feedback5 WI: UI strings through t() with an English switch on the title screen and in 设置; pilot screens converted

public/i18n/en.json: Chinese msgid -> English, seeded from PR #70 (@YuriRestia, credited) for every Chinese
literal of the current code (≈830 entries; 966 of the 1 036 literals left for phase 2 already translated),
completed by hand in the official EN terms. public/js/ui/lang.js: boot language (?lang=en|zh, then
localStorage sp.pref.lang, else Chinese; the browser language is not consulted), switchLang, useLang,
LangToggle; main.js renders after initLang and re-renders in place on a switch, and translates server
texts (m.toast / m.ticker frames, room.closed reasons, error codes via ui/toasts.js describeError).
Converted: title screen (English title, wordmark hidden), lobby, room, settings (语言 row, On/Off,
quality, hotkeys), the shell (crash screen, toasts) and DifficultyTag.

tools/i18n.mjs: extract (msgids + untranslated literals per file), check (msgids missing from en.json),
codemod (html`` text / attributes / strings / template literals -> t(), nested strings, N_ for module
level, i18n-ignore lines), seed (fill en.json from a msgid map).
This commit is contained in:
sganggs committed 2026-10-05 20:19:58 +08:00
1 parent e596478bef
commit a12a539e4d
13 files changed
+2102 -171

No files matched your search

+6
View File
@@ -192,6 +192,8 @@
animation: rise-in 600ms 140ms var(--ease-out) backwards;
}
.title-cn__colon { color: #f4f6f5; }
/* English title (ui/lang.js): the display face, smaller so "Stronghold Protocol: Alliance" fits one line */
.title-cn--latin { font-family: var(--font-display); font-size: .6rem; font-weight: 700; letter-spacing: .04em; text-transform: uppercase; white-space: nowrap; }
.title-cn em { font-style: normal; color: var(--mint-500); text-shadow: 0 0 .26rem rgba(23, 249, 183, .45); }
.title-tag {
margin-top: .12rem;
@@ -241,6 +243,10 @@
.title-invite .icon { width: .2rem; height: .2rem; }
.title-invite b { font-size: .2rem; letter-spacing: .2em; color: #ffd08a; }
.title-conn { display: flex; align-items: center; justify-content: center; gap: .1rem; min-height: .32rem; font-size: .14rem; color: var(--text-lo); }
/* language switch (中文 | English) in the top-right corner */
.title-lang { display: inline-flex; margin-bottom: .1rem; }
.title-lang button { min-width: .74rem; height: .3rem; font-size: .14rem; cursor: pointer; }
html[data-lang="en"] .title-login .btn--xl { letter-spacing: .3em; }
.title-conn .ping { height: .26rem; font-size: .15rem; }
.title-foot {
+849
View File
@@ -0,0 +1,849 @@
{
"_about": "English UI strings: Chinese msgid → English (shared/i18n.js t(); docs/I18N.md). Placeholders {name} and {n|one|other} as in the msgid; a 'context::msgid' key is a tc() variant. Seeded from GitHub PR #70 (branch en-translation) by @YuriRestia, reused with credit (NOTICE.md). Game texts are not here: data/i18n/en.json (tools/build-i18n.mjs).",
"你已在其他同盟中,请先离开当前同盟": "You are already in another Alliance. Leave it first.",
"你已不在该同盟中": "You are no longer in this Alliance",
"创建者已离开,同盟已解散": "The host left. The Alliance has been disbanded.",
"由于长时间断开连接,你已离开同盟": "You left the Alliance after being disconnected for too long",
"同盟已解散": "The Alliance has been disbanded",
"你已被移出同盟": "You were removed from the Alliance",
"模拟已结束": "Simulation Over",
"同盟已过期": "The Alliance has expired",
"服务器维护中,同盟已关闭": "Server maintenance in progress. The Alliance has been closed.",
"该身份已在其他页面登录,本页已断开": "This identity signed in on another page. This page has been disconnected.",
"同盟已关闭:{reason}": "Alliance closed: {reason}",
"同盟已关闭": "Alliance closed",
"界面发生错误": "An interface error occurred",
"重新加载界面": "Reload Interface",
"启动失败,请刷新页面重试": "Failed to start. Please refresh the page and try again.",
"时长较短的模拟训练": "A shorter simulation exercise",
"可以快速完成作战": "Battles can be completed quickly",
"常规奖励": "Standard rewards",
"敌方攻击强度较高的模拟训练": "A simulation exercise with high enemy strength",
"可使用盟约数增加": "More Alliances available",
"大幅增加奖励": "Greatly increased rewards",
"敌方攻击强度极高的模拟训练": "A simulation exercise with very high enemy strength",
"作战环境困难": "Harsh combat environment",
"出现更加危险的敌人": "More dangerous enemies appear",
"敌方攻击强度到达极限的模拟训练": "A simulation exercise with enemy strength pushed to the limit",
"作战环境无比困难": "Extremely harsh combat environment",
"出现极度危险的敌人": "Extremely dangerous enemies appear",
"敌方攻击强度较低的模拟训练": "A simulation exercise with low enemy strength",
"作战环境较为温和": "Mild combat environment",
"战场固定为 {name}": "Fixed Battlefield: {name}",
"战场固定": "Fixed Battlefield",
"战场随机(共{n}张)": "Random Battlefield ({n} total)",
"战场随机(共{stages}张)": "Random Battlefield ({stages} total)",
"独立模拟": "Solo Simulation",
"独自调配资金与干员,以自己的节奏完成整场模拟。": "Manage your own Funds and Operators and play the whole simulation at your own pace.",
"1 名博士": "1 Doctor",
"休整期与机变阶段不限时": "No time limit in the Rest Phase and Improv Phase",
"同盟模拟": "Team Simulation",
"联防阶段 · 最终攻势合并生命值": "Unite Phase · Shared LP from the Final Assault",
"联合模拟在选择策略时可以进行一次跳过": "In Team Simulation, you can skip once when choosing a Strategy",
"调度中心即使冻结,依然可以主动刷新": "Even when frozen, the Dispatch Center can still be refreshed manually",
"两件同名装备可以合成一件更强力的装备": "Two identical pieces of Equipment can be combined into a stronger one",
"只有达成完美作战的队友可以进行联防": "Only Teammates who achieve a Perfect Battle can Unite",
"作战提示": "Combat Tips",
"上一条": "Previous tip",
"下一条": "Next tip",
"已选定": "Selected",
"回合": "Round",
"+ 隐秘核心": "+ Hidden Core",
"尚未连接到服务器,请稍候": "Not connected to the server yet, please wait",
"同盟密钥为 {ROOM_CODE_LEN} 位字母或数字": "The Alliance Key is {ROOM_CODE_LEN} letters or digits",
"返回标题": "Back to Title",
"返回": "Back",
"选择模拟协议": "Select Simulation Protocol",
"玩法说明": "How to Play",
"干员调配": "Operator Loadout",
"博士": "Doctor",
"模拟方式": "Mode",
"加入同盟": "Join Alliance",
"输入同盟密钥 / 粘贴邀请链接": "Enter Alliance Key / paste invite link",
"观战": "Spectate",
"最近的同盟": "Recent Alliances",
"向同伴索取 {ROOM_CODE_LEN} 位同盟密钥,或直接打开邀请链接": "Ask a teammate for the {ROOM_CODE_LEN}-character Alliance Key, or open the invite link directly",
"模拟难度": "Difficulty",
"正在连接服务器…": "Connecting to server...",
"开始独立模拟": "Start Solo Simulation",
"创建同盟": "Create Alliance",
"创建后即可开始模拟": "You can start the simulation right after creating it",
"创建后可邀请好友或添加 AI 队友": "After creating, invite friends or add AI Teammates",
"等待博士加入": "Waiting for a Doctor",
"添加 AI 队友": "Add AI Teammate",
"空位": "Empty",
"创建者": "Host",
"AI 队友": "AI Teammate",
"你": "You",
"已就绪": "Ready",
"连接中断": "Disconnected",
"待命中": "Standing by",
"准备中": "Preparing",
"移除该 AI 队友": "Remove this AI Teammate",
"移除 AI 队友": "Remove AI Teammate",
"已复制同盟密钥 {code}": "Alliance Key {code} copied",
"已复制邀请链接": "Invite link copied",
"复制失败,请手动复制": "Copy failed, please copy manually",
"同盟密钥": "Alliance Key",
"同盟密钥 {code}": "Alliance Key {code}",
"复制密钥": "Copy Key",
"复制链接": "Copy Link",
"由创建者选择": "Chosen by the Host",
"连接中断,请稍候重试": "Connection lost, please try again shortly",
"离开同盟": "Leave Alliance",
"你是同盟的创建者,离开后创建者身份将移交或同盟解散。确定离开吗?": "You are the Host of this Alliance. If you leave, host duties will be handed over or the Alliance will disband. Leave anyway?",
"离开": "Leave",
"连接中断,正在重连…": "Connection lost, reconnecting...",
"*模拟协议已就绪,准许进入模拟": "*Protocol ready to deploy",
"*同盟人数达标,准许进入模拟": "*Alliance ready to deploy",
"等待所有博士准备就绪": "Waiting for all Doctors to be ready",
"已就绪 · 等待创建者开始模拟": "Ready · waiting for the Host",
"准备就绪后,创建者即可开始模拟": "Get ready so the Host can start",
"当前延迟": "Current Ping",
"仅限 1 名博士": "1 Doctor only",
",满足条件时进入隐秘核心": "; the Hidden Core is entered when conditions are met",
"独立模拟中休整期与机变阶段不限时": "In Solo Simulation, the Rest Phase and Improv Phase have no time limit",
"仍有博士未准备就绪": "Some Doctors are not ready yet",
"开始模拟": "Start Simulation",
"准备就绪": "Ready",
"准备连接": "Ready to connect",
"正在连接服务器": "Connecting to server",
"已连接服务器": "Connected to server",
"正在验证身份": "Verifying identity",
"连接中断,正在重连": "Connection lost, reconnecting",
"连接已关闭": "Connection closed",
"请输入博士代号": "Please enter your Doctor callsign",
"卫戍协议": "Stronghold Protocol",
"盟约": "Alliance",
"调配资金与干员,与同伴协同布防,抵御多波次进攻,直至击败敌方领袖。": "Allocate Funds and Operators, coordinate defenses with your allies, hold off wave after wave, and defeat the Enemy Leader.",
"收到同盟邀请": "Alliance invite received",
"· 输入代号后将自动加入": "· You'll join automatically after entering your callsign",
"博士代号": "Doctor Callsign",
"输入你的代号(最多 {NAME_MAX_LEN} 字)": "Callsign (max {NAME_MAX_LEN} chars)",
"开始": "Start",
"非官方同人复刻 · 游戏素材版权归 上海鹰角网络 / Yostar 所有": "Unofficial fan remake · Game assets © Hypergryph / Yostar",
"高": "High",
"中": "Medium",
"低": "Low",
"刷新": "Refresh",
"冻结": "Freeze",
"升级": "Upgrade",
"设置": "Settings",
"完成": "Done",
"背景音乐": "Music",
"音效": "Sound Effects",
"静音": "Mute",
"显示伤害数字": "Damage Numbers",
"画面质量": "Graphics Quality",
"触屏操作:点击单位选中(撤退 / 出售)· 长按单位或卡牌查看详情 · 拖动部署后滑动选择朝向": "Touch controls: tap a unit to select it (Retreat / Sell) · long-press a unit or card for details · after dragging to deploy, swipe to choose a direction",
"快捷键:": "Hotkeys: ",
"发生未知错误": "An unknown error occurred",
"标准模拟": "Standard Simulation",
"险境模拟": "Perilous Simulation",
"绝境模拟": "Dire Simulation",
"终极模拟": "Ultimate Simulation",
"无效的请求": "Invalid request",
"操作过于频繁": "Too many actions, slow down",
"你不在房间中": "You are not in a room",
"未找到该同盟密钥对应的房间": "No room found for this Alliance Key",
"房间已满": "Room is full",
"模拟已开始": "Simulation already started",
"只有房主可以操作": "Only the host can do that",
"仍有玩家未就绪": "Some players are not ready",
"当前阶段无法进行该操作": "Cannot do that in this phase",
"资金不足": "Insufficient Funds",
"整备区已满": "Bench is full",
"已达到部署上限": "Deployment limit reached",
"无法部署在该位置": "Cannot deploy here",
"无效的目标": "Invalid target",
"已售出": "Sold Out",
"调度中心已达最高等级": "Dispatch Center is at max level",
"尚未轮到你": "It is not your turn yet",
"已完成该操作": "Already done",
"临时整备区不为空": "Temporary Bench is not empty",
"你已被淘汰": "You have been eliminated",
"服务器内部错误": "Internal server error",
"请求超时,请重试": "Request timed out. Please try again.",
"未连接到服务器": "Not connected to the server",
"连接已断开,请重试": "Connection lost. Please try again.",
"该身份已在其他页面登录": "This identity is signed in on another page",
"客户端版本与服务器不一致,请刷新页面": "Client version does not match the server. Please refresh the page.",
"队友": "Teammate",
"该队友已被淘汰,无法查看": "This Teammate has been eliminated and cannot be viewed",
"该队友当前没有战场": "This Teammate has no Battlefield right now",
"队友与你在同一战场,使用 ‹ › 切换视角": "Your Teammate is on your Battlefield. Use ‹ › to switch views.",
"无法查看另一组队友的战场": "Cannot view the other pair's Battlefield",
"作战中无法查看队友,作战结束后可前往查看": "Cannot view Teammates during Battle. You can view them once your Battle ends.",
"无人在家": "Nobody Home",
"你自己": "You",
"全景": "Overview",
"未知错误": "Unknown error",
"战场": "Battlefield",
"本局禁用": "Disabled this match",
"{skip};本局不限时": "{skip}; no time limit this match",
"每位博士有 {0} 秒": "each Doctor has {0} s",
"每位博士限时决策": "each Doctor has a time limit",
"当前选中的": "the currently highlighted ",
"已选择「{0}」{1}": "Selected \"{0}\"{1}",
",等待其他博士": ", waiting for other Doctors",
"轮到你决策": "Your turn to decide",
"{turnName} 决策中": "{turnName} is deciding",
"等待轮到你": "Waiting for your turn",
"华法琳": "Warfarin",
"选择策略": "Choose Strategy",
"查看禁用盟约与干员": "View disabled Alliances & Operators",
"策略": "Strategy",
"决策顺序": "Pick Order",
"已选择": "Selected",
"决策中": "Deciding",
"等待中": "Waiting",
"队友已选": "Taken by a Teammate",
"初始生命值": "Initial LP",
"选择一个策略查看详情": "Select a Strategy to view details",
"队友已选,请选择其他策略": "Taken by a Teammate, please choose another Strategy",
"{turnName} 正在决策…": "{turnName} is deciding...",
"跳过本轮,稍后再选": "Skip this turn and pick later",
"跳过次数已用完": "No skips left",
"(已用)": " (used)",
"确认选择": "Confirm",
"战场随机(共{poolN}张)": "Random Battlefield ({poolN} total)",
"确认本局信息": "Confirm Match Info",
"ENEMY LEADER // 敌方领袖": "ENEMY LEADER // Enemy Leader",
"第": "Round",
"回合 · 最终攻势": "· Final Assault",
"特训敌人": "Tactical Training Enemies",
"未知领袖": "Unknown Leader",
"本局没有特训敌人": "No Tactical Training Enemies this match",
"本局模拟已结束": "This simulation has ended",
"同盟已返回等待室": "The Alliance has returned to the waiting room",
"返回同盟": "Back to Alliance",
"暂停中": "Paused",
"作战已暂停,计时与敌人行动均已停止": "Battle paused; the timer and enemy actions have stopped",
"放弃模拟": "Abandon Simulation",
"继续作战": "Resume Battle",
"正在载入模拟数据…": "Loading simulation data...",
"正在进入模拟…": "Entering simulation...",
"当前设备无法启用 3D / WebGL 渲染,已切换为简化视图(功能不受影响)": "3D / WebGL rendering is unavailable on this device; switched to a simplified view (all features still work)",
"已配发的装备无法销毁": "Equipped Equipment cannot be destroyed",
"销毁道具": "Destroy Item",
"道具无法出售。确定要销毁「{0}」吗?": "Items cannot be sold. Destroy \"{0}\"?",
"道具": "Item",
"销毁": "Destroy",
"正在查看": "Viewing",
"的阵地(只读)": "'s Field (read-only)",
"返回自己": "Back to Mine",
"你已被淘汰 · 可继续观战队友": "You have been eliminated · You can keep spectating your Teammates",
"已调整": "Customized",
"不装备模组": "No Module",
"未知技能": "Unknown Skill",
"默认": "Default",
"已装备": "Equipped",
"初始": "Initial",
"消耗": "Cost",
"持续": "Duration",
"充能": "Charges",
"不装备模组:精锐干员以基础属性、特性与天赋作战。": "No Module: the Elite Operator fights with its base stats, Trait and Talents.",
"特性": "Trait",
"属性": "Stats",
"无属性加成": "No stat bonus",
"天赋": "Talent",
"局内数值": "In-Match Stats",
"数值版本": "Stat Variant",
"普通": "Normal",
"精锐": "Elite",
"不含技能发动、装备、盟约等局内加成": "excludes in-match bonuses such as skill activation, Equipment and Alliances",
"数值含所选模组;": "Includes the chosen Module; ",
"普通干员没有模组,所选模组在「精锐」中生效;": "Normal Operators have no Module; the chosen Module applies to the [Elite]; ",
"没有符合条件的干员": "No Operators match the filters",
"恢复默认": "Reset to Default",
"技能": "Skill",
"技能等级": "Skill Level",
"选择技能": "Choose Skill",
"默认配置": "Default Loadout",
"模组": "Module",
"仅精锐干员装备 · 模组等级": "Elite Operators only · Module Level",
"选择模组": "Choose Module",
"不装备": "None",
"本局的调配已锁定,修改将在下一局生效": "Loadout is locked for this match; changes will apply next match",
"阶级": "Tier",
"全部": "All",
"搜索干员 / 职业 / 盟约": "Search Operator / Class / Alliance",
"职业": "Class",
"按盟约筛选": "Filter by Alliance",
"全部盟约": "All Alliances",
"仅看已调整": "Customized Only",
"{t}阶": "Tier {t}",
"保存中…": "Saving…",
"同步中…": "Syncing…",
"已同步": "Synced",
"本局已锁定 · 下一局生效": "Locked for this match · applies next match",
"同步失败": "Sync failed",
"全部恢复默认": "Reset All to Default",
"已复制到剪贴板": "Copied to clipboard",
"复制失败,请在文本框中手动全选复制": "Copy failed, please select all in the text box and copy manually",
"文件过大,请选择「导出」下载的调配文件": "File too large. Please choose a loadout file downloaded via [Export]",
"读取文件失败": "Failed to read the file",
"干员数据仍在载入,请稍候再导入": "Operator data is still loading, please wait before importing",
"导入失败:这份数据在当前版本没有可用的调配,未做任何改动": "Import failed: this data has no loadout usable in the current version. Nothing was changed",
"确认本局信息阶段结束前可调整本局配置": "You can adjust this match's loadout until the match briefing ends",
"开始模拟前可调整干员携带的技能与模组,干员等级不可调整": "Before the simulation starts you can change the Skills and Modules your Operators carry; Operator levels cannot be changed",
"返回 (Esc)": "Back (Esc)",
"导出当前调配(可复制或下载)": "Export the current loadout (copy or download)",
"导出": "Export",
"导入调配(粘贴或选择文件)": "Import a loadout (paste or choose a file)",
"导入": "Import",
"调配截止": "Loadout Deadline",
"本局的调配已锁定(确认本局信息后无法修改),修改将在下一局生效": "Loadout is locked for this match (it cannot be changed after the briefing); changes will apply next match",
"正在载入干员数据(打开页面后仅载入一次)…": "Loading Operator data (only once per page load)…",
"干员列表": "Operator List",
"导出干员调配": "Export Operator Loadout",
"导入干员调配": "Import Operator Loadout",
"关闭": "Close",
"复制": "Copy",
"下载文件": "Download File",
"取消": "Cancel",
"选择文件": "Choose File",
"把导出的内容粘贴到下方,或点「选择文件」。": "Paste exported data below, or tap [Choose File]. ",
"覆盖": "overwrite",
"在此粘贴导出的调配内容…": "Paste the exported loadout here…",
"调整干员携带的技能与模组": "Change the Skills and Modules your Operators carry",
"造成伤害": "Damage Dealt",
"击倒敌人": "Enemies Defeated",
"领袖伤害": "Leader Damage",
"盟约层数": "Alliance Stacks",
"晋升次数": "Promotions",
"配发装备": "Equipment Equipped",
"消耗资金": "Funds Spent",
"完美作战": "Perfect Battles",
"刷新次数": "Refreshes",
"未击倒": "Leaks",
"损失生命": "LP Lost",
"阵容已撤离": "Lineup withdrawn",
"获得奖杯": "Trophies earned",
"卫戍认证": "Stronghold Certification",
"评语": "Title",
"最终攻势起全队共享目标生命值": "From the Final Assault on, the whole team shares LP",
"同盟剩余生命": "Alliance LP Left",
"剩余生命": "LP Left",
"通过回合": "Rounds Cleared",
"同盟成员": "Alliance Members",
"模拟完成": "Simulation Complete",
"模拟失败": "Simulation Failed",
"成功卫戍 · 敌方领袖已被击败": "Stronghold held · Enemy Leader defeated",
