83 lines
3.5 KiB
Plaintext
83 lines
3.5 KiB
Plaintext
// Persistent furnace gunship. Each instance has its own serializable clock.
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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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}
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false
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}
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fn initialize(state, key) {
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if !state.contains("units") { state.units = #{}; }
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if !state.units.contains(key) {
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state.units[key] = #{ age: 0, direction: 1, shots: 0 };
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}
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state
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}
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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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let key = event.entity.to_string();
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state = initialize(state, key);
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// A pilot save contains previous script state; this is a fresh enemy instance.
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state.units[key] = #{ age: 0, direction: 1, shots: 0 };
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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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// A lethal hit earlier in this tick must never create a ghost attack.
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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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state = initialize(state, key);
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let unit = state.units[key];
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unit.age += 1;
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if event.x >= 144 { unit.direction = -1; }
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if event.x <= 80 { unit.direction = 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: unit.direction, vy: 0 }
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];
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// 12 ticks of warning before the first muzzle fires, then three shells six
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// ticks apart. The right/center/left lanes leave space to dodge the fan.
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let phase = unit.age % 54;
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if phase == 36 {
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commands.push(#{ op: "play_sound", sound: "iron_coast_boss_5:warning" });
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}
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if phase == 48 {
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_5:plasma", x: event.x + 24, y: event.y + 55, vx: -2, vy: 4, hostile: true });
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commands.push(#{ op: "play_sound", sound: "iron_coast_boss_5:shot" });
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unit.shots += 1;
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}
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if phase == 0 {
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_5:mortar", x: event.x + 44, y: event.y + 58, vx: 0, vy: 4, hostile: true });
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commands.push(#{ op: "play_sound", sound: "iron_coast_boss_5:shot" });
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unit.shots += 1;
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}
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if phase == 6 && unit.age > 6 {
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commands.push(#{ op: "projectile", weapon: "iron_coast_boss_5:plasma", x: event.x + 64, y: event.y + 55, vx: 2, vy: 4, hostile: true });
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commands.push(#{ op: "play_sound", sound: "iron_coast_boss_5:shot" });
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unit.shots += 1;
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}
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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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if state.contains("units") { state.units.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_5:defeated") { event.objectives["iron_coast_boss_5:defeated"] + 1 } else { 1 };
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#{ commands: [
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#{ op: "objective", key: "iron_coast_boss_5:defeated", value: defeated },
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#{ op: "effect", x: event.x + 24, y: event.y + 40 },
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#{ op: "effect", x: event.x + 64, y: event.y + 40 },
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#{ op: "play_sound", sound: "iron_coast_boss_5:death" }
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], state: state }
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}
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