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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@@ -176,7 +176,7 @@ func (s *GameSession) combatLoop() {
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if last, ok := s.lastActivity[p.Fingerprint]; ok {
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if now.Sub(last) > 60*time.Second {
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slog.Warn("player inactive removed", "fingerprint", p.Fingerprint, "name", p.Name)
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s.addLog(fmt.Sprintf("%s removed (disconnected)", p.Name))
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s.addLog(fmt.Sprintf("%s 제거됨 (접속 끊김)", p.Name))
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changed = true
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continue
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}
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@@ -335,15 +335,15 @@ func (s *GameSession) SubmitAction(playerID string, action PlayerAction) {
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desc := ""
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switch action.Type {
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case ActionAttack:
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desc = "Attacking"
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desc = "공격"
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case ActionSkill:
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desc = "Using Skill"
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desc = "스킬 사용"
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case ActionItem:
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desc = "Using Item"
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desc = "아이템 사용"
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case ActionFlee:
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desc = "Fleeing"
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desc = "도주"
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case ActionWait:
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desc = "Defending"
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desc = "방어"
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}
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if s.state.SubmittedActions == nil {
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s.state.SubmittedActions = make(map[string]string)
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@@ -382,12 +382,12 @@ func (s *GameSession) AllocateSkillPoint(fingerprint string, branchIdx int) erro
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for _, p := range s.state.Players {
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if p.Fingerprint == fingerprint {
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if p.Skills == nil || p.Skills.Points <= p.Skills.Allocated {
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return fmt.Errorf("no skill points available")
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return fmt.Errorf("스킬 포인트가 없습니다")
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}
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return p.Skills.Allocate(branchIdx, p.Class)
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}
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}
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return fmt.Errorf("player not found")
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return fmt.Errorf("플레이어를 찾을 수 없습니다")
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}
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// BuyResult describes the outcome of a shop purchase attempt.
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