Resolve Lua language server diagnosed problems.

This commit is contained in:
Matthias Mailänder
2023-03-01 10:40:46 +01:00
committed by abcdefg30
parent 3d0efa1cbe
commit 378f66a1ff
122 changed files with 3006 additions and 3012 deletions

View File

@@ -95,7 +95,7 @@ Tick = function()
end
SetupWorld = function()
Utils.Do(Nod.GetGroundAttackers(Nod), function(unit)
Utils.Do(Nod.GetGroundAttackers(), function(unit)
Trigger.OnKilled(unit, NodUnitKilled)
end)

View File

@@ -103,7 +103,7 @@ AttackPlayer = function()
Utils.Do(NodBase, function(actor)
Trigger.OnRemovedFromWorld(actor, function()
Utils.Do(Nod.GetGroundAttackers(Nod), IdleHunt)
Utils.Do(Nod.GetGroundAttackers(), IdleHunt)
end)
end)

View File

@@ -32,7 +32,7 @@ WorldLoaded = function()
InitObjectives(Nod)
GDIObjective = AddPrimaryObjective(GDI, "")
BuildBase = AddPrimaryObjective(Nod, "build-base")
BuildBaseObjective = AddPrimaryObjective(Nod, "build-base")
DestroyGDI = AddPrimaryObjective(Nod, "destroy-gdi-units")
Utils.Do({ Refinery, Yard }, function(actor)
@@ -97,7 +97,7 @@ Tick = function()
Nod.MarkCompletedObjective(DestroyGDI)
end
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBase) and CheckForBase(Nod, NodBaseBuildings) then
Nod.MarkCompletedObjective(BuildBase)
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBaseObjective) and CheckForBase(Nod, NodBaseBuildings) then
Nod.MarkCompletedObjective(BuildBaseObjective)
end
end

View File

@@ -38,7 +38,7 @@ WorldLoaded = function()
InitObjectives(Nod)
BuildBase = AddPrimaryObjective(Nod, "build-base")
BuildBaseObjective = AddPrimaryObjective(Nod, "build-base")
DestroyGDI = AddPrimaryObjective(Nod, "destroy-gdi-base")
GDIObjective = AddPrimaryObjective(GDI, "")
@@ -111,7 +111,7 @@ Tick = function()
GDI.MarkCompletedObjective(GDIObjective)
end
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBase) and CheckForBase(Nod, NodBaseBuildings) then
Nod.MarkCompletedObjective(BuildBase)
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBaseObjective) and CheckForBase(Nod, NodBaseBuildings) then
Nod.MarkCompletedObjective(BuildBaseObjective)
end
end

View File

@@ -68,7 +68,7 @@ SendApcReinforcements = function()
end
end
CreateCivilians = function(actor, discoverer)
CreateCivilians = function()
Utils.Do(NodCiviliansActors, function(actor)
actor.Owner = Nod
end)
@@ -96,7 +96,7 @@ WorldLoaded = function()
Trigger.OnAnyKilled(Atk6ActorTriggerActivator, function()
Reinforcements.ReinforceWithTransport(GDI, "apc", Atk6Units, Atk6WaypointsPart1, Atk6WaypointsPart2,
function(transport, cargo)
function(_, cargo)
Utils.Do(cargo, IdleHunt)
end, IdleHunt)
end)

View File

@@ -47,7 +47,7 @@ SamSiteGoal = 3
CaptureStructures = function(actor)
for i = 1, #WhitelistedStructures do
structures = Nod.GetActorsByType(WhitelistedStructures[i])
local structures = Nod.GetActorsByType(WhitelistedStructures[i])
if #structures > 0 and not actor.IsDead and not structures[1].IsDead then
actor.Capture(structures[1])
return