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Message #06439
[Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands
GunChleoc has proposed merging lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands.
Commit message:
New starting condition "Training Outpost" that will periodically give the player some wares if needed (cheat mode)
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/new_starting_conditions/+merge/288059
New starting condition "Training Outpost" that will periodically give the player some wares if needed (cheat mode)
--
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands.
=== modified file 'data/tribes/preload.lua'
--- data/tribes/preload.lua 2015-11-02 17:19:44 +0000
+++ data/tribes/preload.lua 2016-03-04 07:08:11 +0000
@@ -18,6 +18,7 @@
starting_conditions = {
dirname .. "scripting/starting_conditions/barbarians/headquarters.lua";
dirname .. "scripting/starting_conditions/barbarians/fortified_village.lua";
+ dirname .. "scripting/starting_conditions/barbarians/trading_outpost.lua";
}
},
@@ -33,6 +34,7 @@
starting_conditions = {
dirname .. "scripting/starting_conditions/empire/headquarters.lua";
dirname .. "scripting/starting_conditions/empire/fortified_village.lua";
+ dirname .. "scripting/starting_conditions/empire/trading_outpost.lua";
}
},
@@ -48,6 +50,7 @@
starting_conditions = {
dirname .. "scripting/starting_conditions/atlanteans/headquarters.lua";
dirname .. "scripting/starting_conditions/atlanteans/fortified_village.lua";
+ dirname .. "scripting/starting_conditions/atlanteans/trading_outpost.lua";
}
}
}
=== modified file 'data/tribes/scripting/starting_conditions/atlanteans/fortified_village.lua'
--- data/tribes/scripting/starting_conditions/atlanteans/fortified_village.lua 2016-03-01 09:31:36 +0000
+++ data/tribes/scripting/starting_conditions/atlanteans/fortified_village.lua 2016-03-04 07:08:11 +0000
@@ -8,6 +8,7 @@
return {
descname = _ "Fortified Village",
+ tooltip = _" Start the game with a fortified military installation",
func = function(plr, shared_in_start)
local sf = wl.Game().map.player_slots[plr.number].starting_field
=== modified file 'data/tribes/scripting/starting_conditions/atlanteans/headquarters.lua'
--- data/tribes/scripting/starting_conditions/atlanteans/headquarters.lua 2016-01-28 05:24:34 +0000
+++ data/tribes/scripting/starting_conditions/atlanteans/headquarters.lua 2016-03-04 07:08:11 +0000
@@ -8,6 +8,7 @@
init = {
descname = _ "Headquarters",
+ tooltip = _"Start the game with your headquarters only",
func = function(plr, shared_in_start)
local sf = wl.Game().map.player_slots[plr.number].starting_field
=== added file 'data/tribes/scripting/starting_conditions/atlanteans/trading_outpost.lua'
--- data/tribes/scripting/starting_conditions/atlanteans/trading_outpost.lua 1970-01-01 00:00:00 +0000
+++ data/tribes/scripting/starting_conditions/atlanteans/trading_outpost.lua 2016-03-04 07:08:11 +0000
@@ -0,0 +1,180 @@
+-- =======================================================================
+-- Headquarters Starting Conditions for Atlanteans
+-- =======================================================================
+
+include "scripting/infrastructure.lua"
+
+set_textdomain("tribes")
+
+return {
