From 346b912099ee1289d2e393103e6faeed33856eef Mon Sep 17 00:00:00 2001 From: IndeIrae Date: Mon, 5 Oct 2020 15:12:54 +0300 Subject: [PATCH 1/7] Fetch from original --- LuaUI/Configs/integral_menu_config.lua | 208 +++++++++--------- LuaUI/Configs/lang/common.en.json | 4 + LuaUI/Configs/lang/common.ru.json | 4 + LuaUI/Configs/lang/interface.en.json | 129 ++++++++++- LuaUI/Configs/lang/interface.ru.json | 129 ++++++++++- LuaUI/Widgets/api_i18n.lua | 5 +- LuaUI/Widgets/cmd_newton_firezone.lua | 4 +- LuaUI/Widgets/gui_chili_commander_upgrade.lua | 12 +- LuaUI/Widgets/init_startup_info_selector.lua | 14 +- 9 files changed, 387 insertions(+), 122 deletions(-) diff --git a/LuaUI/Configs/integral_menu_config.lua b/LuaUI/Configs/integral_menu_config.lua index 6c10200895..075c779b5f 100644 --- a/LuaUI/Configs/integral_menu_config.lua +++ b/LuaUI/Configs/integral_menu_config.lua @@ -7,60 +7,60 @@ local buildCmdFactory, buildCmdEconomy, buildCmdDefence, buildCmdSpecial, buildC local imageDir = 'LuaUI/Images/commands/' local tooltips = { - WANT_ONOFF = "Activation (_STATE_)\n Toggles unit abilities such as radar, shield charge, and radar jamming.", - UNIT_AI = "Unit AI (_STATE_)\n Move intelligently in combat.", - REPEAT = "Repeat (_STATE_)\n Loop factory construction, or the command queue for units.", - WANT_CLOAK = "Cloak (_STATE_)\n Turn invisible. Disrupted by damage, firing, abilities, and nearby enemies.", - CLOAK_SHIELD = "Area Cloaker (_STATE_)\n Cloak all friendly units in the area. Does not apply to structures or shield bearers.", - PRIORITY = "Construction Priority (_STATE_)\n Higher priority construction takes resources before lower priorities.", - MISC_PRIORITY = "Misc. Priority (_STATE_)\n Priority for other resource use, such as morph, stockpile and radar.", - FACTORY_GUARD = "Auto Assist (_STATE_)\n Newly built constructors stay to assist and boost production.", - AUTO_CALL_TRANSPORT = "Call Transports (_STATE_)\n Automatically call transports between constructor tasks.", - GLOBAL_BUILD = "Global Build Command (_STATE_)\n Sets constructors to execute global build orders.", - MOVE_STATE = "Hold Position (_STATE_)\n Prevent units from moving when idle. States are persistent and togglable.", - FIRE_STATE = "Hold Fire (_STATE_)\n Prevent units from firing unless a direct command or target is set.", - RETREAT = "Retreat (_STATE_)\n Retreat to the closest Airpad or Retreat Zone (placed via the top left of the screen). Right click to disable.", - IDLEMODE = "Air Idle State (_STATE_)\n Set whether aircraft land when idle.", - AP_FLY_STATE = "Air Factory Idle State (_STATE_)\n Set whether produced aircraft land when idle.", - UNIT_BOMBER_DIVE_STATE = "Bomber Dive State (_STATE_)\n Set when Ravens dive.", - UNIT_KILL_SUBORDINATES = "Kill Captured (_STATE_)\n Set whether to kill captured units.", - GOO_GATHER = "Puppy Replication (_STATE_)\n Set whether Puppies use nearby wrecks to make more Puppies.", - DISABLE_ATTACK = "Allow Attack Commands (_STATE_)\n Set whether the unit responds to attack commands.", - PUSH_PULL = "Impulse Mode (_STATE_)\n Set whether gravity guns push or pull.", - DONT_FIRE_AT_RADAR = "Fire At Radar State (_STATE_)\n Set whether precise units with high reload time fire at radar dots.", - PREVENT_OVERKILL = "Overkill Prevention (_STATE_)\n Prevents units from shooting at already doomed enemies.", - TRAJECTORY = "Trajectory (_STATE_)\n Set whether units fire at a high or low arc.", - AIR_STRAFE = "Gunship Strafe (_STATE_)\n Set whether gunships strafe when fighting.", - UNIT_FLOAT_STATE = "Float State (_STATE_)\n Set when certain amphibious units float to the surface.", - SELECTION_RANK = "Selection Rank (_STATE_)\n Priority for selection filtering.", - TOGGLE_DRONES = "Drone Construction (_STATE_)\n Toggle drone creation." + WANT_ONOFF = WG.Translate("interface", "states_activation")..' (_STATE_)\n '..WG.Translate("interface", "states_activation_tooltip"), + UNIT_AI = WG.Translate("interface", "states_unitai")..' (_STATE_)\n '..WG.Translate("interface", "states_unitai_tooltip"), + REPEAT = WG.Translate("interface", "states_repeat")..' (_STATE_)\n '..WG.Translate("interface", "states_repeat_tooltip"), + WANT_CLOAK = WG.Translate("interface", "states_perscloak")..' (_STATE_)\n '..WG.Translate("interface", "states_percloak_tooltip"), + CLOAK_SHIELD = WG.Translate("interface", "states_areacloak")..' (_STATE_)\n '..WG.Translate("interface", "states_areacloak_tooltip"), + PRIORITY = WG.Translate("interface", "states_priority")..' (_STATE_)\n '..WG.Translate("interface", "states_priority_tooltip"), + MISC_PRIORITY = WG.Translate("interface", "states_miscpriority")..' (_STATE_)\n '..WG.Translate("interface", "states_miscpriority_tooltip"), + FACTORY_GUARD = WG.Translate("interface", "states_autoassist")..' (_STATE_)\n '..WG.Translate("interface", "states_autoassist_tooltip"), + AUTO_CALL_TRANSPORT = WG.Translate("interface", "states_calltransport")..' (_STATE_)\n '..WG.Translate("interface", "states_calltransport_tooltip"), + GLOBAL_BUILD = WG.Translate("interface", "states_glbuild")..' (_STATE_)\n '..WG.Translate("interface", "states_glbuild_tooltip"), + MOVE_STATE = WG.Translate("interface", "states_manuever")..' (_STATE_)\n '..WG.Translate("interface", "states_manuever_tooltip"), + FIRE_STATE = WG.Translate("interface", "states_firestate")..' (_STATE_)\n '..WG.Translate("interface", "states_firestate_tooltip"), + RETREAT = WG.Translate("interface", "states_retreat")..' (_STATE_)\n '..WG.Translate("interface", "states_retreat_tooltip"), + IDLEMODE = WG.Translate("interface", "states_planeland")..' (_STATE_)\n '..WG.Translate("interface", "states_planeland_tooltip"), + AP_FLY_STATE = WG.Translate("interface", "states_planeland")..' (_STATE_)\n '..WG.Translate("interface", "states_planeland_tooltip"), + UNIT_BOMBER_DIVE_STATE = WG.Translate("interface", "states_divebombing")..' (_STATE_)\n '..WG.Translate("interface", "states_divebombing_tooltip"), + UNIT_KILL_SUBORDINATES = WG.Translate("interface", "states_killcap")..' (_STATE_)\n '..WG.Translate("interface", "states_killcap_tooltip"), + GOO_GATHER = WG.Translate("interface", "states_pupgoo")..' (_STATE_)\n '..WG.Translate("interface", "states_pupgoo_tooltip"), + DISABLE_ATTACK = WG.Translate("interface", "states_attackcom")..' (_STATE_)\n '..WG.Translate("interface", "states_attackcom_tooltip"), + PUSH_PULL = WG.Translate("interface", "states_pushpull")..' (_STATE_)\n '..WG.Translate("interface", "states_pushpull_tooltip"), + DONT_FIRE_AT_RADAR = WG.Translate("interface", "states_radartargeting")..' (_STATE_)\n '..WG.Translate("interface", "states_radartargeting_tooltip"), + PREVENT_OVERKILL = WG.Translate("interface", "states_overkill")..' (_STATE_)\n '..WG.Translate("interface", "states_overkill_tooltip"), + TRAJECTORY = WG.Translate("interface", "states_firearc")..' (_STATE_)\n '..WG.Translate("interface", "states_firearc_tooltip"), + AIR_STRAFE = WG.Translate("interface", "states_gsstrafe")..' (_STATE_)\n '..WG.Translate("interface", "states_gsstrafe_tooltip"), + UNIT_FLOAT_STATE = WG.Translate("interface", "states_waterfloat")..' (_STATE_)\n '..WG.Translate("interface", "states_waterfloat_tooltip"), + SELECTION_RANK = WG.Translate("interface", "states_selectionrank")..' (_STATE_)\n '..WG.Translate("interface", "states_selectionrank_tooltip"), + TOGGLE_DRONES = WG.Translate("interface", "states_drones")..' (_STATE_)\n '..WG.Translate("interface", "states_drones_tooltip") } local tooltipsAlternate = { - MOVE_STATE = "Move State (_STATE_)\n Sets how far out of its way a unit will move to attack enemies.", - FIRE_STATE = "Fire State (_STATE_)\n Sets when a unit will automatically shoot.", + MOVE_STATE = WG.Translate("interface", "states_manuever")..' (_STATE_)\n '..WG.Translate("interface", "states_manuever_tooltip"), + FIRE_STATE = WG.Translate("interface", "states_firestate")..' (_STATE_)\n '..WG.Translate("interface", "states_firestate_tooltip"), } local commandDisplayConfig = { - [CMD.ATTACK] = { texture = imageDir .. 'Bold/attack.png', tooltip = "Force Fire: Shoot at a particular target. Units will move to find a clear shot."}, - [CMD.STOP] = { texture = imageDir .. 'Bold/cancel.png', tooltip = "Stop: Halt the unit and clear its command queue."}, - [CMD.FIGHT] = { texture = imageDir .. 'Bold/fight.png', tooltip = "Attack Move: Move to a position engaging targets along the way."}, + [CMD.ATTACK] = { texture = imageDir .. 'Bold/attack.png', tooltip = WG.Translate("interface", "commands_forcefire")}, + [CMD.STOP] = { texture = imageDir .. 'Bold/cancel.png', tooltip = WG.Translate("interface", "commands_stop")}, + [CMD.FIGHT] = { texture = imageDir .. 'Bold/fight.png', tooltip = WG.Translate("interface", "commands_attackmove")}, [CMD.GUARD] = { texture = imageDir .. 'Bold/guard.png'}, [CMD.MOVE] = { texture = imageDir .. 'Bold/move.png'}, [CMD_RAW_MOVE] = { texture = imageDir .. 'Bold/move.png'}, - [CMD.PATROL] = { texture = imageDir .. 'Bold/patrol.png', tooltip = "Patrol: Attack Move back and forth between one or more waypoints."}, - [CMD.WAIT] = { texture = imageDir .. 'Bold/wait.png', tooltip = "Wait: Pause the units command queue and have it hold its current position."}, + [CMD.PATROL] = { texture = imageDir .. 'Bold/patrol.png', tooltip = WG.Translate("interface", "commands_patrol")}, + [CMD.WAIT] = { texture = imageDir .. 'Bold/wait.png', tooltip = WG.Translate("interface", "commands_wait")}, - [CMD.REPAIR] = {texture = imageDir .. 'Bold/repair.png', tooltip = "Repair: Assist construction or repair a unit. Click and drag for area repair."}, - [CMD.RECLAIM] = {texture = imageDir .. 'Bold/reclaim.png', tooltip = "Reclaim: Take resources from a wreck. Click and drag for area reclaim."}, - [CMD.RESURRECT] = {texture = imageDir .. 'Bold/resurrect.png', tooltip = "Resurrect: Spend energy to turn a wreck into a unit."}, + [CMD.REPAIR] = {texture = imageDir .. 'Bold/repair.png', tooltip = WG.Translate("interface", "commands_repair")}, + [CMD.RECLAIM] = {texture = imageDir .. 'Bold/reclaim.png', tooltip = WG.Translate("interface", "commands_reclaim")}, + [CMD.RESURRECT] = {texture = imageDir .. 'Bold/resurrect.png', tooltip = WG.Translate("interface", "commands_res")}, [CMD_BUILD] = {texture = imageDir .. 'Bold/build.png'}, - [CMD.MANUALFIRE] = { texture = imageDir .. 'Bold/dgun.png', tooltip = "Fire Special Weapon: Fire the unit's special weapon."}, - [CMD.STOCKPILE] = {tooltip = "Stockpile: Queue missile production. Right click to reduce the queue."}, + [CMD.MANUALFIRE] = { texture = imageDir .. 'Bold/dgun.png', tooltip = WG.Translate("interface", "commands_dgun")}, + [CMD.STOCKPILE] = {tooltip = WG.Translate("interface", "commands_stockpile")}, - [CMD.LOAD_UNITS] = { texture = imageDir .. 'Bold/load.png', tooltip = "Load: Pick up a unit. Click and drag to load unit in an area."}, - [CMD.UNLOAD_UNITS] = { texture = imageDir .. 'Bold/unload.png', tooltip = "Unload: Set down a carried unit. Click and drag to unload in an area."}, - [CMD.AREA_ATTACK] = { texture = imageDir .. 'Bold/areaattack.png', tooltip = "Area Attack: Indiscriminately bomb the terrain in an area."}, + [CMD.LOAD_UNITS] = { texture = imageDir .. 'Bold/load.png', tooltip = WG.Translate("interface", "commands_load")}, + [CMD.UNLOAD_UNITS] = { texture = imageDir .. 'Bold/unload.png', tooltip = WG.Translate("interface", "commands_unload")}, + [CMD.AREA_ATTACK] = { texture = imageDir .. 'Bold/areaattack.png', tooltip = WG.Translate("interface", "commands_areaattack")}, [CMD_RAMP] = {texture = imageDir .. 'ramp.png'}, [CMD_LEVEL] = {texture = imageDir .. 'level.png'}, @@ -69,13 +69,13 @@ local commandDisplayConfig = { [CMD_RESTORE] = {texture = imageDir .. 'restore.png'}, [CMD_BUMPY] = {texture = imageDir .. 'bumpy.png'}, - [CMD_AREA_GUARD] = { texture = imageDir .. 'Bold/guard.png', tooltip = "Guard: Protect the target and assist its production."}, + [CMD_AREA_GUARD] = { texture = imageDir .. 'Bold/guard.png', tooltip = WG.Translate("interface", "commands_guard")}, [CMD_AREA_MEX] = {texture = imageDir .. 'Bold/mex.png'}, [CMD_JUMP] = {texture = imageDir .. 'Bold/jump.png'}, - [CMD_FIND_PAD] = {texture = imageDir .. 'Bold/rearm.png', tooltip = "Resupply: Return to nearest Airpad for repairs and, for bombers, ammo."}, + [CMD_FIND_PAD] = {texture = imageDir .. 'Bold/rearm.png', tooltip = WG.Translate("interface", "commands_resupply")}, [CMD_EMBARK] = {texture = imageDir .. 'Bold/embark.png'}, [CMD_DISEMBARK] = {texture = imageDir .. 'Bold/disembark.png'}, @@ -96,155 +96,155 @@ local commandDisplayConfig = { -- states [CMD_WANT_ONOFF] = { texture = {imageDir .. 'states/off.png', imageDir .. 'states/on.png'}, - stateTooltip = {tooltips.WANT_ONOFF:gsub("_STATE_", "Off"), tooltips.WANT_ONOFF:gsub("_STATE_", "On")} + stateTooltip = {tooltips.WANT_ONOFF:gsub("_STATE_", WG.Translate("interface", "states_smthng_off")), tooltips.WANT_ONOFF:gsub("_STATE_", WG.Translate("interface", "states_smthng_on"))} }, [CMD_UNIT_AI] = { texture = {imageDir .. 'states/bulb_off.png', imageDir .. 'states/bulb_on.png'}, - stateTooltip = {tooltips.UNIT_AI:gsub("_STATE_", "Disabled"), tooltips.UNIT_AI:gsub("_STATE_", "Enabled")}, + stateTooltip = {tooltips.UNIT_AI:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), tooltips.UNIT_AI:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled"))}, }, [CMD.REPEAT] = { texture = {imageDir .. 'states/repeat_off.png', imageDir .. 'states/repeat_on.png'}, - stateTooltip = {tooltips.REPEAT:gsub("_STATE_", "Disabled"), tooltips.REPEAT:gsub("_STATE_", "Enabled")} + stateTooltip = {tooltips.REPEAT:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), tooltips.REPEAT:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled"))} }, [CMD_WANT_CLOAK] = { texture = {imageDir .. 'states/cloak_off.png', imageDir .. 'states/cloak_on.png'}, - stateTooltip = {tooltips.WANT_CLOAK:gsub("_STATE_", "Disabled"), tooltips.WANT_CLOAK:gsub("_STATE_", "Enabled")} + stateTooltip = {tooltips.WANT_CLOAK:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), tooltips.WANT_CLOAK:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled"))} }, [CMD_CLOAK_SHIELD] = { texture = {imageDir .. 'states/areacloak_off.png', imageDir .. 'states/areacloak_on.png'}, - stateTooltip = {tooltips.CLOAK_SHIELD:gsub("_STATE_", "Disabled"), tooltips.CLOAK_SHIELD:gsub("_STATE_", "Enabled")} + stateTooltip = {tooltips.CLOAK_SHIELD:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), tooltips.CLOAK_SHIELD:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled"))} }, [CMD_PRIORITY] = { texture = {imageDir .. 