Added more translations in the code

This commit is contained in:
Yair Morgenstern 2018-06-14 23:20:25 +03:00
parent 03f5f32f36
commit 79971b05b8
6 changed files with 71 additions and 19 deletions

View file

@ -81,6 +81,9 @@
Romanian:"Fortifica"
}
"Set up":{ // For siege units
}
"Health":{
Italian:"Salute"
Russian:"Здоровье"
@ -204,27 +207,72 @@
"Maintainance cost":{
}
"Pick construction":{ // eg Build Granary
}
"Build":{ // eg Build Granary
}
"Train":{ // eg Train Scout
}
// Notifications
" has grown":{ // eg Alexandria has grown
// Some notifications have an exclamation mark after them - is the exclamation mark different in other languages?
// If so then we need to deal with that as well
// I remember that some languages have upside-down question marks before to mark a question
" has grown":{
}
" is starving":{
" has been founded!":{
}
" has expanded its borders":{ // eg Alexandria has grown
" has been razed to the ground!":{
}
"We have conquered the city of ":{
}
"Research of ":{ // For technology notifications EG Research of Writing has completed
}
" has completed":{
}
" is starving!":{
}
"has been built in":{
}
"Work has started on":{
}
"Cannot continue work on":{
}
" has expanded its borders":{
}
"An enemy ":{
}
" has attacked our ":{ // eg Alexandria has grown
" has attacked ":{
}
" has destroyed our ":{ // eg Alexandria has grown
" has destroyed ":{
}
" has captured ":{
}
" revealed near ":{ // As in "Coal revealed near London"
}
"The civilization of":{
}
"has been destroyed!":{
}
}

View file

@ -6,6 +6,7 @@ import com.unciv.logic.GameInfo
import com.unciv.logic.city.CityInfo
import com.unciv.logic.map.TileInfo
import com.unciv.models.gamebasics.unit.UnitType
import com.unciv.ui.utils.tr
import java.util.*
import kotlin.collections.HashMap
import kotlin.math.max
@ -229,7 +230,7 @@ class Battle(val gameInfo:GameInfo=UnCivGame.Current.gameInfo) {
return
} // barbarians don't capture civilians!
val capturedUnit = (defender as MapUnitCombatant).unit
capturedUnit.civInfo.addNotification("Our "+defender.getName()+" was captured by an enemy "+attacker.getName(),
capturedUnit.civInfo.addNotification("An enemy ".tr()+attacker.getName()+" has captured our "+defender.getName()+"!",
defender.getTile().position, Color.RED)
capturedUnit.civInfo = attacker.getCivilization()
capturedUnit.owner = capturedUnit.civInfo.civName

View file

@ -4,6 +4,7 @@ import com.unciv.logic.city.CityConstructions
import com.unciv.logic.city.IConstruction
import com.unciv.models.stats.NamedStats
import com.unciv.models.stats.Stats
import com.unciv.ui.utils.tr
class Building : NamedStats(), IConstruction{
private var baseDescription: String? = null
@ -105,11 +106,11 @@ class Building : NamedStats(), IConstruction{
if (stats.toString() != "")
stringBuilder.appendln(stats)
if (this.percentStatBonus != null) {
if (this.percentStatBonus!!.production != 0f) stringBuilder.append("+" + this.percentStatBonus!!.production.toInt() + "% production\r\n")
if (this.percentStatBonus!!.gold != 0f) stringBuilder.append("+" + this.percentStatBonus!!.gold.toInt() + "% gold\r\n")
if (this.percentStatBonus!!.science != 0f) stringBuilder.append("+" + this.percentStatBonus!!.science.toInt() + "% science\r\n")
if (this.percentStatBonus!!.food != 0f) stringBuilder.append("+" + this.percentStatBonus!!.food.toInt() + "% food\r\n")
if (this.percentStatBonus!!.culture != 0f) stringBuilder.append("+" + this.percentStatBonus!!.culture.toInt() + "% culture\r\n")
if (this.percentStatBonus!!.production != 0f) stringBuilder.append("+" + this.percentStatBonus!!.production.toInt() + "% "+"Production".tr()+"\r\n")
if (this.percentStatBonus!!.gold != 0f) stringBuilder.append("+" + this.percentStatBonus!!.gold.toInt() + "% "+"Gold".tr()+"\r\n")
if (this.percentStatBonus!!.science != 0f) stringBuilder.append("+" + this.percentStatBonus!!.science.toInt() + "% "+"Science".tr()+"\r\n")
if (this.percentStatBonus!!.food != 0f) stringBuilder.append("+" + this.percentStatBonus!!.food.toInt() + "% "+"Food".tr()+"\r\n")
if (this.percentStatBonus!!.culture != 0f) stringBuilder.append("+" + this.percentStatBonus!!.culture.toInt() + "% "+"Culture".tr()+"\r\n")
}
if (this.greatPersonPoints != null) {
val gpp = this.greatPersonPoints!!

View file

@ -1,5 +1,7 @@
package com.unciv.models.stats
import com.unciv.ui.utils.tr
open class Stats() {
var production: Float=0f
@ -47,7 +49,7 @@ open class Stats() {
override fun toString(): String {
return toHashMap().filter { it.value != 0f }
.map { (if(it.value>0)"+" else "") + it.value.toInt()+" "+it.key.toString() }.joinToString()
.map { (if(it.value>0)"+" else "") + it.value.toInt()+" "+it.key.toString().tr() }.joinToString()
}
fun toHashMap(): HashMap<Stat, Float> {

View file

@ -33,7 +33,7 @@ class ConstructionPickerScreen(val city: CityInfo) : PickerScreen() {
dispose()
}
rightSideButton.setText("Pick building")
rightSideButton.setText("Pick construction".tr())
rightSideButton.addClickListener {
city.cityConstructions.currentConstruction = selectedProduction!!
city.cityStats.update() // Because maybe we set/removed the science or gold production options.

View file

@ -51,10 +51,10 @@ class UnitActionsTable(val worldScreen: WorldScreen) : Table(){
private fun getUnitActionButton(unitAction: UnitAction): Button {
val actionButton = Button(CameraStageBaseScreen.skin)
actionButton.add(getIconForUnitAction(unitAction.name)).size(20f).pad(5f)
actionButton.add(Label(unitAction.name,CameraStageBaseScreen.skin)
actionButton.add(Label(unitAction.name.tr(),CameraStageBaseScreen.skin)
.setFontColor(Color.WHITE)).pad(5f)
actionButton.pack()
actionButton.addClickListener({ unitAction.action(); UnCivGame.Current.worldScreen!!.update() })
actionButton.addClickListener({ unitAction.action(); UnCivGame.Current.worldScreen.update() })
if (!unitAction.canAct) actionButton.disable()
return actionButton
}