Resolve Lua language server diagnosed problems.
This commit is contained in:
committed by
abcdefg30
parent
3d0efa1cbe
commit
378f66a1ff
@@ -7,11 +7,11 @@
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information, see COPYING.
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]]
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if Difficulty == "easy" then
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remainingTime = DateTime.Minutes(7)
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RemainingTime = DateTime.Minutes(7)
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elseif Difficulty == "normal" then
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remainingTime = DateTime.Minutes(6)
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RemainingTime = DateTime.Minutes(6)
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elseif Difficulty == "hard" then
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remainingTime = DateTime.Minutes(5)
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RemainingTime = DateTime.Minutes(5)
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end
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USSRReinforcements1 = { "dog", "dog", "dog", "dog", "dog" }
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@@ -39,19 +39,19 @@ RTrapTrigger = { CPos.New(46, 34), CPos.New(47, 35), CPos.New(48, 36), CPos.New(
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SpyHideout4Trigger = { CPos.New(41, 34), CPos.New(41, 35), CPos.New(41, 36), CPos.New(41, 37), CPos.New(41, 38) }
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IntroSequence = function()
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TheSpy.DisguiseAsType("e1", player)
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Actor.Create("camera", true, { Owner = player, Location = Playerbase.Location })
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Actor.Create("camera", true, { Owner = player, Location = IntroCamera.Location })
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Actor.Create("camera", true, { Owner = player, Location = FarmArea.Location })
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TheSpy.DisguiseAsType("e1", USSR)
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Actor.Create("camera", true, { Owner = USSR, Location = Playerbase.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = IntroCamera.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = FarmArea.Location })
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if not TheSpy.IsDead then
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TheSpy.Move(SpyWaypoint1.Location)
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TheSpy.Move(SpyWaypoint2.Location)
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end
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySoundNotification(player, "sking")
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Media.PlaySoundNotification(USSR, "sking")
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end)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Media.PlaySpeechNotification(player, "ExplosiveChargePlaced")
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Media.PlaySpeechNotification(USSR, "ExplosiveChargePlaced")
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end)
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Trigger.AfterDelay(DateTime.Seconds(4), function()
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if not RSoldier1.IsDead and not BaseBarrel1.IsDead then
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@@ -82,20 +82,20 @@ IntroSequence = function()
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(8), function()
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Dogs = Reinforcements.Reinforce(player, USSRReinforcements1, { ReinforcementSpawn.Location, ReinforcementGoal.Location }, 0)
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Media.PlaySpeechNotification(player, "ReinforcementsArrived")
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timerstarted = true
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Dogs = Reinforcements.Reinforce(USSR, USSRReinforcements1, { ReinforcementSpawn.Location, ReinforcementGoal.Location }, 0)
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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TimerStarted = true
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end)
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Trigger.AfterDelay(DateTime.Seconds(9), function()
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Media.PlaySoundNotification(player, "AlertBleep")
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Media.PlaySoundNotification(USSR, "AlertBleep")
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end)
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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Media.PlaySpeechNotification(player, "TimerStarted")
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Media.PlaySpeechNotification(USSR, "TimerStarted")
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end)
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end
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SendUSSRParadrops = function()
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paraproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
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local paraproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
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paraproxy.TargetParatroopers(ReinforcementDropOff.CenterPosition, Angle.North)
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paraproxy.Destroy()
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end
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@@ -112,11 +112,11 @@ SpyFinalSequency = function()
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end
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SpyHelicopterEscape = function()
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if not spyHelicopterEscape then
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spyHelicopterEscape = true
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if not SpyHelicopterEscaped then
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SpyHelicopterEscaped = true
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SpyFinalSequency()
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Actor.Create("camera", true, { Owner = player, Location = CameraFinalArea.Location })
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ExtractionHeli = Reinforcements.ReinforceWithTransport(greece, ExtractionHeliType, nil, ExtractionPath)[1]
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Actor.Create("camera", true, { Owner = USSR, Location = CameraFinalArea.Location })
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ExtractionHeli = Reinforcements.ReinforceWithTransport(Greece, ExtractionHeliType, nil, ExtractionPath)[1]
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local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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if not TheSpy.IsDead and not ExtractionHeli.IsDead then
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@@ -129,22 +129,22 @@ SpyHelicopterEscape = function()
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(12), function()
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enemy.MarkCompletedObjective(alliedObjective)
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England.MarkCompletedObjective(AlliedObjective)
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end)