'states/wrench_low.png', imageDir .. 'states/wrench_med.png', imageDir .. 'states/wrench_high.png'}, stateTooltip = { - tooltips.PRIORITY:gsub("_STATE_", "Low"), - tooltips.PRIORITY:gsub("_STATE_", "Normal"), - tooltips.PRIORITY:gsub("_STATE_", "High") + tooltips.PRIORITY:gsub("_STATE_", WG.Translate("interface", "states_smthng_low")), + tooltips.PRIORITY:gsub("_STATE_", WG.Translate("interface", "states_smthng_normal")), + tooltips.PRIORITY:gsub("_STATE_", WG.Translate("interface", "states_smthng_high")) } }, [CMD_MISC_PRIORITY] = { texture = {imageDir .. 'states/wrench_low_other.png', imageDir .. 'states/wrench_med_other.png', imageDir .. 'states/wrench_high_other.png'}, stateTooltip = { - tooltips.MISC_PRIORITY:gsub("_STATE_", "Low"), - tooltips.MISC_PRIORITY:gsub("_STATE_", "Normal"), - tooltips.MISC_PRIORITY:gsub("_STATE_", "High") + tooltips.MISC_PRIORITY:gsub("_STATE_", WG.Translate("interface", "states_smthng_low")), + tooltips.MISC_PRIORITY:gsub("_STATE_", WG.Translate("interface", "states_smthng_normal")), + tooltips.MISC_PRIORITY:gsub("_STATE_", WG.Translate("interface", "states_smthng_high")) } }, [CMD_FACTORY_GUARD] = { texture = {imageDir .. 'states/autoassist_off.png', imageDir .. 'states/autoassist_on.png'}, - stateTooltip = {tooltips.FACTORY_GUARD:gsub("_STATE_", "Disabled"), tooltips.FACTORY_GUARD:gsub("_STATE_", "Enabled")} + stateTooltip = {tooltips.FACTORY_GUARD:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), tooltips.FACTORY_GUARD:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled"))} }, [CMD_AUTO_CALL_TRANSPORT] = { texture = {imageDir .. 'states/auto_call_off.png', imageDir .. 'states/auto_call_on.png'}, - stateTooltip = {tooltips.AUTO_CALL_TRANSPORT:gsub("_STATE_", "Disabled"), tooltips.AUTO_CALL_TRANSPORT:gsub("_STATE_", "Enabled")} + stateTooltip = {tooltips.AUTO_CALL_TRANSPORT:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), tooltips.AUTO_CALL_TRANSPORT:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled"))} }, [CMD_GLOBAL_BUILD] = { texture = {imageDir .. 'Bold/buildgrey.png', imageDir .. 'Bold/build_light.png'}, - stateTooltip = {tooltips.GLOBAL_BUILD:gsub("_STATE_", "Disabled"), tooltips.GLOBAL_BUILD:gsub("_STATE_", "Enabled")} + stateTooltip = {tooltips.GLOBAL_BUILD:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), tooltips.GLOBAL_BUILD:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled"))} }, [CMD.MOVE_STATE] = { texture = {imageDir .. 'states/move_hold.png', imageDir .. 'states/move_engage.png', imageDir .. 'states/move_roam.png'}, stateTooltip = { - tooltips.MOVE_STATE:gsub("_STATE_", "Enabled"), - tooltips.MOVE_STATE:gsub("_STATE_", "Disabled"), - tooltips.MOVE_STATE:gsub("_STATE_", "Roam") + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled")), + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_manuever_roam")) }, stateNameOverride = {"Enabled", "Disabled", "Roam (not in toggle)"}, altConfig = { texture = {imageDir .. 'states/move_hold.png', imageDir .. 'states/move_engage.png', imageDir .. 'states/move_roam.png'}, stateTooltip = { - tooltipsAlternate.MOVE_STATE:gsub("_STATE_", "Hold Position"), - tooltipsAlternate.MOVE_STATE:gsub("_STATE_", "Maneuver"), - tooltipsAlternate.MOVE_STATE:gsub("_STATE_", "Roam") + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_manuever_hold")), + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_manuever_abit")), + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_manuever_roam")) }, } }, [CMD.FIRE_STATE] = { texture = {imageDir .. 'states/fire_hold.png', imageDir .. 'states/fire_return.png', imageDir .. 'states/fire_atwill.png'}, stateTooltip = { - tooltips.FIRE_STATE:gsub("_STATE_", "Enabled"), - tooltips.FIRE_STATE:gsub("_STATE_", "Return Fire"), - tooltips.FIRE_STATE:gsub("_STATE_", "Disabled") + tooltips.FIRE_STATE:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled")), + tooltips.FIRE_STATE:gsub("_STATE_", WG.Translate("interface", "states_firestate_return")), + tooltips.FIRE_STATE:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")) }, stateNameOverride = {"Enabled", "Return Fire (not in toggle)", "Disabled"}, altConfig = { texture = {imageDir .. 'states/fire_hold.png', imageDir .. 'states/fire_return.png', imageDir .. 'states/fire_atwill.png'}, stateTooltip = { - tooltipsAlternate.FIRE_STATE:gsub("_STATE_", "Hold Fire"), - tooltipsAlternate.FIRE_STATE:gsub("_STATE_", "Return Fire"), - tooltipsAlternate.FIRE_STATE:gsub("_STATE_", "Fire At Will") + tooltips.FIRE_STATE:gsub("_STATE_", WG.Translate("interface", "states_firestate_hold")), + tooltips.FIRE_STATE:gsub("_STATE_", WG.Translate("interface", "states_firestate_return")), + tooltips.FIRE_STATE:gsub("_STATE_", WG.Translate("interface", "states_firestate_weaponsfree")) }, } }, [CMD_RETREAT] = { texture = {imageDir .. 'states/retreat_off.png', imageDir .. 'states/retreat_30.png', imageDir .. 'states/retreat_60.png', imageDir .. 'states/retreat_90.png'}, stateTooltip = { - tooltips.RETREAT:gsub("_STATE_", "Disabled"), - tooltips.RETREAT:gsub("_STATE_", "30%% Health"), - tooltips.RETREAT:gsub("_STATE_", "65%% Health"), - tooltips.RETREAT:gsub("_STATE_", "99%% Health") + tooltips.RETREAT:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), + tooltips.RETREAT:gsub("_STATE_", "30%% "..WG.Translate("interface", "health_absent")), + tooltips.RETREAT:gsub("_STATE_", "65%% "..WG.Translate("interface", "health_absent")), + tooltips.RETREAT:gsub("_STATE_", "99%% "..WG.Translate("interface", "health_absent")) } }, [CMD.IDLEMODE] = { texture = {imageDir .. 'states/fly_on.png', imageDir .. 'states/fly_off.png'}, - stateTooltip = {tooltips.IDLEMODE:gsub("_STATE_", "Fly"), tooltips.IDLEMODE:gsub("_STATE_", "Land")} + stateTooltip = {tooltips.IDLEMODE:gsub("_STATE_", WG.Translate("interface", "states_planeland_no")), tooltips.IDLEMODE:gsub("_STATE_", WG.Translate("interface", "states_planeland_yes"))} }, [CMD_AP_FLY_STATE] = { texture = {imageDir .. 'states/fly_on.png', imageDir .. 'states/fly_off.png'}, - stateTooltip = {tooltips.AP_FLY_STATE:gsub("_STATE_", "Fly"), tooltips.AP_FLY_STATE:gsub("_STATE_", "Land")} + stateTooltip = {tooltips.AP_FLY_STATE:gsub("_STATE_", WG.Translate("interface", "states_planeland_no")), tooltips.AP_FLY_STATE:gsub("_STATE_", WG.Translate("interface", "states_planeland_yes"))} }, [CMD_UNIT_BOMBER_DIVE_STATE] = { texture = {imageDir .. 'states/divebomb_off.png', imageDir .. 'states/divebomb_shield.png', imageDir .. 'states/divebomb_attack.png', imageDir .. 'states/divebomb_always.png'}, stateTooltip = { - tooltips.UNIT_BOMBER_DIVE_STATE:gsub("_STATE_", "Always Fly High"), - tooltips.UNIT_BOMBER_DIVE_STATE:gsub("_STATE_", "Against Shields and Units"), - tooltips.UNIT_BOMBER_DIVE_STATE:gsub("_STATE_", "Against Units"), - tooltips.UNIT_BOMBER_DIVE_STATE:gsub("_STATE_", "Always Fly Low") + tooltips.UNIT_BOMBER_DIVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_divebombing_flyhigh")), + tooltips.UNIT_BOMBER_DIVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_divebombing_shieldandunits")), + tooltips.UNIT_BOMBER_DIVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_divebombing_units")), + tooltips.UNIT_BOMBER_DIVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_divebombing_golow")) } }, [CMD_UNIT_KILL_SUBORDINATES] = { texture = {imageDir .. 'states/capturekill_off.png', imageDir .. 'states/capturekill_on.png'}, - stateTooltip = {tooltips.UNIT_KILL_SUBORDINATES:gsub("_STATE_", "Keep"), tooltips.UNIT_KILL_SUBORDINATES:gsub("_STATE_", "Kill")} + stateTooltip = {tooltips.UNIT_KILL_SUBORDINATES:gsub("_STATE_", WG.Translate("interface", "states_killcap_keep")), tooltips.UNIT_KILL_SUBORDINATES:gsub("_STATE_", WG.Translate("interface", "states_killcap_kill"))} }, [CMD_GOO_GATHER] = { texture = {imageDir .. 'states/goo_off.png', imageDir .. 'states/goo_on.png', imageDir .. 'states/goo_cloak.png'}, stateTooltip = { - tooltips.GOO_GATHER:gsub("_STATE_", "Off"), - tooltips.GOO_GATHER:gsub("_STATE_", "On except when cloaked"), - tooltips.GOO_GATHER:gsub("_STATE_", "On always") + tooltips.GOO_GATHER:gsub("_STATE_", WG.Translate("interface", "states_smthng_off")), + tooltips.GOO_GATHER:gsub("_STATE_", WG.Translate("interface", "states_pupgoo_onbutcloaked")), + tooltips.GOO_GATHER:gsub("_STATE_", WG.Translate("interface", "states_pupgoo_onalways")) } }, [CMD_DISABLE_ATTACK] = { texture = {imageDir .. 'states/disableattack_off.png', imageDir .. 'states/disableattack_on.png'}, - stateTooltip = {tooltips.DISABLE_ATTACK:gsub("_STATE_", "Allowed"), tooltips.DISABLE_ATTACK:gsub("_STATE_", "Blocked")} + stateTooltip = {tooltips.DISABLE_ATTACK:gsub("_STATE_", WG.Translate("interface", "states_attackcom_allowed")), tooltips.DISABLE_ATTACK:gsub("_STATE_", WG.Translate("interface", "states_attackcom_blocked"))} }, [CMD_PUSH_PULL] = { texture = {imageDir .. 'states/pull_alt.png', imageDir .. 'states/push_alt.png'}, - stateTooltip = {tooltips.PUSH_PULL:gsub("_STATE_", "Pull"), tooltips.PUSH_PULL:gsub("_STATE_", "Push")} + stateTooltip = {tooltips.PUSH_PULL:gsub("_STATE_", WG.Translate("interface", "states_pushpull_pull")), tooltips.PUSH_PULL:gsub("_STATE_", WG.Translate("interface", "states_pushpull_push"))} }, [CMD_DONT_FIRE_AT_RADAR] = { texture = {imageDir .. 'states/stealth_on.png', imageDir .. 'states/stealth_off.png'}, - stateTooltip = {tooltips.DONT_FIRE_AT_RADAR:gsub("_STATE_", "Fire"), tooltips.DONT_FIRE_AT_RADAR:gsub("_STATE_", "Hold Fire")} + stateTooltip = {tooltips.DONT_FIRE_AT_RADAR:gsub("_STATE_", WG.Translate("interface", "states_radartargeting_fire")), tooltips.DONT_FIRE_AT_RADAR:gsub("_STATE_", WG.Translate("interface", "states_radartargeting_hold"))} }, [CMD_PREVENT_OVERKILL] = { texture = {imageDir .. 'states/overkill_off.png', imageDir .. 'states/overkill_on.png'}, - stateTooltip = {tooltips.PREVENT_OVERKILL:gsub("_STATE_", "Disabled"), tooltips.PREVENT_OVERKILL:gsub("_STATE_", "Enabled")} + stateTooltip = {tooltips.PREVENT_OVERKILL:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), tooltips.PREVENT_OVERKILL:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled"))} }, [CMD.TRAJECTORY] = { texture = {imageDir .. 'states/traj_low.png', imageDir .. 'states/traj_high.png'}, - stateTooltip = {tooltips.TRAJECTORY:gsub("_STATE_", "Low"), tooltips.TRAJECTORY:gsub("_STATE_", "High")} + stateTooltip = {tooltips.TRAJECTORY:gsub("_STATE_", WG.Translate("interface", "states_firearc_low")), tooltips.TRAJECTORY:gsub("_STATE_", WG.Translate("interface", "states_firearc_high"))} }, [CMD_AIR_STRAFE] = { texture = {imageDir .. 'states/strafe_off.png', imageDir .. 'states/strafe_on.png'}, - stateTooltip = {tooltips.AIR_STRAFE:gsub("_STATE_", "No Strafe"), tooltips.AIR_STRAFE:gsub("_STATE_", "Strafe")} + stateTooltip = {tooltips.AIR_STRAFE:gsub("_STATE_", WG.Translate("interface", "states_gsstrafe_no")), tooltips.AIR_STRAFE:gsub("_STATE_", WG.Translate("interface", "states_gsstrafe_yes"))} }, [CMD_UNIT_FLOAT_STATE] = { texture = {imageDir .. 'states/amph_sink.png', imageDir .. 'states/amph_attack.png', imageDir .. 'states/amph_float.png'}, stateTooltip = { - tooltips.UNIT_FLOAT_STATE:gsub("_STATE_", "Never Float"), - tooltips.UNIT_FLOAT_STATE:gsub("_STATE_", "Float To Fire"), - tooltips.UNIT_FLOAT_STATE:gsub("_STATE_", "Always Float") + tooltips.UNIT_FLOAT_STATE:gsub("_STATE_", WG.Translate("interface", "states_waterfloat_never")), + tooltips.UNIT_FLOAT_STATE:gsub("_STATE_", WG.Translate("interface", "states_waterfloat_tofire")), + tooltips.UNIT_FLOAT_STATE:gsub("_STATE_", WG.Translate("interface", "states_waterfloat_always")) } }, [CMD_SELECTION_RANK] = { @@ -259,8 +259,8 @@ local commandDisplayConfig = { [CMD_TOGGLE_DRONES] = { texture = {imageDir .. 'states/drones_off.png', imageDir .. 'states/drones_on.png'}, stateTooltip = { - tooltips.TOGGLE_DRONES:gsub("_STATE_", "Disabled"), - tooltips.TOGGLE_DRONES:gsub("_STATE_", "Enabled"), + tooltips.TOGGLE_DRONES:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), + tooltips.TOGGLE_DRONES:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled")), } }, } @@ -360,7 +360,7 @@ local buttonLayoutConfig = { }, showCost = false, queueButton = true, - tooltipOverride = "\255\1\255\1Left/Right click \255\255\255\255: Add to/subtract from queue\n\255\1\255\1Hold Left mouse \255\255\255\255: Drag to a different position in queue", + tooltipOverride = "\255\1\255\1"..WG.Translate("interface", "leftrightmb").." \255\255\255\255: "..WG.Translate("interface", "facqueue_tooltip_1").."\n\255\1\255\1"..WG.Translate("interface", "hold").." "..WG.Translate("interface", "lmb_1").." \255\255\255\255: "..WG.Translate("interface", "facqueue_tooltip_2"), dragAndDrop = true, }, queueWithDots = { @@ -375,7 +375,7 @@ local buttonLayoutConfig = { showCost = false, queueButton = true, -- "\255\1\255\1Hold Left mouse \255\255\255\255: drag drop to different factory or position in queue\n" - tooltipOverride = "\255\1\255\1Left/Right click \255\255\255\255: Add to/subtract from queue\n\255\1\255\1Hold Left mouse \255\255\255\255: Drag to a different position in queue", + tooltipOverride = "\255\1\255\1"..WG.Translate("interface", "leftrightmb").." \255\255\255\255: "..WG.Translate("interface", "facqueue_tooltip_1").."