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

@@ -46,7 +46,7 @@ Mig2Waypoints = { Mig21, Mig22, Mig23, Mig24 }
BindActorTriggers = function(a)
if a.HasProperty("Hunt") then
if a.Owner == allies then
if a.Owner == Allies then
Trigger.OnIdle(a, function(a)
if a.IsInWorld then
a.Hunt()
@@ -76,7 +76,7 @@ BindActorTriggers = function(a)
end
SendSovietUnits = function(entryCell, unitTypes, interval)
local units = Reinforcements.Reinforce(soviets, unitTypes, { entryCell }, interval)
local units = Reinforcements.Reinforce(Soviets, unitTypes, { entryCell }, interval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
end)
@@ -85,7 +85,7 @@ end
SendMigs = function(waypoints)
local migEntryPath = { waypoints[1].Location, waypoints[2].Location }
local migs = Reinforcements.Reinforce(soviets, { "mig" }, migEntryPath, 4)
local migs = Reinforcements.Reinforce(Soviets, { "mig" }, migEntryPath, 4)
Utils.Do(migs, function(mig)
mig.Move(waypoints[3].Location)
mig.Move(waypoints[4].Location)
@@ -96,7 +96,7 @@ SendMigs = function(waypoints)
end
ShipAlliedUnits = function()
local units = Reinforcements.ReinforceWithTransport(allies, "lst",
local units = Reinforcements.ReinforceWithTransport(Allies, "lst",
ShipUnitTypes, { LstEntry.Location, LstUnload.Location }, { LstEntry.Location })[2]
Utils.Do(units, function(unit)
@@ -108,7 +108,7 @@ end
--- @param hpad actor
InsertAlliedChinookReinforcements = function(entry, hpad)
local units = Reinforcements.ReinforceWithTransport(allies, "tran",
local units = Reinforcements.ReinforceWithTransport(Allies, "tran",
HelicopterUnitTypes, { entry.Location, hpad.Location + CVec.New(1, 2) }, { entry.Location })[2]
Utils.Do(units, function(unit)
@@ -120,7 +120,7 @@ end
ParadropSovietUnits = function()
local lz = Utils.Random(ParadropWaypoints)
local aircraft = powerproxy.TargetParatroopers(lz.CenterPosition)
local aircraft = PowerProxy.TargetParatroopers(lz.CenterPosition)
Utils.Do(aircraft, function(a)
Trigger.OnPassengerExited(a, function(t, p)
@@ -143,7 +143,7 @@ end
SetupAlliedUnits = function()
Utils.Do(Map.NamedActors, function(a)
if a.Owner == allies and a.HasProperty("AcceptsCondition") and a.AcceptsCondition("unkillable") then
if a.Owner == Allies and a.HasProperty("AcceptsCondition") and a.AcceptsCondition("unkillable") then
a.GrantCondition("unkillable")
a.Stance = "Defend"
end
@@ -160,7 +160,7 @@ ChronoshiftAlliedUnits = function()
local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false)
local units = { }
for i = 1, #cells do
local unit = Actor.Create("2tnk", true, { Owner = allies, Facing = Angle.North })
local unit = Actor.Create("2tnk", true, { Owner = Allies, Facing = Angle.North })
BindActorTriggers(unit)
units[unit] = cells[i]
end
@@ -168,27 +168,27 @@ ChronoshiftAlliedUnits = function()
Trigger.AfterDelay(DateTime.Seconds(60), ChronoshiftAlliedUnits)
end
ticks = 0
speed = 5
Ticks = 0
Speed = 5
Tick = function()
ticks = ticks + 1
Ticks = Ticks + 1
local t = (ticks + 45) % (360 * speed) * (math.pi / 180) / speed;
Camera.Position = viewportOrigin + WVec.New(19200 * math.sin(t), 20480 * math.cos(t), 0)
local t = (Ticks + 45) % (360 * Speed) * (math.pi / 180) / Speed;
Camera.Position = ViewportOrigin + WVec.New(19200 * math.sin(t), 20480 * math.cos(t), 0)
end
WorldLoaded = function()
allies = Player.GetPlayer("Allies")
soviets = Player.GetPlayer("Soviets")
viewportOrigin = Camera.Position
Allies = Player.GetPlayer("Allies")
Soviets = Player.GetPlayer("Soviets")
ViewportOrigin = Camera.Position
SetupAlliedUnits()
SetupFactories()
ShipAlliedUnits()
InsertAlliedChinookReinforcements(Chinook1Entry, HeliPad1)
InsertAlliedChinookReinforcements(Chinook2Entry, HeliPad2)
powerproxy = Actor.Create(ProxyType, false, { Owner = soviets })
PowerProxy = Actor.Create(ProxyType, false, { Owner = Soviets })
ParadropSovietUnits()
Trigger.AfterDelay(DateTime.Seconds(5), ChronoshiftAlliedUnits)
Utils.Do(ProducedUnitTypes, ProduceUnits)