Antique global battle language

This commit is contained in:
2026-06-19 08:44:18 +09:00
parent c98064c528
commit b73fa6adbf
17 changed files with 317 additions and 267 deletions

View File

@@ -46,35 +46,35 @@ const GROWTH_GRADE_GAINS := {
const DEFAULT_TERRAIN_DEFS := {
"G": {
"name": "Plain",
"name": "평원",
"move_cost": 1,
"defense": 0,
"avoid": 0,
"color": Color(0.43, 0.62, 0.31)
},
"F": {
"name": "Forest",
"name": "",
"move_cost": 2,
"defense": 2,
"avoid": 10,
"color": Color(0.20, 0.45, 0.23)
},
"H": {
"name": "Hill",
"name": "산지",
"move_cost": 2,
"defense": 1,
"avoid": 5,
"color": Color(0.55, 0.50, 0.34)
},
"R": {
"name": "Road",
"name": "관도",
"move_cost": 1,
"defense": 0,
"avoid": 0,
"color": Color(0.64, 0.55, 0.42)
},
"W": {
"name": "Water",
"name": "하천",
"move_cost": 99,
"defense": 0,
"avoid": 0,
@@ -114,7 +114,7 @@ var data_catalog := DataCatalogScript.new()
var rng := RandomNumberGenerator.new()
func load_battle(path: String, roster_overrides := {}, inventory_overrides := {}, flag_overrides := {}, joined_officer_overrides := []) -> bool:
func load_battle(path: String, roster_overrides := {}, inventory_overrides := {}, flag_overrides := {}, joined_officer_overrides := [], display_name_override := "") -> bool:
var text := FileAccess.get_file_as_string(path)
if text.is_empty():
push_error("Battle file is empty or missing: %s" % path)
@@ -142,7 +142,10 @@ func load_battle(path: String, roster_overrides := {}, inventory_overrides := {}
campaign_joined_officers = _joined_officer_lookup(joined_officer_overrides)
terrain_defs = data_catalog.get_runtime_terrain_defs(DEFAULT_TERRAIN_DEFS)
_apply_battle_data(parsed, roster_overrides_snapshot)
_emit_log("Battle loaded: %s" % battle_name)
var display_name := str(display_name_override).strip_edges()
if not display_name.is_empty():
battle_name = display_name
_emit_log("전장도 펼침: %s" % battle_name)
_run_events("battle_start")
_run_events("turn_start", current_team, turn_number)
_notify_changed()
@@ -627,11 +630,11 @@ func select_unit(unit_id: String) -> bool:
if unit.get("team", "") != current_team:
return false
if unit.get("acted", false):
_emit_log("%s has already acted." % unit["name"])
_emit_log("%s는 이미 군령을 마쳤다." % unit["name"])
return false
selected_unit_id = unit_id
_emit_log("Selected %s." % unit["name"])
_emit_log("%s을 지목하였다." % unit["name"])
_notify_changed()
return true
@@ -650,7 +653,7 @@ func try_move_selected(cell: Vector2i, defer_reach_events := false) -> bool:
if unit.get("moved", false) or unit.get("acted", false):
return false
if _unit_has_action_lock(unit, "move"):
_emit_log("%s cannot move while snared." % unit["name"])
_emit_log("%s는 발이 묶여 행군하지 못한다." % unit["name"])
return false
if not get_movement_range(unit["id"]).has(cell):
return false
@@ -661,7 +664,7 @@ func try_move_selected(cell: Vector2i, defer_reach_events := false) -> bool:
unit["pos"] = cell
unit["moved"] = true
unit_motion_requested.emit(str(unit.get("id", "")), from_cell, cell)
_emit_log("%s moved to %s." % [unit["name"], _format_cell(cell)])
_emit_log("%s, %s으로 진군." % [unit["name"], _format_cell(cell)])
if not defer_reach_events:
_run_events("unit_reaches_tile", str(unit.get("team", "")), turn_number, unit)
_check_battle_status()
@@ -694,7 +697,7 @@ func cancel_pending_move(unit_id: String, from_cell: Vector2i, to_cell: Vector2i
unit["pos"] = from_cell
unit["moved"] = false
unit_motion_requested.emit(unit_id, to_cell, from_cell)
_emit_log("%s cancels movement." % unit["name"])
_emit_log("%s의 행군을 거두었다." % unit["name"])
_notify_changed()
return true
@@ -709,7 +712,7 @@ func try_attack_selected(target_id: String) -> bool:
if attacker.get("acted", false):
return false
if _unit_has_action_lock(attacker, "attack"):
_emit_log("%s cannot attack while disarmed." % attacker["name"])
_emit_log("%s는 병장을 빼앗겨 타격하지 못한다." % attacker["name"])
return false
if attacker.get("team", "") == target.get("team", ""):
return false
@@ -814,7 +817,7 @@ func try_use_selected_item_on_cell(item_id: String, target_cell: Vector2i) -> bo
user["acted"] = true
user["moved"] = true
selected_unit_id = ""
_emit_log("%s 사용: %s -> %s." % [user["name"], _item_display_name(item_id), target["name"]])
_emit_log("%s, %s %s에게 사용." % [user["name"], _item_display_name(item_id), target["name"]])
_check_battle_status()
_notify_changed()
return true
@@ -1126,7 +1129,7 @@ func _resolve_skill_support(caster: Dictionary, target: Dictionary, skill_id: St
"remaining_phases": max(1, int(effect.get("duration_turns", 1)))
})
target["status_effects"] = status_effects
_emit_log("%s 시전 %s -> %s. %s" % [
_emit_log("%s, %s을 펼쳐 %s에게 %s." % [
caster["name"],
skill.get("name", "책략"),
target["name"],
@@ -1751,25 +1754,25 @@ func try_set_unit_deployed(unit_id: String, deployed: bool) -> bool:
if unit.is_empty() or unit.get("team", "") != TEAM_PLAYER:
return false
if bool(unit.get("required_deployment", false)) and not deployed:
_emit_log("%s must deploy." % unit["name"])
_emit_log("%s는 반드시 출진해야 한다." % unit["name"])
return false
if bool(unit.get("deployed", true)) == deployed:
return true
if deployed:
if get_deployed_player_count() >= get_deployment_max_units():
_emit_log("Deployment limit reached.")
