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

@@ -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 },

View File

@@ -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

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" }
}
@@ -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" }
}

View File

@@ -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" },

View File

@@ -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" }