// All cursors are per entity. Arrival and attack timers use simulation callbacks. 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) { // Register the life before checking current liveness: the engine can kill a // queued spawn during advance, before it dispatches this callback. Its later // actual death still needs one objective update, without movement or audio. if !state.contains("directions") { state.directions = #{}; } if !state.contains("ages") { state.ages = #{}; } let key = event.entity.to_string(); state.directions[key] = 1; state.ages[key] = 0; 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(); // An untracked unit cannot acquire another entity's attack timer. if !state.contains("ages") || !state.ages.contains(key) { return #{ commands: [], state: state }; } let direction = state.directions[key]; if event.x >= 144 { direction = -1; } if event.x <= 80 { direction = 1; } state.directions[key] = direction; let age = state.ages[key] + 1; state.ages[key] = age; let commands = [ #{ op: "move", entity: event.entity, x: event.x, y: 24 }, #{ op: "velocity", entity: event.entity, vx: direction, vy: 0 } ]; // Twelve ticks of warning precede the shot: about half a second at 70/3 Hz. if age % 54 == 42 { commands.push(#{ op: "play_sound", sound: "iron_coast_boss_2:warning" }); } if age % 54 == 0 { // Alternate parallel outer lanes with a diverging inner fork. // Both leave a readable opening directly under the central radar dish. if (age / 54) % 2 == 1 { commands.push(#{ op: "projectile", weapon: "iron_coast_boss_2:projectile", x: event.x + 24, y: 75, vx: 0, vy: 4, hostile: true }); commands.push(#{ op: "projectile", weapon: "iron_coast_boss_2:projectile", x: event.x + 72, y: 75, vx: 0, vy: 4, hostile: true }); } else { commands.push(#{ op: "projectile", weapon: "iron_coast_boss_2:projectile", x: event.x + 36, y: 75, vx: -1, vy: 4, hostile: true }); commands.push(#{ op: "projectile", weapon: "iron_coast_boss_2:projectile", x: event.x + 60, y: 75, vx: 1, vy: 4, hostile: true }); } commands.push(#{ op: "play_sound", sound: "iron_coast_boss_2:shot" }); state.shots = if state.contains("shots") { state.shots + 1 } else { 1 }; } #{ 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(); // A death callback must refer to a spawned unit that is absent from live queries. // Removing its cursor also makes repeated death notifications harmless. if is_alive(event) || !state.contains("ages") || !state.ages.contains(key) { return #{ commands: [], state: state }; } state.ages.remove(key); state.directions.remove(key); state.destroyed = if state.contains("destroyed") { state.destroyed + 1 } else { 1 }; let defeated = if event.objectives.contains("iron_coast_boss_2:defeated") { event.objectives["iron_coast_boss_2:defeated"] + 1 } else { 1 }; #{ commands: [ #{ op: "objective", key: "iron_coast_boss_2:defeated", value: defeated }, #{ op: "effect", x: event.x + 32, y: event.y + 38 }, #{ op: "effect", x: event.x + 64, y: event.y + 38 }, #{ op: "play_sound", sound: "iron_coast_boss_2:death" } ], state: state } }