\n\255\1\255\1"..WG.Translate("interface", "hold").." "..WG.Translate("interface", "lmb_1").." \255\255\255\255: "..WG.Translate("interface", "facqueue_tooltip_2"), dragAndDrop = true, dotDotOnOverflow = true, } @@ -393,7 +393,7 @@ end local commandPanels = { { - humanName = "Orders", + humanName = WG.Translate("interface", "commandpanel_orders"), name = "orders", inclusionFunction = function(cmdID) return cmdID >= 0 and not buildCmdSpecial[cmdID] -- Terraform @@ -402,7 +402,7 @@ local commandPanels = { buttonLayoutConfig = buttonLayoutConfig.command, }, { - humanName = "Econ", + humanName = WG.Translate("interface", "commandpanel_econ"), name = "economy", inclusionFunction = function(cmdID) local position = buildCmdEconomy[cmdID] @@ -416,7 +416,7 @@ local commandPanels = { buttonLayoutConfig = buttonLayoutConfig.build, }, { - humanName = "Defence", + humanName = WG.Translate("interface", "commandpanel_defence"), name = "defence", inclusionFunction = function(cmdID) local position = buildCmdDefence[cmdID] @@ -430,7 +430,7 @@ local commandPanels = { buttonLayoutConfig = buttonLayoutConfig.build, }, { - humanName = "Special", + humanName = WG.Translate("interface", "commandpanel_special"), name = "special", inclusionFunction = function(cmdID) local position = buildCmdSpecial[cmdID] @@ -446,7 +446,7 @@ local commandPanels = { buttonLayoutOverride = specialButtonLayoutOverride, }, { - humanName = "Factory", + humanName = WG.Translate("interface", "commandpanel_factory"), name = "factory", inclusionFunction = function(cmdID) local position = buildCmdFactory[cmdID] @@ -460,7 +460,7 @@ local commandPanels = { buttonLayoutConfig = buttonLayoutConfig.build, }, { - humanName = "Units", + humanName = WG.Translate("interface", "commandpanel_units"), name = "units_mobile", inclusionFunction = function(cmdID, factoryUnitDefID) return not factoryUnitDefID -- Only called if previous funcs don't @@ -472,7 +472,7 @@ local commandPanels = { buttonLayoutConfig = buttonLayoutConfig.build, }, { - humanName = "Units", + humanName = WG.Translate("interface", "commandpanel_units"), name = "units_factory", inclusionFunction = function(cmdID, factoryUnitDefID) if not (factoryUnitDefID and buildCmdUnits[factoryUnitDefID]) then diff --git a/LuaUI/Configs/lang/common.en.json b/LuaUI/Configs/lang/common.en.json index 17a6699550..5bb7f41a69 100644 --- a/LuaUI/Configs/lang/common.en.json +++ b/LuaUI/Configs/lang/common.en.json @@ -38,12 +38,16 @@ "repeating" : "repeating", "current_project" : "Current project", "lmb" : "Left-click", + "lmb_1" : "Left mouse", "mmb" : "Middle-click", "rmb" : "Right-click", + "leftrightmb" : "Left/Right click", "clear" : "Clear", "button" : "Button", "shift" : "Shift", + "hold" : "Hold", "health" : "Health", + "health_absent" : "Health", "value" : "Value", "special" : "Special", "ready" : "Ready", diff --git a/LuaUI/Configs/lang/common.ru.json b/LuaUI/Configs/lang/common.ru.json index 1204d7d6f6..9a59e064c3 100644 --- a/LuaUI/Configs/lang/common.ru.json +++ b/LuaUI/Configs/lang/common.ru.json @@ -38,12 +38,16 @@ "repeating" : "повторяется", "current_project" : "Текущий проект", "lmb" : "Левый клик", + "lmb_1" : "Левый клик", "mmb" : "Средний клик", "rmb" : "Правый клик", + "leftrightmb" : "Левый/Правый клик", "clear" : "Очистить", "button" : "Кнопка", "shift" : "Shift", + "hold" : "Удерж", "health" : "Здоровье", + "health_absent" : "Здоровья", "value" : "Стоимость", "special" : "Особые", "ready" : "Готов", diff --git a/LuaUI/Configs/lang/interface.en.json b/LuaUI/Configs/lang/interface.en.json index e602d36d80..74a23260eb 100644 --- a/LuaUI/Configs/lang/interface.en.json +++ b/LuaUI/Configs/lang/interface.en.json @@ -106,5 +106,132 @@ "few" : "%{count} units in queue", "many" : "%{count} units in queue", "other" : "%{count} units in queue" - } + }, + "commandpanel_orders" : "Orders", + "commandpanel_econ" : "Econ", + "commandpanel_defence" : "Defence", + "commandpanel_special" : "Special", + "commandpanel_factory" : "Factory", + "commandpanel_units" : "Units", + "facqueue_tooltip_1" : "Add to/subtract from queue", + "facqueue_tooltip_2" : "Drag to a different position in queue", + "states_activation" : "Activation", + "states_activation_tooltip" : "Toggles some unit abilities.", + "states_unitai" : "Unit AI", + "states_unitai_tooltip" : "Move intelligently in combat.", + "states_repeat" : "Repeat", + "states_repeat_tooltip" : "Loop command queue. Construction queue for factories.", + "states_perscloak" : "Cloak", + "states_percloak_tooltip" : "Makes the unit invisible, unless it fires, takes damage, or is too close to an enemy unit.", + "states_areacloak" : "Area Cloaker", + "states_areacloak_tooltip" : "Cloaks all friendly units in an area.", + "states_priority" : "Construction Priority", + "states_priority_tooltip" : "Higher priority constructors receive resources before those of lower priority.", + "states_miscpriority" : "Misc. Priority", + "states_miscpriority_tooltip" : "Priority for non-constructor resource usage (morph, stockpile, and energy upkeep).", + "states_autoassist" : "Auto Assist", + "states_autoassist_tooltip" : "Newly built constructors automatically assist their factory.", + "states_calltransport" : "Call Transports", + "states_calltransport_tooltip" : "Automatically call transports between constructor tasks.", + "states_glbuild" : "Global Build Command", + "states_glbuild_tooltip" : "Sets constructors to execute global build orders.", + "states_manuever" : "Move State", + "states_manuever_hold" : "Hold Position", + "states_manuever_abit" : "Maneuver", + "states_manuever_roam" : "Roam", + "states_manuever_tooltip" : "Sets how far out of its way a unit will move to attack enemies.", + "states_firestate" : "Fire State", + "states_firestate_hold" : "Hold Fire", + "states_firestate_return" : "Return Fire", + "states_firestate_weaponsfree" : "Fire At Will", + "states_firestate_tooltip" : "Sets when a unit will automatically shoot.", + "states_retreat" : "Retreat", + "states_retreat_tooltip" : "Automatically retreat to closest retreat point or airpad when damaged. Right click to disable.", + "states_planeland" : "Idle State", + "states_planeland_no" : "Fly", + "states_planeland_yes" : "Land", + "states_planeland_tooltip" : "Set whether aircraft lands when idle.", + "states_divebombing" : "Dive State", + "states_divebombing_flyhigh" : "Always Fly High", + "states_divebombing_shieldandunits" : "Against Shields and Units", + "states_divebombing_units" : "Against Units", + "states_divebombing_golow" : "Always Fly Low", + "states_divebombing_tooltip" : "Set when Ravens dive.", + "states_killcap" : "Kill Captured", + "states_killcap_kill" : "Kill", + "states_killcap_keep" : "Keep", + "states_killcap_tooltip" : "Set whether to kill captured units.", + "states_pupgoo" : "Puppy Goo", + "states_pupgoo_onbutcloaked" : "On except cloaked", + "states_pupgoo_onalways" : "On always", + "states_pupgoo_tooltip" : "Set when Puppies reclaim metal.", + "states_attackcom" : "Allow attack commands", + "states_attackcom_allowed" : "Allowed", + "states_attackcom_blocked" : "Blocked", + "states_attackcom_tooltip" : "Set whether the unit responds to attack commands.", + "states_pushpull" : "Impulse Mode", + "states_pushpull_pull" : "Pull", + "states_pushpull_push" : "Push", + "states_pushpull_tooltip" : "Set whether gravity guns push or pull.", + "states_radartargeting" : "Fire At Radar State", + "states_radartargeting_fire" : "Fire", + "states_radartargeting_hold" : "Hold Fire", + "states_radartargeting_tooltip" : "Set whether precise units with high reload time fire at radar dots.", + "states_overkill" : "Overkill Prevention", + "states_overkill_tooltip" : "Prevents units from shooting at already doomed enemies.", + "states_firearc" : "Trajectory", + "states_firearc_low" : "Low", + "states_firearc_high" : "High", + "states_firearc_tooltip" : "Set whether units fire at a high or low arc.", + "states_gsstrafe" : "Gunship Strafe", + "states_gsstrafe_no" : "No Strafe", + "states_gsstrafe_yes" : "Strafe", + "states_gsstrafe_tooltip" : "Set whether gunships strafe when fighting.", + "states_waterfloat" : "Float State", + "states_waterfloat_never" : "Never Float", + "states_waterfloat_tofire" : "Float To Fire", + "states_waterfloat_always" : "Always Float", + "states_waterfloat_tooltip" : "Set the conditions which cause certain amphibious units to float to the surface.", + "states_selectionrank" : "Selection Rank", + "states_selectionrank_tooltip" : "Priority for selection filtering.", + "states_drones" : "Drone Construction", + "states_drones_tooltip" : "Toggle drone creation.", + "states_smthng_off" : "Off", + "states_smthng_on" : "On", + "states_smthng_disabled" : "Disabled", + "states_smthng_enabled" : "Enabled", + "states_smthng_low" : "Low", + "states_smthng_normal" : "Normal", + "states_smthng_high" : "High", + "commands_newton_firezone" : "Set a Newton firezone. Newtons will fire at all units in the area (including allies).", + "commands_newton_firezone_stop" : "Disasociate Newton from current firezone.", + "commands_forcefire" : "Force Fire: Shoot at a particular target or position.", + "commands_stop" : "Stop: Halt the unit and clear its command queue.", + "commands_attackmove" : "Attack Move: Move to a position engaging targets on the way.", + "commands_patrol" : "Patrol: Attack Move back and forth between one or more waypoints.", + "commands_wait" : "Wait: Pause the units command queue and have it hold its current position.", + "commands_repair" : "Repair: Assist construction or repair a unit. Click and drag for area repair.", + "commands_reclaim" : "Reclaim: Take resources from a wreck. Click and drag for area reclaim.", + "commands_res" : "Resurrect: Spend energy to turn a wreck into a unit.", + "commands_dgun" : "Fire Special Weapon: Fire the unit's special weapon.", + "commands_stockpile" : "Stockpile: Queue missile production. Right click to reduce the queue.", + "commands_load" : "Load: Pick up a unit. Click and drag to load unit in an area.", + "commands_unload" : "Unload: Set down a carried unit. Click and drag to unload in an area.", + "commands_areaattack" : "Area Attack: Indiscriminately bomb the terrain in an area.", + "commands_guard" : "Guard: Protect the target and assist its production.", + "commands_resupply" : "Resupply: Return to nearest repair pad for health and ammo.", + "commands_settarget" : "Set Target: Set a priority target that is indepdent of the units command queue.", + "commands_canceltarget" : "Cancel Target: Cancel the units priority target.", + "startup_commenu_hidedefault" : "Hide default commanders", + "startup_commenu_sitelink" : "You can customize your commanders on the Zero-K site: https://zero-k.info", + "startup_commenu_tooltips" : "Module tooltips", + "startup_commenu_title" : "COMMANDER SELECTOR", + "startup_chatmessage" : "I choose: %{comcallsign}!", + "startup_commenu_open" : "Open comm selection screen", + "startup_commenu_close" : "CLOSE", + "com_upgrademenu_title" : "Modules", + "com_upgrademenu_start" : "Start upgrade", + "com_upgrademenu_currentupgrades" : "View current modules", + "com_upgrademenu_cancel" : "Cancel module selection", + "com_upgrademenu_tooltip" : "Upgrade Commander" } diff --git a/LuaUI/Configs/lang/interface.ru.json b/LuaUI/Configs/lang/interface.ru.json index ea61af15c6..17f875950f 100644 --- a/LuaUI/Configs/lang/interface.ru.json +++ b/LuaUI/Configs/lang/interface.ru.json @@ -106,5 +106,132 @@ "few" : "%{count} юнита в очереди.", "many" : "%{count} юнитов в очереди.", "other" : "%{count} юнитов в очереди." - } + }, + "commandpanel_orders" : "Приказы", + "commandpanel_econ" : "Эко", + "commandpanel_defence" : "Оборона", + "commandpanel_special" : "Спец", + "commandpanel_factory" : "Заводы", + "commandpanel_units" : "Юниты", + "facqueue_tooltip_1" : "Добавить/убрать из очереди строительства", + "facqueue_tooltip_2" : "Перетянуть в другую позицию в очереди", + "states_activation" : "Активация", + "states_activation_tooltip" : "Переключает способности некоторых юнитов.", + "states_unitai" : "ИИ юнита", + "states_unitai_tooltip" : "Позволяет оптимальное передвижение в бою.", + "states_repeat" : "Цикл", + "states_repeat_tooltip" : "Повторяет очередь команд и создаёт очередь производства для заводов.", + "states_perscloak" : "Маскировка", + "states_percloak_tooltip" : "Делает юнита невидимым пока тот не стреляет, не получает урона и не приближается к врагу.", + "states_areacloak" : "Макскировка площади", + "states_areacloak_tooltip" : "Маскирует всех юнитов поблизости.", + "states_priority" : "Приоритет строительства", + "states_priority_tooltip" : "Строители с более высоким приоритетом получают ресурсы раньше остальных.", + "states_miscpriority" : "Сторонний приоритет", + "states_miscpriority_tooltip" : "Приоритет для использования ресурсов в сторонних целях (превращения, запасание, поддержание работы за счёт энергии).", + "states_autoassist" : "Авто-помощь", + "states_autoassist_tooltip" : "Созданные строители автоматически содействуют заводу.", + "states_calltransport" : "Вызов транспорта", + "states_calltransport_tooltip" : "Автоматически вызывает транспорт по окончанию создания юнита.", + "states_glbuild" : "Global Build Command", + "states_glbuild_tooltip" : "Sets constructors to execute global build orders.", + "states_manuever" : "Режим маневрирования", + "states_manuever_hold" : "Удерживать позицию", + "states_manuever_abit" : "Ограниченные манёвры", + "states_manuever_roam" : "Свободный", + "states_manuever_tooltip" : "Определяет насколько далеко юнит может перемещаться для атаки на врага.", + "states_firestate" : "Режим огня", + "states_firestate_hold" : "Не атаковать", + "states_firestate_return" : "Ответный огонь", + "states_firestate_weaponsfree" : "Огонь по усмотрению", + "states_firestate_tooltip" : "Определяет когда юнит может автоматически открывать огонь.", + "states_retreat" : "Отступление", + "states_retreat_tooltip" : "Автоматически отступает к ближайщей зоне отступления или ВВП при повреждении. ПКМ для отключения.", + "states_planeland" : "Приземление при бездействии", + "states_planeland_no" : "Парить", + "states_planeland_yes" : "Приземляться", + "states_planeland_tooltip" : "Определяет будут ли воздушные юниты приземляться при бездействии.", + "states_divebombing" : "Режим бомбардировки", + "states_divebombing_flyhigh" : "Всегда сохранять высоту", + "states_divebombing_shieldandunits" : "Снижаться для щитов и юнитов", + "states_divebombing_units" : "Снижаться для юнитов", + "states_divebombing_golow" : "Всегда снижаться", + "states_divebombing_tooltip" : "Определяет когда Ворон будет сбрасывать высоту для бомбардировки.", + "states_killcap" : "Режим захвата", + "states_killcap_kill" : "Уничтожать", + "states_killcap_keep" : "Захватывать", + "states_killcap_tooltip" : "Определяет что происходит с захваченными юнитами.", + "states_pupgoo" : "Самовоспроизведение Щенят", + "states_pupgoo_onbutcloaked" : "Всегда кроме маскировки", + "states_pupgoo_onalways" : "Всегда включена", + "states_pupgoo_tooltip" : "Определяет когда Щенята будут самовоспроизводиться.", + "states_attackcom" : "Разрешение команды атаки", + "states_attackcom_allowed" : "Разрешена", + "states_attackcom_blocked" : "Запрещена", + "states_attackcom_tooltip" : "Определяет реагирует ли юнит на команду атаки.", + "states_pushpull" : "Режим импульса", + "states_pushpull_pull" : "Притягивать", + "states_pushpull_push" : "Отталкивать", + "states_pushpull_tooltip" : "Определяет отталкивают или притягивают гравитационные