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Author SHA1 Message Date
Richard ZinkandClaude Opus 5.5 d8aa0e5fc1 Bump version to v202611-00076
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 13:33:43 +01:00
Richard ZinkandClaude Opus 5.5 98b78eb518 Desktop release builds: Linux AppImage, Windows exe and macOS app via tools/build_desktop.py
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 12:22:11 +01:00
Richard ZinkandClaude Opus 5.5 2475a8ca3c Desktop build plays music and sound through the system sound output; desktop build documented
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 23:49:45 +01:00
Richard ZinkandClaude Opus 5.5 db521ed2ee Desktop build: settings and progress kept as files, savegames in a saves folder, system file dialog for loading
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 23:46:11 +01:00
Richard ZinkandClaude Opus 5.5 1df97b4af2 Bump version to v202611-00075
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 16:08:28 +01:00
Richard ZinkandClaude Opus 5.5 bd3f42b8b8 Hero waves break in where the warning shows: they round the realm to the marked entry; the entry tile glows red
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 16:08:28 +01:00
Richard ZinkandClaude Opus 5.5 dab31579df Bump version to v202611-00074
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 15:34:04 +01:00
Richard ZinkandClaude Opus 5.5 e85e602491 Balance: easy AI stays smaller; balance runs documented
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 15:34:03 +01:00
Richard ZinkandClaude Opus 5.5 28eac52953 Memorial stones only for level 10 creatures, at most 30 per map
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 15:34:03 +01:00
Richard ZinkandClaude Opus 5.5 66eaedf016 Automated balance runs; AI masters keep growing, mine more, defend with the rally flag and spells; Builder talent stronger
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 15:07:02 +01:00
Richard ZinkandClaude Opus 5.5 24ba7fb5e3 Bump version to v202611-00073
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:48:07 +01:00
Richard ZinkandClaude Opus 5.5 beb53a2e0c Serve the wasm and scripts gzip-compressed (packed at build time)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:48:07 +01:00
Richard ZinkandClaude Opus 5.5 c52fc4c4ae Hall of the fallen: kills and causes of death, in the game and over all games in the profile
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:48:06 +01:00
Richard ZinkandClaude Opus 5.5 065fe80218 Bump version to v202611-00072
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:37:28 +01:00
Richard ZinkandClaude Opus 5.5 bc1f89b4a7 Sounds for weather, rogues and groves: thunder, rain and wind ambience, coin theft, snares, sermons, spores
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:37:28 +01:00
Richard ZinkandClaude Opus 5.5 340014c582 Bump version to v202611-00071
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:29:44 +01:00
Richard ZinkandClaude Opus 5.5 eb219f6b01 Script blocks for weather and talent experience, groves as ground; the co-op campaign brings rogues and a storm
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:29:44 +01:00
Richard ZinkandClaude Opus 5.5 4e3158cc19 Bump version to v202611-00070
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:21:07 +01:00
Richard ZinkandClaude Opus 5.5 70f112543f Interface size setting: auto, large, medium or small on the world's pixel grid
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:21:07 +01:00
Richard ZinkandClaude Opus 5.5 95655a0886 Bump version to v202611-00069
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:12:42 +01:00
Richard ZinkandClaude Opus 5.5 5a2ac32071 Command markers only with the debug setting; removing a marker clears them at once
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:12:41 +01:00
Richard ZinkandClaude Opus 5.5 be4459e19e Bump version to v202611-00068
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 12:40:22 +01:00
Richard ZinkandClaude Opus 5.5 ad5ceb8c13 Named creatures: names per kind and language, epithets at higher levels, memorial stones for the fallen
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 12:40:22 +01:00
Richard ZinkandClaude Opus 5.5 189da6f408 Bump version to v202611-00067
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 12:19:37 +01:00
Richard ZinkandClaude Opus 5.5 0cbcd1c8d1 Markers: a second click or tap removes them; right click with the flag tool takes the flag
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 12:19:37 +01:00
Richard ZinkandClaude Opus 5.5 c3f7939627 Bump version to v202611-00066
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 12:11:20 +01:00
Richard ZinkandClaude Opus 5.5 3e17bdf52d Weather above ground: rain puts out fires, fog shortens sight, storms strike with lightning
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 12:11:19 +01:00
59 changed files with 4037 additions and 94 deletions

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+5
View File
@@ -17,3 +17,8 @@ codegen-units = 1
[profile.dev]
opt-level = 1
# desktop builds: system file dialog (xdg portal on Linux) and sound output
[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
rfd = { version = "0.17", default-features = false, features = ["xdg-portal"] }
cpal = "0.18"
+2
View File
@@ -31,4 +31,6 @@ COPY nginx.conf /etc/nginx/conf.d/default.conf
COPY www/ /usr/share/nginx/html/
COPY --from=build /out/ /usr/share/nginx/html/
COPY --from=standalone /out/standalone/ /usr/share/nginx/html/standalone/
# packed once for gzip_static (nginx.conf)
RUN cd /usr/share/nginx/html && gzip -k -9 dungeoncraft.wasm mq_js_bundle.js standalone/DungeonCraft.html
EXPOSE 80
+27
View File
@@ -37,6 +37,33 @@ cp ~/.cargo/registry/src/*/macroquad-*/js/mq_js_bundle.js www/
python3 -m http.server 8080 -d www # open http://localhost:8080
```
### Desktop build
The game also runs as a native program (Linux, Windows, macOS), without server and multiplayer:
```sh
cargo build --release
./target/release/dungeoncraft
```
On Linux the build needs the ALSA headers (`alsa-lib` / `libasound2-dev`); the sound goes through ALSA (PipeWire and
PulseAudio take it). The settings, the autosave, the campaign progress and the profile are kept as files in the
data folder: `~/.local/share/dungeoncraft/` (Linux, or `$XDG_DATA_HOME/dungeoncraft`), `%APPDATA%\DungeonCraft`
(Windows), `~/Library/Application Support/DungeonCraft` (macOS); `DUNGEONCRAFT_DATA` chooses another one.
*Save Game* and saved campaigns land in its `saves/` folder; *Load Game* opens the system file dialog there (on
Linux through the desktop portal), and dropping a file onto the window works as well.
Release packages are built by `python3 tools/build_desktop.py [linux] [windows] [macos]` into `dist/`:
- **Linux**: `DungeonCraft-<version>-x86_64.AppImage`, built against glibc 2.28 (distributions from about 2019 on).
- **Windows**: `DungeonCraft-<version>-windows-x64.exe`, a single file for Windows 10 and newer, cross-compiled on Linux.
- **macOS**: `DungeonCraft-<version>-macos.zip` with a universal `DungeonCraft.app` (Apple silicon and Intel); only on a
Mac. It is signed ad hoc, not notarised: on first start open it with right click -> *Open*.
Linux and Windows need [zig](https://ziglang.org/) (`mise install zig@0.15` works) and
`cargo install --locked cargo-zigbuild`, plus `rustup target add x86_64-pc-windows-gnu`; the AppImage tool is downloaded
once into `~/.cache/dungeoncraft/`.
### Testing the game logic
The tests run natively: a headless simulation of whole games, a savegame round trip, rendering of all music modules and the audio engine:
+1 -1
View File
@@ -1 +1 @@
v202611-00065
v202611-00076
+51
View File
@@ -0,0 +1,51 @@
# Balance runs
Whole games played headless by the AI brain on every side (`src/balance.rs`), deterministic per seed:
```bash
cargo test --release balance_ -- --ignored --nocapture --test-threads=3
BALANCE_SEEDS=16 cargo test --release balance_difficulty -- --ignored --nocapture # more seeds
BALANCE_PAIR=0,1 ... # one difficulty pairing only (0 easy, 1 medium, 2 hard)
BALANCE_TRACE=1 ... # wave runs: a status line every two minutes
```
- **balance_difficulty** – duels of two AI masters (112x112, no hero waves, 45 min); the sides swap
every other seed. Undecided games count as draws.
- **balance_talents** – four AI masters (medium), each held to one talent branch, the branches moving
round the four starts; placement by survival and strength.
- **balance_waves** – one AI master alone against the hero waves (96x96, 40 min).
## Findings and changes (2026-11-06)
First runs showed:
- AI masters stopped growing after their build order (99 room tiles, 24 creatures from minute 10).
- They mined one vein at a time and only below 1500 gold.
- They fought hero waves piecemeal and never cast spells.
- "Hard" attacked even when weaker (boldness 0.9) and was no stronger than "easy".
Changes:
- AI masters keep building lairs and gardens up to 24 / 50 / 80 beds (easy / medium / hard), and a
bigger treasury when the old one is nearly full.
- They mine several veins (one per three imps) whenever gold is below 1.5 paydays + 1000.
- Defence: with intruders in the dungeon the rally flag goes on them, the master casts lightning on
them and heals his hurt creatures; an attack is called off to defend.
- Boldness (own army / enemy army needed to attack): easy 1.0, medium 1.2, hard 1.35.
- Builder talent: imps dig +15% and rooms cost -10% per level (was +10% / -6%).
Results after the changes:
| | before | after |
|---|---|---|
| one master vs waves: fallen of 8 (easy/medium/hard) | 2 / 3 / 4 | 2 / 2 / 2 |
| duels, 16 seeds: easy vs medium | 6 : 6 | 3 : 6 |
| medium vs hard | 5 : 6 (8 seeds 3 : 2) | 5 : 6 |
| easy vs hard | 3 : 7 | 3 : 7 |
| talents, average place (builder / warlord / warlock / merchant) | 3.3 / 1.9 / 3.0 / 1.9 | 3.1 / 2.1 / 2.5 / 2.3 |
Notes:
- The noise is about ±2 wins at 16 seeds; medium vs medium ended 5 : 7.
- The AI uses only lightning and heal, so Warlock is still worth more to a human player than the
tournament shows.
- Builder pays off where space, not gold, limits building; AI dungeons are bounded by their radius.
- One map seed (1333) never brings heroes to the master. It shows as "wave 11, heroes 0" in the
wave table and is a map outlier.
+4 -2
View File
@@ -58,10 +58,12 @@ creatures and heroes.
| Units | Spawn | count, kind, level, side, where (the core, the trigger unit, a zone), optional name |
| | Hero wave | count (sent at once) |
| | Remove | side, zone (removes those units) |
| World | Change ground | zone → floor, earth, rock, water, lava, gold (the core, portals, towers and the gate stay) |
| World | Change ground | zone → floor, earth, rock, water, lava, gold, mushroom grove (the core, portals, towers and the gate stay) |
| | Reveal | zone (lifts the fog of war) |
| | Show | zone (moves the camera there) |
| | Gold + / Mana + | amount (negative takes) |
| | Weather above ground | fair, rain, fog or storm, for seconds (0: until a block changes it); it fades in softly. Only maps with land above ground have weather |
| | Talent experience + | amount (experience for the player's master talents) |
| Logic | If / else | condition; blocks inside |
| | Repeat | times (0–100); blocks inside |
| | Repeat until | condition, checked **before** each run (already true: the inside never runs); blocks inside |
@@ -80,7 +82,7 @@ Every number field holds a **value**; the switch in front of it changes the valu
side/kind), *Count* in a zone, *Random* (whole number between a and b, deterministic),
*Calculation* (`+ - * /`, division by 0 gives 0),
- conditions (for *If*): *Comparison* (`< <= = != >= >`), *and*, *or*, *not*, *Yes/no*,
*Trigger unit is a* (kind).
*Trigger unit is a* (kind), *Weather above ground is* (fair, rain, fog, storm).
Variables are numbers the mission remembers (saved with the game); a variable is known once some
script of the mission sets it.
+12 -2
View File
@@ -134,5 +134,15 @@ grid), guard and attack markers (shields and swords), savegames with the game st
level), Warlord (creatures +5% damage, -5% damage taken), Warlock (mana +15%, spells -6%), Merchant (wages
-6%, treasure +6%); 5 levels each. The "Master" button (number of free points, pulsing) opens the window.
AI masters spend their points themselves; per game, carried over in the campaign and co-op runs.
5. **Weather above ground** - rain (puts out fire), fog (less sight), storms (lightning in trees and units).
6. **Named creatures** - names per kind and language, epithets at higher levels, memorial stones.
5. **Weather above ground** (done, v202611-00066, weather.rs) - about 60% fair, 20% rain, 12% fog, 8% storm,
minutes each with soft 20 s changes, only on maps with land above ground. Rain (and storms) put out burning
bridges and keep fire from catching; fog halves the sight of units outside; storms strike units (40 damage)
or trees with lightning every 6-20 s. Dimmed daylight, rain streaks, fog veils, flashes; a HUD label.
6. **Named creatures** (done, v202611-00068, names.rs) - every creature gets a name from its kind's list in the
language files (20 per kind, per language), a humorous epithet from level 5 and a grand one from level 8;
names in the hover info, the creature overview and the messages. A creature of level 10 that falls leaves a
memorial stone on its master's ground (hover: who lies there; at most 30 per map).
7. **Hall of the fallen** (done, v202611-00073) - every named creature of level 3+ that falls is remembered
with its level, heroes slain and how it fell (slain by a kind, lava, water, snare, lightning): in the game
(creature overview "Fallen", or a click with the hand on a memorial stone) and over all games on the
achievements page (kept in the profile, at most 200, merged with the server copy).
+56
View File
@@ -264,6 +264,8 @@ val.medium = Střední
val.high = Vysoká
val.normal = Normální
val.large = Velké
val.small = Malé
val.auto_plain = Automaticky
# ---- key binding names
key.cam_forward = Kamera vpřed
@@ -1374,6 +1376,8 @@ blk.reveal = Odhalit
blk.camera = Ukázat
blk.gold = Zlato +
blk.mana = Mana +
blk.weather = Počasí na povrchu
blk.talentxp = Zkušenosti talentů +
blk.if = Když
blk.repeat = Opakovat
blk.trigger = Přepnout spouštěč
@@ -1393,6 +1397,8 @@ blk.help.reveal = Odhalí mlhu války nad zónou.
blk.help.camera = Přesune kameru na zónu.
blk.help.gold = Dá (nebo vezme) zlato.
blk.help.mana = Dá (nebo vezme) manu.
blk.help.weather = Nastaví počasí na povrchu (jasno, déšť, mlha nebo bouře) na tolik sekund; 0 ho ponechá, dokud ho jiný blok nezmění.
blk.help.talentxp = Dá hráči zkušenosti pro pánovy talenty.
blk.help.if = Spustí vnitřní bloky, jen když platí podmínka, jinak ty pod "jinak".
blk.help.repeat = Spustí vnitřní bloky několikrát.
blk.help.trigger = Zapne spouštěč (může se spustit znovu) nebo ho vypne.
@@ -1415,6 +1421,7 @@ blk.v.or = nebo
blk.v.not = ne
blk.v.bool = Ano/ne
blk.v.eventkind = Spouštěcí jednotka je
blk.v.weatheris = Počasí na povrchu je
blk.w_at = na
blk.w_by = o
blk.w_in = v
@@ -1463,6 +1470,7 @@ blk.until = Opakovat dokud
blk.dountil = Opakovat, pak ověřit: dokud
blk.wait = Čekat
blk.w_seconds = sekund
blk.w_for = na
blk.help.until = Spouští vnitřní bloky znovu a znovu, dokud neplatí podmínka - ověřuje se před každým během, takže pokud už platí, vnitřek se nespustí vůbec.
blk.help.dountil = Spustí vnitřní bloky, pak ověří podmínku a opakuje, dokud neplatí - vnitřek proběhne vždy aspoň jednou.
blk.help.wait = Pozastaví tento skript na několik sekund, pak pokračuje dalším blokem (i uvnitř smyček).
@@ -1712,3 +1720,51 @@ talent.none = Zatím nenaučeno.
talent.then = Další úroveň: {0}
msg.talent_point = Nový bod talentu! Použij ho v okně pána.
msg.talent_learned = {0}: úroveň {1} naučena.
# weather above ground
weather.fair = Jasno
weather.rain = Déšť
weather.fog = Mlha
weather.storm = Bouře
msg.weather_clear = Na povrchu se vyjasňuje.
msg.weather_rain = Na povrchu začíná pršet - oheň nechytne.
msg.weather_fog = Nad krajinou se valí mlha - venku každý vidí méně.
msg.weather_storm = Na povrchu se blíží bouře! Blesky zasahují jednotky a stromy.
msg.lightning_unit = Zásah bleskem: {0}!
# creature names
names.imp = Drobek, Soplík, Hrabík, Bláťák, Špindíra, Prcek, Rýpal, Čuník, Smradík, Škrabka, Hrouda, Čvachta, Mazal, Flekáč, Hrudka, Lopatka, Čumák, Drobeček, Šmudla, Čmudla
names.kobold = Ňafík, Štípal, Zubáč, Prašivec, Kousal, Rezák, Šmik, Kousek, Čumil, Krysák, Hadrník, Bodlák, Drápek, Rejpal, Kořínek, Chechtal, Strkal, Zoubek, Křup, Škrábek
names.spider = Lezoun, Chlupka, Pavoučík, Lechtal, Síťka, Osminožka, Nitka, Strašidlík, Šmatlík, Hedvábka, Tkadlenka, Skokan, Chlupáček, Tekla, Cívka, Chňapka, Klubíčko, Lepka, Vrtílek, Jehlička
names.mage = Bartoloměj, Ignác, Leopold, Theobald, Vojtěch, Jeroným, Valdemar, Gotfríd, Kornelius, Otakar, Florián, Engelbert, Pankrác, Ruprecht, Konstantin, Eusebius, Servác, Barnabáš, Archibald, Bonifác
names.ogre = Hromotluk, Špalek, Bum, Balvan, Tupoun, Pařez, Bouchal, Mlátič, Dupák, Dřevák, Žbluňk, Buřtík, Valoun, Břicháč, Kyjan, Vůl, Rachot, Kus, Buben, Gorbo
names.jailer = Zachmuřenec, Závora, Okov, Zámek, Žalář, Železovous, Kroužek, Šroub, Přísný, Mřížník, Mrzout, Hák, Oprátka, Klíčník, Temný, Řinčal, Kláda, Strážný, Klec, Hořký
names.priestess = Žhavka, Plamena, Popelice, Serafína, Vatra, Ohnivka, Morana, Brunhilda, Ignie, Jiskra, Šarlata, Žárka, Havranka, Lilit, Troud, Izolda, Planoucí, Nyx, Večernice, Plaménka
names.chainbreaker = Řetězolam, Ulfgar, Železoduch, Brannok, Kragmor, Valdrek, Trn, Gorath, Nespoutaný, Rurik, Torvald, Hagen, Durnok, Střep, Plamen, Vlkoslav, Korrun, Arvak, Osvoboditel, Halvard
names.bat = Pískal, Třepetal, Pípa, Šustík, Ozvěna, Mávalka, Soumrak, Pískálek, Cvrlík, Zoubek, Vír, Netopýrek, Mol, Pípálek, Šuměl, Visálek, Samet, Šmik, Kvičal, Blesk
names.gargoyle = Žula, Břidlice, Čedič, Kameník, Malta, Oblázek, Štěrk, Pazourek, Spára, Ruina, Křemen, Pemza, Římsa, Suk, Kamenovous, Bručoun, Štít, Chrlič, Dláto, Sokl
names.owl = Výr, Chytrolín, Brk, Bartold, Minerva, Tobiáš, Hůhů, Sovička, Pírko, Povzdech, Myslitel, Stařešina, Kulíšek, Noctua, Sovoslav, Pergamen, Šero, Puštík, Profesor, Prachovka
names.wyrm = Vermitrax, Popelochřtán, Spálenec, Kalderon, Ignivar, Žhnoroh, Drakkar, Pyrrhos, Obsidián, Žhavochřtán, Vulkanor, Pálizub, Malgrath, Tyrax, Inferno, Síra, Kaldor, Fafnir, Ragnor, Uhlík
names.cogling = Ozubák, Kolečko, Šroubek, Řehtačka, Nýtek, Převod, Kutil, Udělátko, Klíček, Pastorek, Cinkal, Šťoural, Matička, Bzučák, Klička, Káča, Příruba, Cvak, Tiktak, Vrut
names.revenant = Stesk, Hořkost, Popelavý, Sten, Prázdno, Žal, Bledý, Trud, Stín, Prach, Hrobník, Soumrak, Krypta, Tesknota, Bdění, Mohyla, Rubáš, Elegie, Kal, Pustina
names.beast = Chlupáč, Míša, Bruno, Huňáč, Mlaskal, Mechoun, Bručal, Medvídek, Křoví, Chroup, Cvakal, Lezec, Štětinka, Mech, Burácel, Ostružina, Cvrkal, Brblal, Brumla, Čmuchal
names.human = Gerhard, Roland, Konrád, Albrecht, Tristan, Eckhart, Gawain, Lancelot, Parsifal, Hugo, Bertram, Gotfríd, Ortvin, Balduin, Rajnold, Vilfríd, Dětřich, Gilbert, Ruprecht, Bořivoj
epithets.mid = Kostilam, Blatonoh, Krysokous, Špinoxicht, Kamenožrout, Lebkolam, Smradopěst, Rezokloub, Břichobij, Holenokop, Plísňovous, Špinodráp, Soplomet, Uchokous, Kolenolam, Červojed
epithets.high = Královrah, Zhoubopěst, Hrůzozub, Světoborec, Hrdinobij, Bouřepěst, Můrovládce, Duševrah, Železosrdce, Hradoborec, Drakobijce, Pekelník, Stínovládce, Krvokorunec, Zhoubotok, Hvězdolam
name.epithet = {0} {1}
msg.creature_fallen = Padl tvůj tvor: {0}. Pamětní kámen uchová jméno.
tile.memorial = Pamětní kámen
tile.memorial_info = Zde odpočívá {0} ({1}, úroveň {2}).
# hall of the fallen
hall.title = Síň padlých
hall.count = Padlí tvorové v paměti: {0}
hall.empty = Zatím nikdo nepadl. Ať to tak vydrží.
hall.kills = Zabití hrdinové: {0}
ov.fallen = Padlí ({0})
ov.living = Živí
cause.slain = vrah: {0}
cause.lava = smrt v lávě
cause.water = utonutí
cause.snare = smrt v pasti
cause.lightning = zásah bleskem
cause.fell = smrt v boji
+56
View File
@@ -264,6 +264,8 @@ val.medium = Middel
val.high = Høj
val.normal = Normal
val.large = Stor
val.small = Lille
val.auto_plain = Automatisk
# ---- key binding names
key.cam_forward = Kamera frem
@@ -1373,6 +1375,8 @@ blk.reveal = Afslør
blk.camera = Vis
blk.gold = Guld +
blk.mana = Mana +
blk.weather = Vejret over jorden
blk.talentxp = Talenterfaring +
blk.if = Hvis
blk.repeat = Gentag
blk.trigger = Skift udløser
@@ -1392,6 +1396,8 @@ blk.help.reveal = Løfter krigens tåge over en zone.
blk.help.camera = Flytter kameraet til en zone.
blk.help.gold = Giver (eller tager) guld.
blk.help.mana = Giver (eller tager) mana.
blk.help.weather = Sætter vejret over jorden (klart, regn, tåge eller storm) i så mange sekunder; 0 beholder det, til en anden blok ændrer det.
blk.help.talentxp = Giver spilleren erfaring til mestertalenterne.
blk.help.if = Kører blokkene indeni kun hvis betingelsen gælder, ellers dem under "ellers".
blk.help.repeat = Kører blokkene indeni flere gange.
blk.help.trigger = Slår en udløser til (den kan udløses igen) eller fra.
@@ -1414,6 +1420,7 @@ blk.v.or = eller
blk.v.not = ikke
blk.v.bool = Ja/nej
blk.v.eventkind = Udløserenhed er en
blk.v.weatheris = Vejret over jorden er
blk.w_at = ved
blk.w_by = med
blk.w_in = i
@@ -1462,6 +1469,7 @@ blk.until = Gentag indtil
blk.dountil = Gentag, tjek så: indtil
blk.wait = Vent
blk.w_seconds = sekunder
blk.w_for = i
blk.help.until = Kører blokkene indeni igen og igen, indtil betingelsen gælder - tjekkes før hver kørsel, så hvis den allerede gælder, kører indholdet slet ikke.
blk.help.dountil = Kører blokkene indeni, tjekker så betingelsen og gentager, indtil den gælder - indholdet kører altid mindst én gang.
blk.help.wait = Sætter dette script på pause i nogle sekunder, derefter fortsætter det med næste blok (også inde i løkker).
@@ -1711,3 +1719,51 @@ talent.none = Endnu ikke lært.
talent.then = Næste niveau: {0}
msg.talent_point = Et nyt talentpoint! Brug det i mestervinduet.
msg.talent_learned = {0} niveau {1} lært.
# weather above ground
weather.fair = Klart
weather.rain = Regn
weather.fog = Tåge
weather.storm = Storm
msg.weather_clear = Over jorden klarer det op.
msg.weather_rain = Over jorden begynder det at regne - ild fænger ikke.
msg.weather_fog = Tåge driver ind over landet - udenfor ser alle mindre.
msg.weather_storm = Over jorden trækker en storm op! Lynet rammer enheder og træer.
msg.lightning_unit = Ramt af lynet: {0}!
# creature names
names.imp = Krumme, Snotte, Graver, Mudder, Fnug, Pjok, Rodemus, Snavs, Bussemand, Kradser, Brokke, Splatter, Søle, Pirk, Knold, Skovl, Snude, Pusling, Plet, Grums
names.kobold = Glam, Knib, Griberen, Skurv, Hap, Rusten, Svup, Bidder, Gab, Rotte, Flænge, Pigge, Klo, Ballade, Rod, Fnis, Skubber, Hak, Knæk, Skramme
names.spider = Kravle, Uldben, Edderkop, Kilde, Netto, Ottefod, Tråde, Gyselig, Fimre, Silke, Væverske, Hopsa, Fnugben, Tekla, Spole, Snappe, Garnnøgle, Klistre, Vimse, Nålen
names.mage = Bartholomæus, Ignatius, Leopold, Theobald, Adalbert, Hieronymus, Valdemar, Gotfred, Cornelius, Ottokar, Florentin, Engelbrecht, Pankratius, Rupertus, Konstantin, Eusebius, Severin, Barnabas, Archibald, Vitus
names.ogre = Brum, Klods, Bums, Klump, Dunk, Tumpe, Bøvl, Klasker, Tramp, Træhoved, Plump, Mops, Bolle, Vom, Knippel, Okse, Rumle, Klat, Hump, Gorbo
names.jailer = Grum, Slå, Lænke, Lås, Fangekælder, Jernskæg, Bøjle, Bolt, Streng, Tremme, Gnaven, Krog, Strikke, Nøgle, Dyster, Klirr, Stokmand, Slutter, Bur, Bitter
names.priestess = Glød, Flamme, Aske, Serafina, Lue, Ildine, Morwen, Brynhild, Ignia, Gnist, Skarlagen, Funke, Ravna, Lilith, Tønder, Isolde, Brandhild, Nyx, Vesper, Glimt
names.chainbreaker = Lænkebryder, Ulfgar, Jernsjæl, Brannok, Kragmor, Valdrek, Torn, Gorath, Ubunden, Rurik, Torvald, Hagen, Durnok, Splint, Brand, Ulfrik, Korrun, Arvak, Sigurd, Halvard
names.bat = Pip, Flagre, Piber, Susle, Ekko, Flap, Tusmørke, Hvisle, Kvidre, Tandsen, Hvirvel, Flagermus, Møl, Pippe, Suse, Dingle, Fløjl, Smutte, Hvin, Lynet
names.gargoyle = Granit, Skifer, Basalt, Grimbert, Mørtel, Kisel, Skærver, Flint, Fuge, Murbrok, Kvarts, Pimpsten, Gesims, Knort, Stenskæg, Gnaven, Gavl, Vandspyer, Mejsel, Sokkel
names.owl = Uhu, Klogeåge, Fjerpen, Bartholdus, Minerva, Tobias, Huhu, Uglalia, Fjerdrik, Suk, Grubler, Ældste, Kirkeugle, Noctua, Uglebert, Pergament, Skumring, Natugle, Professor, Dun
names.wyrm = Vermithrax, Askegab, Svider, Calderon, Ignivar, Gløderhorn, Drakkar, Pyrrhus, Obsidian, Glødgab, Vulkanor, Brandtand, Malgrath, Tyrax, Inferno, Svovl, Kaldor, Fafner, Ragnor, Sinderos
names.cogling = Tandhjul, Hjulet, Skrue, Skralde, Bolt, Gear, Fikser, Dimsedut, Nøglen, Drev, Klirre, Fedter, Nitte, Snurre, Krumtap, Snurretop, Flange, Klikklak, Tiktak, Nippel
names.revenant = Morgen, Nag, Askegrå, Klage, Hul, Sorg, Bleg, Kummer, Skygge, Muld, Gravmand, Tusmørke, Krypt, Vemod, Vågen, Høj, Ligklæde, Elegi, Bærme, Øde
names.beast = Pjusk, Brumbjørn, Bruno, Lurvet, Mumle, Mosryg, Brummer, Ursa, Knort, Knas, Klikker, Kravler, Børste, Mos, Rumlen, Tjørn, Knirke, Gnavpot, Bamse, Snuse
names.human = Gerhard, Roland, Konrad, Albrecht, Tristan, Eskild, Gavin, Lancelot, Palle, Holger, Bertram, Gotfred, Esbern, Valdemar, Regnar, Vilfred, Ditlev, Gilbert, Rasmus, Dirk
epithets.mid = Knoglebryder, Mudderfod, Rottebider, Skidtfjæs, Stengnaver, Kraniebanker, Stinkenæve, Rustknogle, Mavestøder, Skinnebensspark, Skimmelskæg, Skidtklo, Snotslynger, Øregnaver, Knæknækker, Ormeæder
epithets.high = Kongedræber, Undergangshånd, Rædselstand, Verdensknuser, Heltebane, Stormnæve, Natterædsel, Sjælehøster, Jernhjerte, Borgknuser, Drageskræk, Helvedesvandrer, Skyggefyrste, Blodkrone, Dommeflod, Stjerneknuser
name.epithet = {0} {1}
msg.creature_fallen = {0} er faldet. En mindesten bevarer navnet.
tile.memorial = Mindesten
tile.memorial_info = Her hviler {0} ({1}, niveau {2}).
# hall of the fallen
hall.title = De faldnes hal
hall.count = Faldne væsner i erindring: {0}
hall.empty = Endnu er ingen faldet. Længe må det vare.
hall.kills = Dræbte helte: {0}
ov.fallen = Faldne ({0})
ov.living = Levende
cause.slain = dræbt af: {0}
cause.lava = brændt i lava
cause.water = druknet
cause.snare = trådt i en saks
cause.lightning = ramt af lynet
cause.fell = faldet
+56
View File
@@ -263,6 +263,8 @@ val.medium = Mittel
val.high = Hoch
val.normal = Normal
val.large = Groß
val.small = Klein
val.auto_plain = Automatisch
# ---- Namen der Tastenbelegung
key.cam_forward = Kamera vor
@@ -1373,6 +1375,8 @@ blk.reveal = Aufdecken
blk.camera = Zeigen
blk.gold = Gold +
blk.mana = Mana +
blk.weather = Wetter über der Erde
blk.talentxp = Talent-Erfahrung +
blk.if = Wenn
blk.repeat = Wiederhole
blk.trigger = Trigger schalten
@@ -1392,6 +1396,8 @@ blk.help.reveal = Hebt den Nebel über einer Zone.
blk.help.camera = Bewegt die Kamera zu einer Zone.
blk.help.gold = Gibt (oder nimmt) Gold.
blk.help.mana = Gibt (oder nimmt) Mana.
blk.help.weather = Setzt das Wetter über der Erde (heiter, Regen, Nebel oder Sturm) für so viele Sekunden; 0 hält es, bis ein anderer Block es ändert.
blk.help.talentxp = Gibt dem Spieler Erfahrung für die Meister-Talente.
blk.help.if = Führt die Blöcke darin nur aus, wenn die Bedingung gilt, sonst die unter "sonst".
blk.help.repeat = Führt die Blöcke darin mehrmals aus.
blk.help.trigger = Schaltet einen Trigger ein (er darf erneut auslösen) oder aus.
@@ -1414,6 +1420,7 @@ blk.v.or = oder
blk.v.not = nicht
blk.v.bool = Ja/Nein
blk.v.eventkind = Auslöser ist ein
blk.v.weatheris = Wetter über der Erde ist
blk.w_at = bei
blk.w_by = um
blk.w_in = in
@@ -1462,6 +1469,7 @@ blk.until = Wiederhole bis
blk.dountil = Wiederhole, prüfe danach: bis
blk.wait = Warte
blk.w_seconds = Sekunden
blk.w_for = für
blk.help.until = Führt die Blöcke darin immer wieder aus, bis die Bedingung gilt - geprüft vor jedem Durchlauf; gilt sie schon, läuft der Inhalt gar nicht.
blk.help.dountil = Führt die Blöcke darin aus, prüft dann die Bedingung und wiederholt, bis sie gilt - der Inhalt läuft mindestens einmal.
blk.help.wait = Hält dieses Skript einige Sekunden an, danach geht es mit dem nächsten Block weiter (auch in Schleifen).
@@ -1711,3 +1719,51 @@ talent.none = Noch nicht gelernt.
talent.then = Nächste Stufe: {0}
msg.talent_point = Ein neuer Talentpunkt! Verteile ihn im Meister-Fenster.
msg.talent_learned = {0} Stufe {1} gelernt.
# weather above ground
weather.fair = Heiter
weather.rain = Regen
weather.fog = Nebel
weather.storm = Sturm
msg.weather_clear = Über der Erde klart es auf.
msg.weather_rain = Über der Erde beginnt es zu regnen - Feuer fängt nicht.
msg.weather_fog = Nebel zieht über das Land - draußen sieht jeder weniger.
msg.weather_storm = Über der Erde zieht ein Sturm auf! Blitze treffen Einheiten und Bäume.
msg.lightning_unit = Vom Blitz getroffen: {0}!
# creature names
names.imp = Krümel, Schnodder, Buddel, Matsch, Fussel, Knirps, Wühli, Schmutzi, Popel, Kratzer, Grummel, Bröckel, Zappel, Schlammi, Pfriem, Knubbel, Grabi, Rotzi, Wusel, Schaufel
names.kobold = Kläff, Zwick, Raffzahn, Krätz, Schnapp, Rostig, Zack, Beißer, Klau, Ratz, Fetz, Zausel, Kralle, Stänker, Wurz, Fiesling, Rempel, Zinken, Knick, Schrammi
names.spider = Krabbel, Wollbein, Spinnchen, Kitzel, Netti, Achtfuß, Fädchen, Gruselchen, Tüdel, Seidi, Webbi, Huschel, Krümelbein, Tekla, Spindel, Fangi, Zwirn, Klebi, Wuschel, Nadelchen
names.mage = Bartholomäus, Ignatius, Leopold, Theobald, Adalbert, Kunibert, Wendelin, Gottlieb, Hieronymus, Ottokar, Florian, Engelbert, Pankratius, Ruprecht, Konstantin, Eusebius, Sebaldus, Cornelius, Archibald, Waldemar
names.ogre = Grunz, Klotz, Bums, Brocken, Rumms, Dumpf, Wumme, Klopper, Trampel, Holzkopf, Plumps, Mops, Bolle, Wanst, Knüppel, Ochs, Rumpel, Batzen, Hauruck, Gorbo
names.jailer = Grimm, Riegel, Kettler, Schloss, Kerker, Eisenbart, Fessel, Bolzen, Streng, Gitter, Mürrisch, Haken, Strick, Schlüssel, Finster, Klirr, Stockmann, Wächter, Zwinger, Bitter
names.priestess = Glut, Flamma, Asche, Seraphine, Lodera, Feuria, Morwen, Brunhild, Ignia, Kriemhild, Scharlach, Funkia, Rabea, Lilith, Zunder, Isolde, Brennhild, Nyx, Vesper, Glimma
names.chainbreaker = Kettenbann, Ulfgar, Eisenseele, Brannok, Kragmor, Valdrek, Dorn, Gorath, Ungebunden, Rurik, Torvald, Hagen, Durnok, Sprengel, Brand, Wulfrich, Korrun, Arvak, Sigbert, Halvard
names.bat = Piepsi, Flatter, Fiepe, Schwirr, Echo, Flapp, Dämmer, Zischi, Zirp, Zähnchen, Wirbel, Flederli, Motti, Piep, Sausi, Baumel, Samtchen, Huschi, Quiek, Blitzi
names.gargoyle = Granit, Schiefer, Basalt, Grimmbert, Mörtel, Kiesel, Schotter, Feuerstein, Fuge, Geröll, Quarz, Bimsstein, Sims, Knorz, Steinbart, Grantig, Giebel, Wasserspeier, Meißel, Sockel
names.owl = Uhuwald, Weisling, Kiel, Bartholdo, Minerva, Tobias, Huhu, Eulalia, Federich, Hauch, Grübel, Älteste, Kauzi, Noctua, Eulbert, Pergament, Dämmer, Waldkauz, Professor, Plusch
names.wyrm = Vermithrax, Aschenmaul, Sengbart, Calderon, Ignivar, Glimmhorn, Drakkar, Pyrrhus, Obsidian, Glutmaul, Vulkanor, Brennzahn, Malgrath, Tyrax, Inferno, Schwefel, Kaldor, Fafnir, Ragnor, Zinderos
names.cogling = Rädchen, Zahnrad, Schräubchen, Ratsche, Bolzen, Getriebe, Tüftel, Dingsbums, Schlüssel, Ritzel, Klimper, Fummel, Niete, Surr, Kurbel, Drehwurm, Flansch, Klackerle, Ticktack, Nippel
names.revenant = Morgen, Gram, Aschgrau, Klage, Hohl, Trauer, Bleich, Kummer, Schemen, Moder, Grabmann, Dämmer, Gruft, Wehmut, Wache, Hügel, Leichentuch, Elegie, Neige, Öde
names.beast = Zottel, Brummbär, Bruno, Struppi, Mampf, Moosrücken, Brummel, Ursa, Knorr, Knacks, Klicker, Krabbelbert, Borste, Moos, Rumpel, Dornbusch, Zirpel, Grummler, Wuchtel, Schnuffel
names.human = Gerhard, Roland, Konrad, Albrecht, Tristan, Eckhart, Gawan, Lienhard, Parzival, Hugo, Bertram, Gottfried, Ortwin, Balduin, Reinhold, Wilfried, Iwein, Gilbert, Ruprecht, Dietrich
epithets.mid = Knochenbrecher, Schlammfuß, Rattenbeißer, Dreckgesicht, Kieselkauer, Schädelklopfer, Stinkefaust, Rostknöchel, Bauchboxer, Schienbeintreter, Schimmelbart, Dreckkralle, Rotzschleuder, Ohrenkauer, Kniebrecher, Wurmfresser
epithets.high = Königsschreck, Unheilsfaust, Schreckenszahn, Weltenbrecher, Heldenbann, Sturmfaust, Nachtgrauen, Seelenschnitter, Eisenherz, Burgenbrecher, Drachenbann, Höllenwanderer, Schattenfürst, Blutkrone, Grimmflut, Sternbrecher
name.epithet = {0} {1}
msg.creature_fallen = {0} ist gefallen. Ein Gedenkstein bewahrt den Namen.
tile.memorial = Gedenkstein
tile.memorial_info = Hier ruht {0} ({1}, Stufe {2}).
