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[Merge] lp:~widelands-dev/widelands/bug-1406301 into lp:widelands

 

GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1406301 into lp:widelands.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1406301 in widelands: "Various strings need fixing"
  https://bugs.launchpad.net/widelands/+bug/1406301

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1406301/+merge/248722

- Treat game entities as proper names in tutorials. Also some menu/window name consistency.

- Capitalized "Barbarians".
-- 
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1406301 into lp:widelands.
=== modified file 'campaigns/campaigns.conf'
--- campaigns/campaigns.conf	2014-10-28 12:50:28 +0000
+++ campaigns/campaigns.conf	2015-02-05 09:13:17 +0000
@@ -37,7 +37,7 @@
 camptribe1=_"Empire"
 campdiff1=1
 campdiffdescr1=_"Easy. Introduces the Empire"
-campdesc1=_"Six months ago, Lutius – a young general of the Empire – was sent with 150 soldiers to the frontier beyond the northern forests where Barbarian tribes were crossing onto land held by the Empire. His task was to defend the Empire’s land. At first, everything was calm. He even talked to a few barbarian children and thought about a peaceful life – side by side with this archaic folk. He began to feel safer and his army began to drop their attention off the potential enemy. That was their undoing. One night in March his unprepared army was attacked by 100 barbarian footmen and was completely scattered. Only with his bare life he and a handful of his soldiers survived."
+campdesc1=_"Six months ago, Lutius – a young general of the Empire – was sent with 150 soldiers to the frontier beyond the northern forests where Barbarian tribes were crossing onto land held by the Empire. His task was to defend the Empire’s land. At first, everything was calm. He even talked to a few Barbarian children and thought about a peaceful life – side by side with this archaic folk. He began to feel safer and his army began to drop their attention off the potential enemy. That was their undoing. One night in March his unprepared army was attacked by 100 Barbarian footmen and was completely scattered. Only with his bare life he and a handful of his soldiers survived."
 campvisi1=0
 # Atlantean Introduction
 campname2=_"The Run for the Fire"

=== modified file 'campaigns/emp01.wmf/scripting/texts.lua'
--- campaigns/emp01.wmf/scripting/texts.lua	2014-10-30 11:37:38 +0000
+++ campaigns/emp01.wmf/scripting/texts.lua	2015-02-05 09:13:17 +0000
@@ -77,15 +77,15 @@
 diary_page_1 = {
    title =_ "A Dark Night",
    body=lutius(_"Diary of Lutius",
-		_([[What has become of our Empire? I really ask this question – why did my king forbid me from fighting against that monstrous barbarian tribe, who first acted as a peaceful friend and then attacked my army in the darkest night?]])
+		_([[What has become of our Empire? I really ask this question – why did my king forbid me from fighting against that monstrous Barbarian tribe, who first acted as a peaceful friend and then attacked my army in the darkest night?]])
 		.. paragraphdivider() ..
-		_([[With an army of 150 men, I was assigned to patrol on our northern frontier, which lies near the Galdin Mountains in a great, beautiful and ancient forest. Soon, we met a barbarian tribe, which at first was friendly. A few of my men even traded with them and their kids came to us, to admire our clean and tidy uniforms and weapons.]])
+		_([[With an army of 150 men, I was assigned to patrol on our northern frontier, which lies near the Galdin Mountains in a great, beautiful and ancient forest. Soon, we met a Barbarian tribe, which at first was friendly. A few of my men even traded with them and their kids came to us, to admire our clean and tidy uniforms and weapons.]])
 		.. paragraphdivider() ..
 		_([[But during our fifth night in that region, they attacked us with no reason. I lost dozens of good men, and found myself imprisoned and brought to their chieftain. He spat at me, mocked me and told me to leave this land forever. He did not want new land and did not want our land, but he told me that THIS forest was their land – and it would stay theirs until the ghosts took the last man of his folk!]])
 		.. paragraphdivider() ..
-		_([[Three weeks later, I returned to Fremil to speak with our king. He was furious at the Barbarians, yet forbade any attack on these tribes. He believed that our army was too weak to survive in a war against the barbarians.]])
+		_([[Three weeks later, I returned to Fremil to speak with our king. He was furious at the Barbarians, yet forbade any attack on these tribes. He believed that our army was too weak to survive in a war against the Barbarians.]])
 		.. paragraphdivider() ..
-		_([[Still, I saw no way that I could erase my shame without fighting against these barbarians. So, I left Fremil by boat to find a new world and a new life for myself, somewhere in the south. Now I am sailing on the perl-gulf with my family, some of my friends and a few of my best warriors.]])),
+		_([[Still, I saw no way that I could erase my shame without fighting against these Barbarians. So, I left Fremil by boat to find a new world and a new life for myself, somewhere in the south. Now I am sailing on the perl-gulf with my family, some of my friends and a few of my best warriors.]])),
    w=500,
    posy=1,
 }

