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[Merge] lp:~widelands-dev/widelands/barbarians2-starting-objective into lp:widelands

 

GunChleoc has proposed merging lp:~widelands-dev/widelands/barbarians2-starting-objective into lp:widelands.

Commit message:
Barbarian Campaign 2: Added an objective to the first message.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1276247 in widelands: "Barbarian tutorial 2, event with spotted tracks trigger too fast (again)"
  https://bugs.launchpad.net/widelands/+bug/1276247

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/barbarians2-starting-objective/+merge/293546

Some players find it confusing that the second Barbarian scenario has no instructions in the first message. So, I have added some. This also requires the player to expand to the east a bit, which will get them closer to the tracks.
-- 
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/barbarians2-starting-objective into lp:widelands.
=== modified file 'data/campaigns/bar02.wmf/scripting/mission_thread.lua'
--- data/campaigns/bar02.wmf/scripting/mission_thread.lua	2016-01-28 05:24:34 +0000
+++ data/campaigns/bar02.wmf/scripting/mission_thread.lua	2016-05-02 15:51:07 +0000
@@ -38,7 +38,19 @@
    wake_me(2000)
    campaign_message_box(story_msg_1)
 
-   wake_me(120000)
+   local o = add_campaign_objective(obj_build_basic_economy)
+   while not check_for_buildings(p1, {
+         barbarians_lumberjacks_hut = 1,
+         barbarians_rangers_hut = 1,
+         barbarians_quarry = 1,
+         barbarians_wood_hardener = 1,
+      }) do sleep(3413) end
+   while not check_for_buildings(p1, {barbarians_sentry=1}, game.map:get_field(57,36):region(6)) do
+      sleep(1500)
+   end
+   o.done = true
+   sleep(3000)
+   
    campaign_message_box(briefing_msg_1)
    campaign_message_box(order_msg_1_small_food_economy)
 
@@ -53,7 +65,7 @@
       "barbarians_sentry",
    }
 
-   local o = add_campaign_objective(obj_build_small_food_economy)
+   o = add_campaign_objective(obj_build_small_food_economy)
    while not check_for_buildings(p1, {
          barbarians_fishers_hut = 1,
          barbarians_hunters_hut = 1,

=== modified file 'data/campaigns/bar02.wmf/scripting/texts.lua'
--- data/campaigns/bar02.wmf/scripting/texts.lua	2016-01-28 05:24:34 +0000
+++ data/campaigns/bar02.wmf/scripting/texts.lua	2016-05-02 15:51:07 +0000
@@ -16,6 +16,21 @@
 -- =======================================================================
 
 
+obj_build_basic_economy = {
+   name = "build_basic_food_economy",
+   title = _"Build up a basic economy",
+   number = 5,
+   body = objective_text(_"Build up a basic economy",
+      _"Start collecting basic building materials, and fortify the camp."
+      .. paragraphdivider() ..
+      listitem_bullet(_"Build a lumberjack’s hut") ..
+      listitem_bullet(_"Build a ranger’s hut") ..
+      listitem_bullet(_"Build a quarry") ..
+      listitem_bullet(_"Build a wood hardener") ..
+      listitem_bullet(_"Build a sentry on the eastern border") ..
+      listitem_arrow(_"You should eventually also build a reed yard and a lime kiln."))
+}
+
 obj_build_small_food_economy = {
    name = "build_small_food_economy",
    title = _"Build up a small food economy",
@@ -149,6 +164,7 @@
       .. paragraphdivider() ..
       -- TRANSLATORS: Thron
       _([[For now, we are resting at the borders of the old forest and preparing for the coming days.]]))
+      .. new_objectives(obj_build_basic_economy)
 }
 
 story_msg_2 = {


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