rimlike/autoload/strings.gd
megaproxy bba1ce4334 Phase 17/18 closure: stockpile filter UI + day summary + atmospheric audio
Three-agent fan-out (gdscript-refactor x3) closing deferred polish:

- Stockpile chip filter UI: new StockpilePanel (layer 18, right-anchored,
  mirrors WorkbenchPanel). 5-priority segmented control + 21-chip 4-col
  filter grid using Item.ALL_TYPES; wildcard (empty accepted_types) shows
  all chips checked with 'All' hint, first explicit pick switches to
  explicit-list mode. Selection chain extended to pawn → workbench →
  stockpile with mutual exclusion. 12 ui.stockpile.* + 13 item.* keys.

- DaySummaryCard: layer-19 modal auto-opens at dusk→night via day_ended,
  auto-pauses sim, shows day+season header, weather row, stats grid with
  green/yellow/red tension bar, Continue dismiss + backdrop tap.
  Settings 'Show end-of-day summary' toggle persists via GameState.

- Atmospheric audio: rain ambient loop (Cozy Melodies Pack 6) on
  weather_changed rain/storm with 0.5s fade-out on clear; thunder sting
  (Magic and Spells 6) on rain→storm transition; raid warning sting
  (Sword Pack 1, 'blades drawn') on EventBus.wolf_spawned. All on SFX
  bus — inherits existing slider + suspend mute.

Contracts pre-written before fan-out: EventBus.stockpile_selected /
stockpile_deselected / wolf_spawned signals; WolfSpawner._trigger_raid
+ _on_request_wolf_spawn now emit wolf_spawned with the spawned array.

MCP runtime verified: StockpilePanel opens with 21 chips, DaySummaryCard
renders weather row + tension bar + auto-pause, rain_player.playing=true
on weather_changed(rain), all three new SFX keys in Audio.SFX_FILES.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 17:20:40 +01:00

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extends Node
## i18n string table — player-visible strings ONLY. Code keys, EN values.
##
## Locked from day one (per CLAUDE.md): no hardcoded display copy in scenes or
## scripts. If you have player-facing text, add a key here and call Strings.t(key).
##
## Locale switching is post-MVP; the indirection lands now so we don't have to
## retrofit the whole game later. When the table grows, move it to a .tres or
## external CSV import; the public API (`Strings.t(key)`) stays the same.
const TABLE: Dictionary = {
# Phase 0 placeholder — populate as features land.
&"app.title": "Rimlike",
&"smoke.hello": "Phase 0 — autoloads online.",
# Speed controls (top bar)
&"speed.pause": "",
&"speed.normal": "1×",
&"speed.fast": "5×",
&"speed.ultra": "12×",
# HUD
&"hud.tick": "Tick: {n}",
# Phase 11 — in-game clock display ("{d}" = day, "{t}" = "HH:MM")
&"clock.format": "Day {d}, {t}",
# Phase 12 — season indicator ("{s}" = season name, "{d}" = 1-indexed day, "{total}" = days per season)
&"season.spring": "Spring",
&"season.summer": "Summer",
&"season.autumn": "Autumn",
&"season.winter": "Winter",
&"season.format": "{s} {d}/12",
# Pawn state labels
&"pawn.state.idle": "idle",
&"pawn.state.walking": "walking",
# Item types (player-visible this phase)
&"item.wood": "Wood",
&"item.stone": "Stone",
&"item.iron_ore": "Iron ore",
# Item stack count badge ("{n}" is substituted at call site via .format())
&"item.stack_count": "×{n}",
# Phase 6 — new item types (carpenter bench + smelter outputs)
&"item.plank": "Plank",
&"item.stone_block": "Stone block",
# Phase 7 — food loop and cooking chain item types
&"item.flour": "Flour",
&"item.bread": "Bread",
&"item.meal": "Meal",
# Phase 7 — cooking workbench labels
&"workbench.hearth": "Hearth",
&"workbench.millstone": "Millstone",
# Phase 7 — pawn hunger states
&"pawn.state.eating": "eating",
&"pawn.state.hungry": "hungry",
# Phase 11 — mood thoughts (player-visible in pawn-detail, Phase 17)
&"thought.in_darkness": "In darkness",
# Phase 6 — quality tier labels
&"quality.shoddy": "Shoddy",
&"quality.normal": "Normal",
&"quality.excellent": "Excellent",
&"quality.masterwork": "Masterwork",
&"quality.legendary": "Legendary",
# Phase 15 — Storyteller UI buttons
&"ui.go_there": "Go there",
&"ui.dismiss": "Dismiss",
# Phase 16 — Save/Load UI
&"ui.save": "Save",
&"ui.load": "Load",
&"ui.saved": "Saved",
&"ui.saving": "Saving…",
&"ui.no_saves": "No saves yet.",
&"ui.continue": "Continue",
&"ui.cancel": "Cancel",
&"ui.manual_save": "Manual save",
