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