Improve the ending of tutorials

This patch introduces two functions `CompleteTutorial` and
`FailTutorial` for the tutorial steps to call. They can pass a
message to it to be shown on the victory/defeat screen.
`CompleteTutorial` is also called automatically when all steps are
finished, which resolves #8583 and prevents it from happening in the
future.
`FailTutorial` isn't used anywhere at the moment, but it'll be useful
for the future.

Fixes #8583
This commit is contained in:
Vantha 2026-03-22 20:53:02 +01:00 committed by Vantha
parent f1a9c503b8
commit 27fbf02ff4
4 changed files with 41 additions and 24 deletions

View file

@ -37,7 +37,10 @@ Trigger.prototype.InitTutorial = function(data)
Trigger.prototype.NextStep = function(deserializing = false) Trigger.prototype.NextStep = function(deserializing = false)
{ {
if (++this.stepIndex >= this.tutorialSteps.length) if (++this.stepIndex >= this.tutorialSteps.length)
{
this.CompleteTutorial();
return; return;
}
const step = this.tutorialSteps[this.stepIndex]; const step = this.tutorialSteps[this.stepIndex];
Trigger.prototype.Init = step.Init || null; Trigger.prototype.Init = step.Init || null;
@ -68,16 +71,15 @@ Trigger.prototype.NextStep = function(deserializing = false)
Trigger.prototype.IsDone = step.IsDone || (() => false); Trigger.prototype.IsDone = step.IsDone || (() => false);
const isDone = this.IsDone(); const isDone = this.IsDone();
const isLast = this.stepIndex === this.tutorialSteps.length - 1; const showContinueButton = isDone || (step.panelData.showContinueButton === undefined ?
const showContinueButton = isDone || isLast || (step.panelData.showContinueButton === undefined ?
this.tutorialEvents.every(event => !step[event]) : this.tutorialEvents.every(event => !step[event]) :
step.panelData.showContinueButton step.panelData.showContinueButton
); );
this.DisplayStep(step, showContinueButton, isDone, isLast); this.DisplayStep(step, showContinueButton, isDone);
}; };
Trigger.prototype.DisplayStep = function(step, showContinueButton = false, isDone = false, isLast = false) Trigger.prototype.DisplayStep = function(step, showContinueButton = false, isDone = false)
{ {
const cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); const cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({ cmpGUIInterface.PushNotification({
@ -86,7 +88,7 @@ Trigger.prototype.DisplayStep = function(step, showContinueButton = false, isDon
"step": { "step": {
"type": step.type, "type": step.type,
"panelData": { "panelData": {
...step.panelData, showContinueButton, isDone, isLast ...step.panelData, showContinueButton, isDone
} }
} }
}); });
@ -102,6 +104,31 @@ Trigger.prototype.DisplayWarning = function(warning)
}); });
}; };
Trigger.prototype.CompleteTutorial = function(message = markForTranslation("You have successfully completed the tutorial."))
{
// End the tutorial first, before marking the player won, since otherwise the triggers would be invoked
// once more when doing so.
this.EndTutorial(message);
TriggerHelper.SetPlayerWon(this.playerID, () => markForTranslation("%(player)s has completed the tutorial."), () => "", message);
};
Trigger.prototype.FailTutorial = function(message = markForTranslation("You have failed to complete the tutorial."))
{
// End the tutorial first, before marking the player defeated, since otherwise the triggers would be invoked
// once more when doing so.
this.EndTutorial(message);
TriggerHelper.DefeatPlayer(this.playerID, markForTranslation("%(player)s has failed the tutorial."), message);
};
Trigger.prototype.EndTutorial = function(message)
{
this.DisableAllTriggers();
this.DisplayStep({
"type": TUTORIAL_STEP_TYPE.INSTRUCTION,
"panelData": { "isLast": true, "text": message }
}, true, false);
};
Trigger.prototype.BasePlayerCommandAction = function(msg) Trigger.prototype.BasePlayerCommandAction = function(msg)
{ {
if (msg.cmd.type == "dialog-answer" && msg.cmd.tutorial == "continue") if (msg.cmd.type == "dialog-answer" && msg.cmd.tutorial == "continue")

View file

@ -446,18 +446,7 @@ Trigger.prototype.tutorialSteps = [
if (msg.from != this.enemyID) if (msg.from != this.enemyID)
return; return;
if (TriggerHelper.EntityMatchesClassList(msg.entity, "CivilCentre")) if (TriggerHelper.EntityMatchesClassList(msg.entity, "CivilCentre"))
this.NextStep(); this.CompleteTutorial(markForTranslation("You have defeated the enemy by destroying or capturing the Civic Center. These tutorial tasks are now completed."));
}
},
{
"type": TUTORIAL_STEP_TYPE.INSTRUCTION,
"panelData": {
"text": markForTranslation("The enemy has been defeated. These tutorial tasks are now completed.")
},
"Init": function()
{
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
cmpEndGameManager.MarkPlayerAndAlliesAsWon(1, () => "Tutorial completed", () => "");
} }
} }
]; ];

View file

@ -572,13 +572,7 @@ Trigger.prototype.tutorialSteps = [
"OnResearchFinished": function(msg) "OnResearchFinished": function(msg)
{ {
if (this.IsDone()) if (this.IsDone())
this.NextStep(); this.CompleteTutorial(markForTranslation("This is the end of the walkthrough. This should give you a good idea of the basics of setting up your economy."));
}
},
{
"type": TUTORIAL_STEP_TYPE.INSTRUCTION,
"panelData": {
"text": markForTranslation("This is the end of the walkthrough. This should give you a good idea of the basics of setting up your economy.")
} }
} }
]; ];

View file

@ -173,6 +173,13 @@ Trigger.prototype.DisableTrigger = function(event, name)
triggerData.enabled = false; triggerData.enabled = false;
}; };
Trigger.prototype.DisableAllTriggers = function()
{
for (const event of this.eventNames)
for (const name in this.triggers[event])
this.DisableTrigger(event, name);
};
Trigger.prototype.EnableTrigger = function(event, name) Trigger.prototype.EnableTrigger = function(event, name)
{ {
if (!this.triggers[event][name]) if (!this.triggers[event][name])