+ descname = _"Trading Outpost",
+ tooltip = _"If this player runs out of important wares, they will be replenished for free",
+ func = function(player, shared_in_start)
+
+ local sf = wl.Game().map.player_slots[player.number].starting_field
+ if shared_in_start then
+ sf = shared_in_start
+ else
+ player:allow_workers("all")
+ end
+
+ prefilled_buildings(player, { "atlanteans_headquarters", sf.x, sf.y,
+ wares = {
+ diamond = 7,
+ iron_ore = 5,
+ quartz = 9,
+ granite = 50,
+ spider_silk = 9,
+ log = 80,
+ coal = 12,
+ gold = 14,
+ gold_thread = 6,
+ iron = 8,
+ planks = 45,
+ spidercloth = 5,
+ blackroot = 5,
+ blackroot_flour = 12,
+ atlanteans_bread = 8,
+ corn = 5,
+ cornmeal = 12,
+ fish = 3,
+ meat = 3,
+ smoked_fish = 6,
+ smoked_meat = 6,
+ water = 12,
+ bread_paddle = 2,
+ buckets = 2,
+ fire_tongs = 2,
+ fishing_net = 4,
+ hammer = 11,
+ hunting_bow = 1,
+ milking_tongs = 2,
+ hook_pole = 2,
+ pick = 8,
+ saw = 9,
+ scythe = 4,
+ shovel = 9,
+ tabard = 5,
+ trident_light = 5,
+ },
+ workers = {
+ atlanteans_armorsmith = 1,
+ atlanteans_blackroot_farmer = 1,
+ atlanteans_builder = 10,
+ atlanteans_charcoal_burner = 1,
+ atlanteans_carrier = 40,
+ atlanteans_fishbreeder = 1,
+ atlanteans_geologist = 4,
+ atlanteans_miner = 4,
+ atlanteans_sawyer = 1,
+ atlanteans_stonecutter = 2,
+ atlanteans_toolsmith = 2,
+ atlanteans_weaponsmith = 1,
+ atlanteans_woodcutter = 3,
+ atlanteans_horse = 5,
+ },
+ -- Max health: 1, Max attack: 4, Max defense: 2, Max evade: 2
+ soldiers = {
+ [{0,0,0,0}] = 25,
+ [{1,0,0,1}] = 5,
+ [{1,1,0,0}] = 5,
+ }
+ })
+
+ place_building_in_region(player, "atlanteans_toolsmithy", sf:region(11), {
+ wares = {
+ iron = 6,
+ log = 6,
+ spidercloth = 4
+ }
+ })
+
+ place_building_in_region(player, "atlanteans_sawmill", sf:region(11), {
+ wares = {
+ log = 8
+ }
+ })
+
+ place_building_in_region(player, "atlanteans_hunters_house", sf:region(11), {
+ wares = {}
+ })
+
+ place_building_in_region(player, "atlanteans_tower", sf:region(13), {
+ soldiers = {
+ [{0,0,0,0}] = 1,
+ },
+ })
+
+ -- Get all warehouse types
+ local plr = wl.Game().players[player.number]
+ local warehouse_types = {}
+ for i, building_name in ipairs(wl.Game():get_tribe_description(plr.tribe_name).buildings) do
+ if (wl.Game():get_building_description(building_name).type_name == "warehouse") then
+ table.insert(warehouse_types, building_name)
+ end
+ end
+
+ -- index of a warehouse we will add to. Used to 'rotate' warehouses
+ local idx = 1
+
+ for i=1,100000 do
+ sleep(300000)
+
+ -- collect all ~warehouses and pick one to insert the wares
+ local warehouses = {}
+ for i, building_name in ipairs(warehouse_types) do
+ warehouses = array_combine(warehouses, plr:get_buildings(building_name))
+ end
+
+ if #warehouses > 0 then
+
+ -- adding to a warehouse with index idx, if out of range, adding to wh 1
+ if idx > #warehouses then
+ idx = 1
+ end
+
+ local wh = warehouses[idx]
+ local added = 0
+
+ if wh:get_wares("water") < 100 then
+ wh:set_wares("water", wh:get_wares("water") + 20)
+ added = added + 1
+ end
+ if wh:get_wares("log") < 100 then
+ wh:set_wares("log", wh:get_wares("log") + 20)
+ added = added + 1
+ end
+ if wh:get_wares("granite") < 100 then
