Guard and attack markers (shields and swords, up to eight each, right click removes); the world and the interface are copied opaque so glows keep their brightness

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Richard ZinkandClaude Opus 5.5 committed 2026-11-06 07:47:21 +01:00
1 parent a1a53273cd
commit c9dafb1606
24 files changed
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@@ -325,6 +325,7 @@ hint.tower_mana = Tvým magickým věžím došla mana.
job.repair = Opravuje věž job.repair = Opravuje věž
job.mend_bridge = Opravuje most job.mend_bridge = Opravuje most
job.raise_wall = Staví zeď job.raise_wall = Staví zeď
job.march = Pochoduje k meči
job.attack_tower = Útočí na věž job.attack_tower = Útočí na věž
unit.jailer = Žalářník unit.jailer = Žalářník
@@ -1092,15 +1093,19 @@ best.catapult.text = Dřevěné rameno, vědro kamení a rytíř s příliš mno
# orders # orders
tool.order_attack.label = Útok tool.order_attack.label = Útok
tool.order_attack.name = Útok! tool.order_attack.name = Útok!
tool.order_attack.desc = Klikni na nepřítele nebo nepřátelskou věž: všichni bojeschopní tvorové do 18 políček se na něj vrhnou. Pravé kliknutí nástrojem rozkazu zruší rozkazy stráže. tool.order_attack.desc = Klikni na nepřítele nebo nepřátelskou věž: všechny bytosti připravené k boji v okruhu 18 polí zaútočí. Klikni na volnou zem: značka meče – připravené bytosti se rozdělí mezi všechny meče a bojují tam. Pravý klik na značku ji odstraní.
tool.order_guard.label = Hlídat tool.order_guard.label = Hlídat
tool.order_guard.name = Hlídat místnost tool.order_guard.name = Hlídat místnost
tool.order_guard.desc = Klikni na místnost: až tři tvorové poblíž tam na dvě minuty zaujmou pozice a zaútočí na vše, co se objeví na dohled. Pravé kliknutí ruší. tool.order_guard.desc = Klikni na svou zem: značka štítu, kterou drží a brání trojice bytostí. Nejvýše osm štítů; pravý klik na štít ho odstraní.
hint.order_attack = Klikni na nepřítele nebo nepřátelskou věž. hint.order_attack = Klikni na nepřítele nebo nepřátelskou věž.
hint.order_guard = Klikni na jednu ze svých místností (nebo na vlastní podlahu). hint.order_guard = Klikni na jednu ze svých místností (nebo na vlastní podlahu).
hint.order_nobody = Žádný tvor nemá na tento rozkaz čas. hint.order_nobody = Žádný tvor nemá na tento rozkaz čas.
msg.order_attack = Útočí tvorů: {0}! msg.order_attack = Útočí tvorů: {0}!
msg.order_guard = Pozice zaujímá tvorů: {0}. msg.order_guard = Pozice zaujímá tvorů: {0}.
msg.mark_attack = Meč označuje místo: tvé připravené bytosti tam pochodují.
msg.mark_guard = Štít označuje místo: tři bytosti ho budou držet.
msg.mark_removed = Značka odstraněna – její bytosti jsou opět volné.
hint.marks_full = Osm značek tohoto druhu je maximum. Jednu odstraň pravým klikem.
msg.orders_cancelled = Rozkazy stráže zrušeny. msg.orders_cancelled = Rozkazy stráže zrušeny.
# creature overview # creature overview
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@@ -325,6 +325,7 @@ hint.tower_mana = Dine magitårne er løbet tør for mana.
job.repair = Reparerer et tårn job.repair = Reparerer et tårn
job.mend_bridge = Reparerer en bro job.mend_bridge = Reparerer en bro
job.raise_wall = Rejser en mur job.raise_wall = Rejser en mur
job.march = Marcherer mod et sværd
job.attack_tower = Angriber et tårn job.attack_tower = Angriber et tårn
unit.jailer = Fangevogter unit.jailer = Fangevogter
@@ -1091,15 +1092,19 @@ best.catapult.text = En træarm, en spand sten og en ridder med for meget fritid
# orders # orders
tool.order_attack.label = Angrib tool.order_attack.label = Angrib
tool.order_attack.name = Angrib! tool.order_attack.name = Angrib!
tool.order_attack.desc = Klik på en fjende eller et fjendtligt tårn: alle kæmpende væsner inden for 18 felter går efter det. Højreklik med et ordreværktøj annullerer vagtordrerne. tool.order_attack.desc = Klik på en fjende eller et fjendtligt tårn: alle kampklare væsner inden for 18 felter går til angreb. Klik på fri grund: en sværdmarkør – de kampklare væsner fordeler sig på alle sværd og kæmper der. Højreklik på en markør fjerner den.
tool.order_guard.label = Bevogt tool.order_guard.label = Bevogt
tool.order_guard.name = Bevogt dette rum tool.order_guard.name = Bevogt dette rum
tool.order_guard.desc = Klik på et rum: op til tre væsner i nærheden indtager stillinger der i to minutter og angriber alt, der kommer inden for synsvidde. Højreklik annullerer. tool.order_guard.desc = Klik på din egen grund: en skjoldmarkør, som tre væsner holder og forsvarer. Op til otte skjolde; højreklik på et skjold fjerner det.
hint.order_attack = Klik på en fjende eller et fjendtligt tårn. hint.order_attack = Klik på en fjende eller et fjendtligt tårn.
hint.order_guard = Klik på et af dine rum (eller dit eget gulv). hint.order_guard = Klik på et af dine rum (eller dit eget gulv).
hint.order_nobody = Intet væsen er ledigt til den ordre. hint.order_nobody = Intet væsen er ledigt til den ordre.
msg.order_attack = {0} væsner angriber! msg.order_attack = {0} væsner angriber!
msg.order_guard = {0} væsner indtager deres stillinger. msg.order_guard = {0} væsner indtager deres stillinger.
msg.mark_attack = Et sværd markerer stedet: dine kampklare væsner marcherer derhen.
msg.mark_guard = Et skjold markerer stedet: tre væsner holder det.
msg.mark_removed = Markør fjernet – dens væsner er fri igen.
hint.marks_full = Otte markører af den slags er det højeste. Fjern en med højreklik.
msg.orders_cancelled = Vagtordrer annulleret. msg.orders_cancelled = Vagtordrer annulleret.
# creature overview # creature overview
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@@ -324,6 +324,7 @@ hint.tower_mana = Deinen Magietürmen ist das Mana ausgegangen.
job.repair = Repariert einen Turm job.repair = Repariert einen Turm
job.mend_bridge = Flickt eine Brücke job.mend_bridge = Flickt eine Brücke
job.raise_wall = Mauert eine Wand job.raise_wall = Mauert eine Wand
job.march = Marschiert zu einem Schwert
job.attack_tower = Greift einen Turm an job.attack_tower = Greift einen Turm an
unit.jailer = Kerkermeister unit.jailer = Kerkermeister
@@ -1091,15 +1092,19 @@ best.catapult.text = Ein Holzarm, ein Eimer Steine und ein Ritter mit zu viel Ze
# orders # orders
tool.order_attack.label = Angriff tool.order_attack.label = Angriff
tool.order_attack.name = Angriff! tool.order_attack.name = Angriff!
tool.order_attack.desc = Klicke einen Feind oder einen feindlichen Turm an: Alle kampfbereiten Kreaturen im Umkreis von 18 Feldern gehen darauf los. Rechtsklick mit einem Befehlswerkzeug hebt die Wachbefehle auf. tool.order_attack.desc = Klicke einen Feind oder einen feindlichen Turm an: Alle kampfbereiten Kreaturen im Umkreis von 18 Feldern gehen darauf los. Klicke freien Boden an: ein Schwert-Marker – die kampfbereiten Kreaturen verteilen sich auf alle Schwerter und kämpfen dort. Rechtsklick auf einen Marker entfernt ihn.
tool.order_guard.label = Bewachen tool.order_guard.label = Bewachen
tool.order_guard.name = Raum bewachen tool.order_guard.name = Raum bewachen
tool.order_guard.desc = Klicke einen Raum an: Bis zu drei Kreaturen in der Nähe beziehen dort für zwei Minuten Stellung und greifen alles an, was in Sicht kommt. Rechtsklick hebt auf. tool.order_guard.desc = Klicke deinen eigenen Boden an: ein Schild-Marker, den drei Kreaturen halten und verteidigen. Bis zu acht Schilde; Rechtsklick auf einen Schild entfernt ihn.
hint.order_attack = Klicke einen Feind oder einen feindlichen Turm an. hint.order_attack = Klicke einen Feind oder einen feindlichen Turm an.
hint.order_guard = Klicke einen deiner Räume (oder deinen Boden) an. hint.order_guard = Klicke einen deiner Räume (oder deinen Boden) an.
hint.order_nobody = Keine Kreatur ist für diesen Befehl frei. hint.order_nobody = Keine Kreatur ist für diesen Befehl frei.
msg.order_attack = {0} Kreaturen greifen an! msg.order_attack = {0} Kreaturen greifen an!
msg.order_guard = {0} Kreaturen beziehen Stellung. msg.order_guard = {0} Kreaturen beziehen Stellung.
msg.mark_attack = Ein Schwert markiert die Stelle: Deine kampfbereiten Kreaturen marschieren hin.
msg.mark_guard = Ein Schild markiert die Stelle: Drei Kreaturen halten sie.
msg.mark_removed = Marker entfernt – seine Kreaturen sind wieder frei.
hint.marks_full = Mehr als acht Marker dieser Art gehen nicht. Entferne einen mit Rechtsklick.
msg.orders_cancelled = Wachbefehle aufgehoben. msg.orders_cancelled = Wachbefehle aufgehoben.