# hall of the fallen
hall.title = Halle der Gefallenen
hall.count = {0} gefallene Kreaturen in Erinnerung
hall.empty = Noch ist niemand gefallen. Möge es so bleiben.
hall.kills = {0} Helden erschlagen
ov.fallen = Gefallene ({0})
ov.living = Lebende
cause.slain = erschlagen von: {0}
cause.lava = in Lava verbrannt
cause.water = ertrunken
cause.snare = in eine Falle getreten
cause.lightning = vom Blitz getroffen
cause.fell = gefallen
+56
View File
@@ -264,6 +264,8 @@ val.medium = Μεσαία
val.high = Υψηλή
val.normal = Κανονικό
val.large = Μεγάλο
val.small = Μικρό
val.auto_plain = Αυτόματο
# ---- key binding names
key.cam_forward = Κάμερα μπροστά
@@ -1374,6 +1376,8 @@ blk.reveal = Αποκάλυψη
blk.camera = Δείξε
blk.gold = Χρυσός +
blk.mana = Μάνα +
blk.weather = Καιρός στην επιφάνεια
blk.talentxp = Εμπειρία ταλέντων +
blk.if = Αν
blk.repeat = Επανάληψη
blk.trigger = Διακόπτης εναύσματος
@@ -1393,6 +1397,8 @@ blk.help.reveal = Σηκώνει την ομίχλη του πολέμου πά
blk.help.camera = Μετακινεί την κάμερα σε μια ζώνη.
blk.help.gold = Δίνει (ή παίρνει) χρυσό.
blk.help.mana = Δίνει (ή παίρνει) μάνα.
blk.help.weather = Ορίζει τον καιρό στην επιφάνεια (αίθριο, βροχή, ομίχλη ή καταιγίδα) για τόσα δευτερόλεπτα· το 0 τον κρατά μέχρι να τον αλλάξει άλλο μπλοκ.
blk.help.talentxp = Δίνει στον παίκτη εμπειρία για τα ταλέντα του άρχοντα.
blk.help.if = Εκτελεί τα μπλοκ μέσα μόνο αν ισχύει η συνθήκη, αλλιώς αυτά κάτω από το "αλλιώς".
blk.help.repeat = Εκτελεί τα μπλοκ μέσα πολλές φορές.
blk.help.trigger = Ενεργοποιεί ένα έναυσμα (μπορεί να ξαναπυροδοτηθεί) ή το απενεργοποιεί.
@@ -1415,6 +1421,7 @@ blk.v.or = ή
blk.v.not = όχι
blk.v.bool = Ναι/όχι
blk.v.eventkind = Μονάδα εναύσματος είναι
blk.v.weatheris = Ο καιρός στην επιφάνεια είναι
blk.w_at = σε
blk.w_by = κατά
blk.w_in = σε
@@ -1463,6 +1470,7 @@ blk.until = Επανάληψη ώσπου
blk.dountil = Επανάληψη, μετά έλεγχος: ώσπου
blk.wait = Αναμονή
blk.w_seconds = δευτερόλεπτα
blk.w_for = για
blk.help.until = Εκτελεί τα μπλοκ μέσα ξανά και ξανά ώσπου να ισχύσει η συνθήκη - ελέγχεται πριν από κάθε εκτέλεση, οπότε αν ισχύει ήδη, το εσωτερικό δεν εκτελείται καθόλου.
blk.help.dountil = Εκτελεί τα μπλοκ μέσα, μετά ελέγχει τη συνθήκη και επαναλαμβάνει ώσπου να ισχύσει - το εσωτερικό εκτελείται πάντα τουλάχιστον μία φορά.
blk.help.wait = Σταματά αυτό το σενάριο για μερικά δευτερόλεπτα, και μετά συνεχίζει με το επόμενο μπλοκ (και μέσα σε βρόχους).
@@ -1712,3 +1720,51 @@ talent.none = Δεν έχει μαθευτεί ακόμη.
talent.then = Επόμενο επίπεδο: {0}
msg.talent_point = Νέος πόντος ταλέντου! Ξόδεψέ τον στο παράθυρο του άρχοντα.
msg.talent_learned = {0}: μαθεύτηκε το επίπεδο {1}.
# weather above ground
weather.fair = Αίθριο
weather.rain = Βροχή
weather.fog = Ομίχλη
weather.storm = Καταιγίδα
msg.weather_clear = Στην επιφάνεια ο ουρανός καθαρίζει.
msg.weather_rain = Στην επιφάνεια αρχίζει να βρέχει - η φωτιά δεν πιάνει.
msg.weather_fog = Η ομίχλη απλώνεται στη γη - έξω όλοι βλέπουν λιγότερο.
msg.weather_storm = Στην επιφάνεια πλησιάζει καταιγίδα! Οι κεραυνοί χτυπούν μονάδες και δέντρα.
msg.lightning_unit = Χτυπήθηκε από κεραυνό: {0}!
# creature names
names.imp = Ψίχουλος, Μύξας, Σκαφτούλης, Λασπάκιας, Χνούδης, Μπόμπιρας, Τρυπούλης, Βρομίτσας, Τσίμπλης, Γρατζούνης, Σβόλος, Λεκές, Βουρκάκης, Κουτσουλιάς, Κοτρωνάκης, Φτυαράκης, Μουτσούνης, Τσουτσέκος, Πιτσιλάκης, Σκουληκάς
names.kobold = Γαβγίσης, Τσιμπούκος, Δοντάς, Ψωριάρης, Δαγκάνας, Σκουριάς, Σβουρίτσας, Μασουλάς, Χάχας, Αρουραίος, Κουρέλης, Αγκάθης, Νυχάς, Καβγατζής, Ρίζος, Χαχανούλης, Σπρωξάκης, Φαφούτης, Κρακ, Γρατζουνάς
names.spider = Ποδαράκια, Μαλλιαρούλα, Αραχνούλα, Γαργαλίτσα, Διχτάκι, Οχτάποδη, Κλωστίτσα, Τρομαράκι, Ψαχουλίτσα, Μεταξούλα, Υφάντρα, Χοπ, Χνουδούλα, Θέκλα, Καρούλι, Αρπαχτούλα, Κουβαράκι, Κολλιτσίδα, Σβούρα, Βελονίτσα
names.mage = Βαρθολομαίος, Ιγνάτιος, Λεοπόλδος, Θεοβάλδος, Πολυχρόνιος, Ιερώνυμος, Χαραλάμπης, Παντελεήμων, Κορνήλιος, Θεμιστοκλής, Φλωρέντιος, Ευστάθιος, Παγκράτιος, Αρχέλαος, Κωνσταντίνος, Ευσέβιος, Σεβηρίνος, Βαρνάβας, Τιμολέων, Αναστάσιος
names.ogre = Μπουμπούνας, Κούτσουρο, Μπαμ, Βράχος, Χαζούλης, Ντουβάρι, Χοντρούλης, Κοπανιστής, Ποδοβολάς, Ξυλοκέφαλος, Πλατς, Κοιλαράς, Μπουλούκος, Τουμπανάς, Ρόπαλο, Βόδι, Γδούπος, Ογκόλιθος, Τύμπανο, Γκόρμπο
names.jailer = Σκυθρωπός, Σύρτης, Αλυσίδας, Λουκέτος, Μπουντρούμης, Σιδερογένης, Κρίκος, Μπουλόνι, Αυστηρός, Κάγκελος, Γκρινιάρης, Γάντζος, Θηλιάς, Κλειδούχος, Ζοφερός, Κουδουνάς, Φρουράρχος, Δεσμοφύλακας, Κλουβής, Πικρός
names.priestess = Θράκα, Φλόγα, Στάχτη, Σεραφίνα, Πυρά, Φωτιά, Μόργκανα, Βρουνχίλδη, Ιγνία, Σπίθα, Πορφύρα, Ανθρακιά, Κοράκω, Λίλιθ, Ίσκα, Ιζόλδη, Λαμπαδίτσα, Νυξ, Εσπερία, Φλογίτσα
names.chainbreaker = Αλυσοσπάστης, Ούλφγκαρ, Σιδερόψυχος, Μπράννοκ, Κράγκμορ, Βάλντρεκ, Αγκάθι, Γκόραθ, Αδούλωτος, Ρούρικ, Τόρβαλντ, Χάγκεν, Ντούρνοκ, Θραύσμα, Δαυλός, Λυκόψυχος, Κόρρουν, Άρβακ, Ελευθερωτής, Χάλβαρντ
names.bat = Τσιρίδας, Φτερουγάκης, Πιπ, Θρόισμα, Ηχώ, Φτερουγίτσα, Σούρουπο, Σφυριχτής, Τιτίβισμα, Δοντάκι, Στρόβιλος, Νυχτεριδάκι, Σκόρος, Πιπίνος, Σβουράκης, Κρεμαστός, Βελούδο, Γλιστράκης, Στρίγκλης, Αστραπή
names.gargoyle = Γρανίτης, Σχιστόλιθος, Βασάλτης, Πετρόμουτρος, Κονίαμα, Βότσαλος, Χαλίκης, Πυρόλιθος, Αρμός, Ερειπιάς, Χαλαζίας, Κίσσηρη, Γείσος, Ρόζος, Πετρογένης, Κατσούφης, Αέτωμα, Υδρορρόη, Σμιλάκης, Βάθρος
names.owl = Μπούφος, Σοφούλης, Πέννα, Βαρθόλδος, Αθηνά, Τωβίας, Χουχού, Κουκουβάγια, Φτερούλης, Αναστεναγμός, Στοχαστής, Γεροντάκος, Χαμοκελάδα, Γλαύκα, Γλαυκούλης, Περγαμηνή, Λυκόφως, Νυχτοπούλι, Καθηγητής, Πούπουλο
names.wyrm = Βερμίθραξ, Σταχτόστομος, Καψαλιάρης, Καλντέρων, Ιγνίβαρ, Πυρόκερος, Δράκκαρ, Πύρρος, Οψιδιανός, Πυρόστομος, Ηφαιστάρας, Καψόδοντος, Μάλγκραθ, Τύραξ, Κόλαση, Θειάφης, Κάλντορ, Φάφνιρ, Ράγκνορ, Δαυλίτης
names.cogling = Γραναζάκης, Ροδίτσα, Βιδούλης, Καστάνιας, Πριτσίνι, Μεταδότης, Μαστοράκος, Μαραφέτι, Κλειδάκι, Πινιόν, Κουδουνίτσα, Ψαχούλης, Παξιμάδι, Βουιτζής, Μανιβέλα, Σβούρος, Φλάντζα, Κλικ, Τικτάκ, Ελατηριάκι
names.revenant = Θρήνος, Πίκρα, Σταχτής, Βογκητής, Κενός, Πένθος, Χλωμός, Καημός, Σκιά, Χώμα, Νεκροθάφτης, Σούρουπος, Κρύπτη, Νοσταλγός, Άγρυπνος, Τύμβος, Σάβανο, Ελεγεία, Κατακάθι, Ερημιά
names.beast = Μαλλιαράς, Αρκουδάκος, Μπρούνο, Τριχωτός, Μασουλίνος, Βρυόραχος, Γρυλιστής, Αρκουδίτσα, Θάμνος, Κριτσανίας, Τσακ, Σέρνας, Σκαθαράς, Βρύο, Βρόντος, Βατομουριάς, Τριζόνης, Γκρινιάρος, Μπάρμπας, Μυριστής
names.human = Γεράρδος, Ορλάνδος, Κορράδος, Αλβέρτος, Τριστάνος, Έκαρτ, Γαβαίνος, Λάνσελοτ, Πάρσιφαλ, Ούγκος, Βέρτραμ, Γοδεφρείδος, Όρτβιν, Βαλδουίνος, Ρεϊνάλδος, Γουλιέλμος, Θεοδέριχος, Γκίλμπερτ, Ροβέρτος, Βαλεριανός
epithets.mid = Κοκαλοσπάστης, Λασποπόδαρος, Ποντικοφάγος, Βρομόμουτρος, Χαλικομάσης, Κρανιοκόπος, Βρομογροθιάς, Σκουριόκοκαλος, Κοιλιοσπάστης, Καλαμοκλότσης, Μουχλογένης, Βρομόνυχος, Μυξοπετάχτης, Αυτιοφάγος, Γονατοσπάστης, Σκουληκοφάγος
epithets.high = Βασιλοκτόνος, Ολεθροχέρης, Τρομόδοντος, Κοσμοσπάστης, Ηρωοφόνος, Θυελλογροθιάς, Νυχτότρομος, Ψυχοθερίστης, Σιδερόκαρδος, Καστροσπάστης, Δρακοκτόνος, Αδοδιαβάτης, Σκιάρχης, Αιματοστέφανος, Ολεθρόπλημμυρος, Αστροσπάστης
name.epithet = {0} {1}
msg.creature_fallen = Έπεσε: {0}. Μια αναμνηστική πέτρα κρατά το όνομα.
tile.memorial = Αναμνηστική πέτρα
tile.memorial_info = Εδώ αναπαύεται: {0} ({1}, επίπεδο {2}).
# hall of the fallen
hall.title = Αίθουσα των πεσόντων
hall.count = Πεσόντα πλάσματα στη μνήμη: {0}
hall.empty = Κανείς δεν έχει πέσει ακόμη. Είθε να κρατήσει.
hall.kills = Ήρωες που σκοτώθηκαν: {0}
ov.fallen = Πεσόντες ({0})
ov.living = Ζωντανοί
cause.slain = φονιάς: {0}
cause.lava = θάνατος στη λάβα
cause.water = πνιγμός
cause.snare = θάνατος σε παγίδα
cause.lightning = χτύπημα κεραυνού
cause.fell = θάνατος στη μάχη
+56
View File
@@ -264,6 +264,8 @@ val.medium = Medium
val.high = High
val.normal = Normal
val.large = Large
val.small = Small
val.auto_plain = Auto
# ---- key binding names
key.cam_forward = Camera forward
@@ -1374,6 +1376,8 @@ blk.reveal = Reveal
blk.camera = Show
blk.gold = Gold +
blk.mana = Mana +
blk.weather = Weather above ground
blk.talentxp = Talent experience +
blk.if = If
blk.repeat = Repeat
blk.trigger = Switch trigger
@@ -1393,6 +1397,8 @@ blk.help.reveal = Lifts the fog of war over a zone.
blk.help.camera = Moves the camera to a zone.
blk.help.gold = Gives (or takes) gold.
blk.help.mana = Gives (or takes) mana.
blk.help.weather = Sets the weather above ground (fair, rain, fog or storm) for so many seconds; 0 keeps it until another block changes it.
blk.help.talentxp = Gives the player experience for the master talents.
blk.help.if = Runs the blocks inside only if the condition holds, otherwise the ones under "else".
blk.help.repeat = Runs the blocks inside several times.
blk.help.trigger = Switches a trigger on (it may fire again) or off.
@@ -1415,6 +1421,7 @@ blk.v.or = or
blk.v.not = not
blk.v.bool = Yes/no
blk.v.eventkind = Trigger unit is a
blk.v.weatheris = Weather above ground is
blk.w_at = at
blk.w_by = by
blk.w_in = in
@@ -1463,6 +1470,7 @@ blk.until = Repeat until
blk.dountil = Repeat, then check: until
blk.wait = Wait
blk.w_seconds = seconds
blk.w_for = for
blk.help.until = Runs the blocks inside again and again until the condition holds - checked before each run, so if it already holds the inside does not run at all.
blk.help.dountil = Runs the blocks inside, then checks the condition and repeats until it holds - the inside always runs at least once.
blk.help.wait = Pauses this script for some seconds, then it goes on with the next block (also inside loops).
@@ -1712,3 +1720,51 @@ talent.none = Not learned yet.
talent.then = Next level: {0}
msg.talent_point = A new talent point! Spend it in the Master window.
msg.talent_learned = {0} level {1} learned.
# weather above ground
weather.fair = Fair
weather.rain = Rain
weather.fog = Fog
weather.storm = Storm
msg.weather_clear = The sky clears up above ground.
msg.weather_rain = It starts to rain above ground - fire will not catch.
msg.weather_fog = Fog rolls over the land - everyone outside sees less.
msg.weather_storm = A storm is brewing above ground! Lightning strikes units and trees.
msg.lightning_unit = Lightning struck: {0}!
# creature names
names.imp = Grubnik, Snot, Pickles, Scrabble, Dimple, Muck, Nibbles, Grot, Twitch, Smudge, Pebble, Wort, Scuttle, Fizzle, Gristle, Sniv, Burrow, Crumb, Dribble, Tinker
names.kobold = Yip, Skrag, Ratchet, Snagtooth, Kibble, Rusk, Nettle, Skiv, Gnash, Scrapper, Flint, Yark, Biter, Sprocket, Dreg, Skulk, Tatter, Grizz, Nab, Scabby
names.spider = Webbly, Itsy, Nibsy, Silkie, Creepkin, Tickle, Venna, Lacey, Spindle, Skitter, Fangsy, Mopsy, Widow, Tangles, Weaver, Pip, Gossamer, Twiddle, Snare, Muffet
names.mage = Bartholomew, Ignatius, Percival, Mordecai, Fennimore, Cornelius, Aldous, Thaddeus, Barnabus, Erasmus, Montague, Ambrose, Septimus, Horatio, Quentin, Lucan, Archibald, Florian, Zebulon, Crispin
names.ogre = Grunk, Thud, Bonk, Lump, Mudge, Klod, Hulk, Gorb, Dunk, Brog, Oaf, Plonk, Boulder, Grog, Mungo, Slab, Wump, Tonk, Duh, Gullet
names.jailer = Grimm, Lockjaw, Chains, Dredd, Morrow, Shackle, Vex, Bolt, Garrote, Stern, Rook, Hask, Iron, Grist, Clank, Mordo, Bleak, Snare, Kessel, Warden
names.priestess = Ember, Seraphine, Pyra, Ashlyn, Scarlet, Morwen, Vesper, Cinder, Ravenna, Lilith, Blaze, Isolde, Brimma, Nyx, Sable, Velvet, Flare, Ophelia, Hestia, Rowan
names.chainbreaker = Fetterbane, Ulfgar, Ironsoul, Brannoc, Kragmor, Valdrek, Thorn, Gorath, Unbound, Rurik, Torvald, Hagan, Durnok, Shatter, Brand, Wulfric, Korrun, Arvak, Stigr, Halvard
names.bat = Squeak, Flutter, Pippin, Nibs, Echo, Flap, Dusk, Zippy, Chirp, Fang, Twirl, Batsy, Mothy, Peep, Swoop, Dangle, Velvet, Tiddles, Squee, Blip
names.gargoyle = Granite, Slate, Basalt, Grimsby, Mortar, Cobble, Gravel, Flint, Grout, Rubble, Quartz, Pumice, Lintel, Gnarl, Stoneface, Dour, Gable, Spout, Chisel, Ledge
names.owl = Hootsworth, Sage, Quill, Barnaby, Minerva, Tobias, Hoots, Ollivant, Feathers, Wisp, Ponder, Elder, Mopsy, Noctua, Owlbert, Scroll, Dusk, Tawny, Professor, Ruffle
names.wyrm = Vermithrax, Ashmaw, Scorch, Calderon, Ignivar, Smoulder, Drakkar, Pyrrhus, Obsidian, Embermaw, Vulcanor, Searfang, Malgrath, Tyrax, Inferno, Brimstone, Kaldor, Fyrnak, Ragnor, Cindros
names.cogling = Gizmo, Sprocket, Widget, Ratchet, Bolt, Gearwin, Tinker, Doohickey, Spanner, Pinion, Clink, Fiddle, Rivet, Whirr, Cogsworth, Twiddle, Flange, Gadget, Ticktock, Nubbin
names.revenant = Morrow, Grieve, Ashen, Lament, Hollow, Mourn, Pallor, Sorrow, Wraithe, Dirge, Barrow, Gloam, Tomb, Weep, Vigil, Cairn, Shroud, Elegy, Dregs, Bleak
names.beast = Fuzzbert, Grizzle, Bruno, Shaggs, Chomper, Mossback, Bumble, Ursa, Burl, Crunch, Clicker, Scuttles, Bristle, Moss, Rumble, Bramble, Chitter, Grumbles, Hulkster, Snuffle
names.human = Gareth, Roland, Cedric, Aldric, Tristan, Edmund, Gawain, Lionel, Percy, Hugo, Bertram, Godfrey, Osric, Baldwin, Reginald, Wilfred, Ector, Gilbert, Rupert, Duncan
epithets.mid = Bonecrusher, Mudfoot, Ratbiter, Grimeface, Pebblechewer, Skullthumper, Stinkfist, Rustknuckle, Gutpuncher, Shinkicker, Mouldbeard, Dirtclaw, Snotslinger, Earchewer, Kneebreaker, Wormeater
epithets.high = Kingslayer, Doomhand, Dreadfang, Worldbreaker, Herobane, Stormfist, Nightterror, Soulreaper, Ironheart, Castlecrusher, Dragonbane, Hellstrider, Shadowlord, Bloodcrown, Grimtide, Starbreaker
name.epithet = {0} {1}
msg.creature_fallen = {0} has fallen. A memorial stone keeps the name.
tile.memorial = Memorial stone
tile.memorial_info = Here lies {0} ({1}, level {2}).
# hall of the fallen
hall.title = Hall of the fallen
hall.count = {0} fallen creatures remembered
hall.empty = No one has fallen yet. Long may it last.
hall.kills = {0} heroes slain
ov.fallen = Fallen ({0})
ov.living = Living
cause.slain = slain by: {0}
cause.lava = burned in lava
cause.water = drowned
cause.snare = caught in a snare
cause.lightning = struck by lightning
cause.fell = fell
+56
View File
@@ -264,6 +264,8 @@ val.medium = Medio
val.high = Alto
val.normal = Normal
val.large = Grande
val.small = Pequeño
val.auto_plain = Automático
# ---- key binding names
key.cam_forward = Cámara adelante
@@ -1366,6 +1368,8 @@ blk.reveal = Revelar
blk.camera = Mostrar
blk.gold = Oro +
blk.mana = Maná +
blk.weather = Clima en la superficie
blk.talentxp = Experiencia de talentos +
blk.if = Si
blk.repeat = Repetir
blk.trigger = Conmutar disparador
@@ -1385,6 +1389,8 @@ blk.help.reveal = Levanta la niebla de guerra sobre una zona.
blk.help.camera = Mueve la cámara a una zona.
blk.help.gold = Da (o quita) oro.
blk.help.mana = Da (o quita) maná.
blk.help.weather = Fija el clima en la superficie (despejado, lluvia, niebla o tormenta) durante tantos segundos; 0 lo mantiene hasta que otro bloque lo cambie.
blk.help.talentxp = Da al jugador experiencia para los talentos del maestro.
blk.help.if = Ejecuta los bloques de dentro solo si se cumple la condición; si no, los de «si no».
blk.help.repeat = Ejecuta varias veces los bloques de dentro.
blk.help.trigger = Activa un disparador (puede volver a saltar) o lo desactiva.
@@ -1407,6 +1413,7 @@ blk.v.or = o
blk.v.not = no
blk.v.bool = Sí/no
blk.v.eventkind = El causante es un
blk.v.weatheris = El clima en la superficie es
blk.w_at = en
blk.w_by = en
blk.w_in = en
@@ -1463,6 +1470,7 @@ blk.until = Repetir hasta
blk.dountil = Repetir y luego: hasta
blk.wait = Esperar
blk.w_seconds = segundos
blk.w_for = durante
blk.help.until = Ejecuta los bloques de dentro una y otra vez hasta que se cumpla la condición; se comprueba antes de cada vuelta, así que si ya se cumple no se ejecuta nada.
blk.help.dountil = Ejecuta los bloques de dentro, luego comprueba la condición y repite hasta que se cumpla; el contenido se ejecuta al menos una vez.
blk.help.wait = Detiene este script unos segundos y luego sigue con el siguiente bloque (también dentro de bucles).
@@ -1712,3 +1720,51 @@ talent.none = Aún no aprendido.
talent.then = Siguiente nivel: {0}
msg.talent_point = ¡Un nuevo punto de talento! Gástalo en la ventana del maestro.
msg.talent_learned = {0}: nivel {1} aprendido.
# weather above ground
weather.fair = Despejado
weather.rain = Lluvia
weather.fog = Niebla
weather.storm = Tormenta
msg.weather_clear = El cielo se despeja en la superficie.
msg.weather_rain = Empieza a llover en la superficie: el fuego no prende.
msg.weather_fog = La niebla cubre la tierra: todos ven menos al aire libre.
msg.weather_storm = ¡Se avecina una tormenta en la superficie! Los rayos alcanzan unidades y árboles.
msg.lightning_unit = ¡Un rayo alcanza a {0}!
# creature names
names.imp = Mugrín, Mocoso, Cascarrín, Pringue, Garbancito, Roñito, Pelusa, Zurullo, Tizón, Chafardín, Escarbín, Migaja, Chispín, Lodito, Gusarapo, Rascón, Pocholo, Terrón, Pipo, Zarpín
names.kobold = Gruñín, Raspa, Mordisco, Chirlo, Trapo, Tarugo, Zarpazo, Rufo, Pellizco, Garfio, Cardo, Chuzo, Zorrino, Pícaro, Ratero, Mellado, Rasguño, Guijarro, Cuchi, Tiznado
names.spider = Patitas, Telarín, Hilacha, Cosquillas, Ocho, Sedita, Tejedora, Pelusín, Brujilla, Enredo, Ovillo, Agujita, Trampita, Colmilla, Lunares, Retales, Bordadora, Pinchito, Sombrita, Telita
names.mage = Bartolomé, Ignacio, Hermenegildo, Anacleto, Fulgencio, Eustaquio, Leopoldo, Baltasar, Melquíades, Teodoro, Segismundo, Florencio, Casimiro, Gumersindo, Nicanor, Aurelio, Rigoberto, Cipriano, Marcelino, Wenceslao
names.ogre = Pedrusco, Ceporro, Zoquete, Mamotreto, Tocho, Bruto, Mazacote, Bolo, Morlaco, Pancho, Trompo, Tronco, Cachalote, Pataca, Mendrugo, Bombo, Gordinflón, Porrazo, Garrulo, Borrico
names.jailer = Cerrojo, Candado, Grilletes, Ceñudo, Sombrío, Mazmorro, Rejas, Torvo, Hierro, Cadenas, Severo, Aldaba, Garrote, Cancerbero, Llavero, Lúgubre, Hosco, Calabozo, Tranca, Argolla
names.priestess = Brasa, Ascua, Llama, Pira, Centella, Ceniza, Bermeja, Hoguera, Fulgor, Lumbre, Morgana, Serafina, Escarlata, Chispa, Ignea, Rubí, Ámbar, Fénix, Candela, Pavesa
names.chainbreaker = Rompecadenas, Ulfgar, Almahierro, Brannok, Kragmor, Valdrek, Espino, Gorath, Indómito, Rurik, Torvaldo, Hagan, Durnok, Quebranto, Tizona, Wulfrido, Korrún, Arvak, Libertador, Halvardo
names.bat = Chillido, Aletas, Pío, Mordi, Eco, Batí, Ocaso, Zumbi, Chirri, Colmillito, Revolo, Murci, Polilla, Piquito, Picado, Colgandero, Terciopelo, Nocturno, Chirrín, Zigzag
names.gargoyle = Granito, Pizarra, Basalto, Adoquín, Mortero, Guijarro, Grava, Pedernal, Cascote, Escombro, Cuarzo, Pómez, Cornisa, Gárgola, Carapiedra, Sillar, Frontón, Cantero, Cincel, Peñasco
names.owl = Sabiondo, Ulular, Pluma, Buhíto, Minerva, Tobías, Lechuzo, Sapiencio, Plumón, Sabio, Cavilón, Anciano, Mochuelo, Noctua, Búho, Pergamino, Ocaso, Cárabo, Profesor, Erudito
names.wyrm = Vermitrax, Fauceniza, Chamusco, Calderón, Ignívoro, Ascuamor, Drakkar, Pirro, Obsidiano, Brasamor, Vulcanor, Abrasador, Malgrath, Tyrax, Infierno, Azufre, Kaldor, Fyrnak, Ragnor, Cindros
names.cogling = Tuerquita, Engranaje, Tornillo, Trinquete, Perno, Piñón, Chirimbolo, Cachivache, Llavecita, Muelle, Tintín, Chisme, Remache, Zumbido, Manivela, Arandela, Bisagra, Artilugio, Tictac, Resorte
names.revenant = Lamento, Pesar, Ceniciento, Quebranto, Hueco, Luto, Lívido, Pena, Espectro, Endecha, Túmulo, Penumbra, Cripta, Llanto, Vigilia, Mortaja, Sudario, Elegía, Ánima, Desolado
names.beast = Greñas, Melenudo, Bruno, Pelambre, Zampón, Musgoso, Gruñón, Osezno, Matorral, Crujido, Cascarón, Patudo, Cerdas, Moho, Retumbo, Zarza, Chasquido, Rezongón, Mole, Hocicón
names.human = Rodrigo, Gonzalo, Álvaro, Fernando, Tristán, Sancho, Bermudo, Lope, Pelayo, Hugo, Beltrán, Godofredo, Ordoño, Balduino, Ramiro, Gutierre, Nuño, Gilberto, Rufino, Diego
epithets.mid = Rompehuesos, Pisabarro, Muerderratas, Caramugre, Mascapiedras, Machacacráneos, Puñoapestoso, Nudillorroñoso, Revientapanzas, Pateaespinillas, Barbamoho, Garramugre, Lanzamocos, Masticaorejas, Parterrodillas, Comegusanos
epithets.high = Matarreyes, Manofunesta, Colmillopavor, Rompemundos, Azotehéroes, Puñotormenta, Terrornocturno, Segadalmas, Corazóndehierro, Derribacastillos, Matadragones, Andainfiernos, Señorsombra, Coronasangre, Mareafunesta, Quiebrastros
name.epithet = {0} {1}
msg.creature_fallen = {0} ha caído. Una piedra conmemorativa guarda su nombre.
tile.memorial = Piedra conmemorativa
tile.memorial_info = Aquí yace {0} ({1}, nivel {2}).
# hall of the fallen
hall.title = Salón de los caídos
hall.count = Criaturas caídas en el recuerdo: {0}
hall.empty = Aún no ha caído nadie. Que siga así.
hall.kills = Héroes abatidos: {0}
ov.fallen = Caídos ({0})
ov.living = Vivos
cause.slain = muerte a manos de: {0}
cause.lava = muerte en lava
cause.water = ahogamiento
cause.snare = muerte en un cepo
cause.lightning = muerte por rayo
cause.fell = caída en combate
+56
View File
@@ -264,6 +264,8 @@ val.medium = Keski
val.high = Korkea
val.normal = Normaali
val.large = Suuri
val.small = Pieni
val.auto_plain = Automaattinen
# ---- key binding names
key.cam_forward = Kamera eteen
@@ -1374,6 +1376,8 @@ blk.reveal = Paljasta
blk.camera = Näytä
blk.gold = Kulta +
blk.mana = Mana +
blk.weather = Sää maan päällä
blk.talentxp = Kykykokemus +
blk.if = Jos
blk.repeat = Toista
blk.trigger = Vaihda laukaisin
@@ -1393,6 +1397,8 @@ blk.help.reveal = Poistaa sodan sumun alueen yltä.
blk.help.camera = Siirtää kameran alueelle.
blk.help.gold = Antaa (tai ottaa) kultaa.
blk.help.mana = Antaa (tai ottaa) manaa.
blk.help.weather = Asettaa sään maan päällä (selkeää, sade, sumu tai myrsky) niin moneksi sekunniksi; 0 pitää sen, kunnes toinen palikka muuttaa sitä.
blk.help.talentxp = Antaa pelaajalle kokemusta mestarin kykyihin.
blk.help.if = Suorittaa sisällä olevat lohkot vain, jos ehto pätee, muuten "muuten"-kohdan lohkot.
blk.help.repeat = Suorittaa sisällä olevat lohkot useita kertoja.
blk.help.trigger = Kytkee laukaisimen päälle (se voi laueta uudelleen) tai pois.
@@ -1415,6 +1421,7 @@ blk.v.or = tai
blk.v.not = ei
blk.v.bool = Kyllä/ei
blk.v.eventkind = Laukaisija on laji
blk.v.weatheris = Sää maan päällä on
blk.w_at = paikka
blk.w_by = määrä
blk.w_in = alue
@@ -1463,6 +1470,7 @@ blk.until = Toista kunnes
blk.dountil = Toista, sitten tarkista: kunnes
blk.wait = Odota
blk.w_seconds = sekuntia
blk.w_for = kesto
blk.help.until = Suorittaa sisällä olevia lohkoja yhä uudelleen, kunnes ehto pätee - tarkistetaan ennen jokaista kierrosta, joten jos ehto jo pätee, sisältöä ei suoriteta lainkaan.
blk.help.dountil = Suorittaa sisällä olevat lohkot, tarkistaa sitten ehdon ja toistaa, kunnes se pätee - sisältö suoritetaan aina vähintään kerran.
blk.help.wait = Pysäyttää tämän skriptin muutamaksi sekunniksi, sitten se jatkaa seuraavasta lohkosta (myös silmukoiden sisällä).
@@ -1712,3 +1720,51 @@ talent.none = Ei vielä opittu.
talent.then = Seuraava taso: {0}
msg.talent_point = Uusi kykypiste! Käytä se mestarin ikkunassa.
msg.talent_learned = {0}: taso {1} opittu.
# weather above ground
weather.fair = Selkeää
weather.rain = Sade
weather.fog = Sumu
weather.storm = Myrsky
msg.weather_clear = Maan päällä taivas selkenee.
msg.weather_rain = Maan päällä alkaa sataa - tuli ei syty.
msg.weather_fog = Sumu leviää maan ylle - ulkona kaikki näkevät vähemmän.
msg.weather_storm = Maan päällä nousee myrsky! Salamat iskevät yksiköihin ja puihin.
msg.lightning_unit = Salama iski: {0}!
# creature names
names.imp = Muru, Räkä, Kaivuri, Kura, Nöyhtä, Tönö, Myyrä, Lörppö, Nappula, Raapija, Möykky, Rapa, Sotku, Tuhru, Pikkis, Kuokka, Kärsä, Pökkelö, Läikkä, Moska
names.kobold = Räksy, Nipistäjä, Hammas, Rupi, Haukku, Ruoste, Vips, Purija, Kitas, Rotta, Riepu, Piikki, Kynsi, Rähinä, Kivinen, Kikatus, Tönäisy, Kolho, Nirso, Naarmu
names.spider = Kipitys, Villajalka, Hämis, Kutitus, Verkkonen, Kahdeksikko, Lanka, Kammotus, Näppis, Silkki, Kutoja, Hyppy, Nukkajalka, Tekla, Rulla, Näpsä, Kerä, Tahmis, Vipellys, Neulanen
names.mage = Bartolomeus, Ignatius, Leopold, Teobald, Adalbert, Hieronymus, Valdemar, Gottfrid, Kornelius, Ottokar, Florentin, Engelbert, Pankratius, Rupertus, Konstantin, Eusebius, Severin, Barnabas, Arkibald, Vitus
names.ogre = Möhkäle, Kökkö, Pläjäys, Mötikkä, Tömps, Tollo, Jöhkäle, Mörkö, Tallaaja, Puupää, Molskis, Pulla, Mahakas, Ähky, Nuija, Härkä, Rymy, Klöntti, Jytky, Rötkö
names.jailer = Synkkä, Salpa, Kahle, Lukko, Tyrmä, Rautaparta, Rengas, Pultti, Ankara, Kalteri, Äreä, Koukku, Silmukka, Avain, Kolkko, Kilinä, Vartija, Tyrmänvahti, Häkki, Karvas
names.priestess = Hehku, Liekki, Tuhka, Serafiina, Roihu, Tulia, Morwen, Brynhild, Ignia, Kipinä, Purppura, Säihky, Korppi, Lilith, Taula, Isolde, Palo, Nyx, Vesper, Loimu
names.chainbreaker = Kahlerikko, Ulfgar, Rautasielu, Brannok, Kragmor, Valdrek, Oka, Gorath, Kahleeton, Rurik, Torvald, Hagen, Durnok, Sirpale, Lieska, Ulfrik, Korrun, Arvak, Sigurd, Halvard
names.bat = Piip, Lepatus, Vinku, Suhina, Kaiku, Läpsy, Hämärä, Vihellys, Sirkutus, Hampaus, Pyörre, Lepakko, Koi, Piipero, Suhis, Roikku, Sametti, Livahdus, Kiljaisu, Salama
names.gargoyle = Graniitti, Liuske, Basaltti, Kivikasvo, Laasti, Pikkukivi, Sora, Piikivi, Sauma, Raunio, Kvartsi, Hohkakivi, Reunus, Känsä, Kiviparta, Nyrpeä, Pääty, Vesisylki, Taltta, Sokkeli
names.owl = Huuhkaja, Viisastelija, Sulkakynä, Bartoldus, Minerva, Tobias, Huhuu, Pöllölä, Sulkanen, Huokaus, Pohdiskelija, Vanhin, Lehtopöllö, Noctua, Pöllövaari, Pergamentti, Iltahämärä, Yöpöllö, Professori, Untuva
names.wyrm = Vermithrax, Tuhkakita, Kärventäjä, Calderon, Ignivar, Hehkusarvi, Drakkar, Pyrrhus, Obsidiaani, Hiilikita, Vulkanor, Polttohammas, Malgrath, Tyrax, Inferno, Rikki, Kaldor, Fafnir, Ragnor, Hiillos
names.cogling = Ratas, Hammasratas, Ruuvi, Räikkä, Pultti, Vaihde, Nikkari, Vempain, Avainen, Hammaspyörä, Kilkatus, Näpertäjä, Niitti, Surina, Kampi, Hyrrä, Laippa, Naksutin, Tiktak, Nippa
names.revenant = Aamunkoi, Kauna, Harmaa, Valitus, Ontto, Suru, Kalvas, Murhe, Varjo, Multa, Kalmo, Hämy, Krypta, Kaiho, Valvoja, Kumpu, Käärinliina, Elegia, Sakka, Autio
names.beast = Takku, Karvakasa, Bruno, Pörrö, Mussutus, Sammalselkä, Murina, Otso, Kontio, Rouske, Naksu, Kömpi, Harjas, Sammal, Jyrinä, Ohdake, Sirinä, Nurina, Nalle, Nuuskija
names.human = Gerhard, Roland, Konrad, Aleksander, Tristan, Eskil, Gawain, Lancelot, Paavali, Hugo, Bertil, Gottfrid, Eerik, Sigfrid, Ragnar, Vilhelm, Kustaa, Gilbert, Rasmus, Birger
epithets.mid = Luunmurskaaja, Mutajalka, Rotanpurija, Likanaama, Kivenjyrsijä, Kallonkopauttaja, Haisunyrkki, Ruostenivel, Mahanmätkijä, Säärenpotkija, Homeparta, Likakynsi, Räkälinko, Korvanjyrsijä, Polvenmurtaja, Madonsyöjä
epithets.high = Kuninkaansurma, Tuomionkoura, Kauhuhammas, Maailmanmurskaaja, Sankarinsurma, Myrskynyrkki, Yönkauhu, Sielunniittäjä, Rautasydän, Linnanmurskaaja, Lohikäärmeensurma, Helvetinkulkija, Varjoruhtinas, Verikruunu, Tuomiontulva, Tähdenmurskaaja
name.epithet = {0} {1}
msg.creature_fallen = {0} on kaatunut. Muistokivi säilyttää nimen.
tile.memorial = Muistokivi
tile.memorial_info = Tässä lepää {0} ({1}, taso {2}).
