Module:Lang: Difference between revisions
swapped argument order |
Added replacement of keybind tags with keybind strings |
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local p = {} | local p = {} | ||
local util_module = require("Module:Utilities") | |||
local lang_codes_set = mw.loadJsonData("Data:LangCodes.json") | |||
local dictionary_module = require("Module:Dictionary") | |||
-- Overrides applied to searches by key. Designed to handle edge cases where | |||
-- the expected key does not have a localization entry | |||
local KEY_OVERRIDES = { | |||
MoveSlowPercent_label = 'MovementSlow_label', | |||
BonusHealthRegen_label = 'HealthRegen_label', | |||
BarbedWireRadius_label = 'Radius_label', | |||
BarbedWireDamagePerMeter_label = 'DamagePerMeter_label', | |||
BuildUpDuration_label = 'BuildupDuration_label', | |||
TechArmorDamageReduction_label = 'TechArmorDamageReduction_Label', | |||
DamageAbsorb_label = 'DamageAbsorb_Label', | |||
InvisRegen_label = 'InvisRegen_Label', | |||
EvasionChance_label = 'EvasionChance_Label', | |||
DelayBetweenShots_label = 'DelayBetweenShots_Label', | |||
} | |||
function get_lang_file(lang_code) | function get_lang_file(lang_code) | ||
local file_name = string.format("Data:Lang_%s.json", lang_code) | |||
local success, data = pcall(mw.loadJsonData, file_name) | local success, data = pcall(mw.loadJsonData, file_name) | ||
if success then | if success then | ||
Line 11: | Line 29: | ||
end | end | ||
-- | local function process_newlines(text) | ||
if not text or type(text) ~= "string" then return text end | |||
-- Replace "n with newline character | |||
local | return text:gsub('"n', '\n') | ||
end | |||
local function process_html_tags(text, frame) | |||
if not text or type(text) ~= "string" then return text end | |||
local replacements = { | |||
SpiritIcon = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', link='Spirit Damage'}, | |||
tech_damage = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', link='Spirit Damage'}, | |||
SpiritDamage = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'}, | |||
StatDesc_TechPower = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'}, | |||
SpiritResist = {icon='{{Icon/Purple|[[File:Spirit_Armor.png|link=Damage_Resistance|20px]]}}', label_color='#bc8ee8', link='Damage_Resistance'}, | |||
FireRate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'}, | |||
fire_rate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'}, | |||
ReducedFireRate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'}, | |||
MeleeDamage = {icon='{{Icon/Brown|[[File:Melee damage.png|link=Melee Damage|20px]]}}', label_color='#ec981a', link='Melee Damage'}, | |||
WeaponDamage = {icon='{{Icon/Brown|[[File:Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'}, | |||
damage = {icon='{{Icon/Brown|[[File:Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'}, | |||
bullet_damage = {icon='{{Icon/Brown|[[File:Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'}, | |||
BulletResist = {icon='{{Icon/Brown|[[File:Bullet_Armor.png|link=Damage_Resistance|20px]]}}', label_color='#ec981a', link='Damage_Resistance'}, | |||
CombatBarrier = {icon='{{Icon/White|[[File:Bullet_Armor.png|link=Damage_Resistance|20px]]}}', label_color='#ffefd7', link='Barrier'}, | |||
BonusWeaponDamage = {icon='{{Icon/Brown|[[File:Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'}, | |||
MoveSpeed = {icon='{{Icon/White|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'}, | |||
BonusSpiritDamage = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'}, | |||
BonusFireRate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'}, | |||
Heal = {icon='{{Icon/Green|[[File:Health_regen.png|link=Health_Regen|20px]]}}', label_color='#13f278', link='Health_Regen'}, | |||
BonusMoveSpeed = {icon='{{Icon/White|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'}, | |||
move_speed = {icon='{{Icon/White|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'}, | |||
Spirit = {icon='{{Icon/NoColor|[[File:Spirit_icon.png|link=Spirit Power|20px]]}}', label_color='#bc8ee8', link='Spirit Power'}, | |||
