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Code cleanup in the Tiberian Dawn Lua scripts.
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Uppercase global variables.
Declare local variables.
Remove unused variable.
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Mailaender committed Sep 9, 2022
1 parent fb56248 commit 53a9f26
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Showing 18 changed files with 109 additions and 112 deletions.
10 changes: 5 additions & 5 deletions mods/cnc/maps/funpark01/scj01ea.lua
Expand Up @@ -13,18 +13,18 @@ BikeReinforcments = { "bike" }

WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
dinosaur = Player.GetPlayer("Dinosaur")
civilian = Player.GetPlayer("Civilian")
Dinosaur = Player.GetPlayer("Dinosaur")
Civilian = Player.GetPlayer("Civilian")

InvestigateObj = Nod.AddObjective("Investigate the nearby village for reports of\nstrange activity.")

InitObjectives(Nod)

ReachVillageObj = Nod.AddObjective("Reach the village.")

Trigger.OnPlayerDiscovered(civilian, function(_, discoverer)
Trigger.OnPlayerDiscovered(Civilian, function(_, discoverer)
if discoverer == Nod and not Nod.IsObjectiveCompleted(ReachVillageObj) then
if not dinosaur.HasNoRequiredUnits() then
if not Dinosaur.HasNoRequiredUnits() then
KillDinos = Nod.AddObjective("Kill all creatures in the area.")
end

Expand Down Expand Up @@ -60,7 +60,7 @@ Tick = function()
Nod.MarkFailedObjective(InvestigateObj)
end

if dinosaur.HasNoRequiredUnits() then
if Dinosaur.HasNoRequiredUnits() then
if KillDinos then Nod.MarkCompletedObjective(KillDinos) end
Nod.MarkCompletedObjective(InvestigateObj)
end
Expand Down
14 changes: 7 additions & 7 deletions mods/cnc/maps/gdi01/gdi01.lua
Expand Up @@ -32,8 +32,8 @@ WorldLoaded = function()

InitObjectives(GDI)

secureAreaObjective = GDI.AddObjective("Eliminate all Nod forces in the area.")
beachheadObjective = GDI.AddObjective("Establish a beachhead.", "Secondary", false)
SecureAreaObjective = GDI.AddObjective("Eliminate all Nod forces in the area.")
BeachheadObjective = GDI.AddObjective("Establish a beachhead.", "Secondary", false)

ReinforceWithLandingCraft(GDI, MCVReinforcements, lstStart.Location + CVec.New(2, 0), lstEnd.Location + CVec.New(2, 0), mcvTarget.Location)
Reinforce(InfantryReinforcements)
Expand All @@ -46,15 +46,15 @@ end

Tick = function()
if Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(secureAreaObjective)
GDI.MarkCompletedObjective(SecureAreaObjective)
end

if DateTime.GameTime > DateTime.Seconds(5) and GDI.HasNoRequiredUnits() then
GDI.MarkFailedObjective(beachheadObjective)
GDI.MarkFailedObjective(secureAreaObjective)
GDI.MarkFailedObjective(BeachheadObjective)
GDI.MarkFailedObjective(SecureAreaObjective)
end

if DateTime.GameTime % DateTime.Seconds(1) == 0 and not GDI.IsObjectiveCompleted(beachheadObjective) and CheckForBase(GDI, GDIBaseBuildings) then
GDI.MarkCompletedObjective(beachheadObjective)
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not GDI.IsObjectiveCompleted(BeachheadObjective) and CheckForBase(GDI, GDIBaseBuildings) then
GDI.MarkCompletedObjective(BeachheadObjective)
end
end
18 changes: 9 additions & 9 deletions mods/cnc/maps/gdi02/gdi02.lua
Expand Up @@ -7,7 +7,7 @@
information, see COPYING.
]]

nodInBaseTeam = { RushBuggy, RushRifle1, RushRifle2, RushRifle3 }
NodInBaseTeam = { RushBuggy, RushRifle1, RushRifle2, RushRifle3 }
MobileConstructionVehicle = { "mcv" }
EngineerReinforcements = { "e6", "e6", "e6" }
VehicleReinforcements = { "jeep" }
Expand Down Expand Up @@ -44,22 +44,22 @@ WorldLoaded = function()

