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ark-stronghold-protocol/docs/I18N.md
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sganggs 75202776cc feedback6 R21B: 联防 plays on the round's battlefield again — its terrain, crates, water, devices and runes, as in 0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain. match/unitePhase.js _uniteOpts fields this.stageId in both combat modes, unite.js uniteStageId is removed, the client draws the 联防 on the board's stage again (screens/game.js: 0.1.4's ownStage / baseStage, no map switch, nothing to restore on leaving), the dev mock likewise. Kept from 0.2.0: own-board 突袭 / 乌尔比安 S3 landings (onOwnBoard, raidTile untouched), the bounty payee, the 联防 BGM, the SETTLE result box. data/stages.json keeps the two kind 'unite' records (no field uses them; engine tests use them as a plain two-halves road); tools/build-data.mjs comments only, an offline rebuild reproduces data/ byte for byte. The 联防 battle input is byte-identical to v0.1.4's in 20 cases (5 stages × 1 / 2 helpers × both combat modes); GitHub #41 item 3 (野鬃 pushing walkers back across the gate onto the other half) is back with v0.1.4's numbers, none off the map. Tests: test/match/feedback5-unite-map.test.js rewritten (6, all fail on the parent), test/e2e/coop.e2e.mjs checks the 联防 field's drawn stage; docs: DATA §12, META §4, PLAYING §5, design/geometry-time, I18N, the §25.6.4 pointer; golden: fields unite-1 (escaped_single → act1autochess_m02) and unite-2 (escaped_multi → act1autochess_m07), the stages of 0.1.4, and the co-op matches whose 联防 rounds come out differently on the round's map — coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins (now a victory)
2026-10-07 17:40:03 +08:00

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# I18N.md — languages (中文, English, language packs)
Chinese is the default; every other language is a switch (the owner's decision of 2026-10-05): an English browser still
opens in Chinese until the player picks a language on the title screen (top right) or in 设置 / Settings. Every
language but Chinese is a **language pack** — a file in the language folder, nothing else (the owner's decision of
2026-10-07; §5 "Adding a language"): the menu lists every pack the server finds, each under its own name (buttons up to
four languages, a list beyond). English is a pack like any other; it ships with the game, complete. Japanese, Korean
and Traditional Chinese ship too, with the official game texts and complete UI strings made by machine, open to
corrections (§5 "Shipped packs"). The choice is kept in `localStorage` (`sp.pref.lang`); `?lang=<code>` in the address bar (`?lang=en`, `?lang=zh`) sets it
once and is then removed; a stored language whose pack is gone opens in Chinese. A switch re-renders the page in place
(no reload). Language packs are the first type of the content packs (docs/PACKS.md: the manifest, the registry, the
index, the pack folders).
