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

@@ -41,7 +41,7 @@ ProduceInfantry = function()
return
end
enemy.Build({ Utils.Random(AlliedInfantry) }, function(units)
Greece.Build({ Utils.Random(AlliedInfantry) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(DateTime.Seconds(10), ProduceInfantry)
@@ -49,54 +49,54 @@ ProduceInfantry = function()
end
SendUSSRParadrops = function()
paraproxy1 = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
local paraproxy1 = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
paraproxy1.TargetParatroopers(ParachuteBaseEntrance.CenterPosition, Angle.North)
paraproxy1.Destroy()
end
SendUSSRParadropsBase = function()
paraproxy2 = Actor.Create("powerproxy.paratroopers2", false, { Owner = player })
local paraproxy2 = Actor.Create("powerproxy.paratroopers2", false, { Owner = USSR })
paraproxy2.TargetParatroopers(ParachuteBase1.CenterPosition, Angle.East)
paraproxy2.Destroy()
paraproxy3 = Actor.Create("powerproxy.paratroopers3", false, { Owner = player })
local paraproxy3 = Actor.Create("powerproxy.paratroopers3", false, { Owner = USSR })
paraproxy3.TargetParatroopers(ParachuteBase2.CenterPosition, Angle.East)
paraproxy3.Destroy()
end
Trigger.OnEnteredFootprint(BridgeShroudTrigger, function(a, id)
if not bridgeShroudTrigger and a.Owner == player then
bridgeShroudTrigger = true
local cameraBridge = Actor.Create("camera", true, { Owner = player, Location = CameraBridge.Location })
Trigger.OnEnteredFootprint(BridgeShroudTrigger, function(a)
if not BridgeShroudTriggered and a.Owner == USSR then
BridgeShroudTriggered = true
local cameraBridge = Actor.Create("camera", true, { Owner = USSR, Location = CameraBridge.Location })
Trigger.AfterDelay(DateTime.Seconds(15), function()
cameraBridge.Destroy()
end)
end
end)
Trigger.OnEnteredFootprint(BridgeExplosionTrigger, function(a, id)
if not bridgeExplosionTrigger and a.Owner == player then
bridgeExplosionTrigger = true
Trigger.OnEnteredFootprint(BridgeExplosionTrigger, function(a)
if not BridgeExplosionTriggered and a.Owner == USSR then
BridgeExplosionTriggered = true
if not BarrelBridge.IsDead then
BarrelBridge.Kill()
end
end
end)
Trigger.OnEnteredFootprint(EnemyBaseEntranceShroudTrigger, function(a, id)
if not enemyBaseEntranceShroudTrigger and a.Owner == player then
enemyBaseEntranceShroudTrigger = true
local cameraBaseEntrance = Actor.Create("camera", true, { Owner = player, Location = CameraBaseEntrance.Location })
Trigger.OnEnteredFootprint(EnemyBaseEntranceShroudTrigger, function(a)
if not EnemyBaseEntranceShroudTriggered and a.Owner == USSR then
EnemyBaseEntranceShroudTriggered = true
local cameraBaseEntrance = Actor.Create("camera", true, { Owner = USSR, Location = CameraBaseEntrance.Location })
Trigger.AfterDelay(DateTime.Seconds(15), function()
cameraBaseEntrance.Destroy()
end)
end
end)
Trigger.OnEnteredFootprint(EnemyBaseShroudTrigger, function(a, id)
if not enemyBaseShroudTrigger and a.Owner == player then
enemyBaseShroudTrigger = true
local cameraBase1 = Actor.Create("camera", true, { Owner = player, Location = CameraBase1.Location })
local cameraBase2 = Actor.Create("camera", true, { Owner = player, Location = CameraBase2.Location })
Trigger.OnEnteredFootprint(EnemyBaseShroudTrigger, function(a)
if not EnemyBaseShroudTriggered and a.Owner == USSR then
EnemyBaseShroudTriggered = true
local cameraBase1 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase1.Location })
local cameraBase2 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase2.Location })
Trigger.AfterDelay(DateTime.Seconds(15), function()
cameraBase1.Destroy()
cameraBase2.Destroy()
@@ -104,17 +104,17 @@ Trigger.OnEnteredFootprint(EnemyBaseShroudTrigger, function(a, id)
end
end)
Trigger.OnEnteredFootprint(ParachuteTrigger, function(a, id)
if not parachuteTrigger and a.Owner == player then
parachuteTrigger = true
Trigger.OnEnteredFootprint(ParachuteTrigger, function(a)
if not ParachuteTriggered and a.Owner == USSR then
