feedback5 W5S: i18n phase 2, match texts the server sends — a 机变 card's and an effect entry's name and description, the draft's name, a reward offer's label and the result title are shown from the localized data when the server's Chinese text is the data record's own (data.lookupRaw + ui/lang.js sentText; names through tName), a text the server reworded (a multi-round 悬赏) stays as sent; Chinese output unchanged by construction (in Chinese the localized record is the raw one); test/i18n-server.test.js covers it

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sganggs committed 2026-10-06 18:27:13 +08:00
1 parent 7697b4ff40
commit 0025ceac16
7 files changed
+111 -15

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+13 -8
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@@ -23,7 +23,8 @@ import { itemIconUrl, enemyIconUrl, uiUrl } from './assetUrls.js';
import { richTextPlain } from './richText.js';
import { sortedPlayers } from './gameLogic.js';
import { data } from '../data.js';
import { t } from '../../../shared/i18n.js';
import { t, tName } from '../../../shared/i18n.js';
import { sentText } from './lang.js';
const cx = (...p) => p.flat().filter(Boolean).join(' ');
@@ -32,12 +33,14 @@ const bare = (t) => String(t || '').replace(/\s+/g, '');
/**
* A card's effect text: the card's own rich text, else the data's rich text (highlighted numbers, 下场作战, set bonuses,
* line breaks — the detail card's text) while it says what the server's plain `desc` says, else that plain text (a
* server-side wording the data does not have wins).
* server-side wording the data does not have wins). The server's texts are Chinese: `rawRich` is the record's Chinese
* rich text they are compared with, `rich` the same record in the current language (the two are one text in Chinese).
* @param {{ descRaw?: string, desc?: string }} card @param {string} rich items.json / effects.json descRaw
* @param {string} [rawRich] its Chinese text (data.lookupRaw)
*/
export function cardText(card, rich) {
if (card.descRaw) return card.descRaw;
if (rich && (!card.desc || bare(richTextPlain(rich)) === bare(card.desc))) return rich;
export function cardText(card, rich, rawRich = rich) {
if (card.descRaw) return rich && card.descRaw === rawRich ? rich : card.descRaw;
if (rich && (!card.desc || bare(richTextPlain(rawRich || rich)) === bare(card.desc))) return rich;
return card.desc || rich || '';
}
@@ -53,6 +56,7 @@ export function resolveSpCard(card, family) {
const eff = effectId ? data.lookup('effects', effectId) : null;
const itemId = card.itemId || (!effectId && typeof card.id === 'string' && data.lookup('items', card.id) ? card.id : null);
const item = itemId ? data.lookup('items', itemId) : null;
const rawRich = (itemId && data.lookupRaw('items', itemId)?.descRaw) || (effectId && data.lookupRaw('effects', effectId)?.descRaw) || '';
const bounty = byEffect(choices?.cards?.bounty, effectId);
const tactic = byEffect(choices?.cards?.tactic, effectId);
const m = data.get('assets');
@@ -67,8 +71,8 @@ export function resolveSpCard(card, family) {
else icon = uiUrl(m, `buffIcon/${team ? 'icon_team_buff' : 'icon_player_buff'}`);
return {
kind,
name: card.name || item?.name || eff?.name || bounty?.name || tactic?.name || t('机变'),
desc: cardText(card, item?.descRaw || eff?.descRaw || '') || item?.desc || eff?.desc || bounty?.desc || tactic?.desc || '',
name: tName(card.name) || item?.name || eff?.name || bounty?.name || tactic?.name || t('机变'),
desc: cardText(card, item?.descRaw || eff?.descRaw || '', rawRich) || item?.desc || eff?.desc || bounty?.desc || tactic?.desc || '',
tier: Number.isFinite(card.tier) ? card.tier : item?.tier ?? bounty?.tier ?? null,
icon,
team: !!team,
@@ -156,6 +160,7 @@ export function ChoiceOverlay(props) {
export function ChoiceView({ pub, sp, myId, solo, busyIdx = null, total = null, armed = null, onTap = () => {}, onConfirm = () => {}, onDisarm = () => {} }) {
if (!sp) return null;
const fam = data.get('choices')?.families?.[sp.family] || null;
const rawFam = data.getRaw('choices')?.families?.[sp.family] || null;
const players = new Map(sortedPlayers(pub).map((p) => [p.playerId, p]));
const myTurn = solo || sp.turnPid === myId;
const mine = sp.pickOf.get(myId);
@@ -178,7 +183,7 @@ export function ChoiceView({ pub, sp, myId, solo, busyIdx = null, total = null,
<header class="spov__head">
<div class="spov__titles">
<${MicroLabel} tone="mint">${t('CONTINGENCY // 机变阶段')}</${MicroLabel}>
<h2 class=${cx('spov__title', special && 'is-special')}>${sp.name || fam?.name || t('机变')}<span class="spov__bar">|</span><span class="spov__desc"><${RichText} text=${sp.desc || fam?.desc || t('选择一项')} /></span></h2>
<h2 class=${cx('spov__title', special && 'is-special')}>${sentText(sp.name, rawFam?.name, fam?.name) || fam?.name || t('机变')}<span class="spov__bar">|</span><span class="spov__desc"><${RichText} text=${sentText(sp.desc, rawFam?.desc, fam?.desc) || fam?.desc || t('选择一项')} /></span></h2>
<p class="spov__sub">${timed ? t('倒计时结束后仍未选定将自动分配') : t('选择一项(无时间限制)')}${mine == null && myTurn ? t(' · 点击卡牌选中,再次点击确认') : ''}</p>
</div>
<div class="spov__turn">
+29 -3
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@@ -6,7 +6,8 @@ import { html, Tooltip, MicroLabel } from './components.js';
import { Img, RichText, GIcon } from './gameComponents.js';
import { effectIconUrl } from './assetUrls.js';
import { data } from '../data.js';
import { t, N_ } from '../../../shared/i18n.js';
import { t, tName, N_ } from '../../../shared/i18n.js';
import { sentText } from './lang.js';
const KIND = { band: N_('策略'), choice: N_('机变'), team: N_('团队增益'), item: N_('道具'), garrison: N_('特质') };
@@ -17,6 +18,31 @@ const KIND = { band: N_('策略'), choice: N_('机变'), team: N_('团队增益'
*/
export const bountyCounterText = (e) => (e.counter == null ? t('之后的每场作战') : t('还剩 {left} 场作战', { left: e.counter }));
/** Data files whose records an effect entry copies its name / description from (by its id or icon id). */
const SOURCES = ['effects', 'bands', 'items', 'garrisons'];
/**
* An effect entry's description in the current language (the server copies a record's Chinese text: an effect's, a
* strategy's, an item's, a 特质's — sentText; a reworded one, such as a multi-round 悬赏's, stays as sent).