Three kinds of text, three mechanisms — no i18n framework:
| Text | Source of a language | Mechanism |
|---|---|---|
| UI strings (buttons, labels, hints, toasts) | `public/i18n/<code>.json` — Chinese msgid → translation (English: `public/i18n/en.json`) | `t()` in the code (`shared/i18n.js`) |
| Game texts (operators, skills, talents, modules, traits, enemies, bonds, items, effects, strategies, 特质, 机变 cards, modes, stages, tokens) | `data/i18n/<code>.json` — the official client texts by record id and field (English: the EN client) | `public/js/data.js` returns localized records |
| Server messages (m.toast, m.ticker, error codes) | the same `public/i18n/<code>.json` | the server sends msgid + params, the client translates |
## 1. UI strings: `t()`
gettext style — the Chinese source string is the message id, so an untranslated string shows Chinese, never a key:
```js
import { t, tc, N_ } from '../../../shared/i18n.js';
t('整备区已满'); // 'Bench is full' in English
t('还剩 {n} 秒', { n }); // params: {name}; arrays fill {0}, {1} …
t('同盟密钥为 {ROOM_CODE_LEN} 位字母或数字', { ROOM_CODE_LEN });
tc('toggle', '关闭'); // context: the key 'toggle::关闭' ("Off"), else '关闭' ("Close")
const TABLE = { a: N_('独立模拟') }; // module level: N_ only marks it; call t(TABLE.a) where it is shown
html`<span>${tParts('第 {r} 回合 · 最终攻势', { r: html`<b class="num">${r}</b>` })}</span>`; // markup inside a sentence
```
- **Placeholders** are the same in the msgid and the translation: `{name}`, positional `{0}`, and plural forms. Two
plain forms `{n|one|other}` (`'{n} {n|round|rounds}'`) pick `one` when the language's plural category of the number
is `one` (`Intl.PluralRules`; in English when n is 1 — as before packs, but for −1, now singular) and `other` otherwise. A language with
more categories names them: `{n|one:секунда|few:секунды|many:секунд|other:секунды}` (categories `zero`, `one`, `two`,
`few`, `many`, `other`; `other` is required; three or more plain forms are refused — the order of a language's
categories differs between engines). A plural form holds no placeholder of its own: write the number beside it
(`{n} {n|…}`). A value that is an array renders as a list joined with the language's separator (its translation of
`list::、`; `、` in Chinese, `, ` without one). A missing value leaves the placeholder as it is (official templates such
as `{0}博士…` pass through untouched).
- **Validation.** A translation must keep every plain `{name}` of its msgid (a plural form does not count: it does not
show the number), and may use another name only when the caller passes it (`'{n} {count|unit|units}'` with `count`
passed beside a markup `n`). A translation that drops or invents a placeholder, or has a broken plural form, is
skipped like a missing one — the next language of the chain shows — and reported once on the console of a
development page (a dev build, or a page served from this machine: localhost); `node tools/i18n.mjs check` flags it
against the call sites.
- **Fallback chain**, per string: the chosen pack → its base (`_meta.base`, else the language of a regional code:
`pt-BR` → `pt` when there is a `pt` pack; `zh-TW` has none — Chinese is the source) with the base's own chain → the
packs its `_meta.fallback` names (`["en"]`: what it lacks shows in English) → the Chinese msgid. A partial pack is
fine. `tc()` tries its context key and then the plain msgid in each language before the next one.
- **Markup inside a sentence** (a number in `<b>`, a `<kbd>`): `tParts(msgid, params)` returns the translation split at
its placeholders, with a param that is markup (a vnode, or an array of vnodes) kept as it is — the translator gets the
whole sentence and its word order, the Chinese pieces are the text around the markup exactly as before. Do not split
such a sentence into fragments (`第` … `回合`).
- **Game-data names** inside a message are marked `dn(name)` (`{ dn: '…' }`) and translated through the localized data
(`tName(name)` does the same for a bare name). **Player names are never translated** — pass them as plain strings.
- **Data texts are not msgids**: `getChess(id).name`, `getMode(id).desc`, `data.get('config').tips` … already come in the
current language (§2). Do not wrap them in `t()`.
- **Re-rendering**: `main.js` App subscribes with `useLang()` (`public/js/ui/lang.js`), so the whole tree re-renders on a
switch. A component that caches text outside rendering (a `useMemo` returning text, a module-level string) must
depend on the language (`useLang()`) or move the `t()` call into rendering; a memo over data records (the roster, the
strategy list, `useGameData()`) lists `data.locale()` among its dependencies, so the game texts follow the switch.
- Font samples, data keys and other Chinese that is not UI text can carry `// i18n-ignore` on the line.
