Updated template.properties (#4377)

* Updated translation file

* Made tests happy

* Removed unused, athematic unit filter

* Added submarine unit translation
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Xander Lenstra 2021-07-05 10:20:12 +02:00 committed by GitHub
parent 6215a5990d
commit 624fe33be1
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4 changed files with 76 additions and 58 deletions

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@ -25,7 +25,6 @@ Choose a free great person =
Get [unitName] = Get [unitName] =
Hydro Plant = Hydro Plant =
+1 population in each city =
[buildingName] obsoleted = [buildingName] obsoleted =
# Diplomacy,Trade,Nations # Diplomacy,Trade,Nations
@ -245,10 +244,7 @@ Max Coast extension =
Biome areas extension = Biome areas extension =
Water level = Water level =
Reset to default = Reset to default =
Show experimental world wrap for maps =
HIGHLY EXPERIMENTAL - YOU HAVE BEEN WARNED! =
Enable portrait orientation =
Online Multiplayer = Online Multiplayer =
World Size = World Size =
@ -390,6 +386,10 @@ Show tile yields =
Continuous rendering = Continuous rendering =
When disabled, saves battery life but certain animations will be suspended = When disabled, saves battery life but certain animations will be suspended =
Order trade offers by amount = Order trade offers by amount =
Show experimental world wrap for maps =
HIGHLY EXPERIMENTAL - YOU HAVE BEEN WARNED! =
HIGHLY EXPERIMENTAL - UPDATES WILL BREAK SAVES! =
Enable portrait orientation =
Generate translation files = Generate translation files =
Translation files are generated successfully. = Translation files are generated successfully. =
Locate mod errors = Locate mod errors =
@ -686,27 +686,33 @@ Base happiness =
Occupied City = Occupied City =
Buildings = Buildings =
# For the "when constructing [military units]" translation # terrainFilters (so for uniques like: "[stats] from [terrainFilter] tiles")
Military =
military units = All =
melee units =
mounted units =
naval units =
ranged units =
# For the All "newly-trained [relevant] units in this city receive the [] promotion" translation. Relevant as in 'units that can receive'
relevant =
non-air =
# For '[stats] from [Water] tiles in this city'
Water = Water =
# For [stats] from [Water resource] tiles in this city Land =
Water resource = Coastal =
River = River =
Open terrain =
Rough terrain =
Foreign Land =
Foreign =
Friendly Land =
Friendly =
Water resource =
Bonus resource =
Luxury resource =
Strategic resource =
Fresh water = Fresh water =
non-fresh water = non-fresh water =
Coastal =
Bonus resource = # improvementFilters
Strategic resource =
Luxury resource = All =
All Road =
Great Improvement =
Great =
Wonders = Wonders =
Base values = Base values =
@ -893,14 +899,9 @@ Unlocked at =
Gain 2 free technologies = Gain 2 free technologies =
All policies adopted = All policies adopted =
# Technologies
Mass Media =
# Terrains # Terrains
Impassable = Impassable =
Fresh water =
Rare feature = Rare feature =
# Resources # Resources
@ -915,40 +916,55 @@ Strategic =
Bonus = Bonus =
Luxury = Luxury =
# Unit types # Unit types
City =
Civilian = Civilian =
land units =
water units =
air units =
Barbarian =
WaterCivilian =
Melee = Melee =
WaterMelee =
Ranged = Ranged =
Scout =
Mounted =
Armor =
Siege =
WaterCivilian =
WaterMelee =
WaterRanged = WaterRanged =
WaterSubmarine = WaterSubmarine =
Mounted =
Siege =
Armor =
City =
Missile =
WaterAircraftCarrier = WaterAircraftCarrier =
# Units Fighter =
Bomber =
AtomicBomber =
Missile =
# Unit filters and other unit related things
Composite Bowman =
Foreign Land =
Friendly Land =
Air = Air =
air units =
All =
Barbarian =
Barbarians =
Embarked =
Land = Land =
Wounded = land units =
Marine = Military =
Mobile SAM = # Deprecated since 3.15.2, but should still be translated until it is officially removed
Paratrooper = military water =
Helicopter Gunship = non-air =
Atomic Bomb = Nuclear Weapon =
Submarine =
submarine units =
Unbuildable = Unbuildable =
Water =
water units =
wounded units =
Wounded =
# For the All "newly-trained [relevant] units in this city receive the [] promotion" translation. Relevant as in 'units that can receive'
relevant =
# Promotions # Promotions
@ -1024,6 +1040,8 @@ in this city =
in all cities = in all cities =
in all coastal cities = in all coastal cities =
in capital = in capital =
in all non-occupied cities =
in all cities with a world wonder = in all cities with a world wonder =
in all cities connected to capital = in all cities connected to capital =
in all cities with a garrison = in all cities with a garrison =

