Translations improvements, fixed few czech words

This commit is contained in:
sveckarel
2019-10-27 00:05:42 +02:00
committed by Yair Morgenstern
parent 64b420fb4f
commit c12ed1842c
8 changed files with 64 additions and 23 deletions

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@ -1267,6 +1267,7 @@
French:"Cour de Satrape"
Polish:"Dwór Satrapy"
Simplified_Chinese:""
Czech:"Satrapův dvůr"
}
"Forbidden Palace":{
@ -2191,7 +2192,7 @@
Portuguese:"Requer um(a) [buildingName] em todas as cidades"
Polish:"[buildingName] musi znajdować się we wszystkich miastach"
Russian:"Требует [buildingName] во всех городах",
Czech:"Vyžaduje budovu [buildingName] ve všech městech"
Czech:"Vyžaduje: [buildingName] ve všech městech"
}
"Requires a [buildingName] in this city":{
@ -2201,7 +2202,7 @@
Portuguese:"Requer um [buildingName] nessa cidade"
Polish:"Wymaga budynku [buildingName] w tym mieście"
Russian:"Требует [buildingName] в городе",
Czech:"Vyžaduje budovu [buildingName] v tomto městě"
Czech:"Vyžaduje: [buildingName] v tomto městě"
}
"Requires [resource]":{

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@ -588,7 +588,7 @@
Simplified_Chinese:"游戏存档名称"
Portuguese:"Nome do jogo salvo"
Korean:"저장된 게임 이름"
Czech:"Uložit hru pod jménem"
Czech:"Uložit hru jako"
}
"Copy to clipboard":{ //this button exsits in "Save game" and "Map editor", it means that we can copy "current game status" to clipboard, "current game status" is not a existing file but some words.
@ -682,12 +682,12 @@
Czech:"Jste si jistý(á), že chcete smazat tuto mapu?"
}
"Upload":{
"Upload map":{
Simplified_Chinese:"上传"
Italian:"Carica"
Russian:"Отправить"
Korean:"업로드"
Czech:"Nahrát"
Czech:"Nahrát mapu"
}
"Could not upload map!":{
@ -781,10 +781,12 @@
"Show worked tiles":{
Simplified_Chinese:"显示工作地块"
Czech:"Zobrazit obdělávané políčka"
}
"Show resources and improvements":{
Simplified_Chinese:"显示资源与地块设施"
Czech:"Zobrazit zdroje a vylepšení"
}
"Check for idle units":{

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@ -141,7 +141,7 @@
Simplified_Chinese:"[construction]已经在[cityName]被建造"
Portuguese:"o(a) [construction] foi construirdo em [cityName]"
Japanese:"[construction]は[cityName]に建てられました",
Czech:"Stavba [construction] byla vybudována ve městě [cityName]"
Czech:"[construction] - stavba dokončena ve městě [cityName]"
}
"[wonder] has been built in a faraway land":{

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@ -97,7 +97,7 @@
Simplified_Chinese:"回合"
Portuguese:"turnos"
Japanese:"回る"
Czech:"tahy"
Czech:"tah(y/ů)"
}
"turn":{ // for e.g. "1 turn" to technology
@ -281,7 +281,7 @@
Simplified_Chinese:"驻守"
Portuguese:"Fortificar"
Japanese:"要塞化"
Czech:"Opevnit"
Czech:"Opevnit se"
}
"Fortification":{ // as in "+40% Fortification"
@ -309,7 +309,7 @@
Russian:"Спать"
Dutch:"Slaap"
Spanish:"Dormir"
Czech:"Uspat"
Czech:"Spánek"
}
"Moving": { //sample would be appreciated
@ -1634,6 +1634,10 @@
Czech:"Budovy"
}
"Tiles":{
Czech:"Políčka"
}
"Wonders":{
Italian:"Meraviglie"
Romanian:"Minuni"
@ -1817,11 +1821,15 @@
Portuguese:"Cidade mais próxima"
German:"Nächstgelegene Stadt"
Czech:"Nejbližší město"
},
}
"Action":{ // Overview -> Units - Action (Header)
Czech:"Činnost"
},
}
"automation":{ // Overview -> Units - Action (column)
Czech:"Autopilot"
}
"Defeated":{
Italian:"Sconfitto"
@ -2194,6 +2202,10 @@
Czech:"Unikátní pro [civName], nahrazuje [unitName]"
}
"Tutorials": {
"Czech": "Návody"
}
"Cost":{
Italian:"Costo"
Simplified_Chinese:"花费"
@ -2386,6 +2398,26 @@
Czech:"Vylepšení"
}
"Clear current map":{
Czech:"Vyčistit mapu"
}
"Save map":{
Czech:"Uložit mapu"
}
"Load map":{
Czech:"Načíst mapu"
}
"Download map":{
Czech:"Stáhnout mapu"
}
"Exit map editor":{
Czech:"Ukončit editování mapy"
}
"[nation] starting location":{
Italian:"Punto iniziale di [nation]"
Simplified_Chinese:"[nation]起始位置"

