Missing translations cleanup (#6452)

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SomeTroglodyte 2022-03-31 22:14:35 +02:00 committed by GitHub
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8 changed files with 44 additions and 15 deletions

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@ -1668,10 +1668,10 @@
"[+1] Sight", "Hidden when religion is disabled", "Unbuildable", "Religious Unit"
],
"movement": 3
}
},
/* Spaceship Parts */
// Must be transported to the Capital for launch.
// Can be destroyed by any hostile military unit walking in their tile.
{

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@ -582,6 +582,7 @@ We have encountered [civName]! = Wir sind auf [civName] getroffen!
[cityStateName] has given us [stats] as a token of goodwill for meeting us = [cityStateName] hat uns [stats] als Zeichen des guten Willens für unsere Begegnung übergeben
[cityStateName] has given us [stats] as we are the first major civ to meet them = [cityStateName] hat uns [stats] übergeben, da wir die erste bedeutende Zivilisation sind, die sie getroffen haben
[cityStateName] has also given us [stats] = [cityStateName] hat uns auch [stats] gegeben
[cityStateName] gave us a [unitName] as a gift! = [cityStateName] hat uns [unitName] geschenkt!
Cannot provide unit upkeep for [unitName] - unit has been disbanded! = Der Unterhalt für [unitName] konnte nicht bezahlt werden - Einheit wurde aufgelöst!
[cityName] has grown! = [cityName] ist gewachsen!
[cityName] is starving! = [cityName] verhungert!
@ -919,7 +920,7 @@ Conduct Trade Mission = Handelsmission durchführen
Your trade mission to [civName] has earned you [goldAmount] gold and [influenceAmount] influence! = Deine Handelsmission zu [civName] hat dir [goldAmount] Gold und [influenceAmount] Einfluss eingebracht!
Hurry Wonder = Wunder beschleunigen
Hurry Construction = Produktion beschleunigen
Hurry Construction (+[productionAmount]) = Produktion beschleunigen (+[productionAmount])
Hurry Construction (+[productionAmount]) = Produktion beschleunigen (+[productionAmount])
Spread Religion = Religion verbreiten
Spread [religionName] = [religionName] verbreiten
Remove Heresy = Ketzerei entfernen
@ -937,6 +938,8 @@ Total = Gesamt
Stats = Statistiken
Policies = Politik
Base happiness = Grundzufriedenheit
Traded Luxuries = Luxusressourcen aus Handel
City-State Luxuries = Luxusressourcen von Stadtstaaten
Occupied City = Besetzte Städte
Buildings = Gebäude
Wonders = Wunder
@ -964,6 +967,7 @@ Increase your supply or reduce the amount of units to remove the production pena
Name = Name
Closest city = Nächstgelegene Stadt
Action = Aktion
Upgrade = Aufrüsten
Defeated = Besiegt
[numberOfCivs] Civilizations in the game = [numberOfCivs] Zivilisationen sind im Spiel
Our Civilization: = Unsere Zivilisation:
@ -1128,7 +1132,6 @@ Change map to fit selected ruleset? = Karte ändern, um sie dem neuen Regelsatz
# Civilopedia difficulty levels
Player settings = Spieler-Einstellungen
Base Happiness = Basiszufriedenheit
Extra happiness per luxury = Zusätzliche Zufriedenheit pro Luxusgut
Research cost modifier = Forschungskosten-Modifikator
Unit cost modifier = Einheitenkosten-Modifikator
@ -1165,6 +1168,7 @@ Granted by [param] = Von [param] erteilt
Granted by: = Erteilt von:
[bonus] with [tech] = [bonus] mit [tech]
Difficulty levels = Schwierigkeitsgrade
The possible rewards are: = Mögliche Belohnungen:
# Policies
@ -1193,6 +1197,7 @@ Religions and Beliefs = Religionen und Glaubenssätze
Majority Religion: [name] = Hauptreligion: [name]
+ [amount] pressure = + [amount] Druck
Holy city of: [religionName] = Heilige Stadt von: [religionName]
Followers = Anhänger
Pressure = Druck
# Religion overview screen
@ -1368,13 +1373,14 @@ non-air = nicht-fliegend
relevant = relevante
Nuclear Weapon = Atomwaffe
City = Stadt
Barbarian = Barbaren
Great Person = Große Persönlichkeit
Air = Luft
land units = Landeinheiten
water units = Wassereinheiten
air units = Lufteinheiten
military units = militärische
submarine units = U-Boot Einheiten
Barbarian = Barbaren
######### City filters ###########
@ -1448,6 +1454,10 @@ Great = Große
founding = gründen
enhancing = verbessern
######### Religious Action Filters ###########
Remove Foreign religions from your own cities = Häretiker gnadenlos ausmerzen
######### Unique Specials ###########
all healing effects doubled = alle Heilungseffekte verdoppelt