# creature overview # creature overview
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@@ -325,6 +325,7 @@ hint.tower_mana = Οι πύργοι μαγείας σου ξέμειναν απ
job.repair = Επισκευάζει πύργο job.repair = Επισκευάζει πύργο
job.mend_bridge = Επισκευάζει γέφυρα job.mend_bridge = Επισκευάζει γέφυρα
job.raise_wall = Υψώνει τοίχο job.raise_wall = Υψώνει τοίχο
job.march = Βαδίζει προς ένα σπαθί
job.attack_tower = Επιτίθεται σε πύργο job.attack_tower = Επιτίθεται σε πύργο
unit.jailer = Δεσμοφύλακας unit.jailer = Δεσμοφύλακας
@@ -1092,15 +1093,19 @@ best.catapult.text = Ένας ξύλινος βραχίονας, ένας κου
# orders # orders
tool.order_attack.label = Επίθεση tool.order_attack.label = Επίθεση
tool.order_attack.name = Επίθεση! tool.order_attack.name = Επίθεση!
tool.order_attack.desc = Κάνε κλικ σε εχθρό ή εχθρικό πύργο: όλα τα μάχιμα πλάσματα σε ακτίνα 18 πλακιδίων ορμούν πάνω του. Το δεξί κλικ με εργαλείο εντολής ακυρώνει τις εντολές φρουράς. tool.order_attack.desc = Κάνε κλικ σε εχθρό ή εχθρικό πύργο: όλα τα έτοιμα για μάχη πλάσματα σε ακτίνα 18 πλακιδίων επιτίθενται. Κάνε κλικ σε ελεύθερο έδαφος: σημάδι-σπαθί – τα έτοιμα πλάσματα μοιράζονται σε όλα τα σπαθιά και πολεμούν εκεί. Δεξί κλικ σε σημάδι το αφαιρεί.
tool.order_guard.label = Φρουρά tool.order_guard.label = Φρουρά
tool.order_guard.name = Φύλαξε αυτό το δωμάτιο tool.order_guard.name = Φύλαξε αυτό το δωμάτιο
tool.order_guard.desc = Κάνε κλικ σε δωμάτιο: έως τρία κοντινά πλάσματα παίρνουν θέσεις εκεί για δύο λεπτά και επιτίθενται σε ό,τι εμφανιστεί. Το δεξί κλικ ακυρώνει. tool.order_guard.desc = Κάνε κλικ στο δικό σου έδαφος: σημάδι-ασπίδα που κρατούν και υπερασπίζονται τρία πλάσματα. Έως οκτώ ασπίδες· δεξί κλικ σε ασπίδα την αφαιρεί.
hint.order_attack = Κάνε κλικ σε εχθρό ή εχθρικό πύργο. hint.order_attack = Κάνε κλικ σε εχθρό ή εχθρικό πύργο.
hint.order_guard = Κάνε κλικ σε ένα από τα δωμάτιά σου (ή στο δικό σου δάπεδο). hint.order_guard = Κάνε κλικ σε ένα από τα δωμάτιά σου (ή στο δικό σου δάπεδο).
hint.order_nobody = Κανένα πλάσμα δεν είναι διαθέσιμο για αυτή την εντολή. hint.order_nobody = Κανένα πλάσμα δεν είναι διαθέσιμο για αυτή την εντολή.
msg.order_attack = {0} πλάσματα επιτίθενται! msg.order_attack = {0} πλάσματα επιτίθενται!
msg.order_guard = {0} πλάσματα παίρνουν θέσεις. msg.order_guard = {0} πλάσματα παίρνουν θέσεις.
msg.mark_attack = Ένα σπαθί σημαδεύει το σημείο: τα έτοιμα πλάσματά σου βαδίζουν εκεί.
msg.mark_guard = Μια ασπίδα σημαδεύει το σημείο: τρία πλάσματα θα το κρατήσουν.
msg.mark_removed = Το σημάδι αφαιρέθηκε – τα πλάσματά του είναι πάλι ελεύθερα.
hint.marks_full = Οκτώ σημάδια αυτού του είδους είναι το μέγιστο. Αφαίρεσε ένα με δεξί κλικ.
msg.orders_cancelled = Οι εντολές φρουράς ακυρώθηκαν. msg.orders_cancelled = Οι εντολές φρουράς ακυρώθηκαν.
# creature overview # creature overview
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@@ -325,6 +325,7 @@ hint.tower_mana = Your magic towers have run out of mana.
job.repair = Repairing a tower job.repair = Repairing a tower
job.mend_bridge = Mending a bridge job.mend_bridge = Mending a bridge
job.raise_wall = Raising a wall job.raise_wall = Raising a wall
job.march = Marching to a sword
job.attack_tower = Attacking a tower job.attack_tower = Attacking a tower
unit.jailer = Jailer unit.jailer = Jailer
@@ -1092,15 +1093,19 @@ best.catapult.text = A wooden arm, a bucket of rocks and a knight with too much
# orders # orders
tool.order_attack.label = Attack tool.order_attack.label = Attack
tool.order_attack.name = Attack! tool.order_attack.name = Attack!
tool.order_attack.desc = Click an enemy or an enemy tower: all fighting creatures within 18 tiles go for it. Right click with an order tool cancels the guard orders. tool.order_attack.desc = Click an enemy or an enemy tower: all fighting creatures within 18 tiles go for it. Click open ground: a sword marker - the ready creatures share out over all swords and fight there. Right click on a marker removes it.
tool.order_guard.label = Guard tool.order_guard.label = Guard
tool.order_guard.name = Guard this room tool.order_guard.name = Guard this room
tool.order_guard.desc = Click a room: up to three creatures nearby take positions there for two minutes and attack whatever comes into view. Right click cancels. tool.order_guard.desc = Click your own ground: a shield marker that three creatures hold and defend. Up to eight shields; right click on a shield removes it.
hint.order_attack = Click an enemy or an enemy tower. hint.order_attack = Click an enemy or an enemy tower.
hint.order_guard = Click one of your rooms (or your own floor). hint.order_guard = Click one of your rooms (or your own floor).
hint.order_nobody = No creature is free for that order. hint.order_nobody = No creature is free for that order.
msg.order_attack = {0} creatures attack! msg.order_attack = {0} creatures attack!
msg.order_guard = {0} creatures take their positions. msg.order_guard = {0} creatures take their positions.
msg.mark_attack = A sword marks the spot: your ready creatures march there.
msg.mark_guard = A shield marks the spot: three creatures will hold it.
msg.mark_removed = Marker removed - its creatures are free again.
hint.marks_full = Eight markers of that kind are the most. Remove one with a right click.
msg.orders_cancelled = Guard orders cancelled. msg.orders_cancelled = Guard orders cancelled.
# creature overview # creature overview
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@@ -325,6 +325,7 @@ hint.tower_mana = Tus torres mágicas se han quedado sin maná.
job.repair = Reparando una torre job.repair = Reparando una torre
job.mend_bridge = Repara un puente job.mend_bridge = Repara un puente
job.raise_wall = Levanta un muro job.raise_wall = Levanta un muro
job.march = Marcha hacia una espada
job.attack_tower = Atacando una torre job.attack_tower = Atacando una torre
unit.jailer = Carcelero unit.jailer = Carcelero
@@ -1084,15 +1085,19 @@ best.catapult.text = Un brazo de madera, un cubo de piedras y un caballero con d
# orders # orders
tool.order_attack.label = Atacar tool.order_attack.label = Atacar
tool.order_attack.name = ¡Al ataque! tool.order_attack.name = ¡Al ataque!
tool.order_attack.desc = Haz clic en un enemigo o una torre enemiga: todas las criaturas combatientes a menos de 18 casillas van a por él. Clic derecho con una herramienta de órdenes cancela las órdenes de guardia. tool.order_attack.desc = Haz clic en un enemigo o una torre enemiga: todas las criaturas listas para luchar en 18 casillas van a por él. Haz clic en suelo libre: un marcador de espada; las criaturas listas se reparten entre todas las espadas y luchan allí. Clic derecho en un marcador lo quita.
tool.order_guard.label = Guardia tool.order_guard.label = Guardia
tool.order_guard.name = Vigilar esta sala tool.order_guard.name = Vigilar esta sala
tool.order_guard.desc = Haz clic en una sala: hasta tres criaturas cercanas toman posiciones allí durante dos minutos y atacan todo lo que aparezca a la vista. Clic derecho cancela. tool.order_guard.desc = Haz clic en tu propio suelo: un marcador de escudo que tres criaturas mantienen y defienden. Hasta ocho escudos; clic derecho en un escudo lo quita.
hint.order_attack = Haz clic en un enemigo o una torre enemiga. hint.order_attack = Haz clic en un enemigo o una torre enemiga.
hint.order_guard = Haz clic en una de tus salas (o en tu propio suelo). hint.order_guard = Haz clic en una de tus salas (o en tu propio suelo).
hint.order_nobody = Ninguna criatura está libre para esa orden. hint.order_nobody = Ninguna criatura está libre para esa orden.
msg.order_attack = ¡{0} criaturas atacan! msg.order_attack = ¡{0} criaturas atacan!
msg.order_guard = {0} criaturas toman posiciones. msg.order_guard = {0} criaturas toman posiciones.
msg.mark_attack = Una espada marca el sitio: tus criaturas listas marchan allí.
msg.mark_guard = Un escudo marca el sitio: tres criaturas lo mantendrán.
msg.mark_removed = Marcador quitado: sus criaturas vuelven a estar libres.
hint.marks_full = Ocho marcadores de ese tipo es el máximo. Quita uno con clic derecho.
msg.orders_cancelled = Órdenes de guardia canceladas. msg.orders_cancelled = Órdenes de guardia canceladas.
# creature overview # creature overview
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@@ -325,6 +325,7 @@ hint.tower_mana = Taikatorneiltasi on loppunut mana.
job.repair = Korjaa tornia job.repair = Korjaa tornia
job.mend_bridge = Korjaa siltaa job.mend_bridge = Korjaa siltaa
job.raise_wall = Pystyttää muuria job.raise_wall = Pystyttää muuria
job.march = Marssii miekalle
job.attack_tower = Hyökkää tornia vastaan job.attack_tower = Hyökkää tornia vastaan
unit.jailer = Vanginvartija unit.jailer = Vanginvartija
@@ -1092,15 +1093,19 @@ best.catapult.text = Puinen varsi, ämpäri kiviä ja ritari, jolla on liikaa va
# orders # orders
tool.order_attack.label = Hyökkää tool.order_attack.label = Hyökkää
tool.order_attack.name = Hyökkää! tool.order_attack.name = Hyökkää!
tool.order_attack.desc = Klikkaa vihollista tai vihollisen tornia: kaikki taistelevat olennot 18 ruudun säteellä käyvät sen kimppuun. Oikea klikkaus käskytyökalulla peruu vartiokäskyt. tool.order_attack.desc = Napsauta vihollista tai vihollistornia: kaikki taisteluvalmiit olennot 18 ruudun säteellä hyökkäävät. Napsauta vapaata maata: miekkamerkki – taisteluvalmiit olennot jakautuvat kaikille miekoille ja taistelevat siellä. Oikea napsautus merkkiin poistaa sen.
tool.order_guard.label = Vartioi tool.order_guard.label = Vartioi
tool.order_guard.name = Vartioi huonetta tool.order_guard.name = Vartioi huonetta
tool.order_guard.desc = Klikkaa huonetta: enintään kolme lähellä olevaa olentoa asettuu sinne kahdeksi minuutiksi ja hyökkää kaiken näkyviin tulevan kimppuun. Oikea klikkaus peruu. tool.order_guard.desc = Napsauta omaa maatasi: kilpimerkki, jota kolme olentoa pitää ja puolustaa. Enintään kahdeksan kilpeä; oikea napsautus kilpeen poistaa sen.
hint.order_attack = Klikkaa vihollista tai vihollisen tornia. hint.order_attack = Klikkaa vihollista tai vihollisen tornia.
hint.order_guard = Klikkaa yhtä huoneistasi (tai omaa lattiaasi). hint.order_guard = Klikkaa yhtä huoneistasi (tai omaa lattiaasi).
hint.order_nobody = Yksikään olento ei ole vapaana tähän käskyyn. hint.order_nobody = Yksikään olento ei ole vapaana tähän käskyyn.
msg.order_attack = {0} olentoa hyökkää! msg.order_attack = {0} olentoa hyökkää!
msg.order_guard = {0} olentoa asettuu asemiinsa. msg.order_guard = {0} olentoa asettuu asemiinsa.
msg.mark_attack = Miekka merkitsee paikan: taisteluvalmiit olentosi marssivat sinne.
msg.mark_guard = Kilpi merkitsee paikan: kolme olentoa pitää sen.
msg.mark_removed = Merkki poistettu – sen olennot ovat taas vapaita.
hint.marks_full = Kahdeksan tämän lajin merkkiä on enimmäismäärä. Poista yksi oikealla napsautuksella.
msg.orders_cancelled = Vartiokäskyt peruttu. msg.orders_cancelled = Vartiokäskyt peruttu.
