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

@@ -7,11 +7,11 @@
information, see COPYING.
]]
if Difficulty == "easy" then
remainingTime = DateTime.Minutes(7)
RemainingTime = DateTime.Minutes(7)
elseif Difficulty == "normal" then
remainingTime = DateTime.Minutes(6)
RemainingTime = DateTime.Minutes(6)
elseif Difficulty == "hard" then
remainingTime = DateTime.Minutes(5)
RemainingTime = DateTime.Minutes(5)
end
Dogs = { Dog1, Dog2, Dog3, Dog4, Dog5, Dog6, Dog7, Dog8, Dog9, Dog10, Dog11, Dog12, Dog13, Dog14, Dog15, Dog16, Dog17, Dog18, Dog19 }
@@ -40,61 +40,61 @@ RSoldierTrapTrigger = { CPos.New(72, 72), CPos.New(72,73), CPos.New(72,74) }
SoldierTrap2Trigger = { CPos.New(51, 73), CPos.New(51, 74) }
Trigger.OnEnteredFootprint(CameraCCTrigger, function(a, id)
if not cameraCCTrigger and a.Owner == player then
cameraCCTrigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraCC.Location })
if not CameraCCTriggered and a.Owner == USSR then
CameraCCTriggered = true
Actor.Create("camera", true, { Owner = USSR, Location = CameraCC.Location })
end
end)
Trigger.OnEnteredFootprint(CameraGoalCenterTrigger, function(a, id)
if not cameraGoalCenterTrigger and a.Owner == player then
cameraGoalCenterTrigger = true
if not controlCenterEngineerTrigger then
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter1.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter2.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter3.Location })
if not CameraGoalCenterTriggered and a.Owner == USSR then
CameraGoalCenterTriggered = true
if not ControlCenterEngineerTriggered then
Actor.Create("camera", true, { Owner = USSR, Location = CameraGoalCenter1.Location })
Actor.Create("camera", true, { Owner = USSR, Location = CameraGoalCenter2.Location })
Actor.Create("camera", true, { Owner = USSR, Location = CameraGoalCenter3.Location })
end
end
end)
Trigger.OnEnteredFootprint(CameraGoalLeftTrigger, function(a, id)
if not cameraGoalLeftTrigger and a.Owner == player then
cameraGoalLeftTrigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraGoalLeft1.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalLeft2.Location })
if not CameraGoalLeftTriggered and a.Owner == USSR then
CameraGoalLeftTriggered = true
Actor.Create("camera", true, { Owner = USSR, Location = CameraGoalLeft1.Location })
Actor.Create("camera", true, { Owner = USSR, Location = CameraGoalLeft2.Location })
end
end)
Trigger.OnEnteredFootprint(CameraGoalRightTrigger, function(a, id)
if not cameraGoalRightTrigger and a.Owner == player then
cameraGoalRightTrigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraGoalRight1.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalRight2.Location })
if not CameraGoalRightTriggered and a.Owner == USSR then
CameraGoalRightTriggered = true
Actor.Create("camera", true, { Owner = USSR, Location = CameraGoalRight1.Location })
Actor.Create("camera", true, { Owner = USSR, Location = CameraGoalRight2.Location })
end
end)
Trigger.OnEnteredFootprint(ControlCenterTrigger, function(a, id)
if not controlCenterTrigger and a.Owner == player and a.Type == "e1" then
controlCenterTrigger = true
if not ControlCenterTriggered and a.Owner == USSR and a.Type == "e1" then
ControlCenterTriggered = true
FTurPrisoners.Kill()
FTurLeft.Kill()
FTurRight.Kill()
FTurBottom.Kill()
player.MarkCompletedObjective(sovietObjective1)
USSR.MarkCompletedObjective(SovietObjective1)
end
end)
Trigger.OnEnteredFootprint(ControlCenterEngineerTrigger, function(a, id)
if not controlCenterEngineerTrigger and a.Owner == player and a.Type == "e6" then
controlCenterEngineerTrigger = true
local fturA = Actor.Create("ftur", true, { Owner = player, Location = FTur1Goal.Location})
local fturB = Actor.Create("ftur", true, { Owner = player, Location = FTur2Goal.Location})
if not ControlCenterEngineerTriggered and a.Owner == USSR and a.Type == "e6" then
ControlCenterEngineerTriggered = true
local fturA = Actor.Create("ftur", true, { Owner = USSR, Location = FTur1Goal.Location})
