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

View File

@ -25,7 +25,6 @@ Choose a free great person =
Get [unitName] =
Hydro Plant =
+1 population in each city =
[buildingName] obsoleted =
# Diplomacy,Trade,Nations
@ -246,9 +245,6 @@ Biome areas extension =
Water level =
Reset to default =
Show experimental world wrap for maps =
HIGHLY EXPERIMENTAL - YOU HAVE BEEN WARNED! =
Enable portrait orientation =
Online Multiplayer =
World Size =
@ -390,6 +386,10 @@ Show tile yields =
Continuous rendering =
When disabled, saves battery life but certain animations will be suspended =
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 =
Translation files are generated successfully. =
Locate mod errors =
@ -686,27 +686,33 @@ Base happiness =
Occupied City =
Buildings =
# For the "when constructing [military units]" translation
Military =
military units =
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'
# terrainFilters (so for uniques like: "[stats] from [terrainFilter] tiles")
All =
Water =
# For [stats] from [Water resource] tiles in this city
Water resource =
Land =
Coastal =
River =
Open terrain =
Rough terrain =
Foreign Land =
Foreign =
Friendly Land =
Friendly =
Water resource =
Bonus resource =
Luxury resource =
Strategic resource =
Fresh water =
non-fresh water =
Coastal =
Bonus resource =
Strategic resource =
Luxury resource =
# improvementFilters
All =
All Road =
Great Improvement =
Great =
Wonders =
Base values =
@ -893,14 +899,9 @@ Unlocked at =
Gain 2 free technologies =
All policies adopted =
# Technologies
Mass Media =
# Terrains
Impassable =
Fresh water =
Rare feature =
# Resources
@ -917,38 +918,53 @@ Luxury =
# Unit types
City =
Civilian =
land units =
water units =
air units =
Barbarian =
WaterCivilian =
Melee =
WaterMelee =
Ranged =
Scout =
Mounted =
Armor =
Siege =
WaterCivilian =
WaterMelee =
WaterRanged =
WaterSubmarine =
Mounted =
Siege =
Armor =
City =
Missile =
WaterAircraftCarrier =
# Units
Fighter =
Bomber =
AtomicBomber =
Missile =
# Unit filters and other unit related things
Composite Bowman =
Foreign Land =
Friendly Land =
Air =
air units =
All =
Barbarian =
Barbarians =
Embarked =
Land =
Wounded =
Marine =
Mobile SAM =
Paratrooper =
Helicopter Gunship =
Atomic Bomb =
land units =
Military =
# Deprecated since 3.15.2, but should still be translated until it is officially removed
military water =
non-air =
Nuclear Weapon =
Submarine =
submarine units =
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
@ -1024,6 +1040,8 @@ in this city =
in all cities =
in all coastal cities =
in capital =
in all non-occupied cities =
in all cities with a world wonder =
in all cities connected to capital =
in all cities with a garrison =

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@ -232,12 +232,8 @@ open class TileInfo {
for (unique in cityWideUniques + civWideUniques + religionUniques) {
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 (matchesTerrainFilter(tileType, observingCiv)
|| tileType == "Strategic resource" && hasViewableResource(observingCiv) && getTileResource().resourceType == ResourceType.Strategic
|| 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)
if (matchesTerrainFilter(tileType, observingCiv))
stats.add(unique.stats)
}
}
@ -412,10 +408,14 @@ open class TileInfo {
"Foreign Land", "Foreign" -> observingCiv != null && !isFriendlyTerritory(observingCiv)
"Friendly Land", "Friendly" -> observingCiv != null && isFriendlyTerritory(observingCiv)
resource -> observingCiv != null && hasViewableResource(observingCiv)
"Water resource" -> isWater && observingCiv != null && hasViewableResource(observingCiv)
else -> {
if (terrainFeatures.contains(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
}
}

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

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@ -139,7 +139,7 @@ class OptionsPopup(val previousScreen:CameraStageBaseScreen) : Popup(previousScr
settings.showExperimentalWorldWrap) {
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 = it
}