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

@@ -7,7 +7,7 @@
information, see COPYING.
]]
IdlingUnits = function()
local lazyUnits = enemy.GetGroundAttackers()
local lazyUnits = Greece.GetGroundAttackers()
Utils.Do(lazyUnits, function(unit)
Trigger.OnDamaged(unit, function()
@@ -38,19 +38,19 @@ end
BuildBuilding = function(building)
Trigger.AfterDelay(Actor.BuildTime(building.type), function()
if CYard.IsDead or CYard.Owner ~= enemy then
if CYard.IsDead or CYard.Owner ~= Greece then
return
elseif Harvester.IsDead and enemy.Resources <= 299 then
elseif Harvester.IsDead and Greece.Resources <= 299 then
return
end
local actor = Actor.Create(building.type, true, { Owner = enemy, Location = CYardLocation.Location + building.pos })
enemy.Cash = enemy.Cash - building.cost
local actor = Actor.Create(building.type, true, { Owner = Greece, Location = CYardLocation.Location + building.pos })
Greece.Cash = Greece.Cash - building.cost
building.exists = true
Trigger.OnKilled(actor, function() building.exists = false end)
Trigger.OnDamaged(actor, function(building)
if building.Owner == enemy and building.Health < building.MaxHealth * 3/4 then
if building.Owner == Greece and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
@@ -62,14 +62,14 @@ end
ProduceInfantry = function()
if not BaseTent.exists then
return
elseif Harvester.IsDead and enemy.Resources <= 299 then
elseif Harvester.IsDead and Greece.Resources <= 299 then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
local toBuild = { Utils.Random(AlliedInfantryTypes) }
local Path = Utils.Random(AttackPaths)
enemy.Build(toBuild, function(unit)
Greece.Build(toBuild, function(unit)
InfAttack[#InfAttack + 1] = unit[1]
if #InfAttack >= 10 then
@@ -85,14 +85,14 @@ end
ProduceArmor = function()
if not BaseWeap.exists then
return
elseif Harvester.IsDead and enemy.Resources <= 599 then
elseif Harvester.IsDead and Greece.Resources <= 599 then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
local toBuild = { Utils.Random(AlliedArmorTypes) }
local Path = Utils.Random(AttackPaths)
enemy.Build(toBuild, function(unit)
Greece.Build(toBuild, function(unit)
ArmorAttack[#ArmorAttack + 1] = unit[1]
if #ArmorAttack >= 6 then

View File

@@ -43,20 +43,20 @@ EnemyPaths =
{ EnemyEntry2.Location, EnemyRally2.Location }
}
wave = 0
Wave = 0
SendEnemies = function()
Trigger.AfterDelay(EnemyAttackDelay[Difficulty], function()
wave = wave + 1
if wave > 3 then
wave = 1
Wave = Wave + 1
if Wave > 3 then
Wave = 1
end
if wave == 1 then
local units = Reinforcements.ReinforceWithTransport(enemy, "tran", EnemyReinforcements[Difficulty][wave], EnemyPaths[1], { EnemyPaths[1][1] })[2]
if Wave == 1 then
local units = Reinforcements.ReinforceWithTransport(Greece, "tran", EnemyReinforcements[Difficulty][Wave], EnemyPaths[1], { EnemyPaths[1][1] })[2]
Utils.Do(units, IdleHunt)
else
local units = Reinforcements.ReinforceWithTransport(enemy, "lst", EnemyReinforcements[Difficulty][wave], EnemyPaths[2], { EnemyPaths[2][1] })[2]
local units = Reinforcements.ReinforceWithTransport(Greece, "lst", EnemyReinforcements[Difficulty][Wave], EnemyPaths[2], { EnemyPaths[2][1] })[2]
Utils.Do(units, IdleHunt)
end

