Remove trailing white-space from lua files

This commit is contained in:
Ivaylo Draganov
2020-05-22 23:05:10 +03:00
committed by abcdefg30
parent 6d26f60904
commit 150d02ac0d
23 changed files with 58 additions and 58 deletions

View File

@@ -33,7 +33,7 @@ Auto1 = { units = { ['e1'] = 2, ['e2'] = 2 }, waypoints = WaypointGroup5, delay
Auto2 = { units = { ['e3'] = 3, ['e4'] = 2 }, waypoints = WaypointGroup3, delay = 50 }
Auto3 = { units = { ['ltnk'] = 1, ['bggy'] = 1 }, waypoints = WaypointGroup3, delay = 50 }
Auto4 = { units = { ['bggy'] = 2 }, waypoints = WaypointGroup7, delay = 50 }
Auto5 = { units = { ['ltnk'] = 1 }, waypoints = WaypointGroup6, delay = 50 }
Auto5 = { units = { ['ltnk'] = 1 }, waypoints = WaypointGroup6, delay = 50 }
Auto6 = { units = { ['arty'] = 1 }, waypoints = WaypointGroup4, delay = 50 }
Auto7 = { units = { ['e3'] = 3, ['e4'] = 2 }, waypoints = WaypointGroup6, delay = 50 }

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@@ -63,7 +63,7 @@ AtreidesAttackWaves =
hard = 9
}
AtreidesHunters =
AtreidesHunters =
{
{ "trooper", "trooper", "trooper" },
{ "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
@@ -78,7 +78,7 @@ AtreidesPaths =
{ AtreidesEntry8.Location, AtreidesRally8.Location }
}
AtreidesHunterPaths =
AtreidesHunterPaths =
{
{ AtreidesEntry6.Location, AtreidesRally6.Location },
{ AtreidesEntry5.Location, AtreidesRally5.Location },

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@@ -71,7 +71,7 @@ FremenAttackWaves =
AtreidesHunters = { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
FremenHunters =
FremenHunters =
{
{ "fremen", "fremen", "fremen" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a" },
@@ -79,7 +79,7 @@ FremenHunters =
}
InitialAtreidesReinforcements =
{
{
{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "combat_tank_a", "combat_tank_a", "quad", "trike" }
}
@@ -98,7 +98,7 @@ FremenPaths =
{ FremenEntry6.Location, FremenRally6.Location }
}
FremenHunterPaths =
FremenHunterPaths =
{
{ FremenEntry1.Location, FremenRally1.Location },
{ FremenEntry2.Location, FremenRally2.Location },

View File

@@ -81,14 +81,14 @@ OrdosAttackWaves =
hard = 8
}
OrdosHunters =
OrdosHunters =
{
{ "combat_tank_o", "combat_tank_o" },
{ "missile_tank" }
}
InitialOrdosReinforcements =
{
{
{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
}
@@ -117,13 +117,13 @@ OrdosHunterPaths =
{ OrdosEntry12.Location, OrdosEntry12.Location },
}
HarkonnenReinforcements =
HarkonnenReinforcements =
{
{ "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h" }
}
HarkonnenPaths =
HarkonnenPaths =
{
{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
{ HarkonnenEntry2.Location, HarkonnenRally2.Location }
@@ -172,7 +172,7 @@ OrdosReinforcementNotification = function(currentWave, totalWaves)
end
Media.DisplayMessage("Enemy carryall drop detected!", "Mentat")
OrdosReinforcementNotification(currentWave, totalWaves)
end)
end

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@@ -78,7 +78,7 @@ OrdosAttackWaves =
}
InitialOrdosReinforcements =
{
{
{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
}
@@ -101,13 +101,13 @@ InitialOrdosPaths =
{ OrdosEntry10.Location, OrdosRally10.Location }
}
HarkonnenReinforcements =
HarkonnenReinforcements =
{
{ "combat_tank_h", "combat_tank_h" },
{ "missile_tank", "missile_tank" }
}
HarkonnenPaths =
HarkonnenPaths =
{
{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
{ HarkonnenEntry2.Location, HarkonnenRally2.Location }

View File

@@ -78,7 +78,7 @@ OrdosAttackWaves =
}
InitialOrdosReinforcements =
{
{
{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
}

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@@ -96,7 +96,7 @@ FremenGroupSize =
}
InitialAtreidesReinforcements =
{
{
{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" },
{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" },
@@ -140,7 +140,7 @@ SendStarportReinforcements = function()
if CStarport.IsDead or CStarport.Owner ~= corrino_main then
return
end
reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
local units = Reinforcements.ReinforceWithTransport(corrino_main, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]