# hall of the fallen
hall.title = Kaatuneiden sali
hall.count = Muistettuja kaatuneita olentoja: {0}
hall.empty = Kukaan ei ole vielä kaatunut. Kauan näin jatkukoon.
hall.kills = Surmattuja sankareita: {0}
ov.fallen = Kaatuneet ({0})
ov.living = Elävät
cause.slain = surmaaja: {0}
cause.lava = paloi laavassa
cause.water = hukkui
cause.snare = astui ansaan
cause.lightning = salama iski
cause.fell = kaatui
+56
View File
@@ -264,6 +264,8 @@ val.medium = Srednje
val.high = Visoko
val.normal = Normalno
val.large = Veliko
val.small = Malo
val.auto_plain = Automatski
# ---- key binding names
key.cam_forward = Kamera naprijed
@@ -1374,6 +1376,8 @@ blk.reveal = Otkrij
blk.camera = Pokaži
blk.gold = Zlato +
blk.mana = Mana +
blk.weather = Vrijeme na površini
blk.talentxp = Iskustvo talenata +
blk.if = Ako
blk.repeat = Ponovi
blk.trigger = Prebaci okidač
@@ -1393,6 +1397,8 @@ blk.help.reveal = Podiže maglu rata nad zonom.
blk.help.camera = Pomiče kameru na zonu.
blk.help.gold = Daje (ili oduzima) zlato.
blk.help.mana = Daje (ili oduzima) manu.
blk.help.weather = Postavlja vrijeme na površini (vedro, kiša, magla ili oluja) na toliko sekundi; 0 ga zadržava dok ga drugi blok ne promijeni.
blk.help.talentxp = Daje igraču iskustvo za gospodareve talente.
blk.help.if = Pokreće unutarnje blokove samo ako uvjet vrijedi, inače one pod "inače".
blk.help.repeat = Pokreće unutarnje blokove nekoliko puta.
blk.help.trigger = Uključuje okidač (može se ponovo aktivirati) ili ga isključuje.
@@ -1415,6 +1421,7 @@ blk.v.or = ili
blk.v.not = ne
blk.v.bool = Da/ne
blk.v.eventkind = Jedinica okidača je
blk.v.weatheris = Vrijeme na površini je
blk.w_at = na
blk.w_by = za
blk.w_in = u
@@ -1463,6 +1470,7 @@ blk.until = Ponavljaj dok
blk.dountil = Ponovi, zatim provjeri: dok
blk.wait = Čekaj
blk.w_seconds = sekundi
blk.w_for = na
blk.help.until = Pokreće unutarnje blokove iznova i iznova dok uvjet ne vrijedi - provjerava se prije svakog prolaza, pa ako već vrijedi, unutrašnjost se uopće ne pokreće.
blk.help.dountil = Pokreće unutarnje blokove, zatim provjerava uvjet i ponavlja dok ne vrijedi - unutrašnjost se uvijek pokrene barem jednom.
blk.help.wait = Pauzira ovu skriptu nekoliko sekundi, a zatim nastavlja sljedećim blokom (i unutar petlji).
@@ -1712,3 +1720,51 @@ talent.none = Još nije naučeno.
talent.then = Sljedeća razina: {0}
msg.talent_point = Novi bod talenta! Potroši ga u prozoru gospodara.
msg.talent_learned = {0}: naučena razina {1}.
# weather above ground
weather.fair = Vedro
weather.rain = Kiša
weather.fog = Magla
weather.storm = Oluja
msg.weather_clear = Na površini se razvedrava.
msg.weather_rain = Na površini počinje kiša - vatra se ne hvata.
msg.weather_fog = Magla se spušta nad zemlju - vani svi vide manje.
msg.weather_storm = Na površini se sprema oluja! Munje pogađaju jedinice i stabla.
msg.lightning_unit = Munja je pogodila: {0}!
# creature names
names.imp = Mrvica, Šmrkljo, Kopko, Blatko, Prljko, Čupko, Rovko, Gnjecko, Smrdko, Grebko, Kvrga, Brlja, Mazalo, Packo, Grudica, Lopatko, Njuško, Kopuša, Mrljko, Šljampa
names.kobold = Kevko, Štipko, Zubonja, Šugo, Grizo, Hrđo, Fićo, Ugrizić, Zjalo, Štakor, Krpo, Bodljo, Kandžo, Gnjavko, Korijen, Kikotko, Gurko, Zarez, Krcko, Ogrebo
names.spider = Gmizalica, Vunko, Paučić, Škakljo, Mrežica, Osmonoga, Nitkica, Jezica, Prčko, Svilenka, Tkalja, Skokić, Dlakavko, Tekla, Kalemko, Hvatko, Klupko, Ljepko, Vrtko, Iglica
names.mage = Bartolomej, Ignacije, Leopold, Teobald, Adalbert, Jeronim, Valdemar, Gotfrid, Kornelije, Otokar, Florijan, Engelbert, Pankracije, Ruprecht, Konstantin, Euzebije, Severin, Barnaba, Arčibald, Vitomir
names.ogre = Gromo, Klada, Bumbo, Grudo, Tupko, Glupko, Tresko, Batina, Gazilo, Tikvan, Pljus, Debeljko, Buhto, Trbonja, Toljaga, Volina, Tutnjo, Kvrgo, Bubanj, Gorbo
names.jailer = Mrki, Zasun, Okov, Lokot, Tamnica, Željezobrad, Karika, Svornjak, Strogi, Rešetko, Namrgođen, Kuka, Omča, Ključar, Mračni, Zvekan, Klada, Stražar, Kavez, Gorki
names.priestess = Žar, Plamena, Pepela, Serafina, Buktinja, Vatrena, Morana, Brunhilda, Ignija, Iskra, Grimizna, Žarka, Gavranka, Lilit, Trud, Izolda, Ognjena, Nyx, Večernja, Plamenka
names.chainbreaker = Lomilanac, Ulfgar, Željezduh, Branok, Kragmor, Valdrek, Trn, Gorath, Nesputani, Rurik, Torvald, Hagen, Durnok, Krhotina, Plamen, Vukoslav, Korun, Arvak, Oslobodilac, Halvard
names.bat = Pijuk, Lepršo, Ciko, Šušur, Jeka, Mahalica, Sumrak, Zviždo, Cvrčko, Zubić, Vrtlog, Šišmišić, Moljac, Pijukić, Šušo, Visko, Baršun, Šmugo, Ciča, Munja
names.gargoyle = Granit, Škriljac, Bazalt, Kamenko, Malter, Šljunko, Tucanik, Kremen, Fuga, Ruševina, Kvarc, Plovućac, Vijenac, Kvrgo, Kamenobrad, Mrzovolja, Zabat, Rigalo, Dlijeto, Postolje
names.owl = Ćuk, Mudrica, Pero, Bartold, Minerva, Tobija, Huhu, Sovica, Perić, Uzdah, Mislilac, Starješina, Jejina, Noctua, Sovoslav, Pergamena, Suton, Ušara, Profesor, Paperje
names.wyrm = Vermitraks, Pepeljavi, Palež, Kalderon, Ignivar, Žarorog, Drakar, Pir, Opsidijan, Žaroust, Vulkanor, Palizub, Malgrat, Tiraks, Inferno, Sumpor, Kaldor, Fafnir, Ragnor, Ugarak
names.cogling = Zupčanik, Kotačić, Vijak, Čegrtaljka, Zakovica, Prijenos, Majstorko, Spravica, Ključić, Pogon, Zveckalo, Petljo, Klinčić, Zujo, Ručica, Zvrk, Prirubnica, Škljoc, Tiktak, Navojko
names.revenant = Sjeta, Gorčina, Pepeljko, Jauk, Šupalj, Tuga, Blijedi, Jad, Sjena, Prah, Grobar, Sumrak, Kripta, Čežnja, Bdijenje, Humak, Pokrov, Elegija, Talog, Pustoš
names.beast = Čupavko, Medo, Bruno, Rundo, Mljacko, Mahovinko, Mrmljo, Medvjedić, Grmko, Hrsko, Škljocko, Gmizo, Čekinjo, Mahovina, Tutanj, Kupina, Cvrčo, Gunđalo, Medonja, Njuškalo
names.human = Gerard, Roland, Konrad, Albert, Tristan, Eckhart, Gavin, Lancelot, Parsifal, Hugo, Bertram, Gotfrid, Ortvin, Balduin, Rajnold, Vilfrid, Dietrich, Gilbert, Ruprecht, Dragutin
epithets.mid = Lomikost, Blatonog, Štakorogriz, Prljolica, Kamenožder, Lubanjolom, Smrdošaka, Hrđozglob, Trbuhoboj, Goljenoboj, Pljesnobrad, Prljokandža, Šmrkljobacač, Uhogriz, Koljenolom, Crvožder
epithets.high = Kraljoubica, Kobošaka, Strahozub, Svjetolom, Junakomor, Olujošaka, Noćnostrah, Dušožetelac, Željezosrce, Gradolom, Zmajoubica, Paklohod, Sjenovladar, Krvokrun, Kobnoplima, Zvjezdolom
name.epithet = {0} {1}
msg.creature_fallen = Palo je tvoje stvorenje: {0}. Spomen-kamen čuva ime.
tile.memorial = Spomen-kamen
tile.memorial_info = Ovdje počiva {0} ({1}, razina {2}).
# hall of the fallen
hall.title = Dvorana palih
hall.count = Palih stvorenja u sjećanju: {0}
hall.empty = Još nitko nije pao. Neka tako i ostane.
hall.kills = Ubijenih junaka: {0}
ov.fallen = Pali ({0})
ov.living = Živi
cause.slain = ubojica: {0}
cause.lava = smrt u lavi
cause.water = utapanje
cause.snare = smrt u zamci
cause.lightning = udar munje
cause.fell = pogibija u boju
+56
View File
@@ -264,6 +264,8 @@ val.medium = Közepes
val.high = Magas
val.normal = Normál
val.large = Nagy
val.small = Kicsi
val.auto_plain = Automatikus
# ---- key binding names
key.cam_forward = Kamera előre
@@ -1374,6 +1376,8 @@ blk.reveal = Feltárás
blk.camera = Mutat
blk.gold = Arany +
blk.mana = Mana +
blk.weather = Időjárás a felszínen
blk.talentxp = Tehetség-tapasztalat +
blk.if = Ha
blk.repeat = Ismétlés
blk.trigger = Indító be/ki
@@ -1393,6 +1397,8 @@ blk.help.reveal = Eloszlatja a háború ködét egy zóna fölött.
blk.help.camera = A kamerát egy zónához mozgatja.
blk.help.gold = Aranyat ad (vagy vesz el).
blk.help.mana = Manát ad (vagy vesz el).
blk.help.weather = Beállítja az időjárást a felszínen (derült, eső, köd vagy vihar) ennyi másodpercre; 0 esetén megmarad, amíg egy másik blokk meg nem változtatja.
blk.help.talentxp = Tapasztalatot ad a játékosnak a mesteri tehetségekhez.
blk.help.if = A benne lévő blokkokat csak akkor futtatja, ha a feltétel teljesül, különben a "különben" alattiakat.
blk.help.repeat = A benne lévő blokkokat többször lefuttatja.
blk.help.trigger = Egy indítót bekapcsol (újra elsülhet) vagy kikapcsol.
@@ -1415,6 +1421,7 @@ blk.v.or = vagy
blk.v.not = nem
blk.v.bool = Igen/nem
blk.v.eventkind = Indító egység fajtája
blk.v.weatheris = Az időjárás a felszínen
blk.w_at = itt:
blk.w_by = ennyivel:
blk.w_in = itt:
@@ -1463,6 +1470,7 @@ blk.until = Ismételd, amíg
blk.dountil = Ismételd, majd ellenőrizd: amíg
blk.wait = Várj
blk.w_seconds = másodperc
blk.w_for = időtartam:
blk.help.until = A benne lévő blokkokat újra meg újra lefuttatja, amíg a feltétel nem teljesül - minden futás előtt ellenőrzi, így ha már teljesül, a belseje egyszer sem fut le.
blk.help.dountil = Lefuttatja a benne lévő blokkokat, majd ellenőrzi a feltételt, és addig ismétel, amíg nem teljesül - a belseje legalább egyszer mindig lefut.
blk.help.wait = Néhány másodpercre szünetelteti ezt a szkriptet, aztán a következő blokkal folytatja (ciklusokon belül is).
@@ -1712,3 +1720,51 @@ talent.none = Még nincs megtanulva.
talent.then = Következő szint: {0}
msg.talent_point = Új tehetségpont! Költsd el a mester ablakában.
msg.talent_learned = {0}: {1}. szint megtanulva.
# weather above ground
weather.fair = Derült
weather.rain = Eső
weather.fog = Köd
weather.storm = Vihar
msg.weather_clear = A felszínen kitisztul az ég.
msg.weather_rain = A felszínen esni kezd - a tűz nem kap lángra.
msg.weather_fog = Köd ereszkedik a tájra - odakint mindenki kevesebbet lát.
msg.weather_storm = A felszínen vihar készül! Villámok csapnak egységekbe és fákba.
msg.lightning_unit = Villám sújtotta: {0}!
# creature names
names.imp = Morzsa, Takony, Ásóka, Sarasló, Kosz, Pöttöm, Turkáló, Maszat, Csipa, Kaparó, Rög, Pacni, Dagonya, Piszok, Göröngy, Lapátka, Szutyok, Mütyür, Paca, Kukac
names.kobold = Csahos, Csípő, Fogas, Rühes, Harapós, Rozsdás, Suhanc, Marcangó, Bámész, Patkány, Rongyos, Tüske, Karmos, Kötekedő, Gyökér, Vihogó, Lökdöső, Csorba, Reccs, Karcos
names.spider = Mászka, Gyapjúláb, Pókocska, Csiklandó, Hálóka, Nyolclábú, Fonalka, Borzi, Matató, Selyemke, Szövőke, Ugri, Bolyhos, Tekla, Orsóka, Kapkodó, Gombolyag, Ragacs, Pörgő, Tűcske
names.mage = Bertalan, Ignác, Lipót, Tivadar, Adalbert, Jeromos, Valdemár, Gotfrid, Kornél, Otokár, Flórián, Engelbert, Pongrác, Ruprecht, Konstantin, Özséb, Szilveszter, Barnabás, Archibald, Bonifác
names.ogre = Döbrögi, Tuskó, Bumm, Szikla, Tökfej, Fatuskó, Puffancs, Püfölő, Dübörgő, Fafej, Pottyan, Pocak, Bunkó, Hasas, Dorong, Ökör, Robaj, Darab, Dob, Gorbó
names.jailer = Komor, Retesz, Bilincs, Lakat, Tömlöc, Vasszakáll, Karika, Csavar, Szigorú, Rácsos, Mogorva, Kampó, Hurok, Kulcsár, Sötét, Csörgő, Kaloda, Porkoláb, Kalitka, Keserű
names.priestess = Parázs, Lángi, Hamvas, Szeráfina, Máglya, Tüzes, Morvenna, Brünhilda, Ignia, Szikra, Bíbor, Zsarátnok, Hollóka, Lilit, Tapló, Izolda, Lobogó, Nyx, Esthajnal, Lángocska
names.chainbreaker = Láncszaggató, Ulfgár, Vaslélek, Brannok, Kragmor, Valdrek, Tövis, Gorath, Kötetlen, Rurik, Torvald, Hágen, Durnok, Szilánk, Lángoló, Farkasvér, Korrun, Arvak, Szabadító, Halvard
names.bat = Cincogó, Rebbenő, Pitty, Suhogó, Visszhang, Csapkodó, Alkony, Fütyülő, Ciripelő, Fogacska, Örvény, Denevérke, Moly, Pittyegő, Suhi, Lógó, Bársony, Surranó, Visító, Villám
names.gargoyle = Gránit, Pala, Bazalt, Kőarc, Habarcs, Kavics, Murva, Kovakő, Fuga, Rom, Kvarc, Horzsakő, Párkány, Bütyök, Kőszakáll, Morcos, Orom, Vízköpő, Véső, Lábazat
names.owl = Uhu, Okoska, Lúdtoll, Bartold, Minerva, Tóbiás, Huhú, Baglyocska, Tollacska, Sóhaj, Tűnődő, Öregúr, Kuvik, Noctua, Bagolybert, Pergamen, Szürkület, Macskabagoly, Professzor, Pihe
names.wyrm = Vermithrax, Hamutorok, Perzselő, Kalderon, Ignivar, Izzószarv, Drakkar, Pürrhosz, Obszidián, Parázsszáj, Vulkanor, Égetőfog, Malgrath, Tyrax, Infernó, Kénkő, Kaldor, Fafnir, Ragnor, Zsarát
names.cogling = Fogaskerék, Kerekecske, Csavarka, Racsni, Szegecs, Áttétel, Ezermester, Kütyü, Kulcsocska, Lendkerék, Csilingelő, Piszmogó, Anyácska, Zümmögő, Forgattyú, Búgócsiga, Karima, Kattanó, Tiktak, Csavarhúzó
names.revenant = Bánat, Keserv, Hamuszürke, Jajszó, Üresség, Gyász, Sápadt, Búbánat, Árny, Por, Sírásó, Homály, Kripta, Sóvárgás, Virrasztó, Halom, Szemfedő, Elégia, Üledék, Pusztaság
names.beast = Bozont, Mackó, Brúnó, Csapzott, Csámcsogó, Mohahát, Morgó, Medvebocs, Bokor, Ropogó, Kattogó, Mászó, Sörte, Moha, Dörmögő, Szeder, Ciripelő, Zsörtölő, Brummogó, Szimatoló
names.human = Gellért, Roland, Konrád, Albert, Trisztán, Ekhárt, Gawain, Lancelot, Parszifál, Hugó, Bertrám, Gotfrid, Örs, Baldvin, Rajnald, Vilfrid, Detre, Gilbert, Rupert, Bulcsú
epithets.mid = Csonttörő, Sárlábú, Patkányrágó, Koszosképű, Kavicsrágó, Koponyapüfölő, Büdösöklű, Rozsdabütykű, Hasbavágó, Sípcsontrúgó, Penészszakáll, Koszkarmú, Takonyhajító, Fülrágó, Térdtörő, Kukacevő
epithets.high = Királyölő, Végzetkéz, Rémfog, Világromboló, Hősveszejtő, Viharököl, Éjrém, Lélekarató, Vasszív, Várromboló, Sárkányölő, Pokoljáró, Árnyúr, Vérkoronás, Vészár, Csillagtörő
name.epithet = {1} {0}
msg.creature_fallen = Elesett: {0}. Egy emlékkő őrzi a nevét.
tile.memorial = Emlékkő
tile.memorial_info = Itt nyugszik {0} ({1}, szint: {2}).
# hall of the fallen
hall.title = Az elesettek csarnoka
hall.count = {0} elesett lényre emlékezünk
hall.empty = Még senki sem esett el. Így maradjon sokáig.
hall.kills = Legyőzött hősök: {0}
ov.fallen = Elesettek ({0})
ov.living = Élők
cause.slain = megölte: {0}
cause.lava = lávában égett
cause.water = vízbe fulladt
cause.snare = csapdába lépett
cause.lightning = villám sújtotta
cause.fell = elesett
+56
View File
@@ -264,6 +264,8 @@ val.medium = Media
val.high = Alta
val.normal = Normale
val.large = Grande
val.small = Piccolo
val.auto_plain = Automatico
# ---- key binding names
key.cam_forward = Camera avanti
@@ -1366,6 +1368,8 @@ blk.reveal = Rivela
blk.camera = Mostra
blk.gold = Oro +
blk.mana = Mana +
blk.weather = Meteo in superficie
blk.talentxp = Esperienza talenti +
blk.if = Se
blk.repeat = Ripeti
blk.trigger = Commuta trigger
@@ -1385,6 +1389,8 @@ blk.help.reveal = Solleva la nebbia di guerra su una zona.
blk.help.camera = Sposta la telecamera su una zona.
blk.help.gold = Dà (o toglie) oro.
blk.help.mana = Dà (o toglie) mana.
blk.help.weather = Imposta il meteo in superficie (sereno, pioggia, nebbia o tempesta) per tanti secondi; 0 lo mantiene finché un altro blocco non lo cambia.
blk.help.talentxp = Dà al giocatore esperienza per i talenti del maestro.
blk.help.if = Esegue i blocchi interni solo se la condizione è vera, altrimenti quelli sotto "altrimenti".
blk.help.repeat = Esegue più volte i blocchi interni.
blk.help.trigger = Attiva un trigger (può scattare di nuovo) o lo disattiva.
@@ -1407,6 +1413,7 @@ blk.v.or = o
blk.v.not = non
blk.v.bool = Sì/no
blk.v.eventkind = L'unità innesco è
blk.v.weatheris = Il meteo in superficie è
blk.w_at = presso
blk.w_by = di
blk.w_in = in
@@ -1463,6 +1470,7 @@ blk.until = Ripeti finché
blk.dountil = Ripeti, poi controlla: finché
blk.wait = Attendi
blk.w_seconds = secondi
blk.w_for = per
blk.help.until = Esegue i blocchi interni più volte finché la condizione è vera; viene controllata prima di ogni giro, quindi se è già vera il contenuto non viene eseguito.
blk.help.dountil = Esegue i blocchi interni, poi controlla la condizione e ripete finché è vera; il contenuto viene eseguito almeno una volta.
blk.help.wait = Mette in pausa questo script per alcuni secondi, poi prosegue con il blocco successivo (anche nei cicli).
@@ -1712,3 +1720,51 @@ talent.none = Non ancora appreso.
talent.then = Livello successivo: {0}
msg.talent_point = Un nuovo punto talento! Spendilo nella finestra del maestro.
msg.talent_learned = {0}: livello {1} appreso.
# weather above ground
weather.fair = Sereno
weather.rain = Pioggia
weather.fog = Nebbia
weather.storm = Tempesta
msg.weather_clear = In superficie il cielo si rasserena.
msg.weather_rain = In superficie inizia a piovere: il fuoco non attecchisce.
msg.weather_fog = La nebbia avvolge la terra: all'aperto tutti vedono meno.
msg.weather_storm = In superficie si avvicina una tempesta! I fulmini colpiscono unità e alberi.
msg.lightning_unit = Un fulmine colpisce {0}!
# creature names
names.imp = Briciola, Moccolo, Scavino, Fanghetto, Pidocchio, Sudicino, Grattino, Zozzo, Pulcino, Ciottolo, Rospetto, Scricciolo, Mollica, Fuliggine, Tappo, Bricco, Zampetto, Bigolo, Frugolo, Pallino
names.kobold = Ringhio, Graffio, Morso, Straccio, Rusco, Zanna, Pizzico, Rognoso, Uncino, Cardo, Spillo, Furbetto, Tarlo, Sgraffa, Ladruncolo, Sdentato, Sassolino, Ruggine, Grinza, Malandrino
names.spider = Zampette, Ragnetto, Filuccia, Solletico, Ottopiedi, Setina, Tessitrice, Batuffolo, Streghina, Groviglio, Gomitolo, Aghetto, Trappolina, Zannina, Pois, Merletto, Ricamina, Pungino, Ombretta, Ragnatela
names.mage = Bartolomeo, Ignazio, Ermenegildo, Anacleto, Fulgenzio, Eustachio, Leopoldo, Baldassarre, Prospero, Teodoro, Sigismondo, Fiorenzo, Casimiro, Gualtiero, Pancrazio, Aurelio, Ruggero, Cipriano, Serafino, Venceslao
names.ogre = Macigno, Testone, Zuccone, Bestione, Mattone, Bruto, Mangione, Ciccione, Ceppo, Tontolone, Tronco, Pancione, Babbeo, Pataccone, Gnocco, Bombo, Ciocco, Sberla, Bamboccione, Somarone
names.jailer = Chiavistello, Lucchetto, Ceppi, Cupo, Torvo, Segreta, Sbarra, Bieco, Ferro, Catena, Severo, Paletto, Manetta, Cerbero, Chiavaio, Lugubre, Arcigno, Gattabuia, Spranga, Anello
names.priestess = Brace, Favilla, Fiamma, Pira, Scintilla, Cenere, Vermiglia, Falò, Fulgida, Vampa, Morgana, Serafina, Scarlatta, Fiammetta, Ignea, Rubina, Ambra, Fenice, Candela, Lucilla
names.chainbreaker = Spezzacatene, Ulfgar, Animaferro, Brannoc, Kragmor, Valdrek, Spino, Gorath, Indomito, Rurik, Torvaldo, Agone, Durnok, Frantumo, Brando, Gualfredo, Korrun, Arvak, Liberatore, Alvardo
names.bat = Squittio, Alucce, Squitto, Morsetto, Eco, Pipistrello, Crepuscolo, Zinzino, Cri, Dentino, Svolazzo, Notturno, Falenino, Svolazzino, Picchiata, Pendolino, Vellutino, Ombrino, Strillo, Zigzag
names.gargoyle = Granito, Ardesia, Basalto, Selciato, Calcina, Ciottolone, Ghiaia, Selce, Mattone, Maceria, Quarzo, Pomice, Cornicione, Grifone, Musone, Travertino, Frontone, Scalpellino, Scalpello, Macigno
names.owl = Saputello, Gufetto, Piuma, Barbagianni, Minerva, Tobia, Civetta, Sapienzio, Piumino, Savio, Meditabondo, Anziano, Assiolo, Noctua, Allocco, Pergamena, Imbrunire, Gufone, Professore, Erudito
names.wyrm = Vermitrax, Fauci, Bruciaterra, Calderone, Ignivoro, Fumarolo, Drakkar, Pirro, Ossidiana, Boccafuoco, Vulcanor, Ustione, Malgrath, Tyrax, Inferno, Zolfo, Kaldor, Fyrnak, Ragnor, Tizzone
names.cogling = Bulloncino, Ingranaggio, Vitina, Cricchetto, Perno, Pignone, Aggeggio, Arnese, Chiavetta, Molla, Tintinnio, Coso, Rivetto, Ronzio, Manovella, Rondella, Cardine, Marchingegno, Tictac, Molletta
names.revenant = Lamento, Pena, Cinereo, Strazio, Vuoto, Lutto, Livido, Dolore, Spettro, Nenia, Tumulo, Penombra, Cripta, Pianto, Veglia, Sudario, Esangue, Elegia, Anima, Desolato
names.beast = Arruffo, Criniera, Bruno, Pelone, Sgranocchio, Muschio, Brontolo, Orsetto, Cespuglio, Scrocchio, Guscio, Zampone, Setola, Muffa, Rombo, Rovo, Cricrì, Borbotto, Bestione, Annusino
names.human = Rinaldo, Orlando, Corrado, Goffredo, Tristano, Ugo, Galvano, Lancillotto, Astolfo, Tancredi, Bertoldo, Ruggiero, Oliviero, Baldovino, Rambaldo, Guglielmo, Ettore, Gilberto, Rodolfo, Brunetto
epithets.mid = Spaccaossa, Pestafango, Mordiratti, Faccialercia, Masticasassi, Picchiateschi, Pugnopuzzo, Nocchedruggine, Sventrapance, Calciastinchi, Barbamuffa, Artigliosozzo, Sparamocci, Mangiaorecchie, Spaccaginocchia, Mangiavermi
epithets.high = Regicida, Manofunesta, Zannaterrore, Spaccamondi, Flagelloeroi, Pugnotempesta, Terrornotturno, Mietianime, Cuordiferro, Sfondacastelli, Ammazzadraghi, Passainferi, Signordombra, Coronasangue, Mareafunesta, Spezzastelle
name.epithet = {0} {1}
msg.creature_fallen = {0} ci ha lasciati. Una lapide commemorativa ne custodisce il nome.
tile.memorial = Lapide commemorativa
tile.memorial_info = Qui giace {0} ({1}, livello {2}).
# hall of the fallen
hall.title = Sala dei caduti
hall.count = Creature cadute ricordate: {0}
hall.empty = Nessuno è ancora caduto. Che duri a lungo.
hall.kills = Eroi uccisi: {0}
ov.fallen = Caduti ({0})
ov.living = Vivi
cause.slain = morte per mano di: {0}
cause.lava = morte nella lava
cause.water = annegamento
cause.snare = morte in una tagliola
cause.lightning = colpo di fulmine
cause.fell = caduta in battaglia
+56
View File
@@ -264,6 +264,8 @@ val.medium = Middel
val.high = Hoog
val.normal = Normaal
val.large = Groot
val.small = Klein
val.auto_plain = Automatisch
# ---- key binding names
key.cam_forward = Camera vooruit
@@ -1374,6 +1376,8 @@ blk.reveal = Onthullen
blk.camera = Tonen
blk.gold = Goud +
blk.mana = Mana +
blk.weather = Weer bovengronds
blk.talentxp = Talentervaring +
blk.if = Als
blk.repeat = Herhaal
blk.trigger = Trigger schakelen
@@ -1393,6 +1397,8 @@ blk.help.reveal = Heft de oorlogsmist boven een zone op.
blk.help.camera = Verplaatst de camera naar een zone.
blk.help.gold = Geeft (of neemt) goud.
blk.help.mana = Geeft (of neemt) mana.
blk.help.weather = Zet het weer bovengronds (helder, regen, mist of storm) voor zoveel seconden; 0 houdt het tot een ander blok het verandert.
blk.help.talentxp = Geeft de speler ervaring voor de meestertalenten.
blk.help.if = Voert de blokken erin alleen uit als de voorwaarde klopt, anders die onder "anders".
blk.help.repeat = Voert de blokken erin meerdere keren uit.
blk.help.trigger = Zet een trigger aan (hij mag weer afgaan) of uit.
@@ -1415,6 +1421,7 @@ blk.v.or = of
blk.v.not = niet
blk.v.bool = Ja/nee
blk.v.eventkind = Triggerunit is een
blk.v.weatheris = Weer bovengronds is
blk.w_at = op
blk.w_by = met
blk.w_in = in
@@ -1463,6 +1470,7 @@ blk.until = Herhaal tot
blk.dountil = Herhaal, dan controleer: tot
blk.wait = Wacht
blk.w_seconds = seconden
blk.w_for = voor
blk.help.until = Voert de blokken erin steeds opnieuw uit tot de voorwaarde klopt - gecontroleerd voor elke ronde, dus als ze al klopt, wordt de inhoud helemaal niet uitgevoerd.
blk.help.dountil = Voert de blokken erin uit, controleert dan de voorwaarde en herhaalt tot ze klopt - de inhoud wordt altijd minstens een keer uitgevoerd.
blk.help.wait = Pauzeert dit script een aantal seconden en gaat dan verder met het volgende blok (ook binnen lussen).
@@ -1712,3 +1720,51 @@ talent.none = Nog niet geleerd.
talent.then = Volgend niveau: {0}
msg.talent_point = Een nieuw talentpunt! Besteed het in het meestervenster.
msg.talent_learned = {0} niveau {1} geleerd.
# weather above ground
weather.fair = Helder
weather.rain = Regen
weather.fog = Mist
weather.storm = Storm
msg.weather_clear = Bovengronds klaart het op.
msg.weather_rain = Bovengronds begint het te regenen - vuur vat geen vlam.
msg.weather_fog = Mist trekt over het land - buiten ziet iedereen minder.
msg.weather_storm = Bovengronds steekt een storm op! Bliksem treft units en bomen.
msg.lightning_unit = Door de bliksem getroffen: {0}!
# creature names
names.imp = Kruimel, Snotje, Graafje, Modder, Pluis, Kleintje, Wroeter, Smoezel, Peuter, Krabber, Mopper, Brokje, Spartel, Slijkie, Priegel, Knobbel, Schepje, Snuiter, Woelie, Vlekje
names.kobold = Kef, Knijp, Grijptand, Schurft, Hap, Roestig, Zwiep, Bijter, Gapper, Rat, Flard, Stekel, Klauw, Stoker, Wortel, Gniffel, Duwer, Kartel, Knik, Schram
names.spider = Kriebel, Wolpootje, Spinnetje, Kietel, Netje, Achtpoot, Draadje, Griezeltje, Friemel, Zijdje, Webbie, Hupsel, Pluisbeen, Tekla, Spoeltje, Hapje, Garentje, Plakkie, Wiebel, Naaldje
names.mage = Bartholomeus, Ignatius, Leopold, Theobald, Adelbert, Hieronymus, Wendelinus, Godfried, Cornelis, Ottokar, Florentius, Engelbert, Pancratius, Rupertus, Constantijn, Eusebius, Servaas, Barnabas, Archibald, Willibrord
names.ogre = Knor, Klomp, Boem, Brok, Bonk, Dommel, Lomp, Klopper, Stamper, Houtkop, Plof, Mops, Bolle, Pens, Knuppel, Os, Rommel, Klont, Bonkie, Gorbo
names.jailer = Grim, Grendel, Ketting, Slot, Kerker, IJzerbaard, Boei, Bout, Streng, Tralie, Nurks, Haak, Strop, Sleutel, Duister, Rinkel, Stokman, Cipier, Kooi, Bitter
names.priestess = Gloed, Vlam, As, Serafien, Laaie, Vuurtje, Morwen, Brunhilde, Ignia, Sintel, Scharlaken, Vonkje, Raven, Lilith, Tondel, Isolde, Brandje, Nyx, Vesper, Gloria
names.chainbreaker = Ketenbreker, Ulfgar, IJzerziel, Brannok, Kragmor, Valdrek, Doorn, Gorath, Ongebonden, Rurik, Torvald, Hagen, Durnok, Splinter, Brand, Wolfert, Korrun, Arvak, Sigbert, Halvard
names.bat = Piepje, Fladder, Fiep, Zoef, Echo, Flap, Schemer, Sisje, Tjirp, Tandje, Draai, Vleermuisje, Motje, Piep, Suizer, Bungel, Fluweeltje, Hupsje, Kwiek, Flitsje
names.gargoyle = Graniet, Leisteen, Basalt, Grimbert, Mortel, Kiezel, Grind, Vuursteen, Voeg, Puin, Kwarts, Puimsteen, Lijst, Knoest, Steenbaard, Chagrijn, Gevel, Spuier, Beitel, Sokkel
names.owl = Oehoe, Wijsneus, Ganzenveer, Bartholdus, Minerva, Tobias, Hoehoe, Uilalia, Veertje, Zucht, Pieker, Oudste, Kauwtje, Noctua, Uilbert, Perkament, Schemer, Bosuil, Professor, Pluimpje
names.wyrm = Vermithrax, Asmuil, Schroeier, Calderon, Ignivar, Gloeihoorn, Drakkar, Pyrrhus, Obsidiaan, Gloedmuil, Vulkanor, Brandtand, Malgrath, Tyrax, Inferno, Zwavel, Kaldor, Fafnir, Ragnor, Sinteros
names.cogling = Radertje, Tandwiel, Schroefje, Ratel, Bout, Drijfwerk, Prutser, Dinges, Sleuteltje, Rondsel, Rammel, Friemel, Klinknagel, Zoem, Slinger, Draaitol, Flens, Klikklak, Tiktak, Nippel
names.revenant = Morgen, Wrok, Asgrauw, Klacht, Hol, Rouw, Bleek, Kommer, Schim, Vergaan, Grafman, Schemering, Grafkelder, Weemoed, Wake, Heuvel, Lijkwade, Elegie, Droesem, Woest
names.beast = Ruig, Brombeer, Bruno, Sloddervos, Smikkel, Mosrug, Brommer, Ursa, Knoert, Knaks, Klikker, Kruipert, Borstel, Mos, Gerommel, Braam, Tsjirp, Mopperaar, Lobbes, Snuffel
names.human = Gerard, Roeland, Koenraad, Aldert, Tristan, Ewout, Walewein, Lancelot, Ferguut, Hugo, Bertram, Godfried, Ogier, Boudewijn, Reinout, Willem, Diederik, Gijsbrecht, Floris, Dirk
epithets.mid = Botbreker, Modderpoot, Rattenbijter, Smoelvuil, Kiezelknager, Schedelklopper, Stinkvuist, Roestknokkel, Buikstomper, Schenenschopper, Schimmelbaard, Vuilklauw, Snotslinger, Orenknager, Knieknakker, Wormvreter
epithets.high = Koningsdoder, Onheilsvuist, Schriktand, Wereldbreker, Heldenvloek, Stormvuist, Nachtgruwel, Zielenmaaier, IJzerhart, Burchtbreker, Drakendoder, Hellegaander, Schaduwvorst, Bloedkroon, Grimmetij, Sterrenbreker
name.epithet = {0} {1}
msg.creature_fallen = {0} is gesneuveld. Een gedenksteen bewaart de naam.
tile.memorial = Gedenksteen
tile.memorial_info = Hier rust {0} ({1}, niveau {2}).
# hall of the fallen
hall.title = Hal der gevallenen
hall.count = Gevallen wezens in herinnering: {0}
hall.empty = Nog niemand is gevallen. Moge het zo blijven.
hall.kills = Verslagen helden: {0}
ov.fallen = Gevallen ({0})
ov.living = Levend
cause.slain = verslagen door: {0}
cause.lava = verbrand in lava
cause.water = verdronken
cause.snare = in een klem getrapt
cause.lightning = door de bliksem getroffen
cause.fell = gesneuveld
+56
View File
@@ -264,6 +264,8 @@ val.medium = Middels
val.high = Høy
val.normal = Normal
val.large = Stor
val.small = Liten
val.auto_plain = Automatisk
# ---- key binding names
key.cam_forward = Kamera fram
@@ -1373,6 +1375,8 @@ blk.reveal = Avslør
blk.camera = Vis
blk.gold = Gull +
blk.mana = Mana +
blk.weather = Været over jorden
blk.talentxp = Talenterfaring +
blk.if = Hvis
blk.repeat = Gjenta
blk.trigger = Bytt utløser
@@ -1392,6 +1396,8 @@ blk.help.reveal = Løfter krigens tåke over en sone.
blk.help.camera = Flytter kameraet til en sone.
blk.help.gold = Gir (eller tar) gull.
blk.help.mana = Gir (eller tar) mana.
blk.help.weather = Setter været over jorden (klart, regn, tåke eller storm) i så mange sekunder; 0 beholder det til en annen blokk endrer det.
blk.help.talentxp = Gir spilleren erfaring til mestertalentene.
blk.help.if = Kjører blokkene inni bare hvis betingelsen gjelder, ellers de under "ellers".
blk.help.repeat = Kjører blokkene inni flere ganger.
blk.help.trigger = Slår en utløser på (den kan utløses igjen) eller av.
@@ -1414,6 +1420,7 @@ blk.v.or = eller
blk.v.not = ikke
blk.v.bool = Ja/nei
blk.v.eventkind = Utløserenhet er en
blk.v.weatheris = Været over jorden er
blk.w_at = ved
blk.w_by = med
blk.w_in = i
@@ -1462,6 +1469,7 @@ blk.until = Gjenta til
blk.dountil = Gjenta, sjekk så: til
blk.wait = Vent
blk.w_seconds = sekunder
blk.w_for = i
blk.help.until = Kjører blokkene inni igjen og igjen til betingelsen gjelder - sjekkes før hver kjøring, så hvis den allerede gjelder, kjører innholdet ikke i det hele tatt.
blk.help.dountil = Kjører blokkene inni, sjekker så betingelsen og gjentar til den gjelder - innholdet kjører alltid minst én gang.
blk.help.wait = Setter dette skriptet på pause i noen sekunder, så fortsetter det med neste blokk (også inni løkker).
@@ -1711,3 +1719,51 @@ talent.none = Ikke lært ennå.
talent.then = Neste nivå: {0}
msg.talent_point = Et nytt talentpoeng! Bruk det i mestervinduet.
msg.talent_learned = {0} nivå {1} lært.
# weather above ground
weather.fair = Klart
weather.rain = Regn
weather.fog = Tåke
weather.storm = Storm
msg.weather_clear = Over jorden klarner det opp.
msg.weather_rain = Over jorden begynner det å regne - ild tar ikke fyr.
msg.weather_fog = Tåke driver inn over landet - ute ser alle mindre.
msg.weather_storm = Over jorden trekker et uvær opp! Lynet treffer enheter og trær.
msg.lightning_unit = Truffet av lynet: {0}!
