see replay

Diff comments:
> === modified file 'campaigns/emp01.wmf/scripting/init.lua'
> --- campaigns/emp01.wmf/scripting/init.lua    2014-10-02 17:05:38 +0000
> +++ campaigns/emp01.wmf/scripting/init.lua    2015-05-31 14:39:04 +0000
> @@ -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 
> +0000
> +++ campaigns/emp01.wmf/scripting/mission_thread.lua  2015-05-31 14:39:04 
> +0000
> @@ -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 
> +0000
> +++ campaigns/emp02.wmf/scripting/mission_thread.lua  2015-05-31 14:39:04 
> +0000
> @@ -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 +0000
> +++ campaigns/tutorial01_basic_control.wmf/scripting/mission_thread.lua       
> 2015-05-31 14:39:04 +0000
> @@ -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_basic_control.wmf/scripting/texts.lua        
> 2015-01-24 11:43:42 +0000
> +++ campaigns/tutorial01_basic_control.wmf/scripting/texts.lua        
> 2015-05-31 14:39:04 +0000
> @@ -338,6 +338,15 @@
>     )
>  }
>  
> +quarry_not_connected = {
> +   title = _"Quarry not connected",
> +   body = rt(
> +      p(_[[Your workers do not like to walk across country. You have to 
> build a road from your headquartes to the construction site for that carriers 
> can transport wares. The simplest way is to click on the flag of the 
> construction site, choose ‘Build road’, and then click on the destination 
> flag (the one in front of your headquarters), just like I’ve demonstrated.]])
> +   ),
> +   w = 350,
> +   h = 250
> +}
> +
>  build_second_quarry = {
>     position = "topright",
>     title = _"Build a second quarry",
> 
> === modified file 
> 'campaigns/tutorial02_warfare.wmf/scripting/mission_thread.lua'
> --- campaigns/tutorial02_warfare.wmf/scripting/mission_thread.lua     
> 2014-10-17 08:38:24 +0000
> +++ campaigns/tutorial02_warfare.wmf/scripting/mission_thread.lua     
> 2015-05-31 14:39:04 +0000
> @@ -3,7 +3,7 @@
>  -- ================
>  
>  function intro()
> -   sleep(200)
> +   sleep(1000)
>     message_box_objective(plr, introduction)
>  
>     training()
> 
> === modified file 
> 'campaigns/tutorial03_seafaring.wmf/scripting/mission_thread.lua'
> --- campaigns/tutorial03_seafaring.wmf/scripting/mission_thread.lua   
> 2014-10-17 08:38:24 +0000
> +++ campaigns/tutorial03_seafaring.wmf/scripting/mission_thread.lua   
> 2015-05-31 14:39:04 +0000
> @@ -36,8 +36,10 @@
>  
>     local o = message_box_objective(plr, tell_about_ships)
>  
> -   -- we cannot check for ships yet (see 
> https://bugs.launchpad.net/widelands/+bug/1380287), so we just wait some time 
> and hope for the best
> -   sleep(25*60*1000) -- 25 minutes
> +   -- we only wait for one ship and a bit longer because it takes long enough
> +   while #plr:get_ships() < 1 do sleep(30*1000) end
> +   sleep(5*60*1000)
> +
>     o.done = true
>  
>     expedition()
> @@ -48,8 +50,14 @@
>     message_box_objective(plr, expedition1)
>     local o = message_box_objective(plr, expedition2)
>  
> -   -- again, we can only wait. Better a bit too long than too short
> -   sleep(3*60*1000) -- 3 minutes
> +   local function _ship_ready_for_expedition()
> +      for k,v in ipairs(plr:get_ships()) do
> +         if v.state == "exp_waiting" then return k end
> +      end
> +      return nil
> +   end
> +
> +   while not _ship_ready_for_expedition() do sleep(1000) end
>     o.done = true
>  
>     local o2 = message_box_objective(plr, expedition3)
> 
> === modified file 'campaigns/tutorial03_seafaring.wmf/scripting/texts.lua'
> --- campaigns/tutorial03_seafaring.wmf/scripting/texts.lua    2014-11-11 
> 10:31:01 +0000
> +++ campaigns/tutorial03_seafaring.wmf/scripting/texts.lua    2015-05-31 
> 14:39:04 +0000
> @@ -161,8 +161,7 @@
>     title = _"Off to greener pastures",
>     body = rt(
>        h1(_"Start your expedition") ..
> -      p(_[[Your expedition should be ready about now. If not, please wait a 
> bit – you will receive a message.]]) ..
> -             p(_[[Your ship will be waiting for your orders in front of your 
> port. It won’t be transporting wares anymore. Use its buttons to send your 
> ship in any of the six main directions of the Widelands map. When it has 
> reached a coastline, you can make it travel around the coast, where it will 
> look for suitable places for landing.]] .. " " ..
> +             p(_[[Your expedition ship is ready. It is waiting for your 
> orders in front of your port. It isn’t transporting wares anymore. Use its 
> buttons to send your ship in any of the six main directions of the Widelands 
> map. When it has reached a coastline, you can make it travel around the 
> coast, where it will look for suitable places for landing.]] .. " " ..
>               _[[Once a port space has been found, you can construct a new 
> port with the button in the center of the ship’s control window.]]) ..
>        p(_[[The wares will then be unloaded, and the ship will take up the 
> task of transporting wares once again. The builder will start his work and 
> build a port.]]) ..
>        paragraphdivider() ..
> 
> === modified file 
> 'campaigns/tutorial04_economy.wmf/scripting/helper_functions.lua'
> --- campaigns/tutorial04_economy.wmf/scripting/helper_functions.lua   
> 2014-10-29 07:55:28 +0000
> +++ campaigns/tutorial04_economy.wmf/scripting/helper_functions.lua   
> 2015-05-31 14:39:04 +0000
> @@ -15,7 +15,7 @@
>           if bdescr.soldiers then
>              b:set_soldiers(bdescr.soldiers)
>           else
> -            -- TODO(wl-zocker): this creates "1 soldier (+4)", but I want a 
> capacity of 1 (i.e. "1 soldier")
> +            -- TODO(wl-zocker): this creates "1 soldier (+4)", but I want a 
> capacity of 1 (i.e. "1 soldier"). See 
> https://bugs.launchpad.net/widelands/+bug/1387310
>              b:set_soldiers({0,0,0,0}, 1)
>           end
>        elseif bdescr.soldiers then -- Must be a warehouse
> 
> === modified file 
> 'campaigns/tutorial04_economy.wmf/scripting/mission_thread.lua'
> --- campaigns/tutorial04_economy.wmf/scripting/mission_thread.lua     
> 2014-10-18 16:30:47 +0000
> +++ campaigns/tutorial04_economy.wmf/scripting/mission_thread.lua     
> 2015-05-31 14:39:04 +0000
> @@ -3,7 +3,7 @@
>  -- ===============
>  
>  function introduction()
> -   sleep(500)
> +   sleep(1000)
>     message_box_objective(plr, intro1)
>     message_box_objective(plr, intro2)
>  
> 


-- 
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.

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