Merge lp:~widelands-dev/widelands/casern_campaign into lp:widelands

Proposed by Notabilis
Status: Merged
Merged at revision: 8239
Proposed branch: lp:~widelands-dev/widelands/casern_campaign
Merge into: lp:widelands
Diff against target: 106 lines (+10/-6)
7 files modified
data/campaigns/bar02.wmf/scripting/mission_thread.lua (+2/-1)
data/campaigns/bar02.wmf/scripting/texts.lua (+3/-2)
data/campaigns/emp02.wmf/scripting/mission_thread.lua (+1/-1)
data/campaigns/emp02.wmf/scripting/starting_conditions.lua (+1/-1)
data/campaigns/emp02.wmf/scripting/texts.lua (+1/-0)
data/campaigns/tutorial02_warfare.wmf/scripting/starting_conditions.lua (+1/-0)
data/campaigns/tutorial02_warfare.wmf/scripting/texts.lua (+1/-1)
To merge this branch: bzr merge lp:~widelands-dev/widelands/casern_campaign
Reviewer Review Type Date Requested Status
GunChleoc Approve
Review via email: mp+314208@code.launchpad.net

Description of the change

Adapted the tutorials and campaigns for the future implementation of barracks.

While the campaigns are currently playable some of them will (partially) break when barracks are required for soldier creation. This branch modifies some dialogs and objectives so barracks have/can be build where required / where it makes sense.

Please check the NOCOM in data/campaigns/emp02.wmf/scripting/starting_conditions.lua. It should work as proposed but I would like to have a second opinion about it.

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Revision history for this message
GunChleoc (gunchleoc) wrote :

LGTM - just 1 nit as to phrasing.

Not tested.

review: Approve
Revision history for this message
bunnybot (widelandsofficial) wrote :

Continuous integration builds have changed state:

Travis build 1801. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/189461912.
Appveyor build 1639. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_casern_campaign-1639.

Revision history for this message
GunChleoc (gunchleoc) wrote :