# creature names
names.imp = Smule, Snørr, Graver, Søle, Lo, Pjokk, Rotemus, Grisen, Busemann, Kloren, Bøtte, Klatt, Gjørme, Pirk, Knott, Spade, Snute, Pusling, Flekk, Grums
names.kobold = Bjeff, Klyp, Gripetann, Skabb, Happ, Rusten, Svupp, Biter, Glefs, Rotta, Fille, Pigg, Klo, Bråk, Rask, Fnis, Dytter, Hakk, Knekk, Skramme
names.spider = Krabbe, Ullbein, Kongle, Kile, Nettie, Åttefot, Tråden, Grøssel, Fikle, Silke, Veversken, Hoppsa, Lobein, Tekla, Spole, Napp, Garnnøste, Klister, Vimsa, Nåla
names.mage = Bartholomeus, Ignatius, Leopold, Theobald, Adalbert, Hieronymus, Valdemar, Gotfred, Cornelius, Ottokar, Florentin, Engelbrekt, Pankratius, Rupertus, Konstantin, Eusebius, Severin, Barnabas, Archibald, Vitus
names.ogre = Brumm, Kloss, Bums, Klump, Dunk, Tomsing, Tufs, Klasker, Tramp, Trehode, Plump, Mops, Bolle, Vom, Klubbe, Okse, Rumle, Klatt, Hump, Gorbo
names.jailer = Grim, Slå, Lenke, Lås, Fangehull, Jernskjegg, Bøyle, Bolt, Streng, Sprinkel, Grinete, Krok, Snøre, Nøkkel, Dyster, Klirr, Stokkmann, Vokter, Bur, Bitter
names.priestess = Glød, Flamme, Aske, Serafina, Lue, Ildine, Morwen, Brynhild, Ignia, Gnist, Skarlagen, Funke, Ravna, Lilith, Knusk, Isolde, Brannhild, Nyx, Vesper, Glimt
names.chainbreaker = Lenkebryter, Ulfgar, Jernsjel, Brannok, Kragmor, Valdrek, Torn, Gorath, Ubundet, Rurik, Torvald, Hagen, Durnok, Splint, Brand, Ulfrik, Korrun, Arvak, Sigurd, Halvard
names.bat = Pip, Flagre, Pipa, Susle, Ekko, Flaks, Skumring, Hvisle, Kvitre, Tannsen, Virvel, Flaggermus, Møll, Pippe, Suse, Dingle, Fløyel, Smutt, Hvin, Lynet
names.gargoyle = Granitt, Skifer, Basalt, Grimbert, Mørtel, Kisel, Pukk, Flint, Fuge, Steinrøys, Kvarts, Pimpstein, Gesims, Knort, Steinskjegg, Gretten, Gavl, Vannspyer, Meisel, Sokkel
names.owl = Hubro, Klokhue, Fjærpenn, Bartholdus, Minerva, Tobias, Huhu, Uglalia, Fjærdrik, Sukk, Grubler, Eldste, Kattugle, Noctua, Uglebert, Pergament, Skumring, Natugle, Professor, Dun
names.wyrm = Vermithrax, Askegap, Svie, Calderon, Ignivar, Glødehorn, Drakkar, Pyrrhus, Obsidian, Glødgap, Vulkanor, Brenntann, Malgrath, Tyrax, Inferno, Svovel, Kaldor, Fåvne, Ragnor, Sinderos
names.cogling = Tannhjul, Hjulet, Skrue, Skralle, Bolt, Gir, Fikser, Dings, Nøkkelen, Drev, Klirre, Fikle, Nagle, Snurre, Sveiv, Snurrebass, Flens, Klikklakk, Tikktakk, Nippel
names.revenant = Morgen, Nag, Askegrå, Klage, Hul, Sorg, Blek, Kummer, Skygge, Mold, Gravmann, Tussmørke, Krypt, Vemod, Våke, Haug, Likklede, Elegi, Berme, Øde
names.beast = Lurv, Brummbjørn, Bruno, Raggete, Mumle, Moserygg, Brummer, Ursa, Knort, Knask, Klikker, Kryper, Bust, Mose, Rumling, Tornebusk, Knirk, Gnålepott, Bamse, Snuse
names.human = Gerhard, Roland, Konrad, Albrekt, Tristan, Eskil, Gavin, Lancelot, Pål, Håkon, Bertram, Gotfred, Eirik, Sverre, Ragnar, Vilfred, Ditlev, Gilbert, Rasmus, Kjell
epithets.mid = Beinknuser, Gjørmefot, Rottebiter, Skittfjes, Steingnager, Skallebanker, Stinkeneve, Rustknoke, Magestøter, Leggsparker, Muggskjegg, Skittklo, Snørrslynge, Øregnager, Kneknekker, Markeeter
epithets.high = Kongedreper, Undergangshånd, Redselstann, Verdensknuser, Heltebane, Stormneve, Nattskrekk, Sjelehøster, Jernhjerte, Borgknuser, Drageskrekk, Helvetesvandrer, Skyggefyrste, Blodkrone, Dommeflod, Stjerneknuser
name.epithet = {0} {1}
msg.creature_fallen = {0} har falt. En minnestein bevarer navnet.
tile.memorial = Minnestein
tile.memorial_info = Her hviler {0} ({1}, nivå {2}).
# hall of the fallen
hall.title = De falnes hall
hall.count = Falne skapninger i minnet: {0}
hall.empty = Ingen har falt ennå. Lenge må det vare.
hall.kills = Drepte helter: {0}
ov.fallen = Falne ({0})
ov.living = Levende
cause.slain = drept av: {0}
cause.lava = brent i lava
cause.water = druknet
cause.snare = tråkket i en saks
cause.lightning = truffet av lynet
cause.fell = falt
+56
View File
@@ -264,6 +264,8 @@ val.medium = Médio
val.high = Alto
val.normal = Normal
val.large = Grande
val.small = Pequeno
val.auto_plain = Automático
# ---- key binding names
key.cam_forward = Câmara p/ frente
@@ -1374,6 +1376,8 @@ blk.reveal = Revelar
blk.camera = Mostrar
blk.gold = Ouro +
blk.mana = Mana +
blk.weather = Tempo na superfície
blk.talentxp = Experiência de talentos +
blk.if = Se
blk.repeat = Repetir
blk.trigger = Ligar gatilho
@@ -1393,6 +1397,8 @@ blk.help.reveal = Levanta o nevoeiro de guerra sobre uma zona.
blk.help.camera = Move a câmara para uma zona.
blk.help.gold = Dá (ou tira) ouro.
blk.help.mana = Dá (ou tira) mana.
blk.help.weather = Define o tempo na superfície (limpo, chuva, nevoeiro ou temporal) durante tantos segundos; 0 mantém-no até outro bloco o mudar.
blk.help.talentxp = Dá ao jogador experiência para os talentos do mestre.
blk.help.if = Executa os blocos de dentro só se a condição se verificar; caso contrário, os de "senão".
blk.help.repeat = Executa os blocos de dentro várias vezes.
blk.help.trigger = Liga um gatilho (pode disparar de novo) ou desliga-o.
@@ -1415,6 +1421,7 @@ blk.v.or = ou
blk.v.not = não
blk.v.bool = Sim/não
blk.v.eventkind = Unidade do gatilho é
blk.v.weatheris = Tempo na superfície é
blk.w_at = em
blk.w_by = por
blk.w_in = em
@@ -1463,6 +1470,7 @@ blk.until = Repetir até
blk.dountil = Repetir, depois verificar: até
blk.wait = Esperar
blk.w_seconds = segundos
blk.w_for = durante
blk.help.until = Executa os blocos de dentro uma e outra vez até a condição se verificar - verificada antes de cada execução, por isso, se já se verificar, o interior nem chega a correr.
blk.help.dountil = Executa os blocos de dentro, depois verifica a condição e repete até ela se verificar - o interior corre sempre pelo menos uma vez.
blk.help.wait = Pausa este script durante alguns segundos e depois continua com o bloco seguinte (também dentro de ciclos).
@@ -1712,3 +1720,51 @@ talent.none = Ainda não aprendido.
talent.then = Próximo nível: {0}
msg.talent_point = Um novo ponto de talento! Gasta-o na janela do mestre.
msg.talent_learned = {0}: nível {1} aprendido.
# weather above ground
weather.fair = Limpo
weather.rain = Chuva
weather.fog = Nevoeiro
weather.storm = Temporal
msg.weather_clear = O céu limpa à superfície.
msg.weather_rain = Começa a chover à superfície - o fogo não pega.
msg.weather_fog = O nevoeiro cobre a terra - lá fora todos veem menos.
msg.weather_storm = Aproxima-se uma tempestade à superfície! Os raios atingem unidades e árvores.
msg.lightning_unit = Um raio atinge {0}!
# creature names
names.imp = Ranhoso, Migalha, Cavuco, Lamacento, Piolho, Sujinho, Coçadinho, Porcalhão, Pintinho, Seixinho, Sapinho, Fuligem, Rolha, Tampinha, Patinha, Fuçador, Bolinha, Remelas, Grudinho, Tiquinho
names.kobold = Rosnado, Arranhão, Mordida, Trapo, Ranzinza, Presa, Beliscão, Sarnento, Gancho, Cardo, Alfinete, Espertalhão, Caruncho, Unhaca, Gatuno, Banguela, Pedrinha, Ferrugem, Ruga, Malandro
names.spider = Perninhas, Aranhinha, Fiozinho, Cosquinha, Oitopés, Sedinha, Tecedeira, Fofura, Bruxinha, Embaraço, Novelo, Agulhinha, Armadilha, Dentinha, Bolinhas, Rendinha, Bordadeira, Picadinha, Sombrinha, Teiazinha
names.mage = Bartolomeu, Inácio, Hermenegildo, Anacleto, Fulgêncio, Eustáquio, Leopoldo, Baltasar, Próspero, Teodoro, Segismundo, Florêncio, Casimiro, Gualtério, Pancrácio, Aurélio, Rogério, Cipriano, Serafim, Venceslau
names.ogre = Pedregulho, Cabeção, Toco, Brutamontes, Tijolo, Bruto, Comilão, Barrigudo, Cepo, Tontão, Tronco, Pançudo, Pateta, Bolão, Nhoque, Bumbo, Torrão, Tabefe, Mamute, Jumento
names.jailer = Ferrolho, Cadeado, Grilhão, Sombrio, Torvo, Masmorra, Grade, Carrancudo, Ferro, Corrente, Severo, Tranca, Algema, Cérbero, Chaveiro, Lúgubre, Rabugento, Calabouço, Trinco, Argola
names.priestess = Brasa, Fagulha, Chama, Pira, Centelha, Cinza, Rubra, Fogueira, Fulgor, Labareda, Morgana, Serafina, Escarlate, Chispa, Ígnea, Rubi, Âmbar, Fênix, Candeia, Lumina
names.chainbreaker = Quebragrilho, Ulfgar, Almaferro, Brannoc, Kragmor, Valdrek, Espinho, Gorath, Indomável, Rurik, Torvaldo, Hagan, Durnok, Estilhaço, Brando, Wulfrico, Korrun, Arvak, Libertador, Halvardo
names.bat = Guincho, Asinhas, Pio, Mordisco, Eco, Morceguito, Crepúsculo, Zunzum, Chiadinho, Dentinho, Revoada, Noturno, Mariposa, Bicudinho, Rasante, Penduricalho, Veludo, Sombrio, Grito, Ziguezague
names.gargoyle = Granito, Ardósia, Basalto, Pedrão, Argamassa, Calhau, Cascalho, Pederneira, Tijolão, Entulho, Quartzo, Pomes, Cornija, Grifo, Carrancão, Cantaria, Frontão, Canteiro, Cinzel, Penedo
names.owl = Sabichão, Corujinha, Pena, Mocho, Minerva, Tobias, Coruja, Sapiêncio, Penugem, Sábio, Pensativo, Ancião, Caburé, Noctua, Bufo, Pergaminho, Ocaso, Murucututu, Professor, Erudito
names.wyrm = Vermitrax, Bocarra, Chamusco, Caldeirão, Ignívoro, Fumarola, Drakkar, Pirro, Obsidiana, Boquifogo, Vulcanor, Abrasador, Malgrath, Tyrax, Inferno, Enxofre, Kaldor, Fyrnak, Ragnor, Tição
names.cogling = Parafusinho, Engrenagem, Porquinha, Catraca, Pino, Pinhão, Geringonça, Treco, Chavinha, Mola, Tlintlim, Bugiganga, Rebite, Zumbido, Manivela, Arruela, Dobradiça, Engenhoca, Tiquetaque, Molinha
names.revenant = Lamento, Pesar, Cinzento, Quebranto, Vazio, Luto, Lívido, Pena, Espectro, Nênia, Túmulo, Penumbra, Cripta, Pranto, Vigília, Mortalha, Sudário, Elegia, Alma, Desolado
names.beast = Desgrenhado, Jubão, Bruno, Peludão, Mastigão, Musgoso, Resmungão, Ursinho, Moita, Crocante, Casca, Patudo, Cerdas, Mofo, Ronco, Espinheiro, Estalido, Rezingão, Mamutão, Fungador
names.human = Rodrigo, Gonçalo, Álvaro, Fernão, Tristão, Nuno, Galvão, Lançarote, Pelágio, Henrique, Beltrão, Godofredo, Afonso, Balduíno, Ramiro, Martim, Egas, Gilberto, Vasco, Duarte
epithets.mid = Quebra-Ossos, Pé-de-Lama, Morde-Ratos, Cara-Suja, Rói-Pedras, Racha-Crânios, Punho-Fedido, Nó-Ferrugem, Arromba-Panças, Chuta-Canelas, Barba-Mofo, Garra-Suja, Atira-Ranho, Masca-Orelhas, Parte-Joelhos, Come-Minhocas
epithets.high = Mata-Reis, Mão-Funesta, Presa-Terror, Quebra-Mundos, Flagelo-Heróis, Punho-Tormenta, Terror-Noturno, Ceifa-Almas, Coração-Ferro, Derruba-Castelos, Mata-Dragões, Anda-Infernos, Senhor-Sombra, Coroa-Sangue, Maré-Funesta, Parte-Estrelas
name.epithet = {0} {1}
msg.creature_fallen = {0} tombou. Uma pedra memorial guarda o seu nome.
tile.memorial = Pedra memorial
tile.memorial_info = Aqui jaz {0} ({1}, nível {2}).
# hall of the fallen
hall.title = Salão dos caídos
hall.count = Criaturas caídas recordadas: {0}
hall.empty = Ainda ninguém caiu. Que assim continue.
hall.kills = Heróis abatidos: {0}
ov.fallen = Caídos ({0})
ov.living = Vivos
cause.slain = morte às mãos de: {0}
cause.lava = morte na lava
cause.water = afogamento
cause.snare = morte numa armadilha
cause.lightning = morte por raio
cause.fell = queda em combate
+56
View File
@@ -264,6 +264,8 @@ val.medium = Mediu
val.high = Înalt
val.normal = Normal
val.large = Mare
val.small = Mic
val.auto_plain = Automat
# ---- key binding names
key.cam_forward = Cameră înainte
@@ -1374,6 +1376,8 @@ blk.reveal = Dezvăluie
blk.camera = Arată
blk.gold = Aur +
blk.mana = Mana +
blk.weather = Vremea la suprafață
blk.talentxp = Experiență pentru talente +
blk.if = Dacă
blk.repeat = Repetă
blk.trigger = Comută declanșator
@@ -1393,6 +1397,8 @@ blk.help.reveal = Ridică ceața războiului de pe o zonă.
blk.help.camera = Mută camera la o zonă.
blk.help.gold = Dă (sau ia) aur.
blk.help.mana = Dă (sau ia) mana.
blk.help.weather = Setează vremea la suprafață (senin, ploaie, ceață sau furtună) pentru atâtea secunde; 0 o păstrează până când alt bloc o schimbă.
blk.help.talentxp = Dă jucătorului experiență pentru talentele stăpânului.
blk.help.if = Rulează blocurile dinăuntru doar dacă condiția e adevărată, altfel pe cele de sub "altfel".
blk.help.repeat = Rulează blocurile dinăuntru de mai multe ori.
blk.help.trigger = Pornește un declanșator (poate acționa din nou) sau îl oprește.
@@ -1415,6 +1421,7 @@ blk.v.or = sau
blk.v.not = nu
blk.v.bool = Da/nu
blk.v.eventkind = Unitatea declanșatoare e un
blk.v.weatheris = Vremea la suprafață e
blk.w_at = la
blk.w_by = cu
blk.w_in = în
@@ -1463,6 +1470,7 @@ blk.until = Repetă până când
blk.dountil = Repetă, apoi verifică: până când
blk.wait = Așteaptă
blk.w_seconds = secunde
blk.w_for = pentru
blk.help.until = Rulează blocurile dinăuntru iar și iar până când condiția e adevărată - verificată înaintea fiecărei rulări, deci dacă e deja adevărată, interiorul nu rulează deloc.
blk.help.dountil = Rulează blocurile dinăuntru, apoi verifică condiția și repetă până e adevărată - interiorul rulează mereu cel puțin o dată.
blk.help.wait = Oprește acest script câteva secunde, apoi continuă cu blocul următor (și în bucle).
@@ -1712,3 +1720,51 @@ talent.none = Încă neînvățat.
talent.then = Nivelul următor: {0}
msg.talent_point = Un nou punct de talent! Folosește-l în fereastra stăpânului.
msg.talent_learned = {0}: nivelul {1} învățat.
# weather above ground
weather.fair = Senin
weather.rain = Ploaie
weather.fog = Ceață
weather.storm = Furtună
msg.weather_clear = La suprafață cerul se înseninează.
msg.weather_rain = La suprafață începe să plouă - focul nu se aprinde.
msg.weather_fog = Ceața se lasă peste ținut - afară toată lumea vede mai puțin.
msg.weather_storm = La suprafață se pregătește o furtună! Fulgerele lovesc unități și copaci.
msg.lightning_unit = Fulgerul a lovit: {0}!
# creature names
names.imp = Firimiță, Mucos, Săpăcel, Noroiaș, Scamă, Pițigoi, Scormon, Mânjitu, Murdărel, Zgârie, Bulgăraș, Pată, Glodaș, Pârlitu, Cocoloș, Lopățică, Râmățel, Mărunțel, Pătuță, Cârtiță
names.kobold = Lătrău, Ciupitu, Colțan, Râios, Mușcătoru, Rugină, Șmecheru, Rozătoru, Căscatu, Șobolan, Zdrențe, Spin, Gheară, Cârcotaș, Rădăcină, Chicotitu, Îmbrâncitu, Știrbu, Pârâitu, Zgârietură
names.spider = Picioruș, Lânos, Păiănjel, Gâdilici, Plăsuță, Optpicioare, Firicel, Fiorică, Bâjbâilă, Mătăsica, Țesătoarea, Săltăreț, Pufoșel, Tecla, Mosorel, Prinzătoru, Ghemuleț, Lipicioasa, Sfârlează, Acușor
names.mage = Bartolomeu, Ignațiu, Leopold, Teobald, Adalbert, Ieronim, Valdemar, Gotfrid, Corneliu, Otocar, Florentin, Engelbert, Pancrațiu, Ruprecht, Constantin, Eusebiu, Severin, Barnaba, Archibald, Bonifaciu
names.ogre = Bolovan, Butuc, Huidumă, Stâncă, Nătăfleț, Mătăhală, Bufnitu, Ciomag, Tropăitu, Căpățână, Pleosc, Burtosu, Ciolan, Pântecosu, Măciucă, Bou, Bubuitu, Hălcos, Toba, Gorbo
names.jailer = Posac, Zăvor, Lanț, Lacăt, Temniță, Barbăfier, Belciug, Șurub, Aspru, Gratie, Morocănos, Cârlig, Ștreang, Chelar, Întunecatu, Zornăitu, Butucar, Paznic, Cușcă, Amar
names.priestess = Jăratic, Flacăra, Cenușa, Serafina, Văpaia, Focoasa, Morgana, Brunhilda, Ignia, Scânteia, Purpura, Jarița, Corbița, Lilith, Iasca, Isolda, Pârjolia, Nyx, Vesperia, Flăcăruia
names.chainbreaker = Rupelanțuri, Ulfgar, Sufletfier, Brannoc, Kragmor, Valdrek, Spinu, Gorath, Neînfrânt, Rurik, Torvald, Hagen, Durnok, Țandără, Pârjol, Luposlav, Korrun, Arvak, Eliberatoru, Halvard
names.bat = Chițăilă, Fâlfâitu, Piu, Foșnet, Ecou, Fluturel, Amurg, Fluierici, Țârâitu, Colțișor, Vârtej, Liliecel, Molia, Piuitu, Vâjâitu, Atârnatu, Catifea, Strecuratu, Țipătu, Fulger
names.gargoyle = Granit, Ardezie, Bazalt, Chipdepiatră, Mortar, Pietricel, Prundiș, Cremene, Rost, Dărâmătură, Cuarț, Ponce, Cornișă, Nod, Pietroi, Bosumflatu, Fronton, Burlan, Dăltiță, Soclu
names.owl = Buhă, Deșteptu, Pană, Bartold, Minerva, Tobias, Uhu, Bufnițica, Penuța, Oftat, Gânditoru, Bătrânu, Cucuvea, Noctua, Huhurez, Pergament, Amurgel, Ciuf, Profesoru, Puf
names.wyrm = Vermithrax, Gurăcenușă, Pârjolitu, Calderon, Ignivar, Cornjar, Drakkar, Pyrrhus, Obsidian, Gurădefoc, Vulcanor, Colțjar, Malgrath, Tyrax, Infernu, Pucioasă, Kaldor, Fafnir, Ragnor, Tăciune
names.cogling = Rotiță, Angrenaj, Șurubel, Clichet, Nituț, Pinion, Meșteraș, Drăcovenie, Cheiță, Arcuș, Clinchet, Butonaș, Piuliță, Bâzâitu, Manivelă, Titirez, Flanșă, Clic, Tictac, Arculeț
names.revenant = Jale, Amărăciune, Cenușiu, Geamăt, Gol, Doliu, Palid, Durere, Umbră, Țărână, Gropar, Asfințit, Criptă, Dor, Priveghi, Movilă, Giulgiu, Elegie, Drojdie, Pustiu
names.beast = Zbârlitu, Moșu, Bruno, Ciufulitu, Plescăitu, Mușchiosu, Mormăitu, Ursuleț, Tufiș, Ronțăitu, Țăcănitu, Târâtu, Țepos, Mușchi, Bubuit, Mur, Cârâitu, Bombănitu, Martin, Adulmecătoru
names.human = Gerard, Roland, Conrad, Albert, Tristan, Eckhart, Gawain, Lancelot, Parsifal, Hugo, Bertram, Godefroy, Ortwin, Balduin, Reinhold, Wilfrid, Ditrich, Gilbert, Ruprecht, Radu
epithets.mid = Sparge-Oase, Picior-de-Noroi, Roade-Șobolani, Mutră-Murdară, Mestecă-Pietre, Sparge-Țeste, Pumn-Puturos, Os-Ruginit, Spintecă-Burți, Bate-Fluiere, Barbă-Mucegăită, Gheară-Murdară, Aruncă-Muci, Roade-Urechi, Rupe-Genunchi, Mănâncă-Viermi
epithets.high = Omoară-Regi, Mână-Blestemată, Colț-de-Groază, Sfarmă-Lumi, Pierzania-Eroilor, Pumn-de-Furtună, Groaza-Nopții, Secerător-de-Suflete, Inimă-de-Fier, Dărâmă-Cetăți, Omoară-Dragoni, Umblă-prin-Iad, Stăpânul-Umbrelor, Coroană-de-Sânge, Val-de-Osândă, Sfarmă-Stele
name.epithet = {0} {1}
msg.creature_fallen = {0} a căzut. O piatră comemorativă păstrează numele.
tile.memorial = Piatră comemorativă
tile.memorial_info = Aici se odihnește {0} ({1}, nivelul {2}).
# hall of the fallen
hall.title = Sala celor căzuți
hall.count = Creaturi căzute amintite: {0}
hall.empty = Încă n-a căzut nimeni. Să rămână așa.
hall.kills = Eroi uciși: {0}
ov.fallen = Căzuți ({0})
ov.living = Vii
cause.slain = ucigaș: {0}
cause.lava = moarte în lavă
cause.water = înec
cause.snare = moarte într-o capcană
cause.lightning = lovitură de fulger
cause.fell = moarte în luptă
+56
View File
@@ -264,6 +264,8 @@ val.medium = Средне
val.high = Высоко
val.normal = Обычный
val.large = Большой
val.small = Маленький
val.auto_plain = Авто
# ---- key binding names
key.cam_forward = Камера вперёд
@@ -1366,6 +1368,8 @@ blk.reveal = Открыть
blk.camera = Показать
blk.gold = Золото +
blk.mana = Мана +
blk.weather = Погода на поверхности
blk.talentxp = Опыт талантов +
blk.if = Если
blk.repeat = Повторить
blk.trigger = Переключить триггер
@@ -1385,6 +1389,8 @@ blk.help.reveal = Снимает туман войны с зоны.
blk.help.camera = Переносит камеру к зоне.
blk.help.gold = Даёт (или забирает) золото.
blk.help.mana = Даёт (или забирает) ману.
blk.help.weather = Задаёт погоду на поверхности (ясно, дождь, туман или гроза) на столько секунд; 0 оставляет её, пока другой блок её не изменит.
blk.help.talentxp = Даёт игроку опыт для талантов мастера.
blk.help.if = Выполняет вложенные блоки, только если условие верно, иначе - блоки под «иначе».
blk.help.repeat = Выполняет вложенные блоки несколько раз.
blk.help.trigger = Включает триггер (он может сработать снова) или выключает его.
@@ -1407,6 +1413,7 @@ blk.v.or = или
blk.v.not = не
blk.v.bool = Да/нет
blk.v.eventkind = Боец триггера:
blk.v.weatheris = Погода на поверхности:
blk.w_at = где:
blk.w_by = на
blk.w_in = в
@@ -1463,6 +1470,7 @@ blk.until = Повторять, пока не
blk.dountil = Повторять, затем проверить: пока не
blk.wait = Ждать
blk.w_seconds = сек.
blk.w_for = на
blk.help.until = Снова и снова выполняет блоки внутри, пока условие не станет верным; проверка перед каждым проходом, поэтому если оно уже верно, блоки не выполняются.
blk.help.dountil = Выполняет блоки внутри, затем проверяет условие и повторяет, пока оно не станет верным; блоки выполняются хотя бы один раз.
blk.help.wait = Приостанавливает этот скрипт на несколько секунд, затем выполняется следующий блок (и внутри циклов).
@@ -1712,3 +1720,51 @@ talent.none = Ещё не изучено.
talent.then = Следующий уровень: {0}
msg.talent_point = Новое очко таланта! Потрать его в окне мастера.
msg.talent_learned = {0}: изучен уровень {1}.
# weather above ground
weather.fair = Ясно
weather.rain = Дождь
weather.fog = Туман
weather.storm = Гроза
msg.weather_clear = Наверху проясняется.
msg.weather_rain = Наверху начинается дождь - огонь не разгорается.
msg.weather_fog = Туман стелется над землёй - снаружи все видят хуже.
msg.weather_storm = Наверху надвигается гроза! Молнии бьют по бойцам и деревьям.
msg.lightning_unit = Удар молнии: {0}!
# creature names
names.imp = Крошка, Сопля, Копуша, Грязнуля, Чумазик, Шкет, Рылька, Замарашка, Козявка, Царапка, Комок, Хрюндель, Плюх, Пачкун, Лопатка, Шмыга, Нюхля, Мелочь, Ковырь, Бултых
names.kobold = Тявка, Щипун, Зубило, Паршивец, Хвать, Ржавчик, Шмыг, Кусака, Разиня, Крыс, Лохмотик, Колючка, Коготь, Склочник, Корешок, Хихикс, Пихало, Зазубрина, Хрясь, Царапыч
names.spider = Шуршик, Мохнолап, Паучок, Щекотун, Сеточка, Восьминог, Ниточка, Жуткоша, Перебирка, Шёлковка, Пряха, Прыгуля, Пушистик, Текла, Катушка, Хватайка, Клубочек, Липучка, Вертушка, Иголочка
names.mage = Варфоломей, Игнатий, Леопольд, Феофан, Евлампий, Иероним, Аполлинарий, Пафнутий, Корнилий, Онуфрий, Флорентий, Модест, Панкратий, Евстафий, Константин, Евсевий, Северин, Варнава, Акакий, Ферапонт
names.ogre = Громила, Чурбан, Бумбум, Валун, Тупица, Дубина, Бухтя, Колотун, Топтыга, Пень, Плюх, Брюхан, Балда, Пузан, Дубинка, Бугай, Грохот, Глыба, Барабан, Горбо
names.jailer = Хмурый, Засов, Кандальник, Замок, Темница, Железнобород, Скоба, Болт, Суровый, Решёткин, Насупленный, Крюк, Петля, Ключник, Мрачный, Звякун, Колодник, Стражник, Клеть, Горький
names.priestess = Жара, Пламя, Пепелина, Серафима, Полымя, Огнеслава, Морана, Брунгильда, Игния, Искра, Багряна, Жарка, Ворона, Лилит, Лучина, Изольда, Огнеяра, Никта, Вечерня, Купава
names.chainbreaker = Цепелом, Ульфгар, Железнодух, Браннок, Крагмор, Вальдрек, Терн, Горат, Несломленный, Рюрик, Торвальд, Хаген, Дурнок, Осколок, Пламень, Волкослав, Коррун, Арвак, Освободитель, Хальвард
names.bat = Писк, Порх, Пипа, Шорох, Эхо, Махалка, Сумрак, Свистун, Цвирк, Зубик, Вихрь, Нетопырь, Моль, Пискля, Шурша, Висюлька, Бархат, Шмыгун, Визгля, Молния
names.gargoyle = Гранит, Сланец, Базальт, Каменюка, Раствор, Галька, Щебень, Кремень, Шов, Руина, Кварц, Пемза, Карниз, Нарост, Каменобород, Угрюм, Фронтон, Водосток, Долото, Цоколь
names.owl = Филин, Умник, Пёрышко, Бартольд, Минерва, Товий, Ухух, Совушка, Пухлик, Вздох, Мыслитель, Старейшина, Сыч, Ноктуа, Совуслав, Пергамент, Сумеречник, Неясыть, Профессор, Пушок
names.wyrm = Вермитракс, Пеплопасть, Палёный, Кальдерон, Игнивар, Жаророг, Драккар, Пирр, Обсидиан, Жаропасть, Вулканор, Палезуб, Малграт, Тиракс, Инферно, Сера, Кальдор, Фафнир, Рагнор, Уголёк
names.cogling = Шестерёнка, Колёсико, Винтик, Трещотка, Заклёпка, Привод, Мастерок, Штуковина, Ключик, Шпиндель, Звякалка, Ковыряшка, Гаечка, Жужжа, Рычажок, Юла, Фланец, Щёлк, Тиктак, Шурупчик
names.revenant = Тоска, Горечь, Пепельный, Стон, Пустота, Скорбь, Бледный, Кручина, Тень, Прах, Могильщик, Сумрак, Склеп, Печаль, Бдение, Курган, Саван, Элегия, Осадок, Пустошь
names.beast = Лохмач, Мишка, Бруно, Косматый, Чавка, Мохоспин, Ворчун, Медвежонок, Кустик, Хрум, Щёлкун, Ползун, Щетина, Мох, Рокот, Ежевика, Стрекот, Бурчун, Топтыгин, Нюхач
names.human = Жерар, Роланд, Конрад, Альберт, Тристан, Экхарт, Гавейн, Ланселот, Парцифаль, Гуго, Бертрам, Готфрид, Ортвин, Балдуин, Рейнольд, Вильфрид, Дитрих, Жильбер, Руперт, Ратибор
epithets.mid = Костолом, Грязнопят, Крысогрыз, Чумазорыл, Камнежуй, Черепокол, Смердокулак, Ржавокост, Брюхобой, Лягун, Плеснебород, Грязекоготь, Соплемёт, Ухогрыз, Коленолом, Червеед
epithets.high = Цареубийца, Рокорук, Ужасозуб, Мирокрушитель, Героебой, Бурекулак, Ночестрах, Душежнец, Железнодлань, Градолом, Драконобой, Адоход, Теневладыка, Крововенец, Рокопад, Звездолом
name.epithet = {0} {1}
msg.creature_fallen = Пал твой боец: {0}. Памятный камень хранит имя.
tile.memorial = Памятный камень
tile.memorial_info = Здесь покоится {0} ({1}, уровень {2}).
# hall of the fallen
hall.title = Зал павших
hall.count = Павших существ в памяти: {0}
hall.empty = Пока никто не пал. Пусть так и будет.
hall.kills = Убито героев: {0}
ov.fallen = Павшие ({0})
ov.living = Живые
cause.slain = убийца: {0}
cause.lava = гибель в лаве
cause.water = утопление
cause.snare = гибель в капкане
cause.lightning = удар молнии
cause.fell = гибель в бою
+56
View File
@@ -264,6 +264,8 @@ val.medium = Stredná
val.high = Vysoká
val.normal = Normálna
val.large = Veľká
val.small = Malá
val.auto_plain = Automaticky
# ---- key binding names
key.cam_forward = Kamera dopredu
@@ -1374,6 +1376,8 @@ blk.reveal = Odhaliť
blk.camera = Ukázať
blk.gold = Zlato +
blk.mana = Mana +
blk.weather = Počasie na povrchu
blk.talentxp = Skúsenosti talentov +
blk.if = Ak
blk.repeat = Opakovať
blk.trigger = Prepnúť spúšťač
@@ -1393,6 +1397,8 @@ blk.help.reveal = Odhalí hmlu vojny nad zónou.
blk.help.camera = Presunie kameru na zónu.
blk.help.gold = Dá (alebo vezme) zlato.
blk.help.mana = Dá (alebo vezme) manu.
blk.help.weather = Nastaví počasie na povrchu (jasno, dážď, hmla alebo búrka) na toľko sekúnd; 0 ho ponechá, kým ho iný blok nezmení.
blk.help.talentxp = Dá hráčovi skúsenosti pre pánove talenty.
blk.help.if = Spustí vnútorné bloky, len ak platí podmienka, inak tie pod "inak".
blk.help.repeat = Spustí vnútorné bloky niekoľkokrát.
blk.help.trigger = Zapne spúšťač (môže sa spustiť znova) alebo ho vypne.
@@ -1415,6 +1421,7 @@ blk.v.or = alebo
blk.v.not = nie
blk.v.bool = Áno/nie
blk.v.eventkind = Spúšťacia jednotka je
blk.v.weatheris = Počasie na povrchu je
blk.w_at = na
blk.w_by = o
blk.w_in = v
@@ -1463,6 +1470,7 @@ blk.until = Opakovať, kým
blk.dountil = Opakovať, potom overiť: kým
blk.wait = Čakať
blk.w_seconds = sekúnd
blk.w_for = na
blk.help.until = Spúšťa vnútorné bloky znova a znova, kým neplatí podmienka - overuje sa pred každým behom, takže ak už platí, vnútro sa nespustí vôbec.
blk.help.dountil = Spustí vnútorné bloky, potom overí podmienku a opakuje, kým neplatí - vnútro prebehne vždy aspoň raz.
blk.help.wait = Pozastaví tento skript na niekoľko sekúnd, potom pokračuje ďalším blokom (aj vnútri slučiek).
@@ -1712,3 +1720,51 @@ talent.none = Zatiaľ nenaučené.
talent.then = Ďalšia úroveň: {0}
msg.talent_point = Nový bod talentu! Použi ho v okne pána.
msg.talent_learned = {0}: úroveň {1} naučená.
# weather above ground
weather.fair = Jasno
weather.rain = Dážď
weather.fog = Hmla
weather.storm = Búrka
msg.weather_clear = Na povrchu sa vyjasňuje.
msg.weather_rain = Na povrchu začína pršať - oheň sa nechytí.
msg.weather_fog = Nad krajinou sa valí hmla - vonku každý vidí menej.
msg.weather_storm = Na povrchu sa blíži búrka! Blesky zasahujú jednotky a stromy.
msg.lightning_unit = Zásah bleskom: {0}!
# creature names
names.imp = Omrvinka, Sopliak, Hrabko, Blatko, Špinďúr, Prcek, Rýpal, Čuňo, Smradík, Škrabko, Hruda, Čľapka, Mazúr, Fľakáč, Hrudka, Lopatka, Ňufák, Drobček, Šmudlo, Čmudo
names.kobold = Ňafko, Štípal, Zubáč, Prašivec, Hryzko, Hrdzák, Šmyk, Kúsok, Čumil, Potkan, Handrár, Bodliak, Pazúrik, Rýpavec, Korienok, Chichot, Strkal, Zúbok, Chrup, Škrabák
names.spider = Lezúň, Chlpka, Pavúčik, Štekliak, Sieťka, Osemnôžka, Niťka, Strašidielko, Šmatlík, Hodvábka, Tkáčka, Skokan, Chlpáčik, Tekla, Cievka, Chňapka, Klbko, Lepka, Vrtko, Ihlička
names.mage = Bartolomej, Ignác, Leopold, Teobald, Vojtech, Hieronym, Valdemar, Gotfríd, Kornel, Otokar, Florián, Engelbert, Pankrác, Ruprecht, Konštantín, Euzébius, Servác, Barnabáš, Archibald, Bonifác
names.ogre = Hromotĺk, Peň, Bum, Balvan, Tupko, Klát, Buchal, Mlátič, Dupák, Drevák, Čľup, Bachor, Kváder, Bruchoš, Kyjak, Vôl, Rachot, Kus, Bubon, Gorbo
names.jailer = Zamračenec, Závora, Okov, Zámok, Žalár, Železobrad, Krúžok, Skrutka, Prísny, Mrežník, Mrzút, Hák, Slučka, Kľučiar, Temný, Rinčal, Klada, Strážnik, Klietka, Horký
names.priestess = Žeravá, Plamena, Popolica, Serafína, Vatra, Ohnivka, Morena, Brunhilda, Ignia, Iskra, Šarlátka, Žiarka, Havranka, Lilit, Trúd, Izolda, Planúca, Nyx, Večernica, Plamenná
names.chainbreaker = Reťazolam, Ulfgar, Železoduch, Brannok, Kragmor, Valdrek, Tŕň, Gorath, Nespútaný, Rurik, Torvald, Hagen, Durnok, Črep, Plameň, Vlkoslav, Korrun, Arvak, Osloboditeľ, Halvard
names.bat = Pišťal, Trepotal, Pípa, Šuchot, Ozvena, Mávalka, Súmrak, Pišťalka, Cvrlík, Zúbik, Vír, Netopierik, Moľa, Pípaľ, Šumko, Visáčik, Zamat, Šmyk, Kvičal, Blesk
names.gargoyle = Žula, Bridlica, Čadič, Kamenár, Malta, Okruhliak, Štrk, Kremeň, Škára, Ruina, Kremenec, Pemza, Rímsa, Hrča, Kamenobrad, Bručúň, Štít, Chrlič, Dláto, Sokel
names.owl = Výr, Múdrik, Brko, Bartold, Minerva, Tobiáš, Húhú, Sovička, Pierko, Povzdych, Mysliteľ, Starešina, Kuvik, Noctua, Sovoslav, Pergamen, Šero, Plamienka, Profesor, Páperie
names.wyrm = Vermitrax, Popolochrtan, Spáleniak, Kalderon, Ignivar, Žeroroh, Drakkar, Pyrrhos, Obsidián, Žeravochrtan, Vulkanor, Pálizub, Malgrath, Tyrax, Inferno, Síra, Kaldor, Fafnir, Ragnor, Uhlík
names.cogling = Ozubák, Koliesko, Skrutôčka, Rapkáč, Nitík, Prevod, Kutil, Vynálezík, Kľúčik, Pastorok, Cinkal, Šťúral, Matička, Bzučák, Kľučka, Vrtuľka, Príruba, Cvak, Tiktak, Vrut
names.revenant = Clivota, Horkosť, Popolavý, Ston, Prázdno, Žiaľ, Bledý, Trud, Tieň, Prach, Hrobár, Súmrak, Krypta, Túžba, Bdenie, Mohyla, Rubáš, Elégia, Kal, Pustatina
names.beast = Chlpáč, Maco, Bruno, Huňáč, Mľaskal, Machoň, Bručko, Medvedík, Krovie, Chrúm, Cvakal, Lezec, Štetinka, Mach, Burácal, Ostružina, Cvrkal, Brblal, Brumko, Ňuchal
names.human = Gerhard, Roland, Konrád, Albrecht, Tristan, Eckhart, Gawain, Lancelot, Parsifal, Hugo, Bertram, Gotfríd, Ortvín, Balduin, Rajnold, Vilfríd, Dietrich, Gilbert, Ruprecht, Bystrík
epithets.mid = Kostilam, Blatonoh, Potkanohryz, Špinotvár, Kamenožrút, Lebkolam, Smradopäsť, Hrdzokĺb, Bruchobij, Holeňokop, Plesňobrad, Špinopazúr, Soplomet, Uchohryz, Kolenolam, Červojed
epithets.high = Kráľovrah, Skazopäsť, Hrôzozub, Svetoborec, Hrdinobij, Búrkopäsť, Morovládca, Dušovrah, Železosrdce, Hradoborec, Drakobijec, Pekelník, Tieňovládca, Krvokorunec, Skazotok, Hviezdolam
name.epithet = {0} {1}
msg.creature_fallen = Padol tvoj tvor: {0}. Pamätný kameň uchová meno.
tile.memorial = Pamätný kameň
tile.memorial_info = Tu odpočíva {0} ({1}, úroveň {2}).