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end
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end
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Trigger.OnAllKilled(Farmers, function()
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Reinforcements.Reinforce(player, USSRReinforcementsFarm, { FarmSpawn.Location, FarmArea.Location }, 0)
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player.MarkCompletedObjective(sovietObjective2)
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Reinforcements.Reinforce(USSR, USSRReinforcementsFarm, { FarmSpawn.Location, FarmArea.Location }, 0)
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USSR.MarkCompletedObjective(SovietObjective2)
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end)
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Trigger.OnAllKilled(RedBuildings, function()
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player.MarkCompletedObjective(sovietObjective3)
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USSR.MarkCompletedObjective(SovietObjective3)
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end)
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Trigger.OnAnyKilled(BarrierSoldiers, function()
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if barrier1Trigger then
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if Barrier1Triggered then
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Utils.Do(BarrierSoldiers, function(actor)
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if not actor.IsDead then
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Trigger.OnIdle(actor, actor.Hunt)
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@@ -154,10 +154,10 @@ Trigger.OnAnyKilled(BarrierSoldiers, function()
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end)
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Trigger.OnEnteredFootprint(SpyHideout1Trigger, function(a, id)
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if not spyHideout1Trigger and a.Owner == player then
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spyHideout1Trigger = true
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if not SpyHideout1Triggered and a.Owner == USSR then
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SpyHideout1Triggered = true
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Trigger.RemoveFootprintTrigger(id)
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Actor.Create("camera", true, { Owner = player, Location = SpyHideout1.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = SpyHideout1.Location })
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if not TheSpy.IsDead and not SpyHideout1.IsDead then
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TheSpy.EnterTransport(SpyHideout1)
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end
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@@ -165,11 +165,11 @@ Trigger.OnEnteredFootprint(SpyHideout1Trigger, function(a, id)
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end)
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Trigger.OnEnteredFootprint(SpyHideout2PathTrigger, function(a, id)
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if not spyHideout2PathTrigger and a.Owner == player then
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spyHideout2PathTrigger = true
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if not SpyHideout2PathTriggered and a.Owner == USSR then
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SpyHideout2PathTriggered = true
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Trigger.RemoveFootprintTrigger(id)
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Actor.Create("camera", true, { Owner = player, Location = CameraSpyVillage.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraVillage.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = CameraSpyVillage.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = CameraVillage.Location })
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if not TheSpy.IsDead and not SpyHideout2.IsDead then
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TheSpy.EnterTransport(SpyHideout2)
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end
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@@ -177,10 +177,10 @@ Trigger.OnEnteredFootprint(SpyHideout2PathTrigger, function(a, id)
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end)
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Trigger.OnEnteredFootprint(SpyHideout2Trigger, function(a, id)
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if not spyHideout2Trigger and a.Owner == player then
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spyHideout2Trigger = true
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SpyGuards1 = Reinforcements.Reinforce(greece, EnemyReinforcements1SpyHideout2, { EnemyReinforcements1.Location, EnemyReinforcements1Goal.Location }, 0)
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SpyGuards2 = Reinforcements.Reinforce(greece, EnemyReinforcements2SpyHideout2, { EnemyReinforcements2.Location, EnemyReinforcements2Goal.Location }, 0)
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if not SpyHideout2Triggered and a.Owner == USSR then
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SpyHideout2Triggered = true
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SpyGuards1 = Reinforcements.Reinforce(Greece, EnemyReinforcements1SpyHideout2, { EnemyReinforcements1.Location, EnemyReinforcements1Goal.Location }, 0)
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SpyGuards2 = Reinforcements.Reinforce(Greece, EnemyReinforcements2SpyHideout2, { EnemyReinforcements2.Location, EnemyReinforcements2Goal.Location }, 0)
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Utils.Do(SpyGuards1, function(actor)
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if not actor.IsDead then
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Trigger.OnIdle(actor, actor.Hunt)
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@@ -203,22 +203,22 @@ Trigger.OnEnteredFootprint(SpyHideout2Trigger, function(a, id)
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end)
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Trigger.AfterDelay(DateTime.Seconds(7), function()
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SendUSSRParadrops()
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Media.PlaySpeechNotification(player, "ReinforcementsArrived")
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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end)
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end
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end)
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Trigger.OnEnteredFootprint(SpyTransport1CheckpointTrigger, function(a, id)
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if not spyTransport1CheckpointTrigger and a.Owner == enemy then
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spyTransport1CheckpointTrigger = true
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if not SpyTransport1CheckpointTriggered and a.Owner == England then
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SpyTransport1CheckpointTriggered = true
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Actor.Create("camera", true, { Owner = player, Location = CameraWater1.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraWater2.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraWater3.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraWater4.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraWater5.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraWater6.Location })