View File

@@ -101,7 +101,7 @@ FremenGroupSize =
}
InitialAtreidesReinforcements =
{
{
{ "combat_tank_a", "combat_tank_a", "quad", "trike" },
{ "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_a" },
{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" }
@@ -146,7 +146,7 @@ SendStarportReinforcements = function()
if CStarport.IsDead or CStarport.Owner ~= corrino_small then
return
end
reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
local units = Reinforcements.ReinforceWithTransport(corrino_small, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]

View File

@@ -71,7 +71,7 @@ HarkonnenHunters = {
{ "trike", "trike" }
}
HarkonnenHunterPaths =
HarkonnenHunterPaths =
{
{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
{ HarkonnenEntry2.Location, HarkonnenRally2.Location },

View File

@@ -7,7 +7,7 @@
information, see COPYING.
]]
Base =
Base =
{
Harkonnen = { HConyard, HRefinery, HHeavyFactory, HLightFactory, HGunTurret1, HGunTurret2, HGunTurret3, HGunTurret4, HGunTurret5, HBarracks, HPower1, HPower2, HPower3, HPower4 },
Smugglers = { SOutpost, SHeavyFactory, SLightFactory, SGunTurret1, SGunTurret2, SGunTurret3, SGunTurret4, SBarracks, SPower1, SPower2, SPower3 }
@@ -27,7 +27,7 @@ HarkonnenAttackDelay =
hard = DateTime.Minutes(1) + DateTime.Seconds(30)
}
InitialReinforcements =
InitialReinforcements =
{
Harkonnen = { "combat_tank_h", "combat_tank_h", "trike", "quad" },
Smugglers = { "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" }

View File

@@ -42,7 +42,7 @@ ActivateAIProduction = function()
local vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
local tanksToBuild = function() return EnemyTankType end
local attackTresholdSize = AttackGroupSize[Difficulty] * 2.5
ProduceUnits(atreides_main, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
ProduceUnits(atreides_main, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
ProduceUnits(atreides_main, AHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
@@ -50,7 +50,7 @@ ActivateAIProduction = function()
ProduceUnits(atreides_small_1, ABarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
ProduceUnits(atreides_small_2, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
AIProductionActivated = true
end

View File

@@ -7,7 +7,7 @@
information, see COPYING.
]]
Base =
Base =
{
AtreidesMainBase = { AConyard, APower1, APower2, APower3, ABarracks1, ARefinery1, ALightFactory, AHeavyFactory, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5 },
AtreidesSmallBase1 = { APower4, APower5, ABarracks2, ARefinery2, AGunt6, AGunt7 },
@@ -70,7 +70,7 @@ AtreidesPaths =
{ AtreidesEntry8.Location, AtreidesRally8.Location }
}
InitialReinforcements =
InitialReinforcements =
{
AtreidesMainBase = { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
AtreidesSmallBase1 = { "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },

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@@ -115,7 +115,7 @@ HarkonnenAttackWaves =
hard = 6
}
InitialReinforcements =
InitialReinforcements =
{
Atreides = { "combat_tank_a", "quad", "quad", "trike", "trike" },
Harkonnen = { "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_h" }

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@@ -14,7 +14,7 @@ BGAttackGroupSize = 8
SovietAircraftType = { "yak" }
Yaks = { }
SovietInfantry = { "e1", "e2", "e4" }
SovietVehicles =
SovietVehicles =
{
hard = { "3tnk", "3tnk", "v2rl" },
normal = { "3tnk" },

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@@ -17,13 +17,13 @@ IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt
GroundWavesUpgradeDelay = DateTime.Minutes(12)
GroundAttackUnitType = "Normal"
GroundAttackUnits =
{
GroundAttackUnits =
{
Normal = { {"4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } },
Upgraded = { {"4tnk", "3tnk", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2" }, { "3tnk", "v2rl", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e4", "e4", "e4" } }
}
GroundAttackPaths =
{
GroundAttackPaths =
{
{ SovEntry1.Location, ParaLZ3.Location, AttackChrono.Location },
{ SovEntry2.Location, ParaLZ5.Location, AttackChrono.Location },
{ SovEntry3.Location, ParaLZ5.Location, AttackChrono.Location }
@@ -209,8 +209,8 @@ SendParabombs = function()
end
local targets = Utils.Where(greece.GetActors(), function(actor)
return
actor.HasProperty("Sell") and
return
actor.HasProperty("Sell") and
actor.Type ~= "brik" and
actor.Type ~= "sbag" or
actor.Type == "pdox" or

