Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands

2015-06-01 Thread TiborB
one small question in the diff. Otherwise it looks good, but I have not tested 
it.

Diff comments:

> === modified file 'campaigns/emp01.wmf/scripting/init.lua'
> --- campaigns/emp01.wmf/scripting/init.lua2014-10-02 17:05:38 +
> +++ campaigns/emp01.wmf/scripting/init.lua2015-05-31 14:39:04 +
> @@ -11,6 +11,5 @@
>  
>  p1 = wl.Game().players[1]
>  
> -include "map:scripting/starting_conditions.lua"
>  include "map:scripting/texts.lua"
>  include "map:scripting/mission_thread.lua"
> 
> === modified file 'campaigns/emp01.wmf/scripting/mission_thread.lua'
> --- campaigns/emp01.wmf/scripting/mission_thread.lua  2014-10-31 11:36:29 
> +
> +++ campaigns/emp01.wmf/scripting/mission_thread.lua  2015-05-31 14:39:04 
> +
> @@ -1,10 +1,10 @@
>  include "scripting/messages.lua"
>  
>  function mission_thread()
> -   sleep(100) -- This is needed for yet unknown reasons
> +   sleep(1000)
>  
> -- Initial messages
> -   local sea = wl.Game().map:get_field(47,25)
> +   local sea = wl.Game().map:get_field(50,25)
> scroll_smoothly_to(sea,0)
>  
> campaign_message_box(diary_page_1)
> @@ -12,15 +12,17 @@
>  
> -- Show the sea
> p1:reveal_fields(sea:region(6))
> +   local ship = p1:place_bob("ship",sea)
> sleep(200)
> campaign_message_box(diary_page_2)
> -- Hide the sea after 5 seconds
> run(function() sleep(5000) p1:hide_fields(sea:region(6)) end)
>  
> -- Back home
> +   include "map:scripting/starting_conditions.lua"
> scroll_smoothly_to(wl.Game().map.player_slots[1].starting_field)
> campaign_message_box(diary_page_3)
> -
> +   ship:remove()
>  
> sleep(400)
>  
> 
> === modified file 'campaigns/emp02.wmf/scripting/mission_thread.lua'
> --- campaigns/emp02.wmf/scripting/mission_thread.lua  2014-10-31 11:36:29 
> +
> +++ campaigns/emp02.wmf/scripting/mission_thread.lua  2015-05-31 14:39:04 
> +
> @@ -5,7 +5,7 @@
>  include "scripting/messages.lua"
>  
>  function building_materials()
> -   sleep(200)
> +   sleep(1000)
> campaign_message_box(diary_page_5)
>  
> local map = wl.Game().map
> 
> === modified file 
> 'campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua'
> --- campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua   
> 2014-10-25 08:29:32 +
> +++ campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua   
> 2015-05-31 14:39:04 +
> @@ -6,7 +6,7 @@
> map:place_immovable("debris00",second_quarry_field)
> -- so that the player cannot build anything here
>  
> -   sleep(100)
> +   sleep(1000)
>  
> message_box_objective(plr, initial_message_01)
> sleep(500)
> @@ -56,7 +56,7 @@
> end
> sleep(500)
>  
> -   click_on_field(map.player_slots[1].starting_field.brn)
> +   click_on_field(sf.brn)
>  
> message_box_objective(plr, lumberjack_message_04)
>  
> @@ -206,7 +206,7 @@
> -- Showoff direct roadbuilding
> click_on_field(first_quarry_field.brn)
> click_on_panel(wl.ui.MapView().windows.field_action.buttons.build_road, 
> 300)
> -   click_on_field(map.player_slots[1].starting_field.brn)
> +   click_on_field(sf.brn)
>  
> sleep(3000)
>  
> @@ -224,17 +224,16 @@
>else return false end
> end
>  
> -   -- Give the player some time to build the road
> -   -- It is not possible to check for the road. See 
> https://bugs.launchpad.net/widelands/+bug/1380286
> +   -- Wait till the constructionsite is connected to the headquarters
> sleep(20*1000)
> +   while first_quarry_field.brn.immovable.debug_economy ~= 
> sf.brn.immovable.debug_economy do
> +  message_box_objective(plr,quarry_not_connected)
> +  sleep(60*1000)
> +  while not (first_quarry_field.brn.immovable and 
> first_quarry_field.brn.immovable.descr.type_name == "flag") do sleep(5000) end
> +   end

Is this double while needed? I would say the inner one is not necessary. I see 
the similar structure is lower too...