_emit_log("출진 명부가 이미 찼다.")
return false
var target_cell := _formation_cell_for_deployment(unit)
if not is_inside(target_cell):
_emit_log("No open formation cell for %s." % unit["name"])
_emit_log("%s이 설 진형 자리가 없다." % unit["name"])
return false
unit["pos"] = target_cell
unit["alive"] = true
unit["deployed"] = true
_emit_log("%s joins the sortie." % unit["name"])
_emit_log("%s, 출진 명부에 들었다." % unit["name"])
else:
unit["deployed"] = false
_emit_log("%s moves to reserve." % unit["name"])
_emit_log("%s, 예비대로 물러났다." % unit["name"])
_notify_changed()
return true
@@ -1803,7 +1806,7 @@ func try_set_prebattle_formation(unit_id: String, cell: Vector2i) -> bool:
return true
occupant["pos"] = unit["pos"]
unit["pos"] = cell
_emit_log("%s takes formation at %s." % [unit["name"], _format_cell(cell)])
_emit_log("%s, %s에 진형을 잡았다." % [unit["name"], _format_cell(cell)])
_notify_changed()
return true
@@ -1831,23 +1834,23 @@ func try_equip_item(unit_id: String, item_id: String) -> bool:
if not bool(unit.get("controllable", true)):
return false
if unit.get("moved", false) or unit.get("acted", false):
_emit_log("%s can change equipment before moving or acting." % unit["name"])
_emit_log("%s는 행군이나 군령 전에만 병장을 고칠 수 있다." % unit["name"])
return false
var slot := _equipment_slot_for_item(item)
if slot.is_empty():
return false
if int(battle_inventory.get(item_id, 0)) <= 0:
_emit_log("No %s is in inventory." % item.get("name", item_id))
_emit_log("병장고에 %s이 없다." % item.get("name", item_id))
return false
if not _unit_can_equip_item(unit, item):
_emit_log("%s cannot equip %s." % [unit["name"], item.get("name", item_id)])
_emit_log("%s%s을 들 수 없다." % [unit["name"], item.get("name", item_id)])
return false
var equipment: Dictionary = unit.get("equipment", {}).duplicate(true)
var old_item_id := _equipment_item_id_for_slot(equipment, slot)
if old_item_id == item_id:
_emit_log("%s already has %s equipped." % [unit["name"], item.get("name", item_id)])
_emit_log("%s는 이미 %s을 지녔다." % [unit["name"], item.get("name", item_id)])
return false
battle_inventory[item_id] = max(0, int(battle_inventory.get(item_id, 0)) - 1)
@@ -1859,7 +1862,7 @@ func try_equip_item(unit_id: String, item_id: String) -> bool:
unit["equipment"] = equipment
_apply_equipment_stat_delta(unit, old_item, item)
_refresh_attack_range_from_equipment(unit)
_emit_log("%s equips %s." % [unit["name"], item.get("name", item_id)])
_emit_log("%s, %s을 장착." % [unit["name"], item.get("name", item_id)])
_notify_changed()
return true
@@ -1873,7 +1876,7 @@ func try_unequip_item(unit_id: String, slot: String) -> bool:
if not bool(unit.get("controllable", true)):
return false
if unit.get("moved", false) or unit.get("acted", false):
_emit_log("%s can change equipment before moving or acting." % unit["name"])
_emit_log("%s는 행군이나 군령 전에만 병장을 고칠 수 있다." % unit["name"])
return false
var normalized_slot := _normalized_equipment_slot(slot)
@@ -1883,7 +1886,7 @@ func try_unequip_item(unit_id: String, slot: String) -> bool:
var equipment: Dictionary = unit.get("equipment", {}).duplicate(true)
var old_item_id := _equipment_item_id_for_slot(equipment, normalized_slot)
if old_item_id.is_empty():
_emit_log("%s has no %s equipped." % [unit["name"], normalized_slot])
_emit_log("%s%s에 찬 병장이 없다." % [unit["name"], _equipment_slot_display_name(normalized_slot)])
return false
var old_item := get_item_def(old_item_id)
@@ -1896,7 +1899,7 @@ func try_unequip_item(unit_id: String, slot: String) -> bool:
_apply_equipment_stat_delta(unit, old_item, {})
_refresh_attack_range_from_equipment(unit)
battle_inventory[old_item_id] = int(battle_inventory.get(old_item_id, 0)) + 1
_emit_log("%s unequips %s." % [unit["name"], old_item.get("name", old_item_id)])
_emit_log("%s, %s을 해제." % [unit["name"], old_item.get("name", old_item_id)])
_notify_changed()
return true
@@ -1996,7 +1999,7 @@ func get_map_background_path() -> String:
func get_terrain_name(cell: Vector2i) -> String:
return String(terrain_defs.get(get_terrain_key(cell), DEFAULT_TERRAIN_DEFS["G"]).get("name", "Plain"))
return String(terrain_defs.get(get_terrain_key(cell), DEFAULT_TERRAIN_DEFS["G"]).get("name", "평원"))
func get_terrain_color(cell: Vector2i) -> Color:
@@ -2105,8 +2108,8 @@ func get_status_text() -> String:
return "패전"
var turn_limit := get_turn_limit()
if turn_limit > 0:
return "%d/%d · %s" % [turn_number, turn_limit, _team_status_text(current_team)]
return "%d · %s" % [turn_number, _team_status_text(current_team)]
return "%d군령/%d · %s" % [turn_number, turn_limit, _team_status_text(current_team)]
return "%d군령 · %s" % [turn_number, _team_status_text(current_team)]
func _team_status_text(team: String) -> String:
@@ -2718,6 +2721,17 @@ func _normalized_equipment_slot(slot: String) -> String:
return ""
func _equipment_slot_display_name(slot: String) -> String:
var normalized := _normalized_equipment_slot(slot)
if normalized == "weapon":
return "무기"
if normalized == "armor":
return "갑옷"
if normalized == "accessory":
return "보물"
return "병장"