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@ -587,6 +587,7 @@ We have encountered [civName]! =
[cityStateName] has given us [stats] as a token of goodwill for meeting us =
[cityStateName] has given us [stats] as we are the first major civ to meet them =
[cityStateName] has also given us [stats] =
[cityStateName] gave us a [unitName] as a gift! =
Cannot provide unit upkeep for [unitName] - unit has been disbanded! =
[cityName] has grown! =
[cityName] is starving! =
@ -925,7 +926,7 @@ Conduct Trade Mission =
Your trade mission to [civName] has earned you [goldAmount] gold and [influenceAmount] influence! =
Hurry Wonder =
Hurry Construction =
Hurry Construction (+[productionAmount]) =
Hurry Construction (+[productionAmount]) =
Spread Religion =
Spread [religionName] =
Remove Heresy =
@ -943,6 +944,8 @@ Total =
Stats =
Policies =
Base happiness =
Traded Luxuries =
City-State Luxuries =
Occupied City =
Buildings =
Wonders =
@ -970,6 +973,7 @@ Increase your supply or reduce the amount of units to remove the production pena
Name =
Closest city =
Action =
Upgrade =
Defeated =
[numberOfCivs] Civilizations in the game =
Our Civilization: =
@ -1136,7 +1140,6 @@ Change map to fit selected ruleset? =
# Civilopedia difficulty levels
Player settings =
Base Happiness =
Extra happiness per luxury =
Research cost modifier =
Unit cost modifier =
@ -1173,6 +1176,7 @@ Granted by [param] =
Granted by: =
[bonus] with [tech] =
Difficulty levels =
The possible rewards are: =
# Policies
@ -1201,6 +1205,7 @@ Religions and Beliefs =
Majority Religion: [name] =
+ [amount] pressure =
Holy city of: [religionName] =
Followers =
Pressure =
# Religion overview screen

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@ -47,7 +47,7 @@ class Difficulty: INamed, ICivilopediaText {
override fun getCivilopediaTextLines(ruleset: Ruleset): List<FormattedLine> {
val lines = ArrayList<FormattedLine>()
lines += FormattedLine("Player settings", header = 3)
lines += FormattedLine("{Base Happiness}: $baseHappiness ${Fonts.happiness}", indent = 1)
lines += FormattedLine("{Base happiness}: $baseHappiness ${Fonts.happiness}", indent = 1)
lines += FormattedLine("{Extra happiness per luxury}: ${extraHappinessPerLuxury.toInt()} ${Fonts.happiness}", indent = 1)
lines += FormattedLine("{Research cost modifier}: ${researchCostModifier.toPercent()}% ${Fonts.science}", indent = 1)
lines += FormattedLine("{Unit cost modifier}: ${unitCostModifier.toPercent()}% ${Fonts.production}", indent = 1)

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@ -144,7 +144,7 @@ class Nation : RulesetObject() {
private fun getCityStateInfo(ruleset: Ruleset): List<FormattedLine> {
val textList = ArrayList<FormattedLine>()
textList += FormattedLine("{Type}: [$cityStateType]", header = 4, color = cityStateType!!.color)
textList += FormattedLine("{Type}: {$cityStateType}", header = 4, color = cityStateType!!.color)
val era = if (UncivGame.isCurrentInitialized() && UncivGame.Current.isGameInfoInitialized())
UncivGame.Current.gameInfo.currentPlayerCiv.getEra()
@ -155,7 +155,7 @@ class Nation : RulesetObject() {
val friendBonus = era.friendBonus[cityStateType!!.name]
if (friendBonus != null && friendBonus.isNotEmpty()) {
textList += FormattedLine()
textList += FormattedLine("{When Friends}: ")
textList += FormattedLine("{When Friends:} ")
friendBonus.forEach {
textList += FormattedLine(Unique(it), indent = 1)
if (it == "Provides a unique luxury") showResources = true
@ -165,7 +165,7 @@ class Nation : RulesetObject() {
val allyBonus = era.allyBonus[cityStateType!!.name]
if (allyBonus != null && allyBonus.isNotEmpty()) {
textList += FormattedLine()
textList += FormattedLine("{When Allies}: ")
textList += FormattedLine("{When Allies:} ")
allyBonus.forEach {
textList += FormattedLine(Unique(it), indent = 1)
if (it == "Provides a unique luxury") showResources = true

