Resolve Lua language server diagnosed problems.
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abcdefg30
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3d0efa1cbe
commit
378f66a1ff
@@ -46,13 +46,13 @@ InfantryGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint }
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TanksGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint }
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Para = function()
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local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
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local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
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powerproxy.TargetParatroopers(ParaPoint.CenterPosition, Angle.New(112))
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powerproxy.Destroy()
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end
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Para2 = function()
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local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
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local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
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powerproxy.TargetParatroopers(USSRExpansionPoint.CenterPosition, Angle.New(112))
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powerproxy.Destroy()
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end
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@@ -8,7 +8,7 @@
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]]
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CheckForBase = function()
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baseBuildings = Map.ActorsInBox(Map.TopLeft, CFBPoint.CenterPosition, function(actor)
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local baseBuildings = Map.ActorsInBox(Map.TopLeft, CFBPoint.CenterPosition, function(actor)
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return actor.Type == "fact" or actor.Type == "powr"
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end)
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@@ -38,7 +38,7 @@ RunInitialActivities = function()
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Trigger.AfterDelay(1, function()
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Harvester.FindResources()
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IdlingUnits()
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Media.PlaySpeechNotification(player, "ReinforcementsArrived")
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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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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@@ -50,12 +50,12 @@ RunInitialActivities = function()
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end)
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end)
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Reinforcements.Reinforce(player, SovietStartReinf, SovietStartToBasePath, 0, function(soldier)
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Reinforcements.Reinforce(USSR, SovietStartReinf, SovietStartToBasePath, 0, function(soldier)
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soldier.AttackMove(SovietBasePoint.Location)
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end)
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Actor.Create("camera", true, { Owner = player, Location = GreeceBasePoint.Location })
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Actor.Create("camera", true, { Owner = player, Location = SovietBasePoint.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = GreeceBasePoint.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = SovietBasePoint.Location })
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startmcv.Move(MCVStartMovePoint.Location)
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Runner1.Move(RunnerPoint.Location)
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@@ -132,14 +132,14 @@ end
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Tick = function()
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if Greece.HasNoRequiredUnits() and GoodGuy.HasNoRequiredUnits() then
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player.MarkCompletedObjective(KillAll)
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USSR.MarkCompletedObjective(KillAll)
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if HoldObjective then
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player.MarkCompletedObjective(HoldObjective)
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USSR.MarkCompletedObjective(HoldObjective)
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end
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end
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if player.HasNoRequiredUnits() then
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if USSR.HasNoRequiredUnits() then
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GoodGuy.MarkCompletedObjective(BeatUSSR)
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end
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@@ -153,8 +153,8 @@ Tick = function()
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GoodGuy.Resources = GoodGuy.ResourceCapacity * 0.25
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end
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if not baseEstablished and CheckForBase() then
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baseEstablished = true
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if not BaseEstablished and CheckForBase() then
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BaseEstablished = true
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Para()
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end
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@@ -182,14 +182,14 @@ Tick = function()
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end
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WorldLoaded = function()
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player = Player.GetPlayer("USSR")
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USSR = Player.GetPlayer("USSR")
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GoodGuy = Player.GetPlayer("GoodGuy")
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Greece = Player.GetPlayer("Greece")
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InitObjectives(player)
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InitObjectives(USSR)
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CaptureObjective = AddPrimaryObjective(player, "capture-radar-dome")
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KillAll = AddPrimaryObjective(player, "defeat-allied-forces")
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CaptureObjective = AddPrimaryObjective(USSR, "capture-radar-dome")
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KillAll = AddPrimaryObjective(USSR, "defeat-allied-forces")
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BeatUSSR = AddPrimaryObjective(Greece, "")
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RunInitialActivities()
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@@ -198,30 +198,30 @@ WorldLoaded = function()
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Trigger.OnDamaged(mcvtransport, Expand)
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Trigger.OnKilled(RadarDome, function()
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if not player.IsObjectiveCompleted(CaptureObjective) then
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player.MarkFailedObjective(CaptureObjective)
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if not USSR.IsObjectiveCompleted(CaptureObjective) then
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USSR.MarkFailedObjective(CaptureObjective)
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end
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if HoldObjective then
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player.MarkFailedObjective(HoldObjective)
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USSR.MarkFailedObjective(HoldObjective)
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end
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end)
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RadarDome.GrantCondition("french")
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Trigger.OnCapture(RadarDome, function()
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if player.IsObjectiveCompleted(KillAll) then
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player.MarkCompletedObjective(CaptureObjective)
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if USSR.IsObjectiveCompleted(KillAll) then
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USSR.MarkCompletedObjective(CaptureObjective)
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return
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end
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HoldObjective = AddPrimaryObjective(player, "defend-radar-dome")
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player.MarkCompletedObjective(CaptureObjective)
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Beacon.New(player, MCVDeploy.CenterPosition)
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HoldObjective = AddPrimaryObjective(USSR, "defend-radar-dome")
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USSR.MarkCompletedObjective(CaptureObjective)
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Beacon.New(USSR, MCVDeploy.CenterPosition)
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if Difficulty == "easy" then
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Actor.Create("camera", true, { Owner = player, Location = MCVDeploy.Location })
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Actor.Create("camera", true, { Owner = USSR, Location = MCVDeploy.Location })
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Media.DisplayMessage(UserInterface.Translate("allied-expansion-movement-detected"))
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else
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Actor.Create("MCV.CAM", true, { Owner = player, Location = MCVDeploy.Location })
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Actor.Create("MCV.CAM", true, { Owner = USSR, Location = MCVDeploy.Location })
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Media.DisplayMessage(UserInterface.Translate("coordinates-allied-expansion-discovered"))
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end
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@@ -236,18 +236,18 @@ WorldLoaded = function()
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Trigger.ClearAll(RadarDome)
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Trigger.AfterDelay(0, function()
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Trigger.OnRemovedFromWorld(RadarDome, function()
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player.MarkFailedObjective(HoldObjective)
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USSR.MarkFailedObjective(HoldObjective)
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end)
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end)
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end)
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Trigger.OnEnteredProximityTrigger(USSRExpansionPoint.CenterPosition, WDist.New(4 * 1024), function(unit, id)
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if unit.Owner == player and RadarDome.Owner == player then
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if unit.Owner == USSR and RadarDome.Owner == USSR then
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Trigger.RemoveProximityTrigger(id)
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Para2()
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local units = Reinforcements.ReinforceWithTransport(player, "lst", SovietMCVReinf, { ReinfSouthPoint.Location, USSRlstPoint.Location }, { ReinfSouthPoint.Location })[2]
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local units = Reinforcements.ReinforceWithTransport(USSR, "lst", SovietMCVReinf, { ReinfSouthPoint.Location, USSRlstPoint.Location }, { ReinfSouthPoint.Location })[2]
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Utils.Do(units, function(unit)
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Trigger.OnAddedToWorld(unit, function()
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if unit.Type == "mcv" then
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@@ -258,7 +258,7 @@ WorldLoaded = function()
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end)
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end)
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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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