### Translating
Edit the pack, e.g. `public/i18n/en.json` (`"msgid": "English"`, two-space JSON; `_meta` is its manifest, `_about` a
note; keys starting with `_` are never strings). Keep every `{placeholder}` (above); `test/i18n.test.js` checks that,
that no Chinese is left in an English value, and that every msgid the code uses is in English — English declares
`"complete": true`, and `node tools/i18n.mjs check --strict` holds a complete pack to every msgid, a partial pack only to
its placeholders. A translation may use more params than its msgid (`'{n} {count|unit|units}'` with `count` passed
beside a vnode `n`). Use the official terms of the game (for English the EN client's own wording, e.g. its tips and mode
texts):
| 中文 | English | 中文 | English |
|---|---|---|---|
| 盟约 | Alliance | 调度中心 | Dispatch Center |
| 整备区 / 临时整备区 | Bench / temporary Bench | 资金 | Funds |
| 休整期 | Rest Phase | 机变阶段 | Improv Phase |
| 联防 / 联防阶段 | Unite / Unite Phase | 最终攻势 | Final Assault |
| 隐秘核心 | Hidden Core | 目标生命值 | LP |
| 联合模拟 / 同盟模拟 | Team Simulation | 独立模拟 | Solo Simulation |
| 标准 / 险境 / 绝境 / 终极模拟 | Standard / Perilous / Dire / Ultimate Simulation | 入门协议 | Entry Protocol |
| 策略 | Strategy | 特质 | Attribute |
| 精锐(干员) | Elite (Operator) | 层数 | stacks |
| 同盟密钥 | Alliance Key | 创建者 | Host |
### Tools: `node tools/i18n.mjs`
- `extract [paths] [--list]` — per file: the msgids in `t()` / `tc()` / `tParts()` / `N_()` / `msg()`, and the Chinese
literals still shown untranslated; the total says how many of those already have a translation (ready for the
codemod).
- `check [<code>… | --all] [paths] [--strict] [--stale] [--list]` — per language pack (default `en`): how many of the
msgids the code uses it translates, and its errors — a translation that drops a placeholder, uses one no call site
passes, or has a broken plural form; a value that is not a string; a manifest problem. Missing strings are listed for
a complete pack (English) or with `--list`; `--stale` lists entries no code uses and no complete pack has. `--strict`
exits 1 on an error, or when a complete pack misses a msgid. `--root <dir>` reads the packs of another checkout.
- `template <code> [--fill <code>]` — writes `public/i18n/<code>.json`: a `_meta` manifest to fill in (the names from
`Intl.DisplayNames`, `"fallback": ["en"]` — none for a Chinese variant, whose gaps show the Chinese msgid) and every
msgid with an empty value in the order of English (`--fill en`: English values to overwrite). On an existing pack it
keeps the translations and `_meta` and adds the msgids the pack lacks — run it again after an update.
- `index` — the same as `node tools/packs.mjs index` (the pack index for a static host, docs/PACKS.md).
- `codemod <files> [--write]` — wraps a file's Chinese literals: html`` text and attribute values → `${t('…')}`, strings →
`t('…')`, template literals → `t('…{name}…', { name })` (an expression's param name: identifier → itself, `a.b` → `b`,
`x.length` → `n`, else its position), nested strings in params included; adds the import. Module-level literals get
`N_()` and are listed for a manual `t()` where they are shown; compared literals, object keys, string-method
arguments, `console.*` and `Error` messages are left alone; a text run with a child that is not a plain value is split
into its static pieces. **Review the diff**: join fragments into whole sentences where it reads better (the settings'
one-line hotkey hint, before the 快捷键 section replaced it, was an example), check module-level tables.
- `seed --from <map.json> [--all] [--write]` — fills `en.json` from a flat `{ msgid: English }` map for the msgids the
code uses (`--all`: also the literals not wrapped yet, under the msgid the codemod will give them).
