Author: cazfi
Date: Sun Aug 30 14:30:33 2015
New Revision: 29734

URL: http://svn.gna.org/viewcvs/freeciv?rev=29734&view=rev
Log:
Postpone opening a message dialog to next 'pulse' signal when new city has been 
founded in
tutorial scenario. This way it should appear on front of the city dialog, not 
behind it.

See bug #21654

Modified:
    trunk/data/scenarios/tutorial.sav

Modified: trunk/data/scenarios/tutorial.sav
URL: 
http://svn.gna.org/viewcvs/freeciv/trunk/data/scenarios/tutorial.sav?rev=29734&r1=29733&r2=29734&view=diff
==============================================================================
--- trunk/data/scenarios/tutorial.sav   (original)
+++ trunk/data/scenarios/tutorial.sav   Sun Aug 30 14:30:33 2015
@@ -86,23 +86,72 @@
 end
 signal.connect('unit_moved', 'unit_moved_callback')
 
+citypulses = 0
+
+function first_city_pulse()
+  if citypulses < 1 then
+    citypulses = citypulses + 1
+  else
+    notify.event(city_builder, city_tile, E.SCRIPT,
+_("Now you have built your first city.  The city window should have\nopened 
automatically; if not click on the city to open it.  Cities are\na fundamental 
concept in Freeciv, so you should familiarize yourself\nwith them by playing 
around in the window.  See the help menu for more.\n\nYou probably want to 
build some settlers first, so as to expand your\ncivilization further.  Click 
on the production tab, then click on the\nsettler unit from the list of 
possible productions, then click on the\nChange button to begin building it.  
When you are done, close the city\ndialog.  If all goes well the city should 
display the settler\nproduction on the map view."))
+    signal.remove('pulse', 'first_city_pulse')
+  end
+end
+
+function second_city_pulse()
+  if citypulses < 2 then
+    citypulses = citypulses + 1
+  else
+    notify.event(city_builder, city_tile, E.SCRIPT,
+_("Congratulations, you have founded your second city.  This city will\nbehave 
almost exactly like the first one - it will be slightly different\nbecause of 
the terrain around it.  You probably want to build\nsettlers here too."))
+    signal.remove('pulse', 'second_city_pulse')
+  end
+end
+
+function third_city_pulse()
+  if citypulses < 3 then
+    citypulses = citypulses + 1
+  else
+    notify.event(city_builder, city_tile, E.SCRIPT,
+_("You have built your third city!  Your civilization seems to be\nthriving.  
It might be time to think about a military.  Pick one of\nthe cities that has a 
high production, and convert it into a military\nbase. Build a Barracks there 
first, then start work on a military\nunit.  Pick the best unit you have 
available - at the beginning of\nthe game, Warriors will be the only choice, 
but soon you will have \nplenty of options.\n\nThis might also be a good time 
to use the worklist feature of the\ncity dialog production report.  Click on 
Barracks, then click Change\nto begin building them.  Then double-click on a 
military unit to\nappend it to the worklist.  As soon as the Barracks are 
complete the\ncity will automatically switch over to producing the unit."))
+    signal.remove('pulse', 'third_city_pulse')
+  end
+end
+
+function fourth_city_pulse()
+  if citypulses < 4 then
+    citypulses = citypulses + 1
+  else
+    notify.event(city_builder, city_tile, E.SCRIPT,
+_("Another city!  You are really getting the hang of this.  You\nprobably have 
a pretty good idea what to do with new cities by\nnow.  Take a moment to look 
at the bar below the city on the map\nview.  This display shows some useful 
information about the city.\nThe flag and background color indicate what 
civilization the city\nbelongs to (this will be useful when you meet other 
civilizations).\nThe top row of the bar also shows the name and size of the 
city, and\nwill show one or more stars to indicate if there are units in 
the\ncity.  The bottom row shows what the city is building, and how long 
it\nwill take; it also shows how long the city will take to grow to the\nnext 
largest size."))
+    signal.remove('pulse', 'fourth_city_pulse')
+  end
+end
+
+function fifth_city_pulse()
+  if citypulses < 5 then
+    citypulses = citypulses + 1
+  else
+    notify.event(city_builder, city_tile, E.SCRIPT,
+_("As the number of cities in your empire grows, it becomes harder to\nmanage 
individual cities.  This is where the Cities report becomes\nuseful.  Press F4 
