Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
World.clear_all + 4 EventBus signals (save_started/finished, load_started/
finished) before dispatch. Pattern proven across Phases 12/13/14/15/16.
Entity to_dict/from_dict + class_id tagging (Agent A):
- class_id tag added to all 18 entity to_dict methods for loader routing
- Missing pairs filled in: wolf, grave_slot, graveyard_zone, stockpile_zone,
crate (from_dict). All defensive with d.get(field, default).
- Workbench round-trips label_text so Carpenter/Smelter/Millstone/Hearth/
Pyre kinds survive reload
- BeautySystem + DirtinessSystem save_dict/apply_dict for sparse maps
- World.save_tilemap_layers / apply_tilemap_layers covering 5 layers
(Terrain/Floor/Wall/Designation/Roof; Fog runtime-only skipped)
SaveSystem v2 rewrite (Agent B):
- SAVE_VERSION bumped from 1 to 2
- write_save(slot) pauses Sim, emits save_started, collects every entity
via _collect_entities iterating all World registries, writes payload to
user://save_<slot>.json
- apply_save full rewrite: pause sim → emit load_started → World.clear_all
→ apply autoloads (GameState/Clock/Weather/Storyteller) → apply tilemap
layers → iterate payload.entities and dispatch to per-class factories
→ apply beauty/dirt maps → emit load_finished(slot, ok, real_seconds_away)
- Per-class factory registry: 18 class_ids dispatched to setup+add_child+
from_dict patterns. CremationPyre detected via workbench.label_text == 'Pyre'
- Public slot API: save_to_slot/load_from_slot/has_save/delete_save/
peek_save_metadata. Slots locked: &manual + &autosave
Autosave + UI + Resume toast (Agent C):
- autoload/autosave.gd — new Autosave autoload. Periodic every
AUTOSAVE_INTERVAL_TICKS = 6000 (~5 in-game min at 20 Hz) + NOTIFICATION_
APPLICATION_PAUSED (mobile) + NOTIFICATION_WM_WINDOW_FOCUS_OUT (desktop).
Gated by _busy flag tied to EventBus.save_started/save_finished.
- TopBar extended with SaveBtn (💾) + LoadBtn buttons, 48×48 min hit area
- scenes/ui/load_menu.gd — CanvasLayer slot picker. Reads peek_save_metadata
to show 'Manual save (Date Time)' / 'Autosave (Date Time)' rows.
Version-mismatch warning dialog before continuing on older saves.
- scenes/ui/resume_toast.gd — top-center toast. On load_finished(ok=true):
'Welcome back — N minutes/hours away' for 5s + 0.8s fade.
On ok=false: 'Load failed (corrupt or version mismatch)'.
- Strings catalog: 14 new keys (ui.save / ui.load / ui.welcome_back_* /
ui.load_failed etc.)
- main.gd mounts LoadMenu + ResumeToast as runtime CanvasLayer children
MCP runtime verified:
- Saved at tick 1137 → [save] wrote slot 'manual': 113 entities at tick 1137
- Advanced sim to tick 4600 at ULTRA speed (different state)
- load_from_slot(&manual) → [save] applied slot 'manual': 113 entities,
0 errors, tick=1137, away=34s
- post-load: Sim.tick=1137 (restored), pawns alive=3, all furniture +
workbenches + crops + walls + floors back in place
- Resume toast fires: [resume_toast] showing — ok=true seconds_away=34
- Autosave on focus-loss verified: [autosave] focus-loss → wrote autosave
- Screenshot shows TopBar with Save + Load buttons + post-load Lone Wolf
storyteller modal from fresh dawn roll
Known acceptable gaps (deferred to Phase 20 tuning):
- Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload
(walk toil round-trips; multi-step interact does not). Pawns lose a few
seconds of work.
- Workbench bill mid-craft fetch state isn't fully serialized.
- Wolf.target_pawn re-resolution from name string is Agent A's documented
pattern; Agent B's apply_save respects pawn-restoration ordering so the
resolution works after pawns are back.
Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration
+ MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
142 lines
7.5 KiB
GDScript
142 lines
7.5 KiB
GDScript
extends Node
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## i18n string table — player-visible strings ONLY. Code keys, EN values.
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##
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## Locked from day one (per CLAUDE.md): no hardcoded display copy in scenes or
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## scripts. If you have player-facing text, add a key here and call Strings.t(key).
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##
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## Locale switching is post-MVP; the indirection lands now so we don't have to
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## retrofit the whole game later. When the table grows, move it to a .tres or
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## external CSV import; the public API (`Strings.t(key)`) stays the same.
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const TABLE: Dictionary = {
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# Phase 0 placeholder — populate as features land.
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&"app.title": "Rimlike",
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&"smoke.hello": "Phase 0 — autoloads online.",
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# Speed controls (top bar)
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&"speed.pause": "‖",
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&"speed.normal": "1×",
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&"speed.fast": "5×",
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&"speed.ultra": "12×",
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# HUD
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&"hud.tick": "Tick: {n}",
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# Phase 11 — in-game clock display ("{d}" = day, "{t}" = "HH:MM")
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&"clock.format": "Day {d}, {t}",
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# Phase 12 — season indicator ("{s}" = season name, "{d}" = 1-indexed day, "{total}" = days per season)
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&"season.spring": "Spring",
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&"season.summer": "Summer",
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&"season.autumn": "Autumn",
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&"season.winter": "Winter",
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&"season.format": "{s} {d}/12",
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# Pawn state labels
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&"pawn.state.idle": "idle",
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&"pawn.state.walking": "walking",
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# Item types (player-visible this phase)
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&"item.wood": "Wood",
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&"item.stone": "Stone",
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&"item.iron_ore": "Iron ore",
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# Item stack count badge ("{n}" is substituted at call site via .format())
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&"item.stack_count": "×{n}",
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# Phase 6 — new item types (carpenter bench + smelter outputs)
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&"item.plank": "Plank",
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&"item.stone_block": "Stone block",
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# Phase 7 — food loop and cooking chain item types
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&"item.flour": "Flour",
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&"item.bread": "Bread",
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&"item.meal": "Meal",
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# Phase 7 — cooking workbench labels
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&"workbench.hearth": "Hearth",
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&"workbench.millstone": "Millstone",
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# Phase 7 — pawn hunger states
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&"pawn.state.eating": "eating",
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&"pawn.state.hungry": "hungry",
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# Phase 11 — mood thoughts (player-visible in pawn-detail, Phase 17)
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&"thought.in_darkness": "In darkness",
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# Phase 6 — quality tier labels
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&"quality.shoddy": "Shoddy",
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&"quality.normal": "Normal",
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&"quality.excellent": "Excellent",
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&"quality.masterwork": "Masterwork",
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&"quality.legendary": "Legendary",
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# Phase 15 — Storyteller UI buttons
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&"ui.go_there": "Go there",
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&"ui.dismiss": "Dismiss",
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# Phase 16 — Save/Load UI
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&"ui.save": "Save",
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&"ui.load": "Load",
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&"ui.saved": "Saved",
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&"ui.saving": "Saving…",
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&"ui.no_saves": "No saves yet.",
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&"ui.continue": "Continue",
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&"ui.cancel": "Cancel",
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&"ui.manual_save": "Manual save",
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&"ui.autosave": "Autosave",
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&"ui.version_mismatch": "This save is from an older version (v{v}) — loading may fail. Continue?",
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&"ui.welcome_back": "Welcome back — away {n}",
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&"ui.welcome_back_min": "{n} minute",
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&"ui.welcome_back_mins": "{n} minutes",
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&"ui.welcome_back_hour": "{n} hour",
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&"ui.welcome_back_hours": "{n} hours",
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&"ui.load_failed": "Load failed (corrupt or version mismatch).",
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# Phase 15 — Storyteller event titles + bodies (25-event corpus).
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# EventDef factories in EventCatalog carry the English string directly;
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# these keys exist so Strings.t() is the indirection point for future locale
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# switching. When a locale ships, swap EventDef.title/body from these keys
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# instead of touching EventCatalog factories. (%pawn% is substituted by UI.)
