Resolve Lua language server diagnosed problems.
This commit is contained in:
committed by
abcdefg30
parent
3d0efa1cbe
commit
378f66a1ff
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user