local fturB = Actor.Create("ftur", true, { Owner = USSR, Location = FTur2Goal.Location})
Camera.Position = CameraGoalCenter1.CenterPosition
if not cameraGoalRightTrigger then
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter1.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter2.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter3.Location })
if not CameraGoalRightTriggered then
Actor.Create("camera", true, { Owner = USSR, Location = CameraGoalCenter1.Location })
Actor.Create("camera", true, { Owner = USSR, Location = CameraGoalCenter2.Location })
Actor.Create("camera", true, { Owner = USSR, Location = CameraGoalCenter3.Location })
end
Utils.Do(GoalGuards, function(actor)
@@ -108,75 +108,75 @@ Trigger.OnEnteredFootprint(ControlCenterEngineerTrigger, function(a, id)
Tanya.Demolish(fturB)
end
player.MarkCompletedObjective(sovietObjective4)
USSR.MarkCompletedObjective(SovietObjective4)
end
end)
Trigger.OnEnteredFootprint(FTurBottomTrigger, function(a, id)
if not fTurBottomTrigger and a.Owner == player then
fTurBottomTrigger = true
if not rSoldierTrapTrigger then
Actor.Create("camera", true, { Owner = player, Location = CameraRSoldier.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraFTurBottom.Location })
if not FTurBottomTriggered and a.Owner == USSR then
FTurBottomTriggered = true
if not RSoldierTrapTriggered then
Actor.Create("camera", true, { Owner = USSR, Location = CameraRSoldier.Location })
Actor.Create("camera", true, { Owner = USSR, Location = CameraFTurBottom.Location })
end
end
end)
Trigger.OnEnteredFootprint(FTurLeftTrigger, function(a, id)
if not fTurLeftTrigger and a.Owner == player then
fTurLeftTrigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraFTurLeft.Location })
if not FTurLeftTriggered and a.Owner == USSR then
FTurLeftTriggered = true
Actor.Create("camera", true, { Owner = USSR, Location = CameraFTurLeft.Location })
end
end)
Trigger.OnEnteredFootprint(FTurRightTrigger, function(a, id)
if not fTurRightTrigger and a.Owner == player then
fTurRightTrigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraFTurRight.Location })
if not FTurRightTriggered and a.Owner == USSR then
FTurRightTriggered = true
Actor.Create("camera", true, { Owner = USSR, Location = CameraFTurRight.Location })
end
end)
Trigger.OnEnteredFootprint(GoalCenterTrigger, function(a, id)
if not goalCenterTrigger and a.Owner == player and a.Type == "e6" then
goalCenterTrigger = true
player.MarkCompletedObjective(sovietObjective5)
if not GoalCenterTriggered and a.Owner == USSR and a.Type == "e6" then
GoalCenterTriggered = true
USSR.MarkCompletedObjective(SovietObjective5)
end
end)
Trigger.OnEnteredFootprint(GoalLeft1Trigger, function(a, id)
if not goalLeft1Trigger and a.Owner == player and a.Type == "e6" then
goalLeft1Trigger = true
Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
if not GoalLeft1Triggered and a.Owner == USSR and a.Type == "e6" then
GoalLeft1Triggered = true
Media.PlaySpeechNotification(USSR, "ControlCenterDeactivated")
end
end)
Trigger.OnEnteredFootprint(GoalLeft2Trigger, function(a, id)
if not goalLeft2Trigger and a.Owner == player and a.Type == "e6" then
goalLeft2Trigger = true
Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
if not GoalLeft2Triggered and a.Owner == USSR and a.Type == "e6" then
GoalLeft2Triggered = true
Media.PlaySpeechNotification(USSR, "ControlCenterDeactivated")
end
end)
Trigger.OnEnteredFootprint(GoalRight1Trigger, function(a, id)
if not goalRight1Trigger and a.Owner == player and a.Type == "e6" then
goalRight1Trigger = true
Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
if not GoalRight1Triggered and a.Owner == USSR and a.Type == "e6" then
GoalRight1Triggered = true
Media.PlaySpeechNotification(USSR, "ControlCenterDeactivated")
end
end)
Trigger.OnEnteredFootprint(GoalRight2Trigger, function(a, id)
if not goalRight2Trigger and a.Owner == player and a.Type == "e6" then
