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

@@ -14,7 +14,7 @@ InsertYaks = function()
Utils.Do(Yaks, function(yakType)
local start = YakEntry.CenterPosition + WVec.New(0, (i - 1) * 1536, Actor.CruiseAltitude(yakType))
local dest = StartJeep.Location + CVec.New(0, 2 * i)
local yak = Actor.Create(yakType, true, { CenterPosition = start, Owner = player, Facing = (Map.CenterOfCell(dest) - start).Facing })
local yak = Actor.Create(yakType, true, { CenterPosition = start, Owner = USSR, Facing = (Map.CenterOfCell(dest) - start).Facing })
yak.Move(dest)
yak.ReturnToBase(Airfields[i])
i = i + 1
@@ -25,7 +25,7 @@ JeepDemolishingBridge = function()
StartJeep.Move(StartJeepMovePoint.Location)
Trigger.OnEnteredFootprint({ StartJeepMovePoint.Location }, function(actor, id)
if actor.Owner == france and not BridgeBarrel.IsDead then
if actor.Owner == France and not BridgeBarrel.IsDead then
Trigger.RemoveFootprintTrigger(id)
BridgeBarrel.Kill()
end
@@ -41,24 +41,24 @@ end
Paratroopers = function()
Trigger.OnKilled(StartJeep, function()
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
Paradrop.TargetParatroopers(StartJeepMovePoint.CenterPosition, Angle.East)
end)
Trigger.OnKilled(Church, function()
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
Paradrop.TargetParatroopers(StartJeepMovePoint.CenterPosition, Angle.East)
end)
Trigger.OnKilled(ParaHut, function()
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
Paradrop.TargetParatroopers(StartJeepMovePoint.CenterPosition, Angle.East)
end)
end
PanicAttack = function()
if not HouseDamaged then
local panicTeam = Reinforcements.Reinforce(france, { "c3", "c6", "c9" }, { CivSpawn.Location }, 0)
local panicTeam = Reinforcements.Reinforce(France, { "c3", "c6", "c9" }, { CivSpawn.Location }, 0)
Utils.Do(panicTeam, function(a)
a.Move(a.Location + CVec.New(-1,-1))
a.Panic()
@@ -68,21 +68,21 @@ PanicAttack = function()
end
WorldLoaded = function()
player = Player.GetPlayer("USSR")
france = Player.GetPlayer("France")
germany = Player.GetPlayer("Germany")
USSR = Player.GetPlayer("USSR")
France = Player.GetPlayer("France")
Germany = Player.GetPlayer("Germany")
InitObjectives(player)
InitObjectives(USSR)
VillageRaidObjective = AddPrimaryObjective(player, "raze-village")
VillageRaidObjective = AddPrimaryObjective(USSR, "raze-village")
Trigger.OnAllRemovedFromWorld(Airfields, function()
player.MarkFailedObjective(VillageRaidObjective)
USSR.MarkFailedObjective(VillageRaidObjective)
end)
JeepDemolishingBridge()
Paradrop = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
Paradrop = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
Trigger.AfterDelay(DateTime.Seconds(2), InsertYaks)
Paratroopers()
Trigger.OnDamaged(HayHouse, PanicAttack)
@@ -99,7 +99,7 @@ WorldLoaded = function()
end
Tick = function()
if france.HasNoRequiredUnits() and germany.HasNoRequiredUnits() then
player.MarkCompletedObjective(VillageRaidObjective)
if France.HasNoRequiredUnits() and Germany.HasNoRequiredUnits() then
USSR.MarkCompletedObjective(VillageRaidObjective)
end
end