ludic.i18n: the English path is out of L (26.9) - a plain string is drawn as it is in every language (a player named Settings stays Settings), a key, a key glued into text and a bracketed line are made as before. The pattern tables, the sentence and padding lookups, Ln, i18n_pattern_count and kr_words' English-argument lookup are gone; a language's .po is read for keys and plurals. Tests move to keys; README and a changeset say so.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -21,13 +21,6 @@ function kr_unescape(s: string) -> string {
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return text_of(buf, n)
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}
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# an argument with letters in it (not a number, a time, a sign): while the game still hands English
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# into a key's holes (until its code and data are keys, phase 26.9), it gets the old English lookup
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function kr_words(s: string) -> bool {
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for i in 0 .. len(s) { if (s[i] >= 65 and s[i] <= 90) or (s[i] >= 97 and s[i] <= 122) { return true } }
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return false
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}
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# a count written as decimal digits (a leading - allowed); anything else is 0
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function kr_int(s: string) -> int {
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var v = 0
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