Server code is scanned too: the first argument of `msg()` and a Chinese literal handed to `m.toast` / `ctx.toast` /
`tickerText` are msgids (`server/sim` only for those — its own `t()` helpers are not translation calls). Not player text,
so neither wrapped nor counted: `console.*` / logger calls (`log.warn(…)`, `this.m.log?.info?.(…)`), `Error` messages,
the `detail` of an error result (`{ error: 'BAD_TARGET', detail: '…' }`, `ev.detail = '…'` — players see `ERR_TEXT`), a
line marked `// i18n-ignore` and a file marked `i18n-ignore-file` in a comment (the developer invariant reports
`server/match/audit.js` / `invariants.js`, the bilingual HTTP error pages `server/http/*`). An aliased import
(`import { t as tr }`, where `t` is a local variable) is read as the function it names.
`test/i18n.test.js` scans what `extract` / `check` scan (public/js, shared, server) and fails on a Chinese literal left
unwrapped or a msgid missing from `public/i18n/en.json` — `extract` 0 and `check --strict` are part of the tests.
## 2. Game texts: `data/i18n/<code>.json`
```
node tools/build-i18n.mjs # downloads the EN tables once into .cache/gamedata-en/, writes data/i18n/en.json
node tools/build-i18n.mjs --offline # never download (the zh_CN tables come from .cache/gamedata, as for build-data)
node tools/build-i18n.mjs --check # exit 1 when data/i18n/en.json is out of date (nothing written)
node tools/build-i18n.mjs --source yostar # the other EN source (see below)
node tools/build-i18n.mjs --lang ja # another official client: ja (JP), ko (KR), zh-TW (TW) → data/i18n/<code>.json
node tools/build-i18n.mjs --lang fr --dict fr-texts.json # no official client: a community dictionary (below)
```
**Rebuild it after every `node tools/build-data.mjs`** that changes a text: `test/i18n-data.test.js` fails while a
translation's Chinese source no longer matches `data/*.json`, and at run time such a stale leaf is not applied (the
player sees the current Chinese text, never an outdated number). The same holds for the game texts of every pack: a
stale text of a pack falls back like a missing one (the next overlay of its chain, then Chinese) until the pack is
rebuilt.
- **Sources.** The English comes from the official EN client tables. Default `--source assets`:
[ArknightsAssets/ArknightsGamedata](https://github.com/ArknightsAssets/ArknightsGamedata) `en/gamedata` — current, and
its `activity_table` has both 盟约 seasons (`act1autochess`, `act2autochess`, "Stronghold Protocol: Alliance") with
the same ids as zh_CN. `--source yostar`:
[Kengxxiao/ArknightsGameData_YoStar](https://github.com/Kengxxiao/ArknightsGameData_YoStar) `en_US` — archived in
2025-11, it predates 盟约 (only the 2025 test event `act1vautochess`) and many operators, so most mode texts and new
operators stay Chinese with it.
- **Matching** (no id table to maintain): the zh_CN and EN tables are walked side by side; a data text equal to a
Chinese source takes its English; a text whose blackboard placeholders build-data resolved (`{atk:0%}` → `80%`) is
matched against the Chinese templates of the same shape, its numbers are read back and the English template is
filled with them (the remake's numbers, not the EN server's); stage names are assembled from their parts. Ties prefer
the source on the record's own ids, then the 下半 season (`act2autochess`). Rich-text tags and placeholders are the
same as in Chinese, so `ui/richText.js` renders the English unchanged (a few official EN texts leave a tag unclosed;
the parser runs it to the end of the text, as the game does).
- **Fallbacks**, in order: `tools/i18n/fallback-remake.json` (the remake's own strings: stage-name parts, item notes,
the escaped levels' map names, the season name), `tools/i18n/fallback-pr70.json` (PR #70's translations of texts the EN client
lacks: modules of CN-only operators, the 甄选 slots, 结算称号 criteria, emote labels), then `public/i18n/en.json`;
anything else stays Chinese. Research notes (`bonds.*.spec`, `implFormula`, `assumed` …) are never translated.