InitObjectives(GDI)

nodObjective = Nod.AddObjective("Destroy all GDI troops.")
gdiObjective1 = GDI.AddObjective("Eliminate all Nod forces in the area.")
gdiObjective2 = GDI.AddObjective("Capture the Tiberium refinery.", "Secondary", false)
NodObjective = Nod.AddObjective("Destroy all GDI troops.")
GDIObjective1 = GDI.AddObjective("Eliminate all Nod forces in the area.")
GDIObjective2 = GDI.AddObjective("Capture the Tiberium refinery.", "Secondary", false)

Trigger.OnCapture(NodRefinery, function() GDI.MarkCompletedObjective(gdiObjective2) end)
Trigger.OnKilled(NodRefinery, function() GDI.MarkFailedObjective(gdiObjective2) end)
Trigger.OnCapture(NodRefinery, function() GDI.MarkCompletedObjective(GDIObjective2) end)
Trigger.OnKilled(NodRefinery, function() GDI.MarkFailedObjective(GDIObjective2) end)

Trigger.OnAllKilled(nodInBaseTeam, BridgeheadSecured)
Trigger.OnAllKilled(NodInBaseTeam, BridgeheadSecured)
end

Tick = function()
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(nodObjective)
Nod.MarkCompletedObjective(NodObjective)
end

if Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(gdiObjective1)
GDI.MarkCompletedObjective(GDIObjective1)
end
end
8 changes: 4 additions & 4 deletions mods/cnc/maps/gdi04a/gdi04a.lua
Expand Up @@ -122,16 +122,16 @@ WorldLoaded = function()
end)

Trigger.OnEnteredFootprint(AutoTrigger, function(a, id)
if not autoTrigger and a.Owner == GDI then
autoTrigger = true
if not AutoTriggered and a.Owner == GDI then
AutoTriggered = true
Trigger.RemoveFootprintTrigger(id)
BuildAuto()
end
end)

Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id)
if not gdiHeliTrigger and a.Owner == GDI then
gdiHeliTrigger = true
if not GDIHeliTriggered and a.Owner == GDI then
GDIHeliTriggered = true
Trigger.RemoveFootprintTrigger(id)
Reinforcements.ReinforceWithTransport(GDI, "tran", nil, { GDIHeliEntry.Location, GDIHeliLZ.Location })
end
Expand Down
22 changes: 11 additions & 11 deletions mods/cnc/maps/gdi04b/gdi04b.lua
Expand Up @@ -110,16 +110,16 @@ WorldLoaded = function()
SetupWorld()

Trigger.OnExitedFootprint(BhndTrigger, function(a, id)
if not bhndTrigger and a.Owner == GDI then
bhndTrigger = true
if not BhndTriggered and a.Owner == GDI then
BhndTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendHeli(NodHeli)
end
end)

Trigger.OnExitedFootprint(Atk1Trigger, function(a, id)
if not atk1Trigger and a.Owner == GDI then
atk1Trigger = true
if not Atk1Triggered and a.Owner == GDI then
Atk1Triggered = true
Trigger.RemoveFootprintTrigger(id)

Build(NodxUnits, false, function(actor)
Expand All @@ -131,8 +131,8 @@ WorldLoaded = function()
end)

Trigger.OnEnteredFootprint(Atk2Trigger, function(a, id)
if not atk2Trigger and a.Owner == GDI then
atk2Trigger = true
if not Atk2Triggered and a.Owner == GDI then
Atk2Triggered = true
Trigger.RemoveFootprintTrigger(id)

Build(NodxUnits, false, function(actor)
Expand All @@ -144,24 +144,24 @@ WorldLoaded = function()
end)

Trigger.OnEnteredFootprint(AutoTrigger, function(a, id)
if not autoTrigger and a.Owner == GDI then
autoTrigger = true
if not AutoTriggered and a.Owner == GDI then
AutoTriggered = true
Trigger.RemoveFootprintTrigger(id)

Build(AutoUnits, true, function(actor)
Trigger.OnKilled(actor, NodUnitKilled)
IdleHunt(actor)
end)

Trigger.AfterDelay(DateTime.Seconds(4), function()
Trigger.AfterDelay(DateTime.Seconds(4), function(tank)
IdleHunt(tank)
end)
end
end)

Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id)
if not gdiHeliTrigger and a.Owner == GDI then
gdiHeliTrigger = true
if not GDIHeliTriggered and a.Owner == GDI then
GDIHeliTriggered = true
Trigger.RemoveFootprintTrigger(id)
Reinforcements.ReinforceWithTransport(GDI, "tran", nil, { HeliEntry.Location, GDIHeliLZ.Location })
end
Expand Down
10 changes: 4 additions & 6 deletions mods/cnc/maps/gdi04c/gdi04c.lua
Expand Up @@ -16,7 +16,6 @@ GDIReinforcementsPart2 = { "e2", "e2", "e2", "e2", "e2" }
TownAttackWave1 = { "bggy", "bggy" }
TownAttackWave2 = { "ltnk", "ltnk" }
TownAttackWave3 = { "e1", "e1", "e1", "e3", "e3", "e3" }
TownAttackWpts = { waypoint1, waypoint2 }

Civvie1Wpts = { CivvieWpts1, CivvieWpts2 }
Civvie2Wpts = { CivvieWpts3, CivvieWpts1, CivvieWpts4, CivvieWpts5, CivvieWpts6, CivvieWpts7, CivvieWpts8, CivvieWpts9, CivvieWpts10, CivvieWpts11 }
Expand All @@ -41,7 +40,6 @@ end

TownAttackAction = function(actor)
Trigger.OnIdle(actor, TownAttackersIdleAction)
FollowWaypoints(actor, TownAttackWpts)
end

AttackTown = function()
Expand Down Expand Up @@ -80,16 +78,16 @@ WorldLoaded = function()
EliminateNod = GDI.AddPrimaryObjective("Eliminate all Nod forces in the area.")

Trigger.OnExitedFootprint(TownAttackTrigger, function(a, id)
if not townAttackTrigger and a.Owner == GDI then
townAttackTrigger = true
if not TownAttackTriggered and a.Owner == GDI then
TownAttackTriggered = true
Trigger.RemoveFootprintTrigger(id)
AttackTown()
end
end)

Trigger.OnEnteredFootprint(GDIReinforcementsTrigger, function(a, id)
if not gdiReinforcementsTrigger and a.Owner == GDI then
gdiReinforcementsTrigger = true
if not GDIReinforcementsTriggered and a.Owner == GDI then
GDIReinforcementsTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendGDIReinforcements()
end
Expand Down
10 changes: 5 additions & 5 deletions mods/cnc/maps/gdi07/gdi07.lua
Expand Up @@ -38,7 +38,7 @@ end
AttackPlayer = function()
Trigger.AfterDelay(DateTime.Seconds(40), function()
for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do
atk1Actors = Utils.Take(count, Nod.GetActorsByType(type))
local atk1Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk1Actors, function(unit)
unit.Move(waypoint6.Location)
unit.Move(waypoint7.Location)
Expand All @@ -52,7 +52,7 @@ AttackPlayer = function()

Trigger.AfterDelay(DateTime.Seconds(40), function()
for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do
atk2Actors = Utils.Take(count, Nod.GetActorsByType(type))
local atk2Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk2Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
Expand All @@ -65,7 +65,7 @@ AttackPlayer = function()

Trigger.AfterDelay(DateTime.Seconds(80), function()
for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do
atk3Actors = Utils.Take(count, Nod.GetActorsByType(type))
local atk3Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk3Actors, function(unit)
unit.Move(waypoint6.Location)
unit.Move(waypoint7.Location)
Expand All @@ -79,7 +79,7 @@ AttackPlayer = function()

Trigger.AfterDelay(DateTime.Seconds(80), function()
for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do
atk4Actors = Utils.Take(count, Nod.GetActorsByType(type))
local atk4Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk4Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
Expand All @@ -91,7 +91,7 @@ AttackPlayer = function()
end)

Trigger.AfterDelay(DateTime.Seconds(80), function()
atk5Actors = Utils.Take(2, Nod.GetActorsByType('bggy'))
local atk5Actors = Utils.Take(2, Nod.GetActorsByType('bggy'))
Utils.Do(atk5Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
Expand Down
6 changes: 3 additions & 3 deletions mods/cnc/maps/gdi08a/gdi08a-AI.lua
Expand Up @@ -91,10 +91,10 @@ GuardBase = function()
end

