feat: localize all UI text to Korean
Translate all user-facing strings to Korean across 25 files: - UI screens: title, nickname, lobby, class select, waiting, game, shop, result, help, leaderboard, achievements, codex, stats - Game logic: combat logs, events, achievements, mutations, emotes, lobby errors, session messages - Keep English for: class names, monster names, item names, relic names Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -117,10 +117,10 @@ func (l *Lobby) InvitePlayer(roomCode, fingerprint string) error {
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defer l.mu.Unlock()
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p, ok := l.online[fingerprint]
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if !ok {
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return fmt.Errorf("player not online")
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return fmt.Errorf("플레이어가 온라인이 아닙니다")
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}
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if p.InRoom != "" {
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return fmt.Errorf("player already in a room")
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return fmt.Errorf("플레이어가 이미 방에 있습니다")
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}
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// Store the invite as a pending field
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p.InRoom = "invited:" + roomCode
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@@ -148,13 +148,13 @@ func (l *Lobby) JoinRoom(code, playerName, fingerprint string) error {
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defer l.mu.Unlock()
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room, ok := l.rooms[code]
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if !ok {
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return fmt.Errorf("room %s not found", code)
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return fmt.Errorf("방 %s을(를) 찾을 수 없습니다", code)
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}
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if len(room.Players) >= l.cfg.Game.MaxPlayers {
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return fmt.Errorf("room %s is full", code)
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return fmt.Errorf("방 %s이(가) 가득 찼습니다", code)
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}
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if room.Status != RoomWaiting {
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return fmt.Errorf("room %s already in progress", code)
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return fmt.Errorf("방 %s이(가) 이미 진행 중입니다", code)
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}
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room.Players = append(room.Players, LobbyPlayer{Name: playerName, Fingerprint: fingerprint})
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slog.Info("player joined", "room", code, "player", playerName)
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