feat: replace all user-facing Russian strings with English

Empty Russian and Chinese locale files so English is used regardless
of client language. Translate all CustomGameEventManager error messages,
SendCustomMessage calls, and deck/card UI strings to English.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
achmad
2026-05-30 04:24:20 +07:00
parent e3534c4002
commit 6d95836d11
11 changed files with 48 additions and 10239 deletions
+12 -12
View File
@@ -923,7 +923,7 @@ function BattlePassServer.prototype.claimQuest(self, playerId, steamId, questId)
____print(nil, ("[BattlePassServer] ⚠️ Квест " .. questId) .. " не найден в локальном состоянии")
local player = PlayerResource:GetPlayer(playerId)
if player then
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_quest_claim_result", {success = false, error = "Задание не найдено"})
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_quest_claim_result", {success = false, error = "Quest not found"})
end
return
end
@@ -938,7 +938,7 @@ function BattlePassServer.prototype.claimQuest(self, playerId, steamId, questId)
)
local player = PlayerResource:GetPlayer(playerId)
if player then
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_quest_claim_result", {success = false, error = "Задание не выполнено или уже забрано"})
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_quest_claim_result", {success = false, error = "Quest not completed or already claimed"})
end
return
end
@@ -1007,7 +1007,7 @@ function BattlePassServer.prototype.claimQuest(self, playerId, steamId, questId)
end
end
else
local errorMsg = "Ошибка: " .. tostring(result.StatusCode)
local errorMsg = "Error: " .. tostring(result.StatusCode)
____print(
nil,
"[BattlePassServer] Ошибка клейма квеста: StatusCode=" .. tostring(result.StatusCode)
@@ -1132,7 +1132,7 @@ function BattlePassServer.prototype.loadBattlePassData(self, playerId, steamId)
)
local player = PlayerResource:GetPlayer(playerId)
if player then
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Ошибка обработки данных"})
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Data processing error"})
end
end
local ____try, ____hasReturned, ____returnValue = pcall(function()
@@ -1142,7 +1142,7 @@ function BattlePassServer.prototype.loadBattlePassData(self, playerId, steamId)
end
if result.StatusCode == 0 then
____print(nil, "[BattlePassServer] Сервер недоступен (StatusCode=0)")
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Сервер недоступен"})
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Server unavailable"})
return true
end
if result.StatusCode >= 200 and result.StatusCode < 300 then
@@ -1152,7 +1152,7 @@ function BattlePassServer.prototype.loadBattlePassData(self, playerId, steamId)
nil,
"[BattlePassServer] Ошибка парсинга JSON: " .. tostring(e)
)
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Ошибка парсинга данных"})
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_data", {error = "Data parsing error"})
end
local ____try, ____hasReturned = pcall(function()
local responseData = {json.decode(result.Body)}
@@ -1232,7 +1232,7 @@ function BattlePassServer.prototype.loadBattlePassData(self, playerId, steamId)
CustomGameEventManager:Send_ServerToPlayer(
player,
"battle_pass_data",
{error = "Ошибка сервера: " .. tostring(result.StatusCode)}
{error = "Server error: " .. tostring(result.StatusCode)}
)
end
end)
@@ -1288,7 +1288,7 @@ function BattlePassServer.prototype.createBattlePass(self, playerId, steamId, af
CustomGameEventManager:Send_ServerToPlayer(
player,
"battle_pass_data",
{error = "Ошибка создания Battle Pass: " .. tostring(result.StatusCode)}
{error = "Failed to create Battle Pass: " .. tostring(result.StatusCode)}
)
if afterCreate then
afterCreate(nil, false)
@@ -1354,7 +1354,7 @@ function BattlePassServer.prototype.claimReward(self, playerId, steamId, level,
self:grantRewardInGame(playerId, level, isPremium)
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_claim_result", {success = true, level = level, is_premium = isPremium and 1 or 0})
else
local errorMsg = "Ошибка: " .. tostring(result.StatusCode)
local errorMsg = "Error: " .. tostring(result.StatusCode)
do
pcall(function()
local body = {json.decode(result.Body)}
@@ -1737,7 +1737,7 @@ function BattlePassServer.prototype.claimAllRewards(self, playerId, steamId)
nil,
"[BattlePassServer] Ошибка парсинга claim-all: " .. tostring(e)
)
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_claim_result", {success = false, error = "Ошибка обработки данных"})
CustomGameEventManager:Send_ServerToPlayer(player, "battle_pass_claim_result", {success = false, error = "Data processing error"})
end
local ____try, ____hasReturned = pcall(function()
local decoded = {json.decode(result.Body)}
@@ -1825,7 +1825,7 @@ function BattlePassServer.prototype.claimAllRewards(self, playerId, steamId)
end
end
else
local errorMsg = "Ошибка: " .. tostring(result.StatusCode)
local errorMsg = "Error: " .. tostring(result.StatusCode)
do
pcall(function()
local body = {json.decode(result.Body)}
@@ -1857,7 +1857,7 @@ function BattlePassServer.prototype.buyPremium(self, playerId, steamId)
self:loadBattlePassData(playerId, steamId)
else
local code = result.StatusCode
local errorMsg = "Ошибка: " .. tostring(code)
local errorMsg = "Error: " .. tostring(code)
local ____tostring_37 = tostring
local ____result_Body_36 = result.Body
if ____result_Body_36 == nil then