Mark some strings of tutorial mod for translation

master
Wuzzy 2014-10-01 15:45:56 +02:00
parent 733ac1531a
commit ae9cb71702
1 changed files with 35 additions and 26 deletions

View File

@ -1,5 +1,14 @@
tutorial = {}
-- intllib support
local S
if (minetest.get_modpath("intllib")) then
dofile(minetest.get_modpath("intllib").."/intllib.lua")
S = intllib.Getter(minetest.get_current_modname())
else
S = function ( s ) return s end
end
-- Saves tutorial state into file
function tutorial.save_state()
local str = minetest.serialize(tutorial.state)
@ -42,7 +51,7 @@ end
function tutorial.register_infosign(itemstringpart, caption, fulltext)
minetest.register_node("tutorial:sign_"..itemstringpart, {
description = "Tutorial Sign '"..caption.."'",
description = string.format(S("tutorial sign '%s'"), caption),
drawtype = "signlike",
tiles = {"default_sign_wall.png"},
inventory_image = "default_sign_wall.png",
@ -61,7 +70,7 @@ function tutorial.register_infosign(itemstringpart, caption, fulltext)
local meta = minetest.get_meta(pos)
local formspec = ""..
"size[12,6]"..
"label[-0.15,-0.4;"..caption.."]"..
"label[-0.15,-0.4;"..minetest.formspec_escape(caption).."]"..
"tablecolumns[text]"..
"tableoptions[background=#000000;highlight=#000000;border=false]"..
"table[0,0.25;12,5.2;infosign_text;"..
@ -861,7 +870,7 @@ tutorial.register_infosign("online", "Online Resources", tutorial.texts.online)
tutorial.register_infosign("subgame", "Subgames", tutorial.texts.subgame)
minetest.register_node("tutorial:wall", {
description = "Reinforced Wall",
description = S("reinforced wall"),
tiles = {"default_stone_brick.png"},
is_ground_content = true,
groups = {immortal=1},
@ -869,7 +878,7 @@ minetest.register_node("tutorial:wall", {
})
minetest.register_node("tutorial:reinforced_glass", {
description = "Reinforced Glass",
description = S("reinforced glass"),
drawtype = "glasslike",
tiles = {"tutorial_reinforced_glass.png"},
inventory_image = minetest.inventorycube("tutorial_reinforced_glass.png"),
@ -880,7 +889,7 @@ minetest.register_node("tutorial:reinforced_glass", {
})
minetest.register_node("tutorial:weak_glass", {
description = "Weak Glass",
description = S("weak glass"),
drawtype = "glasslike",
tiles = {"tutorial_weak_glass.png"},
inventory_image = minetest.inventorycube("tutorial_weak_glass.png"),
@ -893,7 +902,7 @@ minetest.register_node("tutorial:weak_glass", {
minetest.register_tool("tutorial:snatcher", {
description = "Apple Snatcher",
description = S("apple snatcher"),
inventory_image = "tutorial_snatcher.png",
wield_image = "tutorial_snatcher.png",
wield_scale = { x = 1, y = 1, z = 1 },
@ -903,7 +912,7 @@ minetest.register_tool("tutorial:snatcher", {
--[[ A special switch which, when flipped, exchanges day for night and vice versa. ]]
minetest.register_node("tutorial:day", {
description = "Day/Night Switch (Day)",
description = S("day/night switch (day)"),
tiles = { "tutorial_day.png" },
groups = {immortal=1},
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
@ -912,7 +921,7 @@ minetest.register_node("tutorial:day", {
end
})
minetest.register_node("tutorial:night", {
description = "Day/Night Switch (Night)",
description = S("day/night switch (night)"),
tiles = { "tutorial_night.png" },
groups = {immortal=1},
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
@ -924,7 +933,7 @@ minetest.register_node("tutorial:night", {
--[[ A special switch which "activates" and "deactivates" the waterfall in Tutorial World.
It only works on a prepared map! ]]
minetest.register_node("tutorial:waterfall_on", {
description = "Waterfall Switch (on)",
description = S("waterfall switch (on)"),
tiles = { "tutorial_waterfall_on.png" },
groups = {immortal=1},
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
@ -938,7 +947,7 @@ minetest.register_node("tutorial:waterfall_on", {
end
})
minetest.register_node("tutorial:waterfall_off", {
description = "Waterfall Switch (off)",
description = S("waterfall switch (off)"),
tiles = { "tutorial_waterfall_off.png" },
groups = {immortal=1},
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
@ -974,24 +983,24 @@ minetest.register_on_joinplayer(function(player)