* @param {{ id?: string, iconId?: string, desc?: string }} e
*/
export function effectDesc(e) {
const desc = e.desc || '';
if (!desc) return desc;
for (const file of SOURCES) {
for (const id of [e.id, e.iconId]) {
const raw = typeof id === 'string' && id ? data.lookupRaw(file, id) : null;
if (!raw) continue;
const loc = data.lookup(file, id) || raw;
for (const k of ['descRaw', 'desc']) {
const v = sentText(desc, raw[k], loc[k]);
if (v !== desc) return v;
}
}
}
return desc;
}
/** @param {{ effects: any[] }} props */
export function EffectsList({ effects }) {
const list = (Array.isArray(effects) ? effects : []).filter((e) => e && (e.name || e.desc));
@@ -25,8 +51,8 @@ export function EffectsList({ effects }) {
return html`<div class="effects" aria-label=${t('生效中的效果')}>
<${MicroLabel}>EFFECTS</${MicroLabel}>
${list.slice(0, 10).map((e, i) => html`<${Tooltip} key=${e.id ?? i} placement="bottom" text=${html`<div class="efftip">
<b>${e.name || t('效果')}</b><span class="efftip__kind">${t(KIND[e.iconKind] || '')}${e.counterText ? ` · ${bountyCounterText(e)}` : e.counter != null ? ` · ${e.counter}` : ''}</span>
<${RichText} as="p" text=${e.desc || ''} />
<b>${tName(e.name) || t('效果')}</b><span class="efftip__kind">${t(KIND[e.iconKind] || '')}${e.counterText ? ` · ${bountyCounterText(e)}` : e.counter != null ? ` · ${e.counter}` : ''}</span>
<${RichText} as="p" text=${effectDesc(e)} />
</div>`}>
<span class=${`effect effect--${e.iconKind || 'x'}`}>
<${Img} src=${effectIconUrl(m, e)} fallback=${html`<${GIcon} name="bolt" />`} />
+3 -2
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@@ -2,7 +2,7 @@
import { GEO } from '../../../../shared/constants.js';
import { isObj } from './shared.js';
import { t } from '../../../../shared/i18n.js';
import { t, tName } from '../../../../shared/i18n.js';
// ---- shop ---------------------------------------------------------------------------------------------
@@ -119,7 +119,8 @@ export function completesMerge(priv, slot, { getChess = () => null, getItem = ()
export function offerHeader(offer) {
const slots = isObj(offer) && Array.isArray(offer.slots) ? offer.slots : [];
const items = slots.some((s) => isObj(s) && s.kind === 'item');
const label = isObj(offer) && typeof offer.label === 'string' && offer.label ? offer.label : null;
// (the server names the offer by its source in Chinese: a strategy's effect, an item, an operator — a data name)
const label = isObj(offer) && typeof offer.label === 'string' && offer.label ? tName(offer.label) : null;
const queued = isObj(offer) && Number.isInteger(offer.queued) && offer.queued > 0 ? offer.queued : 0;
const tail = { queued, more: queued ? t('之后还有 {queued} 项', { queued }) : null };
if (!items && (!isObj(offer) || offer.source === 'merge' || offer.source == null) && !label) {
+14
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@@ -152,6 +152,20 @@ export function LangToggle({ class: cls }) {
</div>`;
}
/**
* A game text the server sent in Chinese — a 机变 card's or an effect's description, a draft's name, a result title —
* in the current language: the localized record's text when the sent text is that record's own Chinese text
* (data.lookupRaw / getRaw), else the sent text as it is (a line the server reworded stays Chinese). In Chinese this is
* always the sent text. Names have a shorter way: tName() (every record name of the data is in the overlay's names).
* @param {unknown} sent the server's text
* @param {unknown} raw the record's Chinese text
* @param {unknown} local the record's text in the current language
*/
export function sentText(sent, raw, local) {
if (typeof sent !== 'string' || !sent) return sent;
return typeof raw === 'string' && raw === sent && typeof local === 'string' && local ? local : sent;
}
/**
* The text of an m.ticker frame in the current language. A config.broadcasts line (`id` + `args`, server ≥ 0.2.0) is
* rebuilt from the localized broadcast template — `{0}` is the player's name (never translated), other args are