"防线已被突破": "The defense line has been breached",
"敌方领袖": "Enemy Leader",
"隐秘核心": "Hidden Core",
"本局耗时": "Match duration:",
"分钟": "min",
"返回大厅": "Back to Lobby",
"暂无结算数据": "No results data",
"服务器会话已重置,上一局模拟已结束": "Server session was reset. The previous simulation has ended.",
"服务器会话已重置,已返回大厅": "Server session was reset. Returned to the lobby.",
"正在查看 {owner} 的盟约": "Viewing {owner}'s Alliances",
"{owner} 尚未激活盟约": "{owner} has no active Alliances yet",
"部署干员以激活盟约": "Deploy Operators to activate Alliances",
"{owner} 的盟约": "{owner}'s Alliances",
"我的盟约": "My Alliances",
"(含调和 +{harmony})": " (incl. Harmony +{harmony})",
"层数叠加已禁用": "Stack accumulation disabled",
"调和": "Harmony",
"{0} 在场": "{0} on field",
"{harmonyName}已激活": "{harmonyName} active",
"层数": "Stacks",
"盟约效果": "Alliance Effect",
"成员": "Members",
"{owner} 的盟约:{name}": "{owner}'s Alliance: {name}",
"盟约:{name}": "Alliance: {name}",
"CORE BOND // 核心盟约": "CORE BOND // Core Alliance",
"ADD-ON BOND // 附加盟约": "ADD-ON BOND // Add-on Alliance",
"的盟约": "'s Alliance",
"在场": "On field",
"(含整备区)": "(incl. Bench)",
"(含{harmonyName} +{harmony})": "(incl. {harmonyName} +{harmony})",
"已激活{0}": "Active{0}",
" · {tier} 阶": " · Tier {tier}",
"未激活": "Inactive",
"本模式下该盟约不会激活(其干员仍可能因所属的其他盟约出现)": "This Alliance never activates in this mode (its Operators may still appear through their other Alliances)",
"名及以下": " or fewer",
"当前效果": "Current Effect",
"({layers} 层)": "({layers} Stacks)",
"(变形同构体:视为本盟约成员)": " (Isomorph: counts as a member of this Alliance)",
"(本局禁用)": " (Disabled this match)",
"(在场)": " (On field)",
"(整备区)": " (Bench)",
"同构": "Iso",
"机变": "Improv",
"机变阶段": "Improv Phase",
"CONTINGENCY // 机变阶段": "CONTINGENCY // Improv Phase",
"选择一项": "Choose one",
"倒计时结束后仍未选定将自动分配": "If no choice is made before the countdown ends, one will be assigned automatically",
"选择一项(无时间限制)": "Choose one (no time limit)",
" · 点击卡牌选中,再次点击确认": " · Tap a card to select, tap again to confirm",
"已完成选择": "Choice made",
"当前轮到你决策": "Your turn to decide",
"确认选择「{armedName}」(再次点击卡牌亦可)": "Confirm [{armedName}] (or tap the card again)",
"{name},已选中,再次点击确认": "{name}, selected, tap again to confirm",
"{name},{takerName}已选择": "{name}, selected by {takerName}",
"全队获得": "Whole team",
"赏金 {coin}": "Bounty {coin}",
"{name} 已选择": "Selected by {name}",
"再次点击": "Tap again",
"选择中": "Selecting",
"队友作战进度": "Teammate battle progress",
"作战结束": "Battle over",
"作战结束,等待队友完成作战": "Battle over. Waiting for teammates to finish",
"你已被淘汰,正在观战": "You have been eliminated. Spectating",
"上一个战场": "Previous battlefield",
"下一个战场": "Next battlefield",
"你已被淘汰,可点击队友头像前往查看": "You have been eliminated. Tap a teammate's avatar to watch",
"返回战场": "Return to Battlefield",
"左侧战场": "Left battlefield",
"右侧战场": "Right battlefield",
"禁用": "Disabled",
"无倒计时": "No countdown",
"剩余{remain}秒": "{remain}s remaining",
"确认": "Confirm",
"加载中": "Loading",
"当前延迟 {ms}ms": "Current latency: {ms}ms",
"未连接": "Not connected",
"正在同步同盟状态…": "Syncing Alliance state…",
"服务器已更新,本局结束后刷新": "The server was updated. The page will refresh after this match",
"刷新页面": "Refresh Page",
"与服务器的连接已中断,正在重连": "Connection to the server was lost. Reconnecting",
"立即重连": "Reconnect Now",
"在此页面继续": "Continue on This Page",
"重新连接": "Reconnect",
"重试": "Retry",
"第 {attempt} 次 · {secs}s": "Attempt {attempt} · {secs}s",
"先锋": "Vanguard",
"近卫": "Guard",
"重装": "Defender",
"狙击": "Sniper",
"术师": "Caster",
"医疗": "Medic",
"辅助": "Supporter",
"特种": "Specialist",
"召唤物": "Summon",
"自动回复": "Auto Recovery",
"攻击回复": "Offensive Recovery",
"受击回复": "Defensive Recovery",
"被动": "Passive",
"自动触发": "Auto Trigger",
"精英": "Elite",
"领袖": "Leader",
"物理": "Physical",
"法术": "Arts",
"治疗": "Healing",
"真实": "True",
"无": "None",
"攻击范围": "Attack Range",
"全场": "Whole field",
"基础 {0}": "Base {0}",
"当前作战中的实时数值(绿色为增益,红色为减益)": "Live values in the current battle (green: buffed, red: debuffed)",
"下一场作战开始时的数值:已计入装备、盟约层数、特质、策略与机变效果(不含技能与作战中的临时效果)": "Values at the start of the next battle: Equipment, Alliance stacks, Attributes, Strategy and Improv effects included (skills and temporary in-battle effects excluded)",
"实时": "Live",
"开战时": "At battle start",
"搭配以下装备时,携带者视为对应盟约的成员:": "When equipped with one of the following, the wearer counts as a member of that Alliance:",
"变形同构体对应关系": "Damazti Isomorph pairings",
"已搭配": "Paired",
"生效中": "Active",
"暂未生效:需与上表中的一件装备一同携带": "Not active yet: carry it together with one of the items above",
"所属盟约": "Alliances",
"(变形同构体)": " (Damazti Isomorph)",
",已激活 {tier} 阶": ", active at tier {tier}",
",未激活": ", inactive",
"特质": "Attribute",
"生命上限": "Max HP",
"攻击": "ATK",
"防御": "DEF",
"法术抗性": "RES",
"攻击间隔": "Attack Interval",
"阻挡数": "Block",
"部署费用": "DP Cost",
"再部署": "Redeploy Time",
"近战位": "Melee",
"远程位": "Ranged",
"技能 {skSlot}": "Skill {skSlot}",
"干员调配中选择的技能": "Skill chosen in Operator Loadout",
"已调配": "Customized",
"技力": "SP",
"· 消耗": "· Cost",
"干员调配中选择的模组": "Module chosen in Operator Loadout",
"装备": "Equipment",
"拖拽装备至该干员以配发(最多 2 件)": "Drag Equipment onto this Operator to equip it (up to 2)",
"出售": "Sell",
"可晋升:{hint}": "Can promote: {hint}",
"效果": "Effect",
"进阶": "Elite",
"奇术": "Arts",
"将其拖拽至战场上的格子使用": "Drag it onto a tile of the battlefield to use it",
";2 件相同装备自动合成进阶装备": "; 2 identical pieces merge into Elite Equipment",
"效果获得": "gained from effects",
"晕眩": "Stun",
"沉默": "Silence",
"沉睡": "Sleep",
"浮空": "Levitate",
"移动速度": "Move Speed",
"目标价值": "LP Damage",
"空中": "Aerial",
"地面": "Ground",
"近战": "Melee",
"能力": "Abilities",
"说明": "Description",
"作战开始时在摆放的位置部署": "Deploys on its placed tile when the battle starts",
"作战开始时在摆放的位置部署一次,之后所属干员每次发动技能时再次出现(未摆放则不会出现)": "Deploys once on its placed tile when the battle starts, then reappears each time its Operator activates a skill (does not appear if not placed)",
"所属干员发动技能时才在摆放的位置出现(未摆放则不会出现)": "Appears on its placed tile only when its Operator activates a skill (does not appear if not placed)",
"出售精锐干员": "Sell Elite Operator",
"确定要出售精锐干员「{0}」吗?出售后获得 {1} 资金。": "Sell the Elite Operator \"{0}\"? You will get {1} Funds.",
"详情": "Details",
"退出全屏": "Exit Fullscreen",
"全屏": "Fullscreen",
"团队增益": "Team Buff",
"生效中的效果": "Active effects",
"表情": "Emote",
"交流": "Chat",
"上一组表情": "Previous emotes",
"下一组表情": "Next emotes",
"表情主题": "Emote themes",
"悬赏": "Bounty",
"护卫": "Escort",
"回合 · 即将迎击": "·",
"名敌人": "incoming enemies",
"暂无敌方情报": "No enemy intel yet",
"本局禁用干员情况": "Banned Operators this match",
"我的策略": "My Strategy",
"战场:": "Battlefield:",
"该盟约中被禁用的干员数": "Banned Operators in this Alliance",
"本局没有禁用盟约": "No Alliances banned this match",
"本局信息": "Match Info",
"敌方情报": "Enemy Intel",
"该干员": "This Operator",
"将被销毁": "Will be destroyed",
"替换装备": "Replace Equipment",
"」的装备栏已满(2/2)。选择一件装备进行替换,": "]'s Equipment slots are full (2/2). Choose a piece of Equipment to replace.",
"被替换的装备将被销毁": "The replaced Equipment will be destroyed",
"新装备": "New Equipment",
"选择被替换的装备": "Choose Equipment to replace",
"将销毁「": "Destroy [",
"」并配发「": "] and equip [",
"点击选择要替换的装备": "Tap to choose the Equipment to replace",
"上": "Up",
"右": "Right",
"下": "Down",
"左": "Left",
"选择{0}朝向": "Choose facing{0}",
"「{name}」的": " for [{name}]",
"点击取消": "Tap to cancel",
"拖回中心区域取消": "Drag back to center to cancel",
"朝向:{0}": "Facing: {0}",
"干员": "Operator",
"整备区": "Bench",
"召唤": "Summon",
"目标生命值": "LP",
"结算时扣除 {p}": "-{p} at settlement",
"已淘汰": "Eliminated",
"已离开": "Left",
"{name}:本局禁用(该盟约不会激活)": "{name}: Disabled this match (this Alliance will not activate)",
"本局禁用{0}盟约,此策略效果可能无法发挥": "{0} Alliance disabled this match; this Strategy's effect may not work",
"行动中": "Acting",
"作战中": "In Combat",
"联防中": "Uniting",
"未装备模组": "No Module",
"协议启动": "Protocol Start",
"模拟即将开始": "The simulation is about to begin",
"第 {r} 回合": "Round {r}",
"资金已到账": "Funds received",
"依次选择机变": "Choose Improv in turn",
"休整期": "Rest Phase",
"部署干员,准备迎敌": "Deploy Operators and prepare for the enemy",
"作战开始": "Battle Start",
"各自行动阶段": "Individual action phase",
"联防阶段": "Unite Phase",
"联防:{0}": "Unite: {0}",
"完美作战的博士迎战突破防线的敌人": "Doctors with a flawless battle take on the enemies that broke through",
"最终攻势": "Final Assault",
"击败敌方领袖": "Defeat the Enemy Leader",
"被源石侵蚀的假想敌": "An OpFor eroded by Originium",
"回合开始": "Round Start",
"回合结算": "Round Settlement",
"休息一下": "Take a Break",
"找不到该单位": "Unit not found",
"无法放置在该位置": "Cannot place here",
"位置未变化": "Position unchanged",
"该道具需要放置在战场上使用": "This Item must be placed on the Battlefield to use",
"交换后的单位无法部署在原位置": "The swapped unit cannot be deployed at the original position",
"请将装备拖拽至干员身上": "Drag Equipment onto an Operator",
"近战单位只能部署在地面": "Melee units can only be deployed on ground tiles",
"只能部署在召唤者攻击范围内": "Can only be deployed within the summoner's Attack Range",
"该位置已有单位": "This tile is already occupied",
"召唤者尚未部署": "The summoner is not deployed yet",
"装备只能配发给干员": "Equipment can only be equipped on Operators",
"临时整备区无法放入单位": "Units cannot be placed on the Temporary Bench",
"之后还有 {queued} 项": "{queued} more to come",
"晋升奖励": "Promotion Reward",
"免费选择 1 名": "Choose 1 Operator for free",
"晋升奖励待选择": "Promotion Reward pending",
"装备补给": "Equipment Supply",
"特殊招募": "Special Recruit",
"免费选择 1 件": "Choose 1 Item for free",
"{title}待选择": "{title} pending",
"尚未就绪": "Not ready yet",
"临时整备区不为空,请先处理溢出的资源": "The Temporary Bench is not empty; deal with the overflow first",
"当前无法选择": "Cannot choose right now",
"已准备就绪,取消准备后才能操作": "You are Ready; cancel Ready to make changes",
"该队友已被淘汰,无法查看其阵地": "This Teammate has been eliminated; their Field cannot be viewed",
"自己": "Self",
"联防(自己)": "Unite (Self)",
"联防阵地": "Unite Field",
"领袖战场": "Leader Battlefield",
"基础规则": "Basic Rules",
"卫戍协议已运行": "Stronghold Protocol Online",
"攻防战": "Attack and Defense",
"休整期 · 区域": "Rest Phase · Areas",
"休整期 · 资金与调度": "Rest Phase · Funds and Dispatch",
"限时战斗": "Timed Battle",
"作战期": "Battle Phase",
"协同战斗": "Co-op Battle",
"调度手册": "Dispatch Handbook",
"干员晋级": "Operator Promotion",
"加成情况": "Bonuses",
"卫戍能力": "Stronghold Abilities",
"助战及自选编队": "Support and Custom Squads",
"进阶图鉴": "Advanced Handbook",
"敌人类型": "Enemy Types",
"盟约激活与叠加": "Alliance Activation and Stacking",
"追加盟约": "Add-on Alliances",
"策略与轮选": "Strategies and Draft",
"TIPS // 模拟要点": "TIPS // SIMULATION TIPS",
"暂无说明内容": "No guide content available",
"关闭 (Esc)": "Close (Esc)",
"章节": "Chapters",
"上一页": "Previous page",
"下一页": "Next page",
"页码": "Pages",
"联防": "Unite",
"{name} 漏过的敌人": "Enemies that got past {name}",
"你漏过的敌人": "Enemies that got past you",
"队友正在迎战": "teammates are engaging",
"{who}已全部被击倒": "{who}: all defeated",
"剩余敌人 {v}": "Enemies remaining: {v}",
"剩余不足 {cap} 个后,队友每击倒一个少扣 1 点": "once fewer than {cap} remain, each one your teammates defeat costs 1 less",
"队友每击倒一个就少扣 1 点": "each one your teammates defeat costs 1 less",
"目标生命值 {lp}:联防中,你漏过的敌人还剩 {left} 个,{each};按现在结算扣除 {pending} 点(每回合至多 {cap} 点)": "LP {lp}: Unite in progress, {left} enemies that got past you remain; {each}. Settling now would cost {pending} LP (max {cap} per round)",
"目标生命值 {lp}:联防中,队友正在迎战你漏过的敌人,结算时按联防后剩余的敌人扣除(至多 {pending} 点)": "LP {lp}: Unite in progress, teammates are engaging the enemies that got past you; the loss at settlement depends on the enemies left after Unite (max {pending} LP)",
"{cap} 个以上": "{cap}+",
"{pending} 个": "{pending}",
"放入整备区或战场、配发或使用后才能准备就绪;休整期结束时仍留在临时整备区的单位将被销毁": "Move them to the Bench or Battlefield, equip or use them before you can Ready; units still on the Temporary Bench when the Rest Phase ends will be destroyed",
"临时整备区还有 {count} 个单位:{TEMP_RULE}": "{count} unit(s) still on the Temporary Bench: {TEMP_RULE}",
"取消准备": "Cancel Ready",
"临时整备区": "Temporary Bench:",
"个单位待处理": "unit(s) pending",
"本局信息(策略 / 禁用盟约 / 干员)": "Match Info (Strategies / Banned Alliances / Operators)",
"查看即将迎击的敌方单位": "View the enemies you are about to face",
"休整期可以查看即将迎击的敌方单位": "Upcoming enemies can be viewed during the Rest Phase",
"秒后全队生命值开始流失": "s",
"超时 · 生命值": "Overtime · LP",
"/秒": "/s",
"已流失": "Lost",
"暂停": "Pause",
"继续作战(Space)": "Resume Battle (Space)",
"暂停作战(Space)": "Pause Battle (Space)",
"离开 / 暂离": "Leave / Step Away",
"部署费用(再部署消耗)": "DP Cost (spent on redeploy)",
"攻击力": "ATK",
"防御力": "DEF",
"攻击速度": "ASPD",
"再部署时间": "Redeploy Time",
"秒": "s",
"每秒回复": "HP Regen/s",
"内容过长,无法导入": "Content too long to import",
"没有可导入的内容": "Nothing to import",
"无法识别的内容": "Unrecognized content",
"无法识别的格式": "Unrecognized format",
"这不是干员调配的数据": "This is not Operator Loadout data",
"里面没有有效的调配条目": "It contains no valid loadout entries",
"弹药": "Ammo",
"{0}秒": "{0}s",
"本局的干员调配已锁定,修改将在下一局生效": "Operator loadout is locked for this match; changes will apply next match",
"独立模拟的休整期没有时间限制,你可以随时继续。": "The Rest Phase in Solo Simulation has no time limit. You can continue at any time.",
"放弃模拟将立即结束本局并返回大厅,本局进度不会保留,也不会进行结算。": "Abandoning the simulation ends this match immediately and returns you to the lobby. Progress will not be kept and no results will be tallied.",
"离开模拟": "Leave Simulation",
"暂离(AI 托管)": "Step Away (AI Autopilot)",
"暂离": "Step Away",
":由 AI 托管你的席位(自动部署、准备与选择),随时可以返回。": ": AI takes over your seat (auto deploy, ready-up and choices). You can return at any time.",
":离开后无法返回本局,你的干员将回到共享卡池。": ": You cannot return to this match after leaving, and your Operators go back to the shared pool.",
"AI 托管中": "AI Autopilot active",
"AUTOPILOT // AI 托管": "AUTOPILOT // AI AUTOPILOT",
"AI 正在代为操作你的席位": "AI is playing your seat for you",
"返回模拟": "Return to Simulation",
"该盟约中无法出现的干员数": "Operators of this Alliance that cannot appear",
",或本模式禁用": ", or disabled in this mode",
"本局禁用干员": "Banned Operators",
"本局没有禁用干员": "No Operators are banned this match",
"核心盟约": "Core Alliances",
"附加盟约": "Add-on Alliances",
"折扣价(原价 {basePrice})": "Discounted (was {basePrice})",
"加价(原价 {basePrice})": "Marked up (was {basePrice})",
"价格": "Price",
"精锐干员将出现在作战区原位置": "The Elite Operator will take the original spot on the Battlefield",
"精锐干员将进入整备区": "The Elite Operator will go to the Bench",
"无法购买": "Cannot Buy",
"确认购买": "Confirm Purchase",
",无法购买": ", cannot buy",
",再次点击确认": ", tap again to confirm",
"已拥有 {copies}/{need}": "Owned {copies}/{need}",
"可晋升": "Promotable",
"技能{0}:{1}{2}{3}": "Skill{0}: {1}{2}{3}",
"(已调配)": " (Assigned)",
" · 模组:{name}": " · Module: {name}",
" · 未装备模组": " · No Module equipped",
"已购买": "Purchased",
"已招募": "Recruited",
"再次点击确认升级({price} 资金)": "Tap again to confirm upgrade ({price} Funds)",
"升级调度中心({price} 资金) · D": "Upgrade Dispatch Center ({price} Funds) · D",
"已满级": "Max Level",
"确认升级": "Confirm Upgrade",
"稍后选择(回合结束后消失)": "Pick later (expires at the end of the round)",
"稍后": "Later",
"展开商店": "Expand Shop",
"调度中心": "Dispatch Center",
"剩余可放置角色:": "Deployable units left:",
"目前资金": "Current Funds",
"收起": "Collapse",
"解冻商店 · F": "Unfreeze Shop · F",
"冻结商店(下回合保留) · F": "Freeze Shop (kept next round) · F",
"解冻": "Unfreeze",
"刷新商店 · R": "Refresh Shop · R",
"免费 ×{free}": "Free ×{free}",
"联防中,": "In Unite; ",
"至多": "up to ",
"查看 {name} 的战场": "View {name}'s Battlefield",
"查看自己的阵地": "View your Field",
"查看 {name} 的阵地": "View {name}'s Field",
"连接已断开": "Disconnected",
"前往查看": "Go View",
"{0} 操作": "{0} actions",
"单位": "Unit",
"撤退": "Retreat",
"撤退至整备区": "Retreat to Bench",
"出售,获得 {sell} 资金": "Sell for {sell} Funds",
"已准备就绪后进入的单位保留到下个休整期,届时仍在此处的将被销毁(取消准备则在本休整期结束时销毁)": "Units that arrived after Ready are kept until the next Rest Phase; anything still here then will be destroyed (cancel Ready and they are destroyed at the end of this Rest Phase)",
"放入整备区或战场、配发或使用后才能准备;休整期结束时仍在此处的将被销毁": "Move to the Bench or Battlefield, equip or use them before you can Ready; anything still here at the end of the Rest Phase will be destroyed",
"件道具": "item(s)",
"个单位": "unit(s)",
"{what}待处理": "{what} pending",
"结算": "Settlement",
"模拟结束": "Simulation Over",
"表情套组:卫戍协议": "Emote Set: Stronghold Protocol",
"开心": "Happy",
"害怕": "Scared",
"对不起": "Sorry",
"谢谢": "Thanks",
"思考": "Thinking",
"合作愉快": "Nice teamwork",
"表情套组:虫动": "Emote Set: Slug Moves",
"合作愉快!": "Nice teamwork!",
"谢谢!": "Thanks!",
"对不起!": "Sorry!",
"再见!": "Bye!",
"很快就好!": "Almost done!",
"没问题!": "No problem!",
"敬礼!": "Salute!",
"欢呼!": "Cheers!",
"酷!": "Cool!",
"伤心": "Sad",
"快死了": "Dying",
"表情套组:博士士": "Emote Set: Doctor-tor",
"博士士 1": "Doctor-tor 1",
"博士士 2": "Doctor-tor 2",
"博士士 3": "Doctor-tor 3",
"博士士 4": "Doctor-tor 4",
"博士士 5": "Doctor-tor 5",
"博士士 6": "Doctor-tor 6",
"表情套组:米米子": "Emote Set: Mimiko",
"米米子 1": "Mimiko 1",
"米米子 2": "Mimiko 2",
"米米子 3": "Mimiko 3",
"米米子 4": "Mimiko 4",
"米米子 5": "Mimiko 5",
"米米子 6": "Mimiko 6",
"表情套组:维维美": "Emote Set: Wiwime",
"维维美 1": "Wiwime 1",
"维维美 2": "Wiwime 2",
"维维美 3": "Wiwime 3",
"维维美 4": "Wiwime 4",