to bring it up.  This report shows a list of cities\nwith various statistics 
about each.  Play around with it a bit if you\nlike (return to the map view by 
pressing F1 or clicking on the View\ntab).  With a bit of practice it is 
possible to control almost every\naspect of the cities from this report.  The 
full power of the Cities\nreport is beyond the scope of this tutorial, 
however."))
+    signal.remove('pulse', 'fifth_city_pulse')
+  end
+end
+
 function city_built_callback(city)
   if city.owner:is_human() then
+    city_builder = city.owner
+    city_tile = city.tile
     if citiesbuilt == 0 then
-      notify.event(city.owner, city.tile, E.SCRIPT,
-_("Now you have built your first city.  The city window should have\nopened 
automatically; if not click on the city to open it.  Cities are\na fundamental 
concept in Freeciv, so you should familiarize yourself\nwith them by playing 
around in the window.  See the help menu for more.\n\nYou probably want to 
build some settlers first, so as to expand your\ncivilization further.  Click 
on the production tab, then click on the\nsettler unit from the list of 
possible productions, then click on the\nChange button to begin building it.  
When you are done, close the city\ndialog.  If all goes well the city should 
display the settler\nproduction on the map view."))
+      signal.connect('pulse', 'first_city_pulse')
     elseif citiesbuilt == 1 then
-      notify.event(city.owner, city.tile, E.SCRIPT,
-_("Congratulations, you have founded your second city.  This city will\nbehave 
almost exactly like the first one - it will be slightly different\nbecause of 
the terrain around it.  You probably want to build\nsettlers here too."))
+      signal.connect('pulse', 'second_city_pulse')
     elseif citiesbuilt == 2 then
-      notify.event(city.owner, city.tile, E.SCRIPT,
-_("You have built your third city!  Your civilization seems to be\nthriving.  
It might be time to think about a military.  Pick one of\nthe cities that has a 
high production, and convert it into a military\nbase. Build a Barracks there 
first, then start work on a military\nunit.  Pick the best unit you have 
available - at the beginning of\nthe game, Warriors will be the only choice, 
but soon you will have \nplenty of options.\n\nThis might also be a good time 
to use the worklist feature of the\ncity dialog production report.  Click on 
Barracks, then click Change\nto begin building them.  Then double-click on a 
military unit to\nappend it to the worklist.  As soon as the Barracks are 
complete the\ncity will automatically switch over to producing the unit."))
+      signal.connect('pulse', 'third_city_pulse')
     elseif citiesbuilt == 3 then
-      notify.event(city.owner, city.tile, E.SCRIPT,
-_("Another city!  You are really getting the hang of this.  You\nprobably have 
a pretty good idea what to do with new cities by\nnow.  Take a moment to look 
at the bar below the city on the map\nview.  This display shows some useful 
information about the city.\nThe flag and background color indicate what 
civilization the city\nbelongs to (this will be useful when you meet other 
civilizations).\nThe top row of the bar also shows the name and size of the 
city, and\nwill show one or more stars to indicate if there are units in 
the\ncity.  The bottom row shows what the city is building, and how long 
it\nwill take; it also shows how long the city will take to grow to the\nnext 
largest size."))
+      signal.connect('pulse', 'fourth_city_pulse')
     elseif citiesbuilt == 4 then
-      notify.event(city.owner, city.tile, E.SCRIPT,
-_("As the number of cities in your empire grows, it becomes harder to\nmanage 
individual cities.  This is where the Cities report becomes\nuseful.  Press F4 
to bring it up.  This report shows a list of cities\nwith various statistics 
about each.  Play around with it a bit if you\nlike (return to the map view by 
pressing F1 or clicking on the View\ntab).  With a bit of practice it is 
possible to control almost every\naspect of the cities from this report.  The 
full power of the Cities\nreport is beyond the scope of this tutorial, 
however."))
+      signal.connect('pulse', 'fifth_city_pulse')
     end
     citiesbuilt = citiesbuilt + 1
   end


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