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@ -62,8 +62,9 @@ class CityConstructions {
var result = currentConstructionSnapshot.tr()
if (currentConstructionSnapshot!=""
&& SpecialConstruction.getSpecialConstructions().none { it.name==currentConstructionSnapshot }) {
result += ("\r\nCost " + getConstruction(currentConstruction).getProductionCost(cityInfo.civInfo).toString()).tr()
result += "\r\n" + turnsToConstruction(currentConstructionSnapshot) + " {turns}".tr()
val turnsLeft = turnsToConstruction(currentConstructionSnapshot)
result += ("\r\n" + "Cost".tr() + " " + getConstruction(currentConstruction).getProductionCost(cityInfo.civInfo).toString()).tr()
result += "\r\n" + turnsLeft + (if(turnsLeft>1) " {turns}".tr() else " {turn}".tr())
}
return result
}
@ -72,8 +73,10 @@ class CityConstructions {
val currentConstructionSnapshot = currentConstruction // this is because there were rare errors tht I assume were caused because currentContruction changed on another thread
var result = currentConstructionSnapshot.tr()
if (currentConstructionSnapshot!=""
&& SpecialConstruction.getSpecialConstructions().none { it.name==currentConstructionSnapshot })
result += "\r\n{in} ".tr() + turnsToConstruction(currentConstructionSnapshot) + " {turns}".tr()
&& SpecialConstruction.getSpecialConstructions().none { it.name==currentConstructionSnapshot }) {
val turnsLeft = turnsToConstruction(currentConstructionSnapshot)
result += "\r\n" + turnsLeft + (if(turnsLeft>1) " {turns}".tr() else " {turn}".tr())
}
return result
}

View File

@ -94,10 +94,12 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
constructionPickerTable.background = ImageGetter.getBackground(Color.BLACK)
val units = ArrayList<Table>()
for (unit in GameBasics.Units.values.filter { it.shouldBeDisplayed(cityConstructions) })
for (unit in GameBasics.Units.values.filter { it.shouldBeDisplayed(cityConstructions) }) {
val turnsToUnit = cityConstructions.turnsToConstruction(unit.name)
units += getProductionButton(unit.name,
unit.name.tr() + "\r\n" + cityConstructions.turnsToConstruction(unit.name) + " {turns}".tr(),
unit.name.tr() + "\r\n" + turnsToUnit + (if(turnsToUnit>1) " {turns}".tr() else " {turn}".tr()),
unit.getRejectionReason(cityConstructions))
}
constructionPickerTable.addCategory("Units",units)
@ -107,8 +109,9 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
for (building in GameBasics.Buildings.values) {
if (!building.shouldBeDisplayed(cityConstructions) && building.name != cityConstructions.currentConstruction) continue
val turnsToBuilding = cityConstructions.turnsToConstruction(building.name)
val productionTextButton = getProductionButton(building.name,
building.name.tr() + "\r\n" + cityConstructions.turnsToConstruction(building.name) + " {turns}".tr(),
building.name.tr() + "\r\n" + turnsToBuilding + (if(turnsToBuilding>1) " {turns}".tr() else " {turn}".tr()),
building.getRejectionReason(cityConstructions)
)
if (building.isWonder)

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@ -42,7 +42,7 @@ class MapEditorOptionsTable(mapEditorScreen: MapEditorScreen): PopupTable(mapEdi
}
add(clearCurrentMapButton).row()
val saveMapButton = TextButton("Save".tr(), skin)
val saveMapButton = TextButton("Save map".tr(), skin)
saveMapButton.onClick {
MapSaver().saveMap(mapEditorScreen.mapName,mapEditorScreen.tileMap)
UnCivGame.Current.setWorldScreen()
@ -57,13 +57,13 @@ class MapEditorOptionsTable(mapEditorScreen: MapEditorScreen): PopupTable(mapEdi
}
add(copyMapAsTextButton).row()
val loadMapButton = TextButton("Load".tr(), skin)
val loadMapButton = TextButton("Load map".tr(), skin)
loadMapButton.onClick {
UnCivGame.Current.setScreen(LoadMapScreen(mapEditorScreen.tileMap))
}
add(loadMapButton).row()
val uploadMapButton = TextButton("Upload".tr(), skin)
val uploadMapButton = TextButton("Upload map".tr(), skin)
uploadMapButton.onClick {
try {
val gzippedMap = Gzip.zip(Json().toJson(mapEditorScreen.tileMap))
@ -85,7 +85,7 @@ class MapEditorOptionsTable(mapEditorScreen: MapEditorScreen): PopupTable(mapEdi
}
add(uploadMapButton).row()
val downloadMapButton = TextButton("Download".tr(), skin)
val downloadMapButton = TextButton("Download map".tr(), skin)
downloadMapButton.onClick {
remove()
MapDownloadTable(mapEditorScreen)

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@ -26,7 +26,7 @@ class SaveGameScreen : PickerScreen() {
topTable.add(ScrollPane(currentSaves)).height(stage.height*2/3)
val newSave = Table()
val defaultSaveName = game.gameInfo.currentPlayer+" - "+game.gameInfo.turns+" turns"
val defaultSaveName = game.gameInfo.currentPlayer+" - "+game.gameInfo.turns+" "+"turns".tr()
textField.text = defaultSaveName
newSave.add("Saved game name".toLabel()).row()