>  
> second_quarry()
>  
> -   -- Wait a while
> -   sleep(60*1000)
> -   -- When the said bug is fixed, check every 30 seconds if the second 
> quarry is connected. Inform the player if not.
> -   -- When that is finally done (and 30 seconds have passed), go on
> -
> -- Interludium: talk about census and statistics
> census_and_statistics()
>  
> @@ -265,6 +264,13 @@
> -- Wait for the constructionsite to be placed
> while not cs do sleep(200) end
>  
> +   sleep(60*1000)
> +   while second_quarry_field.brn.immovable.debug_economy ~= 
> sf.brn.immovable.debug_economy do
> +  message_box_objective(plr,quarry_not_connected)
> +  sleep(60*1000)
> +  while not (second_quarry_field.brn.immovable and 
> second_quarry_field.brn.immovable.descr.type_name == "flag") do sleep(5000) 
> end
> +   end
> +
> o.done = true
> register_immovable_as_allowed(cs)
>  end
> 
> === modified file 'campaigns/tutorial01_basic_control.wmf/scripting/texts.lua'
> --- campaigns/tutorial01_basic_control.wmf/scripting/texts.lua
>

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1459529 into lp:widelands

2015-06-01 Thread GunChleoc
Thanks :)
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1459529/+merge/260632
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1459529 into lp:widelands

2015-06-01 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/bug-1459529 into lp:widelands 
has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1459529/+merge/260632
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands

2015-06-01 Thread wl-zocker
Answer in the diff.

Diff comments:

> === modified file 'campaigns/emp01.wmf/scripting/init.lua'
> --- campaigns/emp01.wmf/scripting/init.lua2014-10-02 17:05:38 +
> +++ campaigns/emp01.wmf/scripting/init.lua2015-05-31 14:39:04 +
> @@ -11,6 +11,5 @@
>  
>  p1 = wl.Game().players[1]
>  
> -include "map:scripting/starting_conditions.lua"
>  include "map:scripting/texts.lua"
>  include "map:scripting/mission_thread.lua"
> 
> === modified file 'campaigns/emp01.wmf/scripting/mission_thread.lua'
> --- campaigns/emp01.wmf/scripting/mission_thread.lua  2014-10-31 11:36:29 
> +
> +++ campaigns/emp01.wmf/scripting/mission_thread.lua  2015-05-31 14:39:04 
> +
> @@ -1,10 +1,10 @@
>  include "scripting/messages.lua"
>  
>  function mission_thread()
> -   sleep(100) -- This is needed for yet unknown reasons
> +   sleep(1000)
>  
> -- Initial messages
> -   local sea = wl.Game().map:get_field(47,25)
> +   local sea = wl.Game().map:get_field(50,25)
> scroll_smoothly_to(sea,0)
>  
> campaign_message_box(diary_page_1)
> @@ -12,15 +12,17 @@
>  
> -- Show the sea
> p1:reveal_fields(sea:region(6))
> +   local ship = p1:place_bob("ship",sea)
> sleep(200)
> campaign_message_box(diary_page_2)
> -- Hide the sea after 5 seconds
> run(function() sleep(5000) p1:hide_fields(sea:region(6)) end)
>  
> -- Back home
> +   include "map:scripting/starting_conditions.lua"
> scroll_smoothly_to(wl.Game().map.player_slots[1].starting_field)
> campaign_message_box(diary_page_3)
> -
> +   ship:remove()
>  
> sleep(400)
>  
> 
> === modified file 'campaigns/emp02.wmf/scripting/mission_thread.lua'
> --- campaigns/emp02.wmf/scripting/mission_thread.lua  2014-10-31 11:36:29 
> +
> +++ campaigns/emp02.wmf/scripting/mission_thread.lua  2015-05-31 14:39:04 
> +
> @@ -5,7 +5,7 @@
>  include "scripting/messages.lua"
>  
>  function building_materials()
> -   sleep(200)
> +   sleep(1000)
> campaign_message_box(diary_page_5)
>  
> local map = wl.Game().map
> 
> === modified file 
> 'campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua'
> --- campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua   
> 2014-10-25 08:29:32 +
> +++ campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua   
> 2015-05-31 14:39:04 +
> @@ -6,7 +6,7 @@
> map:place_immovable("debris00",second_quarry_field)
> -- so that the player cannot build anything here
>  
> -   sleep(100)
> +   sleep(1000)
>  
> message_box_objective(plr, initial_message_01)
> sleep(500)
> @@ -56,7 +56,7 @@
> end
> sleep(500)
>  
> -   click_on_field(map.player_slots[1].starting_field.brn)
> +   click_on_field(sf.brn)
>  
> message_box_objective(plr, lumberjack_message_04)
>  
> @@ -206,7 +206,7 @@
> -- Showoff direct roadbuilding
> click_on_field(first_quarry_field.brn)
> click_on_panel(wl.ui.MapView().windows.field_action.buttons.build_road, 
> 300)
> -   click_on_field(map.player_slots[1].starting_field.brn)
> +   click_on_field(sf.brn)
>  
> sleep(3000)
>  
> @@ -224,17 +224,16 @@
>else return false end
> end
>  
> -   -- Give the player some time to build the road
> -   -- It is not possible to check for the road. See 
> https://bugs.launchpad.net/widelands/+bug/1380286
> +   -- Wait till the constructionsite is connected to the headquarters
> sleep(20*1000)
> +   while first_quarry_field.brn.immovable.debug_economy ~= 
> sf.brn.immovable.debug_economy do
> +  message_box_objective(plr,quarry_not_connected)
> +  sleep(60*1000)
> +  while not (first_quarry_field.brn.immovable and 
> first_quarry_field.brn.immovable.descr.type_name == "flag") do sleep(5000) end
> +   end

If the player removes the flag during the 60 seconds, 
first_quarry_field.brn.immovable is nil and accessing immovable.debug_economy 
causes a crash. The inner while loop prevents this.

>  
> second_quarry()
>  
> -   -- Wait a while
> -   sleep(60*1000)
> -   -- When the said bug is fixed, check every 30 seconds if the second 
> quarry is connected. Inform the player if not.
> -   -- When that is finally done (and 30 seconds have passed), go on
> -
> -- Interludium: talk about census and statistics
> census_and_statistics()
>  
> @@ -265,6 +264,13 @@
> -- Wait for the constructionsite to be placed
> while not cs do sleep(200) end
>  
> +   sleep(60*1000)
> +   while second_quarry_field.brn.immovable.debug_economy ~= 
> sf.brn.immovable.debug_economy do
> +  message_box_objective(plr,quarry_not_connected)
> +  sleep(60*1000)
> +  while not (second_quarry_field.brn.immovable and 
> second_quarry_field.brn.immovable.descr.type_name == "flag") do sleep(5000) 
> end
> +   end
> +
> o.done = true
> register_immovable_as_allowed(cs)
>  end
> 
> === modified file 'campaigns/tutorial01_basic_control.wmf/scripting/texts.lua'
> --- campaigns/tutorial01_basic_control.wmf/scripting/texts.lua  

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands

2015-06-01 Thread TiborB
see replay

Diff comments:

> === modified file 'campaigns/emp01.wmf/scripting/init.lua'
> --- campaigns/emp01.wmf/scripting/init.lua2014-10-02 17:05:38 +
> +++ campaigns/emp01.wmf/scripting/init.lua2015-05-31 14:39:04 +
> @@ -11,6 +11,5 @@
>  
>  p1 = wl.Game().players[1]
>  
> -include "map:scripting/starting_conditions.lua"
>  include "map:scripting/texts.lua"
>  include "map:scripting/mission_thread.lua"
> 
> === modified file 'campaigns/emp01.wmf/scripting/mission_thread.lua'
> --- campaigns/emp01.wmf/scripting/mission_thread.lua  2014-10-31 11:36:29 
> +
> +++ campaigns/emp01.wmf/scripting/mission_thread.lua  2015-05-31 14:39:04 
> +
> @@ -1,10 +1,10 @@
>  include "scripting/messages.lua"
>  
>  function mission_thread()
> -   sleep(100) -- This is needed for yet unknown reasons
> +   sleep(1000)
>  
> -- Initial messages
> -   local sea = wl.Game().map:get_field(47,25)
> +   local sea = wl.Game().map:get_field(50,25)
> scroll_smoothly_to(sea,0)
>  
> campaign_message_box(diary_page_1)
> @@ -12,15 +12,17 @@
>  
> -- Show the sea
> p1:reveal_fields(sea:region(6))
> +   local ship = p1:place_bob("ship",sea)
> sleep(200)
> campaign_message_box(diary_page_2)
> -- Hide the sea after 5 seconds
> run(function() sleep(5000) p1:hide_fields(sea:region(6)) end)
>  
> -- Back home
> +   include "map:scripting/starting_conditions.lua"
> scroll_smoothly_to(wl.Game().map.player_slots[1].starting_field)
> campaign_message_box(diary_page_3)
> -
> +   ship:remove()
>  
> sleep(400)
>  
> 
> === modified file 'campaigns/emp02.wmf/scripting/mission_thread.lua'
> --- campaigns/emp02.wmf/scripting/mission_thread.lua  2014-10-31 11:36:29 
> +
> +++ campaigns/emp02.wmf/scripting/mission_thread.lua  2015-05-31 14:39:04 
> +
> @@ -5,7 +5,7 @@
>  include "scripting/messages.lua"
>  
>  function building_materials()
> -   sleep(200)
> +   sleep(1000)
> campaign_message_box(diary_page_5)
>  
> local map = wl.Game().map
> 
> === modified file 
> 'campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua'
> --- campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua   
> 2014-10-25 08:29:32 +
> +++ campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua   
> 2015-05-31 14:39:04 +
> @@ -6,7 +6,7 @@
> map:place_immovable("debris00",second_quarry_field)
> -- so that the player cannot build anything here
>  
> -   sleep(100)
> +   sleep(1000)
>  
> message_box_objective(plr, initial_message_01)
> sleep(500)
> @@ -56,7 +56,7 @@
> end
> sleep(500)
>  
> -   click_on_field(map.player_slots[1].starting_field.brn)
> +   click_on_field(sf.brn)
>  
> message_box_objective(plr, lumberjack_message_04)
>  
> @@ -206,7 +206,7 @@
> -- Showoff direct roadbuilding
> click_on_field(first_quarry_field.brn)
> click_on_panel(wl.ui.MapView().windows.field_action.buttons.build_road, 
> 300)
> -   click_on_field(map.player_slots[1].starting_field.brn)
> +   click_on_field(sf.brn)
>  
> sleep(3000)
>  
> @@ -224,17 +224,16 @@
>else return false end
> end
>  
> -   -- Give the player some time to build the road
> -   -- It is not possible to check for the road. See 
> https://bugs.launchpad.net/widelands/+bug/1380286
> +   -- Wait till the constructionsite is connected to the headquarters
> sleep(20*1000)
> +   while first_quarry_field.brn.immovable.debug_economy ~= 
> sf.brn.immovable.debug_economy do
> +  message_box_objective(plr,quarry_not_connected)
> +  sleep(60*1000)
> +  while not (first_quarry_field.brn.immovable and 
> first_quarry_field.brn.immovable.descr.type_name == "flag") do sleep(5000) end
> +   end

Oh, if a player removes the quarry then tutorial will not be able to go on at 
all. Maybe he should get a message "place the quarry back"? But I have not 
played the tutorial at all maybe I should - to fully understand what is going 
on.

