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

@@ -40,25 +40,25 @@ Patrol3 = { "e1", "e1", "dog.patrol" }
TransportType = "lst.unselectable.unloadonly"
SecureLabFailed = function()
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
if player then
player.MarkFailedObjective(secureLab)
player.MarkFailedObjective(SecureLab)
end
end)
end
timerStarted = false
TimerStarted = false
StartTimer = function()
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
if player.IsLocalPlayer then
TimerColor = player.Color
end
end)
CountDownTimerAnnouncements()
ticked = TimerTicks
timerStarted = true
Ticked = TimerTicks
TimerStarted = true
Trigger.AfterDelay(DateTime.Seconds(3), function()
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
Media.PlaySpeechNotification(player, "TimerStarted")
end)
end)
@@ -68,8 +68,8 @@ CountDownTimerAnnouncements = function()
for i = #Announcements, 1, -1 do
local delay = TimerTicks - Announcements[i].delay
Trigger.AfterDelay(delay, function()
if not labSecured then
Utils.Do(humans, function(player)
if not LabSecured then
Utils.Do(Humans, function(player)
Media.PlaySpeechNotification(player, Announcements[i].speech)
end)
end
@@ -77,13 +77,13 @@ CountDownTimerAnnouncements = function()
end
end
reinforcementsHaveArrived = false
ReinforcementsHaveArrived = false
LabInfiltrated = function()
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
if player then
secureLab = AddPrimaryObjective(player, "secure-laboratory-guards")
destroyBase = AddPrimaryObjective(player, "destroy-remaining-soviet-presence")
player.MarkCompletedObjective(infiltrateLab)
SecureLab = AddPrimaryObjective(player, "secure-laboratory-guards")
DestroyBase = AddPrimaryObjective(player, "destroy-remaining-soviet-presence")
player.MarkCompletedObjective(InfiltrateLab)
Trigger.ClearAll(Lab)
Trigger.AfterDelay(0, function()
Trigger.OnKilled(Lab, SecureLabFailed)
@@ -95,46 +95,46 @@ LabInfiltrated = function()
local entryPath = { ReinforcementsEntryPoint.Location, ReinforcementsUnloadPoint.Location }
local exit = { ReinforcementsEntryPoint.Location }
mcvActors = { "mcv" }
if player2 then
local mcvActors = { "mcv" }
if Allies2 then
mcvActors = { "mcv", "mcv" }
end
local reinforcements = Reinforcements.ReinforceWithTransport(allies, TransportType, mcvActors, entryPath, exit)
local reinforcements = Reinforcements.ReinforceWithTransport(Allies, TransportType, mcvActors, entryPath, exit)
local mcvs = reinforcements[2]
Trigger.OnAddedToWorld(mcvs[1], function(mcvUnloaded)
-- Don't call this twice (because of the owner change)
if mcvUnloaded.Owner == player1 then
if mcvUnloaded.Owner == Allies1 then
return
end
mcvUnloaded.Owner = player1
if not player2 then
player1.Cash = 5000
mcvUnloaded.Owner = Allies1
if not Allies2 then
Allies1.Cash = 5000
end
Media.PlaySpeechNotification(player, "AlliedReinforcementsSouth")
Media.PlaySpeechNotification(Allies1, "AlliedReinforcementsSouth")
StartTimer()
HijackTruck.Destroy()
reinforcementsHaveArrived = true
ReinforcementsHaveArrived = true
end)
if player2 then
if Allies2 then
Trigger.OnAddedToWorld(mcvs[2], function(mcvUnloaded)
-- Don't call this twice (because of the owner change)
if mcvUnloaded.Owner == player2 then
if mcvUnloaded.Owner == Allies2 then
return
end
mcvUnloaded.Owner = player2
player1.Cash = 2500
player2.Cash = 2500
mcvUnloaded.Owner = Allies2
Allies1.Cash = 2500
Allies2.Cash = 2500
end)
end
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
for i = 0, 2 do
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(player, "AlertBuzzer")
@@ -155,9 +155,9 @@ LabInfiltrated = function()
end
InfiltrateLabFailed = function()
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
if player then
player.MarkFailedObjective(infiltrateLab)
player.MarkFailedObjective(InfiltrateLab)
end
end)
end
@@ -170,14 +170,14 @@ ChangeOwnerOnAddedToWorld = function(actor, newOwner)
end
InsertSpies = function()
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
if player then
infiltrateLab = AddPrimaryObjective(player, "infiltrate-laboratory")
InfiltrateLab = AddPrimaryObjective(player, "infiltrate-laboratory")
end
end)
Trigger.OnKilled(Lab, function()
if not player1.IsObjectiveCompleted(infiltrateLab) then
if not Allies1.IsObjectiveCompleted(InfiltrateLab) then
InfiltrateLabFailed()
end
end)
@@ -188,30 +188,30 @@ InsertSpies = function()
Trigger.OnInfiltrated(Lab, function()
infiltrationCount = infiltrationCount + 1
if (player2 and infiltrationCount == 2) or not player2 then
if (Allies2 and infiltrationCount == 2) or not Allies2 then
Trigger.AfterDelay(DateTime.Seconds(3), LabInfiltrated)
end
end)
spyActors = { "spy.strong" }
if player2 then
local spyActors = { "spy.strong" }
if Allies2 then
spyActors = { "spy.strong", "spy.strong" }
end
local entryPath = { SpyReinforcementsEntryPoint.Location, SpyReinforcementsUnloadPoint.Location }