func _equipment_item_id_for_slot(equipment: Dictionary, slot: String) -> String:
var item_id = equipment.get(slot, "")
if item_id == null:
@@ -2872,7 +2886,7 @@ func _enemy_take_action(enemy: Dictionary) -> void:
enemy["pos"] = best_cell
enemy["moved"] = true
unit_motion_requested.emit(str(enemy.get("id", "")), from_cell, best_cell)
_emit_log("%s advances to %s." % [enemy["name"], _format_cell(best_cell)])
_emit_log("%s, %s으로 압박." % [enemy["name"], _format_cell(best_cell)])
_run_events("unit_reaches_tile", str(enemy.get("team", "")), turn_number, enemy)
if battle_status != STATUS_ACTIVE:
return
@@ -3292,7 +3306,7 @@ func _resolve_attack(attacker: Dictionary, target: Dictionary, is_counter := fal
func _resolve_skill_damage(caster: Dictionary, target: Dictionary, skill: Dictionary) -> bool:
var damage := calculate_skill_damage(caster, target, skill)
target["hp"] = max(0, int(target["hp"]) - damage)
_emit_log("%s 시전 %s -> %s, %d 피해." % [
_emit_log("%s, %s을 펼쳐 %s에게 %d 피해." % [
caster["name"],
skill.get("name", "책략"),
target["name"],
@@ -3329,7 +3343,7 @@ func _handle_unit_defeated(unit: Dictionary) -> void:
func _resolve_skill_heal(caster: Dictionary, target: Dictionary, skill: Dictionary) -> int:
var healed := calculate_skill_heal(caster, target, skill)
target["hp"] = min(int(target["max_hp"]), int(target["hp"]) + healed)
_emit_log("%s 시전 %s -> %s, 병력 %d 회복." % [
_emit_log("%s, %s으로 %s 병력 %d 회복." % [
caster["name"],
skill.get("name", "책략"),
target["name"],
@@ -3360,8 +3374,8 @@ func _level_up(unit: Dictionary) -> void:
unit["mp"] = min(int(unit["max_mp"]), int(unit.get("mp", 0)) + mp_gain)
for stat in ["atk", "def", "int", "agi"]:
unit[stat] = int(unit.get(stat, 0)) + _growth_gain(unit, stat, 1)
_emit_log("%s Lv.%d에 이르렀다." % [unit["name"], unit["level"]])
_emit_combat_feedback(unit, "Lv.%d" % int(unit["level"]), "progress")
_emit_log("%s 품계 %d에 이르렀다." % [unit["name"], unit["level"]])
_emit_combat_feedback(unit, "품계 %d" % int(unit["level"]), "progress")
if str(unit.get("team", "")) == TEAM_PLAYER:
_record_progression_event({
"type": "level_up",
@@ -3396,8 +3410,8 @@ func _try_promote_unit(unit: Dictionary) -> void:
_apply_stat_bonus_delta(unit, class_def.get("base_bonus", {}), next_class_def.get("base_bonus", {}))
unit["class_id"] = next_class_id
_apply_class_runtime_fields(unit, next_class_id)
_emit_log("%s promotes to %s." % [unit["name"], unit["class"]])
_emit_combat_feedback(unit, "PROMOTE", "progress")
_emit_log("%s, %s으로 승급하였다." % [unit["name"], unit["class"]])
_emit_combat_feedback(unit, "승급", "progress")
if str(unit.get("team", "")) == TEAM_PLAYER:
_record_progression_event({
"type": "promotion",
@@ -4082,7 +4096,7 @@ func _grant_event_item(action: Dictionary, trigger_unit: Dictionary = {}) -> boo
var count: int = maxi(1, int(action.get("count", 1)))
battle_inventory[item_id] = int(battle_inventory.get(item_id, 0)) + count
var item_name: String = _item_display_name(item_id)
var count_text: String = "" if count == 1 else " x%d" % count
var count_text: String = "" if count == 1 else " %d" % count
_emit_log("전리품: %s%s." % [item_name, count_text])
if not trigger_unit.is_empty() and bool(trigger_unit.get("alive", false)):
_emit_combat_feedback(trigger_unit, "+%s" % item_name, "item")
@@ -4097,10 +4111,10 @@ func _grant_event_gold(action: Dictionary, trigger_unit: Dictionary = {}) -> boo
battle_gold_reward += amount
var text := str(action.get("text", "")).strip_edges()
if text.is_empty():
text = "군자금: %dG." % amount
text = "군자금 %d냥을 거두었다." % amount
_emit_log(text)
if not trigger_unit.is_empty() and bool(trigger_unit.get("alive", false)):
_emit_combat_feedback(trigger_unit, "+%dG" % amount, "gold")
_emit_combat_feedback(trigger_unit, "+%d" % amount, "gold")
return true
@@ -4226,28 +4240,28 @@ func _spawn_event_deployment(deployment) -> bool:
var hydrated_unit := data_catalog.hydrate_deployment(deployment)
_apply_roster_overlay(hydrated_unit, roster_overrides_snapshot)
if not _is_deployment_available(hydrated_unit):
_emit_log("Reinforcement %s is not available." % hydrated_unit.get("name", hydrated_unit.get("id", "unit")))
_emit_log("원군 %s은 아직 부를 수 없다." % hydrated_unit.get("name", hydrated_unit.get("id", "unit")))
return false
var unit := _prepare_unit(hydrated_unit)
if unit.is_empty():
return false
if not is_inside(unit["pos"]):
_emit_log("Reinforcement %s could not deploy outside the battlefield." % unit["name"])
_emit_log("원군 %s은 전장 밖에 설 수 없다." % unit["name"])
return false
if get_move_cost(unit["pos"], str(unit.get("move_type", "foot"))) >= 99:
_emit_log("Reinforcement %s could not deploy on impassable terrain." % unit["name"])
_emit_log("원군 %s은 험지에 설 수 없다." % unit["name"])
return false
if not get_unit(unit["id"]).is_empty():
_emit_log("Reinforcement %s already exists." % unit["name"])
_emit_log("원군 %s은 이미 전장에 있다." % unit["name"])
return false
if not get_unit_at(unit["pos"]).is_empty():
_emit_log("Reinforcement %s could not deploy at %s." % [unit["name"], _format_cell(unit["pos"])])