>  
> second_quarry()
>  
> -   -- Wait a while
> -   sleep(60*1000)
> -   -- When the said bug is fixed, check every 30 seconds if the second 
> quarry is connected. Inform the player if not.
> -   -- When that is finally done (and 30 seconds have passed), go on
> -
> -- Interludium: talk about census and statistics
> census_and_statistics()
>  
> @@ -265,6 +264,13 @@
> -- Wait for the constructionsite to be placed
> while not cs do sleep(200) end
>  
> +   sleep(60*1000)
> +   while second_quarry_field.brn.immovable.debug_economy ~= 
> sf.brn.immovable.debug_economy do
> +  message_box_objective(plr,quarry_not_connected)
> +  sleep(60*1000)
> +  while not (second_quarry_field.brn.immovable and 
> second_quarry_field.brn.immovable.descr.type_name == "flag") do sleep(5000) 
> end
> +   end
> +
> o.done = true
> register_immovable_as_allowed(cs)
>  end
> 
> === modified file 'campaigns/tutorial01_basic_control.wmf/scripting/texts.lua'
> --- campaigns/tutorial01_

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/authors into lp:widelands

2015-06-01 Thread TiborB
Just curious, update_authors.py will be run everytime on compile or somebody 
should run it after editing json file and push the result to a current branch?
-- 
https://code.launchpad.net/~widelands-dev/widelands/authors/+merge/250513
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/authors into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/authors into lp:widelands

2015-06-01 Thread GunChleoc
It's sufficient to run it when a change in the json files has taken place. My 
plan is to add it to merge_and_push_translations.py, this will make it frequent 
enough. No need to add it to the compile script.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands

2015-06-01 Thread wl-zocker
If the player destroys the quarry construction site, he is not allowed to 
rebuild it. I see three possibilities:

- Allow the user to rebuild the quarry. This would mean to redefinitions of 
immovable_is_legal() inside the while loop, which makes the code quite messy.
- Send a message to the user that destroying the quarry was not clever, and ask 
him to restart from savegame xy. However, this makes the impression that we 
were lazy.
- Leave it as is. The unexperienced user will hopefully not dismantle the 
quarry. If he does, the game does not crash. I can also remove the inner while 
loop, so the player gets automatically notified that something went wrong.
-- 
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Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands

2015-06-01 Thread TiborB
But now, the inner loop will "loop" forever and player will not know what is 
going on - do I understand it correctly?

I think player should receive an message he had messed things up and he should 
restart or reload the game.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands

2015-06-01 Thread wl-zocker
I changed it according to your suggestion. The bug that the game would not 
continue, has been in there before these changes, and I have heard of no 
complaint.

Please test it. Maybe GunChleoc should have a look on the strings before 
merging. I requested her review.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/food_icons into lp:widelands

2015-06-01 Thread Hans Joachim Desserud
Re-reading my previous comment, I guess I should mentioned that I'm not really 
opposed to the CC-license. It's a nice useful license, and I realize we should 
probably discuss more at a later time whether to include CC-BY-SA-licensed 
artwork or otherwise... 

The unfortunate problem is that I don't think we can legally relicense the 
existing graphics without getting permission from the creators, which means one 
set of graphics would be covered by one license and another set under a 
different license. Not sure if that would be ideal.

Like GunChleoc mentions, there are other projects which are mixing GPL and 
CC-BY-SA content without problems. I didn't really think there would be an 
issue, but I wanted to verify they were indeed compatible. It wasn't my 
intention to play the role of the alarmist, but when it comes to license 
issues, I'd rather double-check things before making a decision.

