Prepare all .po files for updating by volunteers

This commit is contained in:
Griatch 2021-05-29 18:30:20 +02:00
parent ecf757ba7c
commit 7147e3e027
15 changed files with 9116 additions and 1773 deletions

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@ -10,7 +10,6 @@ vary a lot depending on when they were last updated. Below are all languages
(besides English) with som level of support. Generally, any language not
updated after May 2021 will be missing translations.
```eval_rst
+---------------+----------------------+--------------+
@ -26,15 +25,15 @@ updated after May 2021 will be missing translations.
+---------------+----------------------+--------------+
| la | Latin | Feb 2021 |
+---------------+----------------------+--------------+
| po | Polish | Feb 2019 |
| pl | Polish | Feb 2019 |
+---------------+----------------------+--------------+
| pt | Portugese | Dec 2015 |
+---------------+----------------------+--------------+
| ru-RU | Russian (Russia) | Apr 2020 |
| ru | Russian (Russia) | Apr 2020 |
+---------------+----------------------+--------------+
| sv | Swedish | June 2021 |
+---------------+----------------------+--------------+
| zh-Hans | Chinese (simplified) | May 2019 |
| zh | Chinese (simplified) | May 2019 |
+---------------+----------------------+--------------+
```
@ -62,39 +61,23 @@ the server to activate i18n.
Even for a 'fully translated' language you will still see English text
in many places when you start Evennia. This is because we expect you (the
developer) to know English (you are reading this manual after all). So we
translate hard-coded strings that the end player may see - things you can't
easily change from your mygame/ folder. Outputs from Commands and
Typeclasses are generally not translated, nor are command/log outputs -
and these are likely to be the brunt of the text the player will see.
translate *hard-coded strings that the end player may see* - things you
can't easily change from your mygame/ folder. Outputs from Commands and
Typeclasses are generally *not* translated, nor are console/log outputs.
```
> Windows Note: If you get errors concerning `gettext` or `xgettext` on Windows,
> see the
> [Django documentation](https://docs.djangoproject.com/en/3.2/topics/i18n/translation/#gettext-on-windows).
> A self-installing and up-to-date version of gettext for Windows (32/64-bit) is
> available on [Github](https://github.com/mlocati/gettext-iconv-windows).
```sidebar:: Windows users
If you get errors concerning `gettext` or `xgettext` on Windows,
see the `Django documentation <https://docs.djangoproject.com/en/3.2/topics/i18n/translation/#gettext-on-windows>`_
A self-installing and up-to-date version of gettext for Windows (32/64-bit) is
available on `Github <https://github.com/mlocati/gettext-iconv-windows>`_
```
## Translating Evennia
```important::
Evennia offers translations of hard-coded strings in the server, things like
"Connection closed" or "Server restarted", strings that end users will see and
which game devs are not supposed to change on their own. Text you see in the log
file or on the command line/log are *not* translated.
In addition, text in default Commands and in default Typeclasses will *not* be
translated by switching *i18n* language. To translate Commands and Typeclass
hooks you must overload them in your game directory and translate their returns
to the language you want. This is because from Evennia's perspective, adding
*i18n* code to commands tend to add complexity to code that is *meant* to be
changed anyway. One of the goals of Evennia is to keep the user-changeable code
as clean and easy- to-read as possible.
```
Translations are found in the core `evennia/` library, under
`evennia/evennia/locale/`. You must make sure to have cloned this repository
from [Evennia's github](github:evennia) before you can proceed.
@ -104,8 +87,8 @@ has translated it yet. Alternatively you might have the language but find the
translation bad ... You are welcome to help improve the situation!
To start a new translation you need to first have cloned the Evennia repositry
with GIT and activated a python virtualenv as described on the [Setup
Quickstart](../Setup/Setup-Quickstart) page.
with GIT and activated a python virtualenv as described on the
[Setup Quickstart](../Setup/Setup-Quickstart) page.
Go to `evennia/evennia/` - that is, not your game dir, but inside the `evennia/`
repo itself. If you see the `locale/` folder you are in the right place. Make
@ -127,25 +110,52 @@ command will not overwrite any existing strings so you can run it as much as you
want.