# creature overview # creature overview
+7 -2
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@@ -325,6 +325,7 @@ hint.tower_mana = Tvojim čarobnim tornjevima ponestalo je mane.
job.repair = Popravlja toranj job.repair = Popravlja toranj
job.mend_bridge = Popravlja most job.mend_bridge = Popravlja most
job.raise_wall = Podiže zid job.raise_wall = Podiže zid
job.march = Maršira prema maču
job.attack_tower = Napada toranj job.attack_tower = Napada toranj
unit.jailer = Tamničar unit.jailer = Tamničar
@@ -1092,15 +1093,19 @@ best.catapult.text = Drvena ruka, kanta kamenja i vitez s previše slobodnog vre
# orders # orders
tool.order_attack.label = Napad tool.order_attack.label = Napad
tool.order_attack.name = Napad! tool.order_attack.name = Napad!
tool.order_attack.desc = Klikni neprijatelja ili neprijateljski toranj: sva borbena stvorenja unutar 18 polja kreću na njega. Desni klik alatom za naredbe poništava naredbe čuvanja. tool.order_attack.desc = Klikni neprijatelja ili neprijateljski toranj: sva stvorenja spremna za borbu u krugu od 18 polja napadaju. Klikni slobodno tlo: oznaka mača – spremna stvorenja raspoređuju se na sve mačeve i bore se ondje. Desni klik na oznaku uklanja je.
tool.order_guard.label = Čuvaj tool.order_guard.label = Čuvaj
tool.order_guard.name = Čuvaj ovu prostoriju tool.order_guard.name = Čuvaj ovu prostoriju
tool.order_guard.desc = Klikni prostoriju: do tri obližnja stvorenja zauzimaju ondje položaj na dvije minute i napadaju sve što im dođe u vidokrug. Desni klik poništava. tool.order_guard.desc = Klikni svoje tlo: oznaka štita koju tri stvorenja drže i brane. Do osam štitova; desni klik na štit uklanja ga.
hint.order_attack = Klikni neprijatelja ili neprijateljski toranj. hint.order_attack = Klikni neprijatelja ili neprijateljski toranj.
hint.order_guard = Klikni jednu od svojih prostorija (ili svoj pod). hint.order_guard = Klikni jednu od svojih prostorija (ili svoj pod).
hint.order_nobody = Nijedno stvorenje nije slobodno za tu naredbu. hint.order_nobody = Nijedno stvorenje nije slobodno za tu naredbu.
msg.order_attack = Stvorenja napadaju: {0}! msg.order_attack = Stvorenja napadaju: {0}!
msg.order_guard = Stvorenja zauzimaju položaje: {0}. msg.order_guard = Stvorenja zauzimaju položaje: {0}.
msg.mark_attack = Mač označava mjesto: tvoja spremna stvorenja marširaju onamo.
msg.mark_guard = Štit označava mjesto: tri stvorenja će ga držati.
msg.mark_removed = Oznaka uklonjena – njezina su stvorenja opet slobodna.
hint.marks_full = Osam oznaka te vrste je najviše. Ukloni jednu desnim klikom.
msg.orders_cancelled = Naredbe čuvanja poništene. msg.orders_cancelled = Naredbe čuvanja poništene.
# creature overview # creature overview
+7 -2
View File
@@ -325,6 +325,7 @@ hint.tower_mana = A mágiatornyaidból kifogyott a mana.
job.repair = Tornyot javít job.repair = Tornyot javít
job.mend_bridge = Hidat javít job.mend_bridge = Hidat javít
job.raise_wall = Falat emel job.raise_wall = Falat emel
job.march = Egy kardhoz vonul
job.attack_tower = Tornyot támad job.attack_tower = Tornyot támad
unit.jailer = Börtönőr unit.jailer = Börtönőr
@@ -1092,15 +1093,19 @@ best.catapult.text = Egy fakar, egy vödör kő és egy lovag túl sok szabadid
# orders # orders
tool.order_attack.label = Támadás tool.order_attack.label = Támadás
tool.order_attack.name = Támadás! tool.order_attack.name = Támadás!
tool.order_attack.desc = Kattints egy ellenségre vagy ellenséges toronyra: 18 mezőn belül minden harcoló lény rárohan. Jobb kattintás egy parancseszközzel visszavonja az őrzési parancsokat. tool.order_attack.desc = Kattints egy ellenségre vagy ellenséges toronyra: minden harcra kész lény 18 mezőn belül rátámad. Kattints szabad talajra: kardjelölő – a harcra kész lények elosztódnak a kardok között, és ott harcolnak. Jobb kattintás egy jelölőre eltávolítja.
tool.order_guard.label = Őrzés tool.order_guard.label = Őrzés
tool.order_guard.name = Őrizd ezt a szobát tool.order_guard.name = Őrizd ezt a szobát
tool.order_guard.desc = Kattints egy szobára: legfeljebb három közeli lény két percre ott foglal állást, és megtámad mindent, ami a látóterébe kerül. Jobb kattintás: visszavonás. tool.order_guard.desc = Kattints a saját talajodra: pajzsjelölő, amelyet három lény tart és véd. Legfeljebb nyolc pajzs; jobb kattintás egy pajzsra eltávolítja.
hint.order_attack = Kattints egy ellenségre vagy ellenséges toronyra. hint.order_attack = Kattints egy ellenségre vagy ellenséges toronyra.
hint.order_guard = Kattints az egyik szobádra (vagy a saját padlódra). hint.order_guard = Kattints az egyik szobádra (vagy a saját padlódra).
hint.order_nobody = Egy lény sem ér rá erre a parancsra. hint.order_nobody = Egy lény sem ér rá erre a parancsra.
msg.order_attack = {0} lény támad! msg.order_attack = {0} lény támad!
msg.order_guard = {0} lény foglalja el az állását. msg.order_guard = {0} lény foglalja el az állását.
msg.mark_attack = Egy kard jelöli a helyet: harcra kész lényeid odavonulnak.
msg.mark_guard = Egy pajzs jelöli a helyet: három lény tartja.
msg.mark_removed = Jelölő eltávolítva – lényei újra szabadok.
hint.marks_full = Ebből a fajtából legfeljebb nyolc jelölő lehet. Távolíts el egyet jobb kattintással.
msg.orders_cancelled = Őrzési parancsok visszavonva. msg.orders_cancelled = Őrzési parancsok visszavonva.
# creature overview # creature overview
+7 -2
View File
@@ -325,6 +325,7 @@ hint.tower_mana = Le tue torri magiche sono rimaste senza mana.
job.repair = Ripara una torre job.repair = Ripara una torre
job.mend_bridge = Ripara un ponte job.mend_bridge = Ripara un ponte
job.raise_wall = Alza un muro job.raise_wall = Alza un muro
job.march = Marcia verso una spada
job.attack_tower = Attacca una torre job.attack_tower = Attacca una torre
unit.jailer = Carceriere unit.jailer = Carceriere
@@ -1084,15 +1085,19 @@ best.catapult.text = Un braccio di legno, un secchio di sassi e un cavaliere con
# orders # orders
tool.order_attack.label = Attacca tool.order_attack.label = Attacca
tool.order_attack.name = All'attacco! tool.order_attack.name = All'attacco!
tool.order_attack.desc = Clicca un nemico o una torre nemica: tutte le creature combattenti entro 18 caselle ci si lanciano. Il clic destro con uno strumento ordine annulla gli ordini di guardia. tool.order_attack.desc = Clicca un nemico o una torre nemica: tutte le creature pronte entro 18 caselle lo attaccano. Clicca terreno libero: un segnalino spada; le creature pronte si dividono tra tutte le spade e combattono lì. Clic destro su un segnalino lo rimuove.
tool.order_guard.label = Guardia tool.order_guard.label = Guardia
tool.order_guard.name = Sorveglia questa stanza tool.order_guard.name = Sorveglia questa stanza
tool.order_guard.desc = Clicca una stanza: fino a tre creature vicine prendono posizione lì per due minuti e attaccano tutto ciò che entra in vista. Il clic destro annulla. tool.order_guard.desc = Clicca il tuo terreno: un segnalino scudo che tre creature tengono e difendono. Fino a otto scudi; clic destro su uno scudo lo rimuove.
hint.order_attack = Clicca un nemico o una torre nemica. hint.order_attack = Clicca un nemico o una torre nemica.
hint.order_guard = Clicca una delle tue stanze (o il tuo pavimento). hint.order_guard = Clicca una delle tue stanze (o il tuo pavimento).
hint.order_nobody = Nessuna creatura è libera per quell'ordine. hint.order_nobody = Nessuna creatura è libera per quell'ordine.
msg.order_attack = {0} creature all'attacco! msg.order_attack = {0} creature all'attacco!
msg.order_guard = {0} creature prendono posizione. msg.order_guard = {0} creature prendono posizione.
msg.mark_attack = Una spada segna il punto: le tue creature pronte marciano lì.
msg.mark_guard = Uno scudo segna il punto: tre creature lo terranno.
msg.mark_removed = Segnalino rimosso: le sue creature sono di nuovo libere.
hint.marks_full = Otto segnalini di quel tipo sono il massimo. Rimuovine uno con il clic destro.
msg.orders_cancelled = Ordini di guardia annullati. msg.orders_cancelled = Ordini di guardia annullati.
# creature overview # creature overview
+7 -2
View File
@@ -325,6 +325,7 @@ hint.tower_mana = Je magietorens hebben geen mana meer.
job.repair = Repareert een toren job.repair = Repareert een toren
job.mend_bridge = Herstelt een brug job.mend_bridge = Herstelt een brug
job.raise_wall = Trekt een muur op job.raise_wall = Trekt een muur op
job.march = Marcheert naar een zwaard
job.attack_tower = Valt een toren aan job.attack_tower = Valt een toren aan
unit.jailer = Cipier unit.jailer = Cipier
@@ -1092,15 +1093,19 @@ best.catapult.text = Een houten arm, een emmer stenen en een ridder met te veel
# orders # orders
tool.order_attack.label = Aanval tool.order_attack.label = Aanval
tool.order_attack.name = Aanval! tool.order_attack.name = Aanval!
tool.order_attack.desc = Klik op een vijand of een vijandelijke toren: alle strijdende wezens binnen 18 vakken gaan erop af. Rechtsklik met een bevelgereedschap annuleert de wachtbevelen. tool.order_attack.desc = Klik een vijand of vijandelijke toren aan: alle strijdklare wezens binnen 18 vakken vallen aan. Klik vrije grond aan: een zwaardmarkering – de strijdklare wezens verdelen zich over alle zwaarden en vechten daar. Rechtsklik op een markering verwijdert haar.
tool.order_guard.label = Bewaken tool.order_guard.label = Bewaken
tool.order_guard.name = Deze kamer bewaken tool.order_guard.name = Deze kamer bewaken
tool.order_guard.desc = Klik op een kamer: tot drie wezens in de buurt nemen daar twee minuten positie in en vallen alles aan wat in zicht komt. Rechtsklik annuleert. tool.order_guard.desc = Klik je eigen grond aan: een schildmarkering die drie wezens bezet houden en verdedigen. Tot acht schilden; rechtsklik op een schild verwijdert het.
hint.order_attack = Klik op een vijand of een vijandelijke toren. hint.order_attack = Klik op een vijand of een vijandelijke toren.
hint.order_guard = Klik op een van je kamers (of je eigen vloer). hint.order_guard = Klik op een van je kamers (of je eigen vloer).
hint.order_nobody = Geen enkel wezen is vrij voor dat bevel. hint.order_nobody = Geen enkel wezen is vrij voor dat bevel.
msg.order_attack = {0} wezens vallen aan! msg.order_attack = {0} wezens vallen aan!
msg.order_guard = {0} wezens nemen hun posities in. msg.order_guard = {0} wezens nemen hun posities in.
msg.mark_attack = Een zwaard markeert de plek: je strijdklare wezens marcheren erheen.
msg.mark_guard = Een schild markeert de plek: drie wezens houden haar bezet.
msg.mark_removed = Markering verwijderd – haar wezens zijn weer vrij.
hint.marks_full = Acht markeringen van die soort is het maximum. Verwijder er één met rechtsklik.
msg.orders_cancelled = Wachtbevelen geannuleerd. msg.orders_cancelled = Wachtbevelen geannuleerd.