I'm happy to hear it worked out, though. :)
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/food_icons into lp:widelands

2015-06-01 Thread GunChleoc
> The unfortunate problem is that I don't think we can legally relicense the 
> existing graphics without getting permission from the creators

yes, this is what everybody says, and it makes sense too


> which means one set of graphics would be covered by one license and
another set under a different license. Not sure if that would be ideal.

IMO it would be OK to have one license for the code and another for the
artwork, but having 2 different licenses for artwork would make things
too confusing and error-prone IMO. It's already enough work to get the
fontset licenses documented properly.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands

2015-06-01 Thread GunChleoc
Review: Needs Fixing

I have added some suggestions for the strings, and 1 for the code. I haven't 
tested anything yet.

Diff comments:

> === modified file 'campaigns/emp01.wmf/scripting/init.lua'
> --- campaigns/emp01.wmf/scripting/init.lua2014-10-02 17:05:38 +
> +++ campaigns/emp01.wmf/scripting/init.lua2015-06-01 16:12:33 +
> @@ -11,6 +11,5 @@
>  
>  p1 = wl.Game().players[1]
>  
> -include "map:scripting/starting_conditions.lua"
>  include "map:scripting/texts.lua"
>  include "map:scripting/mission_thread.lua"
> 
> === modified file 'campaigns/emp01.wmf/scripting/mission_thread.lua'
> --- campaigns/emp01.wmf/scripting/mission_thread.lua  2014-10-31 11:36:29 
> +
> +++ campaigns/emp01.wmf/scripting/mission_thread.lua  2015-06-01 16:12:33 
> +
> @@ -1,10 +1,10 @@
>  include "scripting/messages.lua"
>  
>  function mission_thread()
> -   sleep(100) -- This is needed for yet unknown reasons
> +   sleep(1000)
>  
> -- Initial messages
> -   local sea = wl.Game().map:get_field(47,25)
> +   local sea = wl.Game().map:get_field(50,25)
> scroll_smoothly_to(sea,0)
>  
> campaign_message_box(diary_page_1)
> @@ -12,15 +12,17 @@
>  
> -- Show the sea
> p1:reveal_fields(sea:region(6))
> +   local ship = p1:place_bob("ship",sea)
> sleep(200)
> campaign_message_box(diary_page_2)
> -- Hide the sea after 5 seconds
> run(function() sleep(5000) p1:hide_fields(sea:region(6)) end)
>  
> -- Back home
> +   include "map:scripting/starting_conditions.lua"
> scroll_smoothly_to(wl.Game().map.player_slots[1].starting_field)
> campaign_message_box(diary_page_3)
> -
> +   ship:remove()
>  
> sleep(400)
>  
> 
> === modified file 'campaigns/emp02.wmf/scripting/mission_thread.lua'
> --- campaigns/emp02.wmf/scripting/mission_thread.lua  2014-10-31 11:36:29 
> +
> +++ campaigns/emp02.wmf/scripting/mission_thread.lua  2015-06-01 16:12:33 
> +
> @@ -5,7 +5,7 @@
>  include "scripting/messages.lua"
>  
>  function building_materials()
> -   sleep(200)