=== modified file 'campaigns/emp02.wmf/scripting/texts.lua'
--- campaigns/emp02.wmf/scripting/texts.lua	2014-10-30 11:37:38 +0000
+++ campaigns/emp02.wmf/scripting/texts.lua	2015-02-05 09:13:17 +0000
@@ -92,11 +92,11 @@
 
 obj_remove_the_barbarians = {
    name = "remove_the_barbarians ",
-   title =_"Destroy the barbarian tribe",
+   title =_"Destroy the Barbarian tribe",
    number = 2,
    body = objective_text(_"Destroy the Barbarian Tribe",
-      listitem_bullet(_[[As soon as you have enough soldiers, attack and completely destroy the barbarian buildings.]]) ..
-      listitem_bullet(_[[Finally, build up a fortress on the peninsula (near where the barbarian headquarters stood before), to avoid new settlements of other tribes in that region.]])
+      listitem_bullet(_[[As soon as you have enough soldiers, attack and completely destroy the Barbarian buildings.]]) ..
+      listitem_bullet(_[[Finally, build up a fortress on the peninsula (near where the Barbarian headquarters stood before), to avoid new settlements of other tribes in that region.]])
    ),
 }
 
@@ -207,7 +207,7 @@
    body= lutius(_"Diary of Lutius",
 		_([[By the Gods! This is absolutely terrible. It seems as if we stand close to a test – and it seems as if Saledus was right with his fear concerning the shipwreck he found.]])
 		.. paragraphdivider() ..
-		_([[Today, as I walked down to the eastern shore, I got a shock. I caught sight of one of those hated, evil, barbarian tribes with whom we have had so many problems before.]])
+		_([[Today, as I walked down to the eastern shore, I got a shock. I caught sight of one of those hated, evil, Barbarian tribes with whom we have had so many problems before.]])
 		.. paragraphdivider() ..
 		_([[At first, I was naive and hoped that they were peaceful, but as soon as one of them saw me, they charged towards me and started attacking me with their throwing-spears. Thanks be to the Gods that I was able to flee and hide myself, before retreating back to our colony under cover of darkness.]])
 		.. paragraphdivider() ..
@@ -229,9 +229,9 @@
    body= lutius(_"Diary of Lutius",
 		_([[Today is a proud day. We have fought for our new home and risen victorious.]])
 		.. paragraphdivider() ..
-		_([[There are still a few barbarians hiding on our island, but I am sure that we will find them soon. Every barbarian who doesn’t attack us will be put in a boat with the other peaceful ones, and sent back to their country.]]))
+		_([[There are still a few Barbarians hiding on our island, but I am sure that we will find them soon. Every Barbarian who doesn’t attack us will be put in a boat with the other peaceful ones, and sent back to their country.]]))
 		..  objective_text(_"Victory",
-		_[[You have established a working economy, trained new soldiers and driven the barbarians from the island.]])
+		_[[You have established a working economy, trained new soldiers and driven the Barbarians from the island.]])
 }
 