"维维美 5": "Wiwime 5",
"维维美 6": "Wiwime 6",
"<!doctype html><html lang=\"zh-CN\"><head><meta charset=\"utf-8\"><meta name=\"viewport\" content=\"width=device-width,initial-scale=1\">\n<title>{status} · 卫戍协议:盟约</title><style>\n:root{color-scheme:dark}body{margin:0;min-height:100vh;display:grid;place-items:center;background:#111614;color:#d8e3de;font:16px/1.6 \"Noto Sans SC\",system-ui,sans-serif}\nmain{border:1px solid #2c3a35;padding:32px 40px;max-width:520px;text-align:center}h1{margin:0;color:#4ed8af;font-size:56px;letter-spacing:4px}\np{margin:8px 0}a{color:#4ed8af}</style></head><body><main><h1>{status}</h1><p>{2}</p>\n{3}<p><a href=\"/\">返回首页 · Back to home</a></p></main></body></html>": "<!doctype html><html lang=\"en\"><head><meta charset=\"utf-8\"><meta name=\"viewport\" content=\"width=device-width,initial-scale=1\">\n<title>{status} · Stronghold Protocol: Alliance</title><style>\n:root{color-scheme:dark}body{margin:0;min-height:100vh;display:grid;place-items:center;background:#111614;color:#d8e3de;font:16px/1.6 \"Noto Sans SC\",system-ui,sans-serif}\nmain{border:1px solid #2c3a35;padding:32px 40px;max-width:520px;text-align:center}h1{margin:0;color:#4ed8af;font-size:56px;letter-spacing:4px}\np{margin:8px 0}a{color:#4ed8af}</style></head><body><main><h1>{status}</h1><p>{2}</p>\n{3}<p><a href=\"/\">Back to home</a></p></main></body></html>",
"页面不存在 · Not found": "Not found",
"禁止访问 · Forbidden": "Forbidden",
"请求地址过长 · URI too long": "URI too long",
"请求地址无效 · Bad request": "Bad request",
"不支持的请求方法 · Method not allowed": "Method not allowed",
"服务器内部错误 · Internal error": "Internal error",
"AI·华法琳": "AI·Warfarin",
"AI·阿米娅": "AI·Amiya",
"AI·惊蛰": "AI·Leizi",
"AI·杜宾": "AI·Dobermann",
"AI·凯尔希": "AI·Kal'tsit",
"AI·可露希尔": "AI·Closure",
"对局核心尚未实现(平台占位 STUB):全员确认本局信息或倒计时结束后将直接结算。": "Match core not implemented (STUB): the match settles once everyone confirms or the countdown ends.",
"精打细算玩偶": "Budget-Savvy Doll",
"悬赏决策": "Bounty Decision",
"道具补给": "Item Supply",
"机密商店": "Secret Shop",
"战术决策": "Tactical Decision",
"隐秘核心已解锁": "Hidden Core unlocked",
"{name}博士中途退出了模拟": "Dr. {name} left the simulation",
"你的目标生命值耗尽,已被淘汰": "Your LP ran out. You have been eliminated",
"{name}博士的目标生命值已耗尽": "Dr. {name} has run out of LP",
"整备区已满,获得的干员已返还": "Bench is full. The obtained Operator was returned",
"整备区已满,晋升的精锐干员无法放入": "Bench is full. The promoted Elite Operator cannot be placed",
"整备区已满,获得的装备已销毁": "Bench is full. The obtained Equipment was destroyed",
"整备区已满,合成的装备已销毁": "Bench is full. The combined Equipment was destroyed",
"发生意外错误:{error}": "Unexpected error: {error}",
"战场#{no}": "Battlefield #{no}",
"与至多 {n} 名博士组成同盟,共享干员池,联防协作抵御敌潮。": "Form an Alliance with up to {n} other Doctors, share the Operator pool, and Unite to hold back the enemy tide.",
"1–{n} 名博士 · 可由 AI 队友补位": "1–{n} Doctors · AI Teammates can fill empty seats",
"没有找到密钥 {k} 对应的同盟:请和房主核对密钥(同盟结束后密钥即失效)": "No Alliance found for the key {k}: check it with the host (a key expires when its Alliance ends)",
"你已经是该同盟的博士:先离开同盟,才能以观战身份进入": "You are already a Doctor in this Alliance: leave it first to enter as a spectator",
"以观战者身份进入:不占博士席位,只能观看(每个同盟最多 {MAX_SPECTATORS} 名,模拟进行中也可进入)": "Enter as a spectator: no Doctor seat is taken and you can only watch (up to {MAX_SPECTATORS} per Alliance, also while the simulation runs)",
"填入密钥(不会直接加入)": "Fill in the key (does not join yet)",
"将该博士移出同盟": "Remove this Doctor from the Alliance",
"移出该博士": "Remove this Doctor",
"观战席": "Spectators",
"移出观战者 {name}": "Remove spectator {name}",
"移出该观战者": "Remove this spectator",
"入座": "Take a Seat",
"移出同盟": "Remove from Alliance",
"确定将「{name}」移出同盟吗?对方可以凭同盟密钥重新加入。": "Remove \"{name}\" from the Alliance? They can rejoin with the Alliance Key.",
"移出": "Remove",
"观战中 · 不占博士席位,模拟开始后可切换观看各位博士": "Spectating · no Doctor seat taken; once the simulation starts you can switch between the Doctors' views",
"共": "Total:",
"观战中": "Spectating",
"toggle::开启": "On",
"toggle::关闭": "Off",
"撤退选中干员": "Retreat selected Operator",
"出售选中干员": "Sell selected Operator",
"关闭弹窗": "Close window",
"语言": "Language",
"右键查看详情": "Right-click for details",
"观战中无法进行该操作": "Spectators cannot do that",
"标准": "Standard",
"险境": "Perilous",
"绝境": "Dire",
"终极": "Ultimate",
"rounds::回合": "Rounds",
"{who}:获得{name}": "{who}: obtained {name}",
"获得{name}": "Obtained {name}",
"联防阶段:{names} 迎战突破防线的敌人": "Unite Phase: {names} take on the enemies that broke through",
"地形变化:{names}无法停留在原位置,已撤回整备区": "Terrain change: {names} can no longer stay in place and returned to the Bench",
"{names}只能部署在召唤者攻击范围内,已退回整备区": "{names} can only be deployed within the summoner's attack range and returned to the Bench",
"{names}只能部署在召唤者攻击范围内,整备区已满,下回合返还": "{names} can only be deployed within the summoner's attack range; the Bench is full, so they come back next round",
"【{label}】层数达成,下回合开始时获得{gain}资金": "[{label}] stack milestone reached: +{gain} Funds at the start of the next round",
"【{label}】层数达成,获得{gain}资金": "[{label}] stack milestone reached: +{gain} Funds",
"【奇迹】下次刷新不消耗资金": "[Marvel] Your next refresh is free",
"【维多利亚】获得{n}件维式重锤": "[Victoria] Obtained {n} {n|Victorian Hammer|Victorian Hammers}",
"【远见】所有干员购买价格永久降低": "[Foresight] Every Operator's purchase price is permanently reduced",
"【远见】远见干员购买价格永久降低": "[Foresight] [Foresight] Operators' purchase price is permanently reduced"
}
+27 -16
View File
@@ -23,6 +23,9 @@
// kept in sync with the server by installLoadoutSync (room.loadout after every welcome and edit).
// Game data: every text of the game is static data (/data/*.json) downloaded once per page; the in-match files are
// warmed in the background as soon as the player is in a room (warmGameData), before the match needs them.
// Language (ui/lang.js, docs/I18N.md): chosen before the first render (initLang); App re-renders on a switch (useLang).
// Server texts are translated on arrival: m.toast / m.ticker frames (msgid + params, or the text as a msgid; a
// config.broadcasts line from its id + args), error codes (ui/toasts.js describeError) and room.closed reasons.
// Polyfills first (older Safari / Firefox ESR): every module evaluated after this one sees them.
import './ui/compat.js';
@@ -46,6 +49,8 @@ import { installDeviceSupport } from './ui/device.js';
import { LoadoutHost } from './screens/loadout.js';
import { installLoadoutSync } from './ui/loadoutSync.js';
import { startBuildGuard } from './ui/buildGuard.js';
import { initLang, useLang, tickerText } from './ui/lang.js';
import { t, N_, translateWire } from '../../shared/i18n.js';
const RESTORE_GRACE_MS = 1500;
const JOIN_DELAY_MS = 350;
@@ -92,7 +97,7 @@ function schedulePendingJoin() {
const code = s.ui.pendingJoin;
if (!code || joinInFlight || !s.session.entered || net.status !== 'online') return;
if (s.room) {
if (s.room.code !== code) toast('你已在其他同盟中,请先离开当前同盟', 'warn');
if (s.room.code !== code) toast(t('你已在其他同盟中,请先离开当前同盟'), 'warn');
clearPendingJoin();
return;
}
@@ -146,7 +151,7 @@ function onWelcome(msg) {
// expired on it): whatever we showed before is gone — back to the lobby cleanly and say why.
const notice = sessionResetNotice(prev, msg.playerId);
backToLobby();
if (notice) toast(notice, 'warn', { ttl: 7000 });
if (notice) toast(t(notice), 'warn', { ttl: 7000 });
} else if (prev.room || prev.match.public) {
// Resumed session: the server re-pushes room/match state; drop whatever it doesn't.
store.patch('ui', { restoring: true });
@@ -170,7 +175,7 @@ function onRoomState(msg) {
const seats = Array.isArray(room.seats) ? room.seats : [];
if (myId != null && seats.length && !seats.some((s) => s && s.playerId === myId) && !isSpectating(room, myId)) {
// We are no longer seated (kicked / left elsewhere) — neither in a player seat nor a spectator seat.
if (store.get().room) toast('你已不在该同盟中', 'warn');
if (store.get().room) toast(t('你已不在该同盟中'), 'warn');
store.set({ room: null, match: emptyMatch() });
return;
}
@@ -184,8 +189,8 @@ function onRoomState(msg) {
const CLOSE_REASON = {
// 'timeout' = this player was removed after staying disconnected past the lobby grace (server/lobby.js)
host_left: '创建者已离开,同盟已解散', timeout: '由于长时间断开连接,你已离开同盟', empty: '同盟已解散',
kicked: '你已被移出同盟', ended: '模拟已结束', expired: '同盟已过期', shutdown: '服务器维护中,同盟已关闭',
host_left: N_('创建者已离开,同盟已解散'), timeout: N_('由于长时间断开连接,你已离开同盟'), empty: N_('同盟已解散'),
kicked: N_('你已被移出同盟'), ended: N_('模拟已结束'), expired: N_('同盟已过期'), shutdown: N_('服务器维护中,同盟已关闭'),
};
function wireNet() {
@@ -201,12 +206,13 @@ function wireNet() {
net.on('clock', (c) => store.set({ clock: { offset: c.offset, rtt: c.rtt, synced: c.synced } }));
net.on('welcome', onWelcome);
net.on('helloError', (err) => toastError(err));
net.on('replaced', () => toast('该身份已在其他页面登录,本页已断开', 'warn', { ttl: 6000 }));
net.on('replaced', () => toast(t('该身份已在其他页面登录,本页已断开'), 'warn', { ttl: 6000 }));
net.on('unhandledError', (err) => toastError(err));
net.on('room.state', onRoomState);
net.on('room.closed', (msg) => {
backToLobby();
toast(CLOSE_REASON[msg.reason] || (typeof msg.reason === 'string' && msg.reason.length < 60 ? `同盟已关闭:${msg.reason}` : '同盟已关闭'), 'warn');
const known = Object.hasOwn(CLOSE_REASON, String(msg.reason)) ? CLOSE_REASON[msg.reason] : null;
toast(known ? t(known) : typeof msg.reason === 'string' && msg.reason.length < 60 ? t('同盟已关闭:{reason}', { reason: msg.reason }) : t('同盟已关闭'), 'warn');
});
net.on('m.public', (msg) => { matchAt = Date.now(); store.patch('match', { public: payload(msg) }); maybeFinishRestore(); });
net.on('m.private', (msg) => { matchAt = Date.now(); store.patch('match', { private: payload(msg) }); });
@@ -214,17 +220,19 @@ function wireNet() {
net.on('m.result', (msg) => store.patch('match', { result: payload(msg) }));
net.on('m.toast', (msg) => {
const kind = ['info', 'success', 'warn', 'error'].includes(msg.kind) ? msg.kind : 'info';
toast(msg.text, kind);
// msgid + params (server ≥ 0.2.0) or the text itself as a msgid, in the current language
toast(translateWire(msg), kind);
});
net.on('m.ticker', (msg) => {
if (typeof msg.text !== 'string') return;
const text = tickerText(msg);
// type, player + the round it came in: a BOSS_HIT line is dropped once its boss round is over and superseded by the
// same player's next one (ui/ticker.js tickerLineLive / tickerSupersedes)
const type = typeof msg.type === 'string' ? msg.type : null;
const playerId = typeof msg.playerId === 'string' ? msg.playerId : null;
// its broadcast priority: the strip plays the highest first (ui/ticker.js enqueueTickerLines)
const priority = Number.isFinite(msg.priority) ? msg.priority : 0;
store.set((s) => ({ ticker: [...s.ticker.slice(-(TICKER_KEEP - 1)), { id: ++seq, text: msg.text, at: Date.now(), type, playerId, round: s.match?.public?.round ?? null, priority }] }));
store.set((s) => ({ ticker: [...s.ticker.slice(-(TICKER_KEEP - 1)), { id: ++seq, text, at: Date.now(), type, playerId, round: s.match?.public?.round ?? null, priority }] }));
});
net.on('m.emote', (msg) => {
store.set((s) => ({ emotes: [...s.emotes.slice(-(EMOTE_KEEP - 1)), { seq: ++seq, playerId: msg.playerId, id: msg.id, at: Date.now() }] }));
@@ -257,15 +265,16 @@ function ScreenCrashed({ error, reset }) {
return html`<div class="screen crash">
<div class="crash__box brackets">
<${MicroLabel} tone="mint">SYSTEM FAULT<//>
<h2>界面发生错误</h2>
<h2>${t('界面发生错误')}</h2>
<p class="t-lo">${String(error?.message || error).slice(0, 200)}</p>
<${Button} variant="primary" icon="refresh" onClick=${reset}>重新加载界面<//>
<${Button} variant="primary" icon="refresh" onClick=${reset}>${t('重新加载界面')}<//>
</div>
</div>`;
}
function App() {
const route = useStore(selectRoute);
useLang(); // a language switch re-renders the whole tree in place
const [error, resetError] = useErrorBoundary((err) => console.error('[ui] screen crashed', err));
const Screen = SCREENS[route] || LobbyScreen;
return html`<div class="app-root">
@@ -285,8 +294,8 @@ async function waitForFonts(ms) {
const fonts = document.fonts;
if (!fonts || typeof fonts.load !== 'function') return;
const loads = [
fonts.load('900 1em "Noto Sans SC"', '卫戍协议盟约'),
fonts.load('700 1em "Noto Sans SC"', '开始'),
fonts.load('900 1em "Noto Sans SC"', '卫戍协议盟约'), // i18n-ignore (font sample)
fonts.load('700 1em "Noto Sans SC"', '开始'), // i18n-ignore (font sample)
fonts.load('700 1em Bender', '0123456789'),
fonts.load('700 1em Rajdhani', '0123456789'),
].map((p) => p.catch(() => null));
@@ -301,7 +310,7 @@ function installGlobalErrorHandlers() {
if (err && (err.name === 'NotAllowedError' || err.name === 'AbortError')) { console.warn('[app] ignored rejection', err.name); return; }
console.error('[app] unhandled rejection', err);
if (err instanceof NetError) toastError(err);
else toast(`发生意外错误:${describeError(err)}`.slice(0, 120), 'error');
else toast(t('发生意外错误:{error}', { error: describeError(err) }).slice(0, 120), 'error');
});
window.addEventListener('error', (ev) => {
if (!(ev instanceof ErrorEvent)) return; // resource load errors are not script errors
@@ -342,7 +351,9 @@ async function boot() {
if (entered) net.setName(savedName);
else net.connect();
});
await Promise.all([waitForFonts(1200), connectWhenReady]);
// the language (and its UI translations) before the first render: no Chinese flash for an English player
const langReady = initLang().catch((err) => console.warn('[app] language setup failed', err));
await Promise.all([waitForFonts(1200), connectWhenReady, langReady]);
const root = document.getElementById('app');
render(html`<${App} />`, root);
@@ -369,5 +380,5 @@ async function boot() {
boot().catch((err) => {
console.error('[app] boot failed', err);
const el = document.getElementById('boot-err');
if (el) el.textContent = '启动失败,请刷新页面重试';
if (el) el.textContent = t('启动失败,请刷新页面重试');
});
+69 -61
View File
@@ -8,6 +8,8 @@
// screen is complete before data is generated. Rounds: solo 标准 = 9, everything else 14 (+R15
// hidden core on 险境+), per research 00-INDEX §2. Battlefield pool (`modes[].stages`): 标准 always
// plays 战场#01, 险境 draws one of 8, 绝境 / 终极 one of 7 (m01 excluded).
// Texts go through t() (docs/I18N.md); the module-level tables hold msgids (N_) translated where they are shown, the
// config.json mode texts come localized from data.js.
import { useEffect, useRef, useState } from '../../vendor/hooks.module.js';
import { DIFFICULTIES, DIFFICULTY_NAMES, DIFFICULTY_COLORS, ROOM_CODE_LEN, MAX_SEATS, MAX_SPECTATORS, modeIdFor, ERR } from '../../../shared/constants.js';
@@ -18,20 +20,21 @@ import { LoadoutButton } from './loadout.js';
import { net, identity } from '../net.js';
import { store, useStore, shallowEqual, loadPref, savePref } from '../store.js';
import { getConfig, getMode, getStage, useData } from '../data.js';
import { t, tc, N_ } from '../../../shared/i18n.js';
/** Official mode texts (activity_table act2autochess.modeDataDict), fallback when config.json is absent. */
export const MODE_TEXT = {
single: {
FUNNY: { code: 'AC-1', desc: '时长较短的模拟训练', effects: ['可以快速完成作战', '常规奖励'] },
NORMAL: { code: 'AC-2', desc: '敌方攻击强度较高的模拟训练', effects: ['可使用盟约数增加', '大幅增加奖励'] },
HARD: { code: 'AC-3', desc: '敌方攻击强度极高的模拟训练', effects: ['作战环境困难', '出现更加危险的敌人'] },
ABYSS: { code: 'AC-4', desc: '敌方攻击强度到达极限的模拟训练', effects: ['作战环境无比困难', '出现极度危险的敌人'] },
FUNNY: { code: 'AC-1', desc: N_('时长较短的模拟训练'), effects: [N_('可以快速完成作战'), N_('常规奖励')] },
NORMAL: { code: 'AC-2', desc: N_('敌方攻击强度较高的模拟训练'), effects: [N_('可使用盟约数增加'), N_('大幅增加奖励')] },
HARD: { code: 'AC-3', desc: N_('敌方攻击强度极高的模拟训练'), effects: [N_('作战环境困难'), N_('出现更加危险的敌人')] },
ABYSS: { code: 'AC-4', desc: N_('敌方攻击强度到达极限的模拟训练'), effects: [N_('作战环境无比困难'), N_('出现极度危险的敌人')] },
},
multi: {
FUNNY: { code: 'AC-1', desc: '敌方攻击强度较低的模拟训练', effects: ['作战环境较为温和', '常规奖励'] },
NORMAL: { code: 'AC-2', desc: '敌方攻击强度较高的模拟训练', effects: ['可使用盟约数增加', '大幅增加奖励'] },
HARD: { code: 'AC-3', desc: '敌方攻击强度极高的模拟训练', effects: ['作战环境困难', '出现更加危险的敌人'] },
ABYSS: { code: 'AC-4', desc: '敌方攻击强度到达极限的模拟训练', effects: ['作战环境无比困难', '出现极度危险的敌人'] },
FUNNY: { code: 'AC-1', desc: N_('敌方攻击强度较低的模拟训练'), effects: [N_('作战环境较为温和'), N_('常规奖励')] },
NORMAL: { code: 'AC-2', desc: N_('敌方攻击强度较高的模拟训练'), effects: [N_('可使用盟约数增加'), N_('大幅增加奖励')] },
HARD: { code: 'AC-3', desc: N_('敌方攻击强度极高的模拟训练'), effects: [N_('作战环境困难'), N_('出现更加危险的敌人')] },
ABYSS: { code: 'AC-4', desc: N_('敌方攻击强度到达极限的模拟训练'), effects: [N_('作战环境无比困难'), N_('出现极度危险的敌人')] },
},
};
@@ -40,13 +43,17 @@ export const STAGE_POOL = { FUNNY: ['act1autochess_m01'], NORMAL: 8, HARD: 7, AB
/**
* Display name of a stage: stages.json when it is loaded, else derived from the id (act1 m0N → 战场#0N, act2 m0N → 战场#0(N+4)).
