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

@@ -24,7 +24,7 @@ else
end
ProduceUnits = function(factory, count)
if ussr.IsProducing("e1") then
if USSR.IsProducing("e1") then
Trigger.AfterDelay(DateTime.Seconds(5), function() ProduceUnits(factory, count) end)
return
end
@@ -37,7 +37,7 @@ ProduceUnits = function(factory, count)
if not factory.IsDead then
factory.IsPrimaryBuilding = true
ussr.Build(units, function(soldiers)
USSR.Build(units, function(soldiers)
Utils.Do(soldiers, function(unit) IdleHunt(unit) end)
end)
end
@@ -46,8 +46,8 @@ end
SendAlliedUnits = function()
Camera.Position = TanyaWaypoint.CenterPosition
local Artillery = Actor.Create("arty", true, { Owner = player, Location = AlliedUnitsEntry.Location })
local Tanya = Actor.Create(TanyaType, true, { Owner = player, Location = AlliedUnitsEntry.Location })
local Artillery = Actor.Create("arty", true, { Owner = Greece, Location = AlliedUnitsEntry.Location })
local Tanya = Actor.Create(TanyaType, true, { Owner = Greece, Location = AlliedUnitsEntry.Location })
if TanyaType == "e7.noautotarget" then
Trigger.AfterDelay(DateTime.Seconds(2), function()
@@ -59,11 +59,11 @@ SendAlliedUnits = function()
Tanya.Move(TanyaWaypoint.Location)
Artillery.Move(ArtilleryWaypoint.Location)
Trigger.OnKilled(Tanya, function() player.MarkFailedObjective(TanyaSurvive) end)
Trigger.OnKilled(Tanya, function() Greece.MarkFailedObjective(TanyaSurvive) end)
end
SendUSSRParadrops = function()
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
local aircraftA = powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.SouthEast)
Utils.Do(aircraftA, function(a)
@@ -83,13 +83,13 @@ SendUSSRParadrops = function()
end
SendUSSRWaterTransport = function()
local units = Reinforcements.ReinforceWithTransport(ussr, "lst", TransportReinforcements, { WaterTransportEntry.Location, WaterTransportLoadout.Location }, { WaterTransportExit.Location })[2]
local units = Reinforcements.ReinforceWithTransport(USSR, "lst", TransportReinforcements, { WaterTransportEntry.Location, WaterTransportLoadout.Location }, { WaterTransportExit.Location })[2]
Utils.Do(units, function(unit) IdleHunt(unit) end)
end
SendUSSRTankReinforcements = function()
local camera = Actor.Create("camera", true, { Owner = player, Location = USSRReinforcementsCameraWaypoint.Location })
local ussrTank = Reinforcements.Reinforce(ussr, { "3tnk" }, { USSRReinforcementsEntryWaypoint.Location, USSRReinforcementsRallyWaypoint1.Location, USSRReinforcementsRallyWaypoint2.Location })[1]
local camera = Actor.Create("camera", true, { Owner = Greece, Location = USSRReinforcementsCameraWaypoint.Location })
local ussrTank = Reinforcements.Reinforce(USSR, { "3tnk" }, { USSRReinforcementsEntryWaypoint.Location, USSRReinforcementsRallyWaypoint1.Location, USSRReinforcementsRallyWaypoint2.Location })[1]
Trigger.OnRemovedFromWorld(ussrTank, function()
Trigger.AfterDelay(DateTime.Seconds(3), function()
if not camera.IsDead then
@@ -100,28 +100,28 @@ SendUSSRTankReinforcements = function()
end
InitPlayers = function()
player = Player.GetPlayer("Greece")
ussr = Player.GetPlayer("USSR")
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
ussr.Cash = 10000
USSR.Cash = 10000
end
AddObjectives = function()
KillBridges = AddPrimaryObjective(player, "destroy-bridges")
TanyaSurvive = AddPrimaryObjective(player, "tanya-survive")
KillUSSR = AddSecondaryObjective(player, "destroy-oilpumps")
FreePrisoners = AddSecondaryObjective(player, "free-prisoners")
KillBridges = AddPrimaryObjective(Greece, "destroy-bridges")
TanyaSurvive = AddPrimaryObjective(Greece, "tanya-survive")
KillUSSR = AddSecondaryObjective(Greece, "destroy-oilpumps")
FreePrisoners = AddSecondaryObjective(Greece, "free-prisoners")
end
InitTriggers = function()
Utils.Do(ussr.GetGroundAttackers(), function(unit)
Utils.Do(USSR.GetGroundAttackers(), function(unit)
Trigger.OnDamaged(unit, function() IdleHunt(unit) end)
end)
Trigger.OnAnyKilled(Prisoners, function() player.MarkFailedObjective(FreePrisoners) end)
Trigger.OnAnyKilled(Prisoners, function() Greece.MarkFailedObjective(FreePrisoners) end)
Trigger.OnKilled(USSRTechCenter, function()
Actor.Create("moneycrate", true, { Owner = ussr, Location = USSRMoneyCrateSpawn.Location })
