Convert all spaces to tabs in the ts shellmap script

This commit is contained in:
abcdefg30
2019-09-13 11:03:29 +02:00
committed by teinarss
parent c7784cbc8e
commit 2d304efb73

View File

@@ -25,115 +25,115 @@ VGForceInterval = 15
ProducedUnitTypes =
{
{ nodhand1, { "e1", "e3" } },
{ gdibar1, { "e1", "e2" } }
{ nodhand1, { "e1", "e3" } },
{ gdibar1, { "e1", "e2" } }
}
ProduceUnits = function(t)
local factory = t[1]
if not factory.IsDead then
local unitType = t[2][Utils.RandomInteger(1, #t[2] + 1)]
factory.Wait(Actor.BuildTime(unitType))
factory.Produce(unitType)
factory.CallFunc(function() ProduceUnits(t) end)
end
local factory = t[1]
if not factory.IsDead then
local unitType = t[2][Utils.RandomInteger(1, #t[2] + 1)]
factory.Wait(Actor.BuildTime(unitType))
factory.Produce(unitType)
factory.CallFunc(function() ProduceUnits(t) end)
end
end
SetupFactories = function()
Utils.Do(ProducedUnitTypes, function(pair)
Trigger.OnProduction(pair[1], function(_, a) BindActorTriggers(a) end)
end)
Utils.Do(ProducedUnitTypes, function(pair)
Trigger.OnProduction(pair[1], function(_, a) BindActorTriggers(a) end)
end)
end
SetupInvulnerability = function()
Utils.Do(Map.NamedActors, function(actor)
if actor.HasProperty("AcceptsCondition") and actor.AcceptsCondition("unkillable") then
actor.GrantCondition("unkillable")
end
if actor.HasProperty("AcceptsCondition") and actor.AcceptsCondition("unkillable") then
actor.GrantCondition("unkillable")
end
end)
end
SendNodInfantry = function()
local units = Reinforcements.Reinforce(nod, NForce, NForcePath, NForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
local units = Reinforcements.Reinforce(nod, NForce, NForcePath, NForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(GDIBase.Location)
else
unit.Move(GDIBase.Location)
end
end)
Trigger.AfterDelay(DateTime.Seconds(60), SendNodInfantry)
end)
Trigger.AfterDelay(DateTime.Seconds(60), SendNodInfantry)
end
SendNodVehicles = function()
local units = Reinforcements.Reinforce(nod, VNForce, VNForcePath, VNForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
local units = Reinforcements.Reinforce(nod, VNForce, VNForcePath, VNForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(GDIBase.Location)
else
unit.Move(GDIBase.Location)
end
end)
Trigger.AfterDelay(DateTime.Seconds(110), SendNodVehicles)
end)
Trigger.AfterDelay(DateTime.Seconds(110), SendNodVehicles)
end
SendGDIInfantry = function()
local units = Reinforcements.Reinforce(gdi, GForce, GForcePath, GForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
local units = Reinforcements.Reinforce(gdi, GForce, GForcePath, GForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(NodBase.Location)
else
unit.Move(NodBase.Location)
end
end)
Trigger.AfterDelay(DateTime.Seconds(60), SendGDIInfantry)
end)
Trigger.AfterDelay(DateTime.Seconds(60), SendGDIInfantry)
end
SendGDIVehicles = function()
local units = Reinforcements.Reinforce(gdi, VGForce, VGForcePath, VGForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
local units = Reinforcements.Reinforce(gdi, VGForce, VGForcePath, VGForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(NodBase.Location)
else
unit.Move(NodBase.Location)
end
end)
Trigger.AfterDelay(DateTime.Seconds(110), SendGDIVehicles)
end)
Trigger.AfterDelay(DateTime.Seconds(110), SendGDIVehicles)
end
BindActorTriggers = function(a)
if a.HasProperty("Hunt") then
Trigger.OnIdle(a, a.Hunt)
end
if a.HasProperty("Hunt") then
Trigger.OnIdle(a, a.Hunt)
end
if a.HasProperty("HasPassengers") then
Trigger.OnDamaged(a, function()
if a.HasPassengers then
a.Stop()
a.UnloadPassengers()
end
end)
end
if a.HasProperty("HasPassengers") then
Trigger.OnDamaged(a, function()
if a.HasPassengers then
a.Stop()
a.UnloadPassengers()
end
end)
end
end
WorldLoaded = function()
nod = Player.GetPlayer("Nod")
gdi = Player.GetPlayer("GDI")
nod = Player.GetPlayer("Nod")
gdi = Player.GetPlayer("GDI")
SetupFactories()
SetupInvulnerability()
SetupFactories()
SetupInvulnerability()
Utils.Do(ProducedUnitTypes, ProduceUnits)
SendNodInfantry()
Trigger.AfterDelay(DateTime.Seconds(50), SendNodVehicles)
SendGDIInfantry()
Trigger.AfterDelay(DateTime.Seconds(70), SendGDIVehicles)
Utils.Do(ProducedUnitTypes, ProduceUnits)
SendNodInfantry()
Trigger.AfterDelay(DateTime.Seconds(50), SendNodVehicles)
SendGDIInfantry()
Trigger.AfterDelay(DateTime.Seconds(70), SendGDIVehicles)
end