* From the data name only its 战场#NN part (with a (上半) / (下半) mark) — 'Battlefield #NN (First Half)' in English.
* @param {string} id e.g. 'act1autochess_m01'
*/
export function stageLabel(id) {
const rec = getStage(id);
if (rec && typeof rec.name === 'string' && rec.name) return rec.name.split(/\s+/)[0];
if (rec && typeof rec.name === 'string' && rec.name) {
const m = rec.name.match(/^(.*?#\d+(?:\s*[((][^))]*[))])?)/);
return m ? m[1] : rec.name.split(/\s+/)[0];
}
const m = String(id || '').match(/^act(\d)autochess_m(\d+)$/);
return m ? `战场#${String(Number(m[2]) + (m[1] === '2' ? 4 : 0)).padStart(2, '0')}` : '';
return m ? t('战场#{no}', { no: String(Number(m[2]) + (m[1] === '2' ? 4 : 0)).padStart(2, '0') }) : '';
}
/**
@@ -58,22 +65,22 @@ export function stageLabel(id) {
export function stageNote(stages) {
if (Array.isArray(stages)) {
const ids = stages.filter((s) => typeof s === 'string' && s);
if (ids.length === 1) { const name = stageLabel(ids[0]); return name ? `战场固定为 ${name}` : '战场固定'; }
return ids.length > 1 ? `战场随机(共${ids.length}张)` : '';
if (ids.length === 1) { const name = stageLabel(ids[0]); return name ? t('战场固定为 {name}', { name }) : t('战场固定'); }
return ids.length > 1 ? t('战场随机(共{n}张)', { n: ids.length }) : '';
}
return Number.isInteger(stages) && stages > 1 ? `战场随机(共${stages}张)` : '';
return Number.isInteger(stages) && stages > 1 ? t('战场随机(共{stages}张)', { stages }) : '';
}
const MODE_CARDS = [
{
id: 'solo', name: '独立模拟', en: 'SOLO SIMULATION', icon: 'user',
desc: '独自调配资金与干员,以自己的节奏完成整场模拟。',
points: ['1 名博士', '休整期与机变阶段不限时'],
id: 'solo', name: N_('独立模拟'), en: 'SOLO SIMULATION', icon: 'user',
desc: N_('独自调配资金与干员,以自己的节奏完成整场模拟。'),
points: [N_('1 名博士'), N_('休整期与机变阶段不限时')],
},
{
id: 'coop', name: '同盟模拟', en: 'ALLIANCE SIMULATION', icon: 'users',
desc: `与至多 ${MAX_SEATS - 1} 名博士组成同盟,共享干员池,联防协作抵御敌潮。`,
points: [`1–${MAX_SEATS} 名博士 · 可由 AI 队友补位`, '联防阶段 · 最终攻势合并生命值'],
id: 'coop', name: N_('同盟模拟'), en: 'ALLIANCE SIMULATION', icon: 'users',
desc: N_('与至多 {n} 名博士组成同盟,共享干员池,联防协作抵御敌潮。'), params: { n: MAX_SEATS - 1 },
points: [N_('1–{n} 名博士 · 可由 AI 队友补位'), N_('联防阶段 · 最终攻势合并生命值')], pointParams: { n: MAX_SEATS },
},
];
@@ -89,11 +96,11 @@ export function difficultyInfo(roomMode, difficulty) {
const m = DIFFICULTIES.includes(difficulty) ? getMode(modeIdFor(roomMode, difficulty)) : null;
const effects = Array.isArray(m?.effectDescList)
? m.effectDescList.map((e) => String(e).replace(/^[·•\s]+/, '')).filter(Boolean)
: fallback.effects;
: fallback.effects.map((e) => t(e));
const rounds = Number.isFinite(m?.lastRound) ? m.lastRound : roomMode === 'solo' && difficulty === 'FUNNY' ? 9 : 14;
return {
code: typeof m?.code === 'string' ? m.code : fallback.code,
desc: typeof m?.desc === 'string' ? m.desc : fallback.desc,
desc: typeof m?.desc === 'string' ? m.desc : t(fallback.desc),
effects,
rounds,
hidden: difficulty !== 'FUNNY',
@@ -160,20 +167,21 @@ export function rememberRoom(code) {
}
const FALLBACK_TIPS = [
'联合模拟在选择策略时可以进行一次跳过',
'调度中心即使冻结,依然可以主动刷新',
'两件同名装备可以合成一件更强力的装备',
'只有达成完美作战的队友可以进行联防',
N_('联合模拟在选择策略时可以进行一次跳过'),
N_('调度中心即使冻结,依然可以主动刷新'),
N_('两件同名装备可以合成一件更强力的装备'),
N_('只有达成完美作战的队友可以进行联防'),
];
const TIP_ROTATE_MS = 5000; // matchingTipRotateInterval
/** Rotating tactical tips (config.json `tips`, weighted list of { tip, weight }). */
function TipsPanel() {
const cfg = getConfig();
const fallback = FALLBACK_TIPS.map((x) => t(x));
const tips = Array.isArray(cfg?.tips)
? cfg.tips.map((t) => (typeof t === 'string' ? t : t?.tip)).filter((t) => typeof t === 'string' && t)
: FALLBACK_TIPS;
const list = tips.length ? tips : FALLBACK_TIPS;
? cfg.tips.map((x) => (typeof x === 'string' ? x : x?.tip)).filter((x) => typeof x === 'string' && x)
: fallback;
const list = tips.length ? tips : fallback;
const [idx, setIdx] = useState(() => Math.floor(Math.random() * list.length));
useEffect(() => {
const id = setInterval(() => setIdx((i) => i + 1), TIP_ROTATE_MS);
@@ -183,11 +191,11 @@ function TipsPanel() {
return html`<div class="tips brackets">
<div class="tips__head">
<${Icon} name="info" />
<span>作战提示</span>
<span>${t('作战提示')}</span>
<${MicroLabel}>TACTICAL TIPS<//>
<span class="tips__idx num">${String(i + 1).padStart(2, '0')}<span class="t-dim">/${String(list.length).padStart(2, '0')}</span></span>
<button type="button" class="tips__nav" onClick=${() => setIdx(i - 1 + list.length)} aria-label="上一条"><${Icon} name="chevronLeft" /></button>
<button type="button" class="tips__nav" onClick=${() => setIdx(i + 1)} aria-label="下一条"><${Icon} name="chevronRight" /></button>
<button type="button" class="tips__nav" onClick=${() => setIdx(i - 1 + list.length)} aria-label=${t('上一条')}><${Icon} name="chevronLeft" /></button>
<button type="button" class="tips__nav" onClick=${() => setIdx(i + 1)} aria-label=${t('下一条')}><${Icon} name="chevronRight" /></button>
</div>
<p key=${i} class="tips__text">${list[i]}</p>
</div>`;
@@ -200,11 +208,11 @@ function ModeCard({ card, selected, onSelect }) {
<span class="mode-card__icon"><${Icon} name=${card.icon} /></span>
<span class="mode-card__text">
<${MicroLabel} tone=${selected ? 'mint' : undefined}>${card.en}<//>
<span class="mode-card__name">${card.name}</span>
<span class="mode-card__desc">${card.desc}</span>
<span class="mode-card__points">${card.points.map((p) => html`<span key=${p}>${p}</span>`)}</span>
<span class="mode-card__name">${t(card.name)}</span>
<span class="mode-card__desc">${t(card.desc, card.params)}</span>
<span class="mode-card__points">${card.points.map((p) => html`<span key=${p}>${t(p, card.pointParams)}</span>`)}</span>
</span>
<span class="mode-card__check" aria-hidden="true"><${Icon} name="check" />已选定</span>
<span class="mode-card__check" aria-hidden="true"><${Icon} name="check" />${t('已选定')}</span>
</button>`;
}
@@ -215,15 +223,15 @@ function DifficultyCard({ roomMode, difficulty, selected, onSelect }) {
<span class="diff-card__bar" aria-hidden="true"></span>
<span class="diff-card__head">
<${DifficultyIcon} difficulty=${difficulty} class="diff-card__glyph" />
<span class="diff-card__name">${DIFFICULTY_NAMES[difficulty]}</span>
<span class="diff-card__name">${t(DIFFICULTY_NAMES[difficulty])}</span>
<span class="diff-card__code num">${info.code}</span>
<span class="diff-card__meta">
<span class="num">${info.rounds}</span> 回合${info.hidden ? html`<span class="diff-card__hidden">+ 隐秘核心</span>` : null}
<span class="num">${info.rounds}</span> ${tc('rounds', '回合')}${info.hidden ? html`<span class="diff-card__hidden">${t('+ 隐秘核心')}</span>` : null}
</span>
</span>
<span class="diff-card__desc">${info.desc}</span>
<span class="diff-card__effects">${info.effects.map((e) => html`<span key=${e}>${e}</span>`)}${info.stageNote ? html`<span key="stage" class="diff-card__stage"><${Icon} name="rook" />${info.stageNote}</span>` : null}</span>
<span class="diff-card__check" aria-hidden="true"><${Icon} name="check" /><span>已选定</span></span>
<span class="diff-card__check" aria-hidden="true"><${Icon} name="check" /><span>${t('已选定')}</span></span>
</button>`;
}
@@ -252,7 +260,7 @@ export function LobbyScreen() {
const run = async (kind, fn) => {
if (inFlight.current) return;
if (!online) { toast('尚未连接到服务器,请稍候', 'warn'); return; }
if (!online) { toast(t('尚未连接到服务器,请稍候'), 'warn'); return; }
inFlight.current = true;
setBusy(kind);
try { await fn(); } catch (err) { toastError(err); } finally {
@@ -265,23 +273,23 @@ export function LobbyScreen() {
// `onClick=${join}` hands the click EVENT as the first argument, and a default parameter only applies to
// `undefined` — codeArg keeps an event target out of the key and falls back to the input field
const k = codeArg(c, code);
if (!k) { toast(`同盟密钥为 ${ROOM_CODE_LEN} 位字母或数字`, 'warn'); return; }
if (!k) { toast(t('同盟密钥为 {ROOM_CODE_LEN} 位字母或数字', { ROOM_CODE_LEN }), 'warn'); return; }
run('join', () => net.request('room.join', { code: k }));
};
// a spectator seat: no player seat taken, nothing to do but watch (also a match already running)
const spectate = (c = code) => {
// same guard as join: `onClick=${spectate}` passes the click event, not a code
const k = codeArg(c, code);
if (!k) { toast(`同盟密钥为 ${ROOM_CODE_LEN} 位字母或数字`, 'warn'); return; }
if (!k) { toast(t('同盟密钥为 {ROOM_CODE_LEN} 位字母或数字', { ROOM_CODE_LEN }), 'warn'); return; }
run('spectate', () => net.request('room.spectate', { code: k }).catch((err) => {
// Clearer than the bare ERR_TEXT: the usual cause is a code that is not the host's (a remembered one from an
// earlier room, or another machine's) — the server can only answer "no such room".
if (err?.code === ERR.ROOM_NOT_FOUND) {
toast(`没有找到密钥 ${k} 对应的同盟:请和房主核对密钥(同盟结束后密钥即失效)`, 'warn');
toast(t('没有找到密钥 {k} 对应的同盟:请和房主核对密钥(同盟结束后密钥即失效)', { k }), 'warn');
return;
}
if (err?.code === ERR.ALREADY) {
toast('你已经是该同盟的博士:先离开同盟,才能以观战身份进入', 'warn');
toast(t('你已经是该同盟的博士:先离开同盟,才能以观战身份进入'), 'warn');
return;
}
throw err;
@@ -295,20 +303,20 @@ export function LobbyScreen() {
return html`<div class="screen lobby-screen">
<header class="topbar">
<div class="topbar__left">
<${Button} variant="ghost" size="sm" icon="chevronLeft" onClick=${backToTitle} title="返回标题">返回<//>
<${Button} variant="ghost" size="sm" icon="chevronLeft" onClick=${backToTitle} title=${t('返回标题')}>${t('返回')}<//>
<${PingPill} ms=${conn.ping} online=${online} />
</div>
<div class="topbar__center">
<${MicroLabel} tone="mint">SIMULATION PROTOCOL SELECT<//>
<h1 class="topbar__title">选择模拟协议</h1>
<h1 class="topbar__title">${t('选择模拟协议')}</h1>
</div>
<div class="topbar__right">
<${GuideButton} class="lobby-guide" variant="secondary" />
<${LoadoutButton} from="lobby" size="sm" class="lobby-loadout" />
<${GuideButton} class="lobby-guide" variant="secondary" label=${t('玩法说明')} />
<${LoadoutButton} from="lobby" size="sm" class="lobby-loadout" label=${t('干员调配')} />
<div class="me-chip">
<${AvatarFrame} size="sm" name=${me.name} seat=${0} self=${true} />
<div class="me-chip__text">
<span class="me-chip__name">${me.name || '博士'}</span>
<span class="me-chip__name">${me.name || t('博士')}</span>
<${MicroLabel}>${me.playerId != null ? `DOCTOR #${doctorNo(me.playerId)}` : 'DOCTOR'}<//>
</div>
</div>
@@ -317,45 +325,45 @@ export function LobbyScreen() {
<div class="lobby-body screen__scroll">
<section class="lobby-left">
<div class="section-label"><span class="section-label__idx num">01</span>模拟方式<${MicroLabel}>MODE<//></div>
<div class="section-label"><span class="section-label__idx num">01</span>${t('模拟方式')}<${MicroLabel}>MODE<//></div>
<div class="mode-cards">
${MODE_CARDS.map((c) => html`<${ModeCard} key=${c.id} card=${c} selected=${roomMode === c.id} onSelect=${pickMode} />`)}
</div>
<div class="section-label"><span class="section-label__idx num">03</span>加入同盟<${MicroLabel}>JOIN WITH ALLIANCE KEY<//></div>
<div class="section-label"><span class="section-label__idx num">03</span>${t('加入同盟')}<${MicroLabel}>JOIN WITH ALLIANCE KEY<//></div>
<${Panel} class="join-panel" tone="amber">
<div class="join-row">
<${TextField} size="code" icon="key" value=${code} placeholder="输入同盟密钥 / 粘贴邀请链接"
<${TextField} size="code" icon="key" value=${code} placeholder=${t('输入同盟密钥 / 粘贴邀请链接')}
transform=${normalizeCode} onInput=${(v) => setCode(normalizeCode(v))} onEnter=${() => join()} />
<${Button} variant="amber" size="lg" icon="users" loading=${busy === 'join'} disabled=${!codeOk || !online} onClick=${() => join()}>加入同盟<//>
<${Tooltip} text=${`以观战者身份进入:不占博士席位,只能观看(每个同盟最多 ${MAX_SPECTATORS} 名,模拟进行中也可进入)`}>
<${Button} variant="secondary" size="lg" icon="eye" class="join-spectate" loading=${busy === 'spectate'} disabled=${!codeOk || !online} onClick=${spectate}>观战<//>
<${Button} variant="amber" size="lg" icon="users" loading=${busy === 'join'} disabled=${!codeOk || !online} onClick=${() => join()}>${t('加入同盟')}<//>
<${Tooltip} text=${t('以观战者身份进入:不占博士席位,只能观看(每个同盟最多 {MAX_SPECTATORS} 名,模拟进行中也可进入)', { MAX_SPECTATORS })}>
<${Button} variant="secondary" size="lg" icon="eye" class="join-spectate" loading=${busy === 'spectate'} disabled=${!codeOk || !online} onClick=${spectate}>${t('观战')}<//>
<//>
</div>
<div class="join-foot">
${recent.length ? html`<span class="t-lo">最近的同盟</span>
${recent.map((c) => html`<button key=${c} type="button" class="code-chip num" title="填入密钥(不会直接加入)"
${recent.length ? html`<span class="t-lo">${t('最近的同盟')}</span>
${recent.map((c) => html`<button key=${c} type="button" class="code-chip num" title=${t('填入密钥(不会直接加入)')}
onClick=${() => setCode(c)}>${c}</button>`)}`
: html`<span class="t-dim">向同伴索取 ${ROOM_CODE_LEN} 位同盟密钥,或直接打开邀请链接</span>`}
: html`<span class="t-dim">${t('向同伴索取 {ROOM_CODE_LEN} 位同盟密钥,或直接打开邀请链接', { ROOM_CODE_LEN })}</span>`}
</div>
<//>
<${TipsPanel} />
</section>
<section class="lobby-right">
<div class="section-label"><span class="section-label__idx num">02</span>模拟难度<${MicroLabel}>DIFFICULTY<//></div>
<div class="section-label"><span class="section-label__idx num">02</span>${t('模拟难度')}<${MicroLabel}>DIFFICULTY<//></div>
<div class="diff-list">
${DIFFICULTIES.map((d) => html`<${DifficultyCard} key=${d} roomMode=${roomMode} difficulty=${d} selected=${difficulty === d} onSelect=${pickDifficulty} />`)}
</div>
<div class="create-box">
<${Tooltip} block=${true} text=${online ? null : '正在连接服务器…'}>
<${Tooltip} block=${true} text=${online ? null : t('正在连接服务器…')}>
<${Button} variant="primary" size="xl" block=${true} iconRight="chevrons" loading=${busy === 'create'} disabled=${!online} onClick=${create}>
${roomMode === 'solo' ? '开始独立模拟' : '创建同盟'}
${roomMode === 'solo' ? t('开始独立模拟') : t('创建同盟')}
<//>
<//>
<div class="create-box__hint">
${online
? html`<span>${roomMode === 'solo' ? '创建后即可开始模拟' : '创建后可邀请好友或添加 AI 队友'}</span>`
? html`<span>${roomMode === 'solo' ? t('创建后即可开始模拟') : t('创建后可邀请好友或添加 AI 队友')}</span>`
: html`<${Spinner} size="sm" label="CONNECTING" />`}
</div>
</div>
+57 -55
View File
@@ -9,6 +9,7 @@
// Spectator seats (community report #26, a remake feature): a co-op room with spectators shows the 观战席 strip under
// the seats — names, offline marks, the host's ✕ (room.removeSpectator) — and a spectator's own view swaps the ready
// button for 观战中 and offers 入座 (room.join of the room) while a player seat is free.
// Texts go through t() (docs/I18N.md).
import { useEffect, useRef, useState } from '../../vendor/hooks.module.js';
import { DIFFICULTIES, DIFFICULTY_NAMES, DIFFICULTY_COLORS, MAX_SEATS, MAX_SPECTATORS } from '../../../shared/constants.js';
@@ -22,6 +23,7 @@ import { LoadoutButton } from './loadout.js';
import { net } from '../net.js';
import { store, useStore, shallowEqual, emptyMatch, isSpectating } from '../store.js';
import { difficultyInfo } from './lobby.js';
import { t, tc } from '../../../shared/i18n.js';
/**
* Seats padded to the room's capacity (co-op 4, solo 1), each null or a seat record.
