Resolve Lua language server diagnosed problems.
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abcdefg30
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3d0efa1cbe
commit
378f66a1ff
@@ -104,42 +104,42 @@ InitialSovietPatrols = function()
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end
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InitialAlliedReinforcements = function()
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local camera = Actor.Create("Camera", true, { Owner = player, Location = DefaultCameraPosition.Location })
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local camera = Actor.Create("Camera", true, { Owner = Greece, Location = DefaultCameraPosition.Location })
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Trigger.AfterDelay(DateTime.Seconds(30), camera.Destroy)
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Reinforcements.Reinforce(player, AlliedReinforcementsA, { AlliedEntry3.Location, UnitCStopLocation.Location }, 2)
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Reinforcements.Reinforce(player, AlliedReinforcementsB, { AlliedEntry2.Location, UnitAStopLocation.Location }, 2)
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Reinforcements.Reinforce(Greece, AlliedReinforcementsA, { AlliedEntry3.Location, UnitCStopLocation.Location }, 2)
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Reinforcements.Reinforce(Greece, AlliedReinforcementsB, { AlliedEntry2.Location, UnitAStopLocation.Location }, 2)
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end)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Reinforcements.Reinforce(player, { "mcv" }, { AlliedEntry1.Location, UnitBStopLocation.Location })
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Reinforcements.Reinforce(player, AlliedBoatReinforcements, { AlliedBoatEntry.Location, AlliedBoatStop.Location })
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Reinforcements.Reinforce(Greece, { "mcv" }, { AlliedEntry1.Location, UnitBStopLocation.Location })
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Reinforcements.Reinforce(Greece, AlliedBoatReinforcements, { AlliedBoatEntry.Location, AlliedBoatStop.Location })
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end)
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end
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CaptureRadarDome = function()
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Trigger.OnKilled(RadarDome, function()
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player.MarkFailedObjective(CaptureRadarDomeObj)
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Greece.MarkFailedObjective(CaptureRadarDomeObj)
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end)
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Trigger.OnCapture(RadarDome, function()
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player.MarkCompletedObjective(CaptureRadarDomeObj)
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Greece.MarkCompletedObjective(CaptureRadarDomeObj)
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Utils.Do(SovietTechLabs, function(a)
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if a.IsDead then
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return
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end
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Beacon.New(player, a.CenterPosition)
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Beacon.New(Greece, a.CenterPosition)
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if Difficulty ~= "hard" then
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Actor.Create("TECH.CAM", true, { Owner = player, Location = a.Location + CVec.New(1, 1) })
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Actor.Create("TECH.CAM", true, { Owner = Greece, Location = a.Location + CVec.New(1, 1) })
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end
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end)
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Media.DisplayMessage(UserInterface.Translate("soviet-tech-centers-discovered"))
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if Difficulty == "easy" then
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Actor.Create("Camera", true, { Owner = player, Location = Weapcam.Location })
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Actor.Create("Camera", true, { Owner = Greece, Location = Weapcam.Location })
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end
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end)
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end
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@@ -147,61 +147,61 @@ end
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InfiltrateTechCenter = function()
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Utils.Do(SovietTechLabs, function(a)
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Trigger.OnInfiltrated(a, function()
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if infiltrated then
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if Infiltrated then
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return
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end
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infiltrated = true
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DestroySovietsObj = AddPrimaryObjective(player, "destroy-soviet-buildings-units")
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player.MarkCompletedObjective(InfiltrateTechCenterObj)
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Infiltrated = true
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DestroySovietsObj = AddPrimaryObjective(Greece, "destroy-soviet-buildings-units")
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Greece.MarkCompletedObjective(InfiltrateTechCenterObj)
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end)
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Trigger.OnCapture(a, function()
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if not infiltrated then
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if not Infiltrated then
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Media.DisplayMessage(UserInterface.Translate("dont-capture-tech-centers"))
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end
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end)
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end)
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Trigger.OnAllKilledOrCaptured(SovietTechLabs, function()
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if not player.IsObjectiveCompleted(InfiltrateTechCenterObj) then
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player.MarkFailedObjective(InfiltrateTechCenterObj)
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if not Greece.IsObjectiveCompleted(InfiltrateTechCenterObj) then
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Greece.MarkFailedObjective(InfiltrateTechCenterObj)
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end
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end)
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end
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Tick = function()
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if player.HasNoRequiredUnits() then
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player.MarkFailedObjective(InfiltrateTechCenterObj)
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if Greece.HasNoRequiredUnits() then
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Greece.MarkFailedObjective(InfiltrateTechCenterObj)
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end
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if DestroySovietsObj and ussr.HasNoRequiredUnits() then
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player.MarkCompletedObjective(DestroySovietsObj)
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if DestroySovietsObj and USSR.HasNoRequiredUnits() then
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Greece.MarkCompletedObjective(DestroySovietsObj)
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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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ussr = Player.GetPlayer("USSR")
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Greece = Player.GetPlayer("Greece")
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USSR = Player.GetPlayer("USSR")
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InitObjectives(player)
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InitObjectives(Greece)
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InfiltrateTechCenterObj = AddPrimaryObjective(player, "infiltrate-tech-center-spy")
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CaptureRadarDomeObj = AddSecondaryObjective(player, "capture-radar-shore")
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InfiltrateTechCenterObj = AddPrimaryObjective(Greece, "infiltrate-tech-center-spy")
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CaptureRadarDomeObj = AddSecondaryObjective(Greece, "capture-radar-shore")
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Camera.Position = DefaultCameraPosition.CenterPosition
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if Difficulty == "easy" then
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Trigger.OnEnteredProximityTrigger(SovietDefenseCam.CenterPosition, WDist.New(1024 * 7), function(a, id)
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if a.Owner == player then
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if a.Owner == Greece then
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Trigger.RemoveProximityTrigger(id)
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local cam1 = Actor.Create("TECH.CAM", true, { Owner = player, Location = SovietDefenseCam.Location })
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local cam1 = Actor.Create("TECH.CAM", true, { Owner = Greece, Location = SovietDefenseCam.Location })
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Trigger.AfterDelay(DateTime.Seconds(15), cam1.Destroy)
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if not DefenseFlame1.IsDead then
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local cam2 = Actor.Create("TECH.CAM", true, { Owner = player, Location = DefenseFlame1.Location })
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local cam2 = Actor.Create("TECH.CAM", true, { Owner = Greece, Location = DefenseFlame1.Location })
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Trigger.AfterDelay(DateTime.Seconds(15), cam2.Destroy)
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end
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if not DefenseFlame2.IsDead then
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local cam3 = Actor.Create("TECH.CAM", true, { Owner = player, Location = DefenseFlame2.Location })
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local cam3 = Actor.Create("TECH.CAM", true, { Owner = Greece, Location = DefenseFlame2.Location })
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Trigger.AfterDelay(DateTime.Seconds(15), cam3.Destroy)
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end
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end
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@@ -231,9 +231,9 @@ WorldLoaded = function()
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end)
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Trigger.OnEnteredProximityTrigger(SovietMiniBaseCam.CenterPosition, WDist.New(1024 * 14), function(a, id)
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if a.Owner == player then
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if a.Owner == Greece then
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Trigger.RemoveProximityTrigger(id)
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local cam = Actor.Create("Camera", true, { Owner = player, Location = SovietMiniBaseCam.Location })
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local cam = Actor.Create("Camera", true, { Owner = Greece, Location = SovietMiniBaseCam.Location })
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Trigger.AfterDelay(DateTime.Seconds(15), cam.Destroy)
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end
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end)
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