орудия.", + "states_radartargeting" : "Режим атаки по радару", + "states_radartargeting_fire" : "Атаковать", + "states_radartargeting_hold" : "Не атаковать", + "states_radartargeting_tooltip" : "Определяет будут ли юниты требующие точного наведения с большой перезарядкой открывать огонь по данным радара.", + "states_overkill" : "Предотвращение оверкилла", + "states_overkill_tooltip" : "Предотвращает стрельбу по заведомо мёртвым противникам.", + "states_firearc" : "Траектория стрельбы", + "states_firearc_low" : "Низкая", + "states_firearc_high" : "Высокая", + "states_firearc_tooltip" : "Определяет траекторию стрельбы некоторых юнитов и сооружений.", + "states_gsstrafe" : "Стрейф экранопланов", + "states_gsstrafe_no" : "Не стрейфить", + "states_gsstrafe_yes" : "Стрейфить", + "states_gsstrafe_tooltip" : "Определяют будут ли экранопланы атаковать с использованием стрейфа.", + "states_waterfloat" : "Режим всплывания", + "states_waterfloat_never" : "Никогда не всплывать", + "states_waterfloat_tofire" : "Всплывать для атаки", + "states_waterfloat_always" : "Всегда на плаву", + "states_waterfloat_tooltip" : "Определяет когда юниты-амфибии будут всплывать над поверхностью воды.", + "states_selectionrank" : "Ранг выделения", + "states_selectionrank_tooltip" : "Приоритет влияющий на фильтрацию выделяемых юнитов.", + "states_drones" : "Создание дронов", + "states_drones_tooltip" : "Переключает создание дронов.", + "states_smthng_off" : "Выкл", + "states_smthng_on" : "Вкл", + "states_smthng_disabled" : "Отключено", + "states_smthng_enabled" : "Включено", + "states_smthng_low" : "Низкий", + "states_smthng_normal" : "Средний", + "states_smthng_high" : "Высокий", + "commands_newton_firezone" : "Установить зону стрельбы турелей Ньютон. Они будут открывать огонь по всем целям в выбранной зоне (включая союзников).", + "commands_newton_firezone_stop" : "Прекращает огонь по установленной зоне стрельбы.", + "commands_forcefire" : "Атака: Открыть огонь по выбранной цели или местности.", + "commands_stop" : "Stop: Halt the unit and clear its command queue.", + "commands_attackmove" : "Наступление: Двигаться к выбранной позиции нападая на любых противников на маршруте.", + "commands_patrol" : "Patrol: Attack Move back and forth between one or more waypoints.", + "commands_wait" : "Ожидать: Приостановить выполнение текущих приказов и удерживать позицию.", + "commands_repair" : "Repair: Assist construction or repair a unit. Click and drag for area repair.", + "commands_reclaim" : "Reclaim: Take resources from a wreck. Click and drag for area reclaim.", + "commands_res" : "Resurrect: Spend energy to turn a wreck into a unit.", + "commands_dgun" : "Использовать экспериментальное вооружение: Атаковать с использованием специального оружия юнита.", + "commands_stockpile" : "Stockpile: Queue missile production. Right click to reduce the queue.", + "commands_load" : "Load: Pick up a unit. Click and drag to load unit in an area.", + "commands_unload" : "Unload: Set down a carried unit. Click and drag to unload in an area.", + "commands_areaattack" : "Area Attack: Indiscriminately bomb the terrain in an area.", + "commands_guard" : "Охранять: Защишать цель и содействовать её производству.", + "commands_resupply" : "Переоснащение: Возвратиться к ближайщей ВВП для ремонта и перезарядки.", + "commands_settarget" : "Особая цель: Устанавливает приоритетную цель. Юниты и сооружения будут атаковать её вне зависимости от иных команд.", + "commands_canceltarget" : "Отменить цель: Удалить приоритетную цель выбранных юнитов и сооружений.", + "startup_commenu_hidedefault" : " Скрыть стандартных", + "startup_commenu_sitelink" : "Персонализация командира доступна на сайте Zero-K: https://zero-k.info", + "startup_commenu_tooltips" : " Модули", + "startup_commenu_title" : "ВЫБОР КОМАНДИРА", + "startup_chatmessage" : "%{comcallsign}! Я выбираю тебя!", + "startup_commenu_open" : "Открыть окно выбора командира", + "startup_commenu_close" : "ЗАКРЫТЬ", + "com_upgrademenu_title" : "Модули", + "com_upgrademenu_start" : "Модификация командира", + "com_upgrademenu_currentupgrades" : "Обзор установленных модулей", + "com_upgrademenu_cancel" : "Закрыть окно выбора модулей", + "com_upgrademenu_tooltip" : "Начать модификацию" } diff --git a/LuaUI/Widgets/api_i18n.lua b/LuaUI/Widgets/api_i18n.lua index d17321a07d..f2e407d471 100644 --- a/LuaUI/Widgets/api_i18n.lua +++ b/LuaUI/Widgets/api_i18n.lua @@ -138,7 +138,10 @@ local function shutdownTranslation(widget_name) end local function Translate (db, text, data) - return translations[db].i18n(text, data) + if not translations[db] then + Spring.Log("i18n", LOG.ERROR, "attempt to translate string "..text.." from absent db "..db); + end + return translations[db].i18n(text, data) or text end WG.lang = lang diff --git a/LuaUI/Widgets/cmd_newton_firezone.lua b/LuaUI/Widgets/cmd_newton_firezone.lua index 79324528e4..4851e7aa98 100644 --- a/LuaUI/Widgets/cmd_newton_firezone.lua +++ b/LuaUI/Widgets/cmd_newton_firezone.lua @@ -53,7 +53,7 @@ local CMD_STOP_NEWTON_FIREZONE = 10284 local cmdFirezone = { id = CMD_NEWTON_FIREZONE, type = CMDTYPE.ICON_UNIT_OR_RECTANGLE, - tooltip = 'Set a Newton firezone. Newtons will fire at all units in the area (including allies).', + tooltip = WG.Translate("interface", "commands_newton_firezone"), cursor = 'Attack', action = 'setfirezone', params = { }, @@ -64,7 +64,7 @@ local cmdFirezone = { local cmdStopFirezone = { id = CMD_STOP_NEWTON_FIREZONE, type = CMDTYPE.ICON , - tooltip = 'Disasociate Newton from current firezone.', + tooltip = WG.Translate("interface", "commands_newton_firezone_stop"), cursor = 'Stop', action = 'cancelfirezone', params = { }, diff --git a/LuaUI/Widgets/gui_chili_commander_upgrade.lua b/LuaUI/Widgets/gui_chili_commander_upgrade.lua index 61e85d892f..f6d59a2467 100644 --- a/LuaUI/Widgets/gui_chili_commander_upgrade.lua +++ b/LuaUI/Widgets/gui_chili_commander_upgrade.lua @@ -82,7 +82,7 @@ end local UPGRADE_CMD_DESC = { id = CMD_UPGRADE_UNIT, type = CMDTYPE.ICON, - tooltip = 'Upgrade Commander', + tooltip = WG.Translate("interface", "com_upgrademenu_tooltip"), cursor = 'Repair', action = 'upgradecomm', params = {}, @@ -631,7 +631,7 @@ local function CreateMainWindow() height = 35, valign = "center", align = "center", - caption = "Modules", + caption = WG.Translate("interface", "com_upgrademenu_title"), autosize = false, font = {size = 20, outline = true, color = {.8,.8,.8,.9}, outlineWidth = 2, outlineWeight = 2}, parent = mainWindow, @@ -705,7 +705,7 @@ local function CreateMainWindow() height = 55, padding = {0, 0, 0, 0}, backgroundColor = {0.5,0.5,0.5,0.5}, - tooltip = "Start upgrade", + tooltip = WG.Translate("interface", "com_upgrademenu_start"), OnClick = { function() if mainWindowShown then @@ -724,7 +724,7 @@ local function CreateMainWindow() height = 55, padding = {0, 0, 0, 0}, backgroundColor = {0.5,0.5,0.5,0.5}, - tooltip = "View current modules", + tooltip = WG.Translate("interface", "com_upgrademenu_currentupgrades"), OnClick = { function(self) AlreadyOwnedModuleClick(self) @@ -741,7 +741,7 @@ local function CreateMainWindow() height = 55, padding = {0, 0, 0, 0}, backgroundColor = {0.5,0.5,0.5,0.5}, - tooltip = "Cancel module selection", + tooltip = WG.Translate("interface", "com_upgrademenu_cancel"), OnClick = { function() --Spring.Echo("Upgrade UI Debug - Cancel Clicked") @@ -1058,7 +1058,7 @@ function widget:CommandsChanged() customCommands[#customCommands+1] = { id = CMD_UPGRADE_UNIT, type = CMDTYPE.ICON, - tooltip = 'Upgrade Commander', + tooltip = WG.Translate("interface", "com_upgrademenu_tooltip"), cursor = 'Repair', action = 'upgradecomm', params = {}, diff --git a/LuaUI/Widgets/init_startup_info_selector.lua b/LuaUI/Widgets/init_startup_info_selector.lua index 9bbf3058ef..f51c87bfe8 100644 --- a/LuaUI/Widgets/init_startup_info_selector.lua +++ b/LuaUI/Widgets/init_startup_info_selector.lua @@ -109,8 +109,8 @@ end options_path = 'Settings/HUD Panels/Commander Selector' options = { hideTrainers = { - name = 'Hide default commanders', - desc = 'You can customise your commanders for use in multiplayer on the Zero-K site: https://zero-k.info', + name = WG.Translate("interface", "startup_commenu_hidedefault"), + desc = WG.Translate("interface", "startup_commenu_sitelink"), -- use the below after Chobby replaces site for customisation -- desc = 'You can customize your commanders before the game, in the main menu.', type = 'bool', @@ -126,7 +126,7 @@ options = { end }, showModules = { - name = 'Module tooltips', + name = WG.Translate("interface", "startup_commenu_tooltips"), type = 'bool', value = false, noHotkey = true, @@ -274,7 +274,7 @@ local function CreateWindow() y = math.floor((vsy - WINDOW_HEIGHT)/2), classname = "main_window", parent = screen0, - caption = "COMMANDER SELECTOR", + caption = WG.Translate("interface", "startup_commenu_title"), } --scroll = ScrollPanel:New{ -- parent = mainWindow, @@ -310,7 +310,7 @@ local function CreateWindow() padding = {5,5,5,5}, OnClick = {function() Spring.SendLuaRulesMsg("customcomm:"..option.commProfile) - Spring.SendCommands({'say a:I choose: '..option.name..'!'}) + Spring.SendCommands({'say a:'..WG.Translate("interface", "startup_chatmessage", { comcallsign = option.name })}) Close(false, true) end}, } @@ -356,7 +356,7 @@ local function CreateWindow() local cbWidth = WINDOW_WIDTH*0.4 local closeButton = Button:New{ parent = mainWindow, - caption = "CLOSE", + caption = WG.Translate("interface", "startup_commenu_close"), width = cbWidth, x = WINDOW_WIDTH*0.5 + (WINDOW_WIDTH*0.5 - cbWidth)/2, height = 30, @@ -467,7 +467,7 @@ function widget:Initialize() button = Button:New{ parent = buttonWindow, caption = '', - tooltip = "Open comm selection screen", + tooltip = WG.Translate("interface", "startup_commenu_open"), width = "100%", height = "100%", x = 0, From dc8b3905dbb4fee77f93db2eb3acb46019f89057 Mon Sep 17 00:00:00 2001 From: IndeIrae Date: Mon, 5 Oct 2020 17:12:59 +0300 Subject: [PATCH 2/7] Fixes --- LuaUI/Configs/integral_menu_config.lua | 14 +++++++------- LuaUI/Configs/lang/interface.en.json | 16 ++++++++-------- LuaUI/Configs/lang/interface.ru.json | 16 ++++++++-------- LuaUI/Widgets/init_startup_info_selector.lua | 4 ++-- 4 files changed, 25 insertions(+), 25 deletions(-) diff --git a/LuaUI/Configs/integral_menu_config.lua b/LuaUI/Configs/integral_menu_config.lua index 075c779b5f..c8eea391c6 100644 --- a/LuaUI/Configs/integral_menu_config.lua +++ b/LuaUI/Configs/integral_menu_config.lua @@ -10,18 +10,18 @@ local tooltips = { WANT_ONOFF = WG.Translate("interface", "states_activation")..' (_STATE_)\n '..WG.Translate("interface", "states_activation_tooltip"), UNIT_AI = WG.Translate("interface", "states_unitai")..' (_STATE_)\n '..WG.Translate("interface", "states_unitai_tooltip"), REPEAT = WG.Translate("interface", "states_repeat")..' (_STATE_)\n '..WG.Translate("interface", "states_repeat_tooltip"), - WANT_CLOAK = WG.Translate("interface", "states_perscloak")..' (_STATE_)\n '..WG.Translate("interface", "states_percloak_tooltip"), + WANT_CLOAK = WG.Translate("interface", "states_perscloak")..' (_STATE_)\n '..WG.Translate("interface", "states_perscloak_tooltip"), CLOAK_SHIELD = WG.Translate("interface", "states_areacloak")..' (_STATE_)\n '..WG.Translate("interface", "states_areacloak_tooltip"), PRIORITY = WG.Translate("interface", "states_priority")..' (_STATE_)\n '..WG.Translate("interface", "states_priority_tooltip"), MISC_PRIORITY = WG.Translate("interface", "states_miscpriority")..' (_STATE_)\n '..WG.Translate("interface", "states_miscpriority_tooltip"), FACTORY_GUARD = WG.Translate("interface", "states_autoassist")..' (_STATE_)\n '..WG.Translate("interface", "states_autoassist_tooltip"), AUTO_CALL_TRANSPORT = WG.Translate("interface", "states_calltransport")..' (_STATE_)\n '..WG.Translate("interface", "states_calltransport_tooltip"), GLOBAL_BUILD = WG.Translate("interface", "states_glbuild")..' (_STATE_)\n '..WG.Translate("interface", "states_glbuild_tooltip"), - MOVE_STATE = WG.Translate("interface", "states_manuever")..' (_STATE_)\n '..WG.Translate("interface", "states_manuever_tooltip"), + MOVE_STATE = WG.Translate("interface", "states_movestate")..' (_STATE_)\n '..WG.Translate("interface", "states_movestate_tooltip"), FIRE_STATE = WG.Translate("interface", "states_firestate")..' (_STATE_)\n '..WG.Translate("interface", "states_firestate_tooltip"), RETREAT = WG.Translate("interface", "states_retreat")..' (_STATE_)\n '..WG.Translate("interface", "states_retreat_tooltip"), IDLEMODE = WG.Translate("interface", "states_planeland")..' (_STATE_)\n '..WG.Translate("interface", "states_planeland_tooltip"), - AP_FLY_STATE = WG.Translate("interface", "states_planeland")..' (_STATE_)\n '..WG.Translate("interface", "states_planeland_tooltip"), + AP_FLY_STATE = WG.Translate("interface", "states_factoryplaneland")..' (_STATE_)\n '..WG.Translate("interface", "states_factoryplaneland_tooltip"), UNIT_BOMBER_DIVE_STATE = WG.Translate("interface", "states_divebombing")..' (_STATE_)\n '..WG.Translate("interface", "states_divebombing_tooltip"), UNIT_KILL_SUBORDINATES = WG.Translate("interface", "states_killcap")..' (_STATE_)\n '..WG.Translate("interface", "states_killcap_tooltip"), GOO_GATHER = WG.Translate("interface", "states_pupgoo")..' (_STATE_)\n '..WG.Translate("interface", "states_pupgoo_tooltip"), @@ -148,15 +148,15 @@ local commandDisplayConfig = { stateTooltip = { tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_smthng_enabled")), tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), - tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_manuever_roam")) + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_movestate_roam")) }, stateNameOverride = {"Enabled", "Disabled", "Roam (not in toggle)"}, altConfig = { texture = {imageDir .. 'states/move_hold.png', imageDir .. 'states/move_engage.png', imageDir .. 