packages: the registry text a game fills is keys (Maroon Lake's phase 26.4) - ThingKind.name, GearKind blurb/howto/names, HintCard's words, JobDef title/text/how, NpcLine and NpcChoice text, WeatherKind.name are @Text Key fields (a compiled row that leaves one out takes its derived key, the English is the game's en.po); what a package hands back as text is the key's marked text, "" for none; NpcName.name, NpcChoice.line and SettingDef.text are not text and lose @Text; ludic.i18n's tr/trf/trn/key_text say @alloc_ok (tr is a cast); the packages' tests with key literals (built, not run); changes/text-keys-data.md
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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parent
86146782f7
commit
86644e6533
21 changed files with 81 additions and 54 deletions
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@ -30,7 +30,7 @@ program WeatherTest {
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return w
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}
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function kind(name: string, wet: bool, thunder: bool, odds: []float) -> WeatherKind {
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function kind(name: Key, wet: bool, thunder: bool, odds: []float) -> WeatherKind {
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let k = new WeatherKind
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k.name = name
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k.clear = not wet
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@ -65,9 +65,9 @@ program WeatherTest {
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weather_test_st.bias = WEATHER_NO_BIAS
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weather_test_st.lean = null
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let ks = new []WeatherKind
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push(ks, kind("clear", false, false, odds3(0.0, 1.0, 0.0)))
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push(ks, kind("rain", true, false, odds3(0.0, 0.0, 1.0)))
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push(ks, kind("storm", true, true, odds3(1.0, 0.0, 0.0)))
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push(ks, kind(k"weather.clear", false, false, odds3(0.0, 1.0, 0.0)))
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push(ks, kind(k"weather.rain", true, false, odds3(0.0, 0.0, 1.0)))
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push(ks, kind(k"weather.storm", true, true, odds3(1.0, 0.0, 0.0)))
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weather_kinds(weather_st, ks)
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weather_config_wind(weather_st, 0.5, 2.5, 10.0, 19.0)
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weather_reset(weather_st)
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