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Fix incorrect terminology for shield metrics. Fixes #5
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@@ -1,3 +1,6 @@
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#2.2.17
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* Use in-game terminology for shield generator optmul and optmass items
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#2.2.16
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#2.2.16
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* Fix 'Extreme' blueprint roll where some incorrect ranges were chosen
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* Fix 'Extreme' blueprint roll where some incorrect ranges were chosen
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* Use coriolis-data 2.2.16:
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* Use coriolis-data 2.2.16:
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@@ -39,8 +39,8 @@ export default class InternalSlot extends Slot {
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<div className={'r'}>{formats.round(mass)}{u.T}</div>
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<div className={'r'}>{formats.round(mass)}{u.T}</div>
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</div>
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</div>
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<div className={'cb'}>
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<div className={'cb'}>
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{ m.getOptMass() ? <div className={'l'}>{translate('optimal mass')}: {formats.int(m.getOptMass())}{u.T}</div> : null }
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{ m.getOptMass() ? <div className={'l'}>{translate('optmass', m.grp)}: {formats.int(m.getOptMass())}{u.T}</div> : null }
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{ m.getMaxMass() ? <div className={'l'}>{translate('max mass')}: {formats.int(m.getMaxMass())}{u.T}</div> : null }
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{ m.getMaxMass() ? <div className={'l'}>{translate('maxmass', m.grp)}: {formats.int(m.getMaxMass())}{u.T}</div> : null }
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{ m.bins ? <div className={'l'}>{m.bins} <u>{translate('bins')}</u></div> : null }
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{ m.bins ? <div className={'l'}>{m.bins} <u>{translate('bins')}</u></div> : null }
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{ m.bays ? <div className={'l'}>{translate('bays')}: {m.bays}</div> : null }
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{ m.bays ? <div className={'l'}>{translate('bays')}: {m.bays}</div> : null }
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{ m.rebuildsperbay ? <div className={'l'}>{translate('rebuildsperbay')}: {m.rebuildsperbay}</div> : null }
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{ m.rebuildsperbay ? <div className={'l'}>{translate('rebuildsperbay')}: {m.rebuildsperbay}</div> : null }
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@@ -81,7 +81,7 @@ export default class Modification extends TranslatedComponent {
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return (
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return (
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<div className={'cb'} key={name}>
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<div className={'cb'} key={name}>
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<div className={'cb'}>{translate(name)}{symbol}</div>
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<div className={'cb'}>{translate(name, m.grp)}{symbol}</div>
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<NumberEditor className={'cb'} style={{ width: '90%', textAlign: 'center' }} step={0.01} stepModifier={1} decimals={2} value={this.state.value} onValueChange={this._updateValue.bind(this)} />
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<NumberEditor className={'cb'} style={{ width: '90%', textAlign: 'center' }} step={0.01} stepModifier={1} decimals={2} value={this.state.value} onValueChange={this._updateValue.bind(this)} />
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</div>
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</div>
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);
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);
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@@ -34,9 +34,9 @@ export function getLanguage(langCode) {
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let gen = d3Locale.numberFormat('n');
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let gen = d3Locale.numberFormat('n');
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if(lang === EN) {
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if(lang === EN) {
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translate = (t) => { return currentTerms[t] || t; };
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translate = (t, x) => { return currentTerms[t + '_' + x] || currentTerms[t] || t; };
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} else {
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} else {
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translate = (t) => { return currentTerms[t] || fallbackTerms[t] || t; };
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translate = (t, x) => { return currentTerms[t + '_' + x] || currentTerms[t] || fallbackTerms[t + '_' + x] || fallbackTerms[t] || t; };
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}
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}
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return {
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return {
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@@ -189,6 +189,14 @@ export const terms = {
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wepcap: 'Weapons capacity',
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wepcap: 'Weapons capacity',
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weprate: 'Weapons recharge rate',
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weprate: 'Weapons recharge rate',
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// Shield generators use a different terminology
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minmass_sg: 'Minimum hull mass',
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optmass_sg: 'Optimal hull mass',
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maxmass_sg: 'Maximum hull mass',
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minmul_sg: 'Minimum strength',
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optmul_sg: 'Optimal strength',
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maxmul_sg: 'Minimum strength',
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// Help text
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// Help text
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HELP_TEXT: `
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HELP_TEXT: `
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<h1>Introduction</h1>
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<h1>Introduction</h1>
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