Stun = {icon='{{Icon/White|[[File:Status_Stun.png|link=Stun|20px]]}}', link='Stun'}, | |||
SpiritDPS = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'}, | |||
Healing = {icon='{{Icon/Green|[[File:Health_regen.png|link=Healing|20px]]}}', label_color='#13f278', link='Healing'}, | |||
Regen = {icon='{{Icon/Green|[[File:Health_regen.png|link=Health_Regen|20px]]}}', label_color='#13f278', link='Health_Regen'}, | |||
Slow = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow|20px]]}}', label_color='#ffefd7', link='Movement_Slow'}, | |||
slow = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow|20px]]}}', label_color='#ffefd7', link='Movement_Slow'}, | |||
SlowResistance = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow#Movement_Slow_Resist|20px]]}}', label_color='#ffefd7', link='Movement_Slow#Movement_Slow_Resist'}, | |||
Immobilize = {icon='{{Icon/White|[[File:Immobilize.png|link=Status Effects#Immobilized|20px]]}}', label_color='#ffefd7', link='Status Effects#Immobilized'}, | |||
cooldown = {icon='{{Icon/White|[[File:AttributeIconTechDuration.png|link=Ability Cooldown|20px]]}}', label_color='#ffefd7', link='Ability Cooldown'}, | |||
stun = {icon='{{Icon/White|[[File:Stun.png|link=|20px]]}}', label_color='#ffefd7', link=''}, | |||
invisible = {icon='{{Icon/White|[[File:Invisible.png|link=|20px]]}}', label_color='#ffefd7', link=''}, | |||
cast = {icon='{{Icon/White|[[File:Cast.png|link=|20px]]}}', label_color='#ffefd7', link=''}, | |||
silence = {icon='{{Icon/White|[[File:Silenced.png|link=|20px]]}}', label_color='#ffefd7', link=''}, | |||
revealed = {icon='{{Icon/White|[[File:Revealed.png|link=|20px]]}}', label_color='#ffefd7', link=''}, | |||
bullet_armor_up = {icon='{{Icon/White|[[File:Barrier.png|link=Barrier|20px]]}}', label_color='#ffefd7', link='Barrier'}, | |||
tech_armor_up = {icon='{{Icon/White|[[File:Barrier.png|link=Barrier|20px]]}}', label_color='#ffefd7', link='Barrier'}, | |||
} | |||
-- Process HTML spans | |||
text = text:gsub('<span class="highlight">(.-)</span>', "<span style= font-weight:bold>%1</span>") | |||
text = text:gsub('<span class="highlight_spirit">(.-)</span>', '<span style="font-weight:bold; color:#bc8ee8">%1</span>') | |||
text = text:gsub('<span class="diminish">(.-)</span>', '<span style="font-style: italic;color:#C0C0C0">%1</span>') | |||
text = text:gsub('<span class=".-">(.-)</span>', '%1') | |||
text = text:gsub('<Panel class=\"AbilityPropertyIcon StatDesc_TechPower\">', '{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}') | |||
text = text:gsub('</Panel>', '') | |||
-- Process panel tags | |||
text = text:gsub('<Panel class=\"AbilityPropertyIcon prop_(.-)\">', function(key) | |||
local replacement = replacements[key] | |||
if replacement then | |||
local label_color = replacement.label_color or 'inherit' | |||
local icon = replacement.icon or '' | |||
local link = replacement.link or '' | |||
-- pre-process string, then check to omit link if the string is empty | |||
local translated = frame:preprocess('{{#invoke:Lang|get_string|InlineAttribute_' .. key .. '}}') | |||
if translated == '' then | |||
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s</span>', label_color, icon) | |||
else | |||
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s [[%s|%s]]</span>', | |||
label_color, | |||
icon, | |||
link, | |||
translated) | |||
end | |||
else | |||
return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing attribute definition - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>' | |||
end | |||
end) | |||
-- Process citadel_inline_attribute tags | |||
text = text:gsub("{g:citadel_inline_attribute:'(.-)'}", function(key) | |||
local replacement = replacements[key] | |||
if replacement then | |||
local label_color = replacement.label_color or 'inherit' | |||
local icon = replacement.icon or '' | |||
local link = replacement.link or '' | |||
-- pre-process string, then check to omit link if the string is empty | |||
local translated = frame:preprocess('{{#invoke:Lang|get_string|InlineAttribute_' .. key .. '}}') | |||