View File

@@ -23,51 +23,51 @@ SovietReinforcements2Waypoints = { McvWaypoint.Location, APCWaypoint2.Location }
TruckGoalTrigger = { CPos.New(85, 10), CPos.New(85, 11), CPos.New(85, 12), CPos.New(86, 13), CPos.New(87, 13), CPos.New(88, 13), CPos.New(88, 14), CPos.New(89, 14), CPos.New(90, 14), CPos.New(90, 15), CPos.New(91, 15), CPos.New(91, 16), CPos.New(91, 17), CPos.New(92, 17), CPos.New(93, 17), CPos.New(94, 17), CPos.New(94, 18), CPos.New(95, 18), CPos.New(96, 18), CPos.New(96, 19), CPos.New(97, 19), CPos.New(98, 19)}
Trigger.OnEnteredFootprint(TruckGoalTrigger, function(a, id)
if not truckGoalTrigger and a.Owner == player and a.Type == "truk" then
truckGoalTrigger = true
player.MarkCompletedObjective(sovietObjective)
player.MarkCompletedObjective(SaveAllTrucks)
if not TruckGoalTriggered and a.Owner == USSR and a.Type == "truk" then
TruckGoalTriggered = true
USSR.MarkCompletedObjective(SovietObjective)
USSR.MarkCompletedObjective(SaveAllTrucks)
end
end)
Trigger.OnAllKilled(Trucks, function()
enemy.MarkCompletedObjective(alliedObjective)
Greece.MarkCompletedObjective(AlliedObjective)
end)
Trigger.OnAnyKilled(Trucks, function()
player.MarkFailedObjective(SaveAllTrucks)
USSR.MarkFailedObjective(SaveAllTrucks)
end)
Trigger.OnKilled(Apwr, function(building)
Trigger.OnKilled(Apwr, function()
BaseApwr.exists = false
end)
Trigger.OnKilled(Barr, function(building)
Trigger.OnKilled(Barr, function()
BaseTent.exists = false
end)
Trigger.OnKilled(Proc, function(building)
Trigger.OnKilled(Proc, function()
BaseProc.exists = false
end)
Trigger.OnKilled(Weap, function(building)
Trigger.OnKilled(Weap, function()
BaseWeap.exists = false
end)
Trigger.OnKilled(Apwr2, function(building)
Trigger.OnKilled(Apwr2, function()
BaseApwr2.exists = false
end)
Trigger.OnKilledOrCaptured(Dome, function()
Trigger.AfterDelay(DateTime.Seconds(2), function()
player.MarkCompletedObjective(sovietObjective2)
Media.PlaySpeechNotification(player, "ObjectiveMet")
USSR.MarkCompletedObjective(SovietObjective2)
Media.PlaySpeechNotification(USSR, "ObjectiveMet")
end)
end)
Trigger.OnRemovedFromWorld(Mcv, function()
if not mcvDeployed then
mcvDeployed = true
if not McvDeployed then
McvDeployed = true
BuildBase()
SendEnemies()
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
@@ -76,8 +76,8 @@ Trigger.OnRemovedFromWorld(Mcv, function()
end)
WorldLoaded = function()
player = Player.GetPlayer("USSR")
enemy = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
Greece = Player.GetPlayer("Greece")
Camera.Position = CameraStart.CenterPosition
@@ -87,33 +87,33 @@ WorldLoaded = function()
IdleHunt(actor)
end)
Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements1, SovietReinforcements1Waypoints)
Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements2, SovietReinforcements2Waypoints)
Reinforcements.ReinforceWithTransport(USSR, "apc", SovietReinforcements1, SovietReinforcements1Waypoints)
Reinforcements.ReinforceWithTransport(USSR, "apc", SovietReinforcements2, SovietReinforcements2Waypoints)
Utils.Do(Map.NamedActors, function(actor)
if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
if actor.Owner == Greece and actor.HasProperty("StartBuildingRepairs") then
Trigger.OnDamaged(actor, function(building)
if building.Owner == enemy and building.Health < 3/4 * building.MaxHealth then
if building.Owner == Greece and building.Health < 3/4 * building.MaxHealth then
building.StartBuildingRepairs()
end
end)
end
end)
InitObjectives(player)
alliedObjective = AddPrimaryObjective(enemy, "")
sovietObjective = AddPrimaryObjective(player, "escort-convoy")
sovietObjective2 = AddSecondaryObjective(player, "destroy-capture-radar-dome-reinforcements")
SaveAllTrucks = AddSecondaryObjective(player, "Keep all trucks alive.")
InitObjectives(USSR)
AlliedObjective = AddPrimaryObjective(Greece, "")
SovietObjective = AddPrimaryObjective(USSR, "escort-convoy")
SovietObjective2 = AddSecondaryObjective(USSR, "destroy-capture-radar-dome-reinforcements")
SaveAllTrucks = AddSecondaryObjective(USSR, "Keep all trucks alive.")
end
Tick = function()
if player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(alliedObjective)
if USSR.HasNoRequiredUnits() then
Greece.MarkCompletedObjective(AlliedObjective)
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