@@ -90,13 +92,13 @@ function SeatCard({ seat, index, room, facts, myId, busy, onAddBot, onRemoveBot,
<header class="seat__head"><span class="seat__no num">P${index + 1}</span><${MicroLabel}>SEAT ${String(index + 1).padStart(2, '0')}<//></header>
<div class="seat__art seat__art--empty">
<div class="seat__radar" aria-hidden="true"></div>
<span class="seat__wait">等待博士加入</span>
<span class="seat__wait">${t('等待博士加入')}</span>
<${MicroLabel}>AWAITING DOCTOR<//>
</div>
<footer class="seat__foot">
${canAdd
? html`<${Button} variant="secondary" size="sm" icon="robot" block=${true} loading=${busy === `add`} onClick=${onAddBot}>添加 AI 队友<//>`
: html`<span class="seat__state t-dim">空位</span>`}
? html`<${Button} variant="secondary" size="sm" icon="robot" block=${true} loading=${busy === `add`} onClick=${onAddBot}>${t('添加 AI 队友')}<//>`
: html`<span class="seat__state t-dim">${t('空位')}</span>`}
</footer>
</article>`;
}
@@ -110,30 +112,30 @@ function SeatCard({ seat, index, room, facts, myId, busy, onAddBot, onRemoveBot,
<header class="seat__head">
<span class="seat__no num">P${index + 1}</span>
<${MicroLabel}>SEAT ${String(index + 1).padStart(2, '0')}<//>
${isHostSeat ? html`<span class="seat__host"><${Icon} name="crown" />创建者</span>` : null}
${isHostSeat ? html`<span class="seat__host"><${Icon} name="crown" />${t('创建者')}</span>` : null}
</header>
<div class="seat__art">
<div class="seat__stripes" aria-hidden="true"></div>
<${AvatarFrame} size="xl" name=${seat.name} seat=${index} bot=${seat.isBot} self=${isMe} ready=${state === 'ready'} offline=${offline} />
${seat.isBot ? html`<span class="seat__bot-label"><${Icon} name="robot" />AI 队友</span>` : null}
${seat.isBot ? html`<span class="seat__bot-label"><${Icon} name="robot" />${t('AI 队友')}</span>` : null}
</div>
<div class="seat__who">
<span class="seat__name">${seat.name || '博士'}</span>
${isMe ? html`<span class="seat__you">你</span>` : null}
<span class="seat__name">${seat.name || t('博士')}</span>
${isMe ? html`<span class="seat__you">${t('你')}</span>` : null}
</div>
<${MicroLabel}>${seat.isBot ? 'AUTONOMOUS UNIT' : `DOCTOR #${doctorNo(seat.playerId)}`}<//>
<footer class="seat__foot">
<span class=${`seat__state seat__state--${state}`}>
${state === 'ready' ? html`<${Icon} name="check" />已就绪`
: state === 'offline' ? html`<${Icon} name="wifiOff" />连接中断`
: state === 'host' ? html`<${Icon} name="crown" />待命中`
: html`<${Icon} name="hourglass" />准备中`}
${state === 'ready' ? html`<${Icon} name="check" />${t('已就绪')}`
: state === 'offline' ? html`<${Icon} name="wifiOff" />${t('连接中断')}`
: state === 'host' ? html`<${Icon} name="crown" />${t('待命中')}`
: html`<${Icon} name="hourglass" />${t('准备中')}`}
</span>
${seat.isBot && facts.isHost ? html`<${Tooltip} text="移除该 AI 队友">
<${Button} variant="ghost" size="sm" square=${true} icon="close" loading=${busy === `rm${index}`} onClick=${() => onRemoveBot(index)} aria-label="移除 AI 队友" />
${seat.isBot && facts.isHost ? html`<${Tooltip} text=${t('移除该 AI 队友')}>
<${Button} variant="ghost" size="sm" square=${true} icon="close" loading=${busy === `rm${index}`} onClick=${() => onRemoveBot(index)} aria-label=${t('移除 AI 队友')} />
<//>` : null}
${!seat.isBot && !isMe && facts.isHost ? html`<${Tooltip} text="将该博士移出同盟">
<${Button} variant="ghost" size="sm" square=${true} icon="close" loading=${busy === `kick${index}`} onClick=${() => onKick(index, seat.name, seat.playerId)} aria-label="移出该博士" />
${!seat.isBot && !isMe && facts.isHost ? html`<${Tooltip} text=${t('将该博士移出同盟')}>
<${Button} variant="ghost" size="sm" square=${true} icon="close" loading=${busy === `kick${index}`} onClick=${() => onKick(index, seat.name, seat.playerId)} aria-label=${t('移出该博士')} />
<//>` : null}
</footer>
</article>`;
@@ -142,29 +144,29 @@ function SeatCard({ seat, index, room, facts, myId, busy, onAddBot, onRemoveBot,
/** 观战席: the room's spectators (host: ✕ frees a seat), and 入座 for a spectator while a player seat is free. */
function SpectatorBar({ facts, myId, busy, onRemove, onSit }) {
if (!facts.spectators.length) return null;
return html`<section class="specbar" aria-label="观战席">
<span class="specbar__label"><${Icon} name="eye" />观战席<b class="num">${facts.spectators.length}</b><span class="num t-dim">/${MAX_SPECTATORS}</span></span>
return html`<section class="specbar" aria-label=${t('观战席')}>
<span class="specbar__label"><${Icon} name="eye" />${t('观战席')}<b class="num">${facts.spectators.length}</b><span class="num t-dim">/${MAX_SPECTATORS}</span></span>
${facts.spectators.map((s) => html`<span key=${s.playerId} class=${`specbar__who${s.playerId === myId ? ' is-me' : ''}${s.connected === false ? ' is-offline' : ''}`}>
${s.connected === false ? html`<${Icon} name="wifiOff" />` : null}${s.name || '博士'}${s.playerId === myId ? html`<span class="seat__you">你</span>` : null}
${s.connected === false ? html`<${Icon} name="wifiOff" />` : null}${s.name || t('博士')}${s.playerId === myId ? html`<span class="seat__you">${t('你')}</span>` : null}
${facts.isHost ? html`<${Button} variant="ghost" size="sm" square=${true} icon="close" loading=${busy === `rs${s.playerId}`}
onClick=${() => onRemove(s.playerId)} aria-label=${`移出观战者 ${s.name || ''}`} title="移出该观战者" />` : null}
onClick=${() => onRemove(s.playerId)} aria-label=${t('移出观战者 {name}', { name: s.name || '' })} title=${t('移出该观战者')} />` : null}
</span>`)}
${facts.spectating && facts.emptySeats > 0 ? html`<${Button} size="sm" icon="user" loading=${busy === 'sit'} onClick=${onSit}>入座<//>` : null}
${facts.spectating && facts.emptySeats > 0 ? html`<${Button} size="sm" icon="user" loading=${busy === 'sit'} onClick=${onSit}>${t('入座')}<//>` : null}
</section>`;
}
function InviteBox({ code }) {
const copy = async (what) => {
const ok = await copyText(what === 'code' ? code : inviteLink(code));
if (ok) toast(what === 'code' ? `已复制同盟密钥 ${code}` : '已复制邀请链接', 'success');
else toast('复制失败,请手动复制', 'warn');
if (ok) toast(what === 'code' ? t('已复制同盟密钥 {code}', { code }) : t('已复制邀请链接'), 'success');
else toast(t('复制失败,请手动复制'), 'warn');
};
return html`<div class="invite brackets">
<div class="invite__label"><${Icon} name="key" /><span>同盟密钥</span><${MicroLabel}>ALLIANCE KEY<//></div>
<div class="invite__code num selectable" aria-label=${`同盟密钥 ${code}`}>${[...String(code)].map((ch, i) => html`<span key=${i}>${ch}</span>`)}</div>
<div class="invite__label"><${Icon} name="key" /><span>${t('同盟密钥')}</span><${MicroLabel}>ALLIANCE KEY<//></div>
<div class="invite__code num selectable" aria-label=${t('同盟密钥 {code}', { code })}>${[...String(code)].map((ch, i) => html`<span key=${i}>${ch}</span>`)}</div>
<div class="invite__btns">
<${Button} size="sm" icon="copy" onClick=${() => copy('code')}>复制密钥<//>
<${Button} size="sm" icon="link" onClick=${() => copy('link')}>复制链接<//>
<${Button} size="sm" icon="copy" onClick=${() => copy('code')}>${t('复制密钥')}<//>
<${Button} size="sm" icon="link" onClick=${() => copy('link')}>${t('复制链接')}<//>
</div>
</div>`;
}
@@ -173,14 +175,14 @@ function DifficultyPicker({ room, isHost, busy, onPick }) {
if (!isHost) {
return html`<div class="dpick dpick--ro">
<${DifficultyTag} difficulty=${room.difficulty} size="lg" code=${difficultyInfo(room.mode, room.difficulty).code} />
<span class="t-dim">由创建者选择</span>
<span class="t-dim">${t('由创建者选择')}</span>
</div>`;
}
return html`<div class="dpick" role="radiogroup" aria-label="模拟难度">
return html`<div class="dpick" role="radiogroup" aria-label=${t('模拟难度')}>
${DIFFICULTIES.map((d) => html`<button key=${d} type="button" role="radio" aria-checked=${room.difficulty === d ? 'true' : 'false'}
class=${`dpick__opt${room.difficulty === d ? ' is-active' : ''}`} style=${`--d-color:${DIFFICULTY_COLORS[d]}`}
disabled=${!!busy} onClick=${() => room.difficulty !== d && onPick(d)}>
<${DifficultyIcon} difficulty=${d} />${DIFFICULTY_NAMES[d].replace('模拟', '')}
<${DifficultyIcon} difficulty=${d} />${t(DIFFICULTY_NAMES[d].replace('模拟', ''))}
</button>`)}
</div>`;
}
@@ -204,7 +206,7 @@ export function RoomScreen() {
const run = async (kind, fn) => {
if (inFlight.current) return;
if (!online) { toast('连接中断,请稍候重试', 'warn'); return; }
if (!online) { toast(t('连接中断,请稍候重试'), 'warn'); return; }
inFlight.current = true;
setBusy(kind);
try { await fn(); } catch (err) { toastError(err); } finally {
@@ -221,7 +223,7 @@ export function RoomScreen() {
// confirmed player's id goes along: if they left and someone else took the seat meanwhile, the server refuses it.
const kick = async (seat, name, playerId) => {
if (inFlight.current) return;
const ok = await confirmDialog({ title: '移出同盟', text: `确定将「${name || '博士'}」移出同盟吗?对方可以凭同盟密钥重新加入。`, okText: '移出', danger: true });
const ok = await confirmDialog({ title: t('移出同盟'), text: t('确定将「{name}」移出同盟吗?对方可以凭同盟密钥重新加入。', { name: name || t('博士') }), okText: t('移出'), danger: true });
if (ok) run(`kick${seat}`, () => net.request('room.kick', { seat, playerId }));
};
const setDifficulty = (difficulty) => run('diff', () => net.request('room.setDifficulty', { difficulty }));
@@ -232,7 +234,7 @@ export function RoomScreen() {
if (inFlight.current) return;
const othersHere = facts.humans.some((s) => s.playerId !== me.playerId);
if (facts.isHost && othersHere) {
const ok = await confirmDialog({ title: '离开同盟', text: '你是同盟的创建者,离开后创建者身份将移交或同盟解散。确定离开吗?', okText: '离开', danger: true });
const ok = await confirmDialog({ title: t('离开同盟'), text: t('你是同盟的创建者,离开后创建者身份将移交或同盟解散。确定离开吗?'), okText: t('离开'), danger: true });
if (!ok) return;
}
inFlight.current = true;
@@ -250,37 +252,37 @@ export function RoomScreen() {
};
const statusLine = !online
? html`<span class="t-orange"><${Icon} name="wifiOff" />连接中断,正在重连…</span>`
? html`<span class="t-orange"><${Icon} name="wifiOff" />${t('连接中断,正在重连…')}</span>`
: facts.spectating
? html`<span class="t-lo"><${Icon} name="eye" />观战中 · 不占博士席位,模拟开始后可切换观看各位博士</span>`
? html`<span class="t-lo"><${Icon} name="eye" />${t('观战中 · 不占博士席位,模拟开始后可切换观看各位博士')}</span>`
: !coop
? html`<span class="t-mint">*模拟协议已就绪,准许进入模拟</span>`
? html`<span class="t-mint">${t('*模拟协议已就绪,准许进入模拟')}</span>`
: facts.isHost
? facts.canStart
? html`<span class="t-mint">*同盟人数达标,准许进入模拟</span>`
: html`<span class="t-lo">等待所有博士准备就绪</span>`
? html`<span class="t-mint">${t('*同盟人数达标,准许进入模拟')}</span>`
: html`<span class="t-lo">${t('等待所有博士准备就绪')}</span>`
: myReady
? html`<span class="t-mint">已就绪 · 等待创建者开始模拟</span>`
: html`<span class="t-lo">准备就绪后,创建者即可开始模拟</span>`;
? html`<span class="t-mint">${t('已就绪 · 等待创建者开始模拟')}</span>`
: html`<span class="t-lo">${t('准备就绪后,创建者即可开始模拟')}</span>`;
return html`<div class="screen room-screen">
<header class="topbar">
<div class="topbar__left">
<${Tooltip} text="离开同盟" placement="bottom">
<${Button} variant="danger" size="lg" square=${true} icon="exit" loading=${busy === 'leave'} onClick=${leave} aria-label="离开同盟" />
<${Tooltip} text=${t('离开同盟')} placement="bottom">
<${Button} variant="danger" size="lg" square=${true} icon="exit" loading=${busy === 'leave'} onClick=${leave} aria-label=${t('离开同盟')} />
<//>
<div class="room-ping">
<${PingPill} ms=${conn.ping} online=${online} />
<${MicroLabel}>当前延迟<//>
<${MicroLabel}>${t('当前延迟')}<//>
</div>
<${GuideButton} class="room-guide" variant="secondary" />
<${GuideButton} class="room-guide" variant="secondary" label=${t('玩法说明')} />
</div>
<div class="topbar__center">
<${MicroLabel} tone="mint">${coop ? 'ALLIANCE LOBBY' : 'SOLO SIMULATION'}<//>
<h1 class="topbar__title">${coop ? '同盟模拟' : '独立模拟'}<span class="topbar__sep"></span><${DifficultyTag} difficulty=${room.difficulty} size="lg" /></h1>
<h1 class="topbar__title">${coop ? t('同盟模拟') : t('独立模拟')}<span class="topbar__sep"></span><${DifficultyTag} difficulty=${room.difficulty} size="lg" /></h1>
</div>
<div class="topbar__right">
${coop ? html`<${InviteBox} code=${room.code} />` : html`<div class="solo-note"><${MicroLabel}>SINGLE OPERATOR<//><span>仅限 1 名博士</span></div>`}
${coop ? html`<${InviteBox} code=${room.code} />` : html`<div class="solo-note"><${MicroLabel}>SINGLE OPERATOR<//><span>${t('仅限 1 名博士')}</span></div>`}
</div>
</header>
@@ -289,12 +291,12 @@ export function RoomScreen() {
myId=${me.playerId} busy=${busy} onAddBot=${addBot} onRemoveBot=${removeBot} onKick=${kick} />`)}
${coop ? null : html`<aside class="solo-brief brackets">
<${MicroLabel} tone="mint">BRIEFING<//>
<h2>${DIFFICULTY_NAMES[room.difficulty] || ''}<span class="num t-dim"> ${info.code}</span></h2>
<h2>${DIFFICULTY_NAMES[room.difficulty] ? t(DIFFICULTY_NAMES[room.difficulty]) : ''}<span class="num t-dim"> ${info.code}</span></h2>
<p>${info.desc}</p>
<ul>
${info.effects.map((e) => html`<li key=${e}>${e}</li>`)}
<li>共 <b class="num">${info.rounds}</b> 回合${info.hidden ? ',满足条件时进入隐秘核心' : ''}</li>
<li>独立模拟中休整期与机变阶段不限时</li>
<li>${t('共')} <b class="num">${info.rounds}</b> ${tc('rounds', '回合')}${info.hidden ? t(',满足条件时进入隐秘核心') : ''}</li>
<li>${t('独立模拟中休整期与机变阶段不限时')}</li>
</ul>
</aside>`}
</main>
@@ -302,12 +304,12 @@ export function RoomScreen() {
<footer class="room-bar">
<div class="room-bar__left">
<span class="room-bar__label">模拟难度<${MicroLabel}>DIFFICULTY<//></span>
<span class="room-bar__label">${t('模拟难度')}<${MicroLabel}>DIFFICULTY<//></span>
<${DifficultyPicker} room=${room} isHost=${facts.isHost} busy=${busy} onPick=${setDifficulty} />
</div>
<div class="room-bar__center">
<div class="ready-count" hidden=${!coop}>
<span class="t-lo">已就绪</span>
<span class="t-lo">${t('已就绪')}</span>
<b class="num">${facts.readyHumans}</b><span class="num t-dim">/${facts.humans.length}</span>
<span class="ready-count__icons" aria-hidden="true">
${facts.humans.map((s) => html`<${Icon} key=${s.playerId} name="user" class=${facts.isReady(s) ? 'is-on' : ''} />`)}
@@ -316,15 +318,15 @@ export function RoomScreen() {
<div class="room-bar__status">${statusLine}</div>
</div>
<div class="room-bar__right">
<${LoadoutButton} from="room" size="lg" class="room-loadout" />
<${LoadoutButton} from="room" size="lg" class="room-loadout" label=${t('干员调配')} />
${facts.isHost
? html`<${Tooltip} text=${facts.canStart ? null : '仍有博士未准备就绪'}>
<${Button} variant="primary" size="xl" icon="play" loading=${busy === 'start'} disabled=${!facts.canStart || !online} onClick=${start}>开始模拟<//>
? html`<${Tooltip} text=${facts.canStart ? null : t('仍有博士未准备就绪')}>
<${Button} variant="primary" size="xl" icon="play" loading=${busy === 'start'} disabled=${!facts.canStart || !online} onClick=${start}>${t('开始模拟')}<//>
<//>`
: facts.spectating
? html`<${Button} variant="secondary" size="xl" icon="eye" disabled=${true}>观战中<//>`
? html`<${Button} variant="secondary" size="xl" icon="eye" disabled=${true}>${t('观战中')}<//>`
: html`<${Button} variant=${myReady ? 'primary' : 'secondary'} size="xl" icon=${myReady ? 'check' : 'hourglass'} active=${myReady}
loading=${busy === 'ready'} disabled=${!online || !facts.mine} onClick=${toggleReady}>${myReady ? '已就绪' : '准备就绪'}<//>`}
loading=${busy === 'ready'} disabled=${!online || !facts.mine} onClick=${toggleReady}>${myReady ? t('已就绪') : t('准备就绪')}<//>`}
</div>
</footer>
</div>`;
+23 -16
View File
@@ -1,4 +1,5 @@
// Title screen: season-style backdrop, big title 卫戍协议:盟约, remembered nickname, 开始.
// Title screen: season-style backdrop, big title 卫戍协议:盟约, remembered nickname, 开始, the language switch
// (中文 | English, ui/lang.js; in English the big title is the English one and the small wordmark above it hides).
//
// Pressing 开始 validates the nickname (1..NAME_MAX_LEN chars, no control characters), stores it,
// marks this tab as "entered" (so reloads skip the title) and hands the name to net.js, which
@@ -17,6 +18,8 @@ import { net, identity } from '../net.js';
import { store, useStore, shallowEqual } from '../store.js';
import { data, useData } from '../data.js';
import { FullscreenButton, detectFeatures } from '../ui/device.js';
import { LangToggle, useLang } from '../ui/lang.js';
import { t, N_ } from '../../../shared/i18n.js';
// Same character classes as server/net.js sanitizeName (control, zero-width, bidi, BOM), so a name
// the client accepts is never rejected by the server's hello validation.
@@ -174,14 +177,15 @@ function Ridges() {
}
const STATUS_TEXT = {
idle: '准备连接', connecting: '正在连接服务器', connected: '已连接服务器', handshaking: '正在验证身份',
online: '已连接服务器', reconnecting: '连接中断,正在重连', closed: '连接已关闭',
idle: N_('准备连接'), connecting: N_('正在连接服务器'), connected: N_('已连接服务器'), handshaking: N_('正在验证身份'),
online: N_('已连接服务器'), reconnecting: N_('连接中断,正在重连'), closed: N_('连接已关闭'),
};
/** Title screen component. */
export function TitleScreen() {
const conn = useStore((s) => s.connection, shallowEqual);
const pendingJoin = useStore((s) => s.ui.pendingJoin);
const lang = useLang();
const [name, setName] = useState(() => store.get().me.name || identity.loadName() || '');
const assetsSettled = useData('assets');
const assets = data.get('assets');
@@ -199,7 +203,7 @@ export function TitleScreen() {
const valid = isValidName(name);
const start = () => {
if (!valid) { toast('请输入博士代号', 'warn'); return; }
if (!valid) { toast(t('请输入博士代号'), 'warn'); return; }
enterSession(name);
};
@@ -232,39 +236,42 @@ export function TitleScreen() {
<div><${MicroLabel} tone="mint">RHODES ISLAND // SIMULATION SERVICE<//><br /><${MicroLabel}>TACTICAL CO-OP NODE · 02<//></div>
</div>
<div class="title-corner title-corner--tr">
<${MicroLabel} tone="hi">TARGET POINT<//><br /><${MicroLabel}>STRONGHOLD PROTOCOL<//>
<div>
<${LangToggle} class="title-lang" />
<${MicroLabel} tone="hi">TARGET POINT<//><br /><${MicroLabel}>STRONGHOLD PROTOCOL<//>
</div>
</div>
<main class="title-main">
<${Emblem} />
<div class="title-en">
${lang === 'en' ? null : html`<div class="title-en">
<span class="title-en__a">STRONGHOLD PROTOCOL</span>
<span class="title-en__b">ALLIANCE</span>
</div>
<h1 class="title-cn">卫戍协议<span class="title-cn__colon">:</span><em>盟约</em></h1>
<p class="title-tag">调配资金与干员,与同伴协同布防,抵御多波次进攻,直至击败敌方领袖。</p>
</div>`}
<h1 class=${`title-cn${lang === 'en' ? ' title-cn--latin' : ''}`}>${t('卫戍协议')}<span class="title-cn__colon">${lang === 'en' ? ': ' : ':'}</span><em>${t('盟约')}</em></h1>
<p class="title-tag">${t('调配资金与干员,与同伴协同布防,抵御多波次进攻,直至击败敌方领袖。')}</p>
<div class="title-login">
${pendingJoin ? html`<div class="title-invite">
<${Icon} name="key" />
<span>收到同盟邀请</span><b class="num">${pendingJoin}</b><span class="t-lo">· 输入代号后将自动加入</span>
<span>${t('收到同盟邀请')}</span><b class="num">${pendingJoin}</b><span class="t-lo">${t('· 输入代号后将自动加入')}</span>
</div>` : null}
<${TextField} label="博士代号" micro="CALLSIGN" size="lg" icon="user" value=${name} maxLength=${NAME_MAX_LEN}
placeholder="输入你的代号(最多 ${NAME_MAX_LEN} 字)" autoFocus=${!touchUi}
<${TextField} label=${t('博士代号')} micro="CALLSIGN" size="lg" icon="user" value=${name} maxLength=${NAME_MAX_LEN}
placeholder=${t('输入你的代号(最多 {NAME_MAX_LEN} 字)', { NAME_MAX_LEN })} autoFocus=${!touchUi}
onInput=${setName} onEnter=${start} />
<${Button} variant="primary" size="xl" block=${true} iconRight="chevrons" disabled=${!valid} onClick=${start}>开始<//>
<${Button} variant="primary" size="xl" block=${true} iconRight="chevrons" disabled=${!valid} onClick=${start}>${t('开始')}<//>
<div class="title-conn">
<span class=${`status-dot ${dotClass}`}></span>
<span>${STATUS_TEXT[conn.status] || conn.status}</span>
<span>${STATUS_TEXT[conn.status] ? t(STATUS_TEXT[conn.status]) : conn.status}</span>
${conn.status === 'online' ? html`<${PingPill} ms=${conn.ping} />` : null}
<${GuideButton} class="title-guide" />
<${GuideButton} class="title-guide" label=${t('玩法说明')} />
<${FullscreenButton} class="title-fs" />
</div>
</div>
</main>
<footer class="title-foot">
<span>非官方同人复刻 · 游戏素材版权归 上海鹰角网络 / Yostar 所有</span>
<span>${t('非官方同人复刻 · 游戏素材版权归 上海鹰角网络 / Yostar 所有')}</span>
<${MicroLabel}>v${APP_VERSION} · WEB SIMULATION<//>
</footer>
</div>`;
+2 -1
View File
@@ -15,6 +15,7 @@ import { h, Fragment } from '../../vendor/preact.module.js';
import { useEffect, useLayoutEffect, useMemo, useReducer, useRef, useState } from '../../vendor/hooks.module.js';
import htm from '../../vendor/htm.module.js';
import { DIFFICULTY_NAMES, DIFFICULTY_COLORS } from '../../../shared/constants.js';
import { t } from '../../../shared/i18n.js';
import { serverNow } from '../store.js';
import { data, useData, localAsset } from '../data.js';
import { uiUrl } from './assetUrls.js';
@@ -781,7 +782,7 @@ export function DifficultyIcon({ difficulty, class: cls }) {
* @param {{ difficulty: string, size?: 'sm'|'md'|'lg', class?: string, code?: string }} props
*/
export function DifficultyTag({ difficulty, size = 'md', class: cls, code }) {
const name = DIFFICULTY_NAMES[difficulty] || difficulty || '—';
const name = DIFFICULTY_NAMES[difficulty] ? t(DIFFICULTY_NAMES[difficulty]) : difficulty || '—';
const color = DIFFICULTY_COLORS[difficulty] || 'var(--text-lo)';
return html`<span class=${cx('dtag', `dtag--${size}`, cls)} style=${`--d-color:${color}`}>
<${DifficultyIcon} difficulty=${difficulty} class="dtag__icon" />
+170
View File
@@ -0,0 +1,170 @@
// Language switch of the client (docs/I18N.md): picks the language at boot, loads the UI translations
// (public/i18n/<lang>.json, shared/i18n.js) and the localized game data (data/i18n/<lang>.json through data.js), keeps
// the choice, and translates what the server sends (m.toast / m.ticker / error codes).
