Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands
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
Thanks :) -- https://code.launchpad.net/~widelands-dev/widelands/bug-1459529/+merge/260632 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1459529. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1459529 into lp:widelands
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 -- Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1459529. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands
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
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
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. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/authors into lp:widelands
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. -- 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. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands
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. -- https://code.launchpad.net/~widelands-dev/widelands/tutorial-improvements/+merge/260656 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands
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. -- https://code.launchpad.net/~widelands-dev/widelands/tutorial-improvements/+merge/260656 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands
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. -- https://code.launchpad.net/~widelands-dev/widelands/tutorial-improvements/+merge/260656 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/food_icons into lp:widelands
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. :) -- https://code.launchpad.net/~widelands-dev/widelands/food_icons/+merge/259327 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/food_icons. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/food_icons into lp:widelands
> 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. -- https://code.launchpad.net/~widelands-dev/widelands/food_icons/+merge/259327 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/food_icons. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands
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
"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
Thank you both for you input. I am waiting for your approval now. -- https://code.launchpad.net/~widelands-dev/widelands/tutorial-improvements/+merge/260656 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp
Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands
It is OK for me... -- https://code.launchpad.net/~widelands-dev/widelands/tutorial-improvements/+merge/260656 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/tutorial-improvements into lp:widelands. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp