Resolve Lua language server diagnosed problems.
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abcdefg30
parent
3d0efa1cbe
commit
378f66a1ff
@@ -50,8 +50,8 @@ else
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end
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SendJeepReinforcements = function()
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Media.PlaySpeechNotification(player, "ReinforcementsArrived")
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Reinforcements.Reinforce(player, JeepReinforcements, JeepPath, DateTime.Seconds(1))
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Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
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Reinforcements.Reinforce(Greece, JeepReinforcements, JeepPath, DateTime.Seconds(1))
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end
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RunInitialActivities = function()
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@@ -59,12 +59,12 @@ RunInitialActivities = function()
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Trigger.OnKilled(Harvester, function() HarvesterKilled = true end)
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Trigger.OnAllKilled(PathGuards, function()
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player.MarkCompletedObjective(SecureObjective)
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Greece.MarkCompletedObjective(SecureObjective)
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SendTrucks()
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end)
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Trigger.OnAllKilled(SovietBase, function()
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Utils.Do(ussr.GetGroundAttackers(), function(unit)
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Utils.Do(USSR.GetGroundAttackers(), function(unit)
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if not Utils.Any(PathGuards, function(pg) return pg == unit end) then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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@@ -72,15 +72,15 @@ RunInitialActivities = function()
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end)
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if InfantryTypes then
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Trigger.AfterDelay(InfantryDelay, InfantryProduction)
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Trigger.AfterDelay(InfantryDelay, ProduceInfantry)
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end
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if VehicleTypes then
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Trigger.AfterDelay(VehicleDelay, VehicleProduction)
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Trigger.AfterDelay(VehicleDelay, ProduceVehicles)
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end
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end
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InfantryProduction = function()
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ProduceInfantry = function()
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if SovietBarracks.IsDead then
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return
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end
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@@ -88,12 +88,12 @@ InfantryProduction = function()
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local toBuild = { Utils.Random(InfantryTypes) }
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if SovietKennel.IsDead and toBuild == "dog" then
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toBuild = "e1"
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toBuild = { "e1" }
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end
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ussr.Build(toBuild, function(unit)
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USSR.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(InfantryDelay, InfantryProduction)
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Trigger.AfterDelay(InfantryDelay, ProduceInfantry)
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if #IdlingUnits >= (AttackGroupSize * 1.5) then
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SendAttack()
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@@ -101,26 +101,26 @@ InfantryProduction = function()
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end)
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end
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VehicleProduction = function()
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ProduceVehicles = function()
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if SovietWarfactory.IsDead then
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return
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end
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if HarvesterKilled then
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ussr.Build({ "harv" }, function(harv)
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USSR.Build({ "harv" }, function(harv)
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harv[1].FindResources()
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Trigger.OnKilled(harv[1], function() HarvesterKilled = true end)
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HarvesterKilled = false
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VehicleProduction()
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ProduceVehicles()
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end)
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return
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end
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local toBuild = { Utils.Random(VehicleTypes) }
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ussr.Build(toBuild, function(unit)
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USSR.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(VehicleDelay, VehicleProduction)
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Trigger.AfterDelay(VehicleDelay, ProduceVehicles)
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if #IdlingUnits >= (AttackGroupSize * 1.5) then
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SendAttack()
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@@ -149,14 +149,14 @@ SendAttack = function()
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end
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Tick = function()
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ussr.Resources = ussr.Resources - (0.01 * ussr.ResourceCapacity / 25)
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USSR.Resources = USSR.Resources - (0.01 * USSR.ResourceCapacity / 25)
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if ussr.HasNoRequiredUnits() then
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player.MarkCompletedObjective(ConquestObjective)
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if USSR.HasNoRequiredUnits() then
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Greece.MarkCompletedObjective(ConquestObjective)
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end
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if player.HasNoRequiredUnits() then
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ussr.MarkCompletedObjective(ussrObj)
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if Greece.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(USSRobjective)
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end
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end
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@@ -182,22 +182,22 @@ SendTrucks = function()
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DateTime.TimeLimit = 0
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UserInterface.SetMissionText("")
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ConvoyObjective = AddPrimaryObjective(player, "escort-convoy")
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ConvoyObjective = AddPrimaryObjective(Greece, "escort-convoy")
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Media.PlaySpeechNotification(player, "ConvoyApproaching")
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Media.PlaySpeechNotification(Greece, "ConvoyApproaching")
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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ConvoyUnharmed = true
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local trucks = Reinforcements.Reinforce(england, TruckReinforcements, TruckPath, DateTime.Seconds(1),
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local trucks = Reinforcements.Reinforce(England, TruckReinforcements, TruckPath, DateTime.Seconds(1),
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function(truck)
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Trigger.OnIdle(truck, function() truck.Move(TruckExitPoint.Location) end)
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end)
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count = 0
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local count = 0
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Trigger.OnEnteredFootprint( { TruckExitPoint.Location }, function(a, id)
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if a.Owner == england then
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if a.Owner == England then
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count = count + 1
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a.Destroy()
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if count == 3 then
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player.MarkCompletedObjective(ConvoyObjective)
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Greece.MarkCompletedObjective(ConvoyObjective)
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Trigger.RemoveFootprintTrigger(id)
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end
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end
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@@ -208,30 +208,30 @@ SendTrucks = function()
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end
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ConvoyCasualites = function()
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Media.PlaySpeechNotification(player, "ConvoyUnitLost")
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Media.PlaySpeechNotification(Greece, "ConvoyUnitLost")
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if ConvoyUnharmed then
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ConvoyUnharmed = false
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Trigger.AfterDelay(DateTime.Seconds(1), function() player.MarkFailedObjective(ConvoyObjective) end)
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Trigger.AfterDelay(DateTime.Seconds(1), function() Greece.MarkFailedObjective(ConvoyObjective) end)
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end
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end
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WorldLoaded = function()
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player = Player.GetPlayer("Greece")
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england = Player.GetPlayer("England")
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ussr = Player.GetPlayer("USSR")
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Greece = Player.GetPlayer("Greece")
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England = Player.GetPlayer("England")
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USSR = Player.GetPlayer("USSR")
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InitObjectives(player)
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InitObjectives(Greece)
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ussrObj = AddPrimaryObjective(ussr, "")
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USSRobjective = AddPrimaryObjective(USSR, "")
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SecureObjective = AddPrimaryObjective(player, "secure-convoy")
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ConquestObjective = AddPrimaryObjective(player, "eliminate-soviets")
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SecureObjective = AddPrimaryObjective(Greece, "secure-convoy")
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ConquestObjective = AddPrimaryObjective(Greece, "eliminate-soviets")
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Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(allies, "MissionTimerInitialised") end)
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Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(Allies, "MissionTimerInitialised") end)
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RunInitialActivities()
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Reinforcements.Reinforce(player, ConstructionVehicleReinforcements, ConstructionVehiclePath)
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Reinforcements.Reinforce(Greece, ConstructionVehicleReinforcements, ConstructionVehiclePath)
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Trigger.AfterDelay(DateTime.Seconds(5), SendJeepReinforcements)
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Trigger.AfterDelay(DateTime.Seconds(10), SendJeepReinforcements)
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@@ -241,5 +241,5 @@ WorldLoaded = function()
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end)
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Camera.Position = ReinforcementsEntryPoint.CenterPosition
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TimerColor = player.Color
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TimerColor = Greece.Color
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end
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