- **Format** (`shared/i18nData.js`): `{ version, lang, meta: { source, coverage, totals }, names, files }`. `files[file][id]`
mirrors the record — string leaves replace the Chinese at the same path, arrays are index-aligned (null = keep) —
with `_h`, a 2-character hash of each replaced Chinese string; `names` maps every record-level Chinese name to English
(server messages and ticker lines name operators / items / bonds in Chinese).
- **Coverage** (build of 2026-10-05 with the 自选 data, 22 183 texts): 97.6 % translated, 97.2 % from the official EN
data. What stays Chinese is CN-only content the EN client does not have yet: some of the 71 owned 6★ of the 自选
pool (names, skills, talents) and some newer modules (before the 自选 data: 14 931 texts, 99.9 %). Per kind in `.cache/build-i18n-report.json` (also `missing`:
every untranslated text) and in `meta.coverage`.
- **Other official clients** (`--lang`): ArknightsAssets/ArknightsGamedata also mirrors the JP, KR and TW clients
(`jp/`, `kr/`, `tw/gamedata`), each with both 盟约 seasons (checked 2026-10-07): `--lang ja`, `ko` and `zh-TW` build the
game texts of a pack of that language the same way (measured on that day: ja 96.5 %, ko 97.4 %, zh-TW 91.1 % of the
22 114 texts — the TW data is older, 51.2, and a Traditional text equal to the Simplified one counts as untranslated
although it shows the same). The remake's own strings (stage-name composites, the fallback files) are English only;
for another language the pack's UI file (`public/i18n/<code>.json`) is the fallback dictionary, and what is left falls
back per text at run time (the pack's chain, then Chinese). A game-text overlay ships with the UI pack of its language
(a pack is listed by its UI file): the repository generates English and, since the owner's decision of 2026-10-07,
`data/i18n/ja.json`, `ko.json` and `zh-TW.json` (§5 "Shipped packs"). Rebuild them like English after a data change
(`--lang <code> --check` says when one is out of date).
- **A language without an official client** (French, German, Russian …) needs no game texts at all: they follow the
pack's chain (`"fallback": ["en"]` shows the English ones). To translate some, write a community dictionary — a flat
JSON `{ "<Chinese data text>": "<translation>" }`; the `names` of `data/i18n/en.json` (every game-data name with its
English) is a good first list — and run `node tools/build-i18n.mjs --lang <code> --dict <file.json>`: it writes
`data/i18n/<code>.json` from the dictionary and the pack's UI file (exact matches only: a text whose numbers build-data
resolved needs its own entry), and every text it does not cover falls back per text at run time. `--dict` also adds to
an official client (tried after it).
- **Client**: `data.setLocale(lang, chain)` downloads the overlays of the chain once each — the pack's own, its base's,
a fallback's (`ui/lang.js dataChain`: the languages of the pack's chain that have game texts, with the URLs the pack
index gives; English ~1.5 MB, ~190 KB gzipped) — and from then on `get`, `lookup` and `list` (and every getter built
on them) return localized copies, **each text from the first overlay of the chain that has it**, else the Chinese one
(`shared/i18nData.js applyFileOverlay(json, overlay, onto)`); `data.getRaw(name)` keeps the Chinese file;
`data.localeName(zh)` translates a name through the chain.
## 3. Server messages
The server sends a toast or a custom ticker line as a plain string (its own msgid) or as
`msg(msgid, params)` (`shared/i18n.js`). Frames keep `text` — the Chinese rendering, what older clients show — and add
`msgid` / `params`; data names are `dn()` params. A `config.broadcasts` line (`tickerFor`) also carries its `args`, and
the client fills the localized broadcast template (`ui/lang.js tickerText`; `{0}` is the player's name and is never
translated). Error frames already carry their ERR code: `ui/toasts.js describeError` translates `ERR_TEXT[code]`. The
protocol is backward compatible both ways (new fields are optional).