local exit = { SpyReinforcementsExitPoint.Location }
local reinforcements = Reinforcements.ReinforceWithTransport(allies, TransportType, spyActors, entryPath, exit)
local reinforcements = Reinforcements.ReinforceWithTransport(Allies, TransportType, spyActors, entryPath, exit)
local transport = reinforcements[1]
Camera.Position = transport.CenterPosition
spies = reinforcements[2]
local spies = reinforcements[2]
Trigger.OnAnyKilled(spies, InfiltrateLabFailed)
ChangeOwnerOnAddedToWorld(spies[1], player1)
ChangeOwnerOnAddedToWorld(spies[1], Allies1)
if player2 then
ChangeOwnerOnAddedToWorld(spies[2], player2)
if Allies2 then
ChangeOwnerOnAddedToWorld(spies[2], Allies2)
end
end
@@ -237,7 +237,7 @@ CapOre = function(player)
end
NewPatrol = function(actorType, start, waypoints)
local guard = Actor.Create(actorType, true, { Owner = soviets, Location = start })
local guard = Actor.Create(actorType, true, { Owner = Soviets, Location = start })
guard.Patrol(waypoints, true, Utils.RandomInteger(50, 75))
end
@@ -260,20 +260,20 @@ SetupPatrols = function()
end)
end
ticked = 0
Ticked = 0
SecureLabTimer = function()
if not timerStarted or labSecured then
if not TimerStarted or LabSecured then
return
end
if ticked > 0 then
if (ticked % DateTime.Seconds(1)) == 0 then
Timer = UserInterface.Translate("secure-lab-in", { ["time"] = Utils.FormatTime(ticked) })
if Ticked > 0 then
if (Ticked % DateTime.Seconds(1)) == 0 then
Timer = UserInterface.Translate("secure-lab-in", { ["time"] = Utils.FormatTime(Ticked) })
UserInterface.SetMissionText(Timer, TimerColor)
end
ticked = ticked - 1
elseif ticked <= 0 then
TimerColor = soviets.Color
Ticked = Ticked - 1
elseif Ticked <= 0 then
TimerColor = Soviets.Color
UserInterface.SetMissionText(UserInterface.Translate("soviet-research-lab-not-secured-in-time"), TimerColor)
SecureLabFailed()
end
@@ -281,18 +281,18 @@ end
SovietBaseMaintenanceSetup = function()
local sovietbuildings = Utils.Where(Map.NamedActors, function(a)
return a.Owner == soviets and a.HasProperty("StartBuildingRepairs")
return a.Owner == Soviets and a.HasProperty("StartBuildingRepairs")
end)
Trigger.OnAllKilledOrCaptured(sovietbuildings, function()
Utils.Do(humans, function(player)
player.MarkCompletedObjective(destroyBase)
Utils.Do(Humans, function(player)
player.MarkCompletedObjective(DestroyBase)
end)
end)
Utils.Do(sovietbuildings, function(sovietbuilding)
Trigger.OnDamaged(sovietbuilding, function(building)
if building.Owner == soviets and building.Health < building.MaxHealth * 3/4 then
if building.Owner == Soviets and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
@@ -300,61 +300,61 @@ SovietBaseMaintenanceSetup = function()
end
CheckPlayerDefeat = function()
if not reinforcementsHaveArrived then
if not ReinforcementsHaveArrived then
return
end
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
if player.HasNoRequiredUnits() then
player.MarkFailedObjective(destroyBase)
player.MarkFailedObjective(DestroyBase)
end
end)
end
labSecured = false
LabSecured = false
CheckLabSecured = function()
if not reinforcementsHaveArrived or labSecured then
if not ReinforcementsHaveArrived or LabSecured then
return
end
if player1.HasNoRequiredUnits() or (player2 and player2.HasNoRequiredUnits()) then
Utils.Do(humans, function(player)
player.MarkFailedObjective(secureLab)
if Allies1.HasNoRequiredUnits() or (Allies2 and Allies2.HasNoRequiredUnits()) then
Utils.Do(Humans, function(player)
player.MarkFailedObjective(SecureLab)
end)
end
local radius = WDist.FromCells(10)
local labGuards = Utils.Where(Map.ActorsInCircle(LabWaypoint.CenterPosition, radius), function(a)
return a.Owner == soviets and a.HasProperty("Move")
return a.Owner == Soviets and a.HasProperty("Move")
end)
if #labGuards < 1 then
labSecured = true
Utils.Do(humans, function(player)
player.MarkCompletedObjective(secureLab)
LabSecured = true
Utils.Do(Humans, function(player)
player.MarkCompletedObjective(SecureLab)
end)
UserInterface.SetMissionText("")
end
end
Tick = function()
CapOre(soviets)
CapOre(Soviets)
SecureLabTimer()
CheckLabSecured()
CheckPlayerDefeat()
end
WorldLoaded = function()
allies = Player.GetPlayer("Allies")
neutral = Player.GetPlayer("Neutral")
creeps = Player.GetPlayer("Creeps")
soviets = Player.GetPlayer("Soviets")
Allies = Player.GetPlayer("Allies")
Neutral = Player.GetPlayer("Neutral")
Creeps = Player.GetPlayer("Creeps")
Soviets = Player.GetPlayer("Soviets")
player1 = Player.GetPlayer("Allies1")
player2 = Player.GetPlayer("Allies2")
humans = { player1, player2 }
Allies1 = Player.GetPlayer("Allies1")
Allies2 = Player.GetPlayer("Allies2")
Humans = { Allies1, Allies2 }
Utils.Do(humans, function(player)
Utils.Do(Humans, function(player)
if player and player.IsLocalPlayer then
InitObjectives(player)
end