Convert Lua array-like structures to use named entries
This commit is contained in:
@@ -11,14 +11,13 @@ IdlingUnits = function()
|
||||
end)
|
||||
end
|
||||
|
||||
BaseBuildings =
|
||||
{
|
||||
{ "apwr", CVec.New(5, -9), 500, true },
|
||||
{ "tent", CVec.New(-4, -4), 400, true },
|
||||
{ "proc", CVec.New(0, -8), 1400, true },
|
||||
{ "weap", CVec.New(-4, -8), 2000, true },
|
||||
{ "apwr", CVec.New(6, -5), 500, true }
|
||||
}
|
||||
BaseApwr = { type = "apwr", pos = CVec.New(5, -9), cost = 500, exists = true }
|
||||
BaseTent = { type = "tent", pos = CVec.New(-4, -4), cost = 400, exists = true }
|
||||
BaseProc = { type = "proc", pos = CVec.New(0, -8), cost = 1400, exists = true }
|
||||
BaseWeap = { type = "weap", pos = CVec.New(-4, -8), cost = 2000, exists = true }
|
||||
BaseApwr2 = { type = "apwr", pos = CVec.New(6, -5), cost = 500, exists = true }
|
||||
|
||||
BaseBuildings = { BaseApwr, BaseTent, BaseProc, BaseWeap, BaseApwr2 }
|
||||
|
||||
BuildBase = function()
|
||||
if CYard.IsDead or CYard.Owner ~= enemy then
|
||||
@@ -28,7 +27,7 @@ BuildBase = function()
|
||||
end
|
||||
|
||||
for i,v in ipairs(BaseBuildings) do
|
||||
if not v[4] then
|
||||
if not v.exists then
|
||||
BuildBuilding(v)
|
||||
return
|
||||
end
|
||||
@@ -38,12 +37,12 @@ BuildBase = function()
|
||||
end
|
||||
|
||||
BuildBuilding = function(building)
|
||||
Trigger.AfterDelay(Actor.BuildTime(building[1]), function()
|
||||
local actor = Actor.Create(building[1], true, { Owner = enemy, Location = CYardLocation.Location + building[2] })
|
||||
enemy.Cash = enemy.Cash - building[3]
|
||||
Trigger.AfterDelay(Actor.BuildTime(building.type), function()
|
||||
local actor = Actor.Create(building.type, true, { Owner = enemy, Location = CYardLocation.Location + building.pos })
|
||||
enemy.Cash = enemy.Cash - building.cost
|
||||
|
||||
building[4] = true
|
||||
Trigger.OnKilled(actor, function() building[4] = false end)
|
||||
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
|
||||
building.StartBuildingRepairs()
|
||||
|
||||
Reference in New Issue
Block a user