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@ -232,12 +232,8 @@ open class TileInfo {
for (unique in cityWideUniques + civWideUniques + religionUniques) { for (unique in cityWideUniques + civWideUniques + religionUniques) {
val tileType = unique.params[1] val tileType = unique.params[1]
if (tileType == improvement) continue // This is added to the calculation in getImprovementStats. we don't want to add it twice if (tileType == improvement) continue // This is added to the calculation in getImprovementStats. we don't want to add it twice
if (matchesTerrainFilter(tileType, observingCiv) if (matchesTerrainFilter(tileType, observingCiv))
|| tileType == "Strategic resource" && hasViewableResource(observingCiv) && getTileResource().resourceType == ResourceType.Strategic stats.add(unique.stats)
|| tileType == "Luxury resource" && hasViewableResource(observingCiv) && getTileResource().resourceType == ResourceType.Luxury
|| tileType == "Bonus resource" && hasViewableResource(observingCiv) && getTileResource().resourceType == ResourceType.Bonus
|| tileType == "Water resource" && isWater && hasViewableResource(observingCiv)
) stats.add(unique.stats)
} }
} }
@ -412,10 +408,14 @@ open class TileInfo {
"Foreign Land", "Foreign" -> observingCiv != null && !isFriendlyTerritory(observingCiv) "Foreign Land", "Foreign" -> observingCiv != null && !isFriendlyTerritory(observingCiv)
"Friendly Land", "Friendly" -> observingCiv != null && isFriendlyTerritory(observingCiv) "Friendly Land", "Friendly" -> observingCiv != null && isFriendlyTerritory(observingCiv)
resource -> observingCiv != null && hasViewableResource(observingCiv) resource -> observingCiv != null && hasViewableResource(observingCiv)
"Water resource" -> isWater && observingCiv != null && hasViewableResource(observingCiv)
else -> { else -> {
if (terrainFeatures.contains(filter)) return true if (terrainFeatures.contains(filter)) return true
if (hasUnique(filter)) return true if (hasUnique(filter)) return true
if (resource != null && getTileResource().resourceType.name + " resource" == filter) return true // Checks 'luxury resource', 'strategic resource' and 'bonus resource' - only those that are visible of course
if (observingCiv != null && hasViewableResource(observingCiv)
&& getTileResource().resourceType.name + " resource" == filter)
return true
return false return false
} }
} }

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@ -249,7 +249,7 @@ class BaseUnit : INamed, IConstruction {
"Land", "land units" -> unitType.isLandUnit() "Land", "land units" -> unitType.isLandUnit()
"Civilian" -> unitType.isCivilian() "Civilian" -> unitType.isCivilian()
"Military", "military units" -> unitType.isMilitary() "Military", "military units" -> unitType.isMilitary()
"Water", "water units", "Water units" -> unitType.isWaterUnit() "Water", "water units" -> unitType.isWaterUnit()
"Air", "air units" -> unitType.isAirUnit() "Air", "air units" -> unitType.isAirUnit()
"non-air" -> !unitType.isAirUnit() && !unitType.isMissile() "non-air" -> !unitType.isAirUnit() && !unitType.isMissile()
"Missile" -> unitType.isMissile() "Missile" -> unitType.isMissile()

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@ -139,7 +139,7 @@ class OptionsPopup(val previousScreen:CameraStageBaseScreen) : Popup(previousScr
settings.showExperimentalWorldWrap) { settings.showExperimentalWorldWrap) {
settings.showExperimentalWorldWrap = it settings.showExperimentalWorldWrap = it
} }
addYesNoRow("{Enable experimental religion in start games}\n{HIHGLY EXPERIMENTAL - UPDATES WILL BREAK SAVES!}".tr(), addYesNoRow("{Enable experimental religion in start games}\n{HIGHLY EXPERIMENTAL - UPDATES WILL BREAK SAVES!}".tr(),
settings.showExperimentalReligion) { settings.showExperimentalReligion) {
settings.showExperimentalReligion = it settings.showExperimentalReligion = it
} }