Resolve Lua language server diagnosed problems.
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abcdefg30
parent
3d0efa1cbe
commit
378f66a1ff
@@ -39,7 +39,7 @@ ProduceInfantry = function()
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return
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end
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greece.Build({ Utils.Random(AlliedInfantry) }, function(units)
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Greece.Build({ Utils.Random(AlliedInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(DateTime.Seconds(10), ProduceInfantry)
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@@ -47,29 +47,29 @@ ProduceInfantry = function()
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end
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WorldLoaded = function()
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player = Player.GetPlayer("USSR")
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greece = Player.GetPlayer("Greece")
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USSR = Player.GetPlayer("USSR")
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Greece = Player.GetPlayer("Greece")
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InitObjectives(player)
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InitObjectives(USSR)
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CommandCenterIntact = AddPrimaryObjective(player, "protect-command-center")
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DestroyAllAllied = AddPrimaryObjective(player, "destroy-allied-units-structures")
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CommandCenterIntact = AddPrimaryObjective(USSR, "protect-command-center")
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DestroyAllAllied = AddPrimaryObjective(USSR, "destroy-allied-units-structures")
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Camera.Position = CameraWaypoint.CenterPosition
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Trigger.OnKilled(CommandCenter, function()
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player.MarkFailedObjective(CommandCenterIntact)
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USSR.MarkFailedObjective(CommandCenterIntact)
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end)
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Trigger.AfterDelay(0, function()
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == greece and self.HasProperty("StartBuildingRepairs") end)
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building, attacker)
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if building.Owner == greece and building.Health < building.MaxHealth * 0.8 then
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if building.Owner == Greece and building.Health < building.MaxHealth * 0.8 then
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building.StartBuildingRepairs()
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if attacker.Type ~= "yak" and not AlreadyHunting then
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AlreadyHunting = true
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Utils.Do(greece.GetGroundAttackers(), function(unit)
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Utils.Do(Greece.GetGroundAttackers(), function(unit)
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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end
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@@ -78,15 +78,15 @@ WorldLoaded = function()
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end)
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-- Find the bridge actors
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bridgepart1 = Map.ActorsInBox(Box1.CenterPosition, Box2.CenterPosition, function(self) return self.Type == "br1" end)[1]
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bridgepart2 = Map.ActorsInBox(Box1.CenterPosition, Box2.CenterPosition, function(self) return self.Type == "br2" end)[1]
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BridgePart1 = Map.ActorsInBox(Box1.CenterPosition, Box2.CenterPosition, function(self) return self.Type == "br1" end)[1]
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BridgePart2 = Map.ActorsInBox(Box1.CenterPosition, Box2.CenterPosition, function(self) return self.Type == "br2" end)[1]
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end)
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-- Discover the area around the bridge exposing the two german soldiers
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-- When the two infantry near the bridge are discovered move them across the bridge to waypoint4
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-- in the meanwhile one USSR soldier hunts them down
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Actor.Create("camera", true, { Owner = player, Location = Box1.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = Box1.Location })
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Utils.Do(FleeingUnits, function(unit)
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unit.Move(RifleRetreat.Location)
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@@ -97,21 +97,21 @@ WorldLoaded = function()
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-- To make it look more smooth we will blow up the bridge when the barrel closest to it blows up
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Trigger.OnAnyKilled({ BridgeBarrel1, BridgeBarrel2 }, function()
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-- Destroy the bridge
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if not bridgepart1.IsDead then
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bridgepart1.Kill()
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if not BridgePart1.IsDead then
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BridgePart1.Kill()
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end
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if not bridgepart2.IsDead then
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bridgepart2.Kill()
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if not BridgePart2.IsDead then
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BridgePart2.Kill()
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end
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end)
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-- If player passes over the bridge, blow up the barrel and destroy the bridge
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Trigger.OnEnteredFootprint(PassingBridgeLocation, function(unit, id)
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if unit.Owner == player then
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if unit.Owner == USSR then
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Trigger.RemoveFootprintTrigger(id)
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-- Also don't if the bridge is already dead
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if bridgepart1.IsDead and bridgepart2.IsDead then
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if BridgePart1.IsDead and BridgePart2.IsDead then
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return
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end
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@@ -140,27 +140,27 @@ WorldLoaded = function()
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-- When destroying the allied radar dome or the refinery drop 2 badgers with 5 grenadiers each
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Trigger.OnAnyKilled({ AlliedDome, AlliedProc }, function()
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local powerproxy = Actor.Create("powerproxy.paratroopers", true, { Owner = player })
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local powerproxy = Actor.Create("powerproxy.paratroopers", true, { Owner = USSR })
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powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.South)
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powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.SouthEast)
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powerproxy.Destroy()
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end)
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greece.Resources = 2000
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Greece.Resources = 2000
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Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry)
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end
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Tick = function()
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if greece.HasNoRequiredUnits() then
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player.MarkCompletedObjective(CommandCenterIntact)
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player.MarkCompletedObjective(DestroyAllAllied)
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if Greece.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(CommandCenterIntact)
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USSR.MarkCompletedObjective(DestroyAllAllied)
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end
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if player.HasNoRequiredUnits() then
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player.MarkFailedObjective(DestroyAllAllied)
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if USSR.HasNoRequiredUnits() then
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USSR.MarkFailedObjective(DestroyAllAllied)
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end
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if greece.Resources > greece.ResourceCapacity / 2 then
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greece.Resources = greece.ResourceCapacity / 2
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if Greece.Resources > Greece.ResourceCapacity / 2 then
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Greece.Resources = Greece.ResourceCapacity / 2
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end
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end
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