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More translation stuff
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@ -7,12 +7,7 @@
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German:"Nächste Runde"
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}
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"Waiting":{ // Displayed when next turn is being...turned
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Italian:"In attesa"
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Russian:"В ожидании"
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French:"Attendre"
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Romanian:"Aşteptare"
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German:"Warten..."
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"Working...":{ // Displayed when next turn is being...turned
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}
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"Turn":{ // For main screen at top left, e.g. Turn 234
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@ -633,20 +628,20 @@
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German:"Ein(e) feindliche(r) [unit] wurde zerstört beim Angriff auf unsere(n) [ourUnit]" // Gender sensitive
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}
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"spotted near our territory":{
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Italian:"avvistato vicino al nostro territorio"
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Russian:"пятнистый у нашей территории"
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French:"repéré près de notre territoire"
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Romanian:"reperat în apropierea teritoriului nostru"
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German:"wurde nahe unserer Grenzen entdeckt"
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"An enemy [unit] was spotted near our territory":{
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Italian:"Un'unità [unit] avvistato vicino al nostro territorio"
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Russian:"Враг [unit] пятнистый у нашей территории"
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French:"Un ennemi [unit] repéré près de notre territoire"
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Romanian:"Un inamic [unit] reperat în apropierea teritoriului nostru"
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German:"Ein(e) feindliche(r) [unit] wurde nahe unserer Grenzen entdeckt"
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}
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"spotted in our territory":{
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Italian:"avvistato nel nostro territorio"
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Russian:"пятнистый на нашей территории"
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French:"repéré sur notre territoire"
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Romanian:"reperat pe teritoriul nostru"
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German:"wurde in unseren Grenzen entdeckt"
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"An enemy [unit] was spotted in our territory":{
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Italian:"Un'unità [unit] avvistato nel nostro territorio"
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Russian:"Враг [unit] пятнистый на нашей территории"
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French:"Un ennemi [unit] repéré sur notre territoire"
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Romanian:"Un inamic [unit] reperat pe teritoriul nostru"
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German:"Ein(e) feindliche(r) [unit] wurde in unseren Grenzen entdeckt"
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}
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@ -1609,6 +1604,8 @@
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German:"Zukünftige Technologien"
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}
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"Who knows what the future holds?":{}
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// Tech Eras
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"Ancient":{}
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"Classical":{}
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.game"
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minSdkVersion 14
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targetSdkVersion 26
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versionCode 93
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versionName "2.5.7"
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versionCode 94
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versionName "2.5.8"
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}
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buildTypes {
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release {
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@ -55,7 +55,7 @@ class GameInfo {
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&& (it.getOwner()==player || it.neighbors.any { neighbor -> neighbor.getOwner()==player }) }
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for(enemyUnitTile in enemyUnitsCloseToTerritory) {
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val inOrNear = if(enemyUnitTile.getOwner()==player) "in" else "near"
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player.addNotification("Enemy spotted $inOrNear our territory!", enemyUnitTile.position, Color.RED)
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player.addNotification("An enemy [${enemyUnitTile.militaryUnit!!.name}] was spotted $inOrNear our territory", enemyUnitTile.position, Color.RED)
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}
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turns++
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@ -49,12 +49,12 @@ class UnitAutomation{
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val rangeOfAttack = if(MapUnitCombatant(unit).isMelee()) 1 else unit.getBaseUnit().range
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val attackableTiles = ArrayList<AttackableTile>()
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// The +0.09 solves a bug where you've moved 2/3 road tiles,
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// The >0.1 (instead of >0) solves a bug where you've moved 2/3 road tiles,
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// you come to move a third (distance is less that remaining movements),
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// and then later we round it off to a whole.
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// So the poor unit thought it could attack from the tile, but when it comes to do so it has no moveement points!
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// Silly floats, basically
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val tilesToAttackFrom = distanceToTiles.filter { (it.value+0.09) < unit.currentMovement }
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val tilesToAttackFrom = distanceToTiles.filter { unit.currentMovement - it.value > 0.1 }
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.map { it.key }
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.filter { unit.canMoveTo(it) || it==unit.getTile() }
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for(reachableTile in tilesToAttackFrom){ // tiles we'll still have energy after we reach there
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@ -46,7 +46,7 @@ class Unit : INamed, IConstruction, ICivilopedia {
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fun getDescription(forPickerScreen:Boolean): String {
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val sb = StringBuilder()
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if(baseDescription!=null) sb.appendln(baseDescription)
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if(baseDescription!=null) sb.appendln(baseDescription!!.tr())
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if(!forPickerScreen) {
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if (unbuildable) sb.appendln("Unbuildable")
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else sb.appendln("Cost: $cost")
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@ -60,8 +60,9 @@ class Unit : INamed, IConstruction, ICivilopedia {
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}
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if(uniques!=null){
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for(unique in uniques!!)
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sb.appendln(unique)
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for(unique in uniques!!) {
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sb.appendln(unique.tr())
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}
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}
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sb.appendln("{Movement}: $movement".tr())
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return sb.toString()
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