_emit_log("원군 %s%s에 설 수 없다." % [unit["name"], _format_cell(unit["pos"])])
return false
unit["acted"] = current_team == unit.get("team", "")
unit["moved"] = current_team == unit.get("team", "")
units.append(unit)
_emit_log("%s arrives at %s." % [unit["name"], _format_cell(unit["pos"])])
_emit_log("%s, %s에 당도." % [unit["name"], _format_cell(unit["pos"])])
return true

View File

@@ -840,8 +840,8 @@ func get_progress_text() -> String:
var current_title := get_scenario_title(current_scenario_id)
if current_title.is_empty():
current_title = get_scenario_title(get_start_scenario_id())
var complete_text := "complete" if is_campaign_complete() else "in progress"
return "%s | %s | Gold %d | %d/%d complete" % [
var complete_text := "전기 완결" if is_campaign_complete() else "진군 중"
return "%s · %s · 군자금 %d냥 · 봉인 %d/%d" % [
campaign_title,
complete_text,
gold,

View File

@@ -137,6 +137,9 @@ func get_portrait_for_speaker(speaker_name: String) -> String:
var officer := _get_dict(officers, officer_id)
if _normalized_speaker_name(str(officer.get("name", ""))) == normalized_speaker:
return str(officer.get("portrait", ""))
for alias in officer.get("aliases", []):
if _normalized_speaker_name(str(alias)) == normalized_speaker:
return str(officer.get("portrait", ""))
return ""

View File

@@ -1912,16 +1912,16 @@ func _play_log_sfx(message: String) -> void:
elif message.contains(" attacks ") or message.contains(" counterattacks ") or message.contains(" 공격 ") or message.contains(" 반격 "):
if message.contains(" for ") or message.contains("피해"):
_play_sfx("hit_heavy")
elif message.contains(" casts ") or message.contains(" 시전 "):
elif message.contains(" casts ") or message.contains(" 시전 ") or message.contains("펼쳐"):
if message.contains("restoring") or message.contains(" until ") or message.contains("회복") or message.contains("지원"):
_play_sfx("skill_cast")
else:
_play_sfx("fire_skill")
elif message.contains(" moved to ") or message.contains(" advances to ") or message.contains(" takes formation at ") or message.contains(" arrives at "):
elif message.contains(" moved to ") or message.contains(" advances to ") or message.contains(" takes formation at ") or message.contains(" arrives at ") or message.contains("진군") or message.contains("진형을 잡았다") or message.contains("압박") or message.contains("당도"):
_play_sfx("footstep")
elif message.contains(" uses ") or message.contains(" equips ") or message.contains(" 사용:") or message.contains(" 장착:") or message.contains(" 매입:") or message.contains(" 매각:") or message.begins_with("Received ") or message.begins_with("전리품:") or message.begins_with("군자금:"):
elif message.contains(" uses ") or message.contains(" equips ") or message.contains(" 사용:") or message.contains("장착") or message.contains("해제") or message.contains(" 매입:") or message.contains(" 매각:") or message.contains("군자금") or message.begins_with("Received ") or message.begins_with("전리품:"):
_play_sfx("item_pickup")
elif message.contains(" reaches Lv.") or message.contains(" promotes to ") or message.contains("공적") or message.contains("승급"):
elif message.contains("공적") or message.contains("품계") or message.contains("승급"):
_play_sfx("menu_confirm")
@@ -3410,20 +3410,20 @@ func _skill_target_preview_badge_for_cell(selected: Dictionary, target: Dictiona
if total_heal <= 0:
return _make_target_preview_badge_at("가득", "invalid", cell)
if bool(preview.get("has_area", false)):
return _make_target_preview_badge_at("+%d x%d" % [total_heal, target_count], "heal", cell)
return _make_target_preview_badge_at("+%d %d" % [total_heal, target_count], "heal", cell)
return _make_target_preview_badge_at("+%d 병력" % heal, "heal", cell)
if kind == "support":
var effect_text := str(preview.get("effect_text", "지원"))
var badge_kind := _support_preview_badge_kind(effect_text)
if bool(preview.get("has_area", false)):
return _make_target_preview_badge_at("%s x%d" % [_compact_support_preview_text(effect_text), target_count], badge_kind, cell)
return _make_target_preview_badge_at("%s %d" % [_compact_support_preview_text(effect_text), target_count], badge_kind, cell)
return _make_target_preview_badge_at(_compact_support_preview_text(effect_text), badge_kind, cell)
if bool(preview.get("has_area", false)):
var defeat_count := int(preview.get("defeat_count", 0))
if defeat_count > 0:
return _make_target_preview_badge_at("퇴각 x%d" % defeat_count, "damage", cell)
return _make_target_preview_badge_at("-%d x%d" % [int(preview.get("total_damage", 0)), target_count], "damage", cell)
return _make_target_preview_badge_at("퇴각 %d" % defeat_count, "damage", cell)
return _make_target_preview_badge_at("-%d %d" % [int(preview.get("total_damage", 0)), target_count], "damage", cell)
var result_text := "퇴각" if bool(preview.get("would_defeat", false)) else "-%d" % int(preview.get("damage", 0))
return _make_target_preview_badge_at(result_text, "damage", cell)
@@ -3688,7 +3688,7 @@ func _format_unit_focus_text(unit: Dictionary, prefix: String) -> String:
roster_mark,
control_label
])