 seven_days_later = {

=== modified file 'campaigns/tutorial01_basic_control.wmf/scripting/texts.lua'
--- campaigns/tutorial01_basic_control.wmf/scripting/texts.lua	2014-11-11 10:21:43 +0000
+++ campaigns/tutorial01_basic_control.wmf/scripting/texts.lua	2015-02-05 09:13:17 +0000
@@ -39,7 +39,7 @@
    field = sf,
    body = rt(
       h1(_"Let’s dive right in!") ..
-      p(_[[There are three different tribes in Widelands: the Barbarians, the Empire and the Atlanteans. All tribes have a different economy, strength and weaknesses, but the general gameplay is the same for all. We will play the barbarians for now.]]) ..
+      p(_[[There are three different tribes in Widelands: the Barbarians, the Empire and the Atlanteans. All tribes have a different economy, strength and weaknesses, but the general gameplay is the same for all. We will play the Barbarians for now.]]) ..
       p(_[[You will usually start the game with one headquarters. This is the big building with the blue flag in front of it. The headquarters is a warehouse that stores wares, workers and soldiers. Some wares are needed for building houses, others for making other wares. Obviously, the wares in the headquarters will not last forever, so you must make sure to replace them. The most important wares in the early game are the basic construction wares: logs and raw stone. Let’s make sure that we do not run out of logs. For this, we need a lumberjack and a hut for him to stay in.]]) ..
       p(_[[We need to find a nice place for the lumberjack’s hut. To make this easier, we can activate ‘Show Building Spaces’. There are two ways you can do this, either by clicking on the ‘Show Building Spaces’ button at the bottom of the screen, which is the fourth one from the left. Or you can use the SPACE key to toggle it.]]) ..
       paragraphdivider() ..
@@ -221,7 +221,7 @@
    rt(
       p(_[[The minimap shows the complete map in miniature. You can directly jump to any field by left-clicking on it. You can also toggle buildings, roads, flags and player indicators on and off inside the minimap.]]) ..
       paragraphdivider() ..
-      listitem_bullet(_[[Try it out. Open the minimap, click on a few buttons and try moving around. Close it when you have have experimented enough.]])
+      listitem_bullet(_[[Try it out. Open the minimap, click on a few buttons and try moving around. Close it when you have experimented enough.]])
    ),
    h = 350,
    obj_name = "use_minimap",
@@ -456,7 +456,7 @@
    title = _"Expanding Your Territory!",
    body = rt(
       p(_[[There is one more thing I’d like to teach you now: Expanding your territory. The place that we started with around our headquarters is barely enough for a basic building infrastructure, and we do not have access to mountains, which we need to mine minerals and coal. So, we have to expand our territory.]]) ..
-      p(_[[Expanding is as simple as building a military building at the edge of your territory. The barbarians have a selection of different military buildings: sentries, barriers, donjons, fortresses and citadels. The bigger the building, the more expensive it is to build, but the more land it will conquer around itself and the more soldiers can be stationed there. The buildings also vary in their vision range: buildings with a tower see farther than others.]]) ..
+      p(_[[Expanding is as simple as building a military building at the edge of your territory. The Barbarians have a selection of different military buildings: sentries, barriers, donjons, fortresses and citadels. The bigger the building, the more expensive it is to build, but the more land it will conquer around itself and the more soldiers can be stationed there. The buildings also vary in their vision range: buildings with a tower see farther than others.]]) ..
       p(_[[As soon as a military building is manned, it will extend your land. I will tell your more about military buildings in another tutorial.]]) ..
       paragraphdivider() ..
       listitem_bullet(_[[Let’s try it out now: build a military building on your border.]]) ..