# creature overview # creature overview
+7 -2
View File
@@ -325,6 +325,7 @@ hint.tower_mana = Magitårnene dine har gått tom for mana.
job.repair = Reparerer et tårn job.repair = Reparerer et tårn
job.mend_bridge = Reparerer en bro job.mend_bridge = Reparerer en bro
job.raise_wall = Reiser en mur job.raise_wall = Reiser en mur
job.march = Marsjerer mot et sverd
job.attack_tower = Angriper et tårn job.attack_tower = Angriper et tårn
unit.jailer = Fangevokter unit.jailer = Fangevokter
@@ -1091,15 +1092,19 @@ best.catapult.text = En trearm, en bøtte stein og en ridder med for mye fritid.
# orders # orders
tool.order_attack.label = Angrip tool.order_attack.label = Angrip
tool.order_attack.name = Angrip! tool.order_attack.name = Angrip!
tool.order_attack.desc = Klikk på en fiende eller et fiendtlig tårn: alle kjempende skapninger innen 18 ruter går løs på det. Høyreklikk med et ordreverktøy avbryter vaktordrene. tool.order_attack.desc = Klikk på en fiende eller et fiendtlig tårn: alle kampklare skapninger innen 18 ruter angriper. Klikk på fri grunn: en sverdmarkør – de kampklare skapningene fordeler seg på alle sverd og kjemper der. Høyreklikk på en markør fjerner den.
tool.order_guard.label = Vokt tool.order_guard.label = Vokt
tool.order_guard.name = Vokt dette rommet tool.order_guard.name = Vokt dette rommet
tool.order_guard.desc = Klikk på et rom: opptil tre skapninger i nærheten inntar stillinger der i to minutter og angriper alt som kommer innen synsvidde. Høyreklikk avbryter. tool.order_guard.desc = Klikk på din egen grunn: en skjoldmarkør som tre skapninger holder og forsvarer. Opptil åtte skjold; høyreklikk på et skjold fjerner det.
hint.order_attack = Klikk på en fiende eller et fiendtlig tårn. hint.order_attack = Klikk på en fiende eller et fiendtlig tårn.
hint.order_guard = Klikk på et av rommene dine (eller ditt eget gulv). hint.order_guard = Klikk på et av rommene dine (eller ditt eget gulv).
hint.order_nobody = Ingen skapning er ledig for den ordren. hint.order_nobody = Ingen skapning er ledig for den ordren.
msg.order_attack = {0} skapninger angriper! msg.order_attack = {0} skapninger angriper!
msg.order_guard = {0} skapninger inntar stillingene sine. msg.order_guard = {0} skapninger inntar stillingene sine.
msg.mark_attack = Et sverd markerer stedet: de kampklare skapningene dine marsjerer dit.
msg.mark_guard = Et skjold markerer stedet: tre skapninger holder det.
msg.mark_removed = Markør fjernet – skapningene er frie igjen.
hint.marks_full = Åtte markører av den sorten er det meste. Fjern en med høyreklikk.
msg.orders_cancelled = Vaktordrer avbrutt. msg.orders_cancelled = Vaktordrer avbrutt.
# creature overview # creature overview
+7 -2
View File
@@ -325,6 +325,7 @@ hint.tower_mana = As tuas torres mágicas ficaram sem mana.
job.repair = A reparar uma torre job.repair = A reparar uma torre
job.mend_bridge = Repara uma ponte job.mend_bridge = Repara uma ponte
job.raise_wall = Ergue um muro job.raise_wall = Ergue um muro
job.march = Marcha para uma espada
job.attack_tower = A atacar uma torre job.attack_tower = A atacar uma torre
unit.jailer = Carcereiro unit.jailer = Carcereiro
@@ -1092,15 +1093,19 @@ best.catapult.text = Um braço de madeira, um balde de pedras e um cavaleiro com
# orders # orders
tool.order_attack.label = Atacar tool.order_attack.label = Atacar
tool.order_attack.name = Atacar! tool.order_attack.name = Atacar!
tool.order_attack.desc = Clica num inimigo ou numa torre inimiga: todas as criaturas combatentes num raio de 18 casas vão atrás dele. O clique direito com uma ferramenta de ordens cancela as ordens de guarda. tool.order_attack.desc = Clica num inimigo ou numa torre inimiga: todas as criaturas prontas num raio de 18 casas atacam. Clica em chão livre: um marcador de espada – as criaturas prontas dividem-se por todas as espadas e lutam lá. Clique direito num marcador remove-o.
tool.order_guard.label = Guardar tool.order_guard.label = Guardar
tool.order_guard.name = Guardar esta sala tool.order_guard.name = Guardar esta sala
tool.order_guard.desc = Clica numa sala: até três criaturas próximas tomam posição ali durante dois minutos e atacam o que aparecer. O clique direito cancela. tool.order_guard.desc = Clica no teu próprio chão: um marcador de escudo que três criaturas seguram e defendem. Até oito escudos; clique direito num escudo remove-o.
hint.order_attack = Clica num inimigo ou numa torre inimiga. hint.order_attack = Clica num inimigo ou numa torre inimiga.
hint.order_guard = Clica numa das tuas salas (ou no teu próprio chão). hint.order_guard = Clica numa das tuas salas (ou no teu próprio chão).
hint.order_nobody = Nenhuma criatura está livre para essa ordem. hint.order_nobody = Nenhuma criatura está livre para essa ordem.
msg.order_attack = {0} criaturas atacam! msg.order_attack = {0} criaturas atacam!
msg.order_guard = {0} criaturas tomam posição. msg.order_guard = {0} criaturas tomam posição.
msg.mark_attack = Uma espada marca o local: as tuas criaturas prontas marcham para lá.
msg.mark_guard = Um escudo marca o local: três criaturas vão segurá-lo.
msg.mark_removed = Marcador removido – as suas criaturas estão livres de novo.
hint.marks_full = Oito marcadores desse tipo é o máximo. Remove um com clique direito.
msg.orders_cancelled = Ordens de guarda canceladas. msg.orders_cancelled = Ordens de guarda canceladas.
# creature overview # creature overview
+7 -2
View File
@@ -325,6 +325,7 @@ hint.tower_mana = Turnurile tale magice au rămas fără mana.
job.repair = Repară un turn job.repair = Repară un turn
job.mend_bridge = Repară un pod job.mend_bridge = Repară un pod
job.raise_wall = Ridică un zid job.raise_wall = Ridică un zid
job.march = Mărșăluiește spre o sabie
job.attack_tower = Atacă un turn job.attack_tower = Atacă un turn
unit.jailer = Temnicer unit.jailer = Temnicer
@@ -1092,15 +1093,19 @@ best.catapult.text = Un braț de lemn, o găleată de pietre și un cavaler cu p
# orders # orders
tool.order_attack.label = Atac tool.order_attack.label = Atac
tool.order_attack.name = Atacați! tool.order_attack.name = Atacați!
tool.order_attack.desc = Clic pe un dușman sau pe un turn dușman: toate creaturile luptătoare pe o rază de 18 dale se năpustesc asupra lui. Clic dreapta cu o unealtă de ordin anulează ordinele de pază. tool.order_attack.desc = Dă clic pe un dușman sau pe un turn inamic: toate creaturile gata de luptă pe o rază de 18 pătrate atacă. Dă clic pe teren liber: un marcaj-sabie – creaturile pregătite se împart pe toate săbiile și luptă acolo. Clic dreapta pe un marcaj îl elimină.
tool.order_guard.label = Pază tool.order_guard.label = Pază
tool.order_guard.name = Păziți camera tool.order_guard.name = Păziți camera
tool.order_guard.desc = Clic pe o cameră: până la trei creaturi din apropiere iau poziții acolo timp de două minute și atacă orice le intră în raza vizuală. Clic dreapta anulează. tool.order_guard.desc = Dă clic pe propriul teren: un marcaj-scut pe care trei creaturi îl țin și îl apără. Până la opt scuturi; clic dreapta pe un scut îl elimină.
hint.order_attack = Clic pe un dușman sau pe un turn dușman. hint.order_attack = Clic pe un dușman sau pe un turn dușman.
hint.order_guard = Clic pe una dintre camerele tale (sau pe podeaua ta). hint.order_guard = Clic pe una dintre camerele tale (sau pe podeaua ta).
hint.order_nobody = Nicio creatură nu e liberă pentru acest ordin. hint.order_nobody = Nicio creatură nu e liberă pentru acest ordin.
msg.order_attack = {0} creaturi atacă! msg.order_attack = {0} creaturi atacă!
msg.order_guard = {0} creaturi își iau pozițiile. msg.order_guard = {0} creaturi își iau pozițiile.
msg.mark_attack = O sabie marchează locul: creaturile tale pregătite mărșăluiesc acolo.
msg.mark_guard = Un scut marchează locul: trei creaturi îl vor ține.
msg.mark_removed = Marcaj eliminat – creaturile lui sunt din nou libere.
hint.marks_full = Opt marcaje de acest fel sunt maximum. Elimină unul cu clic dreapta.
msg.orders_cancelled = Ordinele de pază au fost anulate. msg.orders_cancelled = Ordinele de pază au fost anulate.