> +   sleep(1000)
> campaign_message_box(diary_page_5)
>  
> local map = wl.Game().map
> 
> === modified file 
> 'campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua'
> --- campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua   
> 2014-10-25 08:29:32 +
> +++ campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua   
> 2015-06-01 16:12:33 +
> @@ -6,7 +6,7 @@
> map:place_immovable("debris00",second_quarry_field)
> -- so that the player cannot build anything here
>  
> -   sleep(100)
> +   sleep(1000)
>  
> message_box_objective(plr, initial_message_01)
> sleep(500)
> @@ -56,7 +56,7 @@
> end
> sleep(500)
>  
> -   click_on_field(map.player_slots[1].starting_field.brn)
> +   click_on_field(sf.brn)
>  
> message_box_objective(plr, lumberjack_message_04)
>  
> @@ -206,7 +206,7 @@
> -- Showoff direct roadbuilding
> click_on_field(first_quarry_field.brn)
> click_on_panel(wl.ui.MapView().windows.field_action.buttons.build_road, 
> 300)
> -   click_on_field(map.player_slots[1].starting_field.brn)
> +   click_on_field(sf.brn)
>  
> sleep(3000)
>  
> @@ -224,21 +224,20 @@
>else return false end
> end
>  
> -   -- Give the player some time to build the road
> -   -- It is not possible to check for the road. See 
> https://bugs.launchpad.net/widelands/+bug/1380286
> +   -- Wait till the construction site is connected to the headquarters
> sleep(20*1000)
> +   while first_quarry_field.brn.immovable.debug_economy ~= 
> sf.brn.immovable.debug_economy do
> +  message_box_objective(plr,quarry_not_connected)
> +  sleep(60*1000)
> +  if not first_quarry_field.brn.immovable then 
> message_box_objective(plr,quarry_illegally_destroyed) return end
> +   end
>  
> second_quarry()
>  
> -   -- Wait a while
> -   sleep(60*1000)
> -   -- When the said bug is fixed, check every 30 seconds if the second 
> quarry is connected. Inform the player if not.
> -   -- When that is finally done (and 30 seconds have passed), go on
> -
> -- Interludium: talk about census and statistics
> census_and_statistics()
>  
> -   while #plr:get_buildings("quarry") < 1 do sleep(1400) end
> +   while #plr:get_buildings("quarry") < 2 do sleep(1400) end
> o.done = true
>  
> messages()
> @@ -265,6 +264,13 @@
> -- Wait for the constructionsite to be placed
> while not cs do sleep(200) end
>  
> +   sleep(60*1000)
> +   while second_quarry_field.brn.immovable.debug_economy ~= 
> sf.brn.immovable.debug_economy do
> +  message_box_objective(plr,quarry_not_connected)
> +  sleep(60*1000)
> +  if not second_quarry_field.brn.immovable then 
> message_box_objective(plr,quarry_illegally_destroyed) return end
> +   end
> +
> o.done = true
> register_immovable_as_allowed(cs)
>  end
> 
> === modified file 'campaigns/tutorial01_basic_control.wmf/scripting/texts.lua'
> --- campaigns/tutorial0