```js
this.m.toast(this, 'warn', msg('{names}只能部署在召唤者攻击范围内,已退回整备区', { names: back.map(dn) }));
```
Game texts the server copies into `m.public` / `m.private` in Chinese — a 机变 card's name and description, the draft's
name, an effect entry of the effects column, a reward offer's label, a result title — are shown from the localized data
on the client: names through `tName()` (every record name is in the overlay's `names`), texts through
`ui/lang.js sentText(sent, raw, local)`, which takes the localized record's text when the sent text is that record's own
Chinese text (`data.lookupRaw` / `data.getRaw`), else the sent text (a line the server reworded — the two-battle text of a
multi-round 悬赏, `server/match/choices.js bountyText` — stays Chinese). In Chinese both return what the server sent.
## 4. Coverage of the UI strings (phase 2, 0.2.0)
Phase 1 converted the title screen, the lobby, the room, the settings panel (with the language switch), the app shell
(main.js: toasts, close reasons, the crash screen), `ui/toasts.js`, `DifficultyTag` and the server messages. Phase 2
(2026-10-06) converted the rest: of the 1 128 Chinese literals `extract` listed, 1 056 go through `t()` / `tParts()` /
`N_()` — the briefing, the band draft, the game screen and its overlays, 干员调配 / 干员持有, the result (275), the HUD,
shop bar, detail card, bond strip, 机变 overlay, enemy drawer, team panel, guide, emotes, components and the client
models (579), the phase banners, refusal reasons and formats of `ui/gameLogic` (106), the canvas / fallback-field / facing
labels (16) and the msgid tables of `shared/constants.js` (80) — and 72 are marked as no player text (above). Now
`node tools/i18n.mjs extract` reports 0, `check` 1 002 msgids, all in `public/i18n/en.json` (1 015 entries). The Chinese
output did not change: a render of every converted file in Chinese (each `t()` call put back as the string it renders,
html`` parsed with htm, text runs compared) equals the code before the sweep; the few rewrites it cannot follow (a
variable folded into whole sentences, a list param in place of `.join('、')`, `fmtNum`'s English branch) were checked by
hand. Numbers: `fmtNum` writes 万 / 亿 in Chinese and K / M / B in English.
What stays Chinese in English, and why:
- player names, including the AI seats' (`AI·华法琳` …, `server/lobby.js BOT_NAMES`) — a name is never translated;
- a server text the client cannot match to a data record (the reworded multi-round 悬赏 text above);
- game texts the official EN client does not have yet (§2: some 自选 operators, newer modules);
- the 玩法说明 pages, which are the official Chinese pictures (their titles are translated).
Not player text, never translated: developer details and logs (`detail`, `log.*`, the invariant reports), the data keys
(`shared/highGround.js` reads the trait text 「可以放置于远程位」), the development STUB match, and the HTTP error pages,
which are bilingual on purpose.
## 5. Adding a language
**Shipped packs** (0.2.0; the owner's decisions of 2026-10-07): English and three packs with the official game texts
and complete UI strings — 日本語 (`ja`: the JP client, 96.5 % of the game texts), 한국어 (`ko`: KR, 97.4 %) and 繁體中文
(`zh-TW`: TW, 91.1 %; its data is older, and a Traditional text equal to the Simplified one counts as untranslated).
The three are made by machine and marked so (`"machineTranslated": true`: 设置 shows a note under the language switch
while one is in use); a string a pack lacks falls back to English (`ja`, `ko`: `"fallback": ["en"]`) or, for `zh-TW`, to
the Simplified Chinese msgid (no fallback — the owner's choice); `zh-TW` counts large numbers in 萬 / 億.
- **繁體中文** is a conversion, not a free translation: each msgid converted from the Simplified Chinese with OpenCC
(`cn` → `twp`, Traditional characters with Taiwan phrases), the official TW client's word kept where the phrase step
words a game concept differently (調度中心, not 排程中心; 更新 for the shop refresh; 啟動 for a bond; 遠程位; 查看; 目前 …;
a whole string the TW tables have, such as 時間較短的模擬訓練, as it is there), then a manual pass over the result
(one-to-many characters such as 只 / 隻, 重新整理 for a page refresh …). A msgid added later is converted the same way.