# creature overview # creature overview
+7 -2
View File
@@ -325,6 +325,7 @@ hint.tower_mana = У магических башен кончилась мана
job.repair = Чинит башню job.repair = Чинит башню
job.mend_bridge = Чинит мост job.mend_bridge = Чинит мост
job.raise_wall = Возводит стену job.raise_wall = Возводит стену
job.march = Идёт к мечу
job.attack_tower = Атакует башню job.attack_tower = Атакует башню
unit.jailer = Тюремщик unit.jailer = Тюремщик
@@ -1084,15 +1085,19 @@ best.catapult.text = Деревянный рычаг, ведро камней и
# orders # orders
tool.order_attack.label = Атака tool.order_attack.label = Атака
tool.order_attack.name = В атаку! tool.order_attack.name = В атаку!
tool.order_attack.desc = Кликни врага или вражескую башню: все боевые существа в радиусе 18 клеток идут на неё. Правый клик инструментом приказа отменяет приказы охраны. tool.order_attack.desc = Щёлкни по врагу или вражеской башне: все готовые к бою существа в радиусе 18 клеток атакуют. Щёлкни по свободной земле: метка-меч — готовые существа делятся между всеми мечами и сражаются там. Правый щелчок по метке убирает её.
tool.order_guard.label = Охрана tool.order_guard.label = Охрана
tool.order_guard.name = Охранять комнату tool.order_guard.name = Охранять комнату
tool.order_guard.desc = Кликни комнату: до трёх существ поблизости занимают там позиции на две минуты и атакуют всё, что увидят. Правый клик - отмена. tool.order_guard.desc = Щёлкни по своей земле: метка-щит, которую держат и защищают три существа. До восьми щитов; правый щелчок по щиту убирает его.
hint.order_attack = Кликни врага или вражескую башню. hint.order_attack = Кликни врага или вражескую башню.
hint.order_guard = Кликни одну из своих комнат (или свой пол). hint.order_guard = Кликни одну из своих комнат (или свой пол).
hint.order_nobody = Нет свободных существ для этого приказа. hint.order_nobody = Нет свободных существ для этого приказа.
msg.order_attack = Существ в атаке: {0}! msg.order_attack = Существ в атаке: {0}!
msg.order_guard = Существ на позициях: {0}. msg.order_guard = Существ на позициях: {0}.
msg.mark_attack = Меч отмечает место: твои готовые существа идут туда.
msg.mark_guard = Щит отмечает место: три существа будут его держать.
msg.mark_removed = Метка убрана — её существа снова свободны.
hint.marks_full = Восемь меток этого вида — максимум. Убери одну правым щелчком.
msg.orders_cancelled = Приказы охраны отменены. msg.orders_cancelled = Приказы охраны отменены.
# creature overview # creature overview
+7 -2
View File
@@ -325,6 +325,7 @@ hint.tower_mana = Tvojim magickým vežiam došla mana.
job.repair = Opravuje vežu job.repair = Opravuje vežu
job.mend_bridge = Opravuje most job.mend_bridge = Opravuje most
job.raise_wall = Stavia múr job.raise_wall = Stavia múr
job.march = Pochoduje k meču
job.attack_tower = Útočí na vežu job.attack_tower = Útočí na vežu
unit.jailer = Žalárnik unit.jailer = Žalárnik
@@ -1092,15 +1093,19 @@ best.catapult.text = Drevené rameno, vedro kameňov a rytier s priveľa voľný
# orders # orders
tool.order_attack.label = Útok tool.order_attack.label = Útok
tool.order_attack.name = Útok! tool.order_attack.name = Útok!
tool.order_attack.desc = Klikni na nepriateľa alebo nepriateľskú vežu: všetky bojaschopné tvory do 18 políčok sa naň vrhnú. Pravé kliknutie nástrojom rozkazu zruší rozkazy stráže. tool.order_attack.desc = Klikni na nepriateľa alebo nepriateľskú vežu: všetky bytosti pripravené na boj v okruhu 18 polí zaútočia. Klikni na voľnú zem: značka meča – pripravené bytosti sa rozdelia medzi všetky meče a bojujú tam. Pravý klik na značku ju odstráni.
tool.order_guard.label = Strážiť tool.order_guard.label = Strážiť
tool.order_guard.name = Strážiť miestnosť tool.order_guard.name = Strážiť miestnosť
tool.order_guard.desc = Klikni na miestnosť: až tri tvory nablízku tam na dve minúty zaujmú pozície a zaútočia na všetko, čo sa objaví na dohľad. Pravé kliknutie ruší. tool.order_guard.desc = Klikni na svoju zem: značka štítu, ktorú drží a bráni trojica bytostí. Najviac osem štítov; pravý klik na štít ho odstráni.
hint.order_attack = Klikni na nepriateľa alebo nepriateľskú vežu. hint.order_attack = Klikni na nepriateľa alebo nepriateľskú vežu.
hint.order_guard = Klikni na jednu zo svojich miestností (alebo na vlastnú podlahu). hint.order_guard = Klikni na jednu zo svojich miestností (alebo na vlastnú podlahu).
hint.order_nobody = Žiadny tvor nemá na tento rozkaz čas. hint.order_nobody = Žiadny tvor nemá na tento rozkaz čas.
msg.order_attack = Útočiace tvory: {0}! msg.order_attack = Útočiace tvory: {0}!
msg.order_guard = Pozície zaujíma tvorov: {0}. msg.order_guard = Pozície zaujíma tvorov: {0}.
msg.mark_attack = Meč označuje miesto: tvoje pripravené bytosti tam pochodujú.
msg.mark_guard = Štít označuje miesto: tri bytosti ho budú držať.
msg.mark_removed = Značka odstránená – jej bytosti sú opäť voľné.
hint.marks_full = Osem značiek tohto druhu je maximum. Jednu odstráň pravým klikom.
msg.orders_cancelled = Rozkazy stráže zrušené. msg.orders_cancelled = Rozkazy stráže zrušené.
# creature overview # creature overview
+7 -2
View File
@@ -325,6 +325,7 @@ hint.tower_mana = Твојим магијским кулама је понест
job.repair = Поправља кулу job.repair = Поправља кулу
job.mend_bridge = Поправља мост job.mend_bridge = Поправља мост
job.raise_wall = Подиже зид job.raise_wall = Подиже зид
job.march = Маршира ка мачу
job.attack_tower = Напада кулу job.attack_tower = Напада кулу
unit.jailer = Тамничар unit.jailer = Тамничар
@@ -1092,15 +1093,19 @@ best.catapult.text = Дрвена рука, канта камења и вите
# orders # orders
tool.order_attack.label = Напад tool.order_attack.label = Напад
tool.order_attack.name = Напад! tool.order_attack.name = Напад!
tool.order_attack.desc = Кликни непријатеља или непријатељску кулу: сва борбена створења унутар 18 поља крећу на њега. Десни клик алатком за наредбе поништава наредбе чувања. tool.order_attack.desc = Кликни непријатеља или непријатељску кулу: сва створења спремна за борбу у кругу од 18 поља нападају. Кликни слободно тло: ознака мача – спремна створења распоређују се на све мачеве и боре се тамо. Десни клик на ознаку уклања је.
tool.order_guard.label = Чувај tool.order_guard.label = Чувај
tool.order_guard.name = Чувај ову просторију tool.order_guard.name = Чувај ову просторију
tool.order_guard.desc = Кликни просторију: до три оближња створења заузимају тамо положај на два минута и нападају све што им дође у видокруг. Десни клик поништава. tool.order_guard.desc = Кликни своје тло: ознака штита коју три створења држе и бране. До осам штитова; десни клик на штит уклања га.
hint.order_attack = Кликни непријатеља или непријатељску кулу. hint.order_attack = Кликни непријатеља или непријатељску кулу.
hint.order_guard = Кликни једну од својих просторија (или свој под). hint.order_guard = Кликни једну од својих просторија (или свој под).
hint.order_nobody = Ниједно створење није слободно за ту наредбу. hint.order_nobody = Ниједно створење није слободно за ту наредбу.
msg.order_attack = Створења нападају: {0}! msg.order_attack = Створења нападају: {0}!
msg.order_guard = Створења заузимају положаје: {0}. msg.order_guard = Створења заузимају положаје: {0}.
msg.mark_attack = Мач означава место: твоја спремна створења марширају тамо.
msg.mark_guard = Штит означава место: три створења ће га држати.
msg.mark_removed = Ознака уклоњена – њена створења су опет слободна.
hint.marks_full = Осам ознака те врсте је највише. Уклони једну десним кликом.
msg.orders_cancelled = Наредбе чувања поништене. msg.orders_cancelled = Наредбе чувања поништене.
# creature overview # creature overview
+7 -2
View File
@@ -325,6 +325,7 @@ hint.tower_mana = Dina magitorn har slut på mana.
job.repair = Reparerar ett torn job.repair = Reparerar ett torn
job.mend_bridge = Lagar en bro job.mend_bridge = Lagar en bro
job.raise_wall = Reser en mur job.raise_wall = Reser en mur
job.march = Marscherar mot ett svärd
job.attack_tower = Anfaller ett torn job.attack_tower = Anfaller ett torn
unit.jailer = Fångvaktare unit.jailer = Fångvaktare
@@ -1092,15 +1093,19 @@ best.catapult.text = En träarm, en hink stenar och en riddare med för mycket f
# orders # orders
tool.order_attack.label = Anfall tool.order_attack.label = Anfall
tool.order_attack.name = Anfall! tool.order_attack.name = Anfall!
tool.order_attack.desc = Klicka på en fiende eller ett fiendetorn: alla stridande varelser inom 18 rutor går på det. Högerklick med ett orderverktyg avbryter vaktordrarna. tool.order_attack.desc = Klicka på en fiende eller ett fientligt torn: alla stridsberedda varelser inom 18 rutor anfaller. Klicka på fri mark: en svärdsmarkör – de stridsberedda varelserna fördelar sig på alla svärd och strider där. Högerklick på en markör tar bort den.
tool.order_guard.label = Vakta tool.order_guard.label = Vakta
tool.order_guard.name = Vakta detta rum tool.order_guard.name = Vakta detta rum
tool.order_guard.desc = Klicka på ett rum: upp till tre varelser i närheten tar position där i två minuter och anfaller allt som kommer inom synhåll. Högerklick avbryter. tool.order_guard.desc = Klicka på din egen mark: en sköldmarkör som tre varelser håller och försvarar. Upp till åtta sköldar; högerklick på en sköld tar bort den.
hint.order_attack = Klicka på en fiende eller ett fiendetorn. hint.order_attack = Klicka på en fiende eller ett fiendetorn.
hint.order_guard = Klicka på ett av dina rum (eller ditt eget golv). hint.order_guard = Klicka på ett av dina rum (eller ditt eget golv).
hint.order_nobody = Ingen varelse är ledig för den ordern. hint.order_nobody = Ingen varelse är ledig för den ordern.
msg.order_attack = {0} varelser anfaller! msg.order_attack = {0} varelser anfaller!
msg.order_guard = {0} varelser intar sina positioner. msg.order_guard = {0} varelser intar sina positioner.
msg.mark_attack = Ett svärd markerar platsen: dina stridsberedda varelser marscherar dit.
msg.mark_guard = En sköld markerar platsen: tre varelser håller den.
msg.mark_removed = Markör borttagen – dess varelser är fria igen.
hint.marks_full = Åtta markörer av det slaget är max. Ta bort en med högerklick.
msg.orders_cancelled = Vaktordrar avbrutna. msg.orders_cancelled = Vaktordrar avbrutna.