goalRight2Trigger = true
Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
if not GoalRight2Triggered and a.Owner == USSR and a.Type == "e6" then
GoalRight2Triggered = true
Media.PlaySpeechNotification(USSR, "ControlCenterDeactivated")
end
end)
Trigger.OnEnteredFootprint(RSoldierTrapTrigger, function(a, id)
if not rSoldierTrapTrigger and a.Owner == player then
rSoldierTrapTrigger = true
if not fTurBottomTrigger then
Actor.Create("camera", true, { Owner = player, Location = CameraRSoldier.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraFTurBottom.Location })
if not RSoldierTrapTriggered and a.Owner == USSR then
RSoldierTrapTriggered = true
if not FTurBottomTriggered then
Actor.Create("camera", true, { Owner = USSR, Location = CameraRSoldier.Location })
Actor.Create("camera", true, { Owner = USSR, Location = CameraFTurBottom.Location })
end
if not RSoldier1.IsDead and not RSoldierTrap1.IsDead then
@@ -190,9 +190,9 @@ Trigger.OnEnteredFootprint(RSoldierTrapTrigger, function(a, id)
end)
Trigger.OnEnteredFootprint(SoldierTrap2Trigger, function(a, id)
if not soldierTrap2Trigger and a.Owner == player then
soldierTrap2Trigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraSoldierTrap2.Location })
if not SoldierTrap2Triggered and a.Owner == USSR then
SoldierTrap2Triggered = true
Actor.Create("camera", true, { Owner = USSR, Location = CameraSoldierTrap2.Location })
if not SoldierTrap2.IsDead then
PrisonEntranceGuard.Attack(SoldierTrap2)
end
@@ -201,22 +201,22 @@ Trigger.OnEnteredFootprint(SoldierTrap2Trigger, function(a, id)
end)
Trigger.OnAllKilled(Engineers, function()
enemy.MarkCompletedObjective(alliedObjective)
Greece.MarkCompletedObjective(AlliedObjective)
end)
Trigger.OnAllKilled(PrisonerGuards, function()
Utils.Do(Engineers, function(actor)
actor.Owner = player
actor.Owner = USSR
end)
Prisoner6.Owner = player
player.MarkCompletedObjective(sovietObjective2)
Prisoner6.Owner = USSR
USSR.MarkCompletedObjective(SovietObjective2)
end)
Trigger.OnKilled(BarlCC, function()
if not cameraCCTrigger then
Actor.Create("camera", true, { Owner = player, Location = CameraCC.Location })
cameraCCTrigger = true
if not CameraCCTriggered then
Actor.Create("camera", true, { Owner = USSR, Location = CameraCC.Location })
CameraCCTriggered = true
end
Utils.Do(CCGuards, function(actor)
@@ -229,13 +229,13 @@ end)
Trigger.OnKilled(PBoxBrl, function()
PBox.Kill()
Utils.Do(Dogs, function(actor)
actor.Owner = player
actor.Owner = USSR
end)
player.MarkCompletedObjective(sovietObjective6)
USSR.MarkCompletedObjective(SovietObjective6)
end)
Trigger.OnKilled(PrisonEntranceGuard, function()
if controlCenterTrigger then
if ControlCenterTriggered then
Utils.Do(PrisonerGuards, function(actor)
if not actor.IsDead then
actor.Hunt()
@@ -245,7 +245,7 @@ Trigger.OnKilled(PrisonEntranceGuard, function()
end)
IntroSequence = function()
StartingUnits = Reinforcements.Reinforce(player, StartingUnitsReinforcements, { StartingUnitsSpawn.Location, SoldierTrap1Waypoint1.Location }, 0)
StartingUnits = Reinforcements.Reinforce(USSR, StartingUnitsReinforcements, { StartingUnitsSpawn.Location, SoldierTrap1Waypoint1.Location }, 0)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Utils.Do(EntranceGuards, function(actor)
if not SoldierTrap1.IsDead then
@@ -255,67 +255,67 @@ IntroSequence = function()
actor.AttackMove(SoldierTrap1Waypoint2.Location)
actor.AttackMove(SoldierTrap1Waypoint3.Location)
end)
Media.PlaySpeechNotification(player, "TimerStarted")
timerStarted = true
Media.PlaySpeechNotification(USSR, "TimerStarted")
TimerStarted = true
end)
-- Trigger a game over if the player lost all human units before the security system has been deactivated
Trigger.OnAllKilled(StartingUnits, function()
if not controlCenterTrigger then
enemy.MarkCompletedObjective(alliedObjective)
if not ControlCenterTriggered then
Greece.MarkCompletedObjective(AlliedObjective)
end
end)
end
WorldLoaded = function()
player = Player.GetPlayer("USSR")