- **日本語 / 한국어** are machine translations that use the official JP / KR game terms. **Corrections are welcome**, to
any pack: edit the string in `public/i18n/<code>.json`, run `node tools/i18n.mjs check <code> --strict` (0 errors,
0 missing) and send a pull request on GitHub.
A new language is welcome too: `node tools/i18n.mjs template <code>` starts its pack (run on an existing pack, it keeps
the translations and `_meta` and adds every missing msgid with an empty value); then follow the steps below.
A language is a file in the language folder; the server lists it on the next page load (no restart, no build step, no
code change). For a community translator:
1. **Get the code and the tools**: a clone of the repository and `npm install` (the checker reads the code's msgids).
Pick the language's BCP 47 code in its usual case: `ja`, `ko`, `fr`, `pt-BR`, `zh-TW`.
2. **Make the skeleton**: `node tools/i18n.mjs template <code>` writes `public/i18n/<code>.json` — the `_meta` manifest
and every msgid (about 1 000) with an empty value, in the order of the English pack (`--fill en` fills in the English
to overwrite). Fill in `_meta`: `name` (the language in itself, shown in the menu), `englishName`, `authors`,
`version`; keep `"fallback": ["en"]` to show English where a string is still empty (drop it to show Chinese); set
`numberUnits` if the language counts large numbers in 10⁴ steps like Chinese (`["万", "億"]`), and
`"machineTranslated": true` when the strings come from a machine (players then see a note in 设置; docs/PACKS.md).
3. **Translate** the values (empty = not yet: it falls back). Keep every `{placeholder}` of the msgid; plural forms as
in §1; `public/i18n/en.json` is the reference for meaning and context (`ctx::msgid` keys are the same Chinese text in
another context). Use the official terms of your language's client where it has one.
4. **Check and try**: `node tools/i18n.mjs check <code>` — coverage, and errors to fix (a dropped or unknown
placeholder, a broken plural form). Start the server (`npm start`), pick the language on the title screen; a
translation the game skips is reported on the browser console. `node tools/packs.mjs list` says why a pack is not
listed (a file name not in its usual case, broken JSON …).
5. **Game texts** (optional): with an official client of the language, `node tools/build-i18n.mjs --lang <code>` writes
`data/i18n/<code>.json` (§2); without one, the game texts follow the chain, or a dictionary translates some of them
(`--dict`, §2). Share the pack as a pull request (the
file, plus the game-text file if built), or as a folder pack that a server installs by copying it into `packs/`
(`packs/<id>/pack.json` naming `ui.json` and `data.json`: docs/PACKS.md). After a game update, run `template <code>`
again: it keeps the translations and adds the new msgids.
The tests: `test/i18n-packs.test.js` (discovery, the fallback chain, placeholders, plurals in English and Russian, the
template and check commands, the `machineTranslated` mark — manifest, index, the client's registry, the 设置 note — and
that the Chinese and English output of `t()` is what it was before packs: every msgid of `public/i18n/en.json` rendered
with sample params, compared with the renderer of 0.2.0 before packs); `test/ui/i18n.e2e.test.js` (`SP_E2E=1`: the
shipped packs in the browser, their UI strings and the 设置 note).
## Credits
The English UI strings were seeded from GitHub PR #70 (branch `en-translation`) by **@YuriRestia**, reused with credit
(the owner's decision of 2026-10-05); see NOTICE.md and THIRD-PARTY-NOTICES.md. PR #70's texts taken from
ak-spa-database.pages.dev (no licence) are not used. The English game texts are the official EN client data
(© Hypergryph / Yostar), via the community mirrors named above.