+ wh:set_wares("granite", wh:get_wares("granite") + 10)
+ added = added + 1
+ end
+ if wh:get_wares("coal") < 100 then
+ wh:set_wares("coal", wh:get_wares("coal") + 5)
+ added = added + 1
+ end
+ if wh:get_wares("iron_ore") < 100 then
+ wh:set_wares("iron_ore", wh:get_wares("iron_ore") + 5)
+ added = added + 1
+ end
+ if wh:get_wares("quartz") < 10 then
+ wh:set_wares("quartz", wh:get_wares("quartz") + 1)
+ added = added + 1
+ end
+ if wh:get_wares("meat") < 50 then
+ wh:set_wares("meat", wh:get_wares("meat") + 1)
+ added = added + 1
+ end
+ if wh:get_wares("gold") < 10 then
+ wh:set_wares("gold", wh:get_wares("gold") + 1)
+ added = added + 1
+ end
+
+ if (added > 0) then
+ print (player.number..": "..added.." types of ware added to warehouse "..idx.." of "..#warehouses.." (cheating mode)")
+ end
+
+ idx = idx + 1
+ end
+ end
+end
+}
=== modified file 'data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua'
--- data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua 2016-03-01 09:31:36 +0000
+++ data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua 2016-03-04 07:08:11 +0000
@@ -8,6 +8,7 @@
return {
descname = _ "Fortified Village",
+ tooltip = _" Start the game with a fortified military installation",
func = function(plr, shared_in_start)
local sf = wl.Game().map.player_slots[plr.number].starting_field
=== modified file 'data/tribes/scripting/starting_conditions/barbarians/headquarters.lua'
--- data/tribes/scripting/starting_conditions/barbarians/headquarters.lua 2016-01-28 05:24:34 +0000
+++ data/tribes/scripting/starting_conditions/barbarians/headquarters.lua 2016-03-04 07:08:11 +0000
@@ -8,6 +8,7 @@
init = {
descname = _ "Headquarters",
+ tooltip = _"Start the game with your headquarters only",
func = function(player, shared_in_start)
local sf = wl.Game().map.player_slots[player.number].starting_field
=== added file 'data/tribes/scripting/starting_conditions/barbarians/trading_outpost.lua'
--- data/tribes/scripting/starting_conditions/barbarians/trading_outpost.lua 1970-01-01 00:00:00 +0000
+++ data/tribes/scripting/starting_conditions/barbarians/trading_outpost.lua 2016-03-04 07:08:11 +0000
@@ -0,0 +1,175 @@
+-- =======================================================================
+-- Start conditions for Headquarters Medium
+-- =======================================================================
+
+include "scripting/infrastructure.lua"
+
+set_textdomain("tribes")
+
+return {
+ descname = _"Trading Outpost",
+ tooltip = _"If this player runs out of important wares, they will be replenished for free",
+ func = function(player, shared_in_start)
+
+ local sf = wl.Game().map.player_slots[player.number].starting_field
+ if shared_in_start then
+ sf = shared_in_start
+ else
+ player:allow_workers("all")
+ end
+
+ hq = prefilled_buildings(player, { "barbarians_headquarters", sf.x, sf.y,
+ wares = {
+ ax = 5,
+ bread_paddle = 2,
+ blackwood = 32,
+ cloth = 5,
+ coal = 12,
+ felling_ax = 4,
+ fire_tongs = 2,
+ fish = 6,
+ fishing_rod = 2,
+ gold = 14,
+ grout = 12,
+ hammer = 12,
+ hunting_spear = 2,
+ iron = 12,
+ iron_ore = 5,
+ kitchen_tools = 4,
+ meal = 4,
+ meat = 6,
+ pick = 8,
+ barbarians_bread = 8,
+ ration = 12,
+ granite = 40,
+ scythe = 6,
