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

@@ -108,13 +108,13 @@ SovietUnits2 =
CurrentReinforcement1 = 0
CurrentReinforcement2 = 0
SpawnAlliedUnit = function(units)
Reinforcements.Reinforce(allies1, units, { Allies1EntryPoint.Location, Allies1MovePoint.Location })
Reinforcements.Reinforce(Allies1, units, { Allies1EntryPoint.Location, Allies1MovePoint.Location })
if allies2 then
Reinforcements.Reinforce(allies2, units, { Allies2EntryPoint.Location, Allies2MovePoint.Location })
if Allies2 then
Reinforcements.Reinforce(Allies2, units, { Allies2EntryPoint.Location, Allies2MovePoint.Location })
end
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
Trigger.AfterDelay(DateTime.Seconds(2), function()
Media.PlaySpeechNotification(player, "AlliedReinforcementsNorth")
end)
@@ -148,11 +148,11 @@ SpawnSovietUnits = function()
local unitType = Utils.Random(units)
local spawnPoint = Utils.Random(SovietEntryPoints)
local rallyPoint = Utils.Random(SovietRallyPoints)
local actor = Actor.Create(unitType, true, { Owner = soviets, Location = spawnPoint.Location })
local actor = Actor.Create(unitType, true, { Owner = Soviets, Location = spawnPoint.Location })
actor.AttackMove(rallyPoint.Location)
IdleHunt(actor)
local delay = math.max(attackAtFrame - 5, minAttackAtFrame)
local delay = math.max(AttackAtFrame[Difficulty] - 5, MinAttackAtFrame[Difficulty])
Trigger.AfterDelay(delay, SpawnSovietUnits)
end
@@ -166,7 +166,7 @@ SendSovietParadrop = function()
SovietParadrop = SovietParadrop + 1
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
Media.PlaySpeechNotification(player, "SovietForcesApproaching")
end)
@@ -176,16 +176,16 @@ SendSovietParadrop = function()
local randomParadropCell = CPos.New(x, y)
local lz = Map.CenterOfCell(randomParadropCell)
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = Soviets })
powerproxy.TargetParatroopers(lz)
powerproxy.Destroy()
Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
Trigger.AfterDelay(SovietParadropTicks[Difficulty], SendSovietParadrop)
end
AircraftTargets = function(yak)
local targets = Utils.Where(Map.ActorsInWorld, function(a)
return (a.Owner == allies1 or a.Owner == allies2) and a.HasProperty("Health") and yak.CanTarget(a)
return (a.Owner == Allies1 or a.Owner == Allies2) and a.HasProperty("Health") and yak.CanTarget(a)
end)
-- Prefer mobile units
@@ -215,14 +215,14 @@ YakAttack = function(yak, target)
end
ManageSovietAircraft = function()
if allies1.IsObjectiveCompleted(destroyAirbases) then
if Allies1.IsObjectiveCompleted(DestroyAirbases) then
return
end
local maxSovietYaks = MaxSovietYaks[Difficulty]
local sovietYaks = soviets.GetActorsByType('yak')
local sovietYaks = Soviets.GetActorsByType('yak')
if #sovietYaks < maxSovietYaks then
soviets.Build(Yak, function(units)
Soviets.Build(Yak, function(units)
local yak = units[1]
YakAttack(yak)
end)
@@ -230,21 +230,21 @@ ManageSovietAircraft = function()
end
SetEvacuateMissionText = function()
local attributes = { ["evacuated"] = UnitsEvacuated, ["threshold"] = unitsEvacuatedThreshold }
local attributes = { ["evacuated"] = UnitsEvacuated, ["threshold"] = UnitsEvacuatedThreshold[Difficulty] }
local unitsEvacuated = UserInterface.Translate("units-evacuated", attributes)
UserInterface.SetMissionText(unitsEvacuated, TextColor)
end
UnitsEvacuated = 0
EvacuateAlliedUnit = function(unit)
if (unit.Owner == allies1 or unit.Owner == allies2) and unit.HasProperty("Move") then
if (unit.Owner == Allies1 or unit.Owner == Allies2) and unit.HasProperty("Move") then
unit.Stop()
unit.Owner = allies
unit.Owner = Allies
if unit.Type == 'mgg' then