Next head to `locale/<language-code>/LC_MESSAGES` and edit the `**.po` file you
find there. You can edit this with a normal text editor but it is easiest if
find there. You can edit this with a normal text editor but it is easiest if
you use a special po-file editor from the web (search the web for "po editor"
for many free alternatives).
for many free alternatives), for example:
- [gtranslator](https://wiki.gnome.org/Apps/Gtranslator)
- [poeditor](https://poeditor.com/)
The concept of translating is simple, it's just a matter of taking the english
strings you find in the `**.po` file and add your language's translation best
you can. The `**.po` format (and many supporting editors) allow you to mark
translations as "fuzzy". This tells the system (and future translators) that you
are unsure about the translation, or that you couldn't find a translation that
exactly matched the intention of the original text. Other translators will see
this and might be able to improve it later. Finally, you need to compile your
translation into a more efficient form. Do so from the `evennia` folder again:
you can. Once you are done, run
evennia compilemessages
`evennia compilemessages`
This will go through all languages and create/update compiled files (`**.mo`)
for them. This needs to be done whenever a `**.po` file is updated.
This will compile all languages. Check your language and also check back to your
`.po` file in case the process updated it - you may need to fill in some missing
header fields and should usually note who did the translation.
When you are done, make sure that everyone can benefit from your translation!
Make a PR against Evennia with the updated `**.po` and `*.mo` files. Less
ideally (if git is not your thing) you can also attach them to a new post in our
forums.
Make a PR against Evennia with the updated `**.po` file. Less ideally (if git is
not your thing) you can also attach it to a new post in our forums.
### Hints on translation
Many of the translation strings use `{ ... }` placeholders. This is because they
are to be used in `.format()` python operations. While you can change the
_order_ of these if it makes more sense in your language, you must _not_
translate the variables in these formatting tags - Python will look for them!
Original: "|G{key} connected|n"
Swedish: "|G{key} anslöt|n"
You must also retain line breaks _at the start and end_ of a message, if any
(your po-editor should stop you if you don't). Try to also end with the same
sentence delimiter (if that makes sense in your language).
Original: "\n(Unsuccessfull tried '{path}')."
Swedish: "\nMisslyckades med att nå '{path}')."
Finally, try to get a feel for who a string is for. If a special technical term
is used it may be more confusing than helpful to translate it, even if it's
outside of a `{...}` tag. Even though the result is a mix of your language and
English, clarity is more important. Many languages may also use the English term
normally and reaching for a translation may make the result sound awkward
instead.
Original: "\nError loading cmdset: No cmdset class '{classname}' in '{path}'.
\n(Traceback was logged {timestamp})"
Swedish: "Fel medan cmdset laddades: Ingen cmdset-klass med namn '{classname}' i {path}.
\n(Traceback loggades {timestamp})"

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@ -13,41 +13,41 @@ Markdown files are simple text files that can be edited with a normal text edito
contain raw HTML directives (but that is very rarely needed). They primarly use
the [Markdown][commonmark] syntax. See [the syntax section below](#Editing-syntax) for more help.
## Source file structure
## Source file structure
The sources are organized into several rough categories, with only a few administrative documents
at the root of `evennia/docs/source/`. The folders are named in singular form since they will
at the root of `evennia/docs/source/`. The folders are named in singular form since they will
primarily be accessed as link refs (e.g. `Component/Account`)
- `source/Components/` are docs describing separate Evennia building blocks, that is, things
that you can import and use. This extends and elaborates on what can be found out by reading
the api docs themselves. Example are documentation for `Accounts`, `Objects` and `Commands`.
- `source/Concepts/` describes how larger-scale features of Evennia hang together - things that
can't easily be broken down into one isolated component. This can be general descriptions of
how Models and Typeclasses interact to the path a message takes from the client to the server
- `source/Concepts/` describes how larger-scale features of Evennia hang together - things that
can't easily be broken down into one isolated component. This can be general descriptions of
how Models and Typeclasses interact to the path a message takes from the client to the server
and back.
- `source/Setup/` holds detailed docs on installing, running and maintaining the Evennia server and
the infrastructure around it.
- `source/Coding/` has help on how to interact with, use and navigate the Evennia codebase itself.
- `source/Setup/` holds detailed docs on installing, running and maintaining the Evennia server and
the infrastructure around it.
- `source/Coding/` has help on how to interact with, use and navigate the Evennia codebase itself.
This also has non-Evennia-specific help on general development concepts and how to set up a sane
development environment.
- `source/Contribs/` holds documentation specifically for packages in the `evennia/contribs/` folder.
