119 lines
3.7 KiB
GDScript
119 lines
3.7 KiB
GDScript
# Locale —— EterLocale 字符串表(`locale/locale/<lang>/*.txt`,KEY\tVALUE,UTF-8)。
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# Godot 原生处理 UTF-8 + 拉丁/西里尔/希腊/阿拉伯;CJK 需外挂字体(apply_font)。
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# 用 preload("res://locale.gd").new();setup() 后 t("KEY", [args]).
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extends RefCounted
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var _lang := "zh"
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var _tab := {} # KEY -> value
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var _item_names := {} # int vnum -> String name
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var _mob_names := {} # int vnum -> String name
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var _base := ""
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static func get_default_lang() -> String:
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var env_lang := OS.get_environment("MT_LOCALE").strip_edges().to_lower()
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if not env_lang.is_empty():
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return env_lang
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return "zh"
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func setup(assets_root: String, lang := "") -> void:
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_base = assets_root.path_join("locale/locale")
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if lang.is_empty():
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lang = get_default_lang()
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set_lang(lang)
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func set_lang(lang: String) -> void:
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_lang = lang
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_tab.clear()
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_item_names.clear()
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_mob_names.clear()
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var dir := _base.path_join(lang)
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if not DirAccess.dir_exists_absolute(dir):
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push_warning("[locale] no such lang: " + dir)
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return
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for f in ["locale_interface.txt", "locale_game.txt", "itemdesc.txt", "skilldesc.txt"]:
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_load_table(dir.path_join(f))
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_load_name_table(dir.path_join("item_names.txt"), _item_names)
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_load_name_table(dir.path_join("mob_names.txt"), _mob_names)
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func _load_name_table(path: String, target_dict: Dictionary) -> void:
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if not FileAccess.file_exists(path):
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return
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var fa := FileAccess.open(path, FileAccess.READ)
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if fa == null:
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return
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while not fa.eof_reached():
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var line := fa.get_line().strip_edges()
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if line.is_empty() or line.begins_with("#") or line.begins_with("VNUM"):
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continue
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var tab := line.find("\t")
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if tab < 0:
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tab = line.find(" ")
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if tab < 0:
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continue
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var k_str := line.substr(0, tab).strip_edges()
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var val := line.substr(tab + 1).strip_edges()
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if k_str.is_valid_int():
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var vnum := int(k_str)
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target_dict[vnum] = val
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_tab["ITEM_%d" % vnum] = val
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func item_name(vnum: int, fallback: String = "") -> String:
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if _item_names.has(vnum):
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return String(_item_names[vnum])
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return fallback if not fallback.is_empty() else ("物品 #%d" % vnum)
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func mob_name(vnum: int, fallback: String = "") -> String:
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if _mob_names.has(vnum):
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return String(_mob_names[vnum])
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return fallback if not fallback.is_empty() else ("怪物 #%d" % vnum)
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func has_item_name(vnum: int) -> bool:
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return _item_names.has(vnum)
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func has_mob_name(vnum: int) -> bool:
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return _mob_names.has(vnum)
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func _load_table(path: String) -> void:
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if not FileAccess.file_exists(path):
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return
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var fa := FileAccess.open(path, FileAccess.READ)
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if fa == null:
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return
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while not fa.eof_reached():
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var line := fa.get_line()
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if line.is_empty() or line.begins_with("#"):
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continue
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var tab := line.find("\t")
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if tab < 0:
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continue
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var key := line.substr(0, tab).strip_edges()
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var val := line.substr(tab + 1).strip_edges()
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if not key.is_empty():
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_tab[key] = val
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func lang() -> String:
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return _lang
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func has(key: String) -> bool:
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return _tab.has(key)
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# t("SELECT_LEVEL") -> "Level";t("AFF_LOVE_POINT", [42]) -> "Love points: 42%"
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# 缺失时返回 "<KEY>"(开发期一眼可见)。
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func t(key: String, args: Array = []) -> String:
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if not _tab.has(key):
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return "<" + key + ">"
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var s: String = _tab[key]
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if args.is_empty():
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return s
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return s % args if args.size() > 1 else (s % args[0])
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# 给一个 Control / Window 挂 CJK(或其它)字体。ttf_path 为空则不动。
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func apply_font(node: Control, ttf_path: String, size := 0) -> void:
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if ttf_path.is_empty() or not FileAccess.file_exists(ttf_path):
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return
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var f := FontFile.new()
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f.load_dynamic_font(ttf_path)
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node.add_theme_font_override("font", f)
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if size > 0:
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node.add_theme_font_size_override("font_size", size)
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