Convert all spaces to tabs in the ts shellmap script
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user