'states/move_roam.png'}, stateTooltip = { - tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_manuever_hold")), - tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_manuever_abit")), - tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_manuever_roam")) + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_movestate_hold")), + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_movestate_manuever")), + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_movestate_roam")) }, } }, diff --git a/LuaUI/Configs/lang/interface.en.json b/LuaUI/Configs/lang/interface.en.json index 74a23260eb..75b9e58431 100644 --- a/LuaUI/Configs/lang/interface.en.json +++ b/LuaUI/Configs/lang/interface.en.json @@ -122,7 +122,7 @@ "states_repeat" : "Repeat", "states_repeat_tooltip" : "Loop command queue. Construction queue for factories.", "states_perscloak" : "Cloak", - "states_percloak_tooltip" : "Makes the unit invisible, unless it fires, takes damage, or is too close to an enemy unit.", + "states_perscloak_tooltip" : "Makes the unit invisible, unless it fires, takes damage, or is too close to an enemy unit.", "states_areacloak" : "Area Cloaker", "states_areacloak_tooltip" : "Cloaks all friendly units in an area.", "states_priority" : "Construction Priority", @@ -135,11 +135,11 @@ "states_calltransport_tooltip" : "Automatically call transports between constructor tasks.", "states_glbuild" : "Global Build Command", "states_glbuild_tooltip" : "Sets constructors to execute global build orders.", - "states_manuever" : "Move State", - "states_manuever_hold" : "Hold Position", - "states_manuever_abit" : "Maneuver", - "states_manuever_roam" : "Roam", - "states_manuever_tooltip" : "Sets how far out of its way a unit will move to attack enemies.", + "states_movestate" : "Move State", + "states_movestate_hold" : "Hold Position", + "states_movestate_manuever" : "Maneuver", + "states_movestate_roam" : "Roam", + "states_movestate_tooltip" : "Sets how far out of its way a unit will move to attack enemies.", "states_firestate" : "Fire State", "states_firestate_hold" : "Hold Fire", "states_firestate_return" : "Return Fire", @@ -151,6 +151,8 @@ "states_planeland_no" : "Fly", "states_planeland_yes" : "Land", "states_planeland_tooltip" : "Set whether aircraft lands when idle.", + "states_factoryplaneland" : "Air Factory Idle State", + "states_factoryplaneland_tooltip" : "Set whether produced aircraft land when idle.", "states_divebombing" : "Dive State", "states_divebombing_flyhigh" : "Always Fly High", "states_divebombing_shieldandunits" : "Against Shields and Units", @@ -222,11 +224,9 @@ "commands_resupply" : "Resupply: Return to nearest repair pad for health and ammo.", "commands_settarget" : "Set Target: Set a priority target that is indepdent of the units command queue.", "commands_canceltarget" : "Cancel Target: Cancel the units priority target.", - "startup_commenu_hidedefault" : "Hide default commanders", "startup_commenu_sitelink" : "You can customize your commanders on the Zero-K site: https://zero-k.info", "startup_commenu_tooltips" : "Module tooltips", "startup_commenu_title" : "COMMANDER SELECTOR", - "startup_chatmessage" : "I choose: %{comcallsign}!", "startup_commenu_open" : "Open comm selection screen", "startup_commenu_close" : "CLOSE", "com_upgrademenu_title" : "Modules", diff --git a/LuaUI/Configs/lang/interface.ru.json b/LuaUI/Configs/lang/interface.ru.json index 17f875950f..c6fef31a29 100644 --- a/LuaUI/Configs/lang/interface.ru.json +++ b/LuaUI/Configs/lang/interface.ru.json @@ -122,7 +122,7 @@ "states_repeat" : "Цикл", "states_repeat_tooltip" : "Повторяет очередь команд и создаёт очередь производства для заводов.", "states_perscloak" : "Маскировка", - "states_percloak_tooltip" : "Делает юнита невидимым пока тот не стреляет, не получает урона и не приближается к врагу.", + "states_perscloak_tooltip" : "Делает юнита невидимым пока тот не стреляет, не получает урона и не приближается к врагу.", "states_areacloak" : "Макскировка площади", "states_areacloak_tooltip" : "Маскирует всех юнитов поблизости.", "states_priority" : "Приоритет строительства", @@ -135,11 +135,11 @@ "states_calltransport_tooltip" : "Автоматически вызывает транспорт по окончанию создания юнита.", "states_glbuild" : "Global Build Command", "states_glbuild_tooltip" : "Sets constructors to execute global build orders.", - "states_manuever" : "Режим маневрирования", - "states_manuever_hold" : "Удерживать позицию", - "states_manuever_abit" : "Ограниченные манёвры", - "states_manuever_roam" : "Свободный", - "states_manuever_tooltip" : "Определяет насколько далеко юнит может перемещаться для атаки на врага.", + "states_movestate" : "Режим маневрирования", + "states_movestate_hold" : "Удерживать позицию", + "states_movestate_manuever" : "Ограниченные манёвры", + "states_movestate_roam" : "Свободный", + "states_movestate_tooltip" : "Определяет насколько далеко юнит может перемещаться для атаки на врага.", "states_firestate" : "Режим огня", "states_firestate_hold" : "Не атаковать", "states_firestate_return" : "Ответный огонь", @@ -151,6 +151,8 @@ "states_planeland_no" : "Парить", "states_planeland_yes" : "Приземляться", "states_planeland_tooltip" : "Определяет будут ли воздушные юниты приземляться при бездействии.", + "states_factoryplaneland" : "Приземление при завершении", + "states_factoryplaneland_tooltip" : "Определяет будут ли воздушные юниты приземляться после создания.", "states_divebombing" : "Режим бомбардировки", "states_divebombing_flyhigh" : "Всегда сохранять высоту", "states_divebombing_shieldandunits" : "Снижаться для щитов и юнитов", @@ -222,11 +224,9 @@ "commands_resupply" : "Переоснащение: Возвратиться к ближайщей ВВП для ремонта и перезарядки.", "commands_settarget" : "Особая цель: Устанавливает приоритетную цель. Юниты и сооружения будут атаковать её вне зависимости от иных команд.", "commands_canceltarget" : "Отменить цель: Удалить приоритетную цель выбранных юнитов и сооружений.", - "startup_commenu_hidedefault" : " Скрыть стандартных", "startup_commenu_sitelink" : "Персонализация командира доступна на сайте Zero-K: https://zero-k.info", "startup_commenu_tooltips" : " Модули", "startup_commenu_title" : "ВЫБОР КОМАНДИРА", - "startup_chatmessage" : "%{comcallsign}! Я выбираю тебя!", "startup_commenu_open" : "Открыть окно выбора командира", "startup_commenu_close" : "ЗАКРЫТЬ", "com_upgrademenu_title" : "Модули", diff --git a/LuaUI/Widgets/init_startup_info_selector.lua b/LuaUI/Widgets/init_startup_info_selector.lua index f51c87bfe8..2e85466826 100644 --- a/LuaUI/Widgets/init_startup_info_selector.lua +++ b/LuaUI/Widgets/init_startup_info_selector.lua @@ -109,7 +109,7 @@ end options_path = 'Settings/HUD Panels/Commander Selector' options = { hideTrainers = { - name = WG.Translate("interface", "startup_commenu_hidedefault"), + name = 'Hide default commanders', desc = WG.Translate("interface", "startup_commenu_sitelink"), -- use the below after Chobby replaces site for customisation -- desc = 'You can customize your commanders before the game, in the main menu.', @@ -310,7 +310,7 @@ local function CreateWindow() padding = {5,5,5,5}, OnClick = {function() Spring.SendLuaRulesMsg("customcomm:"..option.commProfile) - Spring.SendCommands({'say a:'..WG.Translate("interface", "startup_chatmessage", { comcallsign = option.name })}) + Spring.SendCommands({'say a:I choose: '..option.name..'!'}) Close(false, true) end}, } From be2f2d835be0b388f37f7a9dedef6ddb728c0c68 Mon Sep 17 00:00:00 2001 From: IndeIrae Date: Mon, 5 Oct 2020 21:16:32 +0300 Subject: [PATCH 3/7] Renames and stuff Upd to new ui names, designations and etc according to latest changes. Rus file borked for now, most of translations were placeholders and were due a re-do anyway. --- LuaUI/Configs/integral_menu_config.lua | 22 ++-- LuaUI/Configs/lang/interface.en.json | 56 +++++---- LuaUI/Configs/lang/interface.ru.json | 166 +++++++++++++------------ 3 files changed, 126 insertions(+), 118 deletions(-) diff --git a/LuaUI/Configs/integral_menu_config.lua b/LuaUI/Configs/integral_menu_config.lua index c8eea391c6..e7e42eb7a8 100644 --- a/LuaUI/Configs/integral_menu_config.lua +++ b/LuaUI/Configs/integral_menu_config.lua @@ -17,14 +17,14 @@ local tooltips = { FACTORY_GUARD = WG.Translate("interface", "states_autoassist")..' (_STATE_)\n '..WG.Translate("interface", "states_autoassist_tooltip"), AUTO_CALL_TRANSPORT = WG.Translate("interface", "states_calltransport")..' (_STATE_)\n '..WG.Translate("interface", "states_calltransport_tooltip"), GLOBAL_BUILD = WG.Translate("interface", "states_glbuild")..' (_STATE_)\n '..WG.Translate("interface", "states_glbuild_tooltip"), - MOVE_STATE = WG.Translate("interface", "states_movestate")..' (_STATE_)\n '..WG.Translate("interface", "states_movestate_tooltip"), - FIRE_STATE = WG.Translate("interface", "states_firestate")..' (_STATE_)\n '..WG.Translate("interface", "states_firestate_tooltip"), + MOVE_STATE = WG.Translate("interface", "states_holdposition")..' (_STATE_)\n '..WG.Translate("interface", "states_holdposition_tooltip"), + FIRE_STATE = WG.Translate("interface", "states_holdfire")..' (_STATE_)\n '..WG.Translate("interface", "states_holdfire_tooltip"), RETREAT = WG.Translate("interface", "states_retreat")..' (_STATE_)\n '..WG.Translate("interface", "states_retreat_tooltip"), - IDLEMODE = WG.Translate("interface", "states_planeland")..' (_STATE_)\n '..WG.Translate("interface", "states_planeland_tooltip"), - AP_FLY_STATE = WG.Translate("interface", "states_factoryplaneland")..' (_STATE_)\n '..WG.Translate("interface", "states_factoryplaneland_tooltip"), + IDLEMODE = WG.Translate("interface", "states_airidle")..' (_STATE_)\n '..WG.Translate("interface", "states_airidle_tooltip"), + AP_FLY_STATE = WG.Translate("interface", "states_factoryairidle")..' (_STATE_)\n '..WG.Translate("interface", "states_factoryairidle_tooltip"), UNIT_BOMBER_DIVE_STATE = WG.Translate("interface", "states_divebombing")..' (_STATE_)\n '..WG.Translate("interface", "states_divebombing_tooltip"), UNIT_KILL_SUBORDINATES = WG.Translate("interface", "states_killcap")..' (_STATE_)\n '..WG.Translate("interface", "states_killcap_tooltip"), - GOO_GATHER = WG.Translate("interface", "states_pupgoo")..' (_STATE_)\n '..WG.Translate("interface", "states_pupgoo_tooltip"), + GOO_GATHER = WG.Translate("interface", "states_puppygoo")..' (_STATE_)\n '..WG.Translate("interface", "states_puppygoo_tooltip"), DISABLE_ATTACK = WG.Translate("interface", "states_attackcom")..' (_STATE_)\n '..WG.Translate("interface", "states_attackcom_tooltip"), PUSH_PULL = WG.Translate("interface", "states_pushpull")..' (_STATE_)\n '..WG.Translate("interface", "states_pushpull_tooltip"), DONT_FIRE_AT_RADAR = WG.Translate("interface", "states_radartargeting")..' (_STATE_)\n '..WG.Translate("interface", "states_radartargeting_tooltip"), @@ -37,7 +37,7 @@ local tooltips = { } local tooltipsAlternate = { - MOVE_STATE = WG.Translate("interface", "states_manuever")..' (_STATE_)\n '..WG.Translate("interface", "states_manuever_tooltip"), + MOVE_STATE = WG.Translate("interface", "states_movestate")..' (_STATE_)\n '..WG.Translate("interface", "states_movestate_tooltip"), FIRE_STATE = WG.Translate("interface", "states_firestate")..' (_STATE_)\n '..WG.Translate("interface", "states_firestate_tooltip"), } @@ -154,9 +154,9 @@ local commandDisplayConfig = { altConfig = { texture = {imageDir .. 'states/move_hold.png', imageDir .. 'states/move_engage.png', imageDir .. 'states/move_roam.png'}, stateTooltip = { - tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_movestate_hold")), - tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_movestate_manuever")), - tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_movestate_roam")) + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_movestate_hold")), + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_movestate_manuever")), + tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_movestate_roam")) }, } }, @@ -211,8 +211,8 @@ local commandDisplayConfig = { texture = {imageDir .. 'states/goo_off.png', imageDir .. 'states/goo_on.png', imageDir .. 'states/goo_cloak.png'}, stateTooltip = { tooltips.GOO_GATHER:gsub("_STATE_", WG.Translate("interface", "states_smthng_off")), - tooltips.GOO_GATHER:gsub("_STATE_", WG.Translate("interface", "states_pupgoo_onbutcloaked")), - tooltips.GOO_GATHER:gsub("_STATE_", WG.Translate("interface", "states_pupgoo_onalways")) + tooltips.GOO_GATHER:gsub("_STATE_", WG.Translate("interface", "states_puppygoo_onbutcloaked")), + tooltips.GOO_GATHER:gsub("_STATE_", WG.Translate("interface", "states_puppygoo_onalways")) } }, [CMD_DISABLE_ATTACK] = { diff --git a/LuaUI/Configs/lang/interface.en.json b/LuaUI/Configs/lang/interface.en.json index 75b9e58431..f89335323f 100644 --- a/LuaUI/Configs/lang/interface.en.json +++ b/LuaUI/Configs/lang/interface.en.json @@ -116,84 +116,88 @@ "facqueue_tooltip_1" : "Add to/subtract from queue", "facqueue_tooltip_2" : "Drag to a different position in queue", "states_activation" : "Activation", - "states_activation_tooltip" : "Toggles some unit abilities.", + "states_activation_tooltip" : "Toggles unit abilities such as radar, shield charge, and radar jamming.", "states_unitai" : "Unit AI", "states_unitai_tooltip" : "Move intelligently in combat.", "states_repeat" : "Repeat", - "states_repeat_tooltip" : "Loop command queue. Construction queue for factories.", + "states_repeat_tooltip" : "Loop factory construction, or the command queue for units.", "states_perscloak" : "Cloak", - "states_perscloak_tooltip" : "Makes the unit invisible, unless it fires, takes damage, or is too close to an enemy unit.", + "states_perscloak_tooltip" : "Turn invisible. Disrupted by damage, firing, abilities, and nearby enemies.", "states_areacloak" : "Area Cloaker", - "states_areacloak_tooltip" : "Cloaks all friendly units in an area.", + "states_areacloak_tooltip" : "Cloak all friendly units in the area. Does not apply to structures or shield bearers.", "states_priority" : "Construction Priority", - "states_priority_tooltip" : "Higher priority constructors receive resources before those of lower priority.", + "states_priority_tooltip" : "Higher priority construction takes resources before lower priorities.", "states_miscpriority" : "Misc. Priority", - "states_miscpriority_tooltip" : "Priority for non-constructor resource usage (morph, stockpile, and energy upkeep).", + "states_miscpriority_tooltip" : "Priority for other resource use, such as morph, stockpile and radar.", "states_autoassist" : "Auto Assist", - "states_autoassist_tooltip" : "Newly built constructors automatically assist their factory.", + "states_autoassist_tooltip" : "Newly built constructors stay to assist and boost production.", "states_calltransport" : "Call Transports", "states_calltransport_tooltip" : "Automatically call transports between constructor tasks.", "states_glbuild" : "Global Build Command", "states_glbuild_tooltip" : "Sets constructors to execute global build