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Actor.Create("camera", true, { Owner = player, Location = TransportPath2.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = CameraWater1.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = CameraWater2.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = CameraWater3.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = CameraWater4.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = CameraWater5.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = CameraWater6.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = TransportPath2.Location })
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if not Transport.IsDead then
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Transport.Wait(25)
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Transport.Move(TransportPath2Water.Location)
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@@ -228,8 +228,8 @@ Trigger.OnEnteredFootprint(SpyTransport1CheckpointTrigger, function(a, id)
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end)
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Trigger.OnEnteredFootprint(SpyTransport2CheckpointTrigger, function(a, id)
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if not spyTransport2CheckpointTrigger and a.Owner == greece then
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spyTransport2CheckpointTrigger = true
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if not SpyTransport2CheckpointTriggered and a.Owner == Greece then
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SpyTransport2CheckpointTriggered = true
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Transport.UnloadPassengers()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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if not TheSpy.IsDead then
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@@ -246,35 +246,35 @@ Trigger.OnEnteredFootprint(SpyTransport2CheckpointTrigger, function(a, id)
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end)
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Trigger.OnEnteredFootprint(Barrier1Trigger, function(a, id)
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if not barrier1Trigger and a.Owner == player then
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barrier1Trigger = true
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Actor.Create("camera", true, { Owner = player, Location = CameraBarrier.Location })
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if not Barrier1Triggered and a.Owner == USSR then
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Barrier1Triggered = true
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Actor.Create("camera", true, { Owner = USSR, Location = CameraBarrier.Location })
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end
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end)
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Trigger.OnEnteredFootprint(Barrier2Trigger, function(a, id)
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if not barrier2Trigger and a.Owner == player then
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barrier2Trigger = true
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Actor.Create("camera", true, { Owner = player, Location = CameraSpyHideout31.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraSpyHideout32.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraSpyHideout33.Location })
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if not Barrier2Triggered and a.Owner == USSR then
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Barrier2Triggered = true
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Actor.Create("camera", true, { Owner = USSR, Location = CameraSpyHideout31.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = CameraSpyHideout32.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = CameraSpyHideout33.Location })
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end
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end)
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Trigger.OnEnteredFootprint(SpyHideout3Trigger, function(a, id)
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if not spyHideout3Trigger and a.Owner == player then
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spyHideout3Trigger = true
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if not SpyHideout3Triggered and a.Owner == USSR then
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SpyHideout3Triggered = true
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if Difficulty ~= "hard" then
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Reinforcements.Reinforce(player, USSRReinforcements2, { ReinforcementSpawn.Location, CameraSpyHideout33.Location }, 0)
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Media.PlaySpeechNotification(player, "ReinforcementsArrived")
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Reinforcements.Reinforce(USSR, USSRReinforcements2, { ReinforcementSpawn.Location, CameraSpyHideout33.Location }, 0)
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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end
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end
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end)
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Trigger.OnEnteredFootprint(RTrapTrigger, function(a, id)
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if not rTrapTrigger and a.Owner == player then
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rTrapTrigger = true
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Actor.Create("camera", true, { Owner = player, Location = CameraFinalArea.Location })
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if not RTrapTriggered and a.Owner == USSR then
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RTrapTriggered = true
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Actor.Create("camera", true, { Owner = USSR, Location = CameraFinalArea.Location })
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if not RSoldier3.IsDead and not RSoldierTrap.IsDead then
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RSoldier3.Attack(RSoldierTrap)
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end
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@@ -285,10 +285,10 @@ Trigger.OnEnteredFootprint(RTrapTrigger, function(a, id)
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end)
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Trigger.OnEnteredFootprint(SpyHideout4Trigger, function(a, id)
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if not spyHideout4Trigger and a.Owner == player then
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spyHideout4Trigger = true
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if not SpyHideout4Triggered and a.Owner == USSR then
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SpyHideout4Triggered = true
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SpyFinalSequency()
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Actor.Create("camera", true, { Owner = player, Location = HelicopterGoal.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = HelicopterGoal.Location })
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end
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end)
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@@ -332,54 +332,54 @@ Trigger.OnKilled(Hideout3Barrel, function()
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end)
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WorldLoaded = function()
