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

@@ -62,7 +62,7 @@ GroundPatrolUnits =
}
ParadropSovietUnits = function()
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = Soviets })
local aircraft = powerproxy.TargetParatroopers(MCVDeployLocation.CenterPosition, Angle.New(812))
Utils.Do(aircraft, function(a)
Trigger.OnPassengerExited(a, function(t, p)
@@ -81,7 +81,7 @@ AirRaid = function(planeTypes, ingress, target)
for i = 1, #planeTypes do
Trigger.AfterDelay((i - 1) * DateTime.Seconds(1), function()
local start = Map.CenterOfCell(ingress[1]) + WVec.New(0, 0, Actor.CruiseAltitude(planeTypes[i]))
local plane = Actor.Create(planeTypes[i], true, { CenterPosition = start, Owner = soviets, Facing = (Map.CenterOfCell(ingress[2]) - start).Facing })
local plane = Actor.Create(planeTypes[i], true, { CenterPosition = start, Owner = Soviets, Facing = (Map.CenterOfCell(ingress[2]) - start).Facing })
Utils.Do(ingress, function(wpt) plane.Move(wpt) end)
plane.Attack(target)
@@ -91,7 +91,7 @@ end
BaseRaid = function()
local targets = Map.ActorsInBox(AlliedAreaTopLeft.CenterPosition, AlliedAreaBottomRight.CenterPosition, function(actor)
return actor.Owner == player and actor.HasProperty("StartBuildingRepairs")
return actor.Owner == Allies and actor.HasProperty("StartBuildingRepairs")
end)
if #targets == 0 then
@@ -163,7 +163,7 @@ BaseRearAttack = function(team)
end
Build = function(units, action)
if not soviets.Build(units, action) then
if not Soviets.Build(units, action) then
Trigger.AfterDelay(DateTime.Seconds(15), function()
Build(units, action)
end)
@@ -185,9 +185,9 @@ SetupWorld = function()
end)
Utils.Do(Map.NamedActors, function(actor)
if actor.Owner == soviets and actor.HasProperty("StartBuildingRepairs") then
if actor.Owner == Soviets and actor.HasProperty("StartBuildingRepairs") then
Trigger.OnDamaged(actor, function(building)
if building.Owner == soviets then
if building.Owner == Soviets then
building.StartBuildingRepairs()
end
end)
@@ -227,12 +227,12 @@ end
Tick = function()
if DateTime.GameTime > 2 then
if soviets.Resources > soviets.ResourceCapacity * 0.75 then
soviets.Resources = soviets.Resources - ((soviets.ResourceCapacity * 0.01) / 25)
if Soviets.Resources > Soviets.ResourceCapacity * 0.75 then
Soviets.Resources = Soviets.Resources - ((Soviets.ResourceCapacity * 0.01) / 25)
end
if player.HasNoRequiredUnits() then
player.MarkFailedObjective(villageObjective)
if Allies.HasNoRequiredUnits() then
Allies.MarkFailedObjective(VillageObjective)
end
if CachedVillagePercentage ~= VillagePercentage then
@@ -244,43 +244,43 @@ Tick = function()
end
WorldLoaded = function()
player = Player.GetPlayer("Allies")
soviets = Player.GetPlayer("Soviets")
Allies = Player.GetPlayer("Allies")
Soviets = Player.GetPlayer("Soviets")
InitObjectives(player)
InitObjectives(Allies)
sovietObjective = AddPrimaryObjective(soviets, "")
villageObjective = AddPrimaryObjective(player, "save-village")
beachheadObjective = AddPrimaryObjective(player, "mcv-main-island")
SovietObjective = AddPrimaryObjective(Soviets, "")
VillageObjective = AddPrimaryObjective(Allies, "save-village")
BeachheadObjective = AddPrimaryObjective(Allies, "mcv-main-island")
beachheadTrigger = false
BeachheadTriggered = false
Trigger.OnExitedFootprint(BeachheadTrigger, function(a, id)
if not beachheadTrigger and a.Owner == player and a.Type == "mcv" then
beachheadTrigger = true
if not BeachheadTriggered and a.Owner == Allies and a.Type == "mcv" then
BeachheadTriggered = true
Trigger.RemoveFootprintTrigger(id)
player.MarkCompletedObjective(beachheadObjective)
Allies.MarkCompletedObjective(BeachheadObjective)
captureObjective = AddPrimaryObjective(player, "capture-air-force-hq")
CaptureObjective = AddPrimaryObjective(Allies, "capture-air-force-hq")
if AirForceHQ.IsDead then
player.MarkFailedObjective(captureObjective)
Allies.MarkFailedObjective(CaptureObjective)
return
end
if AirForceHQ.Owner == player then
player.MarkCompletedObjective(captureObjective)
player.MarkCompletedObjective(villageObjective)
if AirForceHQ.Owner == Allies then
Allies.MarkCompletedObjective(CaptureObjective)
Allies.MarkCompletedObjective(VillageObjective)
return
end
Trigger.OnCapture(AirForceHQ, function()
Trigger.AfterDelay(DateTime.Seconds(3), function()
player.MarkCompletedObjective(captureObjective)
player.MarkCompletedObjective(villageObjective)
Allies.MarkCompletedObjective(CaptureObjective)
Allies.MarkCompletedObjective(VillageObjective)
end)
end)
Trigger.OnKilled(AirForceHQ, function() player.MarkFailedObjective(captureObjective) end)
Trigger.OnKilled(AirForceHQ, function() Allies.MarkFailedObjective(CaptureObjective) end)
Actor.Create("mainland", true, { Owner = player })
Actor.Create("mainland", true, { Owner = Allies })
Trigger.AfterDelay(BaseFrontAttackInterval, function()
Build(BaseFrontAttackUnits, BaseFrontAttack)
@@ -301,7 +301,7 @@ WorldLoaded = function()
end
end)
Trigger.OnAllKilled(Village, function() player.MarkFailedObjective(villageObjective) end)
Trigger.OnAllKilled(Village, function() Allies.MarkFailedObjective(VillageObjective) end)
SetupWorld()
SetupMissionText()
@@ -311,7 +311,7 @@ WorldLoaded = function()
Trigger.AfterDelay(1, function() Build(UBoatPatrolUnits, SendUboatPatrol) end)
Trigger.AfterDelay(1, function() Build(Utils.Random(GroundPatrolUnits), SendGroundPatrol) end)
Reinforcements.Reinforce(player, { "mcv" }, { MCVInsertLocation.Location, MCVDeployLocation.Location }, 0, function(mcv)
Reinforcements.Reinforce(Allies, { "mcv" }, { MCVInsertLocation.Location, MCVDeployLocation.Location }, 0, function(mcv)
mcv.Deploy()
end)