# hall of the fallen
hall.title = Sieň padlých
hall.count = Padlé tvory v pamäti: {0}
hall.empty = Zatiaľ nikto nepadol. Nech to tak vydrží.
hall.kills = Zabití hrdinovia: {0}
ov.fallen = Padlí ({0})
ov.living = Živí
cause.slain = vrah: {0}
cause.lava = smrť v láve
cause.water = utopenie
cause.snare = smrť v pasci
cause.lightning = zásah bleskom
cause.fell = smrť v boji
+56
View File
@@ -264,6 +264,8 @@ val.medium = Средње
val.high = Високо
val.normal = Нормално
val.large = Велико
val.small = Мало
val.auto_plain = Аутоматски
# ---- key binding names
key.cam_forward = Камера напред
@@ -1374,6 +1376,8 @@ blk.reveal = Откриј
blk.camera = Покажи
blk.gold = Злато +
blk.mana = Мана +
blk.weather = Време на површини
blk.talentxp = Искуство талената +
blk.if = Ако
blk.repeat = Понови
blk.trigger = Пребаци окидач
@@ -1393,6 +1397,8 @@ blk.help.reveal = Подиже маглу рата над зоном.
blk.help.camera = Помера камеру на зону.
blk.help.gold = Даје (или одузима) злато.
blk.help.mana = Даје (или одузима) ману.
blk.help.weather = Поставља време на површини (ведро, киша, магла или олуја) на толико секунди; 0 га задржава док га други блок не промени.
blk.help.talentxp = Даје играчу искуство за господареве таленте.
blk.help.if = Покреће унутрашње блокове само ако услов важи, иначе оне под «иначе».
blk.help.repeat = Покреће унутрашње блокове неколико пута.
blk.help.trigger = Укључује окидач (може поново да се активира) или га искључује.
@@ -1415,6 +1421,7 @@ blk.v.or = или
blk.v.not = не
blk.v.bool = Да/не
blk.v.eventkind = Јединица окидача је
blk.v.weatheris = Време на површини је
blk.w_at = на
blk.w_by = за
blk.w_in = у
@@ -1463,6 +1470,7 @@ blk.until = Понављај док
blk.dountil = Понови, затим провери: док
blk.wait = Чекај
blk.w_seconds = секунди
blk.w_for = на
blk.help.until = Покреће унутрашње блокове изнова и изнова док услов не почне да важи - проверава се пре сваког пролаза, па ако већ важи, унутрашњост се уопште не покреће.
blk.help.dountil = Покреће унутрашње блокове, затим проверава услов и понавља док не почне да важи - унутрашњост се увек покрене бар једном.
blk.help.wait = Паузира ову скрипту неколико секунди, а затим наставља следећим блоком (и унутар петљи).
@@ -1712,3 +1720,51 @@ talent.none = Још није научено.
talent.then = Следећи ниво: {0}
msg.talent_point = Нови бод талента! Потроши га у прозору господара.
msg.talent_learned = {0}: научен ниво {1}.
# weather above ground
weather.fair = Ведро
weather.rain = Киша
weather.fog = Магла
weather.storm = Олуја
msg.weather_clear = На површини се разведрава.
msg.weather_rain = На површини почиње киша - ватра се не хвата.
msg.weather_fog = Магла се спушта над земљу - напољу сви виде мање.
msg.weather_storm = На површини се спрема олуја! Муње погађају јединице и стабла.
msg.lightning_unit = Муња је погодила: {0}!
# creature names
names.imp = Мрвица, Шмркљо, Копко, Блатко, Прљко, Чупко, Ровко, Гњецко, Смрдко, Гребко, Квргица, Брља, Мазало, Пацко, Грудвица, Лопатко, Њушко, Копуша, Мрљко, Шљампа
names.kobold = Кевко, Штипко, Зубоња, Шуго, Гризо, Рђо, Фића, Угризић, Зјало, Пацов, Крпо, Бодљо, Канџо, Гњаватор, Корен, Кикотко, Гурко, Зарез, Крцко, Огребо
names.spider = Гмизалица, Вунко, Паучић, Шкакљо, Мрежица, Осмонога, Нитица, Језица, Прчко, Свиленка, Ткаља, Скокић, Длакавко, Текла, Калемко, Хватко, Клупко, Лепко, Вртко, Иглица
names.mage = Вартоломеј, Игњатије, Леополд, Теобалд, Адалберт, Јероним, Валдемар, Готфрид, Корнелије, Отокар, Флоријан, Енгелберт, Панкратије, Рупрехт, Константин, Јевсевије, Северин, Варнава, Арчибалд, Витомир
names.ogre = Громо, Клада, Бумбо, Грудо, Тупко, Глупко, Треско, Батина, Газило, Тикван, Пљус, Дебељко, Бухто, Трбоња, Тољага, Волина, Тутњо, Кврго, Бубањ, Горбо
names.jailer = Мрки, Засун, Оков, Катанац, Тамница, Гвозденбрад, Карика, Сворњак, Строги, Решетко, Намргођен, Кука, Омча, Кључар, Мрачни, Звекан, Букагија, Стражар, Кавез, Горки
names.priestess = Жар, Пламена, Пепела, Серафина, Буктиња, Ватрена, Морана, Брунхилда, Игнија, Искра, Гримизна, Жарка, Гавранка, Лилит, Труд, Изолда, Огњена, Никс, Вечерња, Пламенка
names.chainbreaker = Ломиланац, Улфгар, Гвоздендух, Бранок, Крагмор, Валдрек, Трн, Горат, Неспутани, Рурик, Торвалд, Хаген, Дурнок, Крхотина, Пламен, Вукослав, Корун, Арвак, Ослободилац, Халвард
names.bat = Пијук, Лепршо, Цико, Шушур, Јека, Махалица, Сумрак, Звиждо, Цврчко, Зубић, Вртлог, Слепишић, Мољац, Пијукић, Шушо, Виско, Сомот, Шмуго, Цича, Муња
names.gargoyle = Гранит, Шкриљац, Базалт, Каменко, Малтер, Шљунко, Туцаник, Кремен, Фуга, Рушевина, Кварц, Пловућац, Венац, Квргоња, Каменобрад, Мрзовоља, Забат, Ригало, Длето, Постоље
names.owl = Ћук, Мудрица, Перце, Бартолд, Минерва, Товија, Хуху, Совица, Перић, Уздах, Мислилац, Старешина, Јејина, Ноктуа, Совослав, Пергамент, Сутон, Ушара, Професор, Паперје
names.wyrm = Вермитракс, Пепељави, Палеж, Калдерон, Игнивар, Жаророг, Дракар, Пир, Опсидијан, Жароуст, Вулканор, Пализуб, Малграт, Тиракс, Инферно, Сумпор, Калдор, Фафнир, Рагнор, Угарак
names.cogling = Зупчаник, Точкић, Шрафић, Чегртаљка, Закивак, Пренос, Мајсторко, Справица, Кључић, Погон, Звецкало, Петљо, Клинчић, Зујо, Ручица, Чигра, Прирубница, Шкљоц, Тиктак, Навојко
names.revenant = Сета, Горчина, Пепељко, Јаук, Шупаљ, Туга, Бледи, Јад, Сенка, Прах, Гробар, Смркнуће, Крипта, Чежња, Бдење, Хумка, Покров, Елегија, Талог, Пустош
names.beast = Чупавко, Медо, Бруно, Рундо, Мљацко, Маховинко, Мрмљо, Медведић, Грмко, Хрско, Шкљоцко, Гмизо, Чекињо, Маховина, Тутањ, Купина, Цврчо, Гунђало, Медоња, Њушкало
names.human = Жерар, Роланд, Конрад, Алберт, Тристан, Екхарт, Гавин, Ланселот, Парсифал, Хуго, Бертрам, Готфрид, Ортвин, Балдуин, Рајнолд, Вилфрид, Дитрих, Жилбер, Рупрехт, Драгутин
epithets.mid = Ломикост, Блатоног, Пацовогриз, Прљолица, Каменождер, Лобањолом, Смрдошака, Рђозглоб, Трбухобој, Голенобој, Буђобрад, Прљоканџа, Шмркљобацач, Ухогриз, Коленолом, Црвождер
epithets.high = Краљоубица, Кобошака, Страхозуб, Светолом, Јунакомор, Олујошака, Ноћнострах, Душожетелац, Гвожђесрце, Градолом, Змајоубица, Пакленоход, Сеновладар, Крвокрун, Кобноплима, Звездолом
name.epithet = {0} {1}
msg.creature_fallen = Пало је твоје створење: {0}. Спомен-камен чува име.
tile.memorial = Спомен-камен
tile.memorial_info = Овде почива {0} ({1}, ниво {2}).
# hall of the fallen
hall.title = Дворана палих
hall.count = Палих створења у сећању: {0}
hall.empty = Још нико није пао. Нека тако и остане.
hall.kills = Убијених хероја: {0}
ov.fallen = Пали ({0})
ov.living = Живи
cause.slain = убица: {0}
cause.lava = смрт у лави
cause.water = утапање
cause.snare = смрт у замци
cause.lightning = удар муње
cause.fell = погибија у боју
+56
View File
@@ -264,6 +264,8 @@ val.medium = Medel
val.high = Hög
val.normal = Normal
val.large = Stor
val.small = Liten
val.auto_plain = Automatisk
# ---- key binding names
key.cam_forward = Kamera framåt
@@ -1374,6 +1376,8 @@ blk.reveal = Avslöja
blk.camera = Visa
blk.gold = Guld +
blk.mana = Mana +
blk.weather = Vädret ovan jord
blk.talentxp = Talangerfarenhet +
blk.if = Om
blk.repeat = Upprepa
blk.trigger = Växla trigger
@@ -1393,6 +1397,8 @@ blk.help.reveal = Lyfter krigsdimman över en zon.
blk.help.camera = Flyttar kameran till en zon.
blk.help.gold = Ger (eller tar) guld.
blk.help.mana = Ger (eller tar) mana.
blk.help.weather = Sätter vädret ovan jord (klart, regn, dimma eller storm) i så många sekunder; 0 behåller det tills ett annat block ändrar det.
blk.help.talentxp = Ger spelaren erfarenhet till mästartalangerna.
blk.help.if = Kör blocken inuti bara om villkoret gäller, annars de under "annars".
blk.help.repeat = Kör blocken inuti flera gånger.
blk.help.trigger = Slår på en trigger (den får utlösas igen) eller av.
@@ -1415,6 +1421,7 @@ blk.v.or = eller
blk.v.not = inte
blk.v.bool = Ja/nej
blk.v.eventkind = Triggerenheten är en
blk.v.weatheris = Vädret ovan jord är
blk.w_at = vid
blk.w_by = med
blk.w_in = i
@@ -1463,6 +1470,7 @@ blk.until = Upprepa tills
blk.dountil = Upprepa, kolla sedan: tills
blk.wait = Vänta
blk.w_seconds = sekunder
blk.w_for = i
blk.help.until = Kör blocken inuti om och om igen tills villkoret gäller - kontrolleras före varje varv, så om det redan gäller körs insidan inte alls.
blk.help.dountil = Kör blocken inuti, kontrollerar sedan villkoret och upprepar tills det gäller - insidan körs alltid minst en gång.
blk.help.wait = Pausar det här skriptet några sekunder, sedan fortsätter det med nästa block (även inuti loopar).
@@ -1712,3 +1720,51 @@ talent.none = Inte inlärd än.
talent.then = Nästa nivå: {0}
msg.talent_point = En ny talangpoäng! Använd den i mästarfönstret.
msg.talent_learned = {0} nivå {1} inlärd.
# weather above ground
weather.fair = Klart
weather.rain = Regn
weather.fog = Dimma
weather.storm = Storm
msg.weather_clear = Ovan jord klarnar det upp.
msg.weather_rain = Ovan jord börjar det regna - eld tar inte fäste.
msg.weather_fog = Dimma drar in över landet - ute ser alla sämre.
msg.weather_storm = Ovan jord drar en storm in! Blixten slår ner i enheter och träd.
msg.lightning_unit = Blixten träffade {0}!
# creature names
names.imp = Smula, Snorre, Grävis, Sörja, Ludd, Pyttan, Rotfrid, Snusk, Busen, Klösis, Smulan, Kladd, Gyttja, Pillis, Knölen, Spaden, Nosen, Pysen, Fläcken, Grums
names.kobold = Glefs, Nyp, Griptand, Skabb, Hugg, Rostig, Svisch, Bitis, Gapis, Råttan, Trasa, Tagg, Klon, Bråk, Rask, Fniss, Knuffis, Hack, Knäck, Skråma
names.spider = Krypis, Ullben, Spindeln, Kittla, Nätta, Åttafot, Tråden, Ryslig, Pillan, Silke, Väverskan, Hoppsan, Luddben, Tekla, Spolen, Nappa, Garnnystan, Klister, Vimsan, Nålen
names.mage = Bartholomeus, Ignatius, Leopold, Theobald, Adalbert, Hieronymus, Valdemar, Gottfrid, Cornelius, Ottokar, Florentin, Engelbrekt, Pankratius, Rupertus, Konstantin, Eusebius, Severin, Barnabas, Archibald, Vitus
names.ogre = Brumm, Kloss, Bums, Klump, Dunk, Tönt, Tjock, Klampen, Tramp, Träskalle, Plums, Mops, Bulle, Isterbuk, Klubba, Oxen, Rumla, Klabb, Hump, Gorbo
names.jailer = Grym, Regel, Länken, Lås, Fängelse, Järnskägg, Bygel, Bult, Sträng, Galler, Grinig, Krok, Snara, Nyckel, Dyster, Klirr, Stockman, Väktare, Bur, Bitter
names.priestess = Glöd, Flamma, Aska, Serafina, Låga, Eldine, Morwen, Brynhild, Ignia, Gnista, Scharlakan, Funka, Ravna, Lilith, Fnöske, Isolde, Brandhild, Nyx, Vesper, Glimt
names.chainbreaker = Kedjebrytare, Ulfgar, Järnsjäl, Brannok, Kragmor, Valdrek, Torn, Gorath, Obunden, Rurik, Torvald, Hagen, Durnok, Splitter, Brand, Ulfrik, Korrun, Arvak, Sigurd, Halvard
names.bat = Pip, Fladder, Pipsan, Susen, Eko, Flaxa, Skymning, Vissla, Kvitter, Tandis, Virvel, Fladdermus, Mal, Pipis, Susa, Dingla, Sammet, Smyg, Pipet, Blixten
names.gargoyle = Granit, Skiffer, Basalt, Grimbert, Murbruk, Kisel, Grus, Flinta, Fog, Rasmassa, Kvarts, Pimpsten, Gesims, Knöl, Stenskägg, Sur, Gavel, Vattenspyare, Mejsel, Sockel
names.owl = Uven, Viskis, Fjäderpenna, Bartholdus, Minerva, Tobias, Huhu, Ugglalia, Fjäderik, Suck, Grubblis, Äldste, Kattuggla, Noctua, Ugglebert, Pergament, Skymning, Nattuggla, Professorn, Dun
names.wyrm = Vermithrax, Askgap, Sveda, Calderon, Ignivar, Glödhorn, Drakkar, Pyrrhus, Obsidian, Glödgap, Vulkanor, Brandtand, Malgrath, Tyrax, Inferno, Svavel, Kaldor, Fafner, Ragnor, Sinderos
names.cogling = Kugghjul, Hjulet, Skruven, Spärrhake, Bult, Växel, Fixaren, Grejen, Nyckeln, Drev, Klirra, Pillaren, Nita, Snurra, Vev, Snurrebass, Fläns, Klickklack, Ticktack, Nippel
names.revenant = Morgon, Agg, Askgrå, Klagan, Ihålig, Sorg, Blek, Kummer, Skugga, Mylla, Gravman, Skymningen, Krypta, Vemod, Vaka, Hög, Liksvepning, Elegi, Drägg, Öde
names.beast = Lurv, Brummbjörn, Bruno, Raggis, Mumsa, Mossrygg, Brummer, Ursa, Knorr, Knaster, Klickare, Krypare, Borst, Mossa, Mullret, Törnsnår, Knirr, Gnällis, Nalle, Nosis
names.human = Gerhard, Roland, Konrad, Albrekt, Tristan, Eskil, Gavin, Lancelot, Pål, Håkan, Bertil, Gottfrid, Erik, Sverker, Ragnar, Vilfred, Ditlev, Gilbert, Rasmus, Birger
epithets.mid = Benkrossare, Gyttjefot, Råttbitare, Smutsfejs, Stengnagare, Skallbankare, Stinknäve, Rostknoge, Magboxare, Smalbensspark, Mögelskägg, Smutsklo, Snorslunga, Örongnagare, Knäknäckare, Maskätare
epithets.high = Kungadråpare, Ödeshand, Skräcktand, Världskrossare, Hjältebane, Stormnäve, Nattskräck, Själaskördare, Järnhjärta, Borgkrossare, Drakdräpare, Helvetesvandrare, Skuggfurste, Blodkrona, Dödsflod, Stjärnkrossare
name.epithet = {0} {1}
msg.creature_fallen = {0} har fallit. En minnessten bevarar namnet.
tile.memorial = Minnessten
tile.memorial_info = Här vilar {0} ({1}, nivå {2}).
# hall of the fallen
hall.title = De stupades sal
hall.count = Stupade varelser i minnet: {0}
hall.empty = Ingen har stupat än. Må det länge förbli så.
hall.kills = Dräpta hjältar: {0}
ov.fallen = Stupade ({0})
ov.living = Levande
cause.slain = dräpt av: {0}
cause.lava = brann i lava
cause.water = drunknade
cause.snare = klev i en fälla
cause.lightning = träffad av blixten
cause.fell = stupade
+7
View File
@@ -4,6 +4,13 @@ server {
index index.html;
# test build: always reload fresh files
add_header Cache-Control "no-cache";
# compressed downloads: the big files are packed once at build time (*.gz, see Dockerfile),
# the rest on the fly (the wasm goes from about 8.8 MB to 2.6 MB)
gzip_static on;
gzip on;
gzip_types application/wasm application/javascript text/css application/json application/manifest+json image/svg+xml;
gzip_min_length 1024;
gzip_vary on;
location / {
try_files $uri $uri/ =404;
}
+28 -1
View File
@@ -63,8 +63,13 @@ pub struct Profile {
pub totals: BTreeMap<String, f64>,
#[serde(default)]
pub unlocked: BTreeMap<String, u64>, // achievement id ("heroes.2", "flawless") -> unix time
#[serde(default)]
pub hall: Vec<crate::names::Fallen>, // the hall of the fallen over all games (newest last)
}
// the hall of the fallen keeps this many
pub const HALL_MAX: usize = 200;
impl Profile {
pub fn total(&self, id: &str) -> f64 {
self.totals.get(id).copied().unwrap_or(0.0)
@@ -80,6 +85,15 @@ impl Profile {
let e = self.unlocked.entry(k.clone()).or_insert(*t);
*e = (*e).min(*t);
}
// the fallen of both, once each, in the order they fell
for f in &other.hall {
if !self.hall.iter().any(|h| h.name == f.name && h.kind == f.kind && h.when == f.when) {
self.hall.push(f.clone());
}
}
self.hall.sort_by_key(|h| h.when);
let extra = self.hall.len().saturating_sub(HALL_MAX);
self.hall.drain(..extra);
}
// unlocks what the totals have reached; returns the new ones
@@ -117,6 +131,7 @@ pub struct Context {
pub struct Tracker {
pub profile: Profile,
flushed: Vec<f32>,
hall_seen: usize, // entries of the game's hall already in the profile
last_time: f32,
ended: bool,
t: f32,
@@ -126,12 +141,13 @@ pub struct Tracker {
impl Tracker {
pub fn new(profile: Profile) -> Tracker {
Tracker { profile, flushed: vec![0.0; k::COUNTERS], last_time: 0.0, ended: false, t: 0.0, dirty: false, upload: false }
Tracker { profile, flushed: vec![0.0; k::COUNTERS], hall_seen: 0, last_time: 0.0, ended: false, t: 0.0, dirty: false, upload: false }
}
// a different game started (new, loaded): nothing of it has been counted yet
fn restart(&mut self, g: &Game) {
self.flushed = (0..k::COUNTERS).map(|i| g.stats.get(i)).collect();
self.hall_seen = g.hall.len();
self.ended = g.state != 0;
}
@@ -154,6 +170,17 @@ impl Tracker {
let played = self.t;
self.t = 0.0;
let mut new = Vec::new();
// the newly fallen go into the profile's hall
if g.hall.len() > self.hall_seen {
for f in &g.hall[self.hall_seen..] {
self.profile.hall.push(crate::names::Fallen { when: now, ..f.clone() });
}
self.hall_seen = g.hall.len();
let extra = self.profile.hall.len().saturating_sub(HALL_MAX);
self.profile.hall.drain(..extra);
self.dirty = true;
self.upload = true;
}
// the counters of the game
for i in 0..k::COUNTERS {
let cur = g.stats.get(i);
+89 -11
View File
@@ -14,8 +14,9 @@ const THINK: [f32; 3] = [5.2, 3.25, 1.95]; // seconds between two thoughts (a ca
const MAX_RADIUS: [i32; 3] = [11, 15, 19]; // how far the dungeon grows around the heart
const MAX_IMPS: [usize; 3] = [5, 7, 9];
const FIRST_ATTACK: [f32; 3] = [940.0, 625.0, 430.0]; // no attack before (seconds)
const BOLDNESS: [f32; 3] = [1.5, 1.15, 0.9]; // own army / enemy army needed to attack
const BOLDNESS: [f32; 3] = [1.0, 1.2, 1.35]; // own army / enemy army needed to attack (easy is reckless, hard waits)
const MARK_REACH: i32 = 5; // an AI master marks only this close to its own ground
const CREATURE_TARGET: [usize; 3] = [24, 50, 80]; // beds an AI master builds up to
const MAX_TOWERS: [usize; 3] = [1, 2, 4];
const START_GOLD: [f32; 3] = [1500.0, 2500.0, 3500.0];
@@ -51,10 +52,11 @@ impl Game {
self.ai_imps(d, cx, cy);
self.ai_dig(k, d, cx, cy);
self.ai_gold(cx, cy);
self.ai_rooms(cx, cy);
self.ai_rooms(d, cx, cy);
self.ai_towers(d, cx, cy);
self.ai_fight(k, d, side, cx, cy);
self.ai_talents();
let focus = self.rivals[k].focus;
self.ai_talents(focus);
}
// the tiles an AI master may mark: within MARK_REACH tiles of its own ground
@@ -161,18 +163,23 @@ impl Game {
// gold running low: a tunnel to the nearest vein that nobody works on yet
fn ai_gold(&mut self, cx: i32, cy: i32) {
if self.gold > 1500.0 {
// gold for one and a half paydays and a little more: enough
if self.gold > self.next_payday_cost() * 1.5 + 1000.0 {
return;
}
let me = self.me;
// a marked vein the imps can reach (next to own ground) is being worked already
let busy = (0..self.map.t.len()).any(|i| {
// marked veins the imps can reach (next to own ground) are being worked already; one vein
// for every three imps at a time
let side = me.side().min(7);
let busy = (0..self.map.t.len())
.filter(|&i| {
let t = &self.map.t[i];
let (x, y) = xy(i);
t.marked && t.vein().is_some() && DIR4.iter().any(|&(dx, dy)| self.map.get(x + dx, y + dy).map_or(false, |n| n.owner == me && n.walkable()))
});
if busy {
return; // a vein is being worked already
t.marked && t.mark_by == side && t.vein().is_some() && DIR4.iter().any(|&(dx, dy)| self.map.get(x + dx, y + dy).map_or(false, |n| n.owner == me && n.walkable()))
})
.count();
if busy >= (self.worker_count() / 3).max(1) {
return;
}
self.ai_mark_tunnel(cx, cy, |g: &Game, i: usize| {
let t = &g.map.t[i];
@@ -220,7 +227,7 @@ impl Game {
}
// the next room of the build order, where there is free own floor for it
fn ai_rooms(&mut self, cx: i32, cy: i32) {
fn ai_rooms(&mut self, d: usize, cx: i32, cy: i32) {
for &(room, w, h, n) in BUILD.iter() {
// only what this master has researched (the same rules as the player)
if !self.ai_knows(crate::ui::Tool::Room(room)) {
@@ -239,6 +246,29 @@ impl Game {
}
return;
}
// the base is done: a bigger treasury when it is nearly full
if self.gold > self.gold_cap() * 0.85 {
let cost = ROOM_COST[0] as f32 * 9.0;
if self.gold >= cost + 400.0 {
if let Some((x0, y0)) = self.ai_free_rect(cx, cy, 3, 3) {
self.build_rect(0, x0, y0, x0 + 2, y0 + 2);
return;
}
}
}
// more beds and food while the army may still grow (by difficulty)
if self.counts[1] >= CREATURE_TARGET[d] || self.free_beds() > 2 {
return;
}
let room = if self.counts[2] * 10 < self.counts[1] * 6 { 2 } else { 1 };
let (w, h) = (4, 3);
let cost = ROOM_COST[room] as f32 * (w * h) as f32;
if self.gold < cost + 400.0 {
return;
}
if let Some((x0, y0)) = self.ai_free_rect(cx, cy, w, h) {
self.build_rect(room, x0, y0, x0 + w - 1, y0 + h - 1);
}
}
// has this master researched the tool (rooms, towers)?
@@ -295,6 +325,11 @@ impl Game {
self.place_mark(cx + 1, cy + 3, false);
}
let army = self.side_army(side);
// heroes or enemy units in the dungeon: everybody goes for them (the rally flag) and the
// master casts lightning on them and heals his hurt creatures
if !self.is_partner(side) && self.ai_defend(k) {
return;
}
// co-op: go where the allies go
if self.is_partner(side) {
let lead = self.master_sides().into_iter().find(|&s| s != side && !self.is_out(s) && self.allied(side, s));
@@ -363,6 +398,49 @@ impl Game {
}
}
// the defence of the dungeon; true while there are intruders
fn ai_defend(&mut self, k: usize) -> bool {
let me = self.me;
let intruders: Vec<(f32, f32)> = self
.ents
.iter()
.filter(|e| e.alive && !e.held && e.captive == 0 && self.is_hostile(e) && self.map.get(e.x as i32, e.y as i32).map_or(false, |t| t.owner == me))
.map(|e| (e.x, e.y))
.collect();
if intruders.is_empty() {
if self.rivals[k].defending {
self.rivals[k].defending = false;
self.flag = None;
}
return false;
}
// the middle of the intruders, on walkable ground
let n = intruders.len() as f32;
let (mx, my) = intruders.iter().fold((0.0, 0.0), |a, p| (a.0 + p.0 / n, a.1 + p.1 / n));
let near = intruders.iter().min_by(|a, b| ((a.0 - mx).powi(2) + (a.1 - my).powi(2)).partial_cmp(&((b.0 - mx).powi(2) + (b.1 - my).powi(2))).unwrap()).copied().unwrap();
let tile = idx(near.0 as i32, near.1 as i32);
if self.rivals[k].attacking {
self.rivals[k].attacking = false; // home first
}
self.rivals[k].defending = true;
if self.map.t[tile].walkable() && self.flag != Some(tile) {
self.flag = Some(tile);
}
// lightning on the thickest of them, healing for the hurt
let bolt = 50.0 * self.talents.spell_cost();
if self.mana >= bolt + 40.0 && self.known(crate::game::LIGHTNING_TOOL) {
self.lightning(near.0, near.1);
}
let heal = 60.0 * self.talents.spell_cost();
let hurt = self.ents.iter().filter(|e| e.alive && e.creature() && e.hp < e.max_hp * 0.5 && (e.x - near.0).powi(2) + (e.y - near.1).powi(2) < 36.0).map(|e| (e.x, e.y)).next();
if let Some((hx, hy)) = hurt {
if self.mana >= heal + 40.0 && self.known(crate::game::HEAL_TOOL) {
self.heal(hx, hy);
}
}
true
}
// is an enemy heart near tile f?
fn ai_enemy_heart_near(&self, side: u8, f: usize) -> bool {
let (fx, fy) = xy(f);
+105 -1
View File
@@ -1,6 +1,7 @@
// Audio engine: music (XM players with crossfades) and synthesised sound effects.
// The browser pulls samples through dc_audio_render() from our JS plugin (www/dc_plugin.js),
// which starts the AudioContext on the first user interaction.
// which starts the AudioContext on the first user interaction. Desktop builds play through
// the system's sound output (module `native` below).
use crate::sfx;
use crate::tracks::TRACKS;
@@ -244,6 +245,109 @@ pub extern "C" fn dc_audio_render(frames: u32) -> *const f32 {
})
}
// ------------------------------------------------------------------ desktop sound output
// The game renders a little ahead into a queue each frame; the sound card's thread takes from it.
// The engine itself stays on the game thread, like in the browser.
#[cfg(not(target_arch = "wasm32"))]
pub mod native {
use super::STATE;
use cpal::traits::{DeviceTrait, HostTrait, StreamTrait};
use std::cell::RefCell;
use std::collections::VecDeque;
use std::sync::{Arc, Mutex};
// seconds rendered ahead: covers a slow frame or two
const AHEAD: f32 = 0.07;
struct Out {
_stream: cpal::Stream,
queue: Arc<Mutex<VecDeque<f32>>>, // interleaved stereo
rate: f32,
}
thread_local! {
static OUT: RefCell<Option<Out>> = const { RefCell::new(None) };
}
// opens the default output device and starts the engine; without one the game stays silent
pub fn start() {
match open() {
Ok(out) => {
super::dc_audio_init(out.rate);
OUT.with(|o| *o.borrow_mut() = Some(out));
}
Err(e) => eprintln!("DungeonCraft: no sound ({})", e),
}
}
fn open() -> Result<Out, String> {
let dev = cpal::default_host().default_output_device().ok_or("no output device")?;
let cfg = dev.default_output_config().map_err(|e| e.to_string())?;
let rate = cfg.sample_rate() as f32;
let channels = cfg.channels() as usize;
let queue = Arc::new(Mutex::new(VecDeque::new()));
let sc: cpal::StreamConfig = cfg.config();
use cpal::SampleFormat as F;
let stream = match cfg.sample_format() {
F::F32 => build::<f32>(&dev, &sc, channels, queue.clone()),
F::I16 => build::<i16>(&dev, &sc, channels, queue.clone()),
F::U16 => build::<u16>(&dev, &sc, channels, queue.clone()),
F::I32 => build::<i32>(&dev, &sc, channels, queue.clone()),
f => Err(format!("sample format {:?}", f)),
}?;
stream.play().map_err(|e| e.to_string())?;
Ok(Out { _stream: stream, queue, rate })
}
fn build<T: cpal::SizedSample + cpal::FromSample<f32>>(dev: &cpal::Device, sc: &cpal::StreamConfig, channels: usize, queue: Arc<Mutex<VecDeque<f32>>>) -> Result<cpal::Stream, String> {
let channels = channels.max(1);
dev.build_output_stream(
sc.clone(),
move |out: &mut [T], _: &cpal::OutputCallbackInfo| {
let mut q = queue.lock().unwrap_or_else(|e| e.into_inner());
for frame in out.chunks_mut(channels) {
// an empty queue (a stalled frame) plays silence
let (l, r) = if q.len() >= 2 { (q.pop_front().unwrap_or(0.0), q.pop_front().unwrap_or(0.0)) } else { (0.0, 0.0) };
for (c, s) in frame.iter_mut().enumerate() {
let v = match (channels, c) {
(1, _) => (l + r) * 0.5,
(_, 0) => l,
(_, 1) => r,
_ => 0.0,
};
*s = T::from_sample(v);
}
}
},
|e| eprintln!("DungeonCraft: sound output: {}", e),
None,
)
.map_err(|e| e.to_string())
}
// called once per frame: tops the queue up to AHEAD seconds
pub fn pump() {
OUT.with(|o| {
let o = o.borrow();
let Some(o) = o.as_ref() else { return };
let want = (o.rate * AHEAD) as usize;
let have = o.queue.lock().unwrap_or_else(|e| e.into_inner()).len() / 2;
if have >= want {
return;
}
STATE.with(|s| {
let mut s = s.borrow_mut();
let (mv, sv, muted) = (s.music_vol, s.sfx_vol, s.muted);
if let Some(e) = s.engine.as_mut() {
e.render(want - have, mv, sv, muted);
o.queue.lock().unwrap_or_else(|e| e.into_inner()).extend(e.buf.iter().copied());
}
});
});
}
}
#[cfg(test)]
mod tests {
use super::*;
+249
View File
@@ -0,0 +1,249 @@
// Automated balancing: whole games played by the AI brain on every side, headless and
// deterministic, many seeds each. Run with
// cargo test --release balance_ -- --ignored --nocapture --test-threads=4
// and read the tables (docs/BALANCE.md keeps the findings).
#![cfg(test)]
use crate::game::*;
use crate::rival::{Rival, PARTNER_GIFT_EVERY, RIVAL_CORE_HP};
const STEP: f32 = 0.05;
// the master on side 0 gets the same brain as the rivals
fn pilot(g: &mut Game, difficulty: u8, focus: Option<u8>) {
let core = g.map.core;
// like every AI master: the 9x9 starting area and a portal of its own beside it
g.carve_master_area(0, core);
g.add_master_portal(0, core);
g.rivals.push(Rival { side: 0, core, hp: RIVAL_CORE_HP, alive: true, radius: 5, grow_t: 0.0, spawn_t: 0.0, attack_t: 0.0, difficulty, power: 0.0, gift_t: PARTNER_GIFT_EVERY, think_t: 1.0, attacking: false, army0: 0.0, focus, defending: false });
}
// the other corners of a square map for up to three more masters (centre of the core)
fn corners(w: i32, h: i32) -> [(i32, i32); 3] {
[(w - 29, 13), (w - 29, h - 15), (15, h - 15)]
}
#[derive(Clone, Debug, Default)]
struct Outcome {
out_at: Vec<(u8, f32)>, // side, minute it fell
score: Vec<(u8, f32)>, // side, strength at the end (alive ones)
winner: Option<u8>,
minutes: f32,
}
fn alive(g: &Game, side: u8) -> bool {
g.core_hp_of(side) > 0.0 && g.rivals.iter().any(|r| r.side == side && r.alive)
}
fn score(g: &Game, side: u8) -> f32 {
g.core_hp_of(side) * 2.0 + g.side_army(side) + g.gold_of(side) * 0.2
}
// plays until one side is left or the time is up; side 0 falling does not stop it
fn play(g: &mut Game, sides: &[u8], max_min: f32) -> Outcome {
let mut o = Outcome::default();
let steps = (max_min * 60.0 / STEP) as usize;
for k in 0..steps {
g.update(STEP);
if g.state != 0 {
g.state = 0; // the harness decides the end
}
if k % 20 == 0 {
for &s in sides {
if !o.out_at.iter().any(|x| x.0 == s) && !alive(g, s) {
o.out_at.push((s, g.time / 60.0));
}
}
let left: Vec<u8> = sides.iter().copied().filter(|&s| !o.out_at.iter().any(|x| x.0 == s)).collect();
if left.len() <= 1 {
o.winner = left.first().copied();
break;
}
}
}
o.minutes = g.time / 60.0;
o.score = sides.iter().copied().filter(|&s| !o.out_at.iter().any(|x| x.0 == s)).map(|s| (s, score(g, s))).collect();
if o.winner.is_none() {
o.winner = o.score.iter().max_by(|a, b| a.1.partial_cmp(&b.1).unwrap()).map(|x| x.0);
}
o
}
fn arena(seed: u32, size: usize) -> Game {
let mut g = Game::new(seed, size, size);
g.gate_on = false; // no hero waves: masters against each other
g.ai_difficulty = 1;
g
}
fn seeds() -> Vec<u32> {
let n: u32 = std::env::var("BALANCE_SEEDS").ok().and_then(|s| s.parse().ok()).unwrap_or(6);
(1..=n).map(|k| 1000 + k * 37).collect()
}
// ---------------------------------------------------------------- difficulty duels
#[test]
#[ignore]
fn balance_difficulty() {
println!("\n== difficulty duels (2 masters, 112x112, no waves, 45 min) ==");
println!("{:<14} {:>5} {:>5} {:>5} {:>8}", "pair", "A", "B", "draw", "min");
// BALANCE_PAIR=a,b runs one pairing only
let pairs: Vec<(u8, u8)> = match std::env::var("BALANCE_PAIR").ok().and_then(|p| p.split_once(',').map(|(a, b)| (a.parse().ok(), b.parse().ok()))) {
Some((Some(a), Some(b))) => vec![(a, b)],
_ => vec![(0, 1), (1, 2), (0, 2), (1, 1)],
};
for (a, b) in pairs {
let (mut wa, mut wb, mut dr, mut mins) = (0, 0, 0, 0.0);
for (k, seed) in seeds().into_iter().enumerate() {
let mut g = arena(seed, 112);
// swap who plays which side every other seed (side 0 has the map's own start)
let (d0, d2) = if k % 2 == 0 { (a, b) } else { (b, a) };
pilot(&mut g, d0, None);
let (x, y) = corners(112, 112)[k % 3];
g.add_rival(2, x, y, d2);
let o = play(&mut g, &[0, 2], 45.0);
mins += o.minutes;
let a_side = if k % 2 == 0 { 0 } else { 2 };
let decisive = o.out_at.len() == 1;
match o.winner {
Some(w) if decisive && w == a_side => wa += 1,
Some(_) if decisive => wb += 1,
_ => dr += 1,
}
}
let n = seeds().len() as f32;
println!("{:<14} {:>5} {:>5} {:>5} {:>8.1}", format!("{} vs {}", a, b), wa, wb, dr, mins / n);
}
}
// ---------------------------------------------------------------- talent branches
#[test]
#[ignore]
fn balance_talents() {
use crate::talents::*;
println!("\n== talent tournament (4 masters, medium, 128x128, no waves, 50 min) ==");
let names = ["builder", "warlord", "warlock", "merchant"];
let mut wins = [0usize; 4];
let mut place_sum = [0.0f32; 4];
let mut lv_sum = [0.0f32; 4];
let sides = [0u8, 2, 3, 4];
for (k, seed) in seeds().into_iter().enumerate() {
let mut g = arena(seed, 128);
// the branches move round the four starts from seed to seed
let branch_of = |s: usize| ((s + k) % 4) as u8;
pilot(&mut g, 1, Some(branch_of(0)));
for (n, &(x, y)) in corners(128, 128).iter().enumerate() {
g.add_rival(sides[n + 1], x, y, 1);
g.rivals.last_mut().unwrap().focus = Some(branch_of(n + 1));
}
let o = play(&mut g, &sides, 50.0);
// placement: the winner 1st, the survivors by score, the fallen by how long they lasted
let mut order: Vec<u8> = Vec::new();
let mut alive_sorted = o.score.clone();
alive_sorted.sort_by(|a, b| b.1.partial_cmp(&a.1).unwrap());
order.extend(alive_sorted.iter().map(|x| x.0));
let mut fallen = o.out_at.clone();
fallen.sort_by(|a, b| b.1.partial_cmp(&a.1).unwrap());
order.extend(fallen.iter().map(|x| x.0));
for (place, &s) in order.iter().enumerate() {
let n = sides.iter().position(|&x| x == s).unwrap();
let b = branch_of(n) as usize;
place_sum[b] += place as f32 + 1.0;
if place == 0 {
wins[b] += 1;
}
lv_sum[b] += g.talents_of(s).lv[b] as f32;
}
let _ = BRANCHES;
}
let n = seeds().len() as f32;
println!("{:<10} {:>5} {:>10} {:>10}", "branch", "wins", "avg place", "avg level");
for b in 0..4 {
println!("{:<10} {:>5} {:>10.2} {:>10.1}", names[b], wins[b], place_sum[b] / n, lv_sum[b] / n);
}
}
// ---------------------------------------------------------------- one master against the waves
#[test]
#[ignore]
fn balance_waves() {
println!("\n== one AI master against the hero waves (96x96, 40 min) ==");
println!("{:<6} {:>8} {:>6} {:>7} {:>7} {:>7} {:>6}", "diff", "fell@min", "wave", "heroes", "lost", "gold", "army");
for d in 0..3u8 {
for seed in seeds() {
let mut g = Game::new(seed, 96, 96);
g.ai_difficulty = d;
pilot(&mut g, d, None);
let mut fell = None;
for k in 0..((40.0 * 60.0 / STEP) as usize) {
g.update(STEP);
if g.state != 0 {
if g.core_hp <= 0.0 {
fell = Some(g.time / 60.0);
break;
}
g.state = 0;
}
if std::env::var("BALANCE_TRACE").is_ok() && k % (120.0 / STEP) as usize == 0 {
let rooms: usize = g.counts.iter().sum();
let portal = (0..g.map.portals.len()).any(|p| g.map.portal_owner(p) == crate::map::Owner::Player);
println!(" seed {} d{} min {:>4.1}: creatures {:>3} imps {:>2} gold {:>6} rooms {:>3} lair {:>3} farm {:>3} wave {:>2} core {:>5} portal {} heroes near {}",
seed, d, g.time / 60.0, g.creature_count(), g.worker_count(), g.gold as i32, rooms, g.counts[1], g.counts[2], g.wave, g.core_hp as i32, portal,
g.ents.iter().filter(|e| e.alive && e.active_hero()).count());
}
}
println!(
"{:<6} {:>8} {:>6} {:>7} {:>7} {:>7} {:>6}",
d,
fell.map_or("-".to_string(), |m| format!("{:.1}", m)),
g.wave,
g.stats.get(crate::stats::HEROES) as i32,
g.stats.get(crate::stats::LOST) as i32,
g.gold as i32,
g.side_army(0) as i32
);
}
}
}
// where the heroes of a wave really break in, against the marked entry points
#[test]
#[ignore]
fn balance_entry_points() {
use crate::map::*;
println!("\n== planned entry vs. where the heroes step onto the master's ground ==");
for seed in seeds() {
let mut g = Game::new(seed, 96, 96);
pilot(&mut g, 1, None);
let mut planned: Vec<(i32, i32)> = Vec::new();
let mut first_in: Option<(i32, i32)> = None;
let mut wave = 0;
for _ in 0..((20.0 * 60.0 / STEP) as usize) {
g.update(STEP);
if g.state != 0 {
break;
}
if !g.planned_entries.is_empty() {
planned = g.planned_entries.clone();
}
if g.wave != wave {
wave = g.wave;
first_in = None;
}
if first_in.is_none() {
if let Some(e) = g.ents.iter().find(|e| e.alive && e.active_hero() && g.map.get(e.x as i32, e.y as i32).map_or(false, |t| t.owner == Owner::Player)) {
first_in = Some((e.x as i32, e.y as i32));
let d = planned.iter().map(|&(px, py)| (((px - e.x as i32).pow(2) + (py - e.y as i32).pow(2)) as f32).sqrt()).fold(f32::MAX, f32::min);
let wp = g.ents.iter().filter(|e| e.alive && e.active_hero()).filter(|e| e.waypoint.is_some()).count();
let heroes = g.ents.iter().filter(|e| e.alive && e.active_hero()).count();
let job = format!("{:?}", e.job);
println!("seed {} wave {}: planned {:?} first in at {:?} -> {:.1} tiles off; heroes with waypoint {}/{}; its job {}", seed, wave, planned, first_in.unwrap(), d, wp, heroes, job);
}
}
}
}
}
+26 -5
View File
@@ -16,7 +16,7 @@ pub const KINDS: [&str; 30] = [
];
// ground a Terrain block can make
pub const TERRAIN: [&str; 6] = ["floor", "earth", "rock", "water", "lava", "gold"];
pub const TERRAIN: [&str; 7] = ["floor", "earth", "rock", "water", "lava", "gold", "grove"];
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
#[serde(tag = "b")]
@@ -42,6 +42,8 @@ pub enum Block {
Terrain { zone: String, kind: String },
Kill { zone: String, side: i32 },
Trigger { name: String, on: bool },
Weather { kind: String, secs: Val }, // the weather above ground (secs 0: until changed again)
TalentXp { amount: Val }, // experience for the player's talents
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
@@ -70,6 +72,7 @@ pub enum Val {
Or { a: Box<Val>, b: Box<Val> },
Not { a: Box<Val> },
EventKind { kind: String }, // the unit that set off the trigger is of this kind
WeatherIs { kind: String }, // the weather above ground is ...