Any contrib-specific tutorials will be found here instead of in `Howtos`
- `source/Howtos/` holds docs that describe how to achieve a specific goal, effect or
result in Evennia. This is often on a tutorial or FAQ form and will refer to the rest of the
- `source/Howtos/` holds docs that describe how to achieve a specific goal, effect or
result in Evennia. This is often on a tutorial or FAQ form and will refer to the rest of the
documentation for further reading.
- `source/Howtos/Starting/` holds all documents part of the initial tutorial sequence.
Other files and folders:
- `source/api/` contains the auto-generated API documentation as `.rst` files. Don't edit these
files manually, your changes will be lost. To refer to these files, use `api:` followed by
the Python path, for example `[rpsystem contrib](api:evennia.contrib.rpsystem)`.
- `source/_templates` and `source/_static` should not be modified unless adding a new doc-page
files manually, your changes will be lost. To refer to these files, use `api:` followed by
the Python path, for example `[rpsystem contrib](api:evennia.contrib.rpsystem)`.
- `source/_templates` and `source/_static` should not be modified unless adding a new doc-page
feature or changing the look of the HTML documentation.
- `conf.py` holds the Sphinx configuration. It should usually not be modified except to update
the Evennia version on a new branch.
## Building the docs locally
@ -103,12 +103,12 @@ initialize a new game with a default database (you don't need to have any server
running)
- It's recommended that you use a virtualenv. Install your cloned version of Evennia into
by pointing to the repo folder (the one containing `/docs`):
by pointing to the repo folder (the one containing `/docs`):
```
pip install -e evennia
pip install -e evennia
```
- Make sure you are in the parent folder _containing_ your `evennia/` repo (so _two_ levels
up from `evennia/docs/`).
- Create a new game folder called exactly `gamedir` at the same level as your `evennia`
@ -118,8 +118,8 @@ repo with
evennia --init gamedir
```
- Then `cd` into it and create a new, empty database. You don't need to start the
game or do any further changes after this.
- Then `cd` into it and create a new, empty database. You don't need to start the
game or do any further changes after this.
```
evennia migrate
@ -234,7 +234,7 @@ smaller and smaller font).
> Don't use the same heading/subheading name more than once in one page. While Markdown
does not prevent it, it will make it impossible to refer to that heading uniquely.
The Evennia documentation preparser will detect this and give you an error.
The Evennia documentation preparser will detect this and give you an error.
### Lists
@ -313,7 +313,7 @@ The Evennia documentation supports some special reference shortcuts in links:
##### Github online repository
- `github:` - a shortcut for the full path to the Evennia repository on github. This must be given
- `github:` - a shortcut for the full path to the Evennia repository on github. This must be given
with forward-slashes and include the `.py` file ending. It will refer to the `master` branch by default:
[link to objects.py](github:evennia/objects/objects.py)
@ -337,8 +337,8 @@ with forward-slashes and include the `.py` file ending. It will refer to the `ma
##### Bug reports/feature request
- `github:issue` - links to the github issue selection page, where the user can choose which type of
issue to create.
- `github:issue` - links to the github issue selection page, where the user can choose which type of
issue to create.
If you find a problem, make a [bug report](github:issue)!
@ -402,7 +402,7 @@ as the name of the `language` of a literal block:
````
```eval_rst
This will be evaluated as ReST.
This will be evaluated as ReST.
All content must be indented.
```
@ -420,14 +420,15 @@ There is also a short-hand form for starting a [ReST directive][ReST-directives]
```
````
Within a ReST block, one must use Restructured Text syntax, which is not the same as Markdown.
Within a ReST block, one must use Restructured Text syntax, which is not the
same as Markdown.
- Single backticks around text makes it _italic_.
- Double backticks around text makes it `verbatim`.
- A link is written within back-ticks, with an underscore at the end:
`python <www.python.org>`_
[Here is a ReST formatting cheat sheet](https://thomas-cokelaer.info/tutorials/sphinx/rest_syntax.html).
Below are examples of ReST-block structures.
@ -554,7 +555,7 @@ a plain HTML string in the markdown like so:
#### Tables
A table is specified using [ReST table syntax][ReST-tables] (they don't need to be indented):
A table is specified using [ReST table syntax][ReST-tables] (they don't need to be indented):
````
```eval_rst
@ -610,7 +611,7 @@ or the more flexible but verbose
#### A more flexible code block
The regular Markdown Python codeblock is usually enough but for more direct control over the style, one
can also specify the code block explicitly in `ReST` for more flexibility.
can also specify the code block explicitly in `ReST` for more flexibility.