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands

2015-06-01 Thread TiborB
"I have heard of no complaint" - I believe this, there are probably a lot of 
such corner cases in tutorials, but no harm is done when you think also about 
this. I just left one comment in the diff.

Otherwise it LGTM (and yes, I tested it of course)

I presume GunChleoc will look at this yet and give approve if OK.

Diff comments:

> === modified file 'campaigns/emp01.wmf/scripting/init.lua'
> --- campaigns/emp01.wmf/scripting/init.lua2014-10-02 17:05:38 +
> +++ campaigns/emp01.wmf/scripting/init.lua2015-06-01 16:12:33 +
> @@ -11,6 +11,5 @@
>  
>  p1 = wl.Game().players[1]
>  
> -include "map:scripting/starting_conditions.lua"
>  include "map:scripting/texts.lua"
>  include "map:scripting/mission_thread.lua"
> 
> === modified file 'campaigns/emp01.wmf/scripting/mission_thread.lua'
> --- campaigns/emp01.wmf/scripting/mission_thread.lua  2014-10-31 11:36:29 
> +
> +++ campaigns/emp01.wmf/scripting/mission_thread.lua  2015-06-01 16:12:33 
> +
> @@ -1,10 +1,10 @@
>  include "scripting/messages.lua"
>  
>  function mission_thread()
> -   sleep(100) -- This is needed for yet unknown reasons
> +   sleep(1000)
>  
> -- Initial messages
> -   local sea = wl.Game().map:get_field(47,25)
> +   local sea = wl.Game().map:get_field(50,25)
> scroll_smoothly_to(sea,0)
>  
> campaign_message_box(diary_page_1)
> @@ -12,15 +12,17 @@
>  
> -- Show the sea
> p1:reveal_fields(sea:region(6))
> +   local ship = p1:place_bob("ship",sea)
> sleep(200)
> campaign_message_box(diary_page_2)
> -- Hide the sea after 5 seconds
> run(function() sleep(5000) p1:hide_fields(sea:region(6)) end)
>  
> -- Back home
> +   include "map:scripting/starting_conditions.lua"
> scroll_smoothly_to(wl.Game().map.player_slots[1].starting_field)
> campaign_message_box(diary_page_3)
> -
> +   ship:remove()
>  
> sleep(400)
>  
> 
> === modified file 'campaigns/emp02.wmf/scripting/mission_thread.lua'
> --- campaigns/emp02.wmf/scripting/mission_thread.lua  2014-10-31 11:36:29 
> +
> +++ campaigns/emp02.wmf/scripting/mission_thread.lua  2015-06-01 16:12:33 
> +
> @@ -5,7 +5,7 @@
>  include "scripting/messages.lua"
>  
>  function building_materials()
> -   sleep(200)
> +   sleep(1000)
> campaign_message_box(diary_page_5)
>  
> local map = wl.Game().map
> 
> === modified file 
> 'campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua'
> --- campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua   
> 2014-10-25 08:29:32 +
> +++ campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua   
> 2015-06-01 16:12:33 +
> @@ -6,7 +6,7 @@
> map:place_immovable("debris00",second_quarry_field)
> -- so that the player cannot build anything here
>  
> -   sleep(100)
> +   sleep(1000)
>  
> message_box_objective(plr, initial_message_01)
> sleep(500)
> @@ -56,7 +56,7 @@
> end
> sleep(500)
>  
> -   click_on_field(map.player_slots[1].starting_field.brn)
> +   click_on_field(sf.brn)
>  
> message_box_objective(plr, lumberjack_message_04)
>  
> @@ -206,7 +206,7 @@
> -- Showoff direct roadbuilding
> click_on_field(first_quarry_field.brn)
> click_on_panel(wl.ui.MapView().windows.field_action.buttons.build_road, 
> 300)
> -   click_on_field(map.player_slots[1].starting_field.brn)
> +   click_on_field(sf.brn)
>  
> sleep(3000)
>  
> @@ -224,21 +224,20 @@
>else return false end
> end
>  
> -   -- Give the player some time to build the road
> -   -- It is not possible to check for the road. See 
> https://bugs.launchpad.net/widelands/+bug/1380286
> +   -- Wait till the construction site is connected to the headquarters
> sleep(20*1000)
> +   while first_quarry_field.brn.immovable.debug_economy ~= 
> sf.brn.immovable.debug_economy do
> +  message_box_objective(plr,quarry_not_connected)
> +  sleep(60*1000)
> +  if not first_quarry_field.brn.immovable then 
> message_box_objective(plr,quarry_illegally_destroyed) return end
> +   end
>  
> second_quarry()
>  
> -   -- Wait a while
> -   sleep(60*1000)
> -   -- When the said bug is fixed, check every 30 seconds if the second 
> quarry is connected. Inform the player if not.
> -   -- When that is finally done (and 30 seconds have passed), go on
> -
> -- Interludium: talk about census and statistics
> census_and_statistics()
>  
> -   while #plr:get_buildings("quarry") < 1 do sleep(1400) end
> +   while #plr:get_buildings("quarry") < 2 do sleep(1400) end
> o.done = true
>  
> messages()
> @@ -265,6 +264,13 @@
> -- Wait for the constructionsite to be placed
> while not cs do sleep(200) end
>  
> +   sleep(60*1000)
> +   while second_quarry_field.brn.immovable.debug_economy ~= 
> sf.brn.immovable.debug_economy do
> +  message_box_objective(plr,quarry_not_connected)
> +  sleep(60*1000)
> +  if not second_quarry_field.brn.immovable then 
> message_box_objective(plr,quarry_illegally_destroyed) ret

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands

2015-06-01 Thread wl-zocker
Thank you both for you input. I am waiting for your approval now.
-- 
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Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands

2015-06-01 Thread TiborB
It is OK for me...
-- 
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Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands.

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