# creature overview # creature overview
+6
View File
@@ -92,6 +92,10 @@ pub enum Act {
y: i32, y: i32,
}, },
CancelOrders, CancelOrders,
Unmark {
x: f32,
y: f32,
}, // right click with an order tool: removes the marker there (or cancels the guard orders)
// gold for an allied master of a match (`crate::netplay::GOLD_ALL`: everything) // gold for an allied master of a match (`crate::netplay::GOLD_ALL`: everything)
SendGold { SendGold {
to: u8, to: u8,
@@ -172,6 +176,7 @@ impl Game {
}, },
Act::Guard { x, y } => (point(x as f32, y as f32), MARK_GUARD, 10.0), Act::Guard { x, y } => (point(x as f32, y as f32), MARK_GUARD, 10.0),
Act::CancelOrders => (point(self.map.core.0 as f32, self.map.core.1 as f32), MARK_CANCEL, 4.0), Act::CancelOrders => (point(self.map.core.0 as f32, self.map.core.1 as f32), MARK_CANCEL, 4.0),
Act::Unmark { x, y } => (point(x, y), MARK_CANCEL, 3.0),
}; };
let fixed = matches!(act, Act::Guard { .. } | Act::Attack { .. } | Act::Flag { .. }); let fixed = matches!(act, Act::Guard { .. } | Act::Attack { .. } | Act::Flag { .. });
let dur = match act { let dur = match act {
@@ -220,6 +225,7 @@ impl Game {
} }
Act::Guard { x, y } => self.order_guard(x, y), Act::Guard { x, y } => self.order_guard(x, y),
Act::CancelOrders => self.cancel_orders(), Act::CancelOrders => self.cancel_orders(),
Act::Unmark { x, y } => self.unmark(x, y),
Act::SendGold { to, amount } => self.send_gold(to, amount), Act::SendGold { to, amount } => self.send_gold(to, amount),
} }
} }
+34 -2
View File
@@ -221,6 +221,7 @@ pub enum Job {
Spar(usize), // sparring in the arena Spar(usize), // sparring in the arena
MendBridge(usize), // imp mends a worn bridge tile MendBridge(usize), // imp mends a worn bridge tile
RaiseWall(usize), // imp raises a planned wall on own floor RaiseWall(usize), // imp raises a planned wall on own floor
March(usize), // creature follows an attack marker (sword) at this tile
} }
#[derive(Clone, Serialize, Deserialize)] #[derive(Clone, Serialize, Deserialize)]
@@ -499,6 +500,8 @@ pub struct MasterState {
pub room_level: Vec<u8>, pub room_level: Vec<u8>,
pub gear_stock: Vec<u16>, pub gear_stock: Vec<u16>,
pub gear_work: f32, pub gear_work: f32,
pub guard_marks: Vec<usize>,
pub attack_marks: Vec<usize>,
pub springs: usize, pub springs: usize,
pub known: Vec<bool>, pub known: Vec<bool>,
pub researchable: Vec<bool>, pub researchable: Vec<bool>,
@@ -624,6 +627,12 @@ pub struct Game {
#[serde(default)] #[serde(default)]
pub happenings: Option<crate::events::Events>, // random events (free games and versus), see events.rs pub happenings: Option<crate::events::Events>, // random events (free games and versus), see events.rs
#[serde(default)] #[serde(default)]
pub guard_marks: Vec<usize>, // guard markers (shields) of the master being processed (orders.rs)
#[serde(default)]
pub attack_marks: Vec<usize>, // attack markers (swords)
#[serde(default)]
pub marks_t: f32,
#[serde(default)]
pub stats: crate::stats::GameStats, // statistics of the master at this computer (see stats.rs) pub stats: crate::stats::GameStats, // statistics of the master at this computer (see stats.rs)
#[serde(default)] #[serde(default)]
pub wall_plans: Vec<(usize, u8)>, // walls to raise: tile, master side (see walls.rs) pub wall_plans: Vec<(usize, u8)>, // walls to raise: tile, master side (see walls.rs)
@@ -967,6 +976,9 @@ impl Game {
bridgework: Default::default(), bridgework: Default::default(),
trading: Default::default(), trading: Default::default(),
happenings: None, happenings: None,
guard_marks: Vec::new(),
attack_marks: Vec::new(),
marks_t: 0.0,
stats: Default::default(), stats: Default::default(),
wall_plans: Vec::new(), wall_plans: Vec::new(),
wood: crate::wood::WOOD_START, wood: crate::wood::WOOD_START,
@@ -1476,6 +1488,8 @@ impl Game {
room_level: self.room_level.clone(), room_level: self.room_level.clone(),
gear_stock: self.gear_stock.clone(), gear_stock: self.gear_stock.clone(),
gear_work: self.gear_work, gear_work: self.gear_work,
guard_marks: std::mem::take(&mut self.guard_marks),
attack_marks: std::mem::take(&mut self.attack_marks),
springs: self.springs, springs: self.springs,
known: std::mem::take(&mut self.known), known: std::mem::take(&mut self.known),
researchable: std::mem::take(&mut self.researchable), researchable: std::mem::take(&mut self.researchable),
@@ -1509,6 +1523,8 @@ impl Game {
self.room_level = m.room_level; self.room_level = m.room_level;
self.gear_stock = m.gear_stock; self.gear_stock = m.gear_stock;
self.gear_work = m.gear_work; self.gear_work = m.gear_work;
self.guard_marks = m.guard_marks;
self.attack_marks = m.attack_marks;
self.springs = m.springs; self.springs = m.springs;
self.known = m.known; self.known = m.known;
self.researchable = m.researchable; self.researchable = m.researchable;
@@ -1715,6 +1731,7 @@ impl Game {
} }
self.update_forge(dt); self.update_forge(dt);
self.update_research(); self.update_research();
self.update_marks(dt);
} }
fn after_economy(&mut self, dt: f32) { fn after_economy(&mut self, dt: f32) {
@@ -3776,7 +3793,7 @@ impl Game {
// a new creature builds its own bed in the lair soon after its arrival // a new creature builds its own bed in the lair soon after its arrival
let bed_kind = if flies(e.kind) { Kind::Aerie } else { Kind::Lair }; let bed_kind = if flies(e.kind) { Kind::Aerie } else { Kind::Lair };
let beds = if flies(e.kind) { self.counts[7] } else { self.counts[1] }; let beds = if flies(e.kind) { self.counts[7] } else { self.counts[1] };
if e.bed.is_none() && beds > 0 && !matches!(e.job, Job::Attack(_) | Job::Leave | Job::Rally) && self.rng.f() < 0.15 { if e.bed.is_none() && beds > 0 && !matches!(e.job, Job::Attack(_) | Job::Leave | Job::Rally | Job::March(_)) && self.rng.f() < 0.15 {
let cur = e.tile(); let cur = e.tile();
let free = |i: usize| self.map.t[i].kind == bed_kind && self.map.t[i].bed == 0; let free = |i: usize| self.map.t[i].kind == bed_kind && self.map.t[i].bed == 0;
let found = if flies(e.kind) { self.map.search(cur, self.map.fly_cost(), free, true) } else { self.map.search(cur, self.map.walk_cost(), free, true) }; let found = if flies(e.kind) { self.map.search(cur, self.map.fly_cost(), free, true) } else { self.map.search(cur, self.map.walk_cost(), free, true) };
@@ -3797,7 +3814,7 @@ impl Game {
} }
} }
if !matches!(e.job, Job::Attack(_) | Job::Leave | Job::Rest(_) | Job::Brawl(_)) { if !matches!(e.job, Job::Attack(_) | Job::Leave | Job::Rest(_) | Job::Brawl(_)) {
let radius = if e.job == Job::Rally { 8.5 } else if matches!(e.job, Job::Guard(_)) { 10.0 } else if flies(e.kind) { 9.0 } else { 7.0 }; let radius = if matches!(e.job, Job::Rally | Job::March(_)) { 8.5 } else if matches!(e.job, Job::Guard(_)) { 10.0 } else if flies(e.kind) { 9.0 } else { 7.0 };
if let Some(id) = self.nearest_enemy(e, radius) { if let Some(id) = self.nearest_enemy(e, radius) {
self.unreserve(me); self.unreserve(me);
e.job = Job::Attack(id); e.job = Job::Attack(id);
@@ -3893,6 +3910,15 @@ impl Game {
self.rally(e, dt); self.rally(e, dt);
return; return;
} }
if let Job::March(f) = e.job {
if self.attack_marks.contains(&f) {
self.rally_to(e, f, dt);
} else {
e.job = Job::None;
e.path.clear();
}
return;
}
if self.step_path(e, dt) { if self.step_path(e, dt) {
return; return;
} }
@@ -4082,6 +4108,11 @@ impl Game {
e.path.clear(); e.path.clear();
return; return;
}; };
self.rally_to(e, f, dt);
}
// march to tile f and fight there (the attack flag, or an attack marker)
pub(crate) fn rally_to(&mut self, e: &mut Ent, f: usize, dt: f32) {
if e.hp < e.max_hp * 0.3 || e.energy < 0.1 || e.hunger > 2.2 { if e.hp < e.max_hp * 0.3 || e.energy < 0.1 || e.hunger > 2.2 {
// exhausted or badly hurt: retreat // exhausted or badly hurt: retreat
e.job = Job::None; e.job = Job::None;
@@ -5781,6 +5812,7 @@ pub fn job_name(e: &Ent) -> &'static str {
Job::Repair(_) => "job.repair", Job::Repair(_) => "job.repair",
Job::MendBridge(_) => "job.mend_bridge", Job::MendBridge(_) => "job.mend_bridge",
Job::RaiseWall(_) => "job.raise_wall", Job::RaiseWall(_) => "job.raise_wall",
Job::March(_) => "job.march",
Job::Carry(_) => "job.carry", Job::Carry(_) => "job.carry",
Job::Pray(_) => "job.pray", Job::Pray(_) => "job.pray",
Job::HealCore => "job.heal_core", Job::HealCore => "job.heal_core",
+1 -1
View File
@@ -1373,7 +1373,7 @@ async fn main() {
if inp.ldown.is_some() { if inp.ldown.is_some() {
inp.ldown = None; inp.ldown = None;
} else if app.game.hand.is_empty() && matches!(ui.tool, Tool::Order(_)) { } else if app.game.hand.is_empty() && matches!(ui.tool, Tool::Order(_)) {
app.game.queue(Act::CancelOrders); app.game.queue(Act::Unmark { x: wx, y: wy });
} else { } else {
app.game.queue(Act::Drop { x: wx, y: wy }); app.game.queue(Act::Drop { x: wx, y: wy });
} }
+212 -6
View File
@@ -1,11 +1,14 @@
// Orders from the hand: "attack" sends the fighting creatures nearby at an enemy unit or tower, // Orders: "attack" on an enemy unit or tower sends the fighting creatures nearby at it; on open
// "guard" posts a few creatures in a room. Right click with an order tool cancels the orders. // ground it sets an attack marker (a sword) - the ready creatures share out over all swords and
// fight where they stand. "Guard" sets a guard marker (a shield) that three creatures hold. Up to
// eight of each; a right click on a marker removes it (elsewhere: the guards stand down).
