Discussion about map script rework

As I stated previously, I intend to rework the map script system to use the original lua scripts, instead of the current frankenstein ones. This will fix stuff like TT's monsters not being random and likely instances where some buildings get stuck invulnerable.

Although it isn't exactly necessary, I wanted to ask about the possibility of using LLMs to clean the scripts too. They're filled with junk, a simple TEAM_UNKNOWN = 0 becomes L0_1 = 0 TEAM_UNKNOWN = L0_1, function calls become an absolute mess, breaking into dozens of lines of assignments, it makes it borderline impossible read through the logic and debug. Of course we'll have to manually check them afterwards too to make sure there were no hallucination and stuff.

I know some people don't like AI generated code(And I don't like it myself), I even heard of a DOOM project that the team broke off because of disagreement with that some time ago. But this is more like a clean up, as opposed to actually generating new code. So I wanted to make sure we're all in the same page in that regard.

I'll leave a copy of the original decompiled output for NeutralMinionSpawn.luabj from Map4, and the one I asked Google Gemini to clean (I just glanced over it and didn't make any modifications) for reference

Dirty.lua

Clean.lua