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. _______________________________________________ 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