//
// Chinese is the default; English is a switch (the owner's decision of 2026-10-05) — the browser's language is not
// consulted. Order at boot: `?lang=en|zh` in the URL (then removed from the address bar and kept as the choice), the
// stored choice (localStorage `sp.pref.lang`), else Chinese. A switch re-renders the app in place (main.js App
// subscribes with useLang) — no reload; the game texts follow as soon as the data overlay has downloaded (data.js
// notifies its subscribers).
import { useEffect, useState } from '../../vendor/hooks.module.js';
import { LANGS, DEFAULT_LANG, normalizeLang, getLang, setLang, onLangChange, addMessages, setNameResolver, tName, format, translateWire } from '../../../shared/i18n.js';
import { loadPref, savePref } from '../store.js';
import { data } from '../data.js';
import { html } from './components.js';
/** Labels of the language switch (each in its own language). */
export const LANG_LABELS = Object.freeze({ zh: '中文', en: 'English' });
const PREF_KEY = 'lang';
/** How long boot waits for the UI translations before rendering in Chinese anyway (they apply when they arrive). */
const BOOT_WAIT_MS = 2500;
/** @type {Map<string, Promise<boolean>>} */
const uiLoads = new Map();
/**
* Download (once) the UI translations of a language.
* @param {string} lang
* @param {typeof fetch} [doFetch]
* @returns {Promise<boolean>} false when unavailable (the UI stays Chinese)
*/
export function loadUiMessages(lang, doFetch = (...a) => globalThis.fetch(...a)) {
if (lang === DEFAULT_LANG) return Promise.resolve(true);
if (uiLoads.has(lang)) return uiLoads.get(lang);
const p = (async () => {
try {
const res = await doFetch(`/i18n/${lang}.json`, { cache: 'no-cache' });
if (!res || !res.ok) throw new Error(`HTTP ${res ? res.status : '???'}`);
addMessages(lang, await res.json());
return true;
} catch (err) {
console.warn(`[i18n] /i18n/${lang}.json unavailable (${err?.message || err}); the interface stays Chinese`);
uiLoads.delete(lang);
return false;
}
})();
uiLoads.set(lang, p);
return p;
}
/**
* The language to start in: the URL's `?lang=`, then the stored choice, then Chinese.
* @param {string} [search] location.search
* @param {(key: string, fallback: any) => any} [load]
* @returns {{ lang: string, fromUrl: boolean }}
*/
export function initialLang(search = globalThis.location?.search || '', load = loadPref) {
let fromUrl = null;
try { fromUrl = normalizeLang(new URLSearchParams(search).get('lang')); } catch { /* ignore */ }
if (fromUrl) return { lang: fromUrl, fromUrl: true };
let stored = null;
try { stored = normalizeLang(load(PREF_KEY, null)); } catch { /* ignore */ }
return { lang: stored || DEFAULT_LANG, fromUrl: false };
}
function stripLangParam() {
try {
const url = new URL(globalThis.location.href);
if (!url.searchParams.has('lang')) return;
url.searchParams.delete('lang');
globalThis.history?.replaceState(globalThis.history.state, '', url.pathname + (url.search || '') + url.hash);
} catch { /* ignore */ }
}
/** <html lang> and the tab title follow the language. */
function applyDocument(lang) {
const doc = globalThis.document;
if (!doc) return;
doc.documentElement.lang = lang === 'en' ? 'en' : 'zh-CN';
doc.documentElement.dataset.lang = lang;
doc.title = lang === 'en' ? 'Stronghold Protocol: Alliance · Web Simulation' : '卫戍协议:盟约 · STRONGHOLD PROTOCOL';
}
// `{ dn }` params and tName(): Chinese game-data names → the current language (data/i18n/<lang>.json names)
setNameResolver((name) => data.localeName(name));
let wired = false;
function wire() {
if (wired) return;
wired = true;
onLangChange((lang) => { applyDocument(lang); });
}
/**
* Boot: choose the language and load its UI translations (waits at most BOOT_WAIT_MS) before the first render; the
* game-data overlay downloads in the background.
* @returns {Promise<string>} the language in effect
*/
export async function initLang() {
wire();
const { lang, fromUrl } = initialLang();
if (fromUrl) { savePref(PREF_KEY, lang); stripLangParam(); }
applyDocument(getLang());
if (lang === DEFAULT_LANG) return getLang();
const ok = await Promise.race([loadUiMessages(lang), new Promise((r) => setTimeout(() => r(null), BOOT_WAIT_MS))]);
if (ok === null) loadUiMessages(lang).then((loaded) => { if (loaded && normalizeLang(loadPref(PREF_KEY, null)) === lang) setLang(lang); });
else if (ok) setLang(lang);
data.setLocale(lang).catch(() => {});
return getLang();
}
/**
* Switch the language (the switch on the title screen and in 设置): keeps the choice, loads the translations, then
* re-renders; the game texts follow when their overlay has downloaded.
* @param {string} lang
* @returns {Promise<string>} the language in effect
*/
export async function switchLang(lang) {
wire();
const want = normalizeLang(lang) || DEFAULT_LANG;
savePref(PREF_KEY, want);
if (want !== DEFAULT_LANG && !(await loadUiMessages(want))) return getLang();
setLang(want);
data.setLocale(want).catch(() => {});
return getLang();
}
/**
* Preact hook: the current language; the component re-renders when it changes.
* @returns {string}
*/
export function useLang() {
const [lang, setState] = useState(getLang);
useEffect(() => {
setState(getLang());
return onLangChange((l) => setState(l));
}, []);
return lang;
}
/**
* The language switch (segmented 中文 | English).
* @param {{ class?: string }} props
*/
export function LangToggle({ class: cls }) {
const lang = useLang();
return html`<div class=${`set-seg lang-toggle${cls ? ` ${cls}` : ''}`} role="radiogroup" aria-label="Language / 语言" data-testid="lang-toggle">
${LANGS.map((l) => html`<button key=${l} type="button" role="radio" lang=${l === 'zh' ? 'zh-CN' : 'en'} aria-checked=${lang === l ? 'true' : 'false'}
class=${lang === l ? 'is-on' : ''} data-lang=${l} onClick=${() => { if (lang !== l) switchLang(l); }}>${LANG_LABELS[l]}</button>`)}
</div>`;
}
/**
* 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
* game-data names or numbers; any other line goes through translateWire (msgid + params, or its text as a msgid).
* @param {{ text?: string, id?: string|null, args?: unknown[], msgid?: string, params?: any }} msg
* @returns {string}
*/
export function tickerText(msg) {
if (getLang() !== DEFAULT_LANG && typeof msg?.id === 'string' && Array.isArray(msg.args)) {
const list = data.get('config')?.broadcasts;
const b = Array.isArray(list) ? list.find((x) => x && x.id === msg.id) : null;
if (b && typeof b.text === 'string') {
const args = msg.args.map((a, i) => (i === 0 ? String(a ?? '') : tName(String(a ?? ''))));
return format(b.text, args);
}
}
return translateWire(msg);
}
+24 -15
View File
@@ -1,6 +1,6 @@
// Player settings (BGM/SFX volume, mute, damage numbers, render quality): a tiny observable store
// persisted in localStorage (`sp.pref.settings`), applied to the audio manager on every change, plus
// the settings modal.
// the settings modal — which also holds the language switch (ui/lang.js; kept apart in `sp.pref.lang`).
import { useState } from '../../vendor/hooks.module.js';
import { html, Modal, Button, Icon, MicroLabel } from './components.js';
@@ -9,6 +9,8 @@ import { sanitizeSettings } from './gameLogic.js';
import { audio } from '../audio.js';
import { openGuide } from './guide.js';
import { detectFeatures } from './device.js';
import { LangToggle } from './lang.js';
import { t, tc, N_ } from '../../../shared/i18n.js';
/** Settings store: { bgm, sfx, muted, damageNumbers, quality }. */
export const settingsStore = createStore(sanitizeSettings(loadPref('settings', null)));
@@ -41,11 +43,14 @@ function Toggle({ label, micro, value, onChange }) {
return html`<div class="set-row">
<span class="set-row__label">${label}<${MicroLabel}>${micro}<//></span>
<button type="button" class=${`set-toggle${value ? ' is-on' : ''}`} role="switch" aria-checked=${value ? 'true' : 'false'}
onClick=${() => onChange(!value)}><i></i><span>${value ? '开启' : '关闭'}</span></button>
onClick=${() => onChange(!value)}><i></i><span>${value ? tc('toggle', '开启') : tc('toggle', '关闭')}</span></button>
</div>`;
}
const QUALITY = [['high', '高'], ['medium', '中'], ['low', '低']];
const QUALITY = [['high', N_('高')], ['medium', N_('中')], ['low', N_('低')]];
/** Desktop shortcuts of the hint line: key → action (msgids). */
const SHORTCUTS = [['R', N_('刷新')], ['F', N_('冻结')], ['D', N_('升级')], ['Q', N_('撤退选中干员')], ['X', N_('出售选中干员')],
['Space', N_('准备就绪')], ['Esc', N_('关闭弹窗')]];
/**
* Settings modal.
@@ -55,25 +60,29 @@ export function SettingsModal({ open, onClose }) {
const s = useSettings();
const [tested, setTested] = useState(false);
const [touchUi] = useState(() => detectFeatures().coarse && !detectFeatures().fine);
return html`<${Modal} open=${open} onClose=${onClose} title="设置" micro="SETTINGS" width="7.4rem"
actions=${html`<${Button} variant="secondary" icon="book" class="set-guide" onClick=${() => openGuide(0)}>玩法说明<//>
<${Button} variant="primary" icon="check" onClick=${onClose}>完成<//>`}>
return html`<${Modal} open=${open} onClose=${onClose} title=${t('设置')} micro="SETTINGS" width="7.4rem"
actions=${html`<${Button} variant="secondary" icon="book" class="set-guide" onClick=${() => openGuide(0)}>${t('玩法说明')}<//>
<${Button} variant="primary" icon="check" onClick=${onClose}>${t('完成')}<//>`}>
<div class="set-list">
<${Slider} label="背景音乐" micro="BGM" icon="play" value=${s.bgm} onInput=${(v) => updateSettings({ bgm: v })} />
<${Slider} label="音效" micro="SFX" icon="signal" value=${s.sfx}
onInput=${(v) => { updateSettings({ sfx: v }); if (!tested) { setTested(true); setTimeout(() => setTested(false), 400); audio.sfx('click'); } }} />
<${Toggle} label="静音" micro="MUTE" value=${s.muted} onChange=${(v) => updateSettings({ muted: v })} />
<${Toggle} label="显示伤害数字" micro="DAMAGE NUMBERS" value=${s.damageNumbers} onChange=${(v) => updateSettings({ damageNumbers: v })} />
<div class="set-row">
<span class="set-row__label">画面质量<${MicroLabel}>QUALITY<//></span>
<span class="set-row__label">${t('语言')}<${MicroLabel}>LANGUAGE<//></span>
<${LangToggle} class="set-lang" />
</div>
<${Slider} label=${t('背景音乐')} micro="BGM" icon="play" value=${s.bgm} onInput=${(v) => updateSettings({ bgm: v })} />
<${Slider} label=${t('音效')} micro="SFX" icon="signal" value=${s.sfx}
onInput=${(v) => { updateSettings({ sfx: v }); if (!tested) { setTested(true); setTimeout(() => setTested(false), 400); audio.sfx('click'); } }} />
<${Toggle} label=${t('静音')} micro="MUTE" value=${s.muted} onChange=${(v) => updateSettings({ muted: v })} />
<${Toggle} label=${t('显示伤害数字')} micro="DAMAGE NUMBERS" value=${s.damageNumbers} onChange=${(v) => updateSettings({ damageNumbers: v })} />
<div class="set-row">
<span class="set-row__label">${t('画面质量')}<${MicroLabel}>QUALITY<//></span>
<div class="set-seg" role="radiogroup">
${QUALITY.map(([id, label]) => html`<button key=${id} type="button" role="radio" aria-checked=${s.quality === id ? 'true' : 'false'}
class=${s.quality === id ? 'is-on' : ''} onClick=${() => updateSettings({ quality: id })}>${label}</button>`)}
class=${s.quality === id ? 'is-on' : ''} onClick=${() => updateSettings({ quality: id })}>${t(label)}</button>`)}
</div>
</div>
${touchUi
? html`<p class="set-hint">触屏操作:点击单位选中(撤退 / 出售)· 长按单位或卡牌查看详情 · 拖动部署后滑动选择朝向</p>`
: html`<p class="set-hint">快捷键:<kbd>R</kbd> 刷新 · <kbd>F</kbd> 冻结 · <kbd>D</kbd> 升级 · <kbd>Q</kbd> 撤退选中干员 · <kbd>X</kbd> 出售选中干员 · <kbd>Space</kbd> 准备就绪 · <kbd>Esc</kbd> 关闭弹窗 · 右键查看详情</p>`}
? html`<p class="set-hint">${t('触屏操作:点击单位选中(撤退 / 出售)· 长按单位或卡牌查看详情 · 拖动部署后滑动选择朝向')}</p>`
: html`<p class="set-hint">${t('快捷键:')}${SHORTCUTS.map(([key, label]) => html`<kbd>${key}</kbd> ${t(label)} · `)}${t('右键查看详情')}</p>`}
</div>
<//>`;
}
+9 -7
View File
@@ -8,6 +8,7 @@ import { h } from '../../vendor/preact.module.js';
import { useEffect, useReducer } from '../../vendor/hooks.module.js';
import htm from '../../vendor/htm.module.js';
import { ERR_TEXT } from '../../../shared/constants.js';
import { t } from '../../../shared/i18n.js';
// no shared static vnodes (see components.js hFresh: htm's static cache would retain unmounted DOM)
function hFresh(type, props, ...children) {
@@ -87,17 +88,18 @@ export function dismissToast(id) {
}
/**
* Text for an error-ish value: NetError / {code,msg} / Error / string.
* Text for an error-ish value: NetError / {code,msg} / Error / string — in the current language (the Chinese texts are
* msgids: ERR_TEXT, net.js CLIENT_ERR_TEXT, a server `msg`; anything else is shown as it is).
* @param {any} err
* @returns {string}
*/
export function describeError(err) {
if (!err) return '发生未知错误';
if (typeof err === 'string') return ERR_TEXT[err] || err;
if (err.code && ERR_TEXT[err.code]) return ERR_TEXT[err.code];
if (typeof err.message === 'string' && err.message) return err.message;
if (typeof err.msg === 'string' && err.msg) return err.msg;
return '发生未知错误';
if (!err) return t('发生未知错误');
if (typeof err === 'string') return t(Object.hasOwn(ERR_TEXT, err) ? ERR_TEXT[err] : err);
if (err.code && Object.hasOwn(ERR_TEXT, err.code)) return t(ERR_TEXT[err.code]);
if (typeof err.message === 'string' && err.message) return t(err.message);
if (typeof err.msg === 'string' && err.msg) return t(err.msg);
return t('发生未知错误');
}
/**
+162
View File
@@ -0,0 +1,162 @@
// i18n core (shared/i18n.js) and the UI string table (public/i18n/en.json): t() / tc() fallback and params, plurals,
// lists, data names, language state, the server message wire format (msg → wireMessage → translateWire), and the
// tooling's msgid derivation (tools/i18n.mjs). docs/I18N.md.
import { test, afterEach } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import {
t, tc, N_, setLang, getLang, onLangChange, addMessages, setMessages, hasMessage, normalizeLang, format, setNameResolver,
tName, dn, msg, renderMessage, wireMessage, translateWire, DEFAULT_LANG,
} from '../shared/i18n.js';
import { templateMsgid, paramName, quote, codemodSource, scanSource } from '../tools/i18n.mjs';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '..');
const EN = JSON.parse(readFileSync(path.join(ROOT, 'public/i18n/en.json'), 'utf8'));
afterEach(() => { setLang('zh'); setMessages('en', {}); setNameResolver(null); });
test('t(): Chinese is the default and the msgid; a missing translation falls back to the Chinese text', () => {
assert.equal(getLang(), DEFAULT_LANG);
addMessages('en', { 整备区已满: 'Bench is full' });
assert.equal(t('整备区已满'), '整备区已满', 'zh shows the msgid');
setLang('en');
assert.equal(t('整备区已满'), 'Bench is full');
assert.equal(t('没有翻译的句子'), '没有翻译的句子', 'untranslated → Chinese');
assert.equal(t(null), '');
assert.equal(t(42), '42');
assert.equal(hasMessage('整备区已满'), true);
assert.equal(hasMessage('没有翻译的句子'), false);
assert.equal(hasMessage('没有翻译的句子', 'zh'), true, 'the source language has every msgid');
});
test('params: {name}, positional {0}, plural {n|one|other}, lists and missing values', () => {
addMessages('en', { '还剩 {n} 秒': '{n} {n|second|seconds} left', '{0}博士对敌方领袖造成的伤害超过20%!': 'Dr. {0} dealt over 20%!' });
assert.equal(t('还剩 {n} 秒', { n: 3 }), '还剩 3 秒');
setLang('en');
assert.equal(t('还剩 {n} 秒', { n: 1 }), '1 second left');
assert.equal(t('还剩 {n} 秒', { n: 5 }), '5 seconds left');
assert.equal(t('{0}博士对敌方领袖造成的伤害超过20%!', ['阿米娅']), 'Dr. 阿米娅 dealt over 20%!', 'array params fill {0}');
assert.equal(format('{a} / {b}', { a: 'x' }), 'x / {b}', 'a missing value keeps the placeholder');
assert.equal(format('{names}', { names: ['甲', '乙'] }, { lang: 'zh' }), '甲、乙');
assert.equal(format('{names}', { names: ['A', 'B'] }, { lang: 'en' }), 'A, B');
assert.equal(format('官方{0:0%}', { 0: 1 }), '官方{0:0%}', 'official format placeholders are not ours: untouched');
assert.equal(format('{constructor}', {}), '{constructor}', 'no prototype lookups');
});
test('tc(): a context key wins, else the plain msgid; Chinese shows the msgid', () => {
addMessages('en', { 'toggle::关闭': 'Off', 关闭: 'Close' });
assert.equal(tc('toggle', '关闭'), '关闭');
setLang('en');
assert.equal(tc('toggle', '关闭'), 'Off');
assert.equal(tc('dialog', '关闭'), 'Close');
assert.equal(t('关闭'), 'Close');
assert.equal(N_('标记'), '标记', 'N_ only marks a msgid');
});
test('data names: { dn } params and tName go through the resolver, only outside Chinese; player names never do', () => {
setNameResolver((name) => ({ 琳琅诗怀雅: 'Swire the Elegant Wit', 阿米娅: 'Amiya' })[name] || name);
addMessages('en', { '{names}只能部署在召唤者攻击范围内,已退回整备区': '{names} were returned to the Bench', '{name}博士中途退出了模拟': 'Dr. {name} left the simulation' });
const m = msg('{names}只能部署在召唤者攻击范围内,已退回整备区', { names: ['琳琅诗怀雅', '无名'].map(dn) });
assert.equal(translateWire(wireMessage(m)), '琳琅诗怀雅、无名只能部署在召唤者攻击范围内,已退回整备区', 'zh: names as sent');
setLang('en');
assert.equal(translateWire(wireMessage(m)), 'Swire the Elegant Wit, 无名 were returned to the Bench');
// a player called 阿米娅 stays 阿米娅 (plain string param, not dn)
assert.equal(translateWire(wireMessage(msg('{name}博士中途退出了模拟', { name: '阿米娅' }))), 'Dr. 阿米娅 left the simulation');
assert.equal(tName('阿米娅'), 'Amiya');
setLang('zh');
assert.equal(tName('阿米娅'), '阿米娅');
});
test('language state: setLang normalizes, notifies listeners once per change; normalizeLang', () => {
const seen = [];
const off = onLangChange((l, prev) => seen.push(`${prev}>${l}`));
assert.equal(setLang('en-US'), true);
assert.equal(setLang('en'), false, 'no change, no event');
assert.equal(setLang('xx'), true, 'unknown → default zh');
off();
setLang('en');
assert.deepEqual(seen, ['zh>en', 'en>zh']);
assert.equal(normalizeLang('zh_CN'), 'zh');
assert.equal(normalizeLang('EN'), 'en');
assert.equal(normalizeLang('fr'), null);
assert.equal(normalizeLang(undefined), null);
});
test('server wire format: text keeps the Chinese rendering for older clients; params are sanitized', () => {
assert.deepEqual(wireMessage('整备区已满,获得的装备已销毁'), { text: '整备区已满,获得的装备已销毁' });
const w = wireMessage(msg('【{label}】层数达成,获得{gain}资金', { label: dn('奇迹'), gain: 20, evil: { x: 1 }, 'bad key': 1 }));
assert.deepEqual(w, { text: '【奇迹】层数达成,获得20资金', msgid: '【{label}】层数达成,获得{gain}资金', params: { label: { dn: '奇迹' }, gain: 20, evil: null } });
assert.equal(renderMessage(msg('{who}:获得{name}', { who: dn('歌蕾蒂娅'), name: dn('斯卡蒂') })), '歌蕾蒂娅:获得斯卡蒂');
// a frame from an older server (no msgid): its text is the msgid
addMessages('en', { 隐秘核心已解锁: 'Hidden Core unlocked' });
setLang('en');
assert.equal(translateWire({ text: '隐秘核心已解锁' }), 'Hidden Core unlocked');
assert.equal(translateWire({ text: 'Doctor 7 博士的目标生命值已耗尽' }), 'Doctor 7 博士的目标生命值已耗尽', 'unknown text shows as is');
assert.equal(translateWire(null), '');
});
test('public/i18n/en.json: valid, English values, placeholders kept, the pilot screens and server messages translated', () => {
const entries = Object.entries(EN).filter(([k]) => !k.startsWith('_'));
assert.ok(entries.length > 800, `seeded from PR #70: ${entries.length}`);
for (const [k, v] of entries) {
assert.equal(typeof v, 'string', k);
assert.ok(v.trim(), `empty translation for ${k}`);
assert.ok(!/[一-鿿]/.test(v.replace(/\{[^{}]*\}/g, '')), `Chinese left in the translation of ${k}: ${v}`);
const want = new Set([...k.matchAll(/\{([A-Za-z0-9_$]+)\}/g)].map((m) => m[1]));
const have = new Set([...v.matchAll(/\{([A-Za-z0-9_$]+)(?:\|[^{}]*)?\}/g)].map((m) => m[1]));
for (const p of want) assert.ok(have.has(p), `${k}: {${p}} missing in "${v}"`);
}
for (const k of ['开始', '博士代号', '设置', '语言', '同盟模拟', '创建同盟', '加入同盟', '开始模拟', 'toggle::关闭', '整备区已满',
'{names}只能部署在召唤者攻击范围内,已退回整备区', '{name}博士的目标生命值已耗尽', '联防阶段:{names} 迎战突破防线的敌人', '【维多利亚】获得{n}件维式重锤']) {
assert.ok(EN[k], `en.json lacks ${k}`);
}
});
test('every msgid of the pilot screens, the shell and the server messages is in public/i18n/en.json', async () => {
const files = ['public/js/screens/title.js', 'public/js/screens/lobby.js', 'public/js/screens/room.js', 'public/js/ui/settings.js',
'public/js/main.js', 'public/js/ui/toasts.js', 'server/match/match/messaging.js', 'server/match/player/placement.js',
'server/match/player/basics.js', 'server/match/player/acquire.js', 'server/match/effectsMeta.js', 'server/match/match/settle.js',
'server/match/match/platform.js', 'server/match/match/unitePhase.js', 'server/match/match/bossRounds.js',
'server/sim/content/bonds/addon/meta.js', 'server/sim/content/bonds/core.js'];
const missing = [];
for (const f of files) {
const { msgids, literals } = await scanSource(readFileSync(path.join(ROOT, f), 'utf8'), f);
const server = f.startsWith('server/');
for (const m of msgids) if ((!server || m.via === 'msg' || m.via === 'server') && !EN[m.msgid]) missing.push(`${f}:${m.line} ${m.msgid}`);
if (!server) for (const l of literals) if (!l.reason) missing.push(`${f}:${l.line} not wrapped: ${l.msgid}`);
}
assert.deepEqual(missing, []);
});
test('tools/i18n.mjs: msgids of template literals name their params; the codemod wraps text, attributes and nested strings', async () => {
assert.equal(paramName('poolN', 0), 'poolN');
assert.equal(paramName('info.rounds', 1), 'rounds');
assert.equal(paramName('ids.length', 0), 'n');
assert.equal(paramName('MAX_SEATS - 1', 2), '2');
assert.deepEqual(templateMsgid(['战场随机(共', '张)'], ['ids.length']), { msgid: '战场随机(共{n}张)', params: [{ name: 'n', src: 'ids.length' }] });
assert.equal(templateMsgid(['', ' / ', ''], ['a.x', 'b.x']).msgid, '{x} / {x2}', 'same name from two expressions: numbered');
assert.equal(quote("it's\n"), "'it\\'s\\n'");
const src = [
"import { html } from './components.js';",
"const TABLE = { a: '甲' };",
"export function V({ name, n }) {",
" if (name === '比较') return null;",
" toast(`剩余 ${n} 名`, 'warn');",
" return html`<p title=\"提示 ${n}\">你好 ${name || '博士'} 世界<b>${n}</b> 回合</p>`;",
" const sample = '字体样例'; // i18n-ignore",
"}",
].join('\n');
const out = await codemodSource(src, path.join(ROOT, 'public/js/ui/x.js'));
assert.match(out.src, /import \{ t, N_ \} from '\.\.\/\.\.\/\.\.\/shared\/i18n\.js';/);
assert.match(out.src, /const TABLE = \{ a: N_\('甲'\) \};/, 'module level: marked, not translated');
assert.match(out.src, /name === '比较'/, 'compared literals are left alone');
assert.match(out.src, /toast\(t\('剩余 \{n\} 名', \{ n \}\), 'warn'\)/);
assert.match(out.src, /title=\$\{t\('提示 \{n\}', \{ n \}\)\}/);
// a child that is not a plain value splits the run; the string inside it is wrapped too
assert.match(out.src, />\$\{t\('你好'\)\} \$\{name \|\| t\('博士'\)\} \$\{t\('世界'\)\}<b>/);
assert.match(out.src, /<\/b> \$\{t\('回合'\)\}<\/p>/);
assert.equal(out.manual.length, 1);
});
+72
View File
@@ -0,0 +1,72 @@
// Browser check of the language switch (puppeteer-core + system Chrome; opt-in: SP_E2E=1, ~20 s):
//
// SP_E2E=1 node --test test/ui/i18n.e2e.test.js
//
// The title screen opens in Chinese; 中文 | English → English in place (no reload): the title, the start button, the
// connection line, <html lang>, the tab title; the choice is kept across a reload (localStorage sp.pref.lang) and the
// game-data overlay (data/i18n/en.json) is applied; `?lang=zh` switches back and leaves the address bar. No console /
// page / request errors. docs/I18N.md.
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { CHROME, hasChrome, sleep } from '../e2e/client.mjs';
import { NAME_MAX_LEN } from '../../shared/constants.js';
const ENABLED = process.env.SP_E2E === '1' && hasChrome();
describe('language switch on the title screen', { skip: !ENABLED && 'set SP_E2E=1 (Chrome)' }, () => {
let srv;
let browser;
let base;
before(async () => {
const { startServer } = await import('../../server/index.js');
const puppeteer = (await import('puppeteer-core')).default;
srv = await startServer({ port: 0, host: '127.0.0.1', quiet: true });
base = `http://127.0.0.1:${srv.port}`;
browser = await puppeteer.launch({ executablePath: CHROME, headless: true, args: ['--no-sandbox', '--force-device-scale-factor=1'] });
});
after(async () => { await browser?.close(); await srv?.close(); });
const text = (page, sel) => page.$eval(sel, (el) => el.textContent.replace(/\s+/g, ' ').trim());
test('中文 by default; English in place, kept across a reload; ?lang=zh back to Chinese', async () => {
const page = await browser.newPage();
await page.setViewport({ width: 1600, height: 900 });
const problems = [];
page.on('console', (m) => { if (m.type() === 'error') problems.push(`console: ${m.text()}`); });
page.on('pageerror', (e) => problems.push(`pageerror: ${e.message}`));
page.on('response', (r) => { if (r.status() >= 400 && !/fonts\.(googleapis|gstatic)/.test(r.url())) problems.push(`http ${r.status()}: ${r.url()}`); });
await page.goto(`${base}/`, { waitUntil: 'networkidle0' });
await page.waitForSelector('.title-screen [data-testid="lang-toggle"]');
assert.equal(await text(page, '.title-cn'), '卫戍协议:盟约');
assert.equal(await text(page, '.title-login .btn--primary'), '开始');
assert.equal(await page.evaluate(() => document.documentElement.lang), 'zh-CN');
await page.click('[data-testid="lang-toggle"] button[data-lang="en"]');
await page.waitForFunction(() => document.querySelector('.title-cn')?.textContent.includes('Stronghold Protocol'), { timeout: 8000 });
assert.equal(await text(page, '.title-cn'), 'Stronghold Protocol: Alliance');
assert.equal(await text(page, '.title-login .btn--primary'), 'Start');
assert.match(await text(page, '.title-tag'), /^Allocate Funds and Operators/);
assert.match(await text(page, '.title-conn'), /Connect|Ready to connect/);
assert.equal(await page.$eval('.title-login input', (el) => el.placeholder), `Callsign (max ${NAME_MAX_LEN} chars)`);
assert.deepEqual(await page.evaluate(() => ({ lang: document.documentElement.lang, title: document.title, pref: localStorage.getItem('sp.pref.lang') })),
{ lang: 'en', title: 'Stronghold Protocol: Alliance · Web Simulation', pref: '"en"' });
// the game texts follow (data/i18n/en.json applied by data.js)
await page.waitForFunction(() => globalThis.__SP__?.data?.locale() === 'en', { timeout: 8000 });
assert.equal(await page.evaluate(() => globalThis.__SP__.data.get('config').modes.mode_multi_abyss.name), 'Ultimate Simulation');
await page.reload({ waitUntil: 'networkidle0' });
await page.waitForSelector('.title-screen .title-cn');
assert.equal(await text(page, '.title-cn'), 'Stronghold Protocol: Alliance', 'the choice survives a reload');
assert.equal(await text(page, '.title-login .btn--primary'), 'Start');
await page.goto(`${base}/?lang=zh`, { waitUntil: 'networkidle0' });
await page.waitForSelector('.title-screen .title-cn');
await sleep(200);
assert.equal(await text(page, '.title-cn'), '卫戍协议:盟约');
assert.equal(await page.evaluate(() => location.search), '', '?lang is removed from the address bar');
assert.equal(await page.evaluate(() => localStorage.getItem('sp.pref.lang')), '"zh"');
assert.deepEqual(problems, []);
await page.close();
});
});
+632
View File
@@ -0,0 +1,632 @@
#!/usr/bin/env node
// tools/i18n.mjs — UI string tooling for the gettext-style i18n (shared/i18n.js, public/i18n/<lang>.json; docs/I18N.md).
//
// node tools/i18n.mjs extract [paths…] [--list] [--json]
// per file: the msgids passed to t() / tc() / N_() / msg(), and the Chinese literals still shown untranslated
// (string literals, template literals, html`` text and attribute values outside those calls; comments,
// console.* and Error messages are ignored). --list prints each literal with its line.
// node tools/i18n.mjs check [paths…] [--lang en] [--strict] [--stale]
// msgids the code uses that public/i18n/<lang>.json lacks (exit 1 with --strict when any); --stale also lists
// entries no scanned code uses (not an error: phase 2 wraps the rest of the UI later).
// node tools/i18n.mjs codemod <files…> [--write]
// wrap Chinese literals: html`` text runs / attribute values → ${t('…')}, plain strings → t('…'), template
// literals → t('…{name}…', { name }); adds the import. Module-level literals (evaluated once, before a language
// can change) are only marked N_('…') and listed: call t() where they are shown. Literals compared, used as keys,
// or passed to string methods are left alone, and so is a line marked `// i18n-ignore`. A text run with a child
// that is not a plain value (`${a || b}`, a vnode) is split into its static pieces. Prints a summary; --write saves
// the files. Review the result.
// node tools/i18n.mjs seed --from <file.json> [--lang en] [--all] [--write]
// fill public/i18n/<lang>.json from a flat { msgid: translation } map for the msgids the code uses (--all: also
// for the Chinese literals not wrapped yet, under the msgid the codemod would give them). Existing entries win.
//
// Default paths: public/js, shared, server (extract / seed skip server/sim, whose strings are game logic; check reads
// its msg() and ctx.toast texts too). Server texts: a Chinese literal passed to m.toast / ctx.toast / tickerText is a
// msgid (the client translates the text it receives), as is the first argument of msg(). Message ids: the Chinese text itself; a template literal's expressions become named params (paramName()).
// Needs the dev dependencies (acorn, which eslint brings).
import { readFileSync, writeFileSync, readdirSync, statSync, existsSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '..');
const CJK = /[\u3400-\u9fff\uf900-\ufaff\u3000-\u303f\uff01-\uff60]/;
const HAN = /[\u3400-\u9fff\uf900-\ufaff]/;
const DEFAULT_ROOTS = ['public/js', 'shared', 'server'];
const SKIP_DIRS = new Set(['node_modules', 'vendor', 'assets', 'fonts', 'dev']);
/** Calls whose first argument is a msgid (tc: the second, keyed `context::msgid`). */
const MSGID_CALLS = new Set(['t', 'N_', 'msg']);
/**
* Server messaging methods (m.toast, ctx.toast, this.tickerText …, called on an object): a Chinese string literal they
* get is sent as text and translated by the client as a msgid (main.js translateWire).
*/
const SERVER_TEXT_CALLS = new Set(['toast', 'tickerText', 'ticker']);
/** Calls whose arguments are never UI text to wrap. */
const SKIP_CALLS = new Set(['t', 'tc', 'N_', 'msg', 'tName', 'dn', 'format', 'renderMessage', 'require', 'import']);
/** String methods: a literal argument is data, not display text. */
const STRING_METHODS = new Set(['includes', 'startsWith', 'endsWith', 'indexOf', 'lastIndexOf', 'replace', 'replaceAll', 'split',
'match', 'matchAll', 'test', 'search', 'has', 'get', 'set', 'delete', 'localeCompare', 'padStart', 'padEnd', 'join', 'add']);
/**
* Object tables of msgids defined without N_() (their values are translated where they are shown): file → names.
* `check` treats their string values as msgids.
*/
const MSGID_TABLES = [
['shared/constants.js', ['ERR_TEXT', 'DIFFICULTY_NAMES']],
['public/js/net.js', ['CLIENT_ERR_TEXT']],
['public/js/main.js', ['CLOSE_REASON']],
];
let acornMod = null;
async function acorn() {
if (acornMod) return acornMod;
try { acornMod = await import('acorn'); } catch {
throw new Error('tools/i18n.mjs needs the dev dependencies (npm install): acorn comes with eslint');
}
return acornMod;
}
// ===== message ids ===================================================================================================
/**
* The param name of a template-literal expression: an identifier keeps its name, `a.b.c` → `c` (`x.length` → `n`);
* anything else is positional (`0`, `1` …, its index among the expressions).
* @param {string} src expression source
* @param {number} index
*/
export function paramName(src, index) {
const s = String(src).trim();
if (/^[A-Za-z_$][\w$]*$/.test(s)) return s;
const m = s.match(/^[A-Za-z_$][\w$]*(?:\??\.[A-Za-z_$][\w$]*)+$/);
if (m) {
const last = s.split(/\??\./).pop();
return last === 'length' ? 'n' : last;
}
return String(index);
}
/**
* Msgid and params of a template literal from its static parts and expression sources.
* @param {string[]} quasis cooked static parts (n + 1)
* @param {string[]} exprs expression sources (n)
* @returns {{ msgid: string, params: { name: string, src: string }[] }}
*/
export function templateMsgid(quasis, exprs) {
const names = new Map(); // src → name
const used = new Set();
const params = [];
let msgid = quasis[0] ?? '';
exprs.forEach((src, i) => {
let name = names.get(src);
if (!name) {
let base = paramName(src, i);
name = base;
for (let k = 2; used.has(name); k++) name = `${base}${k}`;
names.set(src, name);
used.add(name);
params.push({ name, src });
}
msgid += `{${name}}${quasis[i + 1] ?? ''}`;
});
return { msgid, params };
}
/** JS source of a single-quoted string. */
export function quote(s) {
return `'${String(s).replace(/\\/g, '\\\\').replace(/'/g, "\\'").replace(/\n/g, '\\n').replace(/\r/g, '\\r').replace(/\u2028/g, '\\u2028').replace(/\u2029/g, '\\u2029')}'`;
}
/** Source of a params object for t(): `{ a, b: expr, 0: expr }`. */
function paramsSource(params) {
if (!params.length) return '';
return `, { ${params.map(({ name, src }) => (name === src ? name : `${name}: ${src}`)).join(', ')} }`;
}
// ===== AST helpers ===================================================================================================
/** Generic AST walk with ancestors (enter(node, ancestors) → false skips the children). */
function walk(node, enter, ancestors = []) {
if (!node || typeof node.type !== 'string') return;
if (enter(node, ancestors) === false) return;
ancestors.push(node);
for (const key of Object.keys(node)) {
if (key === 'loc' || key === 'range' || key === 'start' || key === 'end') continue;
const v = node[key];
if (Array.isArray(v)) { for (const c of v) if (c && typeof c.type === 'string') walk(c, enter, ancestors); } else if (v && typeof v.type === 'string') walk(v, enter, ancestors);
}
ancestors.pop();
}
const calleeName = (call) => {
const c = call?.callee;
if (!c) return null;
if (c.type === 'Identifier') return c.name;
if (c.type === 'MemberExpression' && !c.computed && c.property.type === 'Identifier') return c.property.name;
return null;
};
const isConsoleCall = (call) => call?.callee?.type === 'MemberExpression' && call.callee.object?.type === 'Identifier' && call.callee.object.name === 'console';
/** Why a literal must not be wrapped (null = wrap it). */
function skipReason(node, ancestors) {
const parent = ancestors[ancestors.length - 1];
for (let i = ancestors.length - 1; i >= 0; i--) {
const a = ancestors[i];
if (a.type === 'CallExpression') {
if (isConsoleCall(a)) return 'console';
const name = calleeName(a);
if (SKIP_CALLS.has(name) && a.callee.type === 'Identifier') return 'in-call';
}
if (a.type === 'NewExpression' && a.callee.type === 'Identifier' && /Error$/.test(a.callee.name)) return 'error';
if (a.type === 'ThrowStatement') return 'error';
if (a.type === 'ImportDeclaration' || a.type === 'ExportAllDeclaration' || (a.type === 'ExportNamedDeclaration' && a.source)) return 'import';
}
if (!parent) return null;
if (parent.type === 'Property' && parent.key === node && !parent.computed) return 'key';
if (parent.type === 'MemberExpression' && parent.property === node) return 'key';
if (parent.type === 'BinaryExpression' && ['===', '!==', '==', '!=', 'in', 'instanceof'].includes(parent.operator)) return 'compare';
if (parent.type === 'SwitchCase' && parent.test === node) return 'compare';
if (parent.type === 'CallExpression' && parent.arguments.includes(node)) {
const name = calleeName(parent);
if (parent.callee.type === 'MemberExpression' && STRING_METHODS.has(name)) return 'string-method';
}
if (parent.type === 'TaggedTemplateExpression') return 'tagged';
return null;
}
/** Whether a node sits in a function (render time) rather than at module level (evaluated once at load). */
const inFunction = (ancestors) => ancestors.some((a) => a.type === 'FunctionDeclaration' || a.type === 'FunctionExpression' || a.type === 'ArrowFunctionExpression' || a.type === 'MethodDefinition');
/**
* Split an html`` template into its text runs and attribute values with Chinese (htm syntax: the static parts are
* HTML-like, `${}` are children or attribute values). A text run is the text between two tags, `${}` children included
* when they are simple values (identifiers, member chains, literals, String(…)); a run with other children (vnodes,
* components, conditionals) is split into its static pieces.