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@ -89,6 +89,8 @@ enum class UniqueParameterType(
"relevant",
"Nuclear Weapon",
"City",
"Barbarian",
"Great Person",
// These are up for debate
"Air",
"land units",
@ -96,7 +98,6 @@ enum class UniqueParameterType(
"air units",
"military units",
"submarine units",
"Barbarian"
// Note: this can't handle combinations of parameters (e.g. [{Military} {Water}])
)
@ -381,6 +382,7 @@ enum class UniqueParameterType(
},
FoundingOrEnhancing("foundingOrEnhancing", "Prophet Action Filters") {
// Used in FreeExtraBeliefs, FreeExtraAnyBeliefs
private val knownValues = setOf("founding", "enhancing")
override fun getErrorSeverity(parameterText: String, ruleset: Ruleset):
UniqueType.UniqueComplianceErrorSeverity? = when (parameterText) {
@ -390,6 +392,17 @@ enum class UniqueParameterType(
override fun getTranslationWriterStringsForOutput() = knownValues
},
//TODO the Unique "Can [] [] times" that should use this isn't typed yet
ReligiousAction("religiousAction", "Religious Action Filters") {
private val knownValues = setOf(Constants.spreadReligionAbilityCount, Constants.removeHeresyAbilityCount)
override fun getErrorSeverity(parameterText: String, ruleset: Ruleset):
UniqueType.UniqueComplianceErrorSeverity? = when (parameterText) {
in knownValues -> null
else -> UniqueType.UniqueComplianceErrorSeverity.RulesetInvariant
}
override fun getTranslationWriterStringsForOutput() = knownValues
},
Technology("tech") {
override fun getErrorSeverity(parameterText: String, ruleset: Ruleset):
UniqueType.UniqueComplianceErrorSeverity? = when (parameterText) {

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@ -208,7 +208,7 @@ class DiplomacyScreen(
val protectors = otherCiv.getProtectorCivs()
if (protectors.isNotEmpty()) {
val protectorString = "{Protected by}: " + protectors.joinToString(", ") { it.civName }
val protectorString = "{Protected by}: " + protectors.joinToString(", ") { it.civName.tr() }
diplomacyTable.add(protectorString.toLabel()).row()
}
@ -225,12 +225,12 @@ class DiplomacyScreen(
val eraInfo = viewingCiv.getEra()
var friendBonusText = "{When Friends}: ".tr()
var friendBonusText = "{When Friends:} ".tr()
val friendBonusObjects = eraInfo.getCityStateBonuses(otherCiv.cityStateType, RelationshipLevel.Friend)
val friendBonusStrings = getAdjustedBonuses(friendBonusObjects)
friendBonusText += friendBonusStrings.joinToString(separator = ", ") { it.tr() }
var allyBonusText = "{When Allies}: ".tr()
var allyBonusText = "{When Allies:} ".tr()
val allyBonusObjects = eraInfo.getCityStateBonuses(otherCiv.cityStateType, RelationshipLevel.Ally)
val allyBonusStrings = getAdjustedBonuses(allyBonusObjects)
allyBonusText += allyBonusStrings.joinToString(separator = ", ") { it.tr() }

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@ -482,6 +482,7 @@ object UnitActions {
(300 + 30 * tile.getCity()!!.population.population) * unit.civInfo.gameInfo.gameParameters.gameSpeed.modifier,
cityConstructions.getRemainingWork(cityConstructions.currentConstructionFromQueue).toFloat() - 1
).toInt()
if (productionPointsToAdd <= 0) continue
actionList += UnitAction(UnitActionType.HurryBuilding,
title = "Hurry Construction (+[$productionPointsToAdd]⚙)",