wesnoth/data/_main.cfg
Steve Cotton a42600ffbe Remove the wesnoth-ai textdoman, move a few strings to wesnoth-lib (#4669)
This whole textdomain is dedicated to localized strings revolving around the
game's AI engine and the AI demos/test scenarios, with around 370 strings in
it.

Other than a few strings near the start of the catalogue template, none of these
have any value for regular players since they are sourced from AI demos and
test scenarios in data/ai/micro_ais/ and data/ai/scenarios/. None of them will
be displayed to people who aren't tinkering with WML or contributing to AI
development as part of the Wesnoth dev team, and some of the language used in
them is very technical in nature.

This commit leaves the "#textdomain wesnoth-ai" lines in the AI demos, but
drops the .po and .pot catalogues for wesnoth-ai. The few strings that are
seen by regular players move to the wesnoth-lib textdomain.
2020-10-01 10:29:39 +02:00

104 lines
1.6 KiB
INI

#textdomain wesnoth
# title screen and no_gui mode do not need terrain_graphics
#ifdef TITLE_SCREEN
#define NO_TERRAIN_GFX
#enddef
#endif
#ifdef NO_GUI
#define NO_TERRAIN_GFX
#enddef
#endif
{english.cfg}
{themes/}
{core/}
[multiplayer_side]
id=Custom
name= _"Custom"
image="units/unknown-unit.png"
[/multiplayer_side]
#ifdef MULTIPLAYER
{multiplayer/}
#ifdef MP_TEST
{test/multiplayer/}
#endif
#endif
# Using different default eras in SP and MP forces a config reload which we don't want.
{multiplayer/eras.cfg}
{campaigns/}
[ais]
default_ai_algorithm=ai_default_rca
[default_config]
{ai/utils/default_config.cfg}
[/default_config]
{ai/ais/}
#ifdef DEBUG_MODE
{ai/dev/}
#endif
[/ais]
#ifdef EDITOR
[textdomain]
name="wesnoth-editor"
[/textdomain]
#endif
#ifdef TEST
{scenario-test.cfg}
{scenario-leaders.cfg}
{scenario-movethrough.cfg}
{scenario-story.cfg}
{ai/scenarios/}
{ai/micro_ais/scenarios/}
#define DONT_RELOAD_CORE
#enddef
{test/}
#endif
[textdomain]
name="wesnoth"
[/textdomain]
[textdomain]
name="wesnoth-help"
[/textdomain]
[textdomain]
name="wesnoth-units"
[/textdomain]
[textdomain]
name="wesnoth-multiplayer"
[/textdomain]
# does not work when wired in only in the multiplayer file, do not ask me why...
[textdomain]
name="wesnoth-anl"
[/textdomain]
#ifndef NO_TERRAIN_GFX
# Include the terrain-graphics definitions after the campaigns so campaign specific
# terrains work properly.
{core/terrain-graphics.cfg}
#endif
[binary_path]
path=data/core
[/binary_path]
{advanced_preferences.cfg}
{game_config.cfg}
[textdomain]
name="wesnoth-lib"
[/textdomain]