=== modified file 'campaigns/tutorial02_warfare.wmf/scripting/texts.lua'
--- campaigns/tutorial02_warfare.wmf/scripting/texts.lua	2014-11-11 10:29:02 +0000
+++ campaigns/tutorial02_warfare.wmf/scripting/texts.lua	2015-02-05 09:13:17 +0000
@@ -29,17 +29,17 @@
    body = rt(
       p(_[[A new soldier is created like a worker: when a military building needs a soldier, a carrier grabs the needed weapons and armor from a warehouse (or your headquarters) and walks up the road to your new building. Basic Barbarian soldiers do not use armor, they only need an ax.]]) ..
       p(_[[Take a look at the soldiers that are on their way to our military buildings. They look different from normal workers: they have a health bar over their head that displays their remaining health, and they have four symbols, which symbolize the individual soldier’s current levels in the four different categories: health, attack, defense and evade.]]) ..
-      p(_[[If a barbarian soldier is fully trained, he has level 3 health, level 5 attack, level 0 defense and level 2 evade. This is one fearsome warrior then! The individual abilities have the following meaning:]])
+      p(_[[If a Barbarian soldier is fully trained, he has level 3 health, level 5 attack, level 0 defense and level 2 evade. This is one fearsome warrior then! The individual abilities have the following meaning:]])
    ) ..
    rt("image=tribes/barbarians/soldier/hp_level0.png", h2(_"Health:"))..
-   rt(p(_[[The total life of a soldier. A barbarian soldier starts with 130 health, and he will gain 28 health with each health level.]])) ..
+   rt(p(_[[The total life of a soldier. A Barbarian soldier starts with 130 health, and he will gain 28 health with each health level.]])) ..
    rt("image=tribes/barbarians/soldier/attack_level0.png", h2(_"Attack:")) ..
-   rt(p(_[[The amount of damage a soldier will inflict on the enemy when an attack is successful. A barbarian soldier with attack level 0 inflicts ~14 points of health damage when he succeeds in hitting an enemy. For each attack level, he gains 7 damage points.]])) ..
+   rt(p(_[[The amount of damage a soldier will inflict on the enemy when an attack is successful. A Barbarian soldier with attack level 0 inflicts ~14 points of health damage when he succeeds in hitting an enemy. For each attack level, he gains 7 damage points.]])) ..
    -- The Atlanteans' image, because the Barbarian one has a white background
    rt("image=tribes/atlanteans/soldier/defense_level0.png", h2(_"Defense:")) ..
-   rt(p(_[[The defense is the percentage that is subtracted from the attack value. The barbarians cannot train in this skill and therefore have always defense level 0, which means that the damage is always reduced by 3%. If an attacker with an attack value of 35 points hits a barbarian soldier, the barbarian will lose 35·0.97 = 34 health.]])) ..
+   rt(p(_[[The defense is the percentage that is subtracted from the attack value. The Barbarians cannot train in this skill and therefore have always defense level 0, which means that the damage is always reduced by 3%. If an attacker with an attack value of 35 points hits a Barbarian soldier, the Barbarian will lose 35·0.97 = 34 health.]])) ..
    rt("image=tribes/barbarians/soldier/evade_level0.png", h2(_"Evade:")) ..
-   rt(p(_[[Evade is the chance that the soldier is able to dodge an attack. A level 0 barbarian has a 25% chance to evade an attack, and this increases in steps of 15% for each level.]]))
+   rt(p(_[[Evade is the chance that the soldier is able to dodge an attack. A level 0 Barbarian has a 25% chance to evade an attack, and this increases in steps of 15% for each level.]]))
 }
 