It also provides a link to the code block, identified by its name.
@ -659,11 +660,11 @@ lines or captions since that's not a part of the Markdown specification.
## Code documentation
The source code docstrings will be parsed as Markdown. When writing a module docstring, you can use Markdown formatting,
including header levels down to 4th level (`#### SubSubSubHeader`). After the module documentation it's
a good idea to end with four dashes `----`. This will create a visible line between the documentation and the
including header levels down to 4th level (`#### SubSubSubHeader`). After the module documentation it's
a good idea to end with four dashes `----`. This will create a visible line between the documentation and the
class/function docs to follow. See for example [the Traits docs](api:evennia.contrib.traits).
All non-private classes, methods and functions must have a Google-style docstring, as per the
All non-private classes, methods and functions must have a Google-style docstring, as per the
[Evennia coding style guidelines][github:evennia/CODING_STYLE.md]. This will then be correctly formatted
into pretty api docs.

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@ -7,8 +7,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Evennia 1.0\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-05-29 11:09+0000\n"
"PO-Revision-Date: 2021-05-29 13:22+0200\n"
"POT-Creation-Date: 2021-05-29 16:25+0000\n"
"PO-Revision-Date: 2021-05-29 17:54+0200\n"
"Last-Translator: Griatch <griatch@gmail.com>\n"
"Language-Team: Swedish <>\n"
"Language: sv\n"
@ -332,18 +332,18 @@ msgid "Lock: '{lockdef}' has no valid lock functions."
msgstr "Lås: '{lockdef}' innehåller inga acceptabla låsfunktioner."
#: objects/objects.py:871
#, python-format
msgid "Couldn't perform move ('%s'). Contact an admin."
msgstr "Kunde inte utföra föflyttningen ('%s'). Kontakta en admininstrator."
#, python-brace-format
msgid "Couldn't perform move ({err}). Contact an admin."
msgstr "Kunde inte utföra föflyttningen ('{err}'). Kontakta en admininstrator."
#: objects/objects.py:881
msgid "The destination doesn't exist."
msgstr "Destinationen existerar inte."
#: objects/objects.py:974
#, python-format
msgid "Could not find default home '(#%d)'."
msgstr "Kunde inte hitta standard-hem '(#'%d)'."
#, python-brace-format
msgid "Could not find default home '(#{dbid})'."
msgstr "Kunde inte hitta standard-hem '(#{dbid})'."
#: objects/objects.py:988
msgid "Something went wrong! You are dumped into nowhere. Contact an admin."
@ -522,14 +522,14 @@ msgstr ""
"Diff innehåller icke-dicts som inte är på formen (gammal, ny, "
"handling_att_utföra): {diffpart}"
#: scripts/scripthandler.py:52
#, python-format
#: scripts/scripthandler.py:51
#, python-brace-format
msgid ""
"\n"
" '%(key)s' (%(next_repeat)s/%(interval)s, %(repeats)s repeats): %(desc)s"
" '{key}' ({next_repeat}/{interval}, {repeats} repeats): {desc}"
msgstr ""
"\n"
" '%(key)s' (%(next_repeat)s/%(interval)s, %(repeats)s repetitioner): %(desc)s"
" '{key}' ({next_repeat}/{interval}, {repeats} repetitioner): {desc}"
#: scripts/scripts.py:329
#, python-brace-format
@ -752,7 +752,7 @@ msgstr ""
"\n"
"{error}\n"
"\n"
"|rSparfunktionen stötte på ett fel. Bufferten kunde inte sparas."
"|rSparfunktionen stötte på ett fel. Bufferten kunde inte sparas.|n\n"
#: utils/eveditor.py:133
msgid "|rNo save function defined. Buffer cannot be saved.|n"
@ -1101,7 +1101,6 @@ msgstr "Försök vara mer specifik."
#: utils/utils.py:2219
#, python-brace-format
#| msgid "Could not find '%s'."
msgid "Could not find '{query}'."
msgstr "Kunde inte hitta '{query}'."
