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Translations update from Hosted Weblate
2 parents cac820e + 02ff721 commit 8043781

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src-ui/res/history.en.yaml

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@@ -226,3 +226,5 @@ sendai: This genre first appeared in Puzzle Communication Nikoli vol. 104.
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keywest: This genre first appeared in Puzzle Communication Nikoli vol. 53.
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morningwalk: This genre was invented by Anurag Sahay.
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energywalk: This genre was invented by Parachor.
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circuitwalk: This genre was invented by Parachor.
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cornerch: This genre first appeared in Puzzle Communication Nikoli vol. 191.

src-ui/res/history.ja.yaml

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@@ -224,3 +224,7 @@ tetrochaink: パズル通信ニコリ vol.192より
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sansaroad: パズル通信ニコリ vol.185より
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sendai: パズル通信ニコリ vol.104より
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keywest: パズル通信ニコリ vol.53より
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morningwalk: Anurag Sahay氏発案
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energywalk: Parachor氏発案
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circuitwalk: Parachor氏発案
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cornerch: パズル通信ニコリ vol.191より

src-ui/res/rules.en.yaml

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@@ -358,3 +358,29 @@ sendai: "Draw lines over the dotted lines to divide each larger region (prefectu
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keywest: "Place a number between 0 and 4 in every island, and draw orthogonal bridges connecting them.\n1. Orthogonally adjacent islands cannot have the same number.\n2. Numbers indicate how many bridges are connected to this island.\n3. All islands with a number above 0 must be connected into a single network."
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energywalk: "Draw lines to form a single network that goes through every numbered cell.\n1. The network cannot have dead ends.\n2. Every visited energy cell must split off in all possible directions.\n3. The network cannot branch off or cross on unshaded cells.\n4. The network must not connect an energy cell to itself via only unshaded cells.\n5. A number indicates how many cells make up the continuous unshaded section of the network that the number is on."
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morningwalk: "Draw a loop that goes through every numbered cell.\n1. The loop cannot branch off or cross itself.\n2. A number indicates how many cells make up the continuous white section of the loop that the number is on.\n3. The lengths of two successive differently coloured sections of the loop must not be equal."
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cornerch: |-
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Shade some cells on the board to form regions of unshaded cells.
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1. A number indicates the size of the region that contains it..
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2. Clues represent the number of cells in the region they belong to. A region can contain one or more identical numbers, or none at all.
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3. If the number of cells in an unshaded group is even, the area must be rectangular. If the number of cells is odd, the area must not be rectangular.
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4. All unshaded areas must be connected diagonally.
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oasis: |-
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Shade some cells on the board.
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1. Shaded cells cannot be horizontally or vertically adjacent.
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2. Numbers cannot be shaded.
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3. The unshaded cells cannot form a 2x2 square.
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4. A circled number indicates how many other circles it could reach by traveling only through empty unshaded cells.
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5. All unshaded cells on the board form an orthogonally connected area.
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circuitwalk: |-
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Draw one or more loops so every number is visited once.
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1. A loop cannot branch off or overlap itself or another loop.
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2. Every visited shaded cell must consist of exactly two straight line segments belonging to different loops crossing over each other.
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3. Crossings cannot appear outside of a shaded cell.
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4. A number indicates how many cells make up the continuous white section of the loop that the number is on.
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5. All loops must form a single connected network.
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edamame: |-
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Draw several rectangles of length 1xN (at least 3), then place circles inside them.
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1. Rectangles cannot overlap numbers.
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2. Every rectangle contains exactly three circles: One on each endpoint, and another somewhere in the middle.
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3. A number indicates the amount of circles in the 4 orthogonally adjacent cells. Circles cannot appear outside of rectangles.
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4. All cells not used by rectangles form an orthogonally contiguous area.

src-ui/res/rules.ja.yaml

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@@ -316,3 +316,9 @@ sendai: "点線上に線を引き、すでに太線で区切られた大部屋
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keywest: "丸(シマといいます)の中に、0~4の数字のどれかを入れます。\n1. 同じ数字はタテヨコに連続しません。\n2. 数字は、その数字のあるシマからタテヨコに隣接したシマへかける橋の数です。\n3. 橋は1ヵ所に1本しかかけられません。\n4. 0が入るシマ以外のすべてのシマは、橋によって1つにつながっていなければいけません。"
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morningwalk: "1. 盤面にタテヨコに線を引き、全体で1つの輪っかを作り、すべての数字のマスを通りましょう。\n2. 輪っかを作る線はマスの中央を通り、盤面の外に出たり、交差したり枝分かれしたり行き止まりがあったりしてはいけません。\n3. 数字は、その数字のマスが含まれる、連続した白マス上の線のマス数を表します。\n4. 輪っかを作る線に沿ってみた時、連続した白マス上の線のマス数は、その前後に隣り合う灰色マス上の線のマス数のいずれとも異なる数でなければなりません。"
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energywalk: "1. 盤面のいくつかのマスに線を引いて、全体で1つのネットワークを作りましょう。このネットワークは、すべての数字のマスを通ります。\n2. 線はマスの中央を通るようにタテヨコに引きます。線は盤面の外に出てはいけません。\n3. 黄色のマスを「エネルギーマス」と呼び、それ以外のマスを「通常マス」と呼びます。\n4. 通常マスの上では、ネットワークに枝分かれや行き止まりがあってはいけません。\n5. エネルギーマスの上では、そのマスから進むことができる(盤面の外に出ない)すべての方向に線が1本ずつ伸びていなければなりません。\n6. ネットワークに、通常マスだけを通って、あるエネルギーマスから再び同じエネルギーマスに戻ってくる部分があってはいけません。\n7. 数字は、線が通常マスに入ってからその数字のマスを通り、次にエネルギーマスに入るまでに通る通常マスの数を表します。「?」は任意の数を表します。"
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cornerch: |-
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1. 盤面のいくつかのマスを黒くぬりまし ょう。
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2. 盤面の数字は、その数字が含まれる、 黒マスによって分断されたところ (シマ と呼びます)のマスの数を表します。
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3. 1つのシマに、いくつ数字が入っても かまいません。また、数字が入っている マスを黒くぬってはいけません。
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4. マスの数が偶数のシマは必ず長方形 (正方形も含みます)になります。また、 マスの数が奇数のシマは必ず長方形 (正 方形も含みます) 以外の形になります。
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5. すべてのシマは頂点を通じてひとつな がりになっていなければなりません。

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