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
if player then
player.MarkCompletedObjective(evacuateMgg)
player.MarkCompletedObjective(EvacuateMgg)
end
end)
end
@@ -266,10 +266,10 @@ EvacuateAlliedUnit = function(unit)
SetEvacuateMissionText()
if UnitsEvacuated >= unitsEvacuatedThreshold then
Utils.Do(humans, function(player)
if UnitsEvacuated >= UnitsEvacuatedThreshold[Difficulty] then
Utils.Do(Humans, function(player)
if player then
player.MarkCompletedObjective(evacuateUnits)
player.MarkCompletedObjective(EvacuateUnits)
end
end)
end
@@ -280,9 +280,9 @@ Tick = function()
if DateTime.GameTime % 100 == 0 then
ManageSovietAircraft()
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
if player and player.HasNoRequiredUnits() then
soviets.MarkCompletedObjective(sovietObjective)
Soviets.MarkCompletedObjective(SovietObjective)
end
end)
end
@@ -290,61 +290,56 @@ end
WorldLoaded = function()
-- NPC
neutral = Player.GetPlayer("Neutral")
allies = Player.GetPlayer("Allies")
soviets = Player.GetPlayer("Soviets")
Neutral = Player.GetPlayer("Neutral")
Allies = Player.GetPlayer("Allies")
Soviets = Player.GetPlayer("Soviets")
-- Player controlled
allies1 = Player.GetPlayer("Allies1")
allies2 = Player.GetPlayer("Allies2")
Allies1 = Player.GetPlayer("Allies1")
Allies2 = Player.GetPlayer("Allies2")
humans = { allies1, allies2 }
Utils.Do(humans, function(player)
Humans = { Allies1, Allies2 }
Utils.Do(Humans, function(player)
if player and player.IsLocalPlayer then
InitObjectives(player)
TextColor = player.Color
end
end)
unitsEvacuatedThreshold = UnitsEvacuatedThreshold[Difficulty]
SetEvacuateMissionText()
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
if player then
evacuateUnits = AddPrimaryObjective(player, UserInterface.Translate("evacuate-units", { ["threshold"] = unitsEvacuatedThreshold }))
destroyAirbases = AddSecondaryObjective(player, "destroy-nearby-soviet-airbases")
evacuateMgg = AddSecondaryObjective(player, "evacuate-at-least-one-gap-generator")
EvacuateUnits = AddPrimaryObjective(player, UserInterface.Translate("evacuate-units", { ["threshold"] = UnitsEvacuatedThreshold[Difficulty] }))
DestroyAirbases = AddSecondaryObjective(player, "destroy-nearby-soviet-airbases")
EvacuateMgg = AddSecondaryObjective(player, "evacuate-at-least-one-gap-generator")
end
end)
Trigger.OnAllKilledOrCaptured(SovietAirfields, function()
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
if player then
player.MarkCompletedObjective(destroyAirbases)
player.MarkCompletedObjective(DestroyAirbases)
end
end)
end)
sovietObjective = AddPrimaryObjective(soviets, "")
SovietObjective = AddPrimaryObjective(Soviets, "")
if not allies2 or allies1.IsLocalPlayer then
if not Allies2 or Allies1.IsLocalPlayer then
Camera.Position = Allies1EntryPoint.CenterPosition
else
Camera.Position = Allies2EntryPoint.CenterPosition
end
if not allies2 then
allies1.Cash = 10000
if not Allies2 then
Allies1.Cash = 10000
Media.DisplayMessage(UserInterface.Translate("transferring-funds"), UserInterface.Translate("co-commander-missing"))
end
SpawnAlliedUnit(MobileConstructionVehicle)
minAttackAtFrame = MinAttackAtFrame[Difficulty]
attackAtFrame = AttackAtFrame[Difficulty]
Trigger.AfterDelay(attackAtFrame, SpawnSovietUnits)
sovietParadropTicks = SovietParadropTicks[Difficulty]
Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
Trigger.AfterDelay(AttackAtFrame[Difficulty], SpawnSovietUnits)
Trigger.AfterDelay(SovietParadropTicks[Difficulty], SendSovietParadrop)
Trigger.OnEnteredFootprint(MountainEntry, EvacuateAlliedUnit)
Trigger.OnEnteredFootprint(BridgeEntry, EvacuateAlliedUnit)