ProduceHarvester = function(building)
if not buildingHarvester then
buildingHarvester = true
if not BuildingHarvester then
BuildingHarvester = true
building.Build(HarvesterProductionType, function()
buildingHarvester = false
BuildingHarvester = false
end)
end
end
Expand Down
7 changes: 3 additions & 4 deletions mods/cnc/maps/gdi08b/gdi08b-AI.lua
Expand Up @@ -94,10 +94,10 @@ ProduceHarvester = function(building)
if building.IsDead or building.Owner ~= Nod then
return
end
if not buildingHarvester then
buildingHarvester = true
if not BuildingHarvester then
BuildingHarvester = true
building.Build(HarvesterProductionType, function()
buildingHarvester = false
BuildingHarvester = false
end)
end
end
Expand Down Expand Up @@ -158,7 +158,6 @@ ProduceVehicle = function(building)
VehicleAttackGroup[#VehicleAttackGroup + 1] = unit[1]

if #VehicleAttackGroup >= VehicleGroupSize[Difficulty] then

MoveAndHunt(VehicleAttackGroup, Path)
VehicleAttackGroup = { }
Trigger.AfterDelay(VehicleProductionCooldown[Difficulty], function() ProduceArty(building) end)
Expand Down
6 changes: 3 additions & 3 deletions mods/cnc/maps/gdi08b/gdi08b.lua
Expand Up @@ -72,7 +72,7 @@ SendWaves = function(counter, Waves)
end

SendHeli = function(heli)
units = Reinforcements.ReinforceWithTransport(Nod, "tran", heli.types, heli.entry, { heli.entry[1] })
local units = Reinforcements.ReinforceWithTransport(Nod, "tran", heli.types, heli.entry, { heli.entry[1] })
Utils.Do(units[2], function(actor)
actor.Hunt()
Trigger.OnIdle(actor, actor.Hunt)
Expand All @@ -84,12 +84,12 @@ SendHeli = function(heli)
end

MoveInitialArty = function(arty, waypoints)
units = { arty }
local units = { arty }
MoveAndIdle(units, waypoints)
end

TankTerror = function(tank)
units = { tank }
local units = { tank }
MoveAndHunt(units, WaypointGroupVillageLeft)
end

Expand Down
6 changes: 3 additions & 3 deletions mods/cnc/maps/gdi09/gdi09-AI.lua
Expand Up @@ -90,10 +90,10 @@ GuardBase = function()
end

ProduceHarvester = function(building)
if not buildingHarvester then
buildingHarvester = true
if not BuildingHarvester then
BuildingHarvester = true
building.Build(HarvesterProductionType, function()
buildingHarvester = false
BuildingHarvester = false
end)
end
end
Expand Down
6 changes: 3 additions & 3 deletions mods/cnc/maps/nod07a/nod07a-AI.lua
Expand Up @@ -68,10 +68,10 @@ CheckForHarvester = function()
end

ProduceHarvester = function(building)
if not buildingHarvester then
buildingHarvester = true
if not BuildingHarvester then
BuildingHarvester = true
building.Build(HarvesterProductionType, function()
buildingHarvester = false
BuildingHarvester = false
end)
end
end
Expand Down
8 changes: 4 additions & 4 deletions mods/cnc/maps/nod07a/nod07a.lua
Expand Up @@ -119,8 +119,8 @@ SendReinforcementsWave = function(team)
end

Trigger.OnEnteredFootprint(AbandonedBaseTrigger, function(a, id)
if not abandonedBaseTrigger and a.Owner == Nod then
abandonedBaseTrigger = true
if not AbandonedBaseTriggered and a.Owner == Nod then
AbandonedBaseTriggered = true
Trigger.RemoveFootprintTrigger(id)

FlareCamera = Actor.Create("camera", true, { Owner = Nod, Location = waypoint25.Location })
Expand All @@ -141,8 +141,8 @@ Trigger.OnEnteredFootprint(AbandonedBaseTrigger, function(a, id)
end)

Trigger.OnEnteredFootprint(ReinforcementsTrigger, function(a, id)
if not reinforcementsTrigger and a.Owner == Nod and a.Type ~= "harv" then
reinforcementsTrigger = true
if not ReinforcementsTriggered and a.Owner == Nod and a.Type ~= "harv" then
ReinforcementsTriggered = true
Trigger.RemoveFootprintTrigger(id)

Trigger.AfterDelay(DateTime.Seconds(5), function()
Expand Down

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