fix(locale): resolve Chinese monster and NPC names via Locale.mob_names and early-bind name resolver
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@@ -2,6 +2,7 @@ extends SceneTree
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const Locale = preload("res://locale.gd")
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const ItemTooltip = preload("res://ui/item_tooltip.gd")
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const NetPlay = preload("res://net_play.gd")
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func _init() -> void:
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print("=== Starting test_chinese_locale ===")
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@@ -97,6 +98,65 @@ func _init() -> void:
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printerr("FAIL: Expected title '武士刀+0', got '%s'" % model.get("title", ""))
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failed += 1
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# 7. NetPlay._entity_name resolution for mobs, stones, NPCs, and PCs
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var np := NetPlay.new()
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np.locale = loc
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# 7a. Monster: stray_dog (race 101) -> 幼狼
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var mob_dog := np._entity_name({"race": 101, "kind": 2, "name": "stray_dog"})
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if mob_dog == "幼狼":
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print("PASS: NetPlay._entity_name(race 101 stray_dog) resolved to '幼狼'")
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passed += 1
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else:
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printerr("FAIL: Expected '幼狼', got '%s'" % mob_dog)
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failed += 1
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# 7b. Monster: wolf (race 102) -> 灰狼
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var mob_wolf := np._entity_name({"race": 102, "kind": 2, "name": "wolf"})
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if mob_wolf == "灰狼":
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print("PASS: NetPlay._entity_name(race 102 wolf) resolved to '灰狼'")
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passed += 1
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else:
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printerr("FAIL: Expected '灰狼', got '%s'" % mob_wolf)
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failed += 1
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# 7c. Metin Stone: race 8001 -> 鱼跃陨石
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var stone := np._entity_name({"race": 8001, "kind": 3, "name": "metin_sorrow"})
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if stone == "鱼跃陨石":
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print("PASS: NetPlay._entity_name(race 8001) resolved to '鱼跃陨石'")
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passed += 1
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else:
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printerr("FAIL: Expected '鱼跃陨石', got '%s'" % stone)
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failed += 1
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# 7d. NPC: Blacksmith (race 20016) -> 王铁匠
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var npc_smith := np._entity_name({"race": 20016, "kind": 1, "name": "blacksmith"})
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if npc_smith == "王铁匠":
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print("PASS: NetPlay._entity_name(race 20016) resolved to '王铁匠'")
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passed += 1
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else:
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printerr("FAIL: Expected '王铁匠', got '%s'" % npc_smith)
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failed += 1
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# 7e. PC: Player Warrior (race 0) keeps player name
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var pc_warrior := np._entity_name({"race": 0, "kind": 0, "name": "无双战神"})
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if pc_warrior == "无双战神":
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print("PASS: NetPlay._entity_name(PC warrior) preserved player name '无双战神'")
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passed += 1
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else:
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printerr("FAIL: Expected '无双战神', got '%s'" % pc_warrior)
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failed += 1
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# 7f. PC: Player Ninja (race 1) keeps player name
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var pc_ninja := np._entity_name({"race": 1, "kind": 0, "name": "暗影刺客"})
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if pc_ninja == "暗影刺客":
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print("PASS: NetPlay._entity_name(PC ninja) preserved player name '暗影刺客'")
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passed += 1
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else:
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printerr("FAIL: Expected '暗影刺客', got '%s'" % pc_ninja)
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failed += 1
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np.free()
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print("\n=== %d / %d CHINESE LOCALE TESTS PASSED (Failed: %d) ===" % [passed, passed + failed, failed])
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if failed > 0:
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quit(1)
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