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