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@@ -17,13 +17,13 @@ IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt
GroundWavesUpgradeDelay = DateTime.Minutes(12)
GroundAttackUnitType = "Normal"
GroundAttackUnits =
{
GroundAttackUnits =
{
Normal = { {"4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } },
Upgraded = { {"4tnk", "3tnk", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2" }, { "3tnk", "v2rl", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e4", "e4", "e4" } }
}
GroundAttackPaths =
{
GroundAttackPaths =
{
{ SovEntry1.Location, ParaLZ2.Location, AttackChrono.Location },
{ SovEntry2.Location, ParaLZ2.Location, AttackChrono.Location },
{ SovEntry3.Location, ParaLZ4.Location, AttackChrono.Location }
@@ -209,8 +209,8 @@ SendParabombs = function()
end
local targets = Utils.Where(greece.GetActors(), function(actor)
return
actor.HasProperty("Sell") and
return
actor.HasProperty("Sell") and
actor.Type ~= "brik" and
actor.Type ~= "sbag" or
actor.Type == "pdox" or

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@@ -25,7 +25,7 @@ AlliedBase = { WarFactory, PillBox1, PillBox2, Refinery, PowerPlant1, PowerPlant
AlliedForces = { "2tnk" , "2tnk", "mcv" }
ChopperTeam = { "e1r1", "e1r1", "e2", "e2", "e1r1" }
SendTanks = function()
SendTanks = function()
Media.PlaySpeechNotification(allies, "ReinforcementsArrived")
Reinforcements.Reinforce(allies, AlliedForces, TankPath, DateTime.Seconds(1))
end
@@ -52,7 +52,7 @@ end
DiscoveredAlliedBase = function(actor, discoverer)
if (not baseDiscovered and discoverer.Owner == allies) then
baseDiscovered = true
baseDiscovered = true
Media.PlaySpeechNotification(allies, "ObjectiveReached")
Utils.Do(AlliedBase, function(building)
building.Owner = allies
@@ -106,7 +106,7 @@ GetTicks = function()
return ticks
end
Tick = function()
Tick = function()
if SurviveObjective ~= nil then
if ticks > 0 then
if ticks == DateTime.Minutes(17) then

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@@ -125,7 +125,7 @@ SendParatroopers = function()
local proxy = Actor.Create(para.proxy, false, { Owner = soviets })
local target = Map.CenterOfCell(para.drop)
local dir = target - Map.CenterOfCell(para.entry)
local aircraft = proxy.ActivateParatroopers(target, dir.facing)
Utils.Do(aircraft, function(a)
Trigger.OnPassengerExited(a, function(t, p)

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@@ -21,8 +21,8 @@ ProductionInterval =
}
GroundAttackUnits = { { "ttnk", "ttnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } }
GroundAttackPaths =
{
GroundAttackPaths =
{
{ EscapeSouth5.Location, Patrol1.Location },
{ EscapeNorth10.Location, EscapeNorth7.Location }
}

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@@ -108,7 +108,7 @@ MoveTruckEscapeRoute = function(truck, route)
Utils.Do(route, function(waypoint)
truck.Move(waypoint.Location)
end)
Trigger.OnIdle(truck, function()
if truck.Location == route[#route].Location then
truck.Destroy()

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@@ -167,7 +167,7 @@ ActivateAI = function()
Trigger.AfterDelay(DateTime.Minutes(3), WTransWaves)
Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
ProduceInfantry()
ProduceVehicles()

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@@ -8,7 +8,7 @@
]]
alliedScouts = { Actor189, Actor216, Actor217, Actor218, Actor219 }
ussrReinforcements =
ussrReinforcements =
{
east =
{
@@ -118,15 +118,15 @@ WorldLoaded = function()
ussr = Player.GetPlayer("USSR")
germany = Player.GetPlayer("Germany")
greece = Player.GetPlayer("Greece")
Trigger.OnObjectiveAdded(ussr, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
KillAll = ussr.AddPrimaryObjective("Destroy all Allied units and structures.")
DestroyVillageObjective = ussr.AddSecondaryObjective("Destroy the village of Allied sympathizers.")
BeatUSSR = greece.AddPrimaryObjective("Defeat the Soviet forces.")
Trigger.OnObjectiveCompleted(ussr, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
@@ -147,15 +147,15 @@ WorldLoaded = function()
AddReinforcmentTriggers()
AddRetreatTrigger()
scripteddrop = Actor.Create("scripteddrop", false, { Owner = ussr })
OnAnyDamaged(Obj2ActorTriggerActivator, ChurchAmbushTrigger)
Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction)
Camera.Position = SovietBase.CenterPosition
Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
end

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@@ -86,7 +86,7 @@ ProduceArmor = function()
Utils.Do(AlliedWarFact, function(fact) fact.RallyPoint = Rally.Location end)
greece.Build(toBuild, function(unit)
ArmorAttack[#ArmorAttack + 1] = unit[1]
if #ArmorAttack >= ArmorAttackNumbers[Map.LobbyOption("difficulty")] then
SendAttackToBase(ArmorAttack)
ArmorAttack = { }