Actor.Create("moneycrate", true, { Owner = USSR, Location = USSRMoneyCrateSpawn.Location })
end)
Trigger.OnKilled(ExplosiveBarrel, function()
@@ -135,9 +135,9 @@ InitTriggers = function()
end)
local baseTrigger = Trigger.OnEnteredFootprint(CameraTriggerArea, function(a, id)
if a.Owner == player and not baseCamera then
if a.Owner == Greece and not BaseCamera then
Trigger.RemoveFootprintTrigger(id)
baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location })
BaseCamera = Actor.Create("camera", true, { Owner = Greece, Location = BaseCameraWaypoint.Location })
end
end)
@@ -145,8 +145,8 @@ InitTriggers = function()
Trigger.OnDamaged(unit, function()
if not FirstBaseAlert then
FirstBaseAlert = true
if not baseCamera then
baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location })
if not BaseCamera then
BaseCamera = Actor.Create("camera", true, { Owner = Greece, Location = BaseCameraWaypoint.Location })
Trigger.RemoveFootprintTrigger(baseTrigger)
end
Utils.Do(FirstUSSRBase, function(unit)
@@ -156,7 +156,7 @@ InitTriggers = function()
end)
for i = 0, 2 do
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(player, "AlertBuzzer")
Media.PlaySoundNotification(Greece, "AlertBuzzer")
end)
end
ProduceUnits(ProductionBuildings[1], Utils.RandomInteger(4, 8))
@@ -164,8 +164,8 @@ InitTriggers = function()
end)
end)
Trigger.OnAllKilledOrCaptured(FirstUSSRBase, function()
if baseCamera and baseCamera.IsInWorld then
baseCamera.Destroy()
if BaseCamera and BaseCamera.IsInWorld then
BaseCamera.Destroy()
end
end)
@@ -180,7 +180,7 @@ InitTriggers = function()
end)
for i = 0, 2 do
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(player, "AlertBuzzer")
Media.PlaySoundNotification(Greece, "AlertBuzzer")
end)
end
ProduceUnits(ProductionBuildings[2], Utils.RandomInteger(5, 7))
@@ -189,7 +189,7 @@ InitTriggers = function()
end)
Trigger.OnCapture(USSRRadarDome, function(self)
largeCamera = Actor.Create("camera.verylarge", true, { Owner = player, Location = LargeCameraWaypoint.Location })
local largeCamera = Actor.Create("camera.verylarge", true, { Owner = Greece, Location = LargeCameraWaypoint.Location })
Trigger.ClearAll(self)
Trigger.AfterDelay(DateTime.Seconds(1), function()
Trigger.OnRemovedFromWorld(self, function()
@@ -200,22 +200,22 @@ InitTriggers = function()
end)
Trigger.OnEnteredFootprint(WaterTransportTriggerArea, function(a, id)
if a.Owner == player and not waterTransportTriggered then
waterTransportTriggered = true
if a.Owner == Greece and not WaterTransportTriggered then
WaterTransportTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendUSSRWaterTransport()
end
end)
Trigger.OnEnteredFootprint(ParadropTriggerArea, function(a, id)
if a.Owner == player and not paradropsTriggered then
paradropsTriggered = true
if a.Owner == Greece and not ParadropsTriggered then
ParadropsTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendUSSRParadrops()
end
end)
Trigger.OnEnteredFootprint(ReinforcementsTriggerArea, function(a, id)
if a.Owner == player and not reinforcementsTriggered then
reinforcementsTriggered = true
if a.Owner == Greece and not ReinforcementsTriggered then
ReinforcementsTriggered = true
Trigger.RemoveFootprintTrigger(id)
Trigger.AfterDelay(DateTime.Seconds(1), function() SendUSSRTankReinforcements() end)
end
@@ -225,19 +225,19 @@ InitTriggers = function()
local bridges = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)
Trigger.OnAllKilled(bridges, function()
player.MarkCompletedObjective(KillBridges)
player.MarkCompletedObjective(TanyaSurvive)
Greece.MarkCompletedObjective(KillBridges)
Greece.MarkCompletedObjective(TanyaSurvive)
-- The prisoners are free once their guards are dead
if PGuard1.IsDead and PGuard2.IsDead then
player.MarkCompletedObjective(FreePrisoners)
Greece.MarkCompletedObjective(FreePrisoners)
end
end)
local oilPumps = ussr.GetActorsByType("v19")
local oilPumps = USSR.GetActorsByType("v19")
Trigger.OnAllKilled(oilPumps, function()
player.MarkCompletedObjective(KillUSSR)
Greece.MarkCompletedObjective(KillUSSR)
end)
end)
@@ -253,7 +253,7 @@ WorldLoaded = function()
InitPlayers()
InitObjectives(player)
InitObjectives(Greece)
AddObjectives()
InitTriggers()
SendAlliedUnits()