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

@@ -11,7 +11,7 @@ ClearSubActivityTriggerActivator = { Sub1, Sub2, Sub3, Sub4, Sub5, Sub6, Sub7, S
AlliedGunboats = { "pt", "pt", "pt" }
BeachRifles = { BeachRifle1, BeachRifle2, BeachRifle3, BeachRifle4 }
lstReinforcements =
LstReinforcements =
{
first =
{
@@ -42,15 +42,15 @@ RaidTwoPath = { RaidTwoEntry.Location, RaidTwoLanding.Location }
StartTimer = false
TimerColor = Player.GetPlayer("USSR").Color
TimerTicks = DateTime.Minutes(10)
ticked = TimerTicks
Ticked = TimerTicks
StartTimerDelay = DateTime.Minutes(5)
InitialAlliedReinforcements = function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Reinforcements.Reinforce(greece, AlliedGunboats, { GunboatEntry.Location, waypoint42.Location }, 2)
Media.PlaySpeechNotification(greece, "ReinforcementsArrived")
local reinforcement = lstReinforcements.first
Reinforcements.ReinforceWithTransport(greece, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
Reinforcements.Reinforce(Greece, AlliedGunboats, { GunboatEntry.Location, waypoint42.Location }, 2)
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
local reinforcement = LstReinforcements.first
Reinforcements.ReinforceWithTransport(Greece, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end)
end
@@ -64,19 +64,19 @@ end
SecondAlliedLanding = function()
Trigger.AfterDelay(DateTime.Minutes(1), function()
Media.PlaySpeechNotification(greece, "ReinforcementsArrived")
local reinforcement = lstReinforcements.second
Reinforcements.ReinforceWithTransport(greece, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
local reinforcement = LstReinforcements.second
Reinforcements.ReinforceWithTransport(Greece, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end)
end
CaptureRadarDome = function()
Trigger.OnKilled(RadarDome, function()
greece.MarkFailedObjective(CaptureRadarDomeObj)
Greece.MarkFailedObjective(CaptureRadarDomeObj)
end)
Trigger.OnCapture(RadarDome, function()
greece.MarkCompletedObjective(CaptureRadarDomeObj)
Greece.MarkCompletedObjective(CaptureRadarDomeObj)
BaseRaids()
end)
end
@@ -86,7 +86,7 @@ BaseRaids = function()
return
else
Trigger.AfterDelay(Utils.RandomInteger(BaseRaidDelay1[1], BaseRaidDelay1[2]), function()
local raiders = Reinforcements.ReinforceWithTransport(ussr, "lst", RaidingParty, RaidOnePath, { RaidOneEntry.Location })[2]
local raiders = Reinforcements.ReinforceWithTransport(USSR, "lst", RaidingParty, RaidOnePath, { RaidOneEntry.Location })[2]
Utils.Do(raiders, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(PlayerBase.Location)
@@ -96,7 +96,7 @@ BaseRaids = function()
end)
Trigger.AfterDelay(Utils.RandomInteger(BaseRaidDelay2[1], BaseRaidDelay2[2]), function()
local raiders = Reinforcements.ReinforceWithTransport(ussr, "lst", RaidingParty, RaidTwoPath, { RaidTwoEntry.Location })[2]
local raiders = Reinforcements.ReinforceWithTransport(USSR, "lst", RaidingParty, RaidTwoPath, { RaidTwoEntry.Location })[2]
Utils.Do(raiders, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(PlayerBase.Location)
@@ -110,7 +110,7 @@ end
StartTimerFunction = function()
if Difficulty == "hard" then
StartTimer = true
Media.PlaySpeechNotification(greece, "TimerStarted")
Media.PlaySpeechNotification(Greece, "TimerStarted")
end
end
@@ -138,10 +138,10 @@ BattalionWays =
}
SendArmoredBattalion = function()
Media.PlaySpeechNotification(greece, "EnemyUnitsApproaching")
Media.PlaySpeechNotification(Greece, "EnemyUnitsApproaching")
Utils.Do(BattalionWays, function(way)
local units = { "3tnk", "3tnk", "3tnk", "4tnk", "4tnk" }
local armor = Reinforcements.ReinforceWithTransport(ussr, "lst", units , way, { way[2], way[1] })[2]
local armor = Reinforcements.ReinforceWithTransport(USSR, "lst", units , way, { way[2], way[1] })[2]
Utils.Do(armor, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(PlayerBase.Location)
@@ -152,50 +152,50 @@ SendArmoredBattalion = function()
end
DestroySubPensCompleted = function()
greece.MarkCompletedObjective(DestroySubPens)
Greece.MarkCompletedObjective(DestroySubPens)
end
ClearSubActivityCompleted = function()
greece.MarkCompletedObjective(ClearSubActivity)
Greece.MarkCompletedObjective(ClearSubActivity)
end
Tick = function()
ussr.Cash = 5000
badguy.Cash = 500
USSR.Cash = 5000
BadGuy.Cash = 500
if StartTimer then
if ticked > 0 then
if (ticked % DateTime.Seconds(1)) == 0 then
Timer = UserInterface.Translate("soviet-armored-battalion-arrives-in", { ["time"] = Utils.FormatTime(ticked) })
if Ticked > 0 then
if (Ticked % DateTime.Seconds(1)) == 0 then
Timer = UserInterface.Translate("soviet-armored-battalion-arrives-in", { ["time"] = Utils.FormatTime(Ticked) })
UserInterface.SetMissionText(Timer, TimerColor)
end
ticked = ticked - 1
elseif ticked == 0 then
Ticked = Ticked - 1
elseif Ticked == 0 then
FinishTimer()
SendArmoredBattalion()
ticked = ticked - 1
Ticked = Ticked - 1
end
end
if greece.HasNoRequiredUnits() then
ussr.MarkCompletedObjective(BeatAllies)
if Greece.HasNoRequiredUnits() then
USSR.MarkCompletedObjective(BeatAllies)
end
end
WorldLoaded = function()
greece = Player.GetPlayer("Greece")
ussr = Player.GetPlayer("USSR")
badguy = Player.GetPlayer("BadGuy")
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
BadGuy = Player.GetPlayer("BadGuy")
Camera.Position = DefaultCameraPosition.CenterPosition
InitObjectives(greece)
CaptureRadarDomeObj = AddPrimaryObjective(greece, "capture-radar-dome")
DestroySubPens = AddPrimaryObjective(greece, "destroy-all-soviet-sub-pens")
ClearSubActivity = AddSecondaryObjective(greece, "clear-area-all-subs")
BeatAllies = AddPrimaryObjective(ussr, "")
InitObjectives(Greece)
CaptureRadarDomeObj = AddPrimaryObjective(Greece, "capture-radar-dome")
DestroySubPens = AddPrimaryObjective(Greece, "destroy-all-soviet-sub-pens")
ClearSubActivity = AddSecondaryObjective(Greece, "clear-area-all-subs")
BeatAllies = AddPrimaryObjective(USSR, "")
PowerProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
PowerProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
InitialAlliedReinforcements()
SecondAlliedLanding()