Remove trailing white-space from lua files
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committed by
abcdefg30
parent
6d26f60904
commit
150d02ac0d
@@ -63,7 +63,7 @@ AtreidesAttackWaves =
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hard = 9
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}
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AtreidesHunters =
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AtreidesHunters =
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{
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{ "trooper", "trooper", "trooper" },
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{ "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
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@@ -78,7 +78,7 @@ AtreidesPaths =
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{ AtreidesEntry8.Location, AtreidesRally8.Location }
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}
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AtreidesHunterPaths =
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AtreidesHunterPaths =
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{
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{ AtreidesEntry6.Location, AtreidesRally6.Location },
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{ AtreidesEntry5.Location, AtreidesRally5.Location },
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@@ -71,7 +71,7 @@ FremenAttackWaves =
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AtreidesHunters = { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
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FremenHunters =
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FremenHunters =
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{
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{ "fremen", "fremen", "fremen" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a" },
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@@ -79,7 +79,7 @@ FremenHunters =
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}
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InitialAtreidesReinforcements =
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{
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{
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_a", "combat_tank_a", "quad", "trike" }
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}
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@@ -98,7 +98,7 @@ FremenPaths =
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{ FremenEntry6.Location, FremenRally6.Location }
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}
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FremenHunterPaths =
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FremenHunterPaths =
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{
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{ FremenEntry1.Location, FremenRally1.Location },
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{ FremenEntry2.Location, FremenRally2.Location },
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@@ -81,14 +81,14 @@ OrdosAttackWaves =
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hard = 8
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}
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OrdosHunters =
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OrdosHunters =
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{
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{ "combat_tank_o", "combat_tank_o" },
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{ "missile_tank" }
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}
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InitialOrdosReinforcements =
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{
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{
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
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}
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@@ -117,13 +117,13 @@ OrdosHunterPaths =
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{ OrdosEntry12.Location, OrdosEntry12.Location },
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}
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HarkonnenReinforcements =
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HarkonnenReinforcements =
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{
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{ "trooper", "trooper", "trooper", "trooper" },
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{ "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h" }
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}
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HarkonnenPaths =
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HarkonnenPaths =
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{
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location }
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@@ -172,7 +172,7 @@ OrdosReinforcementNotification = function(currentWave, totalWaves)
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end
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Media.DisplayMessage("Enemy carryall drop detected!", "Mentat")
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OrdosReinforcementNotification(currentWave, totalWaves)
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end)
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end
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@@ -78,7 +78,7 @@ OrdosAttackWaves =
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}
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InitialOrdosReinforcements =
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{
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{
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
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}
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@@ -101,13 +101,13 @@ InitialOrdosPaths =
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{ OrdosEntry10.Location, OrdosRally10.Location }
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}
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HarkonnenReinforcements =
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HarkonnenReinforcements =
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{
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{ "combat_tank_h", "combat_tank_h" },
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{ "missile_tank", "missile_tank" }
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}
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HarkonnenPaths =
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HarkonnenPaths =
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{
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location }
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@@ -78,7 +78,7 @@ OrdosAttackWaves =
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}
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InitialOrdosReinforcements =
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{
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{
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
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}
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@@ -96,7 +96,7 @@ FremenGroupSize =
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}
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InitialAtreidesReinforcements =
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{
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{
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{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" },
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{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" },
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@@ -140,7 +140,7 @@ SendStarportReinforcements = function()
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if CStarport.IsDead or CStarport.Owner ~= corrino_main then
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return
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end
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reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
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local units = Reinforcements.ReinforceWithTransport(corrino_main, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]
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@@ -101,7 +101,7 @@ FremenGroupSize =
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}
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InitialAtreidesReinforcements =
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{
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{
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{ "combat_tank_a", "combat_tank_a", "quad", "trike" },
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{ "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_a" },
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{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" }
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@@ -146,7 +146,7 @@ SendStarportReinforcements = function()
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if CStarport.IsDead or CStarport.Owner ~= corrino_small then
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return
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end
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reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
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local units = Reinforcements.ReinforceWithTransport(corrino_small, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]
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@@ -71,7 +71,7 @@ HarkonnenHunters = {
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{ "trike", "trike" }
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}
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HarkonnenHunterPaths =
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HarkonnenHunterPaths =
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{
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
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@@ -7,7 +7,7 @@
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information, see COPYING.
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]]
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Base =
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Base =
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{
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Harkonnen = { HConyard, HRefinery, HHeavyFactory, HLightFactory, HGunTurret1, HGunTurret2, HGunTurret3, HGunTurret4, HGunTurret5, HBarracks, HPower1, HPower2, HPower3, HPower4 },
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Smugglers = { SOutpost, SHeavyFactory, SLightFactory, SGunTurret1, SGunTurret2, SGunTurret3, SGunTurret4, SBarracks, SPower1, SPower2, SPower3 }
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@@ -27,7 +27,7 @@ HarkonnenAttackDelay =
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hard = DateTime.Minutes(1) + DateTime.Seconds(30)
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}
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InitialReinforcements =
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InitialReinforcements =
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{
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Harkonnen = { "combat_tank_h", "combat_tank_h", "trike", "quad" },
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Smugglers = { "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" }
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@@ -42,7 +42,7 @@ ActivateAIProduction = function()
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local vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
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local tanksToBuild = function() return EnemyTankType end
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local attackTresholdSize = AttackGroupSize[Difficulty] * 2.5
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ProduceUnits(atreides_main, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_main, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_main, AHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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@@ -50,7 +50,7 @@ ActivateAIProduction = function()
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ProduceUnits(atreides_small_1, ABarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_small_2, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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AIProductionActivated = true
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end
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@@ -7,7 +7,7 @@
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information, see COPYING.
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]]
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Base =
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Base =
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{
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AtreidesMainBase = { AConyard, APower1, APower2, APower3, ABarracks1, ARefinery1, ALightFactory, AHeavyFactory, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5 },
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AtreidesSmallBase1 = { APower4, APower5, ABarracks2, ARefinery2, AGunt6, AGunt7 },
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@@ -70,7 +70,7 @@ AtreidesPaths =
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{ AtreidesEntry8.Location, AtreidesRally8.Location }
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}
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InitialReinforcements =
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InitialReinforcements =
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{
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AtreidesMainBase = { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
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AtreidesSmallBase1 = { "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
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@@ -115,7 +115,7 @@ HarkonnenAttackWaves =
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hard = 6
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}
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InitialReinforcements =
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InitialReinforcements =
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{
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Atreides = { "combat_tank_a", "quad", "quad", "trike", "trike" },
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Harkonnen = { "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_h" }
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