}
pub const MATH_OPS: [&str; 4] = ["+", "-", "*", "/"];
@@ -89,7 +92,7 @@ impl Val {
pub fn ty(&self) -> Ty {
match self {
Val::Bool { .. } | Val::Cmp { .. } | Val::And { .. } | Val::Or { .. } | Val::Not { .. } | Val::EventKind { .. } => Ty::Bool,
Val::Bool { .. } | Val::Cmp { .. } | Val::And { .. } | Val::Or { .. } | Val::Not { .. } | Val::EventKind { .. } | Val::WeatherIs { .. } => Ty::Bool,
_ => Ty::Num,
}
}
@@ -113,6 +116,7 @@ impl Val {
"or" => Val::Or { a: Box::new(Val::Bool { b: true }), b: Box::new(Val::Bool { b: false }) },
"not" => Val::Not { a: Box::new(Val::Bool { b: true }) },
"eventkind" => Val::EventKind { kind: "Knight".into() },
"weatheris" => Val::WeatherIs { kind: "rain".into() },
_ => return None,
})
}
@@ -135,16 +139,20 @@ impl Val {
Val::Or { .. } => "or",
Val::Not { .. } => "not",
Val::EventKind { .. } => "eventkind",
Val::WeatherIs { .. } => "weatheris",
}
}
}
// value kinds by type, for the value picker
pub const NUM_VALUES: [&str; 9] = ["num", "var", "gold", "mana", "time", "creatures", "inzone", "random", "math"];
pub const BOOL_VALUES: [&str; 6] = ["cmp", "and", "or", "not", "bool", "eventkind"];
pub const BOOL_VALUES: [&str; 7] = ["cmp", "and", "or", "not", "bool", "eventkind", "weatheris"];
// the weather a block can set or ask for (weather.rs: FAIR, RAIN, FOG, STORM)
pub const WEATHER: [&str; 4] = ["fair", "rain", "fog", "storm"];
// statement blocks in the palette: (category, kind)
pub const PALETTE: [(&str, &str); 21] = [
pub const PALETTE: [(&str, &str); 23] = [
("say", "message"),
("say", "objective"),
("say", "hint"),
@@ -156,6 +164,8 @@ pub const PALETTE: [(&str, &str); 21] = [
("world", "camera"),
("world", "gold"),
("world", "mana"),
("world", "weather"),
("world", "talentxp"),
("logic", "if"),
("logic", "repeat"),
("logic", "until"),
@@ -185,6 +195,8 @@ impl Block {
"camera" => Block::Camera { zone: String::new() },
"gold" => Block::Gold { amount: n(500.0) },
"mana" => Block::Mana { amount: n(100.0) },
"weather" => Block::Weather { kind: "storm".into(), secs: n(0.0) },
"talentxp" => Block::TalentXp { amount: n(300.0) },
"if" => Block::If { cond: Val::template("cmp").unwrap(), then: Vec::new(), els: Vec::new() },
"repeat" => Block::Repeat { times: n(3.0), body: Vec::new() },
"until" => Block::Until { cond: Val::template("cmp").unwrap(), body: Vec::new() },
@@ -212,6 +224,8 @@ impl Block {
Block::Camera { .. } => "camera",
Block::Gold { .. } => "gold",
Block::Mana { .. } => "mana",
Block::Weather { .. } => "weather",
Block::TalentXp { .. } => "talentxp",
Block::If { .. } => "if",
Block::Repeat { .. } => "repeat",
Block::Until { .. } => "until",
@@ -258,6 +272,7 @@ fn check_val(v: &Val, want: Ty, n: &Names, path: &[usize], out: &mut Vec<Problem
Val::Creatures { kind, .. } if !kind.is_empty() && !KINDS.contains(&kind.as_str()) => out.push(p("blk.err_kind")),
Val::InZone { zone, .. } if !n.zones.iter().any(|z| z == zone) => out.push(p("blk.err_zone")),
Val::EventKind { kind } if !KINDS.contains(&kind.as_str()) => out.push(p("blk.err_kind")),
Val::WeatherIs { kind } if !WEATHER.contains(&kind.as_str()) => out.push(p("blk.err_weather")),
Val::Random { a, b } | Val::Math { a, b, .. } => {
check_val(a, Ty::Num, n, path, out);
check_val(b, Ty::Num, n, path, out);
@@ -295,7 +310,13 @@ fn check_list(list: &[Block], n: &Names, path: &mut Vec<usize>, out: &mut Vec<Pr
}
}
Block::Wave { count } => check_val(count, Ty::Num, n, path, out),
Block::Gold { amount } | Block::Mana { amount } => check_val(amount, Ty::Num, n, path, out),
Block::Gold { amount } | Block::Mana { amount } | Block::TalentXp { amount } => check_val(amount, Ty::Num, n, path, out),
Block::Weather { kind, secs } => {
if !WEATHER.contains(&kind.as_str()) {
out.push(p("blk.err_weather", path));
}
check_val(secs, Ty::Num, n, path, out);
}
Block::SetVar { name, value } | Block::AddVar { name, value } => {
if !valid_var(name) {
out.push(p("blk.err_var", path));
+2 -1
View File
@@ -56,7 +56,8 @@ impl Game {
return;
}
let i = idx(tx, ty);
if !self.wooden_bridge(i) || self.burning(i) {
// nothing catches fire in the rain
if !self.wooden_bridge(i) || self.burning(i) || self.rain_at(i) {
return;
}
self.bridgework.burning.push((i, 0.0));
+8 -5
View File
@@ -288,7 +288,7 @@ mod tests {
}
#[test]
fn fixed_order_flags_do_not_need_the_debug_marker_setting() {
fn command_markers_only_show_with_the_debug_setting() {
let mut g = game(13);
g.debug_markers = false;
let (cx, cy) = g.map.core;
@@ -296,10 +296,13 @@ mod tests {
g.queue(Act::Guard { x: cx, y: cy });
g.queue(Act::Attack { ent: None, x: (cx + 20) as f32, y: (cy + 20) as f32 });
g.queue(Act::Flag { x: cx, y: cy });
assert!(!g.marks.iter().any(|m| m.kind == MARK_DIG), "dig stays hidden without debug markers");
assert!(g.marks.iter().any(|m| m.kind == MARK_GUARD && m.fixed), "guard is fixed");
assert!(g.marks.iter().any(|m| m.kind == MARK_ATTACK && m.fixed), "attack is fixed");
assert!(g.marks.iter().any(|m| m.kind == MARK_FLAG && m.fixed), "gather flag is fixed");
assert!(g.marks.is_empty(), "the real shields, swords and flags show the orders");
// with the setting on they show, and removing a marker takes them away
g.debug_markers = true;
g.queue(Act::Guard { x: cx + 2, y: cy + 2 });
assert!(g.marks.iter().any(|m| m.kind == MARK_GUARD));
g.unmark(cx as f32 + 2.5, cy as f32 + 2.5);
assert!(!g.marks.iter().any(|m| m.kind == MARK_GUARD), "gone with the marker");
}
#[test]
+21 -1
View File
@@ -543,7 +543,13 @@ impl BlockEdit {
let r = lay.take(CW() * 10.0);
im.text_field(gfx, fid(path, 6), r, name, 16);
}
Block::Wave { count } | Block::Gold { amount: count } | Block::Mana { amount: count } => self.value(im, gfx, count, Ty::Num, path, 1, lay, ctx),
Block::Wave { count } | Block::Gold { amount: count } | Block::Mana { amount: count } | Block::TalentXp { amount: count } => self.value(im, gfx, count, Ty::Num, path, 1, lay, ctx),
Block::Weather { kind, secs } => {
weather_dd(im, gfx, kind, fid(path, 2), lay);
lay.word(gfx, &tr("blk.w_for"));
self.value(im, gfx, secs, Ty::Num, path, 1, lay, ctx);
lay.word(gfx, &tr("blk.w_seconds"));
}
Block::SetVar { name, value } | Block::AddVar { name, value } => {
let r = lay.take(CW() * 12.0);
im.text_field(gfx, fid(path, 0), r, name, 24);
@@ -713,8 +719,22 @@ impl BlockEdit {
lay.word(gfx, &tr("blk.v.eventkind"));
self.kind_dd(im, gfx, kind, false, path, sub(0), lay);
}
Val::WeatherIs { kind } => {
lay.word(gfx, &tr("blk.v.weatheris"));
weather_dd(im, gfx, kind, fid(path, sub(0)), lay);
}
}
}
}
// a dropdown with the kinds of weather
fn weather_dd(im: &mut Im, gfx: &Gfx, kind: &mut String, id: u64, lay: &mut Lay) {
let opts: Vec<String> = WEATHER.iter().map(|w| tr(&format!("weather.{}", w))).collect();
let cur = tr(&format!("weather.{}", kind));
let r = lay.take(CW() * 12.0);
if let Some(c) = im.dropdown(gfx, id, r, &cur, &opts) {
*kind = WEATHER[c].to_string();
}
}
// where the next field of a block goes: left to right, into a new row at the block's edge
+34
View File
@@ -143,6 +143,40 @@ pub fn coop_campaign() -> CampaignDoc {
],
});
}
// the rogues of the Order in the later missions: thieves from mission 7, an inquisitor
// from mission 15; the last mission (above ground) brews a storm
let lv = n((1 + i / 3) as f64);
if i >= 6 {
sc.triggers.push(TriggerDoc {
name: "thieves".into(),
kind: TriggerKind::Timer { secs: 420.0, every: false },
once: true,
enabled: true,
script: vec![Block::Message { text: tr("coop.raid") }, Block::Spawn { side: 1, kind: "Thief".into(), count: n(2.0), level: lv.clone(), place: Place::Zone(ZONES[i % 3].0.into()), name: String::new() }],
});
}
if i >= 14 {
sc.triggers.push(TriggerDoc {
name: "inquisitor".into(),
kind: TriggerKind::Timer { secs: 600.0, every: false },
once: true,
enabled: true,
script: vec![
Block::Message { text: tr("coop.raid") },
Block::Spawn { side: 1, kind: "Inquisitor".into(), count: n(1.0), level: lv.clone(), place: Place::Zone(ZONES[(i + 1) % 3].0.into()), name: String::new() },
Block::Spawn { side: 1, kind: "Monk".into(), count: n(2.0), level: lv.clone(), place: Place::Zone(ZONES[(i + 1) % 3].0.into()), name: String::new() },
],
});
}
if i + 1 == specs.len() {
sc.triggers.push(TriggerDoc {
name: "storm".into(),
kind: TriggerKind::Timer { secs: 480.0, every: false },
once: true,
enabled: true,
script: vec![Block::Weather { kind: "storm".into(), secs: n(120.0) }],
});
}
if let Some((kind, level, name, zone)) = sp.boss {
sc.start.push(Block::Spawn { side: 1, kind: kind.into(), count: n(1.0), level: n(level as f64), place: Place::Zone(ZONES[zone].0.into()), name: name.into() });
// the boss falls: the mission is won once the goals (if any) are done too
+1 -1
View File
@@ -137,7 +137,7 @@ impl Game {
}
}
// what the creatures and towers see along open ground (walls stop the view)
let mut eyes: Vec<(usize, i32)> = self.ents.iter().filter(|e| e.alive && !e.held && !e.hero && (e.side == self.me_side || self.allied(self.me_side, e.side)) && !e.chained).map(|e| (e.tile(), SIGHT)).collect();
let mut eyes: Vec<(usize, i32)> = self.ents.iter().filter(|e| e.alive && !e.held && !e.hero && (e.side == self.me_side || self.allied(self.me_side, e.side)) && !e.chained).map(|e| (e.tile(), self.sight_at(e.tile(), SIGHT))).collect();
let solo = self.masters.is_empty();
eyes.extend(self.towers.iter().filter(|t| !t.hero && (solo || allies.contains(&self.map.t[t.tile].owner))).map(|t| (t.tile, t.range() as i32 + 1)));
let mut stamp = vec![0u32; n];
+86 -7
View File
@@ -62,17 +62,26 @@ pub enum Sfx {
Voice4,
Voice5,
Voice6,
// weather, rogues and groves
Thunder,
Steal,
Snare,
Sermon,
Rain,
Wind,
Spores,
}
pub const VOICE_SYLLABLES: [Sfx; 6] = [Sfx::Voice1, Sfx::Voice2, Sfx::Voice3, Sfx::Voice4, Sfx::Voice5, Sfx::Voice6];
pub const SFX_ALL: [Sfx; 42] = [
pub const SFX_ALL: [Sfx; 49] = [
Sfx::Dig, Sfx::GoldDig, Sfx::DigDone, Sfx::Claim, Sfx::Deposit, Sfx::Build, Sfx::Sell, Sfx::MeleeHit,
Sfx::Shoot, Sfx::Death, Sfx::HeroDeath, Sfx::Lightning, Sfx::Heal, Sfx::Summon, Sfx::PortalArrive,
Sfx::WaveAlarm, Sfx::WaveStart, Sfx::CoreHit, Sfx::GateHit, Sfx::GateDefenders, Sfx::LevelUp,
Sfx::Pickup, Sfx::Drop, Sfx::Payday, Sfx::FlagSet, Sfx::Victory, Sfx::Defeat, Sfx::Click, Sfx::Error,
Sfx::Reinforce, Sfx::Cannon, Sfx::Magic, Sfx::Capture, Sfx::Convert, Sfx::Slap, Sfx::Punch,
Sfx::Voice1, Sfx::Voice2, Sfx::Voice3, Sfx::Voice4, Sfx::Voice5, Sfx::Voice6,
Sfx::Thunder, Sfx::Steal, Sfx::Snare, Sfx::Sermon, Sfx::Rain, Sfx::Wind, Sfx::Spores,
];
impl Sfx {
@@ -152,6 +161,8 @@ pub struct St {
pub const RUNE_TOOL: usize = 20; // index of the rune forge tower in ui::TOOLS
pub const SUMMON_TOOL: usize = 11; // index of summoning in ui::TOOLS
pub const LIGHTNING_TOOL: usize = 9; // lightning in ui::TOOLS
pub const HEAL_TOOL: usize = 10; // healing in ui::TOOLS
pub fn st(k: EK) -> St {
let s = |name, hp, atk, range, speed, interval, wage, bounty| St { name, hp, atk, range, speed, interval, wage, bounty };
@@ -292,6 +303,12 @@ pub struct Ent {
#[serde(default)]
pub plague: f32, // spell: seconds of plague left (poison that spreads)
#[serde(default)]
pub name: u32, // seed of the creature's name (names.rs), 0: none (heroes, siege engines)
#[serde(default)]
pub kills: u32, // heroes this creature has slain (names.rs: the hall of the fallen)
#[serde(default)]
pub bane: u8, // what hurt it last: sprite index + 1 of a unit kind, or names::BANE_*
#[serde(default)]
pub ab_cd: f32, // cooldown of the learned ability
#[serde(default)]
pub mood_t: f32, // seconds until the next mood check (likes and hatreds)
@@ -381,6 +398,9 @@ impl Ent {
shield: 0.0,
invis: 0.0,
plague: 0.0,
name: 0,
kills: 0,
bane: 0,
ab_cd: 0.0,
mood_t: 0.0,
guard: false,
@@ -636,6 +656,12 @@ pub struct Game {
#[serde(default)]
pub bridgework: crate::bridges::BridgeWork, // burning and worn bridges
#[serde(default)]
pub weather: crate::weather::Weather, // above ground (weather.rs)
#[serde(default)]
pub memorials: Vec<crate::names::Memorial>, // stones for fallen creatures (names.rs)
#[serde(default)]
pub hall: Vec<crate::names::Fallen>, // the local master's fallen of this game (names.rs)
#[serde(default)]
pub trading: crate::traders::Trading, // the visiting trader (traders.rs)
#[serde(default)]
pub happenings: Option<crate::events::Events>, // random events (free games and versus), see events.rs
@@ -991,6 +1017,9 @@ impl Game {
vrng: crate::particles::vrng(),
dwarf_caves: Vec::new(),
bridgework: Default::default(),
weather: Default::default(),
memorials: Vec::new(),
hall: Vec::new(),
trading: Default::default(),
happenings: None,
snares: Vec::new(),
@@ -1349,6 +1378,9 @@ impl Game {
e.disp_x = x;
e.disp_y = y;
e.level = level;
if !hero && !matches!(kind, EK::Ram | EK::Catapult | EK::Trader) {
e.name = crate::names::seed_for(id);
}
e.max_hp = s.hp * (1.0 + 0.15 * (level - 1) as f32);
e.hp = e.max_hp;
e.alive = true;
@@ -1774,6 +1806,7 @@ impl Game {
if (self.time / 2.0).floor() != ((self.time - dt) / 2.0).floor() {
self.reinforce_corners();
self.tidy_torch_stands();
self.tidy_memorials();
}
self.update_forge(dt);
self.update_research();
@@ -1805,6 +1838,7 @@ impl Game {
self.update_rivals(dt);
}
self.update_dwarves(dt);
self.update_weather(dt);
self.update_bridges(dt);
self.update_wood(dt);
self.update_events(dt);
@@ -2478,7 +2512,7 @@ impl Game {
self.sfx(Sfx::LevelUp, e.x, e.y);
}
if !e.hero && e.level >= 3 {
self.msg("msg.level_up", vec![format!("@{}", s.name), e.level.to_string()]);
self.msg("msg.level_up", vec![crate::names::arg(e), e.level.to_string()]);
}
}
if e.chained {
@@ -2768,6 +2802,11 @@ impl Game {
true
}
#[cfg(test)]
pub(crate) fn hit_for_test(&mut self, e: &mut Ent, j: usize) {
self.hit(e, j);
}
fn hit(&mut self, e: &mut Ent, j: usize) {
// the Warlord talent of the attacker's master
let boost = if !e.hero && Owner::MASTER_SIDES.contains(&e.side) { self.talents_of(e.side).damage() } else { 1.0 };
@@ -2887,6 +2926,10 @@ impl Game {
let t = &mut self.ents[j];
t.hp -= if t.shield > 0.0 { dmg * 0.5 } else { dmg } * armour;
t.flash = 0.15;
t.bane = crate::gfx::sprite_index(e.kind) as u8 + 1;
if t.hp <= 0.0 && t.hero && t.captive == 0 {
e.kills += 1;
}
if t.creature() && !matches!(t.job, Job::Attack(_)) {
t.job = Job::Attack(my_id);
t.path.clear();
@@ -2944,6 +2987,9 @@ impl Game {
}
}
self.release_all(id);
// a named creature of some standing gets a memorial stone
let dead = self.ents[j].clone();
let remembered = self.raise_memorial(&dead);
self.fx(3, x, y, 0.0, 0.0, 0.7, 0xff505070);
if kind != EK::Worker && kind != EK::Revenant {
self.bury(x, y);
@@ -2976,7 +3022,9 @@ impl Game {
self.msg("msg.rival_unit_slain", vec![format!("@{}", s.name), (got as i32).to_string()]);
} else {
self.sfx(Sfx::Death, x, y);
self.msg("msg.creature_died", vec![format!("@{}", s.name)]);
if !remembered {
self.msg("msg.creature_died", vec![crate::names::arg(&dead)]);
}
}
}
@@ -2997,6 +3045,13 @@ impl Game {
}
self.release_all(id);
self.hand.retain(|&h| h != id);
// a named creature lost in lava or water is remembered too
if !hero {
let mut dead = self.ents[j].clone();
let lava = self.map.get(x as i32, y as i32).map_or(false, |t| t.river() == Some(Kind::Lava));
dead.bane = if lava { crate::names::BANE_LAVA } else { crate::names::BANE_WATER };
self.raise_memorial(&dead);
}
self.fx(3, x, y, 0.0, 0.0, 1.0, 0xff2060ff);
self.fx(2, x, y, 0.0, 0.0, 0.5, 0xff30a0ff);
self.sfx(Sfx::Death, x, y);
@@ -4297,7 +4352,9 @@ impl Game {
}
pub fn add_mark(&mut self, x: f32, y: f32, kind: u8, side: u8, duration: f32, fixed: bool) {
if (!fixed && !self.debug_markers) || duration <= 0.0 || !x.is_finite() || !y.is_finite() {
// the shields, swords and the flag show themselves; these markers are for debugging only
let _ = fixed;
if !self.debug_markers || duration <= 0.0 || !x.is_finite() || !y.is_finite() {
return;
}
let until = self.sim_steps + (duration / STEP).ceil() as u64;
@@ -4846,6 +4903,13 @@ impl Game {
if (e.x - wx as f32 - 0.5).abs() < 2.5 && (e.y - wy as f32 - 0.5).abs() < 2.5 {
e.waypoint = None; // broke into the realm: now for the core
e.path.clear();
} else if let Some(&next) = e.path.first() {
// the realm grew into the way (imps claim fast): round it again
let realm = self.map.t[idx(wx, wy)].owner;
if self.map.t[next].owner == realm && next != idx(wx, wy) && self.map.t[e.tile()].owner != realm {
e.path.clear();
e.repath = 0.0;
}
}
}
if e.path.is_empty() && e.repath <= 0.0 {
@@ -4853,7 +4917,8 @@ impl Game {
let path = match e.waypoint {
Some((wx, wy)) => {
let goal = idx(wx, wy);
let p = self.map.search(cur, self.map.hero_cost(), |i| i == goal, true);
// round the realm from outside: in through the marked entry, not before
let p = self.entry_path(cur, goal).or_else(|| self.map.search(cur, self.map.hero_cost(), |i| i == goal, true));
if p.is_none() {
e.waypoint = None;
}
@@ -4918,14 +4983,28 @@ impl Game {
scored.push(((x, y), score));
}
scored.sort_by(|a, b| b.1.partial_cmp(&a.1).unwrap_or(std::cmp::Ordering::Equal));
let first = scored[0].0;
// only places the heroes can reach from the gate without crossing the realm first
let gate = idx(gx, gy);
let mut tried = 0;
let mut ok = |g: &Game, p: (i32, i32)| {
tried += 1;
tried > 12 || g.entry_path(gate, idx(p.0, p.1)).is_some()
};
let Some(first) = scored.iter().map(|s| s.0).find(|&p| ok(self, p)) else { return };
self.planned_entries.push(first);
// second entry point at least 10 tiles away (used by waves of 6+ heroes)
if let Some(&(second, _)) = scored.iter().find(|((x, y), _)| (x - first.0).pow(2) + (y - first.1).pow(2) >= 100) {
if let Some(second) = scored.iter().map(|s| s.0).filter(|&(x, y)| (x - first.0).pow(2) + (y - first.1).pow(2) >= 100).find(|&p| ok(self, p)) {
self.planned_entries.push(second);
}
}
// a hero's way to an entry tile that stays off the realm (the master's ground) until the entry
pub(crate) fn entry_path(&self, from: usize, goal: usize) -> Option<Vec<usize>> {
let owner = self.map.t[goal].owner;
let cost = self.map.hero_cost();
self.map.search(from, |i| if i != goal && i != from && self.map.t[i].owner == owner { None } else { cost(i) }, |i| i == goal, true)
}
// compass direction of a tile as seen from the core (language key)
pub fn direction_key(&self, (x, y): (i32, i32)) -> &'static str {
let (cx, cy) = (self.map.core.0 + 1, self.map.core.1 + 1);
+7 -1
View File
@@ -97,7 +97,13 @@ pub fn tr(key: &str) -> String {
pub fn trf(key: &str, args: &[String]) -> String {
let mut s = tr(key);
for (n, a) in args.iter().enumerate() {
let v = if let Some(k) = a.strip_prefix('@') { tr(k) } else { a.clone() };
let v = if let Some(k) = a.strip_prefix('@') {
tr(k)
} else if let Some(n) = a.strip_prefix('%') {
crate::names::from_arg(n) // a creature's name (names.rs)
} else {
a.clone()
};
s = s.replace(&format!("{{{}}}", n), &v);
}
s
+34 -7
View File
@@ -1,4 +1,6 @@
// DungeonCraft – dungeon building & defence in the browser (Rust + macroquad, WASM).
// Windows release builds are a window program: no console opens beside the game
#![cfg_attr(all(windows, not(debug_assertions)), windows_subsystem = "windows")]
mod achievements;
mod ai;
@@ -30,7 +32,10 @@ mod props;
mod research;
mod rival;
mod rogues;
mod balance;
mod talents;
mod weather;
mod names;
mod render3d;
mod rooms;
mod save;
@@ -139,7 +144,16 @@ fn world_action(app: &mut App, ui: &mut Ui, r3d: &R3d, inp: &mut Input, mx: f32,
(Tool::Dig | Tool::Room(_) | Tool::Sell | Tool::Bridge | Tool::Steel | Tool::Drawbridge | Tool::Wall, Some(t)) => inp.ldown = Some(t),
(Tool::Hand, _) => {
let j = r3d.pick_ent(&app.game, &app.cam, mx, my, false);
let Some(j) = j else { return };
let Some(j) = j else {
// a memorial stone: the hall of the fallen opens
let (gx, gy) = (wx.floor() as i32, wy.floor() as i32);
if map::inb(gx, gy) && app.game.memorial_at(map::idx(gx, gy)).is_some() {
ui.show_overview = true;
ui.ov_fallen = true;
ui.ov_scroll = 0;
}
return;
};
let (id, hero, dwarf) = (app.game.ents[j].id, app.game.ents[j].hero, app.game.ents[j].dwarf());
if dwarf {
return;
@@ -917,8 +931,12 @@ async fn main() {
let mut voice = voice::Voice::new();
let mut was_briefing = false;
let mut cache_t = 0.0f32;
#[cfg(not(target_arch = "wasm32"))]
audio::native::start();
loop {
#[cfg(not(target_arch = "wasm32"))]
audio::native::pump();
let raw_dt = get_frame_time();
let dt = raw_dt.min(0.1);
let now = get_time();
@@ -974,8 +992,12 @@ async fn main() {
// 1080 device rows in landscape; a smaller screen draws in device pixels)
let need: u32 = 900;
// measured on the shorter side: upright (portrait) the width gets those pixels and the
// height grows with the screen, so the world and the menus keep their size
let short = rows * need.div_ceil(rows);
// height grows with the screen, so the world and the menus keep their size. The setting
// "interface size" picks the interface pixels per world pixel: large 2, medium 3, small 4
let short = match app.settings.ui_factor {
k @ 2..=4 => rows * k as u32,
_ => rows * need.div_ceil(rows),
};
let (w, h) = (screen_width().max(1.0), screen_height().max(1.0));
let vrows = if h > w { (short as f32 * h / w).round() as u32 } else { short };
ui::set_virtual_rows(vrows);
@@ -1409,7 +1431,7 @@ async fn main() {
if !inp.rdrag && !over_ui && app.game.state == 0 {
if inp.ldown.is_some() {
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(_) | Tool::Flag) {
app.game.queue(Act::Unmark { x: wx, y: wy });
} else {
app.game.queue(Act::Drop { x: wx, y: wy });
@@ -1481,7 +1503,7 @@ async fn main() {
MenuAction::Save | MenuAction::FileSave => {
let name = save_file_name();
platform::download(&name, app.autosave_json().as_bytes());
app.set_status(i18n::trf("save.saved", &[name]), now);
app.set_status(i18n::trf("save.saved", &[platform::saved_as(&name)]), now);
}
MenuAction::CloudSave(id, name) => {
if cloud.save(id.as_deref(), &name, &app.autosave_json()) {
@@ -1528,7 +1550,7 @@ async fn main() {
MenuAction::CampaignSave => {
let name = menu.campaign_doc.file_name();
platform::download(&name, menu.campaign_doc.save().as_bytes());
app.set_status(i18n::trf("campaign.saved", &[name]), now);
app.set_status(i18n::trf("campaign.saved", &[platform::saved_as(&name)]), now);
}
MenuAction::CampaignEditName => {
if let Some(value) = prompt_line(&i18n::tr("campaign.prompt_name"), &menu.campaign_doc.name, 60) {
@@ -1986,6 +2008,7 @@ app.pending_briefing = briefing_of(&campaign, i);
for ev in app.game.events.drain(..) {
sounds.play(ev, vec2(app.cam.rx, app.cam.rz), right, hear, now);
}
sounds.ambience(&app.game, (app.cam.rx, app.cam.rz), now);
// a won mission goes into the campaign progress (with the carry-over); a co-op mission of an
// editor campaign keeps no progress (its index is not a built-in mission)
if app.coop_editor {
@@ -2332,7 +2355,11 @@ app.pending_briefing = briefing_of(&ed.doc, i);
ui.show_help = false;
r3d.invalidate();
}
editor::EdAction::SaveFile => platform::download(&ed.doc.file_name(), ed.doc.save().as_bytes()),
editor::EdAction::SaveFile => {
let name = ed.doc.file_name();
platform::download(&name, ed.doc.save().as_bytes());
ed.set_status(i18n::trf("campaign.saved", &[platform::saved_as(&name)]));
}
editor::EdAction::OpenFile => platform::open_file(),
editor::EdAction::ServerSave => {
if !cloud.available() {
+15 -8
View File
@@ -141,13 +141,12 @@ fn item_value(it: Item, s: &Settings) -> String {
_ => "val.medium",
}),
Item::Lights => s.max_lights.to_string(),
Item::UiScale => {
if s.ui_factor == 0 {
trf("val.auto", &[crate::ui::F().to_string()])
} else {
format!("{}x", s.ui_factor)
}
}
Item::UiScale => tr(match s.ui_factor {
2 => "val.large",
3 => "val.medium",
4 => "val.small",
_ => "val.auto_plain",
}),
Item::DebugFps => onoff(s.debug_fps),
Item::DebugFrameTime => onoff(s.debug_frame_time),
Item::DebugPing => onoff(s.debug_ping),
@@ -202,7 +201,7 @@ fn item_change(it: Item, s: &mut Settings, d: i32) {
Item::Outlines => s.outlines = !s.outlines,
Item::WallDetail => s.wall_detail = cycle(&[1u8, 2, 3], s.wall_detail, d),
Item::Lights => s.max_lights = cycle(&[8u8, 16, 24], s.max_lights, d),
Item::UiScale => s.ui_factor = cycle(&[0u8, 1, 2, 3, 4], s.ui_factor, d),
Item::UiScale => s.ui_factor = cycle(&[0u8, 2, 3, 4], if [0, 2, 3, 4].contains(&s.ui_factor) { s.ui_factor } else { 0 }, d),
Item::RenderScale => s.pixel_rows = cycle(&[270u16, 360, 480], if [270, 360, 480].contains(&s.pixel_rows) { s.pixel_rows } else { 360 }, d),
Item::DebugFps => s.debug_fps = !s.debug_fps,
Item::DebugFrameTime => s.debug_frame_time = !s.debug_frame_time,
@@ -304,6 +303,7 @@ enum Btn {
MatchChat,
Bestiary,
Achievements,
AchHall, // achievements page: switch to the hall of the fallen and back
Tutorial,
BestTab(usize),
BestSel(i32),
@@ -455,6 +455,7 @@ pub struct Menu {
scroll: usize,
rows_visible: usize,
pub profile: crate::achievements::Profile, // shown on the achievements page
ach_hall: bool, // the achievements page shows the hall of the fallen
buttons: Vec<(Rect, Btn)>,
lang_open: Option<Rect>, // the language dropdown is open below/above this field
lang_scroll: usize, // first language shown in the open dropdown
@@ -498,6 +499,7 @@ impl Menu {
focus: 0,
error: None,
match_ui: MatchUi::default(),
ach_hall: false,
coop_mission: crate::campaign::coop_mission_indexes().first().copied().unwrap_or(0),
match_size: 128,
coop_editor: false,
@@ -940,6 +942,11 @@ impl Menu {
}
MenuAction::Consumed
}
Some(Btn::AchHall) => {
self.ach_hall = !self.ach_hall;
self.scroll = 0;
MenuAction::Consumed
}
Some(Btn::Achievements) => {
self.page = Some(Page::Achievements { from_title });
self.scroll = 0;
+69 -2
View File
@@ -15,7 +15,13 @@ impl Menu {
let rows = 40.min((sh / CH()) as i32 - 2);
let x = grid_center(sw, cols as f32 * CW()).max(0.0);
let y = grid_center_y(sh, rows as f32 * CH()).max(0.0);
gfx.window_titled(x, y, cols, rows, S(), true, FRAME_HI, Color::new(0.05, 0.03, 0.04, 0.97), &tr("menu.achievements"), FRAME_HI);
let title = if self.ach_hall { tr("hall.title") } else { tr("menu.achievements") };
gfx.window_titled(x, y, cols, rows, S(), true, FRAME_HI, Color::new(0.05, 0.03, 0.04, 0.97), &title, FRAME_HI);
if self.ach_hall {
self.draw_hall_page(gfx, x, y, cols, rows);
self.ach_buttons(gfx, x, y, rows);
return;
}
let list = all();
let done = list.iter().filter(|a| self.profile.unlocked.contains_key(&a.0)).count();
let head = trf("ach.count", &[done.to_string(), list.len().to_string(), crate::achievements::fmt_count(self.profile.total("minutes"))]);
@@ -57,14 +63,75 @@ impl Menu {
}
}
// scrolling and back
let _ = ix;
self.ach_buttons(gfx, x, y, rows);
}
// scrolling, the switch between achievements and the hall, back
fn ach_buttons(&mut self, gfx: &Gfx, x: f32, y: f32, rows: i32) {
let ix = x + CW() * 3.0;
let by = y + (rows - 3) as f32 * CH();
let (mx, my) = mouse();
let bw = 14.0 * CW();
let items = [(Btn::Scroll(-1), "▲".to_string()), (Btn::Scroll(1), "▼".to_string()), (Btn::Back, tr("menu.back"))];
let switch = if self.ach_hall { tr("menu.achievements") } else { tr("hall.title") };
let items = [(Btn::Scroll(-1), "▲".to_string()), (Btn::Scroll(1), "▼".to_string()), (Btn::AchHall, switch), (Btn::Back, tr("menu.back"))];
let bw = bw.min((sw() - ix - CW() * 4.0) / 4.0 - CW());
for (k, (b, label)) in items.iter().enumerate() {
let r = Rect::new(ix + k as f32 * (bw + CW()), by, bw, CH() * 2.0);
button(gfx, r, label, r.contains(vec2(mx, my)), FRAME);
self.buttons.push((r, *b));
}
}
// the hall of the fallen over all games: newest first, two lines each
fn draw_hall_page(&mut self, gfx: &Gfx, x: f32, y: f32, cols: i32, rows: i32) {
let hall = &self.profile.hall;
gfx.text(&trf("hall.count", &[hall.len().to_string()]), x + CW() * 3.0, y + CH() * 1.6, S(), GOLD);
let top = y + CH() * 3.5;
let bottom = y + (rows - 4) as f32 * CH();
let row_h = CH() * 2.4;
self.rows_visible = (((bottom - top) / row_h).floor() as usize).max(1);
self.scroll = self.scroll.min(hall.len().saturating_sub(self.rows_visible));
let ix = x + CW() * 3.0;
let maxc = (cols - 6) as usize;
if hall.is_empty() {
gfx.text(&tr("hall.empty"), ix, top, S(), DIM);
}
for (k, f) in hall.iter().rev().enumerate().skip(self.scroll).take(self.rows_visible) {
let ry = top + (k - self.scroll) as f32 * row_h;
let name = format!("{} ({})", crate::names::full_name(f.kind, f.name, f.level), trf("info.level", &[tr(crate::game::st(f.kind).name), f.level.to_string()]));
gfx.text(&name.chars().take(maxc).collect::<String>(), ix, ry, S(), FRAME_HI);
let kills = if f.kills > 0 { format!(" · {}", trf("hall.kills", &[f.kills.to_string()])) } else { String::new() };
let line = format!("{}{} · {}", crate::names::cause(f.bane), kills, date(f.when));
gfx.text(&line.chars().take(maxc * 2).collect::<String>(), ix + CW() * 2.0, ry + CH(), SMALL(), DIM);
}
}
}
// a unix time as a date (year-month-day)
fn date(unix: u64) -> String {
if unix == 0 {
return String::new();
}
// days since 1970-01-01 to a civil date (Howard Hinnant's algorithm)
let z = (unix / 86400) as i64 + 719468;
let era = z.div_euclid(146097);
let doe = z - era * 146097;
let yoe = (doe - doe / 1460 + doe / 36524 - doe / 146096) / 365;
let doy = doe - (365 * yoe + yoe / 4 - yoe / 100);
let mp = (5 * doy + 2) / 153;
let d = doy - (153 * mp + 2) / 5 + 1;
let m = if mp < 10 { mp + 3 } else { mp - 9 };
let y = yoe + era * 400 + if m <= 2 { 1 } else { 0 };
format!("{:04}-{:02}-{:02}", y, m, d)
}
#[cfg(test)]
mod tests {
#[test]
fn dates_are_civil() {
assert_eq!(super::date(0), "");
assert_eq!(super::date(1_798_675_200), "2026-12-31");
assert_eq!(super::date(1_709_164_800), "2024-02-29");
}
}
+40
View File
@@ -109,6 +109,8 @@ enum Act {
Terrain(String, String),
Kill(String, i32),
Trigger(String, bool),
Weather(u8, f64),
TalentXp(f64),
}
// the triggering unit (for "where the unit is" and "the unit is a ...")