if translated == '' then | |||
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s</span>', label_color, icon) | |||
else | |||
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s [[%s|%s]]</span>', | |||
label_color, | |||
icon, | |||
link, | |||
translated) | |||
end | |||
else | |||
return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing attribute definition - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>' | |||
end | |||
end) | |||
KEYBINDS = { | |||
Attack = '{{Mouse|1}}', | |||
ADS = '{{Mouse|2}}', | |||
AltCast = '{{Mouse|3}}', | |||
Reload = 'R', | |||
Roll = 'Shift', | |||
Mantle = 'Space', | |||
Crouch = 'Ctrl', | |||
AbilityMelee = 'Melee', | |||
Ability1 = '1', | |||
Ability2 = '2', | |||
Ability3 = '3', | |||
Ability4 = '4', | |||
MoveDown = 'Down', | |||
MoveForward = 'Forward', | |||
} | |||
-- Process citadel_binding/citadel_keybind tags to replace with keybind strings/templates | |||
text = text:gsub("{g:citadel_binding:'(.-)'}", function(key) | |||
local replacement = KEYBINDS[key] | |||
if replacement then | |||
return replacement | |||
else | |||
return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing keybind - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>' | |||
end | |||
end) | |||
local data = get_lang_file(lang_code) | text = text:gsub("{g:citadel_keybind:'(.-)'}", function(key) | ||
local replacement = KEYBINDS[key] | |||
if replacement then | |||
return replacement | |||
else | |||
return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing keybind - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>' | |||
end | |||
end) | |||
return frame:preprocess(text) | |||
end | |||
function p.get_string(key, lang_code_override, fallback_str, remove_var_index, item_name) | |||
-- Get frame object (either passed directly or via first argument) | |||
local frame | |||
if type(key) == "table" and key.args then | |||
frame = key | |||
key = frame.args[1] | |||
lang_code_override = frame.args["lang_code_override"] | |||
fallback_str = frame.args["fallback_str"] | |||
remove_var_index = frame.args["remove_var_index"] | |||
item_name = frame.args["item_name"] | |||
else | |||
frame = mw.getCurrentFrame() | |||
end | |||
-- Determine lang_code if not overridden | |||
local lang_code = lang_code_override | |||
if (lang_code == '' or lang_code == nil) then | |||
lang_code = p.get_lang_code() | |||
end | |||
-- Retrieve lang data | |||
local data = get_lang_file(lang_code) | |||
if (data == nil) then | |||
return string.format("Lang code '%s' does not have a json file", lang_code) | |||
end | |||
-- Localize | |||
local label = data[KEY_OVERRIDES[key] or key] | |||
if (label == nil) then | |||
-- Apply fallback (without HTML processing for fallback) | |||
local fallback_tooltip = frame:expandTemplate{title = "MissingValveTranslationTooltip"} | |||
local fallback | |||
if (fallback_str == 'en') then | |||
fallback = p.get_string(key, 'en', key .. fallback_tooltip, remove_var_index, item_name) | |||
elseif fallback_str == 'dictionary' then | |||
return dictionary_module.translate(key, lang_code_override) | |||
elseif fallback_str ~= nil then | |||
fallback = fallback_str | |||
else | |||
return '' | |||
end | |||
return fallback .. fallback_tooltip | |||
end | |||
-- Apply remove_var | |||
if (remove_var_index ~= nil) then | |||
label = util_module.remove_var(label, remove_var_index) | |||
end | |||
-- Process variables if item_name is provided | |||
if item_name and item_name ~= '' then | |||
local item_data_module = require('Module:ItemData') | |||
label = label:gsub("{s:([^}]+)}", function(variable_name) | |||
-- Get the value from ItemData | |||
local value = item_data_module.get_prop({args = {item_name, variable_name}}) | |||
-- If value exists, remove non-number symbols (but keep + and -) | |||
if value then | |||
value = value:gsub("[^0-9+-]", "") | |||
-- Return empty string if nothing left, otherwise return the filtered value | |||
return value ~= "" and value or variable_name | |||
else | |||
return variable_name -- Fallback to variable name if value not found | |||
end | |||