lines.append("%s Lv.%d %s %s" % [
lines.append("%s 품계 %d %s %s" % [
_unit_team_text(str(unit.get("team", ""))),
int(unit.get("level", 1)),
_unit_class_display_name(unit),
@@ -3941,7 +3941,7 @@ func _update_cell_info() -> void:
var unit: Dictionary = summary["unit"]
if not unit.is_empty():
var control_label := " 호위" if not bool(unit.get("controllable", true)) else ""
text += "\n군기: %s%s %s Lv.%d\n%s %s 병력 %d/%d 기력 %d/%d\n병장: %s" % [
text += "\n군기: %s%s %s 품계 %d\n%s %s 병력 %d/%d 기력 %d/%d\n병장: %s" % [
unit["name"],
control_label,
_unit_team_text(str(unit["team"])),
@@ -4027,7 +4027,7 @@ func _format_skill_threat_area_text(preview: Dictionary) -> String:
var target_count := int(preview.get("target_count", 0))
if target_count <= 1:
return ""
return " x%d" % target_count
return " %d" % target_count
func _compact_name_list(names: Array[String], limit: int) -> String:
@@ -4168,7 +4168,7 @@ func _update_skill_forecast(selected: Dictionary) -> void:
]
else:
var defeat_count := int(preview.get("defeat_count", 0))
var defeat_text := " 퇴각 x%d" % defeat_count if defeat_count > 0 else ""
var defeat_text := " 퇴각 %d" % defeat_count if defeat_count > 0 else ""
var total_damage := int(preview.get("total_damage", preview.get("damage", 0)))
if not has_area:
var single_defeat_text := " 퇴각" if bool(preview.get("would_defeat", false)) else ""
@@ -4204,7 +4204,7 @@ func _update_item_forecast(selected: Dictionary) -> void:
var target := state.get_unit_at(hover_cell)
var range_text := "사거리 안" if preview["in_range"] else "사거리 밖"
var count_text := "x%d" % int(preview.get("count", 0))
var count_text := "잔량 %d" % int(preview.get("count", 0))
if target.is_empty() or not preview["valid_target"]:
forecast_label.text = "%s: %s, %s\n지목할 대상이 없습니다." % [
preview["item_name"],
@@ -4260,7 +4260,7 @@ func _update_result_panel() -> void:
result_restart_button.visible = false
if next_battle_button != null:
next_battle_button.visible = false
result_label.text = "%s 전기 완결\n현 병서는 모두 정리되었습니다.\n군자금 %dG\n새 전기를 열어 다시 진행합니다." % [
result_label.text = "%s 전기 완결\n현 병서는 모두 정리되었습니다.\n군자금 %d\n새 전기를 열어 다시 진행합니다." % [
campaign_state.campaign_title,
campaign_state.gold
]
@@ -5050,14 +5050,17 @@ func _load_scenario(scenario_id: String) -> void:
campaign_state.get_roster_overrides(),
campaign_state.get_inventory_snapshot(),
campaign_state.get_flags_snapshot(),
campaign_state.get_joined_officers_snapshot()
campaign_state.get_joined_officers_snapshot(),
campaign_state.get_scenario_title(active_scenario_id)
)
func _format_briefing_title(briefing: Dictionary) -> String:
var title := str(briefing.get("title", state.battle_name))
var title := campaign_state.get_scenario_title(active_scenario_id)
if title.is_empty():
title = campaign_state.get_scenario_title(active_scenario_id)
title = str(briefing.get("title", state.battle_name))
if title.is_empty():
title = state.battle_name
var chapter_title := campaign_state.get_chapter_title_for_scenario(active_scenario_id)
if not chapter_title.is_empty():
var chapter_position := campaign_state.get_chapter_position_for_scenario(active_scenario_id)
@@ -5079,18 +5082,20 @@ func _format_briefing_location(briefing: Dictionary) -> String:
var battle_text := _format_briefing_chapter_battle_text(briefing)
if location.is_empty():
return battle_text
return "%s - %s" % [battle_text, location]
return "%s · %s" % [battle_text, location]
if campaign_state.campaign_title.is_empty():
return location
if location.is_empty():
return campaign_state.campaign_title
return "%s - %s" % [campaign_state.campaign_title, location]
return "%s · %s" % [campaign_state.campaign_title, location]
func _format_briefing_chapter_battle_text(briefing: Dictionary) -> String:
var title := str(briefing.get("title", state.battle_name))
var title := campaign_state.get_scenario_title(active_scenario_id)
if title.is_empty():
title = campaign_state.get_scenario_title(active_scenario_id)
title = str(briefing.get("title", state.battle_name))
if title.is_empty():
title = state.battle_name
var position := campaign_state.get_scenario_position_in_chapter(active_scenario_id)
var count := campaign_state.get_scenario_count_in_chapter(active_scenario_id)
if position > 0 and count > 0:
@@ -5750,7 +5755,7 @@ func _format_camp_conversation_effects_text(conversation: Dictionary) -> String:
if item.is_empty():
continue
var count := maxi(1, int(effect.get("count", 1)))
var count_text := "" if count == 1 else " x%d" % count
var count_text := "" if count == 1 else " %d" % count
parts.append("보급 %s%s" % [_item_display_name(item_id), count_text])
if parts.is_empty():
return ""
@@ -5796,7 +5801,7 @@ func _format_camp_conversation_effect_claim_text(conversation: Dictionary) -> St
if item_id.is_empty():
continue
var count := maxi(1, int(effect.get("count", 1)))
var count_text := "" if count == 1 else " x%d" % count
var count_text := "" if count == 1 else " %d" % count
messages.append("군막 보급 수령: %s%s." % [_item_display_name(item_id), count_text])
if messages.is_empty():
return "군막 보급을 수령했습니다."