@@ -539,6 +541,12 @@ impl Game {
Val::Or { a, b } => (self.cond(s, a, ev) || self.cond(s, b, ev)) as i32 as f64,
Val::Not { a } => (!self.cond(s, a, ev)) as i32 as f64,
Val::EventKind { kind } => (ev.kind.is_some() && ev.kind == kind_by_name(kind)) as i32 as f64,
Val::WeatherIs { kind } => {
// the weather felt now (a change counts once it has come in)
let w = &self.weather;
let now = if w.level > 0.5 { w.shown } else { crate::weather::FAIR };
(crate::blocks::WEATHER.iter().position(|k| k == kind) == Some(now as usize)) as i32 as f64
}
};
if r.is_finite() {
r
@@ -568,6 +576,8 @@ impl Game {
Block::Wave { count } => Act::Wave(self.eval(s, count, ev).round() as i64),
Block::Gold { amount } => Act::Gold(self.eval(s, amount, ev)),
Block::Mana { amount } => Act::Mana(self.eval(s, amount, ev)),
Block::Weather { kind, secs } => Act::Weather(crate::blocks::WEATHER.iter().position(|k| k == kind).unwrap_or(0) as u8, self.eval(s, secs, ev)),
Block::TalentXp { amount } => Act::TalentXp(self.eval(s, amount, ev)),
Block::SetVar { name, value } => {
let v = self.eval(s, value, ev);
s.vars.insert(name.clone(), v);
@@ -824,6 +834,13 @@ impl Game {
}
}
Act::Mana(n) => self.mana = (self.mana + n as f32).clamp(0.0, self.mana_max()),
// the weather comes (softly) and stays the given seconds (0: until a block changes it)
Act::Weather(k, secs) => {
self.weather.kind = k;
self.weather.left = if secs > 0.0 { secs as f32 } else { 1.0e9 };
self.weather.strike_t = self.weather.strike_t.min(5.0);
}
Act::TalentXp(n) => self.add_master_xp(n.max(0.0) as f32),
Act::Win => {
self.state = 1;
self.script_msg("msg.mission_won", vec![]);
@@ -854,6 +871,7 @@ impl Game {
"water" => Kind::Water,
"lava" => Kind::Lava,
"gold" => Kind::Gold,
"grove" => Kind::Grove,
_ => Kind::Floor,
};
for i in zone_tiles(&z) {
@@ -960,6 +978,28 @@ mod tests {
assert!(g.script.as_ref().unwrap().error.is_none(), "{:?}", g.script.as_ref().unwrap().error);
}
#[test]
fn weather_and_talent_blocks_work() {
let mut g = Game::new(3, 64, 64);
g.add_surface(3, 0.5, 2);
let scripts = MissionScripts {
start: vec![
Block::Weather { kind: "storm".into(), secs: Val::num(0.0) },
Block::TalentXp { amount: Val::num(400.0) },
Block::Wait { secs: Val::num(25.0) },
Block::If { cond: Val::WeatherIs { kind: "storm".into() }, then: vec![Block::SetVar { name: "storm".into(), value: Val::num(1.0) }], els: vec![] },
],
..Default::default()
};
g.script = Some(ScriptState::new(scripts, vec![], 7));
run(&mut g, 30.0);
assert_eq!(g.weather.kind, crate::weather::STORM);
assert!(g.weather.left > 1.0e8, "it stays");
assert!(g.talents.xp >= 400.0 && g.talents.free() >= 1);
assert_eq!(g.script.as_ref().unwrap().vars.get("storm"), Some(&1.0), "the condition sees the storm");
assert!(crate::blocks::check(&g.script.as_ref().unwrap().scripts.start, &crate::blocks::Names { zones: &[], triggers: &[], vars: &[] }).iter().all(|p| p.key != "blk.err_weather"));
}
#[test]
fn a_zone_trigger_spawns_and_the_victory_script_wins() {
let mut g = Game::new(3, 64, 64);
+289
View File
@@ -0,0 +1,289 @@
// Named creatures: every creature of a master carries a name seed from its birth. The name
// comes from the list of its kind in the language files (so it follows a language switch);
// from level 5 on it earns a humorous epithet, from level 8 a grand one. A creature of level
// 3 or more that falls leaves a memorial stone with its name on its master's ground.
use crate::game::*;
use crate::i18n::{tr, trf};
use crate::map::*;
use serde::{Deserialize, Serialize};
// the fallen are remembered in the hall from HALL_LEVEL on; only the greatest (MEMORIAL_LEVEL)
// get a stone on the map, at most MAX_MEMORIALS of them (the oldest go)
pub const HALL_LEVEL: u32 = 3;
pub const MEMORIAL_LEVEL: u32 = 10;
pub const MAX_MEMORIALS: usize = 30;
// what killed a creature besides another unit (Ent::bane)
pub const BANE_SNARE: u8 = 250;
pub const BANE_LIGHTNING: u8 = 251;
pub const BANE_LAVA: u8 = 252;
pub const BANE_WATER: u8 = 253;
// an entry of the hall of the fallen (in the game and in the player's profile)
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
pub struct Fallen {
pub kind: EK,
pub name: u32,
pub level: u32,
pub kills: u32,
pub bane: u8,
pub time: f32, // game seconds when it fell
#[serde(default)]
pub when: u64, // unix time (set when it goes into the profile)
}
// how it fell, in words
pub fn cause(bane: u8) -> String {
match bane {
BANE_SNARE => tr("cause.snare"),
BANE_LIGHTNING => tr("cause.lightning"),
BANE_LAVA => tr("cause.lava"),
BANE_WATER => tr("cause.water"),
0 => tr("cause.fell"),
k => match crate::gfx::SPRITE_KINDS.get(k as usize - 1) {
Some(&kind) => trf("cause.slain", &[tr(st(kind).name)]),
None => tr("cause.fell"),
},
}
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
pub struct Memorial {
pub tile: usize,
pub kind: EK,
pub name: u32,
pub level: u32,
}
// the name list of a kind of creature
pub fn group(k: EK) -> &'static str {
match k {
EK::Worker => "imp",
EK::Kobold => "kobold",
EK::Spider => "spider",
EK::Mage => "mage",
EK::Ogre => "ogre",
EK::Jailer => "jailer",
EK::Priestess => "priestess",
EK::Chainbreaker => "chainbreaker",
EK::Bat => "bat",
EK::Gargoyle => "gargoyle",
EK::Owl => "owl",
EK::Wyrm => "wyrm",
EK::Cogling => "cogling",
EK::Revenant => "revenant",
EK::CaveBear | EK::Beetle => "beast",
_ => "human",
}
}
// the seed of a new creature's name (from its id: the same on every computer of a match)
pub fn seed_for(id: u32) -> u32 {
(id.wrapping_mul(2654435761) ^ 0x5bd1_e995) | 1
}
fn pick(key: &str, seed: u32) -> Option<String> {
let list = tr(key);
if list == key {
return None; // no list in this language
}
let items: Vec<&str> = list.split(',').map(|s| s.trim()).filter(|s| !s.is_empty()).collect();
(!items.is_empty()).then(|| items[seed as usize % items.len()].to_string())
}
// the name with its epithet (if the level has earned one); "" if the creature has no name
pub fn full_name(kind: EK, seed: u32, level: u32) -> String {
if seed == 0 {
return String::new();
}
let Some(base) = pick(&format!("names.{}", group(kind)), seed) else { return String::new() };
let list = if level >= 8 { "epithets.high" } else { "epithets.mid" };
match pick(list, seed >> 7).filter(|_| level >= 5) {
Some(ep) => trf("name.epithet", &[base, ep]),
None => base,
}
}
// the name of a unit, or its kind's name if it has none
pub fn display_name(e: &Ent) -> String {
let n = full_name(e.kind, e.name, e.level);
if n.is_empty() { tr(st(e.kind).name) } else { n }
}
// a message argument that is turned into the name when the message is shown (i18n::trf)
pub fn arg(e: &Ent) -> String {
if e.name == 0 {
return format!("@{}", st(e.kind).name);
}
format!("%{}.{}.{}", crate::gfx::sprite_index(e.kind), e.name, e.level)
}
// the counterpart of `arg`
pub fn from_arg(a: &str) -> String {
let p: Vec<u32> = a.split('.').filter_map(|s| s.parse().ok()).collect();
match p.as_slice() {
[k, seed, level] => {
let kind = crate::gfx::SPRITE_KINDS.get(*k as usize).copied().unwrap_or(EK::Kobold);
let n = full_name(kind, *seed, *level);
if n.is_empty() { tr(st(kind).name) } else { n }
}
_ => a.to_string(),
}
}
impl Game {
// a named creature of some standing fell: a stone with its name on its master's ground, as
// near to where it fell as there is plain floor
pub(crate) fn raise_memorial(&mut self, e: &Ent) -> bool {
if e.hero || e.name == 0 || e.level < HALL_LEVEL || !Owner::MASTER_SIDES.contains(&e.side) {
return false;
}
// the hall of the fallen keeps the local master's (also without room for a stone)
if e.side == self.local_side {
self.hall.push(Fallen { kind: e.kind, name: e.name, level: e.level, kills: e.kills, bane: e.bane, time: self.time, when: 0 });
}
// a stone only for the greatest
if e.level < MEMORIAL_LEVEL {
return false; // the usual message tells of it
}
let owner = Owner::of_side(e.side);
let (x, y) = (e.x as i32, e.y as i32);
let taken: Vec<usize> = self.memorials.iter().map(|m| m.tile).collect();
let mut best: Option<(usize, i32)> = None;
for dy in -6..=6 {
for dx in -6..=6 {
let (tx, ty) = (x + dx, y + dy);
if !inb(tx, ty) {
continue;
}
let i = idx(tx, ty);
let t = &self.map.t[i];
if t.kind == Kind::Floor && t.owner == owner && !taken.contains(&i) {
let d = dx * dx + dy * dy;
if best.map_or(true, |b| d < b.1) {
best = Some((i, d));
}
}
}
}
let Some((tile, _)) = best else { return false };
if self.memorials.len() >= MAX_MEMORIALS {
self.memorials.remove(0);
}
self.memorials.push(Memorial { tile, kind: e.kind, name: e.name, level: e.level });
if e.side == self.local_side {
self.tell_local("msg.creature_fallen", vec![arg(e)], None);
}
true
}
// stones on ground that was lost or built over are taken away
pub(crate) fn tidy_memorials(&mut self) {
let map = &self.map;
self.memorials.retain(|m| map.t[m.tile].kind == Kind::Floor && Owner::MASTER_SIDES.contains(&map.t[m.tile].owner.side()));
}
pub fn memorial_at(&self, i: usize) -> Option<&Memorial> {
self.memorials.iter().find(|m| m.tile == i)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn creatures_have_names_and_earn_epithets() {
let mut g = Game::new(9, 64, 64);
let (cx, cy) = g.map.core;
let id = g.spawn(EK::Ogre, false, cx as f32 + 0.5, cy as f32 + 4.5, 1);
let e = g.ents.iter().find(|e| e.id == id).unwrap().clone();
assert!(e.name != 0);
let n1 = full_name(e.kind, e.name, 1);
assert!(!n1.is_empty() && !n1.contains("names."), "{}", n1);
let n5 = full_name(e.kind, e.name, 5);
let n9 = full_name(e.kind, e.name, 9);
assert!(n5.starts_with(&n1) || n5.ends_with(&n1), "{} / {}", n1, n5);
assert!(n5.len() > n1.len() && n9 != n5, "{} {} {}", n1, n5, n9);
assert_eq!(from_arg(arg(&e).trim_start_matches('%')), display_name(&e));
// heroes have none
let h = g.spawn(EK::Knight, true, cx as f32 + 0.5, cy as f32 + 5.5, 1);
assert_eq!(g.ents.iter().find(|e| e.id == h).unwrap().name, 0);
}
#[test]
fn the_hall_remembers_kills_and_how_they_fell() {
let mut g = Game::new(9, 64, 64);
let (cx, cy) = g.map.core;
for y in cy + 4..cy + 8 {
for x in cx..cx + 6 {
let t = &mut g.map.t[idx(x, y)];
t.kind = Kind::Floor;
t.owner = Owner::Player;
}
}
let mut t = crate::achievements::Tracker::new(Default::default());
let ctx = crate::achievements::Context { coop: false, editor_test: false };
g.time = 1.0;
t.update(&g, &ctx, 6.0, 1_800_000_000);
let ogre = g.spawn(EK::Ogre, false, cx as f32 + 1.5, cy as f32 + 5.5, 5);
let knight = g.spawn(EK::Knight, true, cx as f32 + 2.5, cy as f32 + 5.5, 1);
// the ogre slays the knight
let (oj, kj) = (g.ents.iter().position(|e| e.id == ogre).unwrap(), g.ents.iter().position(|e| e.id == knight).unwrap());
g.ents[kj].hp = 1.0;
let mut o = g.ents[oj].clone();
g.hit_for_test(&mut o, kj);
assert_eq!(o.kills, 1, "a hero slain");
g.ents[oj] = o;
// a second knight brings the ogre down
let k2 = g.spawn(EK::Knight, true, cx as f32 + 2.5, cy as f32 + 6.5, 1);
let k2j = g.ents.iter().position(|e| e.id == k2).unwrap();
let oj = g.ents.iter().position(|e| e.id == ogre).unwrap();
g.ents[oj].hp = 1.0;
let mut k = g.ents[k2j].clone();
g.hit_for_test(&mut k, oj);
assert_eq!(g.hall.len(), 1);
let f = &g.hall[0];
assert_eq!((f.kind, f.kills), (EK::Ogre, 1));
assert_eq!(f.bane as u32, crate::gfx::sprite_index(EK::Knight) + 1);
assert!(cause(f.bane).contains(&crate::i18n::tr("unit.knight")));
// into the profile, once
g.time = 100.0;
t.update(&g, &ctx, 6.0, 1_800_000_100);
t.update(&g, &ctx, 6.0, 1_800_000_200);
assert_eq!(t.profile.hall.len(), 1);
assert_eq!(t.profile.hall[0].when, 1_800_000_100);
}
#[test]
fn the_fallen_get_a_memorial_stone() {
let mut g = Game::new(9, 64, 64);
let (cx, cy) = g.map.core;
for y in cy + 4..cy + 8 {
for x in cx..cx + 4 {
let t = &mut g.map.t[idx(x, y)];
t.kind = Kind::Floor;
t.owner = Owner::Player;
}
}
let id = g.spawn(EK::Ogre, false, cx as f32 + 1.5, cy as f32 + 5.5, 10);
let j = g.ents.iter().position(|e| e.id == id).unwrap();
g.kill(j);
assert_eq!(g.memorials.len(), 1);
let m = g.memorials[0].clone();
assert_eq!((m.kind, m.level), (EK::Ogre, 10));
// level 4: in the hall, but no stone on the map
let o4 = g.spawn(EK::Ogre, false, cx as f32 + 3.5, cy as f32 + 5.5, 4);
let j = g.ents.iter().position(|e| e.id == o4).unwrap();
g.kill(j);
assert_eq!(g.memorials.len(), 1);
assert_eq!(g.hall.len(), 2);
assert!(g.memorial_at(m.tile).is_some());
// a level 1 kobold is not remembered
let k = g.spawn(EK::Kobold, false, cx as f32 + 2.5, cy as f32 + 5.5, 1);
let j = g.ents.iter().position(|e| e.id == k).unwrap();
g.kill(j);
assert_eq!(g.memorials.len(), 1);
}
}
+1 -1
View File
@@ -365,7 +365,7 @@ impl Game {
// the seat keeps its master (dungeon, gold, creatures): the brain (ai.rs) plays it
let core = self.core_of_side(side);
let difficulty = self.ai_difficulty;
self.rivals.push(crate::rival::Rival { side, core, hp: crate::rival::RIVAL_CORE_HP, alive: true, radius: 6, grow_t: 0.0, spawn_t: 0.0, attack_t: 0.0, difficulty, power: 0.0, gift_t: crate::rival::PARTNER_GIFT_EVERY, think_t: 1.0, attacking: false, army0: 0.0 });
self.rivals.push(crate::rival::Rival { side, core, hp: crate::rival::RIVAL_CORE_HP, alive: true, radius: 6, grow_t: 0.0, spawn_t: 0.0, attack_t: 0.0, difficulty, power: 0.0, gift_t: crate::rival::PARTNER_GIFT_EVERY, think_t: 1.0, attacking: false, army0: 0.0, focus: None, defending: false });
}
}
+35 -1
View File
@@ -86,7 +86,9 @@ impl Game {
let (mx, my) = xy(m);
(mx - x).abs() <= 1 && (my - y).abs() <= 1
}) {
return; // there is one already
// a second click (tap) on a marker takes it away again
self.unmark(x as f32 + 0.5, y as f32 + 0.5);
return;
}
if marks.len() >= MAX_MARKS {
self.hint(31, "hint.marks_full");
@@ -107,6 +109,8 @@ impl Game {
// 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) {
// the command markers there go with it
self.marks.retain(|m| (m.x - wx).powi(2) + (m.y - wy).powi(2) >= 2.0 * 2.0);
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
@@ -128,6 +132,11 @@ impl Game {
}
}
}
} else if let Some(f) = self.flag.filter(|f| near(f)) {
// the rally flag goes the same way
let (fx, fy) = xy(f);
self.set_flag(fx, fy);
return;
} else {
self.cancel_orders();
return;
@@ -329,6 +338,31 @@ mod tests {
assert_eq!(g.ents.iter().filter(|e| matches!(e.job, Job::Guard(_))).count(), 0);
}
#[test]
fn a_second_tap_removes_a_marker_and_right_click_takes_the_flag() {
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;
}
}
}
g.place_mark(cx + 5, cy + 5, false);
g.place_mark(cx + 7, cy + 2, true);
assert_eq!((g.guard_marks.len(), g.attack_marks.len()), (1, 1));
g.place_mark(cx + 5, cy + 5, false);
g.place_mark(cx + 7, cy + 2, true);
assert_eq!((g.guard_marks.len(), g.attack_marks.len()), (0, 0), "tapped again: gone");
g.set_flag(cx + 4, cy - 3);
assert!(g.flag.is_some());
g.unmark(cx as f32 + 4.5, cy as f32 - 2.5);
assert!(g.flag.is_none(), "the flag goes too");
}
#[test]
fn shields_are_held_and_swords_share_the_creatures() {
let mut g = Game::new(14, 64, 64);
+128 -14
View File
@@ -1,7 +1,7 @@
// Browser integration via our own miniquad JS plugin (www/dc_plugin.js):
// persistent key/value storage (localStorage), a cache that is written to storage when the
// page is hidden or closed, file download, file upload and HTTP requests.
// Native builds use simple fallbacks.
// Native builds keep the storage as files in the data directory (see imp below).
// Result of an HTTP request: status 0 means the service could not be reached
pub struct HttpResult {
@@ -113,6 +113,11 @@ mod imp {
unsafe { dc_cache_set(key.as_ptr(), key.len() as u32, val.as_ptr(), val.len() as u32) }
}
// where download() put a file, for the status line: the browser's download folder
pub fn saved_as(name: &str) -> String {
name.to_string()
}
pub fn download(name: &str, data: &[u8]) {
unsafe { dc_download(name.as_ptr(), name.len() as u32, data.as_ptr(), data.len() as u32) }
}
@@ -188,14 +193,84 @@ mod imp {
#[cfg(not(target_arch = "wasm32"))]
mod imp {
use std::cell::RefCell;
// Desktop builds: the storage keys are files in the data directory, savegames and
// campaigns are written to its "saves" folder, the system file dialog opens files.
use std::collections::HashMap;
thread_local! {
static STORE: RefCell<HashMap<String, String>> = RefCell::new(HashMap::new());
use std::path::PathBuf;
use std::sync::Mutex;
static STORE: Mutex<Option<HashMap<String, String>>> = Mutex::new(None);
static PICKED: Mutex<Option<Vec<u8>>> = Mutex::new(None);
static PICKING: std::sync::atomic::AtomicBool = std::sync::atomic::AtomicBool::new(false);
// DUNGEONCRAFT_DATA, else the usual per-user application data folder
pub fn data_dir() -> PathBuf {
let env = |k: &str| std::env::var_os(k).filter(|v| !v.is_empty()).map(PathBuf::from);
if let Some(d) = env("DUNGEONCRAFT_DATA") {
return d;
}
if cfg!(target_os = "windows") {
if let Some(d) = env("APPDATA") {
return d.join("DungeonCraft");
}
} else if cfg!(target_os = "macos") {
if let Some(h) = env("HOME") {
return h.join("Library/Application Support/DungeonCraft");
}
} else if let Some(d) = env("XDG_DATA_HOME").or_else(|| env("HOME").map(|h| h.join(".local/share"))) {
return d.join("dungeoncraft");
}
PathBuf::from("dungeoncraft-data")
}
pub fn saves_dir() -> PathBuf {
data_dir().join("saves")
}
// a storage key as a file name: only harmless characters
pub(super) fn key_file(key: &str) -> String {
let name: String = key.chars().map(|c| if c.is_ascii_alphanumeric() || matches!(c, '.' | '-' | '_') { c } else { '_' }).collect();
if name.is_empty() || name.starts_with('.') {
format!("_{}", name)
} else {
name
}
}
// writes through a temporary file, so a crash never leaves half a file
fn write_file(path: &std::path::Path, data: &[u8]) -> std::io::Result<()> {
if let Some(dir) = path.parent() {
std::fs::create_dir_all(dir)?;
}
let tmp = path.with_extension("tmp");
std::fs::write(&tmp, data)?;
std::fs::rename(&tmp, path)
}
pub fn storage_get(key: &str) -> Option<String> {
STORE.with(|s| s.borrow().get(key).cloned())
let mut store = STORE.lock().unwrap_or_else(|e| e.into_inner());
let store = store.get_or_insert_with(HashMap::new);
if let Some(v) = store.get(key) {
return Some(v.clone());
}
let v = std::fs::read_to_string(data_dir().join("store").join(key_file(key))).ok()?;
store.insert(key.to_string(), v.clone());
Some(v)
}
pub fn storage_set(key: &str, val: &str) {
STORE.lock().unwrap_or_else(|e| e.into_inner()).get_or_insert_with(HashMap::new).insert(key.to_string(), val.to_string());
let path = data_dir().join("store").join(key_file(key));
if let Err(e) = write_file(&path, val.as_bytes()) {
eprintln!("DungeonCraft: cannot write {}: {}", path.display(), e);
}
}
// there is no "page left" moment on the desktop: write at once
pub fn cache_on_leave(key: &str, val: &str) {
storage_set(key, val);
}
pub fn prompt(_title: &str, _default: &str) -> Option<String> {
None
}
@@ -208,19 +283,47 @@ mod imp {
pub fn fetch_download_state() -> i32 {
0
}
pub fn storage_set(key: &str, val: &str) {
STORE.with(|s| s.borrow_mut().insert(key.to_string(), val.to_string()));
}
pub fn cache_on_leave(key: &str, val: &str) {
storage_set(key, val);
}
// a "download" lands in the saves folder
pub fn download(name: &str, data: &[u8]) {
let _ = std::fs::write(name, data);
let path = saves_dir().join(key_file(name));
if let Err(e) = write_file(&path, data) {
eprintln!("DungeonCraft: cannot write {}: {}", path.display(), e);
}
pub fn open_file() {}
}
// where download() put a file, for the status line
pub fn saved_as(name: &str) -> String {
saves_dir().join(key_file(name)).display().to_string()
}
fn pick() {
let dir = saves_dir();
let _ = std::fs::create_dir_all(&dir);
let file = rfd::FileDialog::new().set_directory(&dir).pick_file();
if let Some(bytes) = file.and_then(|f| std::fs::read(f).ok()) {
*PICKED.lock().unwrap_or_else(|e| e.into_inner()) = Some(bytes);
}
PICKING.store(false, std::sync::atomic::Ordering::SeqCst);
}
// opens the system file dialog (one at a time); poll with take_file()
pub fn open_file() {
if PICKING.swap(true, std::sync::atomic::Ordering::SeqCst) {
return;
}
// macOS dialogs must run on the main thread; elsewhere the game keeps running
if cfg!(target_os = "macos") {
pick();
} else if std::thread::Builder::new().name("file dialog".into()).spawn(pick).is_err() {
PICKING.store(false, std::sync::atomic::Ordering::SeqCst);
}
}
pub fn take_file() -> Option<Vec<u8>> {
None
PICKED.lock().unwrap_or_else(|e| e.into_inner()).take()
}
// no savegame service in native builds: every request fails like an unreachable server
pub fn http(_method: &str, _url: &str, _body: &[u8]) -> u32 {
0
@@ -270,3 +373,14 @@ pub use imp::*;
pub extern "C" fn dungeoncraft_crate_version() -> u32 {
1
}
#[cfg(all(test, not(target_arch = "wasm32")))]
mod tests {
#[test]
fn storage_keys_become_harmless_file_names() {
assert_eq!(super::imp::key_file("dc.settings"), "dc.settings");
assert_eq!(super::imp::key_file("../etc/passwd"), "_.._etc_passwd");
assert_eq!(super::imp::key_file("a b/c"), "a_b_c");
assert_eq!(super::imp::key_file(""), "_");
}
}
+105 -4
View File
@@ -512,6 +512,11 @@ fn room_level_at(map: &Map, t: &Tile) -> u8 {
}
// Ambient light field: own territory is lit, foreign areas are dim
thread_local! {
// daylight above ground (bad weather dims it), in tenths
static SKY_LIGHT: std::cell::Cell<u32> = const { std::cell::Cell::new(16) };
}
fn ambient_field(map: &Map) -> Vec<f32> {
let mut f = vec![0.0f32; n()];
for (i, t) in map.t.iter().enumerate() {
@@ -522,7 +527,7 @@ fn ambient_field(map: &Map) -> Vec<f32> {
};
// daylight above ground (cliffs and trees too)
if map.sky(i) {
f[i] = 1.6;
f[i] = SKY_LIGHT.with(|s| s.get()) as f32 / 10.0;
}
// rooms of a higher level shine brighter
let lv = room_level_at(map, t);
@@ -1279,6 +1284,14 @@ impl R3d {
fn update_chunks(&mut self, g: &Game, gfx: &Gfx, m: &Mat4) {
self.ensure_chunks();
let side = g.me.side().min(7);
// the weather dims the daylight: the chunks above ground are lit again in steps
let sky = ((1.6 * (1.0 - g.weather.gloom())) * 10.0).round() as u32;
if SKY_LIGHT.with(|s| s.get()) != sky {
SKY_LIGHT.with(|s| s.set(sky));
for ch in self.chunks.iter_mut() {
ch.sig = 0;
}
}
if view_side() != side {
// another master looks: the marks change colour
VIEW_SIDE.with(|v| v.set(side));
@@ -1609,6 +1622,7 @@ impl R3d {
}
draw_traps_glow(g, t);
draw_parts_glow(g);
draw_weather(g, cam, t);
gl_use_default_material();
crate::ui::begin_ui();
if let (Some((_, _, k)), Some((rt, tw, th))) = (pix, self.target.as_ref()) {
@@ -1629,7 +1643,7 @@ impl R3d {
let (ix, iz) = (x as i32, z as i32);
let own = g.map.get(ix, iz).map_or(false, |t| matches!(t.owner, Owner::Player | Owner::Rival1 | Owner::Rival2 | Owner::Rival3));
if inb(ix, iz) && g.map.sky(idx(ix, iz)) {
0.95
0.95 * (1.0 - 0.6 * g.weather.gloom())
} else if own {
0.75
} else {
@@ -2380,6 +2394,21 @@ fn draw_landmarks_solid(g: &Game, t: f32) {
// soul core: an obsidian throne whose four curved spikes hold the crystal heart in chains
let (cx, cy) = g.map.core;
draw_throne(vec3(cx as f32 + 1.5, 0.0, cy as f32 + 1.5), t);
// memorial stones of fallen creatures: a headstone on a little plinth, a rune that glows
for m in &g.memorials {
if !g.map.shown(m.tile) {
continue;
}
let (x, y) = xy(m.tile);
let h = (m.name % 7) as f32 * 0.02;
let c = vec3(x as f32 + 0.5 + ((m.name >> 3) % 5) as f32 * 0.04 - 0.08, 0.0, y as f32 + 0.5);
let stone = Color::from_rgba(118, 114, 124, 255);
draw_cube(c + vec3(0.0, 0.04, 0.0), vec3(0.42, 0.08, 0.26), None, Color::from_rgba(70, 66, 74, 255));
draw_cube(c + vec3(0.0, 0.3 + h * 0.5, 0.0), vec3(0.3, 0.46 + h, 0.1), None, stone);
draw_cube(c + vec3(0.0, 0.56 + h, 0.0), vec3(0.2, 0.06, 0.1), None, stone);
let glow = if m.level >= 8 { Color::from_rgba(255, 210, 90, 255) } else { Color::from_rgba(150, 120, 255, 255) };
draw_cube(c + vec3(0.0, 0.34 + h * 0.5, 0.052), vec3(0.06, 0.14, 0.01), None, glow);
}
// a ranger's snares: iron jaws on the floor, open and waiting
for &i in &g.snares {
if !g.map.shown(i) {
@@ -2489,6 +2518,69 @@ fn draw_landmarks_solid(g: &Game, t: f32) {
let _ = t;
}
// rain streaks and fog veils over the land above ground near the camera; a storm's lightning
// lights the sky up for a moment
fn draw_weather(g: &Game, cam: &Cam, t: f32) {
let w = &g.weather;
if w.level <= 0.01 || g.map.sky.is_empty() {
return;
}
let (cx, cz) = (cam.rx as i32, cam.rz as i32);
let reach = (cam.view_h() * 1.2) as i32 + 4;
let sky = |x: i32, z: i32| inb(x, z) && g.map.sky(idx(x, z));
// fog: veils at two heights, one plane per run of open sky tiles in a row
let fog = w.fog();
if fog > 0.01 {
for (h, a) in [(0.7f32, 0.22f32), (1.6, 0.16)] {
let col = Color::new(0.75, 0.78, 0.8, a * fog);
for z in cz - reach..=cz + reach {
let mut x = cx - reach;
while x <= cx + reach {
if !sky(x, z) {
x += 1;
continue;
}
let x0 = x;
while x <= cx + reach && sky(x, z) {
x += 1;
}
let len = (x - x0) as f32;
let drift = (t * 0.2 + z as f32 * 0.7).sin() * 0.15;
draw_plane(vec3(x0 as f32 + len * 0.5 + drift, h, z as f32 + 0.5), vec2(len * 0.5, 0.5), None, col);
}
}
}
}
// rain: slanted streaks falling over the open land
let rain = w.rain();
if rain > 0.01 {
let n = (1100.0 * rain) as u32;
let col = Color::new(0.75, 0.82, 0.95, 0.8);
let span = (2 * reach + 1) as u32;
for k in 0..n {
let h = k.wrapping_mul(2654435761) ^ 0x9e37_79b9;
let x = cx - reach + (h % span) as i32;
let z = cz - reach + ((h >> 11) % span) as i32;
if !sky(x, z) {
continue;
}
let fx = x as f32 + ((h >> 3) % 100) as f32 / 100.0;
let fz = z as f32 + ((h >> 17) % 100) as f32 / 100.0;
let fall = (t * 1.6 + (h % 1000) as f32 / 1000.0).fract();
let y = 3.0 * (1.0 - fall);
line3(vec3(fx, y + 0.5, fz - 0.08), vec3(fx + 0.05, y, fz + 0.08), 0.035, col);
}
}
// the flash of a lightning bolt
let since = g.time - w.flash;
if w.flash > 0.0 && (0.0..0.25).contains(&since) {
let a = 0.35 * (1.0 - since / 0.25);
for z in (cz - reach..=cz + reach).step_by(4) {
draw_plane(vec3(cx as f32, 0.05, z as f32 + 2.0), vec2(reach as f32, 2.0), None, Color::new(0.9, 0.92, 1.0, a));
}
}
}
// growth stage of a giant mushroom: 0 a sprout .. 4 fully grown (felling only then)
fn mushroom_stage(t: &Tile) -> u32 {
if t.grown() {
@@ -2816,7 +2908,7 @@ fn draw_marks(g: &Game, t: f32) {
return;
}
for m in &g.marks {
if !m.fixed && !g.debug_markers {
if !g.debug_markers {
continue;
}
let left = m.until.saturating_sub(g.sim_steps) as f32 * STEP;
@@ -3285,12 +3377,21 @@ fn draw_entry_warnings(g: &Game, t: f32, n: usize) {
let line = [255, 90, 60, (120.0 + 120.0 * p) as u8];
let mut mb = MB::new();
for &(ex, ey) in &g.planned_entries {
let realm = g.map.get(ex, ey).map_or(Owner::Player, |t| t.owner);
// the entry tile itself: a pulsing red plate (also where an open corridor leads in)
let c = vec3(ex as f32 + 0.5, 0.03, ey as f32 + 0.5);
mb.quad(
[c + vec3(-0.5, 0.0, -0.5), c + vec3(0.5, 0.0, -0.5), c + vec3(0.5, 0.0, 0.5), c + vec3(-0.5, 0.0, 0.5)],
[Vec2::ZERO; 4],
[col(vec3(1.0, 0.16, 0.12) * (0.6 + 0.6 * p), 0.45 + 0.35 * p); 4],
[Vec3::Y; 4],
);
for dy in -2..=2 {
for dx in -2..=2 {
let (x, y) = (ex + dx, ey + dy);
let Some(tile) = g.map.get(x, y) else { continue };
// walls of the realm's border near the entry point (not rock)
let border = DIR4.iter().any(|&(ax, ay)| g.map.get(x + ax, y + ay).map_or(false, |o| o.owner == Owner::Player && !o.solid()));
let border = DIR4.iter().any(|&(ax, ay)| g.map.get(x + ax, y + ay).map_or(false, |o| o.owner == realm && !o.solid()));
if tile.diggable() && border && dx.abs() + dy.abs() <= 3 && mb.v.len() < 30000 {
block_shell(&mut mb, &g.map, x, y, n, fill, line, 1.0, 0.04);
}
+5 -1
View File
@@ -33,6 +33,10 @@ pub struct Rival {
pub attacking: bool, // the attack flag is set on an enemy heart
#[serde(default)]
pub army0: f32, // army strength when the attack began
#[serde(default)]
pub focus: Option<u8>, // balance runs: this master learns only one talent branch
#[serde(default)]
pub defending: bool, // the rally flag is on intruders in the dungeon (ai.rs)
}
impl Rival {
@@ -98,7 +102,7 @@ impl Game {
let core = (cx - 1, cy - 1);
self.carve_master_area(side, core);
self.add_master_portal(side, core);
self.rivals.push(Rival { side, core, hp: RIVAL_CORE_HP, alive: true, radius: 5, grow_t: 20.0, spawn_t: 5.0, attack_t: 0.0, difficulty, power: 0.0, gift_t: PARTNER_GIFT_EVERY, think_t: 2.0, attacking: false, army0: 0.0 });
self.rivals.push(Rival { side, core, hp: RIVAL_CORE_HP, alive: true, radius: 5, grow_t: 20.0, spawn_t: 5.0, attack_t: 0.0, difficulty, power: 0.0, gift_t: PARTNER_GIFT_EVERY, think_t: 2.0, attacking: false, army0: 0.0, focus: None, defending: false });
self.adopt_master(side, core, difficulty, true);
}
+4 -2
View File
@@ -94,6 +94,7 @@ impl Game {
}
e.carry += got;
self.fx(5, e.x, e.y, 0.0, 0.0, 0.5, 0xff30d0ff);
self.sfx(Sfx::Steal, e.x, e.y);
}
return true;
}
@@ -192,10 +193,11 @@ impl Game {
let e = &mut self.ents[j];
e.stun = e.stun.max(SNARE_STUN);
e.hp -= SNARE_DAMAGE;
e.bane = crate::names::BANE_SNARE;
e.flash = 0.2;
let (x, y, side, kind, dead) = (e.x, e.y, e.side, e.kind, e.hp <= 0.0);
self.fx(2, x, y, 0.0, 0.0, 0.4, 0xff4040ff);
self.sfx(Sfx::MeleeHit, x, y);
self.sfx(Sfx::Snare, x, y);
if side == self.local_side {
self.tell_local("msg.snare_caught", vec![format!("@{}", st(kind).name)], None);
}
@@ -244,7 +246,7 @@ impl Game {
self.shot(e.x, e.y, 0.6, x, y, 0.45, 0.35, 0xff40d0ff);
self.style_last_fx(crate::particles::ST_HOLY);
self.fx(4, x, y, 0.0, 0.0, 0.9, 0xffffeecc);
self.sfx(Sfx::Capture, x, y);
self.sfx(Sfx::Sermon, x, y);
if side == self.local_side {
self.tell_local("msg.converted", vec![format!("@{}", st(kind).name)], Some(Sfx::WaveAlarm));
}
+37
View File
@@ -264,3 +264,40 @@ fn export_rogues_scene() {
g.snares.push(idx(cx + 7, cy + 3));
save("rogues", &mut g, cx as f32 + 6.5, cy as f32 + 4.5, 8.0, 0.0, false);
}
// weather above ground: rain and fog over the land
#[test]
#[ignore]
fn export_weather_scenes() {
std::fs::create_dir_all("/tmp/scenes").unwrap();
for (name, kind) in [("weather-rain", crate::weather::RAIN), ("weather-fog", crate::weather::FOG), ("weather-storm", crate::weather::STORM)] {
let mut g = Game::new(7, 96, 96);
g.add_surface(7, 0.5, 3);
g.weather = crate::weather::Weather { kind, shown: kind, level: 1.0, left: 900.0, ..Default::default() };
// the camera on the land above ground, near the edge of the dungeon side
let i = (0..g.map.t.len()).filter(|&i| g.map.sky(i)).min_by_key(|&i| {
let (x, y) = xy(i);
(x - 52).abs() + (y - 48).abs()
}).unwrap();
let (x, y) = xy(i);
save(name, &mut g, x as f32 + 4.5, y as f32 + 0.5, 18.0, 0.0, false);
}
}
// named creatures and memorial stones of the fallen
#[test]
#[ignore]
fn export_names_scene() {
std::fs::create_dir_all("/tmp/scenes").unwrap();
let mut g = Game::new(11, 80, 64);
let (cx, cy) = g.map.core;
open(&mut g, cx - 9, cy - 8, cx + 11, cy + 9);
g.place_all_torches();
creatures(&mut g, &[(EK::Ogre, 9), (EK::Mage, 5), (EK::Kobold, 2)], cx as f32 + 6.5, cy as f32 + 5.0);
