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Summary
This PR adds the underlying functions required for the
boss_fight
director entity. It currently only supports the first attack phase and the correspondingWARNING
sound/visual.This includes:
The boss fight director essentially functions as a state machine, where we do certain things both during states themselves and during transitions between states.
e.g.:
boss_fight.phase.attack
boss_fight.phase.warn
Reproducing in-game
Preview
This PR's content can only really be shown in a video:
https://youtu.be/PfaDPz_5ew8
Some cool before visuals though is showing the actual redstone that was originally used to run the boss fight.
Supplemental changes
random
attack so we can specify a list of attacks + weights to randomly choose to start