Convert Lua array-like structures to use named entries
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@@ -13,28 +13,28 @@ IdlingUnits = function()
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end
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BaseBuildings = {
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{ "powr", CVec.New(3, -2), 300 },
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{ "tent", CVec.New(0, 4), 400 },
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{ "hbox", CVec.New(3, 6), 600 },
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{ "proc", CVec.New(4, 2), 1400 },
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{ "powr", CVec.New(5, -3), 300 },
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{ "weap", CVec.New(-5, 3), 2000 },
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{ "hbox", CVec.New(-6, 5), 600 },
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{ "gun", CVec.New(0, 8), 600 },
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{ "gun", CVec.New(-4, 7), 600 },
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{ "powr", CVec.New(-4, -3), 300 },
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{ "proc", CVec.New(-9, 1), 1400 },
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{ "powr", CVec.New(-8, -2), 300 },
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{ "silo", CVec.New(6, 0), 150 },
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{ "agun", CVec.New(-3, 0), 800 },
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{ "powr", CVec.New(-6, -2), 300 },
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{ "agun", CVec.New(4, 1), 800 },
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{ "gun", CVec.New(-9, 5), 600 },
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{ "gun", CVec.New(-2, -3), 600 },
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{ "powr", CVec.New(4, 6), 300 },
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{ "gun", CVec.New(3, -6), 600 },
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{ "hbox", CVec.New(3, -4), 600 },
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{ "gun", CVec.New(2, 3), 600 }
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{ type = "powr", pos = CVec.New(3, -2), cost = 300 },
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{ type = "tent", pos = CVec.New(0, 4), cost = 400 },
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{ type = "hbox", pos = CVec.New(3, 6), cost = 600 },
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{ type = "proc", pos = CVec.New(4, 2), cost = 1400 },
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{ type = "powr", pos = CVec.New(5, -3), cost = 300 },
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{ type = "weap", pos = CVec.New(-5, 3), cost = 2000 },
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{ type = "hbox", pos = CVec.New(-6, 5), cost = 600 },
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{ type = "gun", pos = CVec.New(0, 8), cost = 600 },
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{ type = "gun", pos = CVec.New(-4, 7), cost = 600 },
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{ type = "powr", pos = CVec.New(-4, -3), cost = 300 },
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{ type = "proc", pos = CVec.New(-9, 1), cost = 1400 },
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{ type = "powr", pos = CVec.New(-8, -2), cost = 300 },
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{ type = "silo", pos = CVec.New(6, 0), cost = 150 },
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{ type = "agun", pos = CVec.New(-3, 0), cost = 800 },
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{ type = "powr", pos = CVec.New(-6, -2), cost = 300 },
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{ type = "agun", pos = CVec.New(4, 1), cost = 800 },
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{ type = "gun", pos = CVec.New(-9, 5), cost = 600 },
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{ type = "gun", pos = CVec.New(-2, -3), cost = 600 },
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{ type = "powr", pos = CVec.New(4, 6), cost = 300 },
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{ type = "gun", pos = CVec.New(3, -6), cost = 600 },
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{ type = "hbox", pos = CVec.New(3, -4), cost = 600 },
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{ type = "gun", pos = CVec.New(2, 3), cost = 600 }
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}
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BuildBase = function()
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@@ -43,7 +43,7 @@ BuildBase = function()
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end
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for i,v in ipairs(BaseBuildings) do
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if not v[4] then
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if not v.exists then
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BuildBuilding(v)
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return
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end
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@@ -53,12 +53,12 @@ BuildBase = function()
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end
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BuildBuilding = function(building)
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Trigger.AfterDelay(Actor.BuildTime(building[1]), function()
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local actor = Actor.Create(building[1], true, { Owner = GoodGuy, Location = MCVDeploy.Location + building[2] })
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GoodGuy.Cash = GoodGuy.Cash - building[3]
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Trigger.AfterDelay(Actor.BuildTime(building.type), function()
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local actor = Actor.Create(building.type, true, { Owner = GoodGuy, Location = MCVDeploy.Location + building.pos })
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GoodGuy.Cash = GoodGuy.Cash - building.cost
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building[4] = true
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Trigger.OnKilled(actor, function() building[4] = false end)
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building.exists = true
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Trigger.OnKilled(actor, function() building.exists = false end)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == GoodGuy and building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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