&"ui.autosave": "Autosave",
&"ui.version_mismatch": "This save is from an older version (v{v}) — loading may fail. Continue?",
&"ui.welcome_back": "Welcome back — away {n}",
&"ui.welcome_back_min": "{n} minute",
&"ui.welcome_back_mins": "{n} minutes",
&"ui.welcome_back_hour": "{n} hour",
&"ui.welcome_back_hours": "{n} hours",
&"ui.load_failed": "Load failed (corrupt or version mismatch).",
# Phase 15 — Storyteller event titles + bodies (25-event corpus).
# EventDef factories in EventCatalog carry the English string directly;
# these keys exist so Strings.t() is the indirection point for future locale
# switching. When a locale ships, swap EventDef.title/body from these keys
# instead of touching EventCatalog factories. (%pawn% is substituted by UI.)
&"event.first_beds.title": "First Beds",
&"event.first_beds.body": "Your settlers slept on the cold ground again. They are starting to ache.",
&"event.empty_larder.title": "Empty Larder",
&"event.empty_larder.body": "The larder is bare. Spring won't last forever.",
&"event.no_fire.title": "No Fire",
&"event.no_fire.body": "Without a hearth, the cold will bite by night.",
&"event.walls.title": "Walls?",
&"event.walls.body": "Sleeping under stars is romantic until the wolves arrive.",
&"event.spring_awakens.title": "Spring Awakens",
&"event.spring_awakens.body": "The thaw runs in every stream. Crops will grow fast now.",
&"event.summers_heat.title": "Summer's Heat",
&"event.summers_heat.body": "The sun beats down. Unsheltered work will tire faster.",
&"event.autumns_harvest.title": "Autumn's Harvest",
&"event.autumns_harvest.body": "The fields are heavy with the last of the year's bounty.",
&"event.winters_edge.title": "Winter's Edge",
&"event.winters_edge.body": "Frost has come. The road is closed; you are alone.",
&"event.a_traveler.title": "A Traveler",
&"event.a_traveler.body": "A weary traveler stumbles toward your gate. They look hungry. Will you welcome them?",
&"event.the_refugee_family.title": "The Refugee Family",
&"event.the_refugee_family.body": "A family fleeing bandits arrives. They have nothing, but they would work hard.",
&"event.the_old_soldier.title": "The Old Soldier",
&"event.the_old_soldier.body": "A retired soldier offers his blade for a place by your fire. Combat 8, but old and tired.",
&"event.the_wandering_healer.title": "The Wandering Healer",
&"event.the_wandering_healer.body": "A traveling healer asks for shelter. She brings knowledge of medicine.",
&"event.wolves_at_the_edge.title": "Wolves at the Edge",
&"event.wolves_at_the_edge.body": "Wolves howl in the distance. They will be here by nightfall.",
&"event.lone_wolf.title": "Lone Wolf",
&"event.lone_wolf.body": "A starving wolf circles your livestock.",
&"event.pack_hunt.title": "Pack Hunt",
&"event.pack_hunt.body": "A hunting pack moves through the forest. They smell your colony.",
&"event.bandit_scouts.title": "Bandit Scouts",
&"event.bandit_scouts.body": "Strange figures watched from the treeline at dusk. Bandits, perhaps.",
&"event.fever.title": "Fever",
&"event.fever.body": "%pawn% woke with a fever. The sickness may spread.",
&"event.a_bad_cut.title": "A Bad Cut",
&"event.a_bad_cut.body": "%pawn% gashed their hand chopping wood. The wound looks deep.",
&"event.the_sleeplessness.title": "The Sleeplessness",
&"event.the_sleeplessness.body": "%pawn% has barely slept. Something weighs on them.",
&"event.bountiful_harvest.title": "Bountiful Harvest",
&"event.bountiful_harvest.body": "Your fields exceeded the season. The granary swells.",
&"event.lumberjacks_luck.title": "Lumberjack's Luck",
&"event.lumberjacks_luck.body": "%pawn% found a copse of unusually thick trees.",
&"event.veins_of_iron.title": "Veins of Iron",
&"event.veins_of_iron.body": "A miner reports a rich vein, deeper than expected.",
&"event.strange_stones.title": "Strange Stones",
&"event.strange_stones.body": "Settlers report finding carved stones in the wood — older than any memory.",
&"event.an_old_map.title": "An Old Map",
&"event.an_old_map.body": "%pawn% found a tattered map. Roads to the north, half-faded.",
&"event.one_year_survived.title": "One Year Survived",
&"event.one_year_survived.body": "A full year. The first frost feels different now — yours is a real settlement.",
# Phase 17 — PawnDetailPanel
&"ui.detail.close": "X",
&"ui.detail.hp": "HP",
&"ui.detail.hunger": "Hunger",
&"ui.detail.sleep": "Sleep",
&"ui.detail.mood": "Mood",
&"ui.detail.job": "Job",
&"ui.detail.idle": "Idle",
&"ui.detail.sulking": "Sulking",
&"ui.detail.thoughts": "Thoughts",
&"ui.detail.statuses": "Statuses",
&"ui.detail.skills": "Skills",
&"ui.detail.priorities": "Work priorities",
&"ui.detail.skill.manual_labor": "Manual",
&"ui.detail.skill.crafting": "Crafting",
&"ui.detail.skill.cooking": "Cooking",
&"ui.detail.skill.medicine": "Medicine",
&"ui.detail.skill.combat": "Combat",
&"ui.detail.sev": "sev={s}/{m}",
# Phase 17 — SettingsMenu
&"ui.settings.title": "Settings",
&"ui.settings.speeds": "Speeds",
&"ui.settings.shortcuts": "Pause=Space 1×=1 5×=2 12×=3",
&"ui.settings.auto_pause": "Auto-pause",
&"ui.settings.pause_threat": "On Threat",
&"ui.settings.pause_wanderer": "On Wanderer",
&"ui.settings.pause_pawn_down": "On Pawn-Down",
&"ui.settings.pause_modal": "On Modal",
&"ui.settings.audio": "Audio",
&"ui.settings.master": "Master",
&"ui.settings.music": "Music",
&"ui.settings.sfx": "SFX",
&"ui.settings.ambient": "Ambient",
&"ui.settings.accessibility": "Accessibility",
&"ui.settings.larger_text": "Larger Text",
&"ui.settings.reduce_motion": "Reduce Motion",
&"ui.settings.save": "Save",
&"ui.settings.cancel": "Cancel",
&"ui.settings.btn": "Settings",
# Phase 17 — BuildDrawer bottom-sheet.
&"ui.build": "Build",
&"ui.build_drawer.designate": "Designate",
&"ui.build_drawer.build": "Build",
&"ui.build_drawer.stockpile": "Stockpile",
&"ui.build_drawer.cancel": "Cancel",
&"ui.build_drawer.section.structures": "Structures",
&"ui.build_drawer.section.furniture": "Furniture",
&"ui.build_drawer.section.production": "Production",
&"tool.chop": "Chop trees",
&"tool.mine": "Mine rocks",
&"tool.dig_grave": "Dig grave",
&"tool.no_roof": "No roof",
&"tool.build_wall_stone": "Stone wall",
&"tool.build_wall_wood": "Wood wall",
&"tool.build_floor_wood": "Wood floor",
&"tool.build_floor_stone": "Stone floor",
&"tool.build_door": "Door",
&"tool.build_crate": "Crate",
&"tool.build_bed": "Bed",
&"tool.build_torch": "Torch",
&"tool.workbench_carpenter": "Carpenter",
&"tool.workbench_smelter": "Smelter",
&"tool.workbench_millstone": "Millstone",
&"tool.workbench_hearth": "Hearth",
&"tool.workbench_cremation_pyre": "Cremation Pyre",
&"tool.paint_quarry": "Quarry",
&"tool.stockpile_general": "Stockpile",
&"tool.graveyard": "Graveyard",
&"tool.plant_tree": "Plant tree",
# Tree growth stage names (shown in inspect tooltip).
&"tree.stage.sapling": "Sapling",
&"tree.stage.young": "Young tree",
&"tree.stage.growing": "Growing tree",
&"tree.stage.mature": "Mature tree",
&"ui.bill.mode_forever": "Forever",
&"ui.bill.mode_count": "Do X times",
&"ui.bill.mode_until_n": "Do until X",
&"ui.bill.target": "Target",
&"ui.bill.until_count": "Until count",
&"ui.bill.completed": "Done",
&"ui.bill.pause": "Pause",
&"ui.bill.remove": "Remove",
&"ui.bill.add_button": "Add bill",
&"ui.bill.no_bills_hint": "No bills. Add one to start crafting.",
&"ui.workbench.current_bill": "Current",
&"ui.workbench.idle": "Idle",
# Phase 17 — DaySummaryCard end-of-day modal.
&"ui.day_summary.title": "Day {day} — {season}",
&"ui.day_summary.continue": "Continue",
&"ui.day_summary.pawns_alive": "Pawns alive",
&"ui.day_summary.wolves_on_map": "Wolves on map",
&"ui.day_summary.tension": "Tension",
&"ui.day_summary.tension_fmt": "{t} / 100",
# Weather labels (weather.<name>)
&"weather.clear": "Clear",
&"weather.rain": "Rain",
&"weather.storm": "Storm",
&"weather.cold_snap": "Cold Snap",
&"weather.unknown": "Unknown",
# Settings checkbox label
&"ui.settings.show_day_summary": "Show end-of-day summary",
# Phase 17 — Stockpile filter chips (StockpilePanel).
&"ui.stockpile.title": "Stockpile",
&"ui.stockpile.priority": "Priority:",
&"ui.stockpile.prio.critical": "Crit",
&"ui.stockpile.prio.high": "High",
&"ui.stockpile.prio.normal": "Norm",
&"ui.stockpile.prio.low": "Low",
&"ui.stockpile.prio.off": "Off",
&"ui.stockpile.accepts": "Accepts:",
&"ui.stockpile.accepts_all_hint": "All",
&"ui.stockpile.select_all": "All",
&"ui.stockpile.clear_all": "None",
# Item type chip labels missing from existing table (copper_ore through ash).
# (item.wood, .stone, .iron_ore, .plank, .stone_block, .flour, .bread, .meal
# are already defined above — only the ones below are new.)
&"item.copper_ore": "Copper",
&"item.silver": "Silver",
&"item.gold": "Gold",
&"item.cloth": "Cloth",
&"item.vegetable": "Vegetable",
&"item.meat": "Meat",
&"item.grain": "Grain",
&"item.medicine": "Medicine",
&"item.tool": "Tool",
&"item.weapon": "Weapon",
&"item.armor": "Armor",
&"item.corpse": "Corpse",
&"item.ash": "Ash",
}
func t(key: StringName) -> String:
if TABLE.has(key):
return TABLE[key]
push_warning("Strings.t(): missing key %s" % key)
return String(key)