use crate::game::*; use crate::game::*;
use crate::map::*; use crate::map::*;
const ORDER_RADIUS: f32 = 18.0; const ORDER_RADIUS: f32 = 18.0;
const GUARDS: usize = 3; const GUARDS: usize = 3;
pub const MAX_MARKS: usize = 8;
fn ready(e: &Ent) -> bool { fn ready(e: &Ent) -> bool {
e.alive && !e.held && e.creature() && !matches!(e.job, Job::Leave | Job::Register | Job::MakeBed(_)) && e.hp > e.max_hp * 0.25 e.alive && !e.held && e.creature() && !matches!(e.job, Job::Leave | Job::Register | Job::MakeBed(_)) && e.hp > e.max_hp * 0.25
@@ -26,8 +29,8 @@ impl Game {
(Some(j), _) => (self.ents[j].x, self.ents[j].y), (Some(j), _) => (self.ents[j].x, self.ents[j].y),
(None, Some((_, p))) => p, (None, Some((_, p))) => p,
_ => { _ => {
self.hint(31, "hint.order_attack"); // open ground: an attack marker
self.sfx_ui(Sfx::Error); self.place_mark(wx.floor() as i32, wy.floor() as i32, true);
return; return;
} }
}; };
@@ -59,8 +62,168 @@ impl Game {
self.msg("msg.order_attack", vec![n.to_string()]); self.msg("msg.order_attack", vec![n.to_string()]);
} }
// guard: a few creatures take positions in the room at (x, y) // guard: a guard marker at (x, y) (three creatures hold it, see update_marks)
pub fn order_guard(&mut self, x: i32, y: i32) { pub fn order_guard(&mut self, x: i32, y: i32) {
self.place_mark(x, y, false);
}
// a sword (attack) or shield (guard) marker on tile (x, y)
pub fn place_mark(&mut self, x: i32, y: i32, attack: bool) {
if !inb(x, y) {
return;
}
let i = idx(x, y);
let t = self.map.t[i];
// a guard marker stands on own ground, an attack marker anywhere one can walk
let ok = if attack { t.walkable() || t.bridge() } else { t.owner == self.me && t.walkable() };
if !ok {
self.hint(31, if attack { "hint.order_attack" } else { "hint.order_guard" });
self.sfx_ui(Sfx::Error);
return;
}
let marks = if attack { &self.attack_marks } else { &self.guard_marks };
if marks.iter().any(|&m| {
let (mx, my) = xy(m);
(mx - x).abs() <= 1 && (my - y).abs() <= 1
}) {
return; // there is one already
}
if marks.len() >= MAX_MARKS {
self.hint(31, "hint.marks_full");
self.sfx_ui(Sfx::Error);
return;
}
if attack {
self.attack_marks.push(i);
} else {
self.guard_marks.push(i);
}
self.marks_t = 0.0; // creatures are sent at once
self.fx(7, x as f32 + 0.5, y as f32 + 0.5, 0.0, 0.0, 0.6, if attack { 0xff3040ff } else { 0xff40d0ff });
self.sfx_ui(Sfx::FlagSet);
self.msg(if attack { "msg.mark_attack" } else { "msg.mark_guard" }, vec![]);
}
// a right click with an order tool: the marker there goes (its creatures are free again);
// without a marker there the guards stand down
pub fn unmark(&mut self, wx: f32, wy: f32) {
let near = |m: &usize| {
let (mx, my) = xy(*m);
(mx as f32 + 0.5 - wx).powi(2) + (my as f32 + 0.5 - wy).powi(2) < 1.6 * 1.6
};
if let Some(k) = self.attack_marks.iter().position(near) {
let m = self.attack_marks.remove(k);
for e in self.ents.iter_mut().filter(|e| e.job == Job::March(m)) {
e.job = Job::None;
e.path.clear();
}
} else if let Some(k) = self.guard_marks.iter().position(near) {
let m = self.guard_marks.remove(k);
for j in 0..self.ents.len() {
if let Job::Guard(spot) = self.ents[j].job {
if guard_of(m, spot) && self.ents[j].creature() {
let me = self.ents[j].id + 1;
self.unreserve(me);
self.ents[j].job = Job::None;
}
}
}
} else {
self.cancel_orders();
return;
}
self.msg("msg.mark_removed", vec![]);
self.sfx_ui(Sfx::Click);
}
// every second: three creatures for every shield, the ready ones shared out over the swords
pub(crate) fn update_marks(&mut self, dt: f32) {
self.marks_t -= dt;
if self.marks_t > 0.0 || (self.guard_marks.is_empty() && self.attack_marks.is_empty()) {
return;
}
self.marks_t = 1.0;
// markers on ground that is gone (dug in, lost) go
let me = self.me;
let map = &self.map;
self.guard_marks.retain(|&m| map.t[m].owner == me && map.t[m].walkable());
self.attack_marks.retain(|&m| map.t[m].walkable() || map.t[m].bridge());
// shields
for m in self.guard_marks.clone() {
let have = self.ents.iter().filter(|e| e.alive && e.creature() && matches!(e.job, Job::Guard(s) if guard_of(m, s))).count();
for _ in have..GUARDS {
if !self.send_guard(m) {
break;
}
}
}
// swords: every ready creature that is free goes to the nearest sword with room
if self.attack_marks.is_empty() {
return;
}
let free: Vec<usize> = (0..self.ents.len())
.filter(|&j| {
let e = &self.ents[j];
ready(e) && e.hp > e.max_hp * 0.5 && e.energy > 0.15 && matches!(e.job, Job::None | Job::Wander | Job::Train(_) | Job::Study(_) | Job::March(_))
})
.collect();
let cap = free.len().div_ceil(self.attack_marks.len()).max(1);
let mut count: Vec<usize> = self.attack_marks.iter().map(|&m| self.ents.iter().filter(|e| e.alive && e.job == Job::March(m)).count()).collect();
for j in free {
if matches!(self.ents[j].job, Job::March(_)) {
continue;
}
let (ex, ey) = (self.ents[j].x, self.ents[j].y);
let best = (0..self.attack_marks.len()).filter(|&k| count[k] < cap).min_by(|&a, &b| {
let d = |k: usize| {
let (mx, my) = xy(self.attack_marks[k]);
(mx as f32 + 0.5 - ex).powi(2) + (my as f32 + 0.5 - ey).powi(2)
};
d(a).partial_cmp(&d(b)).unwrap_or(std::cmp::Ordering::Equal)
});
let Some(k) = best else { break };
count[k] += 1;
let mark = self.attack_marks[k];
let me = self.ents[j].id + 1;
self.unreserve(me);
let e = &mut self.ents[j];
e.job = Job::March(mark);
e.path.clear();
e.repath = 0.0;
}
}
// the nearest free creature takes a free spot next to shield m
fn send_guard(&mut self, m: usize) -> bool {
let (x, y) = xy(m);
let spot = (-2..=2).flat_map(|dy| (-2..=2).map(move |dx| (dx, dy))).filter(|&(dx, dy)| inb(x + dx, y + dy)).map(|(dx, dy)| idx(x + dx, y + dy)).filter(|&j| {
let t = &self.map.t[j];
t.walkable() && t.owner == self.me && t.reserved == 0 && !self.ents.iter().any(|e| e.job == Job::Guard(j))
}).min_by_key(|&j| {
let (sx, sy) = xy(j);
(sx - x).pow(2) + (sy - y).pow(2)
});
let Some(spot) = spot else { return false };
let (fx, fy) = (x as f32 + 0.5, y as f32 + 0.5);
let cand = (0..self.ents.len()).filter(|&j| ready(&self.ents[j]) && !matches!(self.ents[j].job, Job::Attack(_) | Job::Guard(_) | Job::March(_) | Job::Rally)).min_by(|&a, &b| {
let d = |j: usize| (self.ents[j].x - fx).powi(2) + (self.ents[j].y - fy).powi(2);
d(a).partial_cmp(&d(b)).unwrap_or(std::cmp::Ordering::Equal)
});
let Some(j) = cand else { return false };
let Some(p) = self.map.creature_path(flies(self.ents[j].kind), self.ents[j].tile(), spot) else { return false };
let me = self.ents[j].id + 1;
self.unreserve(me);
self.map.t[spot].reserved = me;
let e = &mut self.ents[j];
e.job = Job::Guard(spot);
e.path = p;
e.timer = 1.0e9; // until the marker goes
true
}
// the old one-off guard order in a room (kept for scripts and tests)
#[allow(dead_code)]
pub fn order_guard_room(&mut self, x: i32, y: i32) {
if !inb(x, y) { if !inb(x, y) {
return; return;
} }
@@ -134,6 +297,13 @@ impl Game {
} }
} }
// is guard spot s next to shield m?
fn guard_of(m: usize, s: usize) -> bool {
let (mx, my) = xy(m);
let (sx, sy) = xy(s);
(mx - sx).abs() <= 2 && (my - sy).abs() <= 2
}
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; use super::*;
@@ -152,10 +322,46 @@ mod tests {
let j = g.find(id).unwrap(); let j = g.find(id).unwrap();
g.ents[j].job = Job::None; g.ents[j].job = Job::None;
} }
g.order_guard(cx - 1, cy - 1); g.order_guard_room(cx - 1, cy - 1);
let guards = g.ents.iter().filter(|e| matches!(e.job, Job::Guard(_))).count(); let guards = g.ents.iter().filter(|e| matches!(e.job, Job::Guard(_))).count();
assert_eq!(guards, 3); assert_eq!(guards, 3);
g.cancel_orders(); g.cancel_orders();
assert_eq!(g.ents.iter().filter(|e| matches!(e.job, Job::Guard(_))).count(), 0); assert_eq!(g.ents.iter().filter(|e| matches!(e.job, Job::Guard(_))).count(), 0);
} }
#[test]
fn shields_are_held_and_swords_share_the_creatures() {
let mut g = Game::new(14, 64, 64);
let (cx, cy) = g.map.core;
for y in cy - 6..=cy + 8 {
for x in cx - 6..=cx + 10 {
let t = &mut g.map.t[idx(x, y)];
if t.kind != Kind::Core {
t.kind = Kind::Floor;
t.owner = Owner::Player;
}
}
}
let ids: Vec<u32> = (0..6).map(|k| g.spawn(EK::Ogre, false, cx as f32 - 2.5, cy as f32 + 0.5 + k as f32 * 0.3, 2)).collect();
for &id in &ids {
let j = g.find(id).unwrap();
g.ents[j].settled = true;
g.ents[j].job = Job::None;
}
g.order_guard(cx + 5, cy + 5);
g.update_marks(1.0);
let guards = g.ents.iter().filter(|e| matches!(e.job, Job::Guard(_))).count();
assert_eq!(guards, 3, "three hold the shield");
g.place_mark(cx + 8, cy - 4, true);
g.place_mark(cx - 4, cy - 5, true);
g.update_marks(1.0);
let a = g.ents.iter().filter(|e| e.job == Job::March(g.attack_marks[0])).count();
let b = g.ents.iter().filter(|e| e.job == Job::March(g.attack_marks[1])).count();
assert!(a + b == 3 && a.abs_diff(b) <= 1, "{} and {}", a, b);
// a right click on a sword frees its creatures
let (sx, sy) = xy(g.attack_marks[0]);
g.unmark(sx as f32 + 0.5, sy as f32 + 0.5);
assert_eq!(g.attack_marks.len(), 1);
assert!(!g.ents.iter().any(|e| e.job == Job::March(idx(sx, sy))));
}
} }
+81 -1
View File
@@ -312,6 +312,35 @@ fn lit_material() -> Material {
} }
// Unlit, alpha-blended material for glows, shadows and effects // Unlit, alpha-blended material for glows, shadows and effects
// the world target onto the virtual screen: fully opaque. Translucent glows (flames, the heart)
// leave the target's alpha below one; blended, the black behind would shine through and dim them.
