public override LuaTable GetLuaTable(Mission mission)
        {
            var map = new Dictionary <object, object>
            {
                { "units", LuaTable.CreateArray(Units) },
                { "players", LuaTable.CreateArray(Players.Select(p => mission.Players.IndexOf(p))) },
            };

            return(new LuaTable(map));
        }
        public override LuaTable GetLuaTable(Mission mission)
        {
            var missionAlliances = mission.Alliances.Distinct().ToList();
            var map = new Dictionary <object, object>
            {
                { "alliances", LuaTable.CreateArray(Alliances.Select(a => missionAlliances.IndexOf(a))) },
                { "groups", LuaTable.CreateSet(groups) },
            };

            return(new LuaTable(map));
        }
示例#3
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        public override LuaTable GetLuaTable(Mission mission)
        {
            var map = new Dictionary <object, object>
            {
                { "orders", LuaTable.CreateArray(orders.Select(o => o.GetLuaMap(mission)).ToArray()) },
                { "groups", LuaTable.CreateSet(groups) },
                { "queue", queue }
            };

            return(new LuaTable(map));
        }
示例#4
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        public override LuaTable GetLuaTable(Mission mission)
        {
            var map = new Dictionary <object, object>
            {
                { "units", LuaTable.CreateArray(units.Select(u => u.GetLuaMap(mission)).ToArray()) },
                { "useOrbitalDrop", useOrbitalDrop },
                { "ceg", ceg },
            };

            return(new LuaTable(map));
        }
示例#5
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        public override LuaTable GetLuaTable(Mission mission)
        {
            var map = new Dictionary <object, object>
            {
                { "buildOrders", LuaTable.CreateArray(buildOrders) },
                { "builtUnitsGroups", LuaTable.CreateSet(builtUnitsGroups) },
                { "factoryGroups", LuaTable.CreateSet(factoryGroups) },
                { "repeatOrders", repeat },
            };

            return(new LuaTable(map));
        }
        public override LuaTable GetLuaTable(Mission mission)
        {
            var map = new Dictionary <object, object>
            {
                { "areas", LuaTable.CreateArray(areas.Select(a => a.GetLuaMap(mission))) },
                { "groups", LuaTable.CreateSet(groups) },
                { "players", LuaTable.CreateArray(players.Select(p => mission.Players.IndexOf(p))) },
                { "number", number }
            };

            return(new LuaTable(map));
        }
        public override LuaTable GetLuaTable(Mission mission)
        {
            foreach (var trigger in Triggers.ToArray())
            {
                if (!mission.Triggers.Contains(trigger))
                {
                    Triggers.Remove(trigger);
                }
            }
            var triggerArray = triggers.Select(t => mission.Triggers.IndexOf((Trigger)t) + 1).Cast <object>().ToArray();
            var map          = new Dictionary <object, object>
            {
                { "triggers", LuaTable.CreateArray(triggerArray) },
            };

            return(new LuaTable(map));
        }