orders.", + "states_holdposition" : "Hold Position", + "states_holdposition_tooltip" : "Prevent units from moving when idle. States are persistent and togglable.", "states_movestate" : "Move State", + "states_movestate_tooltip" : "Sets how far out of its way a unit will move to attack enemies.", "states_movestate_hold" : "Hold Position", "states_movestate_manuever" : "Maneuver", "states_movestate_roam" : "Roam", - "states_movestate_tooltip" : "Sets how far out of its way a unit will move to attack enemies.", + "states_holdfire" : "Hold Fire", + "states_holdfire_tooltip" : "Prevent units from firing unless a direct command or target is set.", "states_firestate" : "Fire State", + "states_firestate_tooltip" : "Sets when a unit will automatically shoot.", "states_firestate_hold" : "Hold Fire", "states_firestate_return" : "Return Fire", "states_firestate_weaponsfree" : "Fire At Will", - "states_firestate_tooltip" : "Sets when a unit will automatically shoot.", "states_retreat" : "Retreat", - "states_retreat_tooltip" : "Automatically retreat to closest retreat point or airpad when damaged. Right click to disable.", - "states_planeland" : "Idle State", + "states_retreat_tooltip" : "Retreat to the closest Airpad or Retreat Zone (placed via the top left of the screen). Right click to disable.", + "states_airidle" : "Air Idle State", + "states_airidle_tooltip" : "Set whether aircraft lands when idle.", + "states_factoryairidle" : "Air Factory Idle State", + "states_factoryairidle_tooltip" : "Set whether produced aircraft land when idle.", "states_planeland_no" : "Fly", "states_planeland_yes" : "Land", - "states_planeland_tooltip" : "Set whether aircraft lands when idle.", - "states_factoryplaneland" : "Air Factory Idle State", - "states_factoryplaneland_tooltip" : "Set whether produced aircraft land when idle.", - "states_divebombing" : "Dive State", + "states_divebombing" : "Bomber Dive State", + "states_divebombing_tooltip" : "Set when Ravens dive.", "states_divebombing_flyhigh" : "Always Fly High", "states_divebombing_shieldandunits" : "Against Shields and Units", "states_divebombing_units" : "Against Units", "states_divebombing_golow" : "Always Fly Low", - "states_divebombing_tooltip" : "Set when Ravens dive.", "states_killcap" : "Kill Captured", + "states_killcap_tooltip" : "Set whether to kill captured units.", "states_killcap_kill" : "Kill", "states_killcap_keep" : "Keep", - "states_killcap_tooltip" : "Set whether to kill captured units.", - "states_pupgoo" : "Puppy Goo", - "states_pupgoo_onbutcloaked" : "On except cloaked", - "states_pupgoo_onalways" : "On always", - "states_pupgoo_tooltip" : "Set when Puppies reclaim metal.", + "states_puppygoo" : "Puppy Replication", + "states_puppygoo_tooltip" : "Set whether Puppies use nearby wrecks to make more Puppies.", + "states_puppygoo_onbutcloaked" : "On except cloaked", + "states_puppygoo_onalways" : "On always", "states_attackcom" : "Allow attack commands", + "states_attackcom_tooltip" : "Set whether the unit responds to attack commands.", "states_attackcom_allowed" : "Allowed", "states_attackcom_blocked" : "Blocked", - "states_attackcom_tooltip" : "Set whether the unit responds to attack commands.", "states_pushpull" : "Impulse Mode", + "states_pushpull_tooltip" : "Set whether gravity guns push or pull.", "states_pushpull_pull" : "Pull", "states_pushpull_push" : "Push", - "states_pushpull_tooltip" : "Set whether gravity guns push or pull.", "states_radartargeting" : "Fire At Radar State", + "states_radartargeting_tooltip" : "Set whether precise units with high reload time fire at radar dots.", "states_radartargeting_fire" : "Fire", "states_radartargeting_hold" : "Hold Fire", - "states_radartargeting_tooltip" : "Set whether precise units with high reload time fire at radar dots.", "states_overkill" : "Overkill Prevention", "states_overkill_tooltip" : "Prevents units from shooting at already doomed enemies.", "states_firearc" : "Trajectory", + "states_firearc_tooltip" : "Set whether units fire at a high or low arc.", "states_firearc_low" : "Low", "states_firearc_high" : "High", - "states_firearc_tooltip" : "Set whether units fire at a high or low arc.", "states_gsstrafe" : "Gunship Strafe", "states_gsstrafe_no" : "No Strafe", "states_gsstrafe_yes" : "Strafe", "states_gsstrafe_tooltip" : "Set whether gunships strafe when fighting.", "states_waterfloat" : "Float State", + "states_waterfloat_tooltip" : "Set when certain amphibious units float to the surface.", "states_waterfloat_never" : "Never Float", "states_waterfloat_tofire" : "Float To Fire", "states_waterfloat_always" : "Always Float", - "states_waterfloat_tooltip" : "Set the conditions which cause certain amphibious units to float to the surface.", "states_selectionrank" : "Selection Rank", "states_selectionrank_tooltip" : "Priority for selection filtering.", "states_drones" : "Drone Construction", diff --git a/LuaUI/Configs/lang/interface.ru.json b/LuaUI/Configs/lang/interface.ru.json index c6fef31a29..56d0dab70a 100644 --- a/LuaUI/Configs/lang/interface.ru.json +++ b/LuaUI/Configs/lang/interface.ru.json @@ -115,89 +115,93 @@ "commandpanel_units" : "Юниты", "facqueue_tooltip_1" : "Добавить/убрать из очереди строительства", "facqueue_tooltip_2" : "Перетянуть в другую позицию в очереди", - "states_activation" : "Активация", - "states_activation_tooltip" : "Переключает способности некоторых юнитов.", - "states_unitai" : "ИИ юнита", - "states_unitai_tooltip" : "Позволяет оптимальное передвижение в бою.", - "states_repeat" : "Цикл", - "states_repeat_tooltip" : "Повторяет очередь команд и создаёт очередь производства для заводов.", - "states_perscloak" : "Маскировка", - "states_perscloak_tooltip" : "Делает юнита невидимым пока тот не стреляет, не получает урона и не приближается к врагу.", - "states_areacloak" : "Макскировка площади", - "states_areacloak_tooltip" : "Маскирует всех юнитов поблизости.", - "states_priority" : "Приоритет строительства", - "states_priority_tooltip" : "Строители с более высоким приоритетом получают ресурсы раньше остальных.", - "states_miscpriority" : "Сторонний приоритет", - "states_miscpriority_tooltip" : "Приоритет для использования ресурсов в сторонних целях (превращения, запасание, поддержание работы за счёт энергии).", - "states_autoassist" : "Авто-помощь", - "states_autoassist_tooltip" : "Созданные строители автоматически содействуют заводу.", - "states_calltransport" : "Вызов транспорта", - "states_calltransport_tooltip" : "Автоматически вызывает транспорт по окончанию создания юнита.", + "states_activation" : "Activation", + "states_activation_tooltip" : "Toggles unit abilities such as radar, shield charge, and radar jamming.", + "states_unitai" : "Unit AI", + "states_unitai_tooltip" : "Move intelligently in combat.", + "states_repeat" : "Repeat", + "states_repeat_tooltip" : "Loop factory construction, or the command queue for units.", + "states_perscloak" : "Cloak", + "states_perscloak_tooltip" : "Turn invisible. Disrupted by damage, firing, abilities, and nearby enemies.", + "states_areacloak" : "Area Cloaker", + "states_areacloak_tooltip" : "Cloak all friendly units in the area. Does not apply to structures or shield bearers.", + "states_priority" : "Construction Priority", + "states_priority_tooltip" : "Higher priority construction takes resources before lower priorities.", + "states_miscpriority" : "Misc. Priority", + "states_miscpriority_tooltip" : "Priority for other resource use, such as morph, stockpile and radar.", + "states_autoassist" : "Auto Assist", + "states_autoassist_tooltip" : "Newly built constructors stay to assist and boost production.", + "states_calltransport" : "Call Transports", + "states_calltransport_tooltip" : "Automatically call transports between constructor tasks.", "states_glbuild" : "Global Build Command", "states_glbuild_tooltip" : "Sets constructors to execute global build orders.", - "states_movestate" : "Режим маневрирования", - "states_movestate_hold" : "Удерживать позицию", - "states_movestate_manuever" : "Ограниченные манёвры", - "states_movestate_roam" : "Свободный", - "states_movestate_tooltip" : "Определяет насколько далеко юнит может перемещаться для атаки на врага.", - "states_firestate" : "Режим огня", - "states_firestate_hold" : "Не атаковать", - "states_firestate_return" : "Ответный огонь", - "states_firestate_weaponsfree" : "Огонь по усмотрению", - "states_firestate_tooltip" : "Определяет когда юнит может автоматически открывать огонь.", - "states_retreat" : "Отступление", - "states_retreat_tooltip" : "Автоматически отступает к ближайщей зоне отступления или ВВП при повреждении. ПКМ для отключения.", - "states_planeland" : "Приземление при бездействии", - "states_planeland_no" : "Парить", - "states_planeland_yes" : "Приземляться", - "states_planeland_tooltip" : "Определяет будут ли воздушные юниты приземляться при бездействии.", - "states_factoryplaneland" : "Приземление при завершении", - "states_factoryplaneland_tooltip" : "Определяет будут ли воздушные юниты приземляться после создания.", - "states_divebombing" : "Режим бомбардировки", - "states_divebombing_flyhigh" : "Всегда сохранять высоту", - "states_divebombing_shieldandunits" : "Снижаться для щитов и юнитов", - "states_divebombing_units" : "Снижаться для юнитов", - "states_divebombing_golow" : "Всегда снижаться", - "states_divebombing_tooltip" : "Определяет когда Ворон будет сбрасывать высоту для бомбардировки.", - "states_killcap" : "Режим захвата", - "states_killcap_kill" : "Уничтожать", - "states_killcap_keep" : "Захватывать", - "states_killcap_tooltip" : "Определяет что происходит с захваченными юнитами.", - "states_pupgoo" : "Самовоспроизведение Щенят", - "states_pupgoo_onbutcloaked" : "Всегда кроме маскировки", - "states_pupgoo_onalways" : "Всегда включена", - "states_pupgoo_tooltip" : "Определяет когда Щенята будут самовоспроизводиться.", - "states_attackcom" : "Разрешение команды атаки", - "states_attackcom_allowed" : "Разрешена", - "states_attackcom_blocked" : "Запрещена", - "states_attackcom_tooltip" : "Определяет реагирует ли юнит на команду атаки.", - "states_pushpull" : "Режим импульса", - "states_pushpull_pull" : "Притягивать", - "states_pushpull_push" : "Отталкивать", - "states_pushpull_tooltip" : "Определяет отталкивают или притягивают гравитационные орудия.", - "states_radartargeting" : "Режим атаки по радару", - "states_radartargeting_fire" : "Атаковать", - "states_radartargeting_hold" : "Не атаковать", - "states_radartargeting_tooltip" : "Определяет будут ли юниты требующие точного наведения с большой перезарядкой открывать огонь по данным радара.", - "states_overkill" : "Предотвращение оверкилла", - "states_overkill_tooltip" : "Предотвращает стрельбу по заведомо мёртвым противникам.", - "states_firearc" : "Траектория стрельбы", - "states_firearc_low" : "Низкая", - "states_firearc_high" : "Высокая", - "states_firearc_tooltip" : "Определяет траекторию стрельбы некоторых юнитов и сооружений.", - "states_gsstrafe" : "Стрейф экранопланов", - "states_gsstrafe_no" : "Не стрейфить", - "states_gsstrafe_yes" : "Стрейфить", - "states_gsstrafe_tooltip" : "Определяют будут ли экранопланы атаковать с использованием стрейфа.", - "states_waterfloat" : "Режим всплывания", - "states_waterfloat_never" : "Никогда не всплывать", - "states_waterfloat_tofire" : "Всплывать для атаки", - "states_waterfloat_always" : "Всегда на плаву", - "states_waterfloat_tooltip" : "Определяет когда юниты-амфибии будут всплывать над поверхностью воды.", - "states_selectionrank" : "Ранг выделения", - "states_selectionrank_tooltip" : "Приоритет влияющий на фильтрацию выделяемых юнитов.", - "states_drones" : "Создание дронов", - "states_drones_tooltip" : "Переключает создание дронов.", + "states_holdposition" : "Hold Position", + "states_holdposition_tooltip" : "Prevent units from moving when idle. States are persistent and togglable.", + "states_movestate" : "Move State", + "states_movestate_tooltip" : "Sets how far out of its way a unit will move to attack enemies.", + "states_movestate_hold" : "Hold Position", + "states_movestate_manuever" : "Maneuver", + "states_movestate_roam" : "Roam", + "states_holdfire" : "Hold Fire", + "states_holdfire_tooltip" : "Prevent units from firing unless a direct command or target is set.", + "states_firestate" : "Fire State", + "states_firestate_tooltip" : "Sets when a unit will automatically shoot.", + "states_firestate_hold" : "Hold Fire", + "states_firestate_return" : "Return Fire", + "states_firestate_weaponsfree" : "Fire At Will", + "states_retreat" : "Retreat", + "states_retreat_tooltip" : "Retreat to the closest Airpad or Retreat Zone (placed via the top left of the screen). Right click to disable.", + "states_airidle" : "Air Idle State", + "states_airidle_tooltip" : "Set whether aircraft lands when idle.", + "states_factoryairidle" : "Air Factory Idle State", + "states_factoryairidle_tooltip" : "Set whether produced aircraft land when idle.", + "states_planeland_no" : "Fly", + "states_planeland_yes" : "Land", + "states_divebombing" : "Bomber Dive State", + "states_divebombing_tooltip" : "Set when Ravens dive.", + "states_divebombing_flyhigh" : "Always Fly High", + "states_divebombing_shieldandunits" : "Against Shields and Units", + "states_divebombing_units" : "Against Units", + "states_divebombing_golow" : "Always Fly Low", + "states_killcap" : "Kill Captured", + "states_killcap_tooltip" : "Set whether to kill captured units.", + "states_killcap_kill" : "Kill", + "states_killcap_keep" : "Keep", + "states_puppygoo" : "Puppy Replication", + "states_puppygoo_tooltip" : "Set whether Puppies use nearby wrecks to make more Puppies.", + "states_puppygoo_onbutcloaked" : "On except cloaked", + "states_puppygoo_onalways" : "On always", + "states_attackcom" : "Allow attack commands", + "states_attackcom_tooltip" : "Set whether the unit responds to attack commands.", + "states_attackcom_allowed" : "Allowed", + "states_attackcom_blocked" : "Blocked", + "states_pushpull" : "Impulse Mode", + "states_pushpull_tooltip" : "Set whether gravity guns push or pull.", + "states_pushpull_pull" : "Pull", + "states_pushpull_push" : "Push", + "states_radartargeting" : "Fire At Radar State", + "states_radartargeting_tooltip" : "Set whether precise units with high reload time fire at radar dots.", + "states_radartargeting_fire" : "Fire", + "states_radartargeting_hold" : "Hold Fire", + "states_overkill" : "Overkill Prevention", + "states_overkill_tooltip" : "Prevents units from shooting at already doomed enemies.", + "states_firearc" : "Trajectory", + "states_firearc_tooltip" : "Set whether units fire at a high or low arc.", + "states_firearc_low" : "Low", + "states_firearc_high" : "High", + "states_gsstrafe" : "Gunship Strafe", + "states_gsstrafe_no" : "No Strafe", + "states_gsstrafe_yes" : "Strafe", + "states_gsstrafe_tooltip" : "Set whether gunships strafe when fighting.", + "states_waterfloat" : "Float State", + "states_waterfloat_tooltip" : "Set when certain amphibious units float to the surface.", + "states_waterfloat_never" : "Never Float", + "states_waterfloat_tofire" : "Float To Fire", + "states_waterfloat_always" : "Always Float", + "states_selectionrank" : "Selection Rank", + "states_selectionrank_tooltip" : "Priority for selection filtering.", + "states_drones" : "Drone Construction", + "states_drones_tooltip" : "Toggle drone creation.", "states_smthng_off" : "Выкл", "states_smthng_on" : "Вкл", "states_smthng_disabled" : "Отключено", From b4cc791c73d3d37f9132d470630c859670379140 Mon Sep 17 00:00:00 2001 From: IndeIrae Date: Wed, 14 Oct 2020 20:35:32 +0300 Subject: [PATCH 4/7] Added stateNameOverride --- LuaUI/Configs/integral_menu_config.lua | 4 ++-- LuaUI/Configs/lang/interface.en.json | 2 ++ LuaUI/Configs/lang/interface.ru.json | 2 ++ 3 files changed, 6 insertions(+), 2 deletions(-) diff --git a/LuaUI/Configs/integral_menu_config.lua b/LuaUI/Configs/integral_menu_config.lua index e7e42eb7a8..31bf70d23e 100644 --- a/LuaUI/Configs/integral_menu_config.lua +++ b/LuaUI/Configs/integral_menu_config.lua @@ -150,7 +150,7 @@ local commandDisplayConfig = { tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")), tooltips.MOVE_STATE:gsub("_STATE_", WG.Translate("interface", "states_movestate_roam")) }, - stateNameOverride = {"Enabled", "Disabled", "Roam (not in toggle)"}, + stateNameOverride = {WG.Translate("interface", "states_smthng_enabled"), WG.Translate("interface", "states_smthng_disabled"), WG.Translate("interface", "states_holdposition_roam")}, altConfig = { texture = {imageDir .. 