pub(crate) fn opaque_material() -> Material {
const V: &str = r#"#version 100
attribute vec3 position;
attribute vec2 texcoord;
attribute vec4 color0;
varying lowp vec2 uv;
varying lowp vec4 color;
uniform mat4 Model;
uniform mat4 Projection;
void main() {
gl_Position = Projection * Model * vec4(position, 1.0);
color = color0 / 255.0;
uv = texcoord;
}
"#;
const F: &str = r#"#version 100
precision mediump float;
varying lowp vec4 color;
varying lowp vec2 uv;
uniform sampler2D Texture;
void main() {
gl_FragColor = vec4(color.rgb * texture2D(Texture, uv).rgb, 1.0);
}
"#;
load_material(ShaderSource::Glsl { vertex: V, fragment: F }, MaterialParams { pipeline_params: PipelineParams::default(), uniforms: vec![], textures: vec![] }).expect("opaque material")
}
fn glow_material() -> Material { fn glow_material() -> Material {
const V: &str = r#"#version 100 const V: &str = r#"#version 100
attribute vec3 position; attribute vec3 position;
@@ -1122,6 +1151,7 @@ pub struct R3d {
pub outlines: bool, // tile outlines on/off pub outlines: bool, // tile outlines on/off
wall_sub: usize, // wall face subdivisions (detail) wall_sub: usize, // wall face subdivisions (detail)
pub max_lights: usize, pub max_lights: usize,
opaque: Material, // the world target onto the screen without blending
pub pixel_rows: u32, // pixel look: the world is rendered this many rows high (0: off) pub pixel_rows: u32, // pixel look: the world is rendered this many rows high (0: off)
target: Option<(RenderTarget, u32, u32)>, // low resolution render target target: Option<(RenderTarget, u32, u32)>, // low resolution render target
lava: Vec<f32>, // lava light per tile (see lava_field) lava: Vec<f32>, // lava light per tile (see lava_field)
@@ -1174,7 +1204,7 @@ fn chunk_sig(map: &Map, cx: i32, cz: i32) -> u64 {
impl R3d { impl R3d {
pub fn new() -> R3d { pub fn new() -> R3d {
R3d { lit: lit_material(), glow: glow_material(), chunks: Vec::new(), ncx: 0, ncz: 0, outlines: true, wall_sub: 3, max_lights: MAX_LIGHTS, pixel_rows: 360, target: None, lava: Vec::new() } R3d { lit: lit_material(), glow: glow_material(), opaque: opaque_material(), chunks: Vec::new(), ncx: 0, ncz: 0, outlines: true, wall_sub: 3, max_lights: MAX_LIGHTS, pixel_rows: 360, target: None, lava: Vec::new() }
} }
// Changing the wall detail rebuilds all chunks // Changing the wall detail rebuilds all chunks
@@ -1505,6 +1535,12 @@ impl R3d {
if let Some(f) = g.flag { if let Some(f) = g.flag {
draw_flag(f, t); draw_flag(f, t);
} }
for &m in &g.guard_marks {
draw_shield_mark(m, t);
}
for &m in &g.attack_marks {
draw_sword_mark(m, t);
}
draw_marks(g, t); draw_marks(g, t);
draw_overlay(&g.map, ov, self.wall_sub); draw_overlay(&g.map, ov, self.wall_sub);
draw_entry_warnings(g, t, self.wall_sub); draw_entry_warnings(g, t, self.wall_sub);
@@ -1523,7 +1559,9 @@ impl R3d {
crate::ui::begin_ui(); crate::ui::begin_ui();
if let (Some((_, _, k)), Some((rt, tw, th))) = (pix, self.target.as_ref()) { if let (Some((_, _, k)), Some((rt, tw, th))) = (pix, self.target.as_ref()) {
// the world onto the virtual screen, every pixel k x k (scaled to the device at the end) // the world onto the virtual screen, every pixel k x k (scaled to the device at the end)
gl_use_material(&self.opaque);
draw_texture_ex(&rt.texture, 0.0, 0.0, WHITE, DrawTextureParams { dest_size: Some(vec2(*tw as f32 * k, *th as f32 * k)), flip_y: true, ..Default::default() }); draw_texture_ex(&rt.texture, 0.0, 0.0, WHITE, DrawTextureParams { dest_size: Some(vec2(*tw as f32 * k, *th as f32 * k)), flip_y: true, ..Default::default() });
gl_use_default_material();
} }
// ---- 2D overlay in device pixels: health bars, sleep marks, levels, gate HP // ---- 2D overlay in device pixels: health bars, sleep marks, levels, gate HP
@@ -2569,6 +2607,48 @@ fn draw_flag(f: usize, t: f32) {
draw_mesh(&Mesh { vertices: v, indices: vec![0, 1, 2], texture: None }); draw_mesh(&Mesh { vertices: v, indices: vec![0, 1, 2], texture: None });
} }
// a flat polygon in a vertical plane (x along `right`, y up) around `base`
fn draw_plate(base: Vec3, right: Vec3, pts: &[(f32, f32)], c: [u8; 4]) {
let v: Vec<Vertex> = pts.iter().map(|&(x, y)| Vertex { position: base + right * x + Vec3::Y * y, uv: Vec2::ZERO, color: c, normal: Vec4::Y }).collect();
let mut idx = Vec::new();
for k in 1..pts.len() as u16 - 1 {
idx.extend([0, k, k + 1]);
}
draw_mesh(&Mesh { vertices: v, indices: idx, texture: None });
}
// guard marker: a shield on a short pole, gently bobbing
fn draw_shield_mark(m: usize, t: f32) {
let (x, z) = xy(m);
let base = vec3(x as f32 + 0.5, 0.0, z as f32 + 0.5);
draw_cube(base + vec3(0.0, 0.45, 0.0), vec3(0.05, 0.9, 0.05), None, Color::from_rgba(120, 90, 60, 255));
let bob = (t * 2.0 + m as f32).sin() * 0.03;
let c = base + vec3(0.0, 0.95 + bob, 0.0);
let right = vec3(0.7071, 0.0, -0.7071);
let outline: [(f32, f32); 7] = [(-0.26, 0.24), (0.26, 0.24), (0.26, 0.02), (0.18, -0.16), (0.0, -0.3), (-0.18, -0.16), (-0.26, 0.02)];
// the rim, the face and a cross (both sides, so it shows from every angle)
for (r, off) in [(right, 0.0f32), (-right, 0.01)] {
let at = c + vec3(0.0, 0.0, 0.0) + right.cross(Vec3::Y) * off;
draw_plate(at, r, &outline, [230, 190, 70, 255]);
let inner: Vec<(f32, f32)> = outline.iter().map(|&(a, b)| (a * 0.8, b * 0.8 + 0.01)).collect();
draw_plate(at + right.cross(Vec3::Y) * 0.004, r, &inner, [50, 80, 170, 255]);
draw_plate(at + right.cross(Vec3::Y) * 0.008, r, &[(-0.03, 0.18), (0.03, 0.18), (0.03, -0.2), (-0.03, -0.2)], [230, 190, 70, 255]);
draw_plate(at + right.cross(Vec3::Y) * 0.008, r, &[(-0.16, 0.06), (0.16, 0.06), (0.16, 0.0), (-0.16, 0.0)], [230, 190, 70, 255]);
}
}
// attack marker: a sword stuck in the ground, its blade glinting
fn draw_sword_mark(m: usize, t: f32) {
let (x, z) = xy(m);
let base = vec3(x as f32 + 0.5, 0.0, z as f32 + 0.5);
let glint = 200 + ((t * 3.0 + m as f32).sin() * 40.0) as i32;
let blade = Color::from_rgba(glint.clamp(0, 255) as u8, glint.clamp(0, 255) as u8, (glint + 15).clamp(0, 255) as u8, 255);
draw_cube(base + vec3(0.0, 0.4, 0.0), vec3(0.07, 0.8, 0.02), None, blade);
draw_cube(base + vec3(0.0, 0.82, 0.0), vec3(0.34, 0.05, 0.06), None, Color::from_rgba(150, 120, 50, 255));
draw_cube(base + vec3(0.0, 0.98, 0.0), vec3(0.05, 0.26, 0.05), None, Color::from_rgba(170, 30, 30, 255));
draw_cube(base + vec3(0.0, 1.13, 0.0), vec3(0.08, 0.06, 0.08), None, Color::from_rgba(230, 190, 70, 255));
}
fn mark_color(kind: u8) -> Color { fn mark_color(kind: u8) -> Color {
match kind { match kind {
MARK_DIG => Color::new(0.45, 0.95, 0.55, 1.0), MARK_DIG => Color::new(0.45, 0.95, 0.55, 1.0),
+10
View File
@@ -24,6 +24,7 @@ thread_local! {
static UI_TARGET: std::cell::RefCell<Option<(RenderTarget, u32, u32)>> = std::cell::RefCell::new(None); static UI_TARGET: std::cell::RefCell<Option<(RenderTarget, u32, u32)>> = std::cell::RefCell::new(None);
static UP_TARGET: std::cell::RefCell<Option<(RenderTarget, u32, u32)>> = std::cell::RefCell::new(None); static UP_TARGET: std::cell::RefCell<Option<(RenderTarget, u32, u32)>> = std::cell::RefCell::new(None);
static FRAME_STARTED: std::cell::Cell<bool> = std::cell::Cell::new(false); static FRAME_STARTED: std::cell::Cell<bool> = std::cell::Cell::new(false);
static OPAQUE: std::cell::RefCell<Option<Material>> = std::cell::RefCell::new(None);
} }
// the rows of the virtual screen for this frame (0: device pixels). Set once per frame before // the rows of the virtual screen for this frame (0: device pixels). Set once per frame before
@@ -188,7 +189,16 @@ pub fn end_frame() {
c.render_target = Some(up.clone()); c.render_target = Some(up.clone());
set_camera(&c); set_camera(&c);
clear_background(Color::new(0.0, 0.0, 0.0, 1.0)); clear_background(Color::new(0.0, 0.0, 0.0, 1.0));
// opaque: translucent parts must not let the black below shine through
OPAQUE.with(|m| {
let mut m = m.borrow_mut();
if m.is_none() {
*m = Some(crate::render3d::opaque_material());
}
gl_use_material(m.as_ref().unwrap());
});
draw_texture_ex(&rt.texture, 0.0, 0.0, WHITE, DrawTextureParams { dest_size: Some(vec2(uw as f32, uh as f32)), flip_y: true, ..Default::default() }); draw_texture_ex(&rt.texture, 0.0, 0.0, WHITE, DrawTextureParams { dest_size: Some(vec2(uw as f32, uh as f32)), flip_y: true, ..Default::default() });
gl_use_default_material();
set_default_camera(); set_default_camera();
draw_texture_ex(&up.texture, 0.0, 0.0, WHITE, DrawTextureParams { dest_size: Some(vec2(screen_width(), screen_height())), flip_y: true, ..Default::default() }); draw_texture_ex(&up.texture, 0.0, 0.0, WHITE, DrawTextureParams { dest_size: Some(vec2(screen_width(), screen_height())), flip_y: true, ..Default::default() });
} }