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&"event.first_beds.title": "First Beds",
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&"event.first_beds.body": "Your settlers slept on the cold ground again. They are starting to ache.",
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&"event.empty_larder.title": "Empty Larder",
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&"event.empty_larder.body": "The larder is bare. Spring won't last forever.",
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&"event.no_fire.title": "No Fire",
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&"event.no_fire.body": "Without a hearth, the cold will bite by night.",
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&"event.walls.title": "Walls?",
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&"event.walls.body": "Sleeping under stars is romantic until the wolves arrive.",
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&"event.spring_awakens.title": "Spring Awakens",
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&"event.spring_awakens.body": "The thaw runs in every stream. Crops will grow fast now.",
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&"event.summers_heat.title": "Summer's Heat",
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&"event.summers_heat.body": "The sun beats down. Unsheltered work will tire faster.",
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&"event.autumns_harvest.title": "Autumn's Harvest",
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&"event.autumns_harvest.body": "The fields are heavy with the last of the year's bounty.",
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&"event.winters_edge.title": "Winter's Edge",
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&"event.winters_edge.body": "Frost has come. The road is closed; you are alone.",
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&"event.a_traveler.title": "A Traveler",
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&"event.a_traveler.body": "A weary traveler stumbles toward your gate. They look hungry. Will you welcome them?",
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&"event.the_refugee_family.title": "The Refugee Family",
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&"event.the_refugee_family.body": "A family fleeing bandits arrives. They have nothing, but they would work hard.",
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&"event.the_old_soldier.title": "The Old Soldier",
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&"event.the_old_soldier.body": "A retired soldier offers his blade for a place by your fire. Combat 8, but old and tired.",
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&"event.the_wandering_healer.title": "The Wandering Healer",
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&"event.the_wandering_healer.body": "A traveling healer asks for shelter. She brings knowledge of medicine.",
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&"event.wolves_at_the_edge.title": "Wolves at the Edge",
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&"event.wolves_at_the_edge.body": "Wolves howl in the distance. They will be here by nightfall.",
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&"event.lone_wolf.title": "Lone Wolf",
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&"event.lone_wolf.body": "A starving wolf circles your livestock.",
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&"event.pack_hunt.title": "Pack Hunt",
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&"event.pack_hunt.body": "A hunting pack moves through the forest. They smell your colony.",
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&"event.bandit_scouts.title": "Bandit Scouts",
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&"event.bandit_scouts.body": "Strange figures watched from the treeline at dusk. Bandits, perhaps.",
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&"event.fever.title": "Fever",
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&"event.fever.body": "%pawn% woke with a fever. The sickness may spread.",
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&"event.a_bad_cut.title": "A Bad Cut",
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&"event.a_bad_cut.body": "%pawn% gashed their hand chopping wood. The wound looks deep.",
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&"event.the_sleeplessness.title": "The Sleeplessness",
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&"event.the_sleeplessness.body": "%pawn% has barely slept. Something weighs on them.",
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&"event.bountiful_harvest.title": "Bountiful Harvest",
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&"event.bountiful_harvest.body": "Your fields exceeded the season. The granary swells.",
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&"event.lumberjacks_luck.title": "Lumberjack's Luck",
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&"event.lumberjacks_luck.body": "%pawn% found a copse of unusually thick trees.",
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&"event.veins_of_iron.title": "Veins of Iron",
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&"event.veins_of_iron.body": "A miner reports a rich vein, deeper than expected.",
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&"event.strange_stones.title": "Strange Stones",
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&"event.strange_stones.body": "Settlers report finding carved stones in the wood — older than any memory.",
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&"event.an_old_map.title": "An Old Map",
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&"event.an_old_map.body": "%pawn% found a tattered map. Roads to the north, half-faded.",
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&"event.one_year_survived.title": "One Year Survived",
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&"event.one_year_survived.body": "A full year. The first frost feels different now — yours is a real settlement.",
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}
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func t(key: StringName) -> String:
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if TABLE.has(key):
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return TABLE[key]
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push_warning("Strings.t(): missing key %s" % key)
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return String(key)
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