* @param {any} tpl TemplateLiteral node of an html`` tag
* @returns {{ kind: 'text'|'attr', start: number, end: number, quasis: string[], exprs: any[], attr?: string }[]}
*/
function htmlSegments(tpl) {
const out = [];
const qs = tpl.quasis;
let state = 'TEXT';
let quoteCh = null;
/** @type {{ parts: ({ text: string, from: number, to: number } | { expr: any, from: number, to: number })[] } | null} */
let run = null;
let attr = null;
const simple = (e) => e.type === 'Identifier' || e.type === 'MemberExpression' || e.type === 'Literal' || (e.type === 'CallExpression' && calleeName(e) === 'String');
const textSeg = (parts) => {
const quasis = [];
const exprs = [];
let cur = '';
for (const p of parts) { if ('expr' in p) { quasis.push(cur); cur = ''; exprs.push(p.expr); } else cur += p.text; }
quasis.push(cur);
const lead = quasis[0].match(/^\s*/)[0];
const trail = quasis[quasis.length - 1].match(/\s*$/)[0];
if (quasis.length === 1 && lead.length === quasis[0].length) return null;
quasis[0] = quasis[0].slice(lead.length);
quasis[quasis.length - 1] = quasis[quasis.length - 1].slice(0, quasis[quasis.length - 1].length - trail.length);
const first = parts[0];
const last = parts[parts.length - 1];
const start = first.from + ('expr' in first ? 0 : lead.length);
const end = last.to - ('expr' in last ? 0 : trail.length);
return { kind: 'text', start, end, quasis, exprs };
};
const flushRun = () => {
if (!run) return;
const parts = run.parts;
run = null;
if (!parts.some((p) => !('expr' in p) && HAN.test(p.text))) return;
if (parts.every((p) => !('expr' in p) || simple(p.expr))) {
const seg = textSeg(parts);
if (seg) out.push(seg);
return;
}
// split around the non-simple children: each piece of static text (with its simple neighbours) on its own
let piece = [];
const flushPiece = () => {
if (piece.some((p) => !('expr' in p) && HAN.test(p.text))) {
// drop simple exprs at the edges of a piece only if they are not adjacent to text? keep them: they are values
const seg = textSeg(piece);
if (seg) out.push(seg);
}
piece = [];
};
for (const p of parts) {
if ('expr' in p && !simple(p.expr)) { flushPiece(); continue; }
piece.push(p);
}
flushPiece();
};
for (let qi = 0; qi < qs.length; qi++) {
const q = qs[qi];
const text = q.value.raw;
const base = q.start;
let i = 0;
while (i < text.length) {
if (state === 'TEXT') {
const lt = text.indexOf('<', i);
const stop = lt < 0 ? text.length : lt;
if (stop > i) {
if (!run) run = { parts: [] };
run.parts.push({ text: text.slice(i, stop), from: base + i, to: base + stop });
}
if (lt < 0) break;
flushRun();
if (text.startsWith('<!--', lt)) { state = 'COMMENT'; i = lt + 4; continue; }
state = 'TAG';
i = lt + 1;
continue;
}
if (state === 'COMMENT') {
const e = text.indexOf('-->', i);
if (e < 0) break;
state = 'TEXT';
i = e + 3;
continue;
}
if (state === 'TAG') {
const c = text[i];
if (c === '>') { state = 'TEXT'; i++; continue; }
if (c === '"' || c === "'") {
const nm = text.slice(0, i).match(/([A-Za-z_:][-\w:.]*)\s*=\s*$/);
attr = { name: nm ? nm[1] : null, start: base + i, parts: [] };
quoteCh = c;
state = 'ATTRV';
i++;
continue;
}
i++;
continue;
}
// ATTRV
const e = text.indexOf(quoteCh, i);
if (e < 0) { attr.parts.push({ text: text.slice(i) }); break; }
attr.parts.push({ text: text.slice(i, e) });
const quasis = [];
const exprs = [];
let cur = '';
for (const p of attr.parts) { if ('expr' in p) { quasis.push(cur); cur = ''; exprs.push(p.expr); } else cur += p.text; }
quasis.push(cur);
if (attr.name && quasis.some((x) => HAN.test(x))) out.push({ kind: 'attr', attr: attr.name, start: attr.start, end: base + e + 1, quasis, exprs });
attr = null;
state = 'TAG';
i = e + 1;
}
if (qi < tpl.expressions.length) {
const ex = tpl.expressions[qi];
// the `${…}` spans from the end of this static part to the start of the next one
if (state === 'TEXT') {
if (!run) run = { parts: [] };
run.parts.push({ expr: ex, from: q.end, to: qs[qi + 1].start });
} else if (state === 'ATTRV') {
attr.parts.push({ expr: ex });
}
}
}
flushRun();
return out;
}
// ===== scanning a file ===============================================================================================
/**
* Scan a source file.
* @param {string} src
* @param {string} file label
* @returns {Promise<{ msgids: { msgid: string, line: number }[], literals: any[] }>}
* literals: { kind: 'str'|'tpl'|'text'|'attr', start, end, line, msgid, params, module: boolean, reason: string|null }
*/
export async function scanSource(src, file = '<src>') {
const { parse } = await acorn();
let ast;
try {
ast = parse(src, { ecmaVersion: 'latest', sourceType: 'module', locations: true, allowHashBang: true });
} catch (e) {
throw new Error(`${file}: cannot parse (${e.message})`, { cause: e });
}
const msgids = [];
const literals = [];
const lineOf = (pos) => src.slice(0, pos).split('\n').length;
// a line marked `i18n-ignore` (in a comment) holds no UI text (font samples, data keys …)
const ignored = new Set(src.split('\n').map((l, i) => (/i18n-ignore/.test(l) ? i + 1 : 0)).filter(Boolean));
walk(ast, (node, ancestors) => {
if (node.type === 'CallExpression' && node.callee.type === 'Identifier' && node.callee.name === 'tc') {
const [c, a] = node.arguments;
if (c?.type === 'Literal' && a?.type === 'Literal' && typeof a.value === 'string') msgids.push({ msgid: `${c.value}::${a.value}`, line: lineOf(a.start), via: 'tc' });
}
if (node.type === 'CallExpression' && node.callee.type === 'Identifier' && MSGID_CALLS.has(node.callee.name)) {
const a = node.arguments[0];
if (a && a.type === 'Literal' && typeof a.value === 'string') msgids.push({ msgid: a.value, line: lineOf(a.start), via: node.callee.name });
else if (a && a.type === 'TemplateLiteral' && !a.expressions.length) msgids.push({ msgid: a.quasis[0].value.cooked, line: lineOf(a.start), via: node.callee.name });
}
if (node.type === 'TaggedTemplateExpression' && node.tag.type === 'Identifier' && node.tag.name === 'html') {
for (const seg of htmlSegments(node.quasi)) {
const { msgid, params } = templateMsgid(seg.quasis, seg.exprs.map((e) => src.slice(e.start, e.end)));
literals.push({ kind: seg.kind, attr: seg.attr, start: seg.start, end: seg.end, line: lineOf(seg.start), msgid, params, exprs: seg.exprs.map((e) => [e.start, e.end]), module: !inFunction(ancestors), reason: null });
}
// expressions inside are walked normally (nested html``, strings in ${…})
return true;
}
if (node.type === 'Literal' && typeof node.value === 'string' && HAN.test(node.value)) {
const parent = ancestors[ancestors.length - 1];
if (parent && parent.type === 'TemplateLiteral') return true;
// an argument of m.toast / ctx.toast / tickerText, directly or as a branch of `a ? '…' : '…'` / `x || '…'`
let arg = node;
let k = ancestors.length - 1;
while (k >= 0 && ((ancestors[k].type === 'ConditionalExpression' && ancestors[k].test !== arg) || ancestors[k].type === 'LogicalExpression')) { arg = ancestors[k]; k--; }
const call = ancestors[k];
if (call && call.type === 'CallExpression' && call.callee.type === 'MemberExpression' && SERVER_TEXT_CALLS.has(calleeName(call)) && call.arguments.includes(arg)) {
msgids.push({ msgid: node.value, line: lineOf(node.start), via: 'server' });
return true;
}
const line = lineOf(node.start);
const reason = ignored.has(line) ? 'ignored' : skipReason(node, ancestors);
literals.push({ kind: 'str', start: node.start, end: node.end, line, msgid: node.value, params: [], module: !inFunction(ancestors), reason });
return true;
}
if (node.type === 'TemplateLiteral') {
const parent = ancestors[ancestors.length - 1];
if (parent && parent.type === 'TaggedTemplateExpression') return true;
const cooked = node.quasis.map((q) => q.value.cooked ?? q.value.raw);
if (!cooked.some((s) => HAN.test(s))) return true;
const reason = ignored.has(lineOf(node.start)) ? 'ignored' : skipReason(node, ancestors);
const { msgid, params } = templateMsgid(cooked, node.expressions.map((e) => src.slice(e.start, e.end)));
literals.push({ kind: 'tpl', start: node.start, end: node.end, line: lineOf(node.start), msgid, params, exprs: node.expressions.map((e) => [e.start, e.end]), module: !inFunction(ancestors), reason });
return true;
}
return true;
});
return { msgids, literals };
}
/** String values of `const NAME = { … }` / `Object.freeze({ … })` object tables (MSGID_TABLES). */
async function tableMsgids(src, names) {
const { parse } = await acorn();
const ast = parse(src, { ecmaVersion: 'latest', sourceType: 'module' });
const out = [];
walk(ast, (node) => {
if (node.type !== 'VariableDeclarator' || node.id.type !== 'Identifier' || !names.includes(node.id.name)) return true;
walk(node.init, (n) => {
if (n.type === 'Property' && n.value.type === 'Literal' && typeof n.value.value === 'string' && HAN.test(n.value.value)) out.push(n.value.value);
return true;
});
return false;
});
return out;
}
/**
* JS files under the paths. server/sim is skipped unless `sim` (its strings are game logic and data; only the messages
* it sends through ctx.toast matter, and `check` reads those).
*/
function listFiles(paths, { sim = false } = {}) {
const out = [];
const visit = (abs) => {
const st = statSync(abs);
if (st.isDirectory()) {
for (const name of readdirSync(abs).sort()) {
if (SKIP_DIRS.has(name) || name.startsWith('.')) continue;
const rel = path.relative(ROOT, path.join(abs, name)).split(path.sep).join('/');
if (rel === 'server/sim' && !sim) continue;
visit(path.join(abs, name));
}
} else if (/\.(m?js)$/.test(abs)) out.push(abs);
};
for (const p of paths) visit(path.resolve(ROOT, p));
return out;
}
const rel = (abs) => path.relative(ROOT, abs).split(path.sep).join('/');
// ===== codemod =======================================================================================================
/** Relative import path from a file to shared/i18n.js. */
function importPath(absFile) {
let r = path.relative(path.dirname(absFile), path.join(ROOT, 'shared', 'i18n.js')).split(path.sep).join('/');
if (!r.startsWith('.')) r = `./${r}`;
return r;
}
/**
* Rewrite a source: wrap its Chinese literals. Returns the new source and what was done.
* @param {string} src
* @param {string} absFile
*/
export async function codemodSource(src, absFile) {
const { literals } = await scanSource(src, rel(absFile));
const manual = [];
const skipped = [];
let needT = false;
let needN = false;
/** literal → { start, end, make(paramSrc) } (the text is built once nested edits are known) */
const plans = [];
for (const l of literals) {
if (l.reason) { skipped.push(l); continue; }
if (l.kind === 'text' || l.kind === 'attr') {
plans.push({ l, start: l.start, end: l.end, make: (p) => `\${t(${quote(l.msgid)}${p})}` });
needT = true;
if (l.module) manual.push(l);
continue;
}
if (l.module) {
if (l.kind === 'str') { plans.push({ l, start: l.start, end: l.end, make: () => `N_(${src.slice(l.start, l.end)})` }); needN = true; }
manual.push(l);
continue;
}
plans.push({ l, start: l.start, end: l.end, make: (p) => `t(${quote(l.msgid)}${p})` });
needT = true;
}
// a plan inside another one (a string in a template's ${…}) is applied to that template's param source instead
const inner = (outer, x) => x !== outer && x.start >= outer.start && x.end <= outer.end;
const top = plans.filter((p) => !plans.some((o) => inner(o, p)));
const rewrite = (from, to, nested) => {
let text = src.slice(from, to);
for (const n of nested.filter((x) => x.start >= from && x.end <= to).sort((a, b) => b.start - a.start)) {
text = text.slice(0, n.start - from) + build(n) + text.slice(n.end - from);
}
return text;
};
const build = (plan) => {
const nested = plans.filter((x) => inner(plan, x) && !plans.some((o) => o !== plan && inner(plan, o) && inner(o, x)));
const { params = [], exprs = [] } = plan.l;
// params come from the expressions in order; the same expression source maps to one param
const srcOf = new Map();
exprs.forEach(([a, b]) => { const orig = src.slice(a, b); if (!srcOf.has(orig)) srcOf.set(orig, rewrite(a, b, nested)); });
const ps = params.map(({ name, src: orig }) => ({ name, src: srcOf.get(orig) ?? orig }));
return plan.make(paramsSource(ps));
};
const edits = top.map((p) => ({ start: p.start, end: p.end, text: build(p) })).sort((a, b) => b.start - a.start);
let out = src;
for (const e of edits) out = out.slice(0, e.start) + e.text + out.slice(e.end);
const names = [needT && 't', needN && 'N_'].filter(Boolean);
if (names.length) {
const imp = importPath(absFile);
const re = new RegExp(`import\\s*\\{([^}]*)\\}\\s*from\\s*['"]${imp.replace(/[.*+?^${}()|[\]\\/]/g, '\\$&')}['"];?`);
const m = out.match(re);
if (m) {
const have = m[1].split(',').map((s) => s.trim()).filter(Boolean);
const want = [...new Set([...have, ...names])];
out = out.replace(re, `import { ${want.join(', ')} } from '${imp}';`);
} else {
// after the last import statement
const imports = [...out.matchAll(/^import[^;]*;[^\n]*\n/gm)];
const at = imports.length ? imports[imports.length - 1].index + imports[imports.length - 1][0].length : 0;
out = `${out.slice(0, at)}import { ${names.join(', ')} } from '${imp}';\n${out.slice(at)}`;
}
}
return { src: out, edits: plans.length, manual, skipped };
}
// ===== commands ======================================================================================================
function parseFlags(argv) {
const flags = { _: [] };
for (let i = 0; i < argv.length; i++) {
const a = argv[i];
if (a.startsWith('--')) {
const [k, v] = a.slice(2).split('=');
if (v !== undefined) flags[k] = v;
else if (['from', 'lang'].includes(k)) flags[k] = argv[++i];
else flags[k] = true;
} else flags._.push(a);
}
return flags;
}
const catalogPath = (lang) => path.join(ROOT, 'public', 'i18n', `${lang}.json`);
function readCatalog(lang) {
const p = catalogPath(lang);
return existsSync(p) ? JSON.parse(readFileSync(p, 'utf8')) : {};
}
function writeCatalog(lang, cat) {
const meta = Object.entries(cat).filter(([k]) => k.startsWith('_'));
const rest = Object.entries(cat).filter(([k]) => !k.startsWith('_'));
writeFileSync(catalogPath(lang), `${JSON.stringify(Object.fromEntries([...meta, ...rest]), null, 2)}\n`);
}
async function usedMsgids(files) {
const used = new Map(); // msgid → first "file:line"
for (const f of files) {
const { msgids } = await scanSource(readFileSync(f, 'utf8'), rel(f));
// server code never translates: its t() / N_() are other helpers (blackboard lookups in the sim); only msg() and
// the texts it sends count there
const server = rel(f).startsWith('server/');
for (const m of msgids) {
if (server && m.via !== 'msg' && m.via !== 'server') continue;
if (!used.has(m.msgid)) used.set(m.msgid, `${rel(f)}:${m.line}`);
}
}
for (const [file, names] of MSGID_TABLES) {
const abs = path.join(ROOT, file);
if (!existsSync(abs)) continue;
for (const m of await tableMsgids(readFileSync(abs, 'utf8'), names)) if (!used.has(m)) used.set(m, file);
}
return used;
}
async function cmdExtract(flags) {
const files = listFiles(flags._.length ? flags._ : DEFAULT_ROOTS);
const rows = [];
let tCount = 0, litCount = 0;
for (const f of files) {
const { msgids, literals } = await scanSource(readFileSync(f, 'utf8'), rel(f));
const open = literals.filter((l) => !l.reason || l.reason === 'compare' || l.reason === 'string-method' || l.reason === 'key');
const shown = literals.filter((l) => !l.reason);
tCount += msgids.length;
litCount += shown.length;
if (msgids.length || shown.length) rows.push({ file: rel(f), t: msgids.length, untranslated: shown.length, literals: shown, other: open.length - shown.length });
}
if (flags.json) { console.log(JSON.stringify(rows.map(({ literals, ...r }) => ({ ...r, literals: literals.map((l) => ({ line: l.line, kind: l.kind, msgid: l.msgid, module: l.module })) })), null, 1)); return; }
for (const r of rows) {
console.log(`${r.file.padEnd(48)} t() ${String(r.t).padStart(4)} untranslated ${String(r.untranslated).padStart(4)}`);
if (flags.list) for (const l of r.literals) console.log(` ${String(l.line).padStart(5)} ${l.kind.padEnd(4)}${l.module ? ' (module)' : ''} ${l.msgid.replace(/\n/g, '⏎').slice(0, 90)}`);
}
const cat = readCatalog(flags.lang || 'en');
const ready = rows.reduce((n, r) => n + r.literals.filter((l) => typeof cat[l.msgid] === 'string' && cat[l.msgid]).length, 0);
console.log(`total: ${tCount} msgids in t() / tc() / N_() / msg(); ${litCount} Chinese literals not wrapped, in ${rows.filter((r) => r.untranslated).length} files`
+ ` (${ready} of them already translated in public/i18n/${flags.lang || 'en'}.json, ready for the codemod)`);
}
async function cmdCheck(flags) {
const lang = flags.lang || 'en';
const files = listFiles(flags._.length ? flags._ : DEFAULT_ROOTS, { sim: true });
const used = await usedMsgids(files);
const cat = readCatalog(lang);
const missing = [...used].filter(([m]) => !(typeof cat[m] === 'string' && cat[m]));
for (const [m, where] of missing) console.log(`missing ${where.padEnd(40)} ${m.replace(/\n/g, '⏎')}`);
if (flags.stale) {
for (const k of Object.keys(cat)) if (!k.startsWith('_') && !used.has(k)) console.log(`unused ${k.replace(/\n/g, '⏎')}`);
}
console.log(`${used.size} msgids used, ${used.size - missing.length} translated in public/i18n/${lang}.json, ${missing.length} missing`);
if (flags.strict && missing.length) process.exitCode = 1;
}
async function cmdCodemod(flags) {
if (!flags._.length) throw new Error('codemod needs file paths');
for (const p of flags._) {
const abs = path.resolve(ROOT, p);
const src = readFileSync(abs, 'utf8');
const res = await codemodSource(src, abs);
console.log(`${rel(abs)}: ${res.edits} literals wrapped, ${res.skipped.length} left (compare / key / string method / console / error)`);
for (const l of res.manual) console.log(` manual line ${l.line}: module-level ${l.kind} — call t() where it is shown: ${l.msgid.slice(0, 70)}`);
if (flags.write && res.src !== src) writeFileSync(abs, res.src);
}
}
async function cmdSeed(flags) {
if (!flags.from) throw new Error('seed needs --from <file.json>');
const lang = flags.lang || 'en';
const from = JSON.parse(readFileSync(path.resolve(ROOT, flags.from), 'utf8'));
const files = listFiles(flags._.length ? flags._ : DEFAULT_ROOTS);
const want = new Map(await usedMsgids(files));
if (flags.all) {
for (const f of files) {
const { literals } = await scanSource(readFileSync(f, 'utf8'), rel(f));
for (const l of literals) if ((!l.reason || l.reason === 'tagged') && !want.has(l.msgid)) want.set(l.msgid, `${rel(f)}:${l.line}`);
}
}
const cat = readCatalog(lang);
let added = 0;
for (const [m] of want) {
if (typeof cat[m] === 'string' && cat[m]) continue;
const tr = from[m];
if (typeof tr === 'string' && tr && !HAN.test(tr)) { cat[m] = tr; added++; }
}
console.log(`${want.size} msgids considered, ${added} added to public/i18n/${lang}.json${flags.write ? '' : ' (dry run: --write saves)'}`);
if (flags.write) writeCatalog(lang, cat);
}
async function main() {
const [cmd, ...rest] = process.argv.slice(2);
const flags = parseFlags(rest);
const cmds = { extract: cmdExtract, check: cmdCheck, codemod: cmdCodemod, seed: cmdSeed };
if (!cmds[cmd]) {
console.log('usage: node tools/i18n.mjs extract|check|codemod|seed … (see the header of tools/i18n.mjs)');
process.exitCode = cmd ? 2 : 0;
return;
}
await cmds[cmd](flags);
}
if (process.argv[1] && path.resolve(process.argv[1]) === fileURLToPath(import.meta.url)) {
main().catch((e) => { console.error(`i18n: ${e.message}`); process.exitCode = 2; });
}
export { CJK, MSGID_TABLES };