Trees: 4 growth stages (Sapling→Young→Growing→Mature), only Mature yields wood. WildGrowth ticker fires every in-game hour; rejection- samples grass tiles and plants a sapling with ~30% probability (capped at MAP_TREE_LIMIT=60). New `paint_plant_tree` designation lets the player manually plant — ghost sapling registered as a build_site that ConstructionProvider fulfils. Stage round-trips through save/load. Initial seed mixes 4 saplings + 6 mature so growth is visible day 1. Quarry: new BigRockNode entity (2×2 permanent stone outcrop, never depletes). 3 nodes seeded far from cabin. New QuarryWorkbench (extends Workbench, auto-FOREVER `quarry_stone` bill, recipe drops 1 stone per 300 work-ticks). New `paint_quarry` designation only accepts BigRockNode tiles. CraftingProvider now supports recipes with `ingredient_count == 0` — skips ingredient-fetch and goes straight to walk+craft toils. Recipe gains `ingredient_count` field (defaults 0). Save/load layering: big_rock_node spawns at priority 0 (same as rock/tree), quarry_workbench at priority 2 (after the node). UI: Plant tree + Build quarry buttons added to Build drawer. build_drawer_thumb gains `plant_tree` (sapling sprout in dirt) and `paint_quarry` (stone block + chisel + cut-stone pile) shapes. inspect_tooltip recognises BigRockNode + shows tree growth stage on hover. Delegation: gdscript-refactor (Sonnet ×2) for trees full impl + quarry skeleton; quick-edit (Haiku) for CraftingProvider no-ingredient plumbing + TopBar polish; integration handled on Opus.
225 lines
11 KiB
GDScript
225 lines
11 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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# Phase 17 — PawnDetailPanel
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&"ui.detail.close": "X",
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&"ui.detail.hp": "HP",
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&"ui.detail.hunger": "Hunger",
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&"ui.detail.sleep": "Sleep",
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&"ui.detail.mood": "Mood",
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&"ui.detail.job": "Job",
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&"ui.detail.idle": "Idle",
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&"ui.detail.sulking": "Sulking",
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&"ui.detail.thoughts": "Thoughts",
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&"ui.detail.statuses": "Statuses",
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&"ui.detail.skills": "Skills",
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&"ui.detail.priorities": "Work priorities",
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&"ui.detail.skill.manual_labor": "Manual",
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&"ui.detail.skill.crafting": "Crafting",
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&"ui.detail.skill.cooking": "Cooking",
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&"ui.detail.skill.medicine": "Medicine",
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&"ui.detail.skill.combat": "Combat",
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&"ui.detail.sev": "sev={s}/{m}",
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# Phase 17 — SettingsMenu
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&"ui.settings.title": "Settings",
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&"ui.settings.speeds": "Speeds",
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&"ui.settings.shortcuts": "Pause=Space 1×=1 5×=2 12×=3",
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&"ui.settings.auto_pause": "Auto-pause",
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&"ui.settings.pause_threat": "On Threat",
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&"ui.settings.pause_wanderer": "On Wanderer",
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&"ui.settings.pause_pawn_down": "On Pawn-Down",
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&"ui.settings.pause_modal": "On Modal",
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&"ui.settings.audio": "Audio",
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&"ui.settings.master": "Master",
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&"ui.settings.music": "Music",
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&"ui.settings.sfx": "SFX",
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&"ui.settings.ambient": "Ambient",
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&"ui.settings.accessibility": "Accessibility",
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&"ui.settings.larger_text": "Larger Text",
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&"ui.settings.reduce_motion": "Reduce Motion",
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&"ui.settings.save": "Save",
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&"ui.settings.cancel": "Cancel",
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&"ui.settings.btn": "Settings",
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# Phase 17 — BuildDrawer bottom-sheet.
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&"ui.build": "Build",
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&"ui.build_drawer.designate": "Designate",
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&"ui.build_drawer.build": "Build",
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&"ui.build_drawer.stockpile": "Stockpile",
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&"ui.build_drawer.cancel": "Cancel",
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&"tool.chop": "Chop trees",
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&"tool.mine": "Mine rocks",
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&"tool.dig_grave": "Dig grave",
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&"tool.no_roof": "No roof",
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&"tool.build_wall_stone": "Stone wall",
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&"tool.build_wall_wood": "Wood wall",
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&"tool.build_floor_wood": "Wood floor",
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&"tool.build_floor_stone": "Stone floor",
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&"tool.build_door": "Door",
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&"tool.build_crate": "Crate",
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&"tool.build_bed": "Bed",
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&"tool.build_torch": "Torch",
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&"tool.workbench_carpenter": "Carpenter",
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&"tool.workbench_smelter": "Smelter",
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&"tool.workbench_millstone": "Millstone",
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&"tool.workbench_hearth": "Hearth",
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&"tool.workbench_cremation_pyre": "Cremation Pyre",
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&"tool.paint_quarry": "Build quarry",
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&"tool.stockpile_general": "Stockpile",
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&"tool.graveyard": "Graveyard",
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&"tool.plant_tree": "Plant tree",
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# Tree growth stage names (shown in inspect tooltip).
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&"tree.stage.sapling": "Sapling",
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&"tree.stage.young": "Young tree",
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&"tree.stage.growing": "Growing tree",
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&"tree.stage.mature": "Mature tree",
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&"ui.bill.mode_forever": "Forever",
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&"ui.bill.mode_count": "Do X times",
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&"ui.bill.mode_until_n": "Do until X",
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&"ui.bill.target": "Target",
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&"ui.bill.until_count": "Until count",
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&"ui.bill.completed": "Done",
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&"ui.bill.pause": "Pause",
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&"ui.bill.remove": "Remove",
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&"ui.bill.add_button": "Add bill",
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&"ui.bill.no_bills_hint": "No bills. Add one to start crafting.",
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&"ui.workbench.current_bill": "Current",
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&"ui.workbench.idle": "Idle",
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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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