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

@@ -84,11 +84,11 @@ SendAttackGroup = function()
end
ProduceInfantry = function()
if USSRRax.IsDead or USSRRax.Owner ~= ussr then
if USSRRax.IsDead or USSRRax.Owner ~= USSR then
return
end
ussr.Build({ Utils.Random(SovietInfantry) }, function(units)
USSR.Build({ Utils.Random(SovietInfantry) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceInfantry)
@@ -96,11 +96,11 @@ ProduceInfantry = function()
end
ProduceVehicles = function()
if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= ussr then
if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then
return
end
ussr.Build({ Utils.Random(SovietVehicles) }, function(units)
USSR.Build({ Utils.Random(SovietVehicles) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceVehicles)
@@ -108,11 +108,11 @@ ProduceVehicles = function()
end
ProduceAircraft = function()
if (Airfield1.IsDead or Airfield1.Owner ~= ussr) and (Airfield2.IsDead or Airfield2.Owner ~= ussr) then
if (Airfield1.IsDead or Airfield1.Owner ~= USSR) and (Airfield2.IsDead or Airfield2.Owner ~= USSR) then
return
end
ussr.Build(SovietAircraftType, function(units)
USSR.Build(SovietAircraftType, function(units)
local mig = units[1]
Migs[#Migs + 1] = mig
@@ -123,13 +123,13 @@ ProduceAircraft = function()
Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft)
end
InitializeAttackAircraft(mig, greece)
InitializeAttackAircraft(mig, Greece)
end)
end
GroundWaves = function()
local path = Utils.Random(GroundAttackPaths)
local units = Reinforcements.Reinforce(ussr, Utils.Random(GroundAttackUnits[GroundAttackUnitType]), { path[1] })
local units = Reinforcements.Reinforce(USSR, Utils.Random(GroundAttackUnits[GroundAttackUnitType]), { path[1] })
local lastWaypoint = path[#path]
Utils.Do(units, function(unit)
Trigger.OnAddedToWorld(unit, function()
@@ -146,7 +146,7 @@ end
WTransWaves = function()
local way = Utils.Random(WTransWays)
local units = Utils.Random(WTransUnits)
local attackUnits = Reinforcements.ReinforceWithTransport(ussr, "lst", units , way, { way[2], way[1] })[2]
local attackUnits = Reinforcements.ReinforceWithTransport(USSR, "lst", units , way, { way[2], way[1] })[2]
Utils.Do(attackUnits, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(AttackChrono.Location)
@@ -169,15 +169,15 @@ end
SendParabombs = function()
local airfield = Airfield1
if Airfield1.IsDead or Airfield1.Owner ~= ussr then
if Airfield2.IsDead or Airfield2.Owner ~= ussr then
if Airfield1.IsDead or Airfield1.Owner ~= USSR then
if Airfield2.IsDead or Airfield2.Owner ~= USSR then
return
end
airfield = Airfield2
end
local targets = Utils.Where(greece.GetActors(), function(actor)
local targets = Utils.Where(Greece.GetActors(), function(actor)
return
actor.HasProperty("Sell") and
actor.Type ~= "brik" and
@@ -199,10 +199,10 @@ ActivateAI = function()
ParadropDelays = ParadropDelays[Difficulty]
BombDelays = BombDelays[Difficulty]
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == ussr and self.HasProperty("StartBuildingRepairs") end)
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building)
if building.Owner == ussr and building.Health < building.MaxHealth * 3/4 then
if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)