ParachuteTriggered = true
SendUSSRParadrops()
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
end
end)
Trigger.OnEnteredFootprint(TransportTrigger, function(a, id)
if not transportTrigger and a.Type == "truk" then
transportTrigger = true
if not TransportTriggered and a.Type == "truk" then
TransportTriggered = true
if not TransportTruck.IsDead then
TransportTruck.Wait(DateTime.Seconds(5))
TransportTruck.Move(TransportWaypoint2.Location)
@@ -124,14 +124,14 @@ Trigger.OnEnteredFootprint(TransportTrigger, function(a, id)
TransportTruck.Move(TransportWaypoint1.Location)
end
Trigger.AfterDelay(DateTime.Seconds(10), function()
transportTrigger = false
TransportTriggered = false
end)
end
end)
Trigger.OnKilled(BarrelBase, function()
SendUSSRParadropsBase()
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
end)
Trigger.OnKilled(BarrelBridge, function()
@@ -142,64 +142,64 @@ Trigger.OnKilled(BarrelBridge, function()
end)
Trigger.OnKilled(Church1, function()
Actor.Create("moneycrate", true, { Owner = player, Location = TransportWaypoint3.Location })
Actor.Create("moneycrate", true, { Owner = USSR, Location = TransportWaypoint3.Location })
end)
Trigger.OnKilled(Church2, function()
Actor.Create("healcrate", true, { Owner = player, Location = Church2.Location })
Actor.Create("healcrate", true, { Owner = USSR, Location = Church2.Location })
end)
Trigger.OnKilled(ForwardCommand, function()
enemy.MarkCompletedObjective(alliedObjective)
Greece.MarkCompletedObjective(AlliedObjective)
end)
Trigger.OnKilled(IntroSoldier1, function()
local cameraIntro = Actor.Create("camera", true, { Owner = player, Location = CameraStart.Location })
local cameraIntro = Actor.Create("camera", true, { Owner = USSR, Location = CameraStart.Location })
Trigger.AfterDelay(DateTime.Seconds(15), function()
cameraIntro.Destroy()
end)
end)
WorldLoaded = function()
player = Player.GetPlayer("USSR")
enemy = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
Greece = Player.GetPlayer("Greece")
Utils.Do(IntroAttackers, function(actor)
if not actor.IsDead then
Trigger.OnIdle(actor, actor.Hunt)
end
end)
Trigger.AfterDelay(0, function()
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == enemy and self.HasProperty("StartBuildingRepairs") end)
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building, attacker)
if building.Owner == enemy and building.Health < building.MaxHealth * 0.8 then
Trigger.OnDamaged(actor, function(building)
if building.Owner == Greece and building.Health < building.MaxHealth * 0.8 then
building.StartBuildingRepairs()
end
end)
end)
end)
InitObjectives(player)
alliedObjective = AddPrimaryObjective(enemy, "")
sovietObjective1 = AddPrimaryObjective(player, "protect-command-center")
sovietObjective2 = AddPrimaryObjective(player, "destroy-allied-units-structures")
InitObjectives(USSR)
AlliedObjective = AddPrimaryObjective(Greece, "")
SovietObjective1 = AddPrimaryObjective(USSR, "protect-command-center")
SovietObjective2 = AddPrimaryObjective(USSR, "destroy-allied-units-structures")
enemy.Resources = 2000
Greece.Resources = 2000
Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry)
end
Tick = function()
if player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(alliedObjective)
if USSR.HasNoRequiredUnits() then
Greece.MarkCompletedObjective(AlliedObjective)
end
if enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(sovietObjective1)
player.MarkCompletedObjective(sovietObjective2)
if Greece.HasNoRequiredUnits() then
USSR.MarkCompletedObjective(SovietObjective1)
USSR.MarkCompletedObjective(SovietObjective2)
end
if enemy.Resources >= enemy.ResourceCapacity * 0.75 then
enemy.Cash = enemy.Cash + enemy.Resources - enemy.ResourceCapacity * 0.25
enemy.Resources = enemy.ResourceCapacity * 0.25
if Greece.Resources >= Greece.ResourceCapacity * 0.75 then
Greece.Cash = Greece.Cash + Greece.Resources - Greece.ResourceCapacity * 0.25
Greece.Resources = Greece.ResourceCapacity * 0.25
end
end