@@ -5931,7 +5936,7 @@ func _format_current_checkpoint_text() -> String:
var title := campaign_state.get_scenario_title(campaign_state.current_scenario_id)
if title.is_empty():
title = campaign_state.get_scenario_title(campaign_state.get_start_scenario_id())
return "현재 봉인: %s - %d/%d 봉인 - 군자금 %dG" % [
return "현재 봉인: %s · %d/%d 봉인 · 군자금 %d" % [
title,
campaign_state.completed_scenarios.size(),
campaign_state.get_scenario_count(),
@@ -5946,8 +5951,8 @@ func _format_manual_checkpoint_text() -> String:
var title := str(summary.get("current_scenario_title", ""))
if title.is_empty():
title = str(summary.get("current_scenario_id", "Unknown"))
var pending_suffix := " - 회의 미결" if bool(summary.get("pending_choice", false)) else ""
return "수동 봉인: %s - %d/%d 봉인 - 군자금 %dG%s" % [
var pending_suffix := " · 회의 미결" if bool(summary.get("pending_choice", false)) else ""
return "수동 봉인: %s · %d/%d 봉인 · 군자금 %d%s" % [
title,
int(summary.get("completed_count", 0)),
int(summary.get("total_count", 0)),
@@ -5961,9 +5966,9 @@ func _on_manual_save_pressed() -> void:
return
_play_ui_confirm()
if campaign_state.save_manual_game():
_on_log_added("Manual checkpoint saved.")
_on_log_added("수동 전기가 봉인되었다.")
else:
_on_log_added("Could not save manual checkpoint.")
_on_log_added("수동 전기를 봉하지 못했다.")
_rebuild_save_menu()
@@ -5972,12 +5977,12 @@ func _on_manual_load_pressed() -> void:
return
_play_ui_confirm()
if not campaign_state.load_manual_game():
_on_log_added("Could not load manual checkpoint.")
_on_log_added("수동 봉인을 열지 못했다.")
_rebuild_save_menu()
return
if log_box != null:
log_box.clear()
log_box.append_text("Manual checkpoint loaded.\n")
log_box.append_text("수동 봉인을 열었다.\n")
_reload_from_campaign_state()
@@ -6074,7 +6079,7 @@ func _format_roster_unit_button_text(unit: Dictionary) -> String:
var state_text := "출진" if bool(unit.get("deployed", true)) else "예비"
var required_text := " 필수" if bool(unit.get("required_deployment", false)) else ""
var protected_text := " 호위" if not bool(unit.get("controllable", true)) else ""
return "%s%s Lv.%d %s %s%s" % [
return "%s%s 품계 %d %s %s%s" % [
str(unit.get("name", "장수")),
protected_text,
int(unit.get("level", 1)),
@@ -6274,7 +6279,7 @@ func _find_unit_in_list(units: Array, unit_id: String) -> Dictionary:
func _format_armory_unit_button_text(unit: Dictionary) -> String:
var marker := "> " if str(unit.get("id", "")) == armory_unit_id else ""
return "%s%s Lv.%d %s" % [
return "%s%s 품계 %d %s" % [
marker,
str(unit.get("name", "장수")),
int(unit.get("level", 1)),
@@ -6319,10 +6324,10 @@ func _on_armory_unequip_pressed(slot: String) -> void:
func _save_prebattle_equipment_change() -> bool:
if campaign_state.try_save_prebattle_loadout(state.get_player_roster_snapshot(), state.get_inventory_snapshot()):
_on_log_added("Saved pre-battle equipment.")
_on_log_added("출진 병장을 고쳐 봉하였다.")
return true
_play_ui_cancel()
_on_log_added("Could not save pre-battle equipment.")
_on_log_added("출진 병장 기록을 봉하지 못했다.")
