: "objective", key: "iron_coast_scout:defeated", value: defeated }, #{ op: "play_sound", sound: "iron_coast_scout:death" } ], state: state } }