+ shovel = 4,
+ snack = 3,
+ thatch_reed = 24,
+ log = 80,
+ },
+ workers = {
+ barbarians_blacksmith = 2,
+ barbarians_blacksmith_master = 1,
+ barbarians_brewer = 1,
+ barbarians_brewer_master = 1,
+ barbarians_builder = 10,
+ barbarians_charcoal_burner = 1,
+ barbarians_carrier = 40,
+ barbarians_gardener = 1,
+ barbarians_geologist = 4,
+ barbarians_lime_burner = 1,
+ barbarians_lumberjack = 3,
+ barbarians_miner = 4,
+ barbarians_ranger = 1,
+ barbarians_stonemason = 2,
+ barbarians_ox = 5,
+ },
+ -- Max health: 3, Max attack: 5, Max defense: 0, Max evade: 2
+ soldiers = {
+ [{0,0,0,0}] = 35,
+ [{1,0,0,1}] = 5,
+ [{1,1,0,0}] = 5,
+ }
+ })
+
+ place_building_in_region(player, "barbarians_metal_workshop", sf:region(11), {
+ wares = {
+ iron = 8,
+ log = 8
+ }
+ })
+
+ place_building_in_region(player, "barbarians_wood_hardener", sf:region(11), {
+ wares = {
+ log = 8
+ }
+ })
+
+ place_building_in_region(player, "barbarians_hunters_hut", sf:region(11), {
+ wares = {}
+ })
+
+ place_building_in_region(player, "barbarians_tower", sf:region(13), {
+ soldiers = {
+ [{0,0,0,0}] = 1,
+ },
+ })
+
+ -- Get all warehouse types
+ local plr = wl.Game().players[player.number]
+ local warehouse_types = {}
+ for i, building_name in ipairs(wl.Game():get_tribe_description(plr.tribe_name).buildings) do
+ if (wl.Game():get_building_description(building_name).type_name == "warehouse") then
+ table.insert(warehouse_types, building_name)
+ end
+ end
+
+ -- index of a warehouse we will add to. Used to 'rotate' warehouses
+ local idx = 1
+
+ for i=1,100000 do
+ sleep(300000)
+
+ -- collect all ~warehouses and pick one to insert the wares
+ local warehouses = {}
+ for i, building_name in ipairs(warehouse_types) do
+ warehouses = array_combine(warehouses, plr:get_buildings(building_name))
+ end
+
+ if #warehouses > 0 then
+
+ -- adding to a warehouse with index idx, if out of range, adding to wh 1
+ if idx > #warehouses then
+ idx = 1
+ end
+
+ local wh = warehouses[idx]
+ local added = 0
+
+ if plr:get_wares("water") < 40 + #warehouses * 10 then
+ wh:set_wares("water", wh:get_wares("water") + 20 + #warehouses * 2)
+ added = added + 1
+ end
+ if plr:get_wares("log") < 40 + #warehouses * 10 then
+ wh:set_wares("log", wh:get_wares("log") + 20)
+ added = added + 1
+ end
+ if plr:get_wares("granite") < 30 + #warehouses * 10 then
+ wh:set_wares("granite", wh:get_wares("granite") + 10 + #warehouses * 2)
+ added = added + 1
+ end
+ if plr:get_wares("coal") < 70 + #warehouses * 10 then
+ wh:set_wares("coal", wh:get_wares("coal") + 25 + #warehouses * 5)
+ added = added + 1
+ end
+ if plr:get_wares("iron_ore") < 30 + #warehouses * 10 then
+ wh:set_wares("iron_ore", wh:get_wares("iron_ore") + 10 + #warehouses * 2)
+ added = added + 1
+ end
+ if wh:get_wares("fish") < 40 + #warehouses * 5 then
+ wh:set_wares("fish", wh:get_wares("fish") + 10)
+ added = added + 1
+ end
+ if plr:get_wares("gold") < 20 + #warehouses * 5 then
+ wh:set_wares("gold", wh:get_wares("gold") + 3)
+ added = added + 1
+ end
+ if plr:get_wares("wheat") < 60 + #warehouses * 10 then
+ wh:set_wares("wheat", wh:get_wares("wheat") + 15 + #warehouses * 2)
+ added = added + 1
+ end
+ if plr:get_wares("barbarians_bread") < 40 + #warehouses * 5 then