_load_scenario(active_scenario_id)
_show_briefing()
return false
@@ -6334,7 +6339,7 @@ func _rebuild_shop_menu() -> void:
_clear_shop_list()
if shop_status_label != null:
var mode_text := "매각" if shop_sell_mode else "매입"
shop_status_label.text = "%s - 군자금 %dG - %s" % [
shop_status_label.text = "%s · 군자금 %d냥 · %s" % [
mode_text,
campaign_state.gold,
_format_inventory_status_text()
@@ -6425,7 +6430,7 @@ func _add_shop_merchant_notice() -> void:
row.add_theme_constant_override("separation", 8)
shop_list.add_child(row)
row.add_child(_make_initials_badge(str(merchant.get("name", "Merchant")), SHOP_MERCHANT_BADGE_SIZE, 18))
row.add_child(_make_initials_badge(str(merchant.get("name", "야상")), SHOP_MERCHANT_BADGE_SIZE, 18))
var merchant_label := Label.new()
merchant_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
@@ -6447,7 +6452,7 @@ func _format_shop_merchant_notice_text(merchant: Dictionary) -> String:
if lines.is_empty():
return ""
return "%s: %s" % [
str(merchant.get("name", "Merchant")),
str(merchant.get("name", "야상")),
_join_strings(lines, " ")
]
@@ -6523,27 +6528,27 @@ func _make_shop_item_icon_panel(item_id: String, item: Dictionary) -> PanelConta
func _format_shop_buy_action_text(item_id: String, _item: Dictionary, price: int) -> String:
return "매입 %s %dG" % [_item_display_name(item_id), price]
return "매입 %s %d" % [_item_display_name(item_id), price]
func _format_shop_sell_action_text(item_id: String, _item: Dictionary, sale_price: int) -> String:
return "매각 %s %dG" % [_item_display_name(item_id), sale_price]
return "매각 %s %d" % [_item_display_name(item_id), sale_price]
func _format_shop_buy_item_detail_text(_item_id: String, item: Dictionary, price: int, owned: int, stock_limit: int = -1, remaining: int = -1) -> String:
var parts := _shop_item_common_detail_parts(item, owned)
if stock_limit >= 0:
parts.append("재고 %d/%d" % [max(0, remaining), stock_limit])
parts.append("잔량 %d/%d" % [max(0, remaining), stock_limit])
if stock_limit >= 0 and remaining <= 0:
parts.append("품절")
parts.append("매진")
elif campaign_state.gold < price:
parts.append("부족 %dG" % (price - campaign_state.gold))
parts.append("부족 %d" % (price - campaign_state.gold))
return _join_strings(parts, " · ")
func _format_shop_sell_item_detail_text(_item_id: String, item: Dictionary, _sale_price: int, owned: int) -> String:
var parts := _shop_item_common_detail_parts(item, owned)
parts.append("반값 매각")
parts.append("반값으로 넘김")
return _join_strings(parts, " · ")
@@ -6555,7 +6560,7 @@ func _shop_item_common_detail_parts(item: Dictionary, owned: int) -> Array:
var kind := str(item.get("kind", "item")).capitalize()
if not kind.is_empty():
parts.append(_item_kind_text(kind))
parts.append("보유 x%d" % owned)
parts.append("보유 %d" % owned)
return parts
@@ -6568,13 +6573,13 @@ func _format_shop_item_tooltip_text(primary_text: String, detail_text: String) -
func _format_shop_item_button_text(item_id: String, item: Dictionary, price: int, owned: int, stock_limit: int = -1, remaining: int = -1) -> String:
var unavailable := ""
if stock_limit >= 0 and remaining <= 0:
unavailable = " - 품절"
unavailable = " · 매진"
elif campaign_state.gold < price:
unavailable = " - 부족 %dG" % (price - campaign_state.gold)
unavailable = " · 부족 %d" % (price - campaign_state.gold)
var stock_text := ""
if stock_limit >= 0:
stock_text = " 재고 %d/%d" % [max(0, remaining), stock_limit]
return "%s %dG %s 보유 x%d%s%s" % [
stock_text = " 잔량 %d/%d" % [max(0, remaining), stock_limit]
return "%s %d %s 보유 %d%s%s" % [
_item_display_name(item_id),
price,
_format_shop_item_effect_text(item),
@@ -6585,7 +6590,7 @@ func _format_shop_item_button_text(item_id: String, item: Dictionary, price: int
func _format_shop_sell_item_button_text(item_id: String, item: Dictionary, sale_price: int, owned: int) -> String:
return "%s 매각 %dG %s 보유 x%d" % [
return "%s 매각 %d %s 보유 %d" % [
_item_display_name(item_id),
sale_price,
_format_shop_item_effect_text(item),
@@ -6601,7 +6606,7 @@ func _format_shop_item_effect_text(item: Dictionary) -> String:
var parts := []
var equipment_type := str(item.get("%s_type" % kind, ""))
if not equipment_type.is_empty():
parts.append(equipment_type.capitalize())
parts.append(_equipment_type_text(equipment_type))
if item.has("range"):
var range_value: Array = item.get("range", [])
if range_value.size() >= 2:
@@ -6614,7 +6619,7 @@ func _format_shop_item_effect_text(item: Dictionary) -> String:
func _item_kind_text(kind: String) -> String:
var normalized := kind.strip_edges().to_lower()
if normalized == "consumable":
return "소모"
return "소모 물자"
if normalized == "weapon":
return "무기"
if normalized == "armor":
@@ -6626,6 +6631,27 @@ func _item_kind_text(kind: String) -> String:
return kind.capitalize()
func _equipment_type_text(equipment_type: String) -> String:
var normalized := equipment_type.strip_edges().to_lower()
if normalized == "sword":
return ""
if normalized == "spear":
return ""
if normalized == "bow":
return ""
if normalized == "axe":
return ""
if normalized == "robe":
return "도포"
if normalized == "light_armor":
return "경갑"
if normalized == "heavy_armor":
return "중갑"
if normalized == "accessory":
return "보물"
return _format_identifier_label(equipment_type)
func _apply_item_button_icon(button: Button, item: Dictionary) -> void:
var icon := _load_art_texture(str(item.get("icon", "")))
if icon == null:
@@ -6647,12 +6673,12 @@ func _on_shop_item_pressed(item_id: String) -> void:
var purchased := campaign_state.get_shop_purchase_count(active_scenario_id, item_id)
if stock_limit >= 0 and purchased >= stock_limit:
_play_ui_cancel()
_on_log_added("%s 품절." % item_name)