local formspec = nil
if(minetest.is_singleplayer() == false) then
formspec = "size[12,6]"..
"label[-0.15,-0.4;Warning: Not playing in singleplayer mode]"..
"label[-0.15,-0.4;"..F("Warning: You're not playing in singleplayer mode").."]"..
"tablecolumns[text]"..
"tableoptions[background=#000000;highlight=#000000;border=false]"..
"table[0,0.25;12,5.2;creative_text;"..
tutorial.texts.notsingleplayer..
"]"..
"button_exit[2.5,5.5;3,1;close;Continue anyways]"..
"button_exit[6.5,5.5;3,1;leave;Leave tutorial]"
"button_exit[2.5,5.5;3,1;close;"..F("Continue anyways").."]"..
"button_exit[6.5,5.5;3,1;leave;"..F("Leave tutorial").."]"
elseif(minetest.setting_getbool("creative_mode")) then
formspec = "size[12,6]"..
"label[-0.15,-0.4;Warning: Creative mode is active]"..
"label[-0.15,-0.4;"..F("Warning: Creative mode is active").."]"..
"tablecolumns[text]"..
"tableoptions[background=#000000;highlight=#000000;border=false]"..
"table[0,0.25;12,5.2;creative_text;"..
tutorial.texts.creative..
"]"..
"button_exit[2.5,5.5;3,1;close;Continue anyways]"..
"button_exit[6.5,5.5;3,1;leave;Leave tutorial]"
"button_exit[2.5,5.5;3,1;close;"..F("Continue anyways").."]"..
"button_exit[6.5,5.5;3,1;leave;"..F("Leave tutorial").."]"
else
if(tutorial.state.first_join==true) then
@ -1002,7 +1011,7 @@ minetest.register_on_joinplayer(function(player)
"table[0,0.25;12,5.2;intro_text;"..
tutorial.texts.intro..
"]"..
"button_exit[4.5,5.5;3,1;close;Close]"
"button_exit[4.5,5.5;3,1;close;"..F("Close").."]"
end
tutorial.state.first_join = false
tutorial.save_state()
@ -1015,7 +1024,7 @@ end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if(fields.leave) then
minetest.kick_player(player:get_player_name(), "You voluntarily have exited the tutorial.")
minetest.kick_player(player:get_player_name(), S("You voluntarily have exited the tutorial."))
end
if(fields.gotostart) then
tutorial.back_to_start(player)
@ -1036,7 +1045,7 @@ minetest.register_globalstep(function(dtime)
if(player:getpos().y < -12 and (not minetest.setting_getbool("creative_mode"))) then
-- teleport players back to the start when they fell away
tutorial.back_to_start(player)
tutorial.show_default_dialog(name, "You fell from the castle!", tutorial.texts.fallout)
tutorial.show_default_dialog(name, S("You fell from the castle!"), tutorial.texts.fallout)
else
local inv = player:get_inventory()
@ -1047,7 +1056,7 @@ minetest.register_globalstep(function(dtime)
if(inv:contains_item("main", gold_stack)) then
tutorial.show_default_dialog(
name,
"Gold ingot",
S("Gold ingots in the tutorial"),
tutorial.texts.first_gold
)
tutorial.state.first_gold = true
@ -1058,15 +1067,15 @@ minetest.register_globalstep(function(dtime)
local gold_stack = ItemStack("default:gold_ingot "..tostring(tutorial.gold))
if(inv:contains_item("main", gold_stack)) then
local formspec = "size[12,6]"..
"label[-0.15,-0.4;You've finished the tutorial!]"..
"label[-0.15,-0.4;"..F("You've finished the tutorial!").."]"..
"tablecolumns[text]"..
"tableoptions[background=#000000;highlight=#000000;border=false]"..
"table[0,0.25;12,5.2;creative_text;"..
tutorial.texts.last_gold..
"]"..
"button_exit[0.5,5.5;3,1;close;Continue]"..
"button_exit[4.5,5.5;3,1;leave;Leave tutorial]"..
"button_exit[8.5,5.5;3,1;gotoend;Go to Good-Bye room]"
"button_exit[0.5,5.5;3,1;close;"..F("Continue").."]"..
"button_exit[4.5,5.5;3,1;leave;"..F("Leave tutorial").."]"..
"button_exit[8.5,5.5;3,1;gotoend;"..F("Go to Good-Bye room").."]"
minetest.show_formspec(name, "tutorial_last_gold", formspec)
@ -1080,7 +1089,7 @@ minetest.register_globalstep(function(dtime)
if(inv:contains_item("main", diamond_stack)) then
tutorial.show_default_dialog(
name,
"You found a hidden diamond!",
S("You found a hidden diamond!"),
tutorial.texts.first_diamond
)
tutorial.state.first_diamond = true
@ -1092,7 +1101,7 @@ minetest.register_globalstep(function(dtime)
if(inv:contains_item("main", diamond_stack)) then
tutorial.show_default_dialog(
name,
"You have collected all hidden diamonds!",
S("You have collected all hidden diamonds!"),
tutorial.texts.last_diamond
)
tutorial.state.last_diamond = true