'states/move_hold.png', imageDir .. 'states/move_engage.png', imageDir .. 'states/move_roam.png'}, stateTooltip = { @@ -167,7 +167,7 @@ local commandDisplayConfig = { tooltips.FIRE_STATE:gsub("_STATE_", WG.Translate("interface", "states_firestate_return")), tooltips.FIRE_STATE:gsub("_STATE_", WG.Translate("interface", "states_smthng_disabled")) }, - stateNameOverride = {"Enabled", "Return Fire (not in toggle)", "Disabled"}, + stateNameOverride = {WG.Translate("interface", "states_smthng_enabled"), WG.Translate("interface", "states_holdfire_return"), WG.Translate("interface", "states_smthng_disabled")}, altConfig = { texture = {imageDir .. 'states/fire_hold.png', imageDir .. 'states/fire_return.png', imageDir .. 'states/fire_atwill.png'}, stateTooltip = { diff --git a/LuaUI/Configs/lang/interface.en.json b/LuaUI/Configs/lang/interface.en.json index f89335323f..8bec0d8eda 100644 --- a/LuaUI/Configs/lang/interface.en.json +++ b/LuaUI/Configs/lang/interface.en.json @@ -137,6 +137,7 @@ "states_glbuild_tooltip" : "Sets constructors to execute global build orders.", "states_holdposition" : "Hold Position", "states_holdposition_tooltip" : "Prevent units from moving when idle. States are persistent and togglable.", + "states_holdposition_roam" : "Roam (not in toggle)", "states_movestate" : "Move State", "states_movestate_tooltip" : "Sets how far out of its way a unit will move to attack enemies.", "states_movestate_hold" : "Hold Position", @@ -144,6 +145,7 @@ "states_movestate_roam" : "Roam", "states_holdfire" : "Hold Fire", "states_holdfire_tooltip" : "Prevent units from firing unless a direct command or target is set.", + "states_holdfire_return" : "Return Fire (not in toggle)", "states_firestate" : "Fire State", "states_firestate_tooltip" : "Sets when a unit will automatically shoot.", "states_firestate_hold" : "Hold Fire", diff --git a/LuaUI/Configs/lang/interface.ru.json b/LuaUI/Configs/lang/interface.ru.json index 56d0dab70a..ffdf051f35 100644 --- a/LuaUI/Configs/lang/interface.ru.json +++ b/LuaUI/Configs/lang/interface.ru.json @@ -137,6 +137,7 @@ "states_glbuild_tooltip" : "Sets constructors to execute global build orders.", "states_holdposition" : "Hold Position", "states_holdposition_tooltip" : "Prevent units from moving when idle. States are persistent and togglable.", + "states_holdposition_roam" : "Roam (not in toggle)", "states_movestate" : "Move State", "states_movestate_tooltip" : "Sets how far out of its way a unit will move to attack enemies.", "states_movestate_hold" : "Hold Position", @@ -144,6 +145,7 @@ "states_movestate_roam" : "Roam", "states_holdfire" : "Hold Fire", "states_holdfire_tooltip" : "Prevent units from firing unless a direct command or target is set.", + "states_holdfire_return" : "Return Fire (not in toggle)", "states_firestate" : "Fire State", "states_firestate_tooltip" : "Sets when a unit will automatically shoot.", "states_firestate_hold" : "Hold Fire", From b319411d731cf696685cdb86636e199fd73692bd Mon Sep 17 00:00:00 2001 From: Anarchid Date: Tue, 20 Oct 2020 11:26:14 +0300 Subject: [PATCH 5/7] fix newton firezone not updating translation --- LuaUI/Widgets/cmd_newton_firezone.lua | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) diff --git a/LuaUI/Widgets/cmd_newton_firezone.lua b/LuaUI/Widgets/cmd_newton_firezone.lua index 4851e7aa98..1ae566a69f 100644 --- a/LuaUI/Widgets/cmd_newton_firezone.lua +++ b/LuaUI/Widgets/cmd_newton_firezone.lua @@ -837,6 +837,28 @@ end function widget:Initialize() --IsSpectatorAndExit() + + cmdFirezone = { + id = CMD_NEWTON_FIREZONE, + type = CMDTYPE.ICON_UNIT_OR_RECTANGLE, + tooltip = WG.Translate("interface", "commands_newton_firezone"), + cursor = 'Attack', + action = 'setfirezone', + params = { }, + texture = 'LuaUI/Images/commands/Bold/capture.png', + pos = {CMD_REPEAT,CMD_MOVE_STATE,CMD_FIRE_STATE, CMD_RETREAT}, + } + + cmdStopFirezone = { + id = CMD_STOP_NEWTON_FIREZONE, + type = CMDTYPE.ICON , + tooltip = WG.Translate("interface", "commands_newton_firezone_stop"), + cursor = 'Stop', + action = 'cancelfirezone', + params = { }, + texture = 'LuaUI/Images/commands/Bold/stop.png', + pos = {CMD_REPEAT,CMD_MOVE_STATE,CMD_FIRE_STATE, CMD_RETREAT}, + } local circleVertex = function() local circleDivs, PI = 64 , math.pi From 31b3003b0fede01138bf93dd62305dc230439b98 Mon Sep 17 00:00:00 2001 From: Anarchid Date: Tue, 20 Oct 2020 22:46:01 +0300 Subject: [PATCH 6/7] load integral panel strings at init rather than at load --- LuaUI/Widgets/gui_chili_integral_menu.lua | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/LuaUI/Widgets/gui_chili_integral_menu.lua b/LuaUI/Widgets/gui_chili_integral_menu.lua index 8b27657aea..109c9ccd5a 100644 --- a/LuaUI/Widgets/gui_chili_integral_menu.lua +++ b/LuaUI/Widgets/gui_chili_integral_menu.lua @@ -90,7 +90,7 @@ end -------------------------------------------------------------------------------- -- Command Handling and lower variables -local commandPanels, commandPanelMap, commandDisplayConfig, hiddenCommands, textConfig, buttonLayoutConfig, instantCommands, cmdPosDef = include("Configs/integral_menu_config.lua") +local commandPanels, commandPanelMap, commandDisplayConfig, hiddenCommands, textConfig, buttonLayoutConfig, instantCommands, cmdPosDef local fontObjects = {} -- Filled in init @@ -2529,7 +2529,10 @@ function widget:Initialize() Progressbar = Chili.Progressbar Control = Chili.Control screen0 = Chili.Screen0 - + + commandPanels, commandPanelMap, commandDisplayConfig, hiddenCommands, textConfig, buttonLayoutConfig, instantCommands, cmdPosDef = include("Configs/integral_menu_config.lua") + + InitializeFonts() InitializeControls() From 12ee85bd2a577df601e1f1ac27b2f08896443a5b Mon Sep 17 00:00:00 2001 From: IndeIrae Date: Mon, 2 Nov 2020 17:45:03 +0300 Subject: [PATCH 7/7] More widgets and other stuff Added defense ranges, team color menu, end graph, energy and metal letters from overdrive window and reclaim info to translations. --- LuaRules/Utilities/unitDefReplacements.lua | 2 +- LuaUI/Configs/TeamColorConfig.lua | 20 ++++---- LuaUI/Configs/lang/interface.en.json | 60 +++++++++++++++++++++- LuaUI/Configs/lang/interface.ru.json | 60 +++++++++++++++++++++- LuaUI/Widgets/gui_chili_endgraph.lua | 36 ++++++------- LuaUI/Widgets/gui_defenseRange.lua | 24 ++++----- LuaUI/Widgets/gui_reclaiminfo.lua | 10 ++-- 7 files changed, 164 insertions(+), 48 deletions(-) diff --git a/LuaRules/Utilities/unitDefReplacements.lua b/LuaRules/Utilities/unitDefReplacements.lua index 199d92af6d..562ed90d5b 100644 --- a/LuaRules/Utilities/unitDefReplacements.lua +++ b/LuaRules/Utilities/unitDefReplacements.lua @@ -41,7 +41,7 @@ local function GetGridTooltip(unitID) local gridMaximum = Spring.GetUnitRulesParam(unitID, "OD_gridMaximum") or 0 local gridMetal = Spring.GetUnitRulesParam(unitID, "OD_gridMetal") or 0 - return WG.Translate("interface", "grid") .. ": " .. math.round(gridCurrent,2) .. "/" .. math.round(gridMaximum,2) .. " E => " .. math.round(gridMetal,2) .. " M " .. windStr + return WG.Translate("interface", "grid") .. ": " .. math.round(gridCurrent,2) .. "/" .. math.round(gridMaximum,2) .. " " .. WG.Translate("interface", "energy_oneletter") .. " => " .. math.round(gridMetal,2) .. " " .. WG.Translate("interface", "metal_oneletter") .. " " .. windStr end local function GetMexTooltip(unitID) diff --git a/LuaUI/Configs/TeamColorConfig.lua b/LuaUI/Configs/TeamColorConfig.lua index 174a640037..b970c30a4f 100644 --- a/LuaUI/Configs/TeamColorConfig.lua +++ b/LuaUI/Configs/TeamColorConfig.lua @@ -151,32 +151,32 @@ local simpleColorblind = { local colorConfigs = { default = { order = 1, - name = "Default", - desc = "The default team colors. Allies are blue-ish, enemies are red-ish, self is green.", + name = WG.Translate("interface", "playercolor_default"), + desc = WG.Translate("interface", "playercolor_default_tooltip"), colors = colors }, simple = { order = 2, - name = "Simple", - desc = "Simple colors. Allies are blue, enemies are red, self is green.", + name = WG.Translate("interface", "playercolor_simple"), + desc = WG.Translate("interface", "playercolor_simple_tooltip"), colors = simpleColors }, defaultTeal = { order = 3, - name = "Self Teal", - desc = "Allies are blue/green-ish, enemies are red/yellow-ish, self is teal.", + name = WG.Translate("interface", "playercolor_selfteal"), + desc = WG.Translate("interface", "playercolor_selfteal_tooltip"), colors = colorsTeal }, colorblind = { order = 4, - name = "Colorblind", - desc = "Allies are blue-ish, enemies are red-ish, self is teal.", + name = WG.Translate("interface", "playercolor_colorblind"), + desc = WG.Translate("interface", "playercolor_colorblind_tooltip"), colors = colorblind }, simpleColorblind = { order = 5, - name = "Simple Colorblind", - desc = "Enemies are red, allies are blue, self is teal.", + name = WG.Translate("interface", "playercolor_colorblind_2"), + desc = WG.Translate("interface", "playercolor_colorblind_tooltip_2"), colors = simpleColorblind }, } diff --git a/LuaUI/Configs/lang/interface.en.json b/LuaUI/Configs/lang/interface.en.json index 8bec0d8eda..966a84513c 100644 --- a/LuaUI/Configs/lang/interface.en.json +++ b/LuaUI/Configs/lang/interface.en.json @@ -107,6 +107,28 @@ "many" : "%{count} units in queue", "other" : "%{count} units in queue" }, + "defence_range" : "Defense Ranges", + "defence_range_ally_ground" : "Show Ally Ground Defence", + "defence_range_ally_air" : "Show Ally Air Defence", + "defence_range_ally_nuke" : "Show Ally Nuke Defence", + "defence_range_enemy_ground" : "Show Enemy Ground Defence", + "defence_range_enemy_air" : "Show Enemy Air Defence", + "defence_range_enemy_nuke_defence" : "Show Enemy Nuke Defence", + "defence_range_enemy_shields" : "Show Enemy Shields", + "defence_range_enemy_radar" : "Show Enemy Radar Coverage", + "defence_range_spec" : "Show Ground Defence as Spectator", + "defence_range_spec_air" : "Show Air Defence as Spectator", + "defence_range_spec_nuke" : "Show Nuke Defence as Spectator", + "playercolor_default" : "Default", + "playercolor_default_tooltip" : "The default team colors. Allies are blue-ish, enemies are red-ish, self is green.", + "playercolor_simple" : "Simple", + "playercolor_simple_tooltip" : "Simple colors. Allies are blue, enemies are red, self is green.", + "playercolor_selfteal" : "Self Teal", + "playercolor_selfteal_tooltip" : "Allies are blue/green-ish, enemies are red/yellow-ish, self is teal.", + "playercolor_colorblind" : "Colorblind", + "playercolor_colorblind_tooltip" : "Allies are blue-ish, enemies are red-ish, self is teal.", + "playercolor_colorblind_2" : "Simple Colorblind", + "playercolor_colorblind_tooltip_2" : "Enemies are red, allies are blue, self is teal.", "commandpanel_orders" : "Orders", "commandpanel_econ" : "Econ", "commandpanel_defence" : "Defence", @@ -239,5 +261,41 @@ "com_upgrademenu_start" : "Start upgrade", "com_upgrademenu_currentupgrades" : "View current modules", "com_upgrademenu_cancel" : "Cancel module selection", - "com_upgrademenu_tooltip" : "Upgrade Commander" + "com_upgrademenu_tooltip" : "Upgrade Commander", + "metal_oneletter" : "M", + "energy_oneletter" : "E", + "graph_economy_section" : "Economy", + "graph_metal_produced" : "Metal Produced", + "graph_metal_produced_tooltip" : "Cumulative total of metal produced.", + "graph_metal_used" : "Metal Used", + "graph_metal_used_tooltip" : "Cumulative total of metal used.", + "graph_metal_income" : "Metal Income", + "graph_metal_income_tooltip" : "Total metal income.", + "graph_metal_overdrive" : "Metal Overdrive", + "graph_metal_overdrive_tooltip" : "Cumulative total of metal produced by overdrive.", + "graph_metal_reclaimed" : "Metal Reclaimed", + "graph_metal_reclaimed_tooltip" : "Cumulative total of metal reclaimed. Includes wreckage, unit reclaim and construction cancellation.", + "graph_metal_excess" : "Metal Excess", + "graph_metal_excess_tooltip" : "Cumulative total of metal lost to excess.", + "graph_energy_income" : "Energy Income", + "graph_energy_income_tooltip" : "Total energy income.", + "graph_unit_section" : "Units", + "graph_total_value" : "Total Value", + "graph_total_value_tooltip" : "Total value of units and structures.", + "graph_army_value" : "Army Value", + "graph_army_value_tooltip" : "Value of mobile units excluding constructors, commanders, Iris, Owl, Djinn, Charon and Hercules.", + "graph_defence_value" : "Defense