enemy = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
Greece = Player.GetPlayer("Greece")
Camera.Position = SoldierTrap1Waypoint1.CenterPosition
Actor.Create("camera", true, { Owner = player, Location = CameraStart1.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraStart2.Location })
Actor.Create("camera", true, { Owner = USSR, Location = CameraStart1.Location })
Actor.Create("camera", true, { Owner = USSR, Location = CameraStart2.Location })
IntroSequence()
InitObjectives(player)
alliedObjective = AddPrimaryObjective(enemy, "")
sovietObjective1 = AddPrimaryObjective(player, "deactivate-security-system")
sovietObjective2 = AddPrimaryObjective(player, "rescue-engineers")
sovietObjective3 = AddPrimaryObjective(player, "engineers-coolant-station")
sovietObjective4 = AddPrimaryObjective(player, "engineer-reprogram-security")
sovietObjective5 = AddPrimaryObjective(player, "engineer-reactor-core")
sovietObjective6 = AddSecondaryObjective(player, "free-dogs")
InitObjectives(USSR)
AlliedObjective = AddPrimaryObjective(Greece, "")
SovietObjective1 = AddPrimaryObjective(USSR, "deactivate-security-system")
SovietObjective2 = AddPrimaryObjective(USSR, "rescue-engineers")
SovietObjective3 = AddPrimaryObjective(USSR, "engineers-coolant-station")
SovietObjective4 = AddPrimaryObjective(USSR, "engineer-reprogram-security")
SovietObjective5 = AddPrimaryObjective(USSR, "engineer-reactor-core")
SovietObjective6 = AddSecondaryObjective(USSR, "free-dogs")
end
Tick = function()
if player.HasNoRequiredUnits() and timerStarted then
enemy.MarkCompletedObjective(alliedObjective)
if USSR.HasNoRequiredUnits() and TimerStarted then
Greece.MarkCompletedObjective(AlliedObjective)
end
if remainingTime == DateTime.Minutes(5) and Difficulty ~= "hard" then
Media.PlaySpeechNotification(player, "WarningFiveMinutesRemaining")
elseif remainingTime == DateTime.Minutes(4) then
Media.PlaySpeechNotification(player, "WarningFourMinutesRemaining")
elseif remainingTime == DateTime.Minutes(3) then
Media.PlaySpeechNotification(player, "WarningThreeMinutesRemaining")
elseif remainingTime == DateTime.Minutes(2) then
Media.PlaySpeechNotification(player, "WarningTwoMinutesRemaining")
elseif remainingTime == DateTime.Minutes(1) then
Media.PlaySpeechNotification(player, "WarningOneMinuteRemaining")
if RemainingTime == DateTime.Minutes(5) and Difficulty ~= "hard" then
Media.PlaySpeechNotification(USSR, "WarningFiveMinutesRemaining")
elseif RemainingTime == DateTime.Minutes(4) then
Media.PlaySpeechNotification(USSR, "WarningFourMinutesRemaining")
elseif RemainingTime == DateTime.Minutes(3) then
Media.PlaySpeechNotification(USSR, "WarningThreeMinutesRemaining")
elseif RemainingTime == DateTime.Minutes(2) then
Media.PlaySpeechNotification(USSR, "WarningTwoMinutesRemaining")
elseif RemainingTime == DateTime.Minutes(1) then
Media.PlaySpeechNotification(USSR, "WarningOneMinuteRemaining")
end
if goalLeft1Trigger and goalLeft2Trigger and goalRight1Trigger and goalRight2Trigger then
player.MarkCompletedObjective(sovietObjective3)
if GoalLeft1Triggered and GoalLeft2Triggered and GoalRight1Triggered and GoalRight2Triggered then
USSR.MarkCompletedObjective(SovietObjective3)
end
if remainingTime > 0 and timerStarted then
if (remainingTime % DateTime.Seconds(1)) == 0 then
Timer = UserInterface.Translate("time-until-meltdown", { ["time"] = Utils.FormatTime(remainingTime) })
UserInterface.SetMissionText(Timer, player.Color)
if RemainingTime > 0 and TimerStarted then
if (RemainingTime % DateTime.Seconds(1)) == 0 then
Timer = UserInterface.Translate("time-until-meltdown", { ["time"] = Utils.FormatTime(RemainingTime) })
UserInterface.SetMissionText(Timer, USSR.Color)
end
remainingTime = remainingTime - 1
elseif remainingTime == 0 then
RemainingTime = RemainingTime - 1
elseif RemainingTime == 0 then
UserInterface.SetMissionText("")
enemy.MarkCompletedObjective(alliedObjective)
Greece.MarkCompletedObjective(AlliedObjective)
end
end