for (k, &(kind, lv)) in [(EK::Spider, 4), (EK::Ogre, 8), (EK::Mage, 6)].iter().enumerate() {
let id = g.spawn(kind, false, cx as f32 + 2.5 + k as f32 * 2.0, cy as f32 + 6.5, lv);
let j = g.ents.iter().position(|e| e.id == id).unwrap();
g.kill(j);
}
save("names", &mut g, cx as f32 + 5.0, cy as f32 + 5.5, 9.0, 0.0, false);
}
+1 -1
View File
@@ -148,7 +148,7 @@ pub struct Settings {
pub outlines: bool,
pub wall_detail: u8, // 1 low, 2 medium, 3 high
pub max_lights: u8, // 8, 16 or 24
pub ui_factor: u8, // interface size: 0 = automatic, 1..4 = fixed integer factor
pub ui_factor: u8, // interface size: 0 = automatic, 2 large, 3 medium, 4 small (interface pixels per world pixel)
pub render_scale: u8, // old pixel-look divisor (no longer used, kept for old settings files)
pub pixel_rows: u16, // pixel look: rows of the world on every screen (270, 360, 480)
pub touch_ui: u8, // touch interface: 0 = automatic (after the first touch), 1 = on, 2 = off
+43
View File
@@ -164,6 +164,31 @@ fn def(s: Sfx, r: f32) -> Vec<f32> {
Sfx::Voice4 => l(&[seg(Square(0.15), 900.0, 980.0, 0.05, 0.13, 10.0), vib(seg(Square(0.2), 700.0, 560.0, 0.06, 0.14, 8.0), 0.04)], 65),
Sfx::Voice5 => mix(vec![l(&[vib(seg(Square(0.25), 470.0, 560.0, 0.1, 0.15, 5.0), 0.06)], 66), l(&[seg(Noise, 3000.0, 2000.0, 0.025, 0.06, 30.0)], 67)]),
Sfx::Voice6 => l(&[vib(seg(Square(0.2), 680.0, 820.0, 0.06, 0.15, 9.0), 0.05), seg(Square(0.2), 820.0, 700.0, 0.04, 0.12, 12.0)], 68),
// a long rumble rolling away after the crack
Sfx::Thunder => mix(vec![
l(&[seg(Noise, 420.0, 70.0, 2.4, 0.55, 1.1)], 70),
l(&[vib(seg(Tri, 55.0, 32.0, 2.2, 0.5, 1.2), 0.08)], 71),
l(&[seg(Noise, 160.0, 160.0, 0.35, 0.0, 0.0), seg(Noise, 160.0, 90.0, 1.4, 0.3, 1.6)], 72),
]),
// the thief's fingers in the coins: a quick, soft jingle
Sfx::Steal => mix(vec![l(&arp(Square(0.25), &[2093.0, 1760.0, 2349.0], 0.04, 0.1), 73), l(&[seg(Noise, 7000.0, 7000.0, 0.03, 0.08, 60.0)], 74)]),
// iron jaws snap shut
Sfx::Snare => mix(vec![l(&[seg(Noise, 8000.0, 3000.0, 0.04, 0.5, 50.0)], 75), l(&[seg(Square(0.5), 1400.0, 300.0, 0.09, 0.22, 25.0)], 76)]),
// the inquisitor's sermon: a short, hollow chant
Sfx::Sermon => mix(vec![
l(&[vib(seg(Sine, 330.0, 330.0, 0.7, 0.28, 2.0), 0.02)], 77),
l(&[vib(seg(Sine, 392.0, 415.0, 0.7, 0.2, 2.0), 0.02)], 78),
l(&[vib(seg(Sine, 494.0, 494.0, 0.7, 0.16, 2.0), 0.03)], 79),
]),
// rain on the land: fades in and out, played over and over while it rains
Sfx::Rain => mix(vec![
l(&[seg(Noise, 7000.0, 7000.0, 0.3, 0.04, -6.0), seg(Noise, 7000.0, 7000.0, 0.9, 0.24, 0.0), seg(Noise, 7000.0, 7000.0, 0.3, 0.24, 6.0)], 80),
l(&[seg(Noise, 2500.0, 2500.0, 0.3, 0.02, -6.0), seg(Noise, 2500.0, 2500.0, 0.9, 0.12, 0.0), seg(Noise, 2500.0, 2500.0, 0.3, 0.12, 6.0)], 81),
]),
// wind over the land: a slow, howling sweep
Sfx::Wind => l(&[seg(Noise, 300.0, 700.0, 0.6, 0.03, -3.0), seg(Noise, 700.0, 500.0, 1.4, 0.18, 0.2), seg(Noise, 500.0, 250.0, 0.6, 0.15, 3.0)], 82),
// the spores of a grove: a faint chime
Sfx::Spores => l(&arp(Sine, &[2093.0, 2637.0, 3136.0, 2637.0], 0.09, 0.07), 83),
}
}
@@ -171,3 +196,21 @@ fn def(s: Sfx, r: f32) -> Vec<f32> {
pub fn generate_all(rate: f32) -> Vec<Vec<f32>> {
SFX_ALL.iter().map(|&s| def(s, rate)).collect()
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn every_effect_is_audible_and_does_not_clip() {
let all = generate_all(22050.0);
for (s, buf) in SFX_ALL.iter().zip(all.iter()) {
let peak = buf.iter().fold(0.0f32, |m, v| m.max(v.abs()));
assert!(!buf.is_empty() && peak > 0.02, "{:?} is silent", s);
assert!(peak < 1.5, "{:?} is too loud: {}", s, peak);
}
// the rain loops: it is long enough to overlap when played every 1.25 s
let rain = &all[Sfx::Rain.index()];
assert!(rain.len() as f32 / 22050.0 > 1.3);
}
}
+42 -1
View File
@@ -8,11 +8,52 @@ use macroquad::prelude::*;
pub struct SoundBank {
last: Vec<f64>,
next_rain: f64,
next_wind: f64,
next_spores: f64,
}
impl SoundBank {
pub fn new() -> SoundBank {
SoundBank { last: vec![-1.0; SFX_ALL.len()] }
SoundBank { last: vec![-1.0; SFX_ALL.len()], next_rain: 0.0, next_wind: 0.0, next_spores: 0.0 }
}
// background sounds where the camera looks: rain and wind over the land above ground (the
// samples fade in and out and overlap a little), the chime of a mushroom grove now and then
pub fn ambience(&mut self, g: &crate::game::Game, (cx, cz): (f32, f32), now: f64) {
use crate::map::{idx, inb, Kind};
let near = |r: i32, f: &dyn Fn(usize) -> bool| {
let (x, z) = (cx as i32, cz as i32);
let mut n = 0;
for dz in (-r..=r).step_by(2) {
for dx in (-r..=r).step_by(2) {
if inb(x + dx, z + dz) && f(idx(x + dx, z + dz)) {
n += 1;
}
}
}
n
};
if g.state != 0 {
return;
}
let outside = !g.map.sky.is_empty() && near(6, &|i| g.map.sky(i)) >= 6;
let w = &g.weather;
if outside && w.rain() > 0.05 && now >= self.next_rain {
self.next_rain = now + 1.25;
audio::play_sfx(Sfx::Rain.index(), 0.55 * w.rain(), 0.0);
}
let windy = if w.shown == crate::weather::STORM { w.level } else { w.fog() * 0.5 };
if outside && windy > 0.05 && now >= self.next_wind {
self.next_wind = now + 2.2;
audio::play_sfx(Sfx::Wind.index(), 0.45 * windy, (now.sin() * 0.4) as f32);
}
if now >= self.next_spores {
self.next_spores = now + 3.0 + (now * 7.3).sin().abs() * 3.0;
if near(5, &|i| matches!(g.map.t[i].kind, Kind::Grove)) >= 3 {
audio::play_sfx(Sfx::Spores.index(), 0.35, ((now * 1.7).sin() * 0.5) as f32);
}
}
}
// minimum gap between two identical sounds (avoids a wall of noise)
+13 -5
View File
@@ -73,10 +73,10 @@ impl Talents {
}
// Builder: imps dig and claim faster, rooms cost less
pub fn dig_speed(&self) -> f32 {
1.0 + 0.1 * self.level(BUILDER)
1.0 + 0.15 * self.level(BUILDER)
}
pub fn room_cost(&self) -> f32 {
1.0 - 0.06 * self.level(BUILDER)
1.0 - 0.1 * self.level(BUILDER)
}
// Warlord: creatures hit harder and take less damage
pub fn damage(&self) -> f32 {
@@ -136,8 +136,16 @@ impl Game {
self.sfx_ui(Sfx::LevelUp);
}
// an AI master spends his points by himself: the branches in turn, the lowest first
pub(crate) fn ai_talents(&mut self) {
// an AI master spends his points by himself: the branches in turn, the lowest first (a balance
// run may hold him to one branch)
pub(crate) fn ai_talents(&mut self, focus: Option<u8>) {
if let Some(b) = focus {
let b = b as usize;
while self.talents.free() > 0 && self.talents.lv[b] < MAX_LEVEL {
self.talents.lv[b] += 1;
}
return;
}
while self.talents.free() > 0 {
let order = [WARLORD, BUILDER, MERCHANT, WARLOCK];
let Some(&b) = order.iter().filter(|&&b| self.talents.lv[b] < MAX_LEVEL).min_by_key(|&&b| self.talents.lv[b]) else { break };
@@ -213,7 +221,7 @@ mod tests {
fn ai_masters_spend_their_points() {
let mut g = Game::new(9, 64, 64);
g.talents.xp = point_xp(6);
g.ai_talents();
g.ai_talents(None);
assert_eq!(g.talents.free(), 0);
assert!(g.talents.lv.iter().all(|&l| l >= 1), "{:?}", g.talents.lv);
}
+76 -4
View File
@@ -461,6 +461,7 @@ enum TBtn {
Learn(u8), // spend a point on a branch
OvRow(u32),
OvScroll(i32),
OvFallen, // switch the overview between the living and the fallen
GoldTo, // the next ally to receive gold
Gold(u32), // send that much gold to him
}
@@ -491,7 +492,8 @@ pub struct Ui {
pub show_talents: bool, // the master's talents
pub coop_end: Option<(bool, bool, bool)>, // end of an editor co-op mission: (host, a next mission, asked for it)
gold_to: usize, // the ally chosen in the creature overview
ov_scroll: usize,
pub ov_scroll: usize,
pub ov_fallen: bool, // the overview shows the hall of the fallen
ov_rect: Option<Rect>, // where the creature overview is (mouse wheel, swipe)
pub show_langsel: bool,
pub log: Vec<(Msg, f64)>,
@@ -557,7 +559,7 @@ fn branch_text(t: &crate::talents::Talents, b: usize) -> String {
let desc = |lv: u8| {
let l = lv as i32;
let (a, c) = match b {
BUILDER => (10 * l, 6 * l),
BUILDER => (15 * l, 10 * l),
WARLORD => (5 * l, 5 * l),
WARLOCK => (15 * l, 6 * l),
_ => (6 * l, 6 * l),
@@ -603,6 +605,7 @@ impl Ui {
coop_end: None,
gold_to: 0,
ov_scroll: 0,
ov_fallen: false,
ov_rect: None,
show_langsel: false,
log: Vec::new(),
@@ -702,6 +705,11 @@ impl Ui {
UiAction::Consumed
}
TBtn::Learn(b) => UiAction::LearnTalent(b),
TBtn::OvFallen => {
self.ov_fallen = !self.ov_fallen;
self.ov_scroll = 0;
UiAction::Consumed
}
TBtn::OvScroll(d) => {
self.ov_scroll = (self.ov_scroll as i32 + d).max(0) as usize;
UiAction::Consumed
@@ -809,6 +817,13 @@ impl Ui {
};
segs.insert(3, vec![txt(tr(key), col), Part::Gap, Part::Bar(rv.hp / crate::rival::RIVAL_CORE_HP, col)]);
}
// the weather above ground (maps with land above ground only)
if g.has_sky() {
let w = &g.weather;
let k = if w.level > 0.05 { w.shown } else { crate::weather::FAIR };
let col = [GOLD, Color::new(0.55, 0.7, 1.0, 1.0), Color::new(0.75, 0.78, 0.8, 1.0), Color::new(0.75, 0.6, 1.0, 1.0)][k as usize];
segs.push(vec![txt(tr(crate::weather::NAMES[k as usize]), col)]);
}
if g.waves_on() {
segs.push(vec![txt(trf("hud.wave", &[(g.wave + 1).to_string()]), wave_col), Part::Gap, txt(mmss(g.wave_timer), TXT)]);
}
@@ -1336,6 +1351,36 @@ impl Ui {
}
}
// the hall of the fallen of this game: name, kind, level, heroes slain, how it fell
fn draw_hall(&mut self, g: &Game, gfx: &Gfx, x: f32, y: f32, cols: i32, rows: i32) {
gfx.text(&tr("hall.title"), x + CW() * 2.0, y + CH(), S(), GOLD);
let mut lines: Vec<(String, Color)> = Vec::new();
for f in g.hall.iter().rev() {
lines.push((format!("{:>2} {}", f.level, crate::names::full_name(f.kind, f.name, f.level)), FRAME_HI));
let kills = if f.kills > 0 { format!(" · {}", trf("hall.kills", &[f.kills.to_string()])) } else { String::new() };
lines.push((format!(" {} · {}{} · {}", tr(st(f.kind).name), crate::names::cause(f.bane), kills, mmss(f.time)), DIM));
}
if lines.is_empty() {
lines.push((tr("hall.empty"), DIM));
}
let first = y + CH() * 2.6;
let visible = (rows - 4).max(1) as usize;
self.ov_scroll = self.ov_scroll.min(lines.len().saturating_sub(visible));
let maxc = (cols - 4) as usize;
for (n, (text, col)) in lines.iter().enumerate().skip(self.ov_scroll).take(visible) {
let t: String = text.chars().take(maxc).collect();
gfx.text(&t, x + CW() * 2.0, first + (n - self.ov_scroll) as f32 * CH(), S(), *col);
}
if lines.len() > visible {
let up = Rect::new(x + (cols - 4) as f32 * CW(), y + CH() * 2.4, CW() * 2.0, CH() * 1.5);
let down = Rect::new(x + (cols - 4) as f32 * CW(), y + (rows - 2) as f32 * CH(), CW() * 2.0, CH() * 1.5);
gfx.text("\u{25b2}", up.x + CW() * 0.5, up.y, S(), FRAME_HI);
gfx.text("\u{25bc}", down.x + CW() * 0.5, down.y, S(), FRAME_HI);
self.touch_btns.push((up, TBtn::OvScroll(-2)));
self.touch_btns.push((down, TBtn::OvScroll(2)));
}
}
fn draw_overview(&mut self, g: &Game, gfx: &Gfx, bottom: f32) {
let (sw, _) = (sw(), sh());
let (mx, my) = mouse();
@@ -1350,6 +1395,21 @@ impl Ui {
let mine: Vec<&Ent> = g.ents.iter().filter(|e| e.alive && e.creature()).collect();
let wage: f32 = mine.iter().map(|e| st(e.kind).wage as f32 * (1.0 + 0.1 * (e.level - 1) as f32)).sum();
let mood = if mine.is_empty() { 0.0 } else { mine.iter().map(|e| e.happy.clamp(0.0, 1.0)).sum::<f32>() / mine.len() as f32 };
// the switch to the hall of the fallen (top right)
{
let label = if self.ov_fallen { tr("ov.living") } else { trf("ov.fallen", &[g.hall.len().to_string()]) };
let bw = gfx.measure(&label, SMALL()) + CW() * 2.0;
let r = Rect::new(x + (cols - 3) as f32 * CW() - bw, y + CH() * 0.8, bw, CH() * 1.4);
let hov = r.contains(vec2(mx, my));
draw_rectangle(r.x, r.y, r.w, r.h, if hov { Color::new(0.35, 0.22, 0.1, 1.0) } else { Color::new(0.15, 0.1, 0.08, 1.0) });
draw_rectangle_lines(r.x, r.y, r.w, r.h, 2.0, FRAME_HI);
gfx.text(&label, r.x + CW(), r.y + (r.h - GH * SMALL()) * 0.5, SMALL(), FRAME_HI);
self.touch_btns.push((r, TBtn::OvFallen));
}
if self.ov_fallen {
self.draw_hall(g, gfx, x, y, cols, rows);
return;
}
let head = trf("ov.summary", &[mine.len().to_string(), (wage as i32).to_string(), ((mood * 100.0) as i32).to_string()]);
gfx.text(&head, x + CW() * 2.0, y + CH(), S(), GOLD);
// a match with allies: a row to send them gold (the name switches between the allies)
@@ -1395,8 +1455,9 @@ impl Ui {
for e in group {
let w = (st(e.kind).wage as f32 * (1.0 + 0.1 * (e.level - 1) as f32)) as i32;
let happy = (e.happy.clamp(0.0, 1.0) * 100.0) as i32;
let job: String = tr(job_name(e)).chars().take(16).collect();
let line = format!(" {:>2} {:>3}% {:>4}g {:<16}", e.level, happy, w, job);
let job: String = tr(job_name(e)).chars().take(12).collect();
let name: String = crate::names::display_name(e).chars().take(18).collect();
let line = format!(" {:>2} {:<18} {:>3}% {:>4}g {:<12}", e.level, name, happy, w, job);
let col = if e.happy > 0.6 { TXT } else if e.happy > 0.25 { GOLD } else { RED };
lines.push((line, col, Some(e.id), e.hp / e.max_hp));
}
@@ -1771,6 +1832,10 @@ pub fn hover_info(g: &Game, ent: Option<usize>, tile: Option<(i32, i32)>) -> Vec
out.push((trf("trader.left", &[(left.ceil() as i32).to_string()]), DIM));
return out;
}
// a named creature: its name is the title
if e.name != 0 {
out.push((crate::names::display_name(e), GOLD));
}
out.push((trf("info.level", &[tr(s.name), e.level.to_string()]), if e.hero { BLUE } else { FRAME_HI }));
out.push((trf("info.rank", &[tr(&format!("rank.{}", e.level.clamp(1, 10)))]), GOLD));
out.push((trf("info.hp", &[(e.hp.max(0.0) as i32).to_string(), (e.max_hp as i32).to_string()]), GREEN));
@@ -1833,6 +1898,13 @@ pub fn hover_info(g: &Game, ent: Option<usize>, tile: Option<(i32, i32)>) -> Vec
}
let Some(t) = g.map.get(x, y) else { return out };
let i = idx(x, y);
// a memorial stone: who lies here
if let Some(m) = g.memorial_at(i) {
let name = crate::names::full_name(m.kind, m.name, m.level);
out.push((tr("tile.memorial"), DIM));
out.push((trf("tile.memorial_info", &[name, tr(st(m.kind).name), m.level.to_string()]), TXT));
return out;
}
let owner = match t.owner {
Owner::Player => "owner.player",
Owner::Hero => "owner.hero",
+245
View File
@@ -0,0 +1,245 @@
// Weather above ground: mostly fair, now and then rain, fog or a storm, each for a few minutes
// with soft changes. Rain puts out burning bridges and keeps fire from catching; fog shortens the
// sight of everyone outside; a storm brings both rain and lightning that strikes units and trees.
// Only maps with land above ground have weather. It runs in the shared simulation (same on every
// computer of a match).
use crate::game::*;
use crate::map::*;
use serde::{Deserialize, Serialize};
pub const FAIR: u8 = 0;
pub const RAIN: u8 = 1;
pub const FOG: u8 = 2;
pub const STORM: u8 = 3;
pub const NAMES: [&str; 4] = ["weather.fair", "weather.rain", "weather.fog", "weather.storm"];
// seconds for a change to fade in or out
const FADE: f32 = 20.0;
// damage of a lightning strike
pub const BOLT_DAMAGE: f32 = 40.0;
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
pub struct Weather {
pub kind: u8, // the weather that is coming or here
pub shown: u8, // the weather that is felt now (changes when the old one has faded out)
pub level: f32, // how strong it is: 0 none .. 1 full
pub left: f32, // seconds until the next change
pub strike_t: f32, // seconds until the next lightning (storm)
pub flash: f32, // game time of the last lightning (the sky lights up)
}
// the weather that comes next: about 60% fair, 20% rain, 12% fog, 8% storm
fn pick(r: f32) -> u8 {
if r < 0.6 {
FAIR
} else if r < 0.8 {
RAIN
} else if r < 0.92 {
FOG
} else {
STORM
}
}
impl Weather {
// strength of an effect: rain falls in rain and storms, fog in fog (a little in storms)
pub fn rain(&self) -> f32 {
if matches!(self.shown, RAIN | STORM) { self.level } else { 0.0 }
}
pub fn fog(&self) -> f32 {
match self.shown {
FOG => self.level,
STORM => self.level * 0.4,
_ => 0.0,
}
}
// how much the daylight is dimmed (0 .. 1)
pub fn gloom(&self) -> f32 {
self.level
* match self.shown {
RAIN => 0.3,
FOG => 0.2,
STORM => 0.55,
_ => 0.0,
}
}
}
impl Game {
pub fn has_sky(&self) -> bool {
self.map.sky.iter().any(|&s| s)
}
// it rains on tile i right now (enough to put out fire)
pub fn rain_at(&self, i: usize) -> bool {
self.weather.rain() > 0.4 && self.map.sky(i)
}
// sight of a unit standing on tile i (fog outside shortens it)
pub fn sight_at(&self, i: usize, base: i32) -> i32 {
if !self.map.sky(i) {
return base;
}
((base as f32) * (1.0 - 0.5 * self.weather.fog())).round().max(2.0) as i32
}
pub(crate) fn update_weather(&mut self, dt: f32) {
if self.map.sky.is_empty() {
return;
}
let w = &mut self.weather;
w.left -= dt;
if w.left <= 0.0 {
// after bad weather it clears up more often
let r = self.rng.f();
let next = if w.kind != FAIR && r < 0.5 { FAIR } else { pick(self.rng.f()) };
let w = &mut self.weather;
w.kind = next;
w.left = if next == FAIR { 180.0 + self.rng.f() * 240.0 } else { 90.0 + self.rng.f() * 150.0 };
let w = &mut self.weather;
if w.kind != w.shown || w.level < 0.99 {
let key = ["msg.weather_clear", "msg.weather_rain", "msg.weather_fog", "msg.weather_storm"][next as usize];
if next != FAIR || w.shown != FAIR {
self.tell_local(key, vec![], None);
}
}
}
// soft changes: the old weather fades out before the new one fades in
let w = &mut self.weather;
if w.shown != w.kind {
w.level -= dt / FADE;
if w.level <= 0.0 {
w.level = 0.0;
w.shown = w.kind;
}
} else if w.kind != FAIR {
w.level = (w.level + dt / FADE).min(1.0);
} else {
w.level = (w.level - dt / FADE).max(0.0);
}
// rain puts out the burning bridges outside
if self.weather.rain() > 0.4 && !self.bridgework.burning.is_empty() {
let map = &self.map;
self.bridgework.burning.retain(|b| !map.sky(b.0));
}
// lightning in a storm
if self.weather.shown == STORM && self.weather.level > 0.6 {
self.weather.strike_t -= dt;
if self.weather.strike_t <= 0.0 {
self.weather.strike_t = 6.0 + self.rng.f() * 14.0;
self.lightning_strike();
}
}
}
// a bolt from the sky: a unit outside (now and then) or a tree, else bare land
pub(crate) fn lightning_strike(&mut self) {
let outside: Vec<usize> = (0..self.ents.len()).filter(|&j| {
let e = &self.ents[j];
e.alive && !e.held && e.captive == 0 && self.map.sky(e.tile())
}).collect();
let r = self.rng.f();
let (x, y) = if r < 0.35 && !outside.is_empty() {
let j = outside[(self.rng.next() as usize) % outside.len()];
let e = &mut self.ents[j];
e.hp -= BOLT_DAMAGE;
e.flash = 0.3;
e.bane = crate::names::BANE_LIGHTNING;
let (x, y, side, kind, hero, dead) = (e.x, e.y, e.side, e.kind, e.hero, e.hp <= 0.0);
if !hero && side == self.local_side {
self.tell_local("msg.lightning_unit", vec![format!("@{}", st(kind).name)], None);
}
if dead {
self.kill(j);
}
(x, y)
} else {
let trees: Vec<usize> = (0..self.map.t.len()).filter(|&i| self.map.t[i].kind == Kind::Tree && self.map.sky(i)).collect();
if let Some(&i) = trees.get((self.rng.next() as usize) % trees.len().max(1)) {
// the tree is split and burns down
let t = &mut self.map.t[i];
t.kind = Kind::Floor;
t.owner = Owner::None;
t.marked = false;
t.hp = 0.0;
let (tx, ty) = xy(i);
self.fx(3, tx as f32 + 0.5, ty as f32 + 0.5, 0.0, 0.0, 1.2, 0xff304050);
(tx as f32 + 0.5, ty as f32 + 0.5)
} else {
let sky: Vec<usize> = (0..self.map.t.len()).filter(|&i| self.map.sky(i)).collect();
let Some(&i) = sky.get((self.rng.next() as usize) % sky.len().max(1)) else { return };
let (tx, ty) = xy(i);
(tx as f32 + 0.5, ty as f32 + 0.5)
}
};
self.weather.flash = self.time;
self.fx(1, x, y, 0.0, 0.0, 0.5, 0xffffeeaa);
self.sfx(Sfx::Lightning, x, y);
// the thunder rolls over the whole land
if self.events.len() < 64 {
self.events.push(SfxEvent { sfx: Sfx::Thunder, pos: None });
}
}
}
#[cfg(test)]
mod tests {
use super::*;
fn surface_game() -> Game {
let mut g = Game::new(7, 96, 96);
g.add_surface(7, 0.5, 3);
assert!(g.has_sky());
g
}
#[test]
fn the_weather_changes_and_is_mostly_fair() {
let mut g = surface_game();
let mut seen = [0usize; 4];
for _ in 0..(4 * 60 * 60) {
g.update_weather(1.0);
seen[g.weather.shown as usize] += 1;
}
assert!(seen[FAIR as usize] > seen.iter().sum::<usize>() / 3, "{:?}", seen);
assert!(seen.iter().filter(|&&n| n > 0).count() >= 3, "several kinds of weather: {:?}", seen);
// no weather underground only
let mut u = Game::new(7, 96, 96);
u.weather.left = 0.0;
u.update_weather(1.0);
assert_eq!(u.weather.level, 0.0);
}
#[test]
fn rain_puts_out_fires_and_fog_shortens_sight() {
let mut g = surface_game();
let i = (0..g.map.t.len()).find(|&i| g.map.sky(i)).unwrap();
g.bridgework.burning.push((i, 0.0));
g.weather = Weather { kind: RAIN, shown: RAIN, level: 1.0, left: 100.0, ..Default::default() };
g.update_weather(0.1);
assert!(g.bridgework.burning.is_empty(), "rain puts the fire out");
assert!(g.rain_at(i));
g.weather = Weather { kind: FOG, shown: FOG, level: 1.0, left: 100.0, ..Default::default() };
assert!(g.sight_at(i, 6) < 6);
let under = (0..g.map.t.len()).find(|&i| !g.map.sky(i)).unwrap();
assert_eq!(g.sight_at(under, 6), 6, "underground nothing changes");
}
#[test]
fn storms_strike_with_lightning() {
let mut g = surface_game();
let trees0 = g.map.t.iter().filter(|t| t.kind == Kind::Tree).count();
let i = (0..g.map.t.len()).find(|&i| g.map.sky(i) && g.map.t[i].walkable()).unwrap();
let (x, y) = xy(i);
let id = g.spawn(EK::Knight, true, x as f32 + 0.5, y as f32 + 0.5, 1);
g.weather = Weather { kind: STORM, shown: STORM, level: 1.0, left: 1000.0, ..Default::default() };
for _ in 0..30 {
g.lightning_strike();
}
let trees = g.map.t.iter().filter(|t| t.kind == Kind::Tree).count();
let hurt = g.ents.iter().find(|e| e.id == id).map_or(true, |e| e.hp < e.max_hp);
assert!(trees < trees0 || hurt, "lightning hit something");
assert!(g.weather.flash > 0.0 || g.time == 0.0);
}
}
+252
View File
@@ -0,0 +1,252 @@
#!/usr/bin/env python3
"""Build the desktop versions of DungeonCraft into dist/.
python3 tools/build_desktop.py # everything this machine can build
python3 tools/build_desktop.py linux windows # only these
- linux: dist/DungeonCraft-<version>-x86_64.AppImage
built with cargo-zigbuild against glibc 2.28, so it runs on distributions from about 2019 on;
needs on the build machine: zig, cargo-zigbuild, the ALSA headers (alsa-lib / libasound2-dev);
appimagetool is downloaded once into ~/.cache/dungeoncraft/
- windows: dist/DungeonCraft-<version>-windows-x64.exe (one file, Windows 10 and newer)
cross-compiled with cargo-zigbuild for x86_64-pc-windows-gnu
- macos: dist/DungeonCraft-<version>-macos.zip (DungeonCraft.app, Apple silicon + Intel)
only on a Mac (Apple's SDK is needed); the app is signed ad hoc, not notarised
Everything the game needs (graphics, music, languages) is inside the program; nothing else is packed.
The tools: `cargo install --locked cargo-zigbuild`, zig from the package manager or `mise install zig@0.15`
(found on PATH, in $CARGO_ZIGBUILD_ZIG_PATH or in mise's install folder), and the Rust targets
(`rustup target add ...`, the script tells which).
"""
import os
import pathlib
import platform
import shutil
import stat
import subprocess
import sys
import urllib.request
ROOT = pathlib.Path(__file__).resolve().parent.parent
DIST = ROOT / "dist"
CACHE = pathlib.Path(os.environ.get("XDG_CACHE_HOME") or pathlib.Path.home() / ".cache") / "dungeoncraft"
ICON = ROOT / "www" / "icons" / "icon-512.png"
GLIBC = "2.28"
APPIMAGETOOL_URL = "https://github.com/AppImage/appimagetool/releases/download/continuous/appimagetool-x86_64.AppImage"
DESKTOP_ENTRY = """[Desktop Entry]
Type=Application
Name=DungeonCraft
Comment=Dig. Build. Defend. Conquer.
Exec=dungeoncraft
Icon=dungeoncraft
Categories=Game;StrategyGame;
Terminal=false
"""
INFO_PLIST = """<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleName</key><string>DungeonCraft</string>
<key>CFBundleDisplayName</key><string>DungeonCraft</string>
<key>CFBundleIdentifier</key><string>org.familie-zink.dungeoncraft</string>
<key>CFBundleExecutable</key><string>DungeonCraft</string>
<key>CFBundleIconFile</key><string>DungeonCraft</string>
<key>CFBundlePackageType</key><string>APPL</string>
<key>CFBundleShortVersionString</key><string>{short}</string>
<key>CFBundleVersion</key><string>{version}</string>
<key>LSMinimumSystemVersion</key><string>11.0</string>
<key>LSApplicationCategoryType</key><string>public.app-category.strategy-games</string>
<key>NSHighResolutionCapable</key><true/>
</dict>
</plist>
"""
class BuildError(Exception):
pass
def log(msg):
print(f"==> {msg}", flush=True)
def run(cmd, env=None, cwd=ROOT):
print(" $", " ".join(str(c) for c in cmd), flush=True)
r = subprocess.run([str(c) for c in cmd], cwd=cwd, env=env)
if r.returncode != 0:
raise BuildError(f"{pathlib.Path(str(cmd[0])).name} failed (exit {r.returncode})")
def version():
return (ROOT / "VERSION").read_text(encoding="utf-8").strip()
def cargo():
c = shutil.which("cargo") or str(pathlib.Path.home() / ".cargo" / "bin" / "cargo")
if not pathlib.Path(c).exists():
raise BuildError("cargo not found: install Rust with rustup")
return c
def tool_env():
env = dict(os.environ)
env["PATH"] = str(pathlib.Path(cargo()).parent) + os.pathsep + env.get("PATH", "")
return env
def need_target(triple):
rustup = shutil.which("rustup", path=tool_env()["PATH"])
if not rustup:
return
have = subprocess.run([rustup, "target", "list", "--installed"], capture_output=True, text=True).stdout.split()
if triple not in have:
raise BuildError(f"Rust target missing: rustup target add {triple}")
def zig_env():
env = tool_env()
if not shutil.which("cargo-zigbuild", path=env["PATH"]):
raise BuildError("cargo-zigbuild missing: cargo install --locked cargo-zigbuild")
installs = pathlib.Path.home() / ".local" / "share" / "mise" / "installs" / "zig"
from_mise = sorted(installs.glob("*/zig"), key=lambda p: [int(x) if x.isdigit() else 0 for x in p.parent.name.split(".")])
candidates = [env.get("CARGO_ZIGBUILD_ZIG_PATH"), shutil.which("zig", path=env["PATH"])] + [str(p) for p in reversed(from_mise)]
def works(z): # a mise shim without an active version is on PATH but does not run
try:
return subprocess.run([z, "version"], capture_output=True, timeout=30).returncode == 0
except OSError:
return False
zig = next((z for z in candidates if z and works(z)), None)
if not zig:
raise BuildError("zig not found: install it (package manager, or `mise install zig@0.15`)")
env["CARGO_ZIGBUILD_ZIG_PATH"] = zig
return env
# ------------------------------------------------------------------ Linux: AppImage
def appimagetool():
tool = CACHE / "appimagetool-x86_64.AppImage"
if not tool.exists():
log(f"downloading appimagetool to {tool}")
CACHE.mkdir(parents=True, exist_ok=True)
tmp = tool.with_suffix(".part")
with urllib.request.urlopen(APPIMAGETOOL_URL, timeout=120) as r, open(tmp, "wb") as f:
shutil.copyfileobj(r, f)
tmp.rename(tool)
tool.chmod(tool.stat().st_mode | stat.S_IXUSR)
return tool
def build_linux(ver):
if platform.system() != "Linux" or platform.machine() not in ("x86_64", "AMD64"):
raise BuildError("the AppImage is built on x86_64 Linux")
need_target("x86_64-unknown-linux-gnu")
env = zig_env()
# libasound is only linked by name: its own glibc references are the user's system's business
env["RUSTFLAGS"] = (env.get("RUSTFLAGS", "") + " -C link-arg=-Wl,--allow-shlib-undefined").strip()
log(f"Linux build (glibc {GLIBC})")
run([cargo(), "zigbuild", "--release", "--target", f"x86_64-unknown-linux-gnu.{GLIBC}"], env=env)
binary = ROOT / "target" / "x86_64-unknown-linux-gnu" / "release" / "dungeoncraft"
appdir = ROOT / "target" / "AppDir"
shutil.rmtree(appdir, ignore_errors=True)
(appdir / "usr" / "bin").mkdir(parents=True)
shutil.copy2(binary, appdir / "usr" / "bin" / "dungeoncraft")
(appdir / "dungeoncraft.desktop").write_text(DESKTOP_ENTRY, encoding="utf-8")
shutil.copy2(ICON, appdir / "dungeoncraft.png")
os.symlink("dungeoncraft.png", appdir / ".DirIcon")
os.symlink("usr/bin/dungeoncraft", appdir / "AppRun")
out = DIST / f"DungeonCraft-{ver}-x86_64.AppImage"
out.unlink(missing_ok=True)
tenv = dict(os.environ, ARCH="x86_64", APPIMAGE_EXTRACT_AND_RUN="1") # no FUSE needed for the tool
log("packing the AppImage")
run([appimagetool(), "--no-appstream", appdir, out], env=tenv)
return out
# ------------------------------------------------------------------ Windows: one exe
def build_windows(ver):
need_target("x86_64-pc-windows-gnu")
env = zig_env()
log("Windows build")
run([cargo(), "zigbuild", "--release", "--target", "x86_64-pc-windows-gnu"], env=env)
out = DIST / f"DungeonCraft-{ver}-windows-x64.exe"
shutil.copy2(ROOT / "target" / "x86_64-pc-windows-gnu" / "release" / "dungeoncraft.exe", out)
return out
# ------------------------------------------------------------------ macOS: universal .app in a zip
def build_macos(ver):
if platform.system() != "Darwin":
raise BuildError("the macOS app can only be built on a Mac (Apple's SDK is needed)")
env = tool_env()
arches = ["aarch64-apple-darwin", "x86_64-apple-darwin"]
for t in arches:
need_target(t)
env["MACOSX_DEPLOYMENT_TARGET"] = "11.0"
for t in arches:
log(f"macOS build {t}")
run([cargo(), "build", "--release", "--target", t], env=env)
app = ROOT / "target" / "DungeonCraft.app"
shutil.rmtree(app, ignore_errors=True)
(app / "Contents" / "MacOS").mkdir(parents=True)
(app / "Contents" / "Resources").mkdir(parents=True)
run(["lipo", "-create", "-output", app / "Contents" / "MacOS" / "DungeonCraft"] + [ROOT / "target" / t / "release" / "dungeoncraft" for t in arches])
short = ver.lstrip("v").replace("-", ".")
(app / "Contents" / "Info.plist").write_text(INFO_PLIST.format(short=short, version=ver), encoding="utf-8")
iconset = ROOT / "target" / "DungeonCraft.iconset"
shutil.rmtree(iconset, ignore_errors=True)
iconset.mkdir()
for size in (16, 32, 128, 256, 512):
run(["sips", "-z", size, size, ICON, "--out", iconset / f"icon_{size}x{size}.png"])
if size <= 256:
run(["sips", "-z", size * 2, size * 2, ICON, "--out", iconset / f"icon_{size}x{size}@2x.png"])
run(["iconutil", "-c", "icns", iconset, "-o", app / "Contents" / "Resources" / "DungeonCraft.icns"])
run(["codesign", "--force", "--deep", "--sign", "-", app])
out = DIST / f"DungeonCraft-{ver}-macos.zip"
out.unlink(missing_ok=True)
run(["ditto", "-c", "-k", "--keepParent", app, out])
return out
BUILDERS = {"linux": build_linux, "windows": build_windows, "macos": build_macos}
def main(argv):
if any(a in ("-h", "--help") for a in argv):
print(__doc__)
return 0
wanted = argv or (["macos"] if platform.system() == "Darwin" else ["linux", "windows"])
unknown = [w for w in wanted if w not in BUILDERS]
if unknown:
print(f"unknown target(s): {', '.join(unknown)} (linux, windows, macos)", file=sys.stderr)
return 2
DIST.mkdir(exist_ok=True)
ver = version()
done, failed = [], []
for w in wanted:
try:
done.append(BUILDERS[w](ver))
except BuildError as e:
failed.append(f"{w}: {e}")
print(f"!! {w}: {e}", file=sys.stderr)
print()
for p in done:
print(f"built {p.relative_to(ROOT)} ({p.stat().st_size / 1e6:.1f} MB)")
for f in failed:
print(f"failed {f}")
return 1 if failed else 0
if __name__ == "__main__":
sys.exit(main(sys.argv[1:]))