Value", + "graph_defence_value_tooltip" : "Value of armed structures (and shields) with range up to and including Cerberus and Artemis.", + "graph_economy_value" : "Economy Value", + "graph_economy_value_tooltip" : "Value of economic structures, factories and constructors.", + "graph_other_value" : "Other Value", + "graph_other_value_tooltip" : "Value of units and structures that do not fit any other category.", + "graph_killed_value" : "Value Killed", + "graph_killed_value_tooltip" : "Cumulative total of value of enemy units and structured destroyed by the team. Includes nanoframes.", + "graph_lost_value" : "Value Lost", + "graph_lost_value_tooltip" : "Cumulative total of value of the teams destroyed units and structures. Includes nanoframes.", + "graph_dmg_dealt" : "Damage Dealt", + "graph_dmg_dealt_tooltip" : "Cumulative damage inflicted measured by the cost of the damaged unit in proportion to damage dealt.", + "graph_dmg_received" : "Damage Received", + "graph_dmg_received_tooltip" : "Cumulative damage received measured by the cost of the damaged unit in proportion to damage dealt." } diff --git a/LuaUI/Configs/lang/interface.ru.json b/LuaUI/Configs/lang/interface.ru.json index ffdf051f35..be495d6ff4 100644 --- a/LuaUI/Configs/lang/interface.ru.json +++ b/LuaUI/Configs/lang/interface.ru.json @@ -107,6 +107,28 @@ "many" : "%{count} юнитов в очереди.", "other" : "%{count} юнитов в очереди." }, + "defence_range" : "Диапазоны действия обороны", + "defence_range_ally_ground" : "Показывать дальность стрельбы союзных сооружений", + "defence_range_ally_air" : "Показывать дальность стрельбы союзного ПВО", + "defence_range_ally_nuke" : "Показывать радиус покрытия союзных систем ПРО", + "defence_range_enemy_ground" : "Показывать дальность стрельбы вражеских сооружений", + "defence_range_enemy_air" : "Показывать дальность стрельбы вражеского ПВО", + "defence_range_enemy_nuke_defence" : "Показывать радиус покрытия вражеских систем ПРО", + "defence_range_enemy_shields" : "Показывать радиус покрытия вражеских щитов", + "defence_range_enemy_radar" : "Показывать радиус покрытия вражеских радаров", + "defence_range_spec" : "Показывать дальность всех наземных сооружений в режиме наблюдателя", + "defence_range_spec_air" : "Показывать дальность всех сооружений ПВО в режиме наблюдателя", + "defence_range_spec_nuke" : "Показывать радиус покрытия всех систем ПРО в режиме наблюдателя", + "playercolor_default" : "Стандартный", + "playercolor_default_tooltip" : "Цвета команд по умолчанию. Союзники имеют синие оттенки, противники красные, игрок зелёный.", + "playercolor_simple" : "Простой", + "playercolor_simple_tooltip" : "Простые цвета. Союзники синие, противники красные, игрок зелёный.", + "playercolor_selfteal" : "Игрок циан", + "playercolor_selfteal_tooltip" : "Союзники имеют синие и зелёные оттенки, противники красные и жёлтые, игрок циановый.", + "playercolor_colorblind" : "Для дальтоников", + "playercolor_colorblind_tooltip" : "Союзники имеют синие оттенки, противники красные, игрок циановый.", + "playercolor_colorblind_2" : "Для дальтоников 2", + "playercolor_colorblind_tooltip_2" : "Союзники синие, противники красные, игрок циановый.", "commandpanel_orders" : "Приказы", "commandpanel_econ" : "Эко", "commandpanel_defence" : "Оборона", @@ -239,5 +261,41 @@ "com_upgrademenu_start" : "Модификация командира", "com_upgrademenu_currentupgrades" : "Обзор установленных модулей", "com_upgrademenu_cancel" : "Закрыть окно выбора модулей", - "com_upgrademenu_tooltip" : "Начать модификацию" + "com_upgrademenu_tooltip" : "Начать модификацию", + "metal_oneletter" : "М", + "energy_oneletter" : "Э", + "graph_economy_section" : "Экономика", + "graph_metal_produced" : "Выработано металла", + "graph_metal_produced_tooltip" : "Совокупность выработанного металла.", + "graph_metal_used" : "Использованно металла", + "graph_metal_used_tooltip" : "Совокупность использованного металла.", + "graph_metal_income" : "Доходы металла", + "graph_metal_income_tooltip" : "Совокупность доходов металла в секунду.", + "graph_metal_overdrive" : "Металл от перегрузки", + "graph_metal_overdrive_tooltip" : "Совокупность металла выработанного за счёт перегрузки.", + "graph_metal_reclaimed" : "Металл от переработки", + "graph_metal_reclaimed_tooltip" : "Совокупность переработанного металла. Включает переработанные обломки, юниты и отменённые проекты.", + "graph_metal_excess" : "Излишки металла", + "graph_metal_excess_tooltip" : "Совокупность металла потерянного из-за излишек.", + "graph_energy_income" : "Доходы энергии", + "graph_energy_income_tooltip" : "Совокупность доходов энергии в секунду.", + "graph_unit_section" : "Юниты", + "graph_total_value" : "Общая ценность", + "graph_total_value_tooltip" : "Совокупная цена юнитов и сооружений.", + "graph_army_value" : "Ценность армии", + "graph_army_value_tooltip" : "Совокупная цена мобильных единиц, исключая строителей, командиров, Радужки, Сов, Джинов, Харонов и Геркулесов.", + "graph_defence_value" : "Ценность обороны", + "graph_defence_value_tooltip" : "Совокупная цена оборонительных сооружений (и щитов) имеющих радиус действия вплоть до и включая Цербера и Артемиды.", + "graph_economy_value" : "Ценность экономики", + "graph_economy_value_tooltip" : "Совокупная цена экономических сооружений, заводов и строителей.", + "graph_other_value" : "Ценность прочего", + "graph_other_value_tooltip" : "Совокупная цена юнитов и сооружений не попадающих под другие категории.", + "graph_killed_value" : "Уничтоженная ценность", + "graph_killed_value_tooltip" : "Совокупная цена уничтоженных вражеских юнитов и структур. Включает незавершённые проекты.", + "graph_lost_value" : "Потерянная ценность", + "graph_lost_value_tooltip" : "Совокупная цена всех потерянных юнитов и структур. Включает незавершённые проекты.", + "graph_dmg_dealt" : "Нанесённый урон", + "graph_dmg_dealt_tooltip" : "Совокупный нанесённый урон, вычисляется через отношение цены повреждённого юнита к нанесённому урону.", + "graph_dmg_received" : "Полученный урон", + "graph_dmg_received_tooltip" : "Совокупный полученный урон, вычисляется через отношение цены повреждённого юнита к нанесённому урону." } diff --git a/LuaUI/Widgets/gui_chili_endgraph.lua b/LuaUI/Widgets/gui_chili_endgraph.lua index caf937d5d3..748505e516 100644 --- a/LuaUI/Widgets/gui_chili_endgraph.lua +++ b/LuaUI/Widgets/gui_chili_endgraph.lua @@ -25,27 +25,27 @@ end local GetHiddenTeamRulesParam = Spring.Utilities.GetHiddenTeamRulesParam local buttongroups = { - {"Economy", { - {"metalProduced" , "Metal Produced", "Cumulative total of metal produced."}, - {"metalUsed" , "Metal Used", "Cumulative total of metal used."}, - {"metal_income" , "Metal Income", "Total metal income."}, - {"metal_overdrive" , "Metal Overdrive", "Cumulative total of metal produced by overdrive."}, - {"metal_reclaim" , "Metal Reclaimed", "Cumulative total of metal reclaimed. Includes wreckage, unit reclaim and construction cancellation."}, - {"metal_excess" , "Metal Excess", "Cumulative total of metal lost to excess."}, - {"energy_income" , "Energy Income", "Total energy income."}, + {WG.Translate("interface", "graph_economy_section"), { + {"metalProduced" , WG.Translate("interface", "graph_metal_produced"), WG.Translate("interface", "graph_metal_produced_tooltip")}, + {"metalUsed" , WG.Translate("interface", "graph_metal_used"), WG.Translate("interface", "graph_metal_used_tooltip")}, + {"metal_income" , WG.Translate("interface", "graph_metal_income"), WG.Translate("interface", "graph_metal_income_tooltip")}, + {"metal_overdrive" , WG.Translate("interface", "graph_metal_overdrive"), WG.Translate("interface", "graph_metal_overdrive_tooltip")}, + {"metal_reclaim" , WG.Translate("interface", "graph_metal_reclaimed"), WG.Translate("interface", "graph_metal_reclaimed_tooltip")}, + {"metal_excess" , WG.Translate("interface", "graph_metal_excess"), WG.Translate("interface", "graph_metal_excess_tooltip")}, + {"energy_income" , WG.Translate("interface", "graph_energy_income"), WG.Translate("interface", "graph_energy_income_tooltip")}, }, }, - {"Units", { - {"unit_value" , "Total Value", "Total value of units and structures."}, - {"unit_value_army" , "Army Value", "Value of mobile units excluding constructors, commanders, Iris, Owl, Djinn, Charon and Hercules."}, - {"unit_value_def" , "Defense Value", "Value of armed structures (and shields) with range up to and including Cerberus and Artemis."}, - {"unit_value_econ" , "Economy Value", "Value of economic structures, factories and constructors."}, - {"unit_value_other", "Other Value", "Value of units and structures that do not fit any other category."}, - {"unit_value_killed", "Value Killed", "Cumulative total of value of enemy units and structured destroyed by the team. Includes nanoframes."}, - {"unit_value_lost" , "Value Lost", "Cumulative total of value of the teams destroyed units and structures. Includes nanoframes."}, - {"damage_dealt" , "Damage Dealt", "Cumulative damage inflicted measured by the cost of the damaged unit in proportion to damage dealt."}, - {"damage_received" , "Damage Received", "Cumulative damage received measured by the cost of the damaged unit in proportion to damage dealt."}, + {WG.Translate("interface", "graph_unit_section"), { + {"unit_value" , WG.Translate("interface", "graph_total_value"), WG.Translate("interface", "graph_total_value_tooltip")}, + {"unit_value_army" , WG.Translate("interface", "graph_army_value"), WG.Translate("interface", "graph_army_value_tooltip")}, + {"unit_value_def" , WG.Translate("interface", "graph_defence_value"), WG.Translate("interface", "graph_defence_value_tooltip")}, + {"unit_value_econ" , WG.Translate("interface", "graph_economy_value"), WG.Translate("interface", "graph_economy_value_tooltip")}, + {"unit_value_other", WG.Translate("interface", "graph_other_value"), WG.Translate("interface", "graph_other_value_tooltip")}, + {"unit_value_killed", WG.Translate("interface", "graph_killed_value"), WG.Translate("interface", "graph_killed_value_tooltip")}, + {"unit_value_lost" , WG.Translate("interface", "graph_lost_value"), WG.Translate("interface", "graph_lost_value_tooltip")}, + {"damage_dealt" , WG.Translate("interface", "graph_dmg_dealt"), WG.Translate("interface", "graph_dmg_dealt_tooltip")}, + {"damage_received" , WG.Translate("interface", "graph_dmg_received"), WG.Translate("interface", "graph_dmg_received_tooltip")}, }, }, } diff --git a/LuaUI/Widgets/gui_defenseRange.lua b/LuaUI/Widgets/gui_defenseRange.lua index d61870688e..8f6a376d83 100644 --- a/LuaUI/Widgets/gui_defenseRange.lua +++ b/LuaUI/Widgets/gui_defenseRange.lua @@ -216,59 +216,59 @@ local function OnOptChange(self) end options = { - label = { type = 'label', name = 'Defense Ranges' }, + label = { type = 'label', name = WG.Translate("interface", "defences_range") }, allyground = { - name = 'Show Ally Ground Defence', + name = WG.Translate("interface", "defence_range_ally_ground"), type = 'bool', value = false, }, allyair = { - name = 'Show Ally Air Defence', + name = WG.Translate("interface", "defence_range_ally_air"), type = 'bool', value = false, }, allynuke = { - name = 'Show Ally Nuke Defence', + name = WG.Translate("interface", "defence_range_ally_nuke"), type = 'bool', value = true, }, enemyground = { - name = 'Show Enemy Ground Defence', + name = WG.Translate("interface", "defence_range_enemy_ground"), type = 'bool', value = true, }, enemyair = { - name = 'Show Enemy Air Defence', + name = WG.Translate("interface", "defence_range_enemy_air"), type = 'bool', value = true, }, enemynuke = { - name = 'Show Enemy Nuke Defence', + name = WG.Translate("interface", "defence_range_enemy_nuke_defence"), type = 'bool', value = true, }, enemyshield = { - name = 'Show Enemy Shields', + name = WG.Translate("interface", "defence_range_enemy_shields"), type = 'bool', value = true, }, enemyradar = { - name = 'Show Enemy Radar Coverage', + name = WG.Translate("interface", "defence_range_enemy_radar"), type = 'bool', value = false, }, specground = { - name = 'Show Ground Defence as Spectator', + name = WG.Translate("interface", "defence_range_spec"), type = 'bool', value = false, }, specair = { - name = 'Show Air Defence as Spectator', + name = WG.Translate("interface", "defence_range_spec_air"), type = 'bool', value = false, }, specnuke = { - name = 'Show Nuke Defence as Spectator', + name = WG.Translate("interface", "defence_range_spec_nuke"), type = 'bool', value = true, }, diff --git a/LuaUI/Widgets/gui_reclaiminfo.lua b/LuaUI/Widgets/gui_reclaiminfo.lua index 03ddf8c7e9..e1d93c666e 100644 --- a/LuaUI/Widgets/gui_reclaiminfo.lua +++ b/LuaUI/Widgets/gui_reclaiminfo.lua @@ -136,7 +136,7 @@ function widget:DrawScreen() end metal = math.floor(metal) energy = math.floor(energy) - local textwidth = 12*gl.GetTextWidth(" M:" .. metal .. " E:" .. energy) + local textwidth = 12*gl.GetTextWidth(" " .. WG.Translate("interface", "metal_oneletter") .. ":" .. metal .. " " .. WG.Translate("interface", "energy_oneletter") .. ":" .. energy) if(textwidth+x>vsx) then x = x - textwidth - 10 end @@ -144,8 +144,8 @@ function widget:DrawScreen() y = y - form end gl.PushMatrix() - gl.Text(" M:" .. metal .. "\255\255\255\128".." E:" .. energy, x, y, form) - gl.PopMatrix() + gl.Text(" " .. WG.Translate("interface", "metal_oneletter") .. ":" .. metal .. "\255\255\255\128" .. " " .. WG.Translate("interface", "energy_oneletter") .. ":" .. energy, x, y, form) + gl.PopMatrix() end --Unit resource info when mouse on one if (nonground == "Reclaim") and (rangestart ~= nil) and ((energy == 0) or (metal == 0)) and (b1 == false) then @@ -154,7 +154,7 @@ function widget:DrawScreen() local unitDefID = Spring.GetUnitDefID(unitID) local _,_,_,_,buildprogress = Spring.GetUnitHealth(unitID) metal = math.floor(Spring.Utilities.GetUnitCost(unitID, unitDefID)*buildprogress) - local textwidth = 12*gl.GetTextWidth(" M:" .. metal) + local textwidth = 12*gl.GetTextWidth(" " .. WG.Translate("interface", "metal_oneletter") .. ":" .. metal) if (textwidth+x>vsx) then x = x - textwidth - 10 end @@ -166,7 +166,7 @@ function widget:DrawScreen() color = "\255\220\10\10" end gl.PushMatrix() - gl.Text(color .. " M:" .. metal*0.5, x, y, form) -- multiply metal by unit reclaim mult in gamerules + gl.Text(color .. " " .. WG.Translate("interface", "metal_oneletter") .. ":" .. metal*0.5, x, y, form) -- multiply metal by unit reclaim mult in gamerules gl.PopMatrix() end end