/**
 * Update the health of all enemies that have health greater than or equal to the given threshold.
 *
 * @param enemies A list containing dictionaries representing enemies. Each enemy dictionary has a "name" key and a "health" key.
 * @param healthThreshold An integer representing the minimum health threshold.
 * @return A list of updated enemy dictionaries.
 */
fun updateEnemyHealth(enemies: List<Map<String, Any>>, healthThreshold: Int): List<Map<String, Any>> {

    for (enemy in enemies) {
        if (enemy["health"] as Int >= healthThreshold) {
            // Code to update enemy's health goes here
            // ...
        }
    }
    return enemies
}
/**
 * Update the health of all enemies that have health greater than or equal to the given threshold.
 *
 * @param enemies A list containing dictionaries representing enemies. Each enemy dictionary has a "name" key and a "health" key.
 * @param healthThreshold An integer representing the minimum health threshold.
 * @return A list of updated enemy dictionaries.
 */
fun updateEnemyHealth(enemies: List<Map<String, Any>>, healthThreshold: Int): List<Map<String, Any>> {
/**
 * Update the health of all enemies that have health greater than or equal to the given threshold.
 *
 * @param enemies A list containing dictionaries representing enemies. Each enemy dictionary has a "name" key and a "health" key.
 * @param healthThreshold An integer representing the minimum health threshold.
 * @return A list of updated enemy dictionaries.
 */
fun updateEnemyHealth(enemies: List<Map<String, Any>>, healthThreshold: Int): List<Map<String, Any>> {

    for (enemy in enemies) {
        if (enemy["health"] as Int >= healthThreshold) {
            // Code to update enemy's health goes here
            // ...
        }
    }
    return enemies
}