@bunnybot merge

Preview Diff

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=== modified file 'data/campaigns/bar02.wmf/scripting/mission_thread.lua'
--- data/campaigns/bar02.wmf/scripting/mission_thread.lua 2016-10-23 11:31:25 +0000
+++ data/campaigns/bar02.wmf/scripting/mission_thread.lua 2017-01-06 14:18:48 +0000
@@ -188,6 +188,7 @@
188 "barbarians_ax_workshop",188 "barbarians_ax_workshop",
189 "barbarians_warmill",189 "barbarians_warmill",
190 "barbarians_helmsmithy",190 "barbarians_helmsmithy",
191 "barbarians_barracks",
191 "barbarians_battlearena",192 "barbarians_battlearena",
192 "barbarians_trainingcamp",193 "barbarians_trainingcamp",
193 "barbarians_inn",194 "barbarians_inn",
@@ -208,7 +209,7 @@
208end209end
209210
210function check_trainingssite_obj(o)211function check_trainingssite_obj(o)
211 while not check_for_buildings(p1, {barbarians_trainingcamp = 1, barbarians_battlearena = 1}) do212 while not check_for_buildings(p1, {barbarians_barracks = 1, barbarians_trainingcamp = 1, barbarians_battlearena = 1}) do
212 sleep(6523)213 sleep(6523)
213 end214 end
214 set_objective_done(o)215 set_objective_done(o)
215216
=== modified file 'data/campaigns/bar02.wmf/scripting/texts.lua'
--- data/campaigns/bar02.wmf/scripting/texts.lua 2016-09-20 17:01:35 +0000
+++ data/campaigns/bar02.wmf/scripting/texts.lua 2017-01-06 14:18:48 +0000
@@ -93,6 +93,7 @@
93 title = _"Build a training infrastructure",93 title = _"Build a training infrastructure",
94 number = 4,94 number = 4,
95 body = objective_text(_"Build a training infrastructure",95 body = objective_text(_"Build a training infrastructure",
96 listitem_bullet(_"Build a barracks to train some basic soldiers.") ..
96 listitem_bullet(_"Build a battle arena and a training camp to the west of the mountains.") ..97 listitem_bullet(_"Build a battle arena and a training camp to the west of the mountains.") ..
97 listitem_bullet(_"Enhance your metal workshop to an ax workshop in order to produce weapons, and build up a second metal workshop to ensure the production of tools. When the blacksmith reaches his next level (master blacksmith), you can even enhance the ax workshop to a war mill, which will produce additional weapons.") ..98 listitem_bullet(_"Enhance your metal workshop to an ax workshop in order to produce weapons, and build up a second metal workshop to ensure the production of tools. When the blacksmith reaches his next level (master blacksmith), you can even enhance the ax workshop to a war mill, which will produce additional weapons.") ..
98 listitem_bullet(_"Build a helm smithy to the west of the mountains to provide your soldiers with better armor."))99 listitem_bullet(_"Build a helm smithy to the west of the mountains to provide your soldiers with better armor."))
@@ -113,8 +114,8 @@
113 title = _"Build training sites",114 title = _"Build training sites",
114 number = 2,115 number = 2,
115 body = objective_text(_"Build training sites",116 body = objective_text(_"Build training sites",
116 listitem_bullet(_"Build a battle arena and a training camp to the west of the mountains.") ..117 listitem_bullet(_"Build a barracks, a battle arena and a training camp to the west of the mountains.") ..
117 listitem_arrow(_"Training sites like a training camp or a battle arena are used for training soldiers in their different attributes. These attributes are important in fights and the better a soldier is, the higher is the chance to win a fight."118 listitem_arrow(_"Barracks train basic soldiers while training sites like a training camp or a battle arena are used for training soldiers in their different attributes. These attributes are important in fights and the better a soldier is, the higher is the chance to win a fight."
118 .. "<br>" ..119 .. "<br>" ..
119 _"The attributes are: health, attack, defense and evade."))120 _"The attributes are: health, attack, defense and evade."))
120}121}
121122
=== modified file 'data/campaigns/emp02.wmf/scripting/mission_thread.lua'
--- data/campaigns/emp02.wmf/scripting/mission_thread.lua 2016-10-23 11:31:25 +0000
+++ data/campaigns/emp02.wmf/scripting/mission_thread.lua 2017-01-06 14:18:48 +0000
@@ -246,7 +246,7 @@
246 sleep(2343)246 sleep(2343)
247 end247 end
248 campaign_message_box(diary_page_9)248 campaign_message_box(diary_page_9)
249 p1:allow_buildings{"empire_fortress"}249 p1:allow_buildings{"empire_barracks", "empire_fortress"}
250250
251 o = add_campaign_objective(obj_remove_the_barbarians)251 o = add_campaign_objective(obj_remove_the_barbarians)
252 -- Wait for the fortress to come up252 -- Wait for the fortress to come up
253253
=== modified file 'data/campaigns/emp02.wmf/scripting/starting_conditions.lua'
--- data/campaigns/emp02.wmf/scripting/starting_conditions.lua 2015-10-31 12:11:44 +0000
+++ data/campaigns/emp02.wmf/scripting/starting_conditions.lua 2017-01-06 14:18:48 +0000
@@ -14,7 +14,7 @@
14 basket = 1,14 basket = 1,