+ wh:set_wares("barbarians_bread", wh:get_wares("barbarians_bread") + 8 + #warehouses * 2)
+ added = added + 1
+ end
+
+ if (added > 0) then
+ print (player.number..": "..added.." types of ware added to warehouse "..idx.." of "..#warehouses.." (cheating mode)")
+ end
+
+ idx = idx + 1
+ end
+ end
+end
+}
=== modified file 'data/tribes/scripting/starting_conditions/empire/fortified_village.lua'
--- data/tribes/scripting/starting_conditions/empire/fortified_village.lua 2016-03-01 09:31:36 +0000
+++ data/tribes/scripting/starting_conditions/empire/fortified_village.lua 2016-03-04 07:08:11 +0000
@@ -8,6 +8,7 @@
return {
descname = _ "Fortified Village",
+ tooltip = _" Start the game with a fortified military installation",
func = function(plr, shared_in_start)
local sf = wl.Game().map.player_slots[plr.number].starting_field
=== modified file 'data/tribes/scripting/starting_conditions/empire/headquarters.lua'
--- data/tribes/scripting/starting_conditions/empire/headquarters.lua 2016-01-28 05:24:34 +0000
+++ data/tribes/scripting/starting_conditions/empire/headquarters.lua 2016-03-04 07:08:11 +0000
@@ -8,6 +8,7 @@
return {
descname = _ "Headquarters",
+ tooltip = _"Start the game with your headquarters only",
func = function(p, shared_in_start)
local sf = wl.Game().map.player_slots[p.number].starting_field
=== added file 'data/tribes/scripting/starting_conditions/empire/trading_outpost.lua'
--- data/tribes/scripting/starting_conditions/empire/trading_outpost.lua 1970-01-01 00:00:00 +0000
+++ data/tribes/scripting/starting_conditions/empire/trading_outpost.lua 2016-03-04 07:08:11 +0000
@@ -0,0 +1,177 @@
+-- =======================================================================
+-- Starting conditions for Headquarters Medium
+-- =======================================================================
+
+include "scripting/infrastructure.lua"
+
+set_textdomain("tribes")
+
+return {
+ descname = _"Trading Outpost",
+ tooltip = _"If this player runs out of important wares, they will be replenished for free",
+ func = function(player, shared_in_start)
+
+ local sf = wl.Game().map.player_slots[player.number].starting_field
+
+ if shared_in_start then
+ sf = shared_in_start
+ else
+ player:allow_workers("all")
+ end
+
+ prefilled_buildings(player, { "empire_headquarters", sf.x, sf.y,
+ wares = {
+ armor_helmet = 4,
+ spear_wooden = 5,
+ felling_ax = 6,
+ bread_paddle = 2,
+ basket = 2,
+ empire_bread = 8,
+ cloth = 5,
+ coal = 12,
+ fire_tongs = 2,
+ fish = 6,
+ fishing_rod = 2,
+ flour = 4,
+ gold = 14,
+ grape = 4,
+ hammer = 14,
+ hunting_spear = 2,
+ iron = 12,
+ iron_ore = 5,
+ kitchen_tools = 4,
+ marble = 25,
+ marble_column = 6,
+ meal = 4,
+ meat = 6,
+ pick = 8,
+ ration = 12,
+ saw = 2,
+ scythe = 5,
+ shovel = 6,
+ granite = 40,
+ log = 80,
+ water = 12,
+ wheat = 4,
+ wine = 8,
+ planks = 45,
+ wool = 2,
+ },
+ workers = {
+ empire_armorsmith = 1,
+ empire_brewer = 1,
+ empire_builder = 10,
+ empire_carrier = 40,
+ empire_charcoal_burner = 1,
+ empire_geologist = 4,
+ empire_lumberjack = 3,
+ empire_miner = 4,
+ empire_stonemason = 2,
+ empire_toolsmith = 2,
+ empire_weaponsmith = 1,
+ empire_donkey = 5,
+ },
+ -- Max health: 4, Max attack: 4, Max defense: 0, Max evade: 2
+ soldiers = {
+ [{0,0,0,0}] = 35,
+ [{1,0,0,1}] = 5,
+ [{1,1,0,0}] = 5,
+ }
+ })
+
+ place_building_in_region(player, "empire_toolsmithy", sf:region(11), {
+ wares = {
+ iron = 8,
+ log = 8
+ }
+ })
+
+ place_building_in_region(player, "empire_sawmill", sf:region(11), {
+ wares = {
+ log = 8
+ }
+ })
+
+ place_building_in_region(player, "empire_hunters_house", sf:region(11), {
+ wares = {}
+ })
+
+ place_building_in_region(player, "empire_tower", sf:region(13), {
+ soldiers = {
+ [{0,0,0,0}] = 1,
+ },
+ })
+
+ -- Get all warehouse types
+ local plr = wl.Game().players[player.number]
+ local warehouse_types = {}
+ for i, building_name in ipairs(wl.Game():get_tribe_description(plr.tribe_name).buildings) do
+ if (wl.Game():get_building_description(building_name).type_name == "warehouse") then
+ table.insert(warehouse_types, building_name)
+ end
+ end
+
+ -- index of a warehouse we will add to. Used to 'rotate' warehouses
+ local idx = 1
+
+ for i=1,100000 do
+ sleep(300000)
+
+ -- collect all ~warehouses and pick one to insert the wares
+ local warehouses = {}
+ for i, building_name in ipairs(warehouse_types) do
+ warehouses = array_combine(warehouses, plr:get_buildings(building_name))
+ end
+
+ if #warehouses > 0 then
+
+ -- adding to a warehouse with index idx, if out of range, adding to wh 1
+ if idx > #warehouses then
+ idx = 1
+ end
+
+ local wh = warehouses[idx]
+ local added = 0
+
+ if wh:get_wares("water") < 100 then
+ wh:set_wares("water", wh:get_wares("water") + 20)
+ end
+ if wh:get_wares("log") < 100 then
+ wh:set_wares("log", wh:get_wares("log") + 10)
+ end
+ if wh:get_wares("granite") < 100 then
+ wh:set_wares("granite", wh:get_wares("granite") + 5 + #warehouses)
+ end
+ if wh:get_wares("coal") < 100 then
+ wh:set_wares("coal", wh:get_wares("coal") + 5)
+ end
+ if wh:get_wares("iron_ore") < 100 then
+ wh:set_wares("iron_ore", wh:get_wares("iron_ore") + 5)
+ end
+ if wh:get_wares("marble") < 100 then
+ wh:set_wares("marble", wh:get_wares("marble") + 5)
+ end
+ if wh:get_wares("fish") < 50 then
+ wh:set_wares("fish", wh:get_wares("fish") + 1)
+ end
+ if wh:get_wares("gold") < 50 then
+ wh:set_wares("gold", wh:get_wares("gold") + 1)
+ end
+ if plr:get_wares("wheat") < 60 + #warehouses * 10 then
+ wh:set_wares("wheat", wh:get_wares("wheat") + 10 + #warehouses * 2)
+ added = added + 1
+ end
+ if plr:get_wares("flour") < 30 + #warehouses * 10 then
+ wh:set_wares("flour", wh:get_wares("flour") + #warehouses * 5)
+ added = added + 1
+ end
+
+ if (added > 0) then
+ print (player.number..": "..added.." types of ware added to warehouse "..idx.." of "..#warehouses.." (cheating mode)")
+ end
+
+ idx = idx + 1
+ end
+ end
+end
+}
=== modified file 'src/logic/map_objects/tribes/tribe_basic_info.cc'
--- src/logic/map_objects/tribes/tribe_basic_info.cc 2015-11-28 22:29:26 +0000
+++ src/logic/map_objects/tribes/tribe_basic_info.cc 2016-03-04 07:08:11 +0000
@@ -40,7 +40,9 @@
{
std::unique_ptr<LuaTable> script_table = lua.run_script(script_path);
script_table->do_not_warn_about_unaccessed_keys();
- initializations.push_back(Initialization(script_path, script_table->get_string("descname")));
+ initializations.push_back(Initialization(script_path,