@ -1226,7 +1225,6 @@ msgid "Change"
msgstr "Ändra"
#: web/templates/admin/app_list.html:39
#| msgid "You don't have permission to edit anything."
msgid "You dont have permission to view or edit anything."
msgstr "Du har inte rättigheter att se eller ändra någonting."

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@ -868,7 +868,7 @@ class DefaultObject(ObjectDB, metaclass=TypeclassBase):
self.msg("%s%s" % (string, "" if err is None else " (%s)" % err))
return
errtxt = _("Couldn't perform move ('%s'). Contact an admin.")
errtxt = _("Couldn't perform move ({err}). Contact an admin.")
if not emit_to_obj:
emit_to_obj = self
@ -890,7 +890,7 @@ class DefaultObject(ObjectDB, metaclass=TypeclassBase):
if not self.at_before_move(destination, **kwargs):
return False
except Exception as err:
logerr(errtxt % "at_before_move()", err)
logerr(errtxt.format(err="at_before_move()"), err)
return False
# Save the old location
@ -901,7 +901,7 @@ class DefaultObject(ObjectDB, metaclass=TypeclassBase):
try:
source_location.at_object_leave(self, destination, **kwargs)
except Exception as err:
logerr(errtxt % "at_object_leave()", err)
logerr(errtxt.format(err="at_object_leave()"), err)
return False
if not quiet:
@ -909,14 +909,14 @@ class DefaultObject(ObjectDB, metaclass=TypeclassBase):
try:
self.announce_move_from(destination, **kwargs)
except Exception as err:
logerr(errtxt % "at_announce_move()", err)
logerr(errtxt.format(err="at_announce_move()"), err)
return False
# Perform move
try:
self.location = destination
except Exception as err:
logerr(errtxt % "location change", err)
logerr(errtxt.format(err="location change"), err)
return False
if not quiet:
@ -924,7 +924,7 @@ class DefaultObject(ObjectDB, metaclass=TypeclassBase):
try:
self.announce_move_to(source_location, **kwargs)
except Exception as err:
logerr(errtxt % "announce_move_to()", err)
logerr(errtxt.format(err="announce_move_to()"), err)
return False
if move_hooks:
@ -933,7 +933,7 @@ class DefaultObject(ObjectDB, metaclass=TypeclassBase):
try:
destination.at_object_receive(self, source_location, **kwargs)
except Exception as err:
logerr(errtxt % "at_object_receive()", err)
logerr(errtxt.format(err="at_object_receive()"), err)
return False
# Execute eventual extra commands on this object after moving it
@ -942,7 +942,7 @@ class DefaultObject(ObjectDB, metaclass=TypeclassBase):
try:
self.at_after_move(source_location, **kwargs)
except Exception as err:
logerr(errtxt % "at_after_move", err)
logerr(errtxt.format(err="at_after_move"), err)
return False
return True
@ -971,8 +971,8 @@ class DefaultObject(ObjectDB, metaclass=TypeclassBase):
# we are deleting default home!
default_home = None
except Exception:
string = _("Could not find default home '(#%d)'.")
logger.log_err(string % default_home_id)
string = _("Could not find default home '(#{dbid})'.")
logger.log_err(string.format(dbid=default_home_id))
default_home = None
for obj in self.contents:
@ -993,8 +993,8 @@ class DefaultObject(ObjectDB, metaclass=TypeclassBase):
if obj.has_account:
if home:
string = "Your current location has ceased to exist,"
string += " moving you to %s(#%d)."
obj.msg(_(string) % (home.name, home.dbid))
string += " moving you to (#{dbid})."
obj.msg(_(string).format(dbid=home.dbid))
else:
# Famous last words: The account should never see this.
string = "This place should not exist ... contact an admin."

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@ -48,15 +48,11 @@ class ScriptHandler(object):
next_repeat = script.time_until_next_repeat()
except Exception:
next_repeat = "?"
string += _(
"\n '%(key)s' (%(next_repeat)s/%(interval)s, %(repeats)s repeats): %(desc)s"
) % {
"key": script.key,
"next_repeat": next_repeat,
"interval": interval,
"repeats": repeats,
"desc": script.desc,
}
string += _("\n '{key}' ({next_repeat}/{interval}, {repeats} repeats): {desc}").format(
key=script.key, next_repeat=next_repeat,
interval=interval,
repeats=repeats,
desc=script.desc)
return string.strip()
def add(self, scriptclass, key=None, autostart=True):