15 empire_bread = 8,15 empire_bread = 8,
16 bread_paddle = 2,16 bread_paddle = 2,
17 cloth = 5,17 cloth = 15,
18 coal = 12,18 coal = 12,
19 felling_ax = 6,19 felling_ax = 6,
20 fire_tongs = 2,20 fire_tongs = 2,
2121
=== modified file 'data/campaigns/emp02.wmf/scripting/texts.lua'
--- data/campaigns/emp02.wmf/scripting/texts.lua 2016-10-05 05:24:51 +0000
+++ data/campaigns/emp02.wmf/scripting/texts.lua 2017-01-06 14:18:48 +0000
@@ -95,6 +95,7 @@
95 title =_"Destroy the Barbarian tribe",95 title =_"Destroy the Barbarian tribe",
96 number = 2,96 number = 2,
97 body = objective_text(_"Destroy the Barbarian Tribe",97 body = objective_text(_"Destroy the Barbarian Tribe",
98 listitem_bullet(_[[Build a barracks to start training soldiers.]]) ..
98 listitem_bullet(_[[As soon as you have enough soldiers, attack and completely destroy the Barbarian buildings.]]) ..99 listitem_bullet(_[[As soon as you have enough soldiers, attack and completely destroy the Barbarian buildings.]]) ..
99 listitem_bullet(_[[Finally, build up a fortress on the peninsula (near where the Barbarian headquarters stood before), to avoid new settlements of other tribes in that region.]])100 listitem_bullet(_[[Finally, build up a fortress on the peninsula (near where the Barbarian headquarters stood before), to avoid new settlements of other tribes in that region.]])
100 ),101 ),
101102
=== modified file 'data/campaigns/tutorial02_warfare.wmf/scripting/starting_conditions.lua'
--- data/campaigns/tutorial02_warfare.wmf/scripting/starting_conditions.lua 2015-10-31 12:11:44 +0000
+++ data/campaigns/tutorial02_warfare.wmf/scripting/starting_conditions.lua 2017-01-06 14:18:48 +0000
@@ -54,6 +54,7 @@
54 {"barbarians_sentry", 28, 57, soldiers = {[{3,5,0,2}] = 2 }},54 {"barbarians_sentry", 28, 57, soldiers = {[{3,5,0,2}] = 2 }},
55 {"barbarians_sentry", 37, 61, soldiers = {[{3,5,0,2}] = 2 }},55 {"barbarians_sentry", 37, 61, soldiers = {[{3,5,0,2}] = 2 }},
56 {"barbarians_barrier", 30, 58, soldiers = {[{0,0,0,0}] = 1 }}, -- to make sure some soldiers walk out56 {"barbarians_barrier", 30, 58, soldiers = {[{0,0,0,0}] = 1 }}, -- to make sure some soldiers walk out
57 {"barbarians_barracks", 32, 58, wares = {ax = 8}},
57 {"barbarians_lumberjacks_hut", 24, 1}58 {"barbarians_lumberjacks_hut", 24, 1}
58 )59 )
5960
6061
=== modified file 'data/campaigns/tutorial02_warfare.wmf/scripting/texts.lua'
--- data/campaigns/tutorial02_warfare.wmf/scripting/texts.lua 2016-11-30 09:14:27 +0000
+++ data/campaigns/tutorial02_warfare.wmf/scripting/texts.lua 2017-01-06 14:18:48 +0000
@@ -34,7 +34,7 @@
34 position = "topright",34 position = "topright",
35 title = _"Soldiers’ abilities",35 title = _"Soldiers’ abilities",
36 body = rt(36 body = rt(
37 p(_[[A new soldier is created like a worker: when a military building needs a soldier, a carrier grabs the needed weapons and armor from a warehouse (or your headquarters) and walks up the road to your new building. Basic Barbarian soldiers do not use armor, they only need an ax.]]) ..37 p(_[[New soldiers are created differently from normal workers: recruits will walk from a warehouse (or your headquarters) to the barracks where they will receive some basic training and become soldiers. Basic Barbarian soldiers do not use armor, they only need an ax.]]) ..
38 p(_[[Take a look at the soldiers that are on their way to our military buildings. They look different from normal workers: they have a health bar over their head that displays their remaining health, and they have four symbols, which symbolize the individual soldier’s current levels in the four different categories: health, attack, defense and evade.]]) ..38 p(_[[Take a look at the soldiers that are on their way to our military buildings. They look different from normal workers: they have a health bar over their head that displays their remaining health, and they have four symbols, which symbolize the individual soldier’s current levels in the four different categories: health, attack, defense and evade.]]) ..
39 -- TRANSLATORS: the current stats are: 3 health, 5 attack, 0 defense, 2 evade.39 -- TRANSLATORS: the current stats are: 3 health, 5 attack, 0 defense, 2 evade.
40 p((_[[If a Barbarian soldier is fully trained, he has level %1% health, level %2% attack, level %3% defense and level %4% evade. This is one fearsome warrior then! The individual abilities have the following meaning:]]):bformat(soldier.max_health_level, soldier.max_attack_level, soldier.max_defense_level, soldier.max_evade_level))40 p((_[[If a Barbarian soldier is fully trained, he has level %1% health, level %2% attack, level %3% defense and level %4% evade. This is one fearsome warrior then! The individual abilities have the following meaning:]]):bformat(soldier.max_health_level, soldier.max_attack_level, soldier.max_defense_level, soldier.max_evade_level))

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