05. Failure Checks
5.1 Limit single line Failable Expressions count to three
if (Damage > 10, Player := FindRandomPlayer[], Player.GetFortCharacter[].IsAlive[]): EliminatePlayer(Player)if (Damage > 10, Player := FindRandomPlayer[]): EliminatePlayer(Player)if: Damage > 10 Player := FindRandomPlayer[] then: EliminatePlayer(Player)if (Player := FindAlivePlayer[GetPlayspace().GetPlayers()], Team := FindEmptyTeam[GetPlayspace().GetTeamCollection().GetTeams()]): AddPlayerToTeam(Player, Team)if: Player := FindRandomPlayer[] IsAlive[Player] not IsInvulnerable[Player] Character := Player.GetFortCharacter[] Character.GetHealth < 10 then: EliminatePlayer(Player)GetRandomPlayerToEliminate()<decides><transacts>:player= Player := FindRandomPlayer[] IsAlive[Player] not IsInvulnerable[Player] Character := Player.GetFortCharacter[] Character.GetHealth < 10 Player if (Player := GetRandomPlayerToEliminate[]): Eliminate(Player)set Lights = for (ActorIndex -> TaggedActor : TaggedActors, LightDevice := customizable_light_device[TaggedActor], ShouldLightBeOn := LightsState[ActorIndex]): Logger.Print("Adding Light at index {ActorIndex} with State:{if (ShouldLightBeOn?) then "On" else "Off"}") if (ShouldLightBeOn?) then LightDevice.TurnOn() else LightDevice.TurnOff() LightDeviceset Lights = for: ActorIndex -> TaggedActor : TaggedActors LightDevice := customizable_light_device[TaggedActor] ShouldLightBeOn := LightsState[ActorIndex] do: if (ShouldLightBeOn?) then LightDevice.TurnOn() else LightDevice.TurnOff() LightDevice