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

@@ -59,7 +59,7 @@ Paradrop = function()
Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), function()
local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs))
Utils.Do(aircraft, function(a)
Trigger.OnPassengerExited(a, function(t, p)
Trigger.OnPassengerExited(a, function(_, p)
IdleHunt(p)
end)
end)
@@ -75,7 +75,7 @@ ConvoysSent = 0
SendConvoys = function()
Trigger.AfterDelay(Utils.RandomInteger(ConvoyDelay[1], ConvoyDelay[2]), function()
local path = Utils.Random(ConvoyRallyPoints)
local units = Reinforcements.Reinforce(ussr, Utils.Random(ConvoyUnits), { path[1] })
local units = Reinforcements.Reinforce(USSR, Utils.Random(ConvoyUnits), { path[1] })
local lastWaypoint = path[#path]
Utils.Do(units, function(unit)
@@ -98,14 +98,14 @@ SendConvoys = function()
end)
local id = Trigger.OnEnteredFootprint({ lastWaypoint }, function(a, id)
if a.Owner == ussr and Utils.Any(units, function(unit) return unit == a end) then
if a.Owner == USSR and Utils.Any(units, function(unit) return unit == a end) then
-- We are at our destination and thus don't care about other queued actions anymore
a.Stop()
a.Destroy()
if a.Type == "truk" then
player.MarkFailedObjective(DestroyConvoys)
Greece.MarkFailedObjective(DestroyConvoys)
end
end
end)
@@ -117,44 +117,44 @@ SendConvoys = function()
if ConvoysSent <= Convoys[Difficulty] then
SendConvoys()
else
player.MarkCompletedObjective(DestroyConvoys)
Greece.MarkCompletedObjective(DestroyConvoys)
end
end)
Media.PlaySpeechNotification(player, "ConvoyApproaching")
Media.PlaySpeechNotification(Greece, "ConvoyApproaching")
end)
end
Tick = function()
if player.HasNoRequiredUnits() then
player.MarkFailedObjective(KillUSSR)
if Greece.HasNoRequiredUnits() then
Greece.MarkFailedObjective(KillUSSR)
end
if ussr.HasNoRequiredUnits() then
player.MarkCompletedObjective(KillUSSR)
if USSR.HasNoRequiredUnits() then
Greece.MarkCompletedObjective(KillUSSR)
-- We don't care about future convoys anymore
player.MarkCompletedObjective(DestroyConvoys)
Greece.MarkCompletedObjective(DestroyConvoys)
end
end
AddObjectives = function()
KillUSSR = AddPrimaryObjective(player, "destroy-soviet-units-buildings")
DestroyConvoys = AddSecondaryObjective(player, "destroy-convoys")
KillUSSR = AddPrimaryObjective(Greece, "destroy-soviet-units-buildings")
DestroyConvoys = AddSecondaryObjective(Greece, "destroy-convoys")
end
WorldLoaded = function()
player = Player.GetPlayer("Greece")
ussr = Player.GetPlayer("USSR")
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
Camera.Position = AlliedConyard.CenterPosition
InitObjectives(player)
InitObjectives(Greece)
AddObjectives()
ConvoyDelay = ConvoyDelays[Difficulty]
ParadropDelay = ParadropDelays[Difficulty]
PowerProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
PowerProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
Paradrop()
SendConvoys()