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player = Player.GetPlayer("USSR")
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enemy = Player.GetPlayer("England")
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greece = Player.GetPlayer("Greece")
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USSR = Player.GetPlayer("USSR")
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England = Player.GetPlayer("England")
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Greece = Player.GetPlayer("Greece")
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Camera.Position = Playerbase.CenterPosition
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IntroSequence()
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InitObjectives(player)
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alliedObjective = AddPrimaryObjective(enemy, "")
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sovietObjective1 = AddPrimaryObjective(player, "kill-enemy-spy")
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sovietObjective2 = AddSecondaryObjective(player, "clear-farm-reinforcements")
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sovietObjective3 = AddSecondaryObjective(player, "scavenge-civilian-buildings")
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InitObjectives(USSR)
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AlliedObjective = AddPrimaryObjective(England, "")
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SovietObjective1 = AddPrimaryObjective(USSR, "kill-enemy-spy")
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SovietObjective2 = AddSecondaryObjective(USSR, "clear-farm-reinforcements")
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SovietObjective3 = AddSecondaryObjective(USSR, "scavenge-civilian-buildings")
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end
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Trigger.OnKilled(TheSpy, function()
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player.MarkCompletedObjective(sovietObjective1)
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USSR.MarkCompletedObjective(SovietObjective1)
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end)
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Tick = function()
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Trigger.AfterDelay(DateTime.Seconds(12), function()
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if player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(alliedObjective)
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if USSR.HasNoRequiredUnits() then
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England.MarkCompletedObjective(AlliedObjective)
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end
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end)
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if not SpyHideout4.IsDead and SpyHideout4.HasPassengers then
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spyReachedHideout4 = true
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SpyReachedHideout4 = true
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end
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if remainingTime == DateTime.Minutes(5) and Difficulty ~= "hard" then
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Media.PlaySpeechNotification(player, "WarningFiveMinutesRemaining")
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elseif remainingTime == DateTime.Minutes(4) then
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Media.PlaySpeechNotification(player, "WarningFourMinutesRemaining")
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elseif remainingTime == DateTime.Minutes(3) then
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Media.PlaySpeechNotification(player, "WarningThreeMinutesRemaining")
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elseif remainingTime == DateTime.Minutes(2) then
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Media.PlaySpeechNotification(player, "WarningTwoMinutesRemaining")
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elseif remainingTime == DateTime.Minutes(1) then
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Media.PlaySpeechNotification(player, "WarningOneMinuteRemaining")
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if RemainingTime == DateTime.Minutes(5) and Difficulty ~= "hard" then
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Media.PlaySpeechNotification(USSR, "WarningFiveMinutesRemaining")
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elseif RemainingTime == DateTime.Minutes(4) then
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Media.PlaySpeechNotification(USSR, "WarningFourMinutesRemaining")
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elseif RemainingTime == DateTime.Minutes(3) then
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Media.PlaySpeechNotification(USSR, "WarningThreeMinutesRemaining")
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elseif RemainingTime == DateTime.Minutes(2) then
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Media.PlaySpeechNotification(USSR, "WarningTwoMinutesRemaining")
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elseif RemainingTime == DateTime.Minutes(1) then
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Media.PlaySpeechNotification(USSR, "WarningOneMinuteRemaining")
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end
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if remainingTime > 0 and timerstarted then
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if (remainingTime % DateTime.Seconds(1)) == 0 then
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Timer = UserInterface.Translate("time-remaining", { ["time"] = Utils.FormatTime(remainingTime) })
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UserInterface.SetMissionText(Timer, player.Color)
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if RemainingTime > 0 and TimerStarted then
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if (RemainingTime % DateTime.Seconds(1)) == 0 then
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Timer = UserInterface.Translate("time-remaining", { ["time"] = Utils.FormatTime(RemainingTime) })
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UserInterface.SetMissionText(Timer, USSR.Color)
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end
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remainingTime = remainingTime - 1
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elseif remainingTime == 0 and not spyReachedHideout4 then
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RemainingTime = RemainingTime - 1
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elseif RemainingTime == 0 and not SpyReachedHideout4 then
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UserInterface.SetMissionText("")
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enemy.MarkCompletedObjective(alliedObjective)
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elseif remainingTime == 0 and spyReachedHideout4 then
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England.MarkCompletedObjective(AlliedObjective)
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elseif RemainingTime == 0 and SpyReachedHideout4 then
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UserInterface.SetMissionText("")
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SpyHelicopterEscape()
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end
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Reference in New Issue
Block a user