+ script_table->get_string("descname"),
+ script_table->get_string("tooltip")));
}
} catch (const WException & e) {
throw Widelands::GameDataError
=== modified file 'src/logic/map_objects/tribes/tribe_basic_info.h'
--- src/logic/map_objects/tribes/tribe_basic_info.h 2015-11-28 22:29:26 +0000
+++ src/logic/map_objects/tribes/tribe_basic_info.h 2016-03-04 07:08:11 +0000
@@ -34,11 +34,13 @@
/// Script path and localized name for a starting condition
struct Initialization {
- Initialization(std::string init_script, std::string init_descname) :
+ Initialization(std::string init_script, std::string init_descname, std::string init_tooltip) :
script(init_script),
- descname(init_descname) {}
+ descname(init_descname),
+ tooltip(init_tooltip) {}
std::string script;
std::string descname;
+ std::string tooltip;
};
TribeBasicInfo(std::unique_ptr<LuaTable> table);
=== modified file 'src/network/netclient.cc'
--- src/network/netclient.cc 2016-02-16 06:54:47 +0000
+++ src/network/netclient.cc 2016-03-04 07:08:11 +0000
@@ -784,7 +784,9 @@
std::unique_ptr<LuaTable> t = lua.run_script(initialization_script);
t->do_not_warn_about_unaccessed_keys();
info.initializations.push_back
- (TribeBasicInfo::Initialization(initialization_script, t->get_string("descname")));
+ (TribeBasicInfo::Initialization(initialization_script,
+ t->get_string("descname"),
+ t->get_string("tooltip")));
}
d->settings.tribes.push_back(info);
}
=== modified file 'src/wui/multiplayersetupgroup.cc'
--- src/wui/multiplayersetupgroup.cc 2016-02-07 16:31:06 +0000
+++ src/wui/multiplayersetupgroup.cc 2016-03-04 07:08:11 +0000
@@ -377,6 +377,7 @@
for (const TribeBasicInfo& tribeinfo : settings.tribes) {
if (tribeinfo.name == player_setting.tribe) {
init->set_title(_(tribeinfo.initializations.at(player_setting.initialization_index).descname));
+ init->set_tooltip(_(tribeinfo.initializations.at(player_setting.initialization_index).tooltip));
break;
}
}
=== modified file 'src/wui/playerdescrgroup.cc'
--- src/wui/playerdescrgroup.cc 2016-01-28 05:24:34 +0000
+++ src/wui/playerdescrgroup.cc 2016-03-04 07:08:11 +0000
@@ -202,6 +202,11 @@
(tribeinfo.initializations.at
(player.initialization_index)
.descname));
+ d->btnPlayerInit->set_tooltip
+ (_
+ (tribeinfo.initializations.at
+ (player.initialization_index)
+ .tooltip));
break;
}
}
Follow ups
-
[Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands
From: noreply, 2016-03-10
-
Re: [Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands
From: GunChleoc, 2016-03-10
-
Re: [Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands
From: TiborB, 2016-03-10
-
[Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands
From: bunnybot, 2016-03-10
-
[Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands
From: bunnybot, 2016-03-08
-
[Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands
From: bunnybot, 2016-03-07
-
[Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands
From: bunnybot, 2016-03-07
-
[Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands
From: bunnybot, 2016-03-06
-
Re: [Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands
From: TiborB, 2016-03-04
-
Re: [Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands
From: TiborB, 2016-03-04