_on_log_added("%s 매진." % item_name)
_rebuild_shop_menu()
return
if campaign_state.try_buy_item(item_id, price, active_scenario_id, stock_limit):
state.set_inventory_snapshot(campaign_state.get_inventory_snapshot())
_on_log_added("%s 매입: %dG." % [item_name, price])
_on_log_added("%s 매입: %d." % [item_name, price])
else:
_play_ui_cancel()
_on_log_added("%s 매입 실패." % item_name)
@@ -6670,7 +6696,7 @@ func _on_shop_sell_item_pressed(item_id: String) -> void:
return
if campaign_state.try_sell_item(item_id, sale_price):
state.set_inventory_snapshot(campaign_state.get_inventory_snapshot())
_on_log_added("%s 매각: %dG." % [item_name, sale_price])
_on_log_added("%s 매각: %d." % [item_name, sale_price])
else:
_play_ui_cancel()
_on_log_added("%s 매각 실패." % item_name)
@@ -6786,9 +6812,9 @@ func _format_post_battle_choice_text(choice: Dictionary) -> String:
if description.is_empty():
text = label
else:
text = "%s - %s" % [label, description]
text = "%s\n뜻: %s" % [label, description]
if not reward_text.is_empty():
text += "\n전리: %s" % reward_text
text += "\n전리: %s" % reward_text
return text
@@ -6796,7 +6822,7 @@ func _format_post_battle_choice_reward_text(choice: Dictionary) -> String:
var parts := []
var gold: int = maxi(0, int(choice.get("gold", 0)))
if gold > 0:
parts.append("+%dG" % gold)
parts.append("+%d" % gold)
if typeof(choice.get("items", [])) == TYPE_ARRAY:
var items: Array = choice.get("items", [])
if not items.is_empty():
@@ -6889,7 +6915,7 @@ func _format_battle_result_summary() -> String:
if bool(battle_result_summary.get("rewards_applied", false)):
var gold_reward := int(battle_result_summary.get("gold", 0))
if gold_reward > 0:
reward_lines.append("군자금 +%d" % gold_reward)
reward_lines.append("군자금 +%d" % gold_reward)
if item_text != "없음":
reward_lines.append("물자: %s" % item_text)
else:
@@ -6916,7 +6942,7 @@ func _format_battle_result_summary() -> String:
var next_title := str(battle_result_summary.get("next_scenario_title", ""))
if not next_title.is_empty():
next_text = "다음 행군: %s" % next_title
sections.append("전기\n 군자금: %dG\n %s\n %s" % [
sections.append("전기\n 군자금: %d\n %s\n %s" % [
campaign_state.gold,
saved_text,
next_text
@@ -7003,9 +7029,9 @@ func _format_progression_events(events) -> String:
var event_type := str(event.get("type", ""))
var unit_name := str(event.get("name", "부대"))
if event_type == "promotion":
parts.append("%s -> %s" % [unit_name, str(event.get("to_class", "승급"))])
parts.append("%s에서 %s로 승급" % [unit_name, str(event.get("to_class", "승급"))])
elif event_type == "level_up":
parts.append("%s Lv.%d" % [unit_name, int(event.get("to_level", 1))])
parts.append("%s 품계 %d" % [unit_name, int(event.get("to_level", 1))])
if hidden_count > 0:
parts.append("%d" % hidden_count)
if parts.is_empty():
@@ -7044,7 +7070,7 @@ func _format_inventory_items(inventory: Dictionary) -> String:
var parts := []
for item_id in item_ids:
var key := str(item_id)
parts.append("%s x%d" % [_item_inventory_display_name(key), int(inventory.get(key, 0))])
parts.append("%s %d" % [_item_inventory_display_name(key), int(inventory.get(key, 0))])
return _join_strings(parts, ", ")
@@ -7075,7 +7101,7 @@ func _format_inventory_by_category(inventory: Dictionary) -> String:
sections.append("잡물: %s" % _format_inventory_items(other))
if sections.is_empty():
return "없음"
return _join_strings(sections, " - ")
return _join_strings(sections, " · ")
func _format_officer_id_list(values) -> String:
@@ -7510,7 +7536,7 @@ func _format_post_move_tactic_button_text(skill_id: String, skill: Dictionary, s
func _format_post_move_item_button_text(item_id: String, item: Dictionary, count: int) -> String:
var marker := "> " if selected_item_id == item_id else ""
var item_name := _item_display_name(item_id)
return "%s%s x%d %s" % [marker, item_name, count, _format_post_move_item_effect_text(item)]
return "%s%s 잔량 %d %s" % [marker, item_name, count, _format_post_move_item_effect_text(item)]
func _format_post_move_item_effect_text(item: Dictionary) -> String:
@@ -7957,7 +7983,7 @@ func _format_tactic_effect_text(skill: Dictionary) -> String:
if not parts.is_empty():
var support_text := _join_strings(parts, ", ")
return "%s, %s" % [support_text, area_text] if not area_text.is_empty() else support_text
var power_text := "P%d" % int(skill.get("power", 0))
var power_text := "위력 %d" % int(skill.get("power", 0))
return "%s, %s" % [power_text, area_text] if not area_text.is_empty() else power_text
@@ -8151,7 +8177,7 @@ func _clear_item_list() -> void:
func _format_item_button_text(item_id: String, item: Dictionary, count: int) -> String:
var marker := "> " if selected_item_id == item_id else ""
var item_name := _item_display_name(item_id)
return "%s%s x%d %s" % [marker, item_name, count, _format_item_effect_text(item)]
return "%s%s 잔량 %d %s" % [marker, item_name, count, _format_item_effect_text(item)]
func _format_item_effect_text(item: Dictionary) -> String:
@@ -8336,7 +8362,7 @@ func _equipment_item_id(equipment: Dictionary, slot: String) -> String:
func _format_equipment_option_text(unit: Dictionary, item_id: String, item: Dictionary, count: int) -> String:
var parts := [
_item_display_name(item_id),
"x%d" % count,
"보유 %d" % count,
_format_equipment_bonus_text(item)
]
var change_text := _format_equipment_change_text(unit, item)
@@ -8442,7 +8468,7 @@ func _format_equipment_range_change_text(current_item: Dictionary, candidate_ite
return ""
if current_range.is_empty():
current_range = "-"
return "사거리 %s->%s" % [current_range, candidate_range]
return "사거리 %s에서 %s" % [current_range, candidate_range]
func _format_equipment_item_range_text(item: Dictionary) -> String: