Convert Lua array-like structures to use named entries
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@@ -4,13 +4,13 @@ if DateTime.IsHalloween then
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ProxyType = "powerproxy.parazombies"
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ProducedUnitTypes =
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{
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{ AlliedBarracks1, { "e1", "e3" } },
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{ AlliedBarracks2, { "e1", "e3" } },
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{ SovietBarracks1, { "ant" } },
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{ SovietBarracks2, { "ant" } },
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{ SovietBarracks3, { "ant" } },
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{ AlliedWarFactory1, { "jeep", "1tnk", "2tnk", "arty", "ctnk" } },
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{ SovietWarFactory1, { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } }
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{ factory = AlliedBarracks1, types = { "e1", "e3" } },
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{ factory = AlliedBarracks2, types = { "e1", "e3" } },
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{ factory = SovietBarracks1, types = { "ant" } },
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{ factory = SovietBarracks2, types = { "ant" } },
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{ factory = SovietBarracks3, types = { "ant" } },
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{ factory = AlliedWarFactory1, types = { "jeep", "1tnk", "2tnk", "arty", "ctnk" } },
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{ factory = SovietWarFactory1, types = { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } }
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}
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else
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UnitTypes = { "3tnk", "ftrk", "ttnk", "apc" }
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@@ -18,13 +18,13 @@ else
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ProxyType = "powerproxy.paratroopers"
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ProducedUnitTypes =
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{
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{ AlliedBarracks1, { "e1", "e3" } },
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{ AlliedBarracks2, { "e1", "e3" } },
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{ SovietBarracks1, { "dog", "e1", "e2", "e3", "e4", "shok" } },
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{ SovietBarracks2, { "dog", "e1", "e2", "e3", "e4", "shok" } },
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{ SovietBarracks3, { "dog", "e1", "e2", "e3", "e4", "shok" } },
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{ AlliedWarFactory1, { "jeep", "1tnk", "2tnk", "arty", "ctnk" } },
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{ SovietWarFactory1, { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } }
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{ factory = AlliedBarracks1, types = { "e1", "e3" } },
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{ factory = AlliedBarracks2, types = { "e1", "e3" } },
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{ factory = SovietBarracks1, types = { "dog", "e1", "e2", "e3", "e4", "shok" } },
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{ factory = SovietBarracks2, types = { "dog", "e1", "e2", "e3", "e4", "shok" } },
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{ factory = SovietBarracks3, types = { "dog", "e1", "e2", "e3", "e4", "shok" } },
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{ factory = AlliedWarFactory1, types = { "jeep", "1tnk", "2tnk", "arty", "ctnk" } },
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{ factory = SovietWarFactory1, types = { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } }
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}
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end
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@@ -102,9 +102,9 @@ ParadropSovietUnits = function()
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end
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ProduceUnits = function(t)
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local factory = t[1]
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local factory = t.factory
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if not factory.IsDead then
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local unitType = t[2][Utils.RandomInteger(1, #t[2] + 1)]
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local unitType = t.types[Utils.RandomInteger(1, #t.types + 1)]
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factory.Wait(Actor.BuildTime(unitType))
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factory.Produce(unitType)
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factory.CallFunc(function() ProduceUnits(t) end)
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@@ -121,8 +121,8 @@ SetupAlliedUnits = function()
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end
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SetupFactories = function()
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Utils.Do(ProducedUnitTypes, function(pair)
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Trigger.OnProduction(pair[1], function(_, a) BindActorTriggers(a) end)
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Utils.Do(ProducedUnitTypes, function(production)
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Trigger.OnProduction(production.factory, function(_, a) BindActorTriggers(a) end)
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end)
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end
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