 battlearena1 = {
@@ -104,7 +104,7 @@
    body = rt(
       p(_[[Great, our training camp has now been finished, too. Now nothing will hinder us from getting the strongest warriors the world has ever seen.]]) ..
       p(_[[To train in the training camp, our soldiers need food like in the battle arena, but no strongbeer. Instead, they need different axes for attack training and helmets for health training.]]) ..
-      p(_[[This equipment is produced in smithies out of coal, iron, and sometimes gold. To explain this in detail would lead too far at the moment. You will learn more about this in the second scenario of the Barbarian campaign.]]) ..
+      p(_[[This equipment is produced in smithies out of coal, iron, and sometimes gold. You will learn more about this in the second scenario of the Barbarian campaign.]]) ..
       p(_[[You should also keep in mind that each of the three tribes in Widelands has its own way of training, so the buildings and wares are different. Also, the ability levels cannot be compared: an Imperial soldier with evade level 0 has a 30% chance of evading, while a Barbarian soldier at the same level only has a 25% chance.]])
    )
 }
@@ -126,13 +126,13 @@
    title = _"Soldier capacity",
    body = rt(
       h1(_"Adjusting the number of soldiers") ..
-      p(_[[There is another way how you can control the strength of a military building: by the number of soldiers stationed there. Just click on the arrow buttons to decrease or increase the desired number of soldiers. Every buildings has a maximum capacity. In case of the barrier, it is five, for example.]]) ..
+      p(_[[There is another way how you can control the strength of a military building: by the number of soldiers stationed there. Just click on the arrow buttons to decrease or increase the desired number of soldiers. Every building has a maximum capacity. In case of the barrier, it is five, for example.]]) ..
       p(_[[If you wish to send a certain soldier away, you can simply click on it. It will then be replaced by another soldier.]]) ..
       p(_[[Let me also describe what the numbers in the statistics string mean. This string can contain up to three numbers, e.g. ‘1 (+5) soldier (+2)’.]]) ..
       paragraphdivider() ..
       listitem_bullet(_[[The first number describes how many soldiers are currently in this building. In this example, only one soldier is left inside (each military building is always guarded by at least one soldier).]]) ..
-      listitem_bullet(_[[The second number tells you how many additional soldiers reside in this building, but are currently outside. The five soldiers are maybe attacking an enemy. They will return when they have been successful.]]) ..
-      listitem_bullet(_[[The third number indicates the missing soldiers. >From the eight soldiers (1 + 5 + 2) you wish to have here, two have maybe died. They will be replaced by new soldiers from your warehouse, if possible.]])
+      listitem_bullet(_[[The second number tells you how many additional soldiers reside in this building, but are currently outside. The five soldiers may be attacking an enemy. They will return when they have been successful.]]) ..
+      listitem_bullet(_[[The third number indicates the missing soldiers. >From the eight soldiers (1 + 5 + 2) you wish to have here, two may have died. They will be replaced by new soldiers from your warehouse, if possible.]])
    )
 }
 
@@ -175,7 +175,7 @@
       h1(_"Enhance Your Fortress") ..
       paragraphdivider() ..
       listitem_bullet(_[[Enhance your fortress to a mighty citadel.]]) ..
-      listitem_arrow(_[[The citadel can house 12 soldiers, and it is the biggest military building the barbarians can build. It also costs a lot of resources and takes a long time to build. It is most suited to guard strategically important points like constricted points or mountains.]])
+      listitem_arrow(_[[The citadel can house 12 soldiers, and it is the biggest military building the Barbarians can build. It also costs a lot of resources and takes a long time to build. It is most suited to guard strategically important points like constricted points or mountains.]])
    )
 }
 

=== modified file 'src/ai/computer_player.cc'
--- src/ai/computer_player.cc	2014-09-30 20:31:43 +0000
+++ src/ai/computer_player.cc	2015-02-05 09:13:17 +0000
@@ -36,6 +36,7 @@
 	void think() override {}
 
 	struct EmptyAIImpl : Implementation {
+		/** TRANSLATORS: This is the name of an AI used in the game setup screens */
 		EmptyAIImpl() {name = _("None");}
 		ComputerPlayer * instantiate
 			(Widelands::Game & g, Widelands::PlayerNumber const pid) const override

=== modified file 'src/ai/defaultai.h'
--- src/ai/defaultai.h	2014-10-17 19:13:39 +0000
+++ src/ai/defaultai.h	2015-02-05 09:13:17 +0000
@@ -79,6 +79,7 @@
 	/// Implementation for Aggressive
 	struct AggressiveImpl : public ComputerPlayer::Implementation {
 		AggressiveImpl() {
+			/** TRANSLATORS: This is the name of an AI used in the game setup screens */
 			name = _("Aggressive");
 		}
 		ComputerPlayer* instantiate(Widelands::Game& game,
@@ -89,6 +90,7 @@
 
 	struct NormalImpl : public ComputerPlayer::Implementation {
 		NormalImpl() {
+			/** TRANSLATORS: This is the name of an AI used in the game setup screens */
 			name = _("Normal");
 		}
 		ComputerPlayer* instantiate(Widelands::Game& game,
@@ -99,6 +101,7 @@
 
 	struct DefensiveImpl : public ComputerPlayer::Implementation {
 		DefensiveImpl() {
+			/** TRANSLATORS: This is the name of an AI used in the game setup screens */
 			name = _("Defensive");
 		}
 		ComputerPlayer* instantiate(Widelands::Game& game,


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