The missing panel: The following happened once while testing:
I built the first quarry. At this very moment, the check "if 
wl.ui.MapView().is_building_road" happened, which was false at that time. Then, 
the game got control and entered the road building mode (as I had set in the 
options). My script now attempted to click on the flag to start road building 
manually, but was presented with the "Cancel road" menu. In this menu, it tried 
to click on "Start road building", which failed.
I have added this check to deal more cleverly with the option the user can set 
(wasn't there some discussion about removing it?). For now, I sleep additional 
100 ms and hope this is fixed.

1) bzr move: I did bzr mv the old tutorial to 01_Basic_control because most 
parts came from there. If bazaar can put two files together/split a file in two 
and keeping the history, that would be great, but I do not know such a feature.
2) As I wrote, the "Connect quarry" objective is achived after both quarries 
are completed. I am not really happy with this, but the only other possibility 
is to set this done after a certain amount of time. I have no information about 
the construction site (its progress).
3) Crash with cs.fields[1]: Both construction sites have their own "local cs" 
variable, so I have no idea how they shall interact (the cs.fields[1] refers to 
the first construction site). I have been able to reproduce it, but after some 
code changing, it did not always happen. My only idea was that the construction 
site was finished in meantime, but when I tried to reproduce it, I got 
"MapObject no longer exists!" (and not BaseImmovable). I now pass 
first_quarry_field to the function. Thinking about it, I could also hardcode it 
there and do not pass anything at all.
-- 
https://code.launchpad.net/~widelands-dev/widelands/new-tutorials/+merge/238682
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