end) | |||
end | |||
-- Process HTML and return as "raw" HTML | |||
label = process_newlines(label) | |||
label = process_html_tags(label, frame) | |||
-- Create HTML object for safe output | |||
local html = mw.html.create() | |||
html:wikitext(label) | |||
return tostring(html) | |||
end | end | ||
-- Search for a localized string using its English label | -- Search for a localized string using its English label | ||
p.search_string = function(frame) | p.search_string = function(frame) | ||
local label = frame.args[1] | |||
local lang_code_override = frame.args[2] | |||
local result = p._search_string(label, lang_code_override) | |||
result = process_newlines(result) | |||
return result | |||
end | |||
-- search_string, but for internal use by other modules | |||
p._search_string = function(label, lang_code_override) | |||
lang_code = lang_code_override | |||
if (lang_code == '' or lang_code == nil) then | |||
lang_code = p.get_lang_code() | |||
end | |||
-- Load the language files | |||
local data_en = get_lang_file('en') -- English data | |||
local data_lang = get_lang_file(lang_code) -- Target language data | |||
if (data_lang == nil) then | |||
error("Lang code '%s' does not have a json file", lang_code) | |||
end | |||
-- Search for the key in the English data | |||
local key = nil | |||
for k, v in pairs(data_en) do | |||
if v == label then | |||
key = k -- Find the key corresponding to the label | |||
break | |||
end | |||
end | |||
-- Default to input label if localized string is not found | |||
if (key == nil) then | |||
return label | |||
end | |||
if (data_lang[key] == nil) then | |||
return label | |||
end | |||
return data_lang[key] | |||
end | |||
p.get_lang_code = function() | |||
local title = mw.title.getCurrentTitle() | |||
local lang_code = title.fullText:match(".*/(.*)$") | |||
if lang_code == nil or lang_codes_set[lang_code] == nil then | |||
return 'en' | |||
end | |||
return lang_code | |||
end | end | ||
return p | return p |
Latest revision as of 23:47, 4 July 2025
Overview[edit source]
overview
Functions[edit source]
get_string[edit source]
Localizes a given string to the current language, i.e. Data:Lang_en.json for english.
Note: If you need to get a string that uses a value referenced from another Data page, pass the item_name
parameter to get_string
.
Parameters[edit source]
- key - Key string to localize
- lang_code_override (OPTIONAL) - Overrides the current language to a specific language code
- fallback_str (OPTIONAL) - Passing
en
causes it to return the english localization if it can't be localized to the current language. Passing any other string causes it to return that string if it can't be localized. Both have Template:MissingValveTranslationTooltip appended. Use this very often as some keys are not yet localized in every language by the game. Passingdictionary
causes it to return the translation via Data:Dictionary if it can't be localized. If parsing the fallback_str from lua and is computationally expensive (i.e. add_space_before_cap), consider using fallback outside this function so it only computes when needed. - remove_var_index (OPTIONAL) - Removes %variables% from the resulting string. -1 also removes the character prefixing %variables%, while 1 removes the postfixed character, and 0 removes only the %variables%.
NOTE: Optional parameters are ideally named when not all parameters are provided, though named parameters can only be passed by invoke, and not internal lua calls.
Examples[edit source]
Invokes from wikitext:
{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff}}
Falloff Range
{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff|lang_code_override=es}}
Distancia de caída
Strings with Variables[edit source]
For strings containing {s:variable}
, provide the item_name
:
Example:
{{#invoke:Lang|get_string|upgrade_target_stun_desc|item_name=Knockdown}}
→ Apply a Stun after 2s. Stun duration is increased against airborne targets.
Without item_name
, variables won't be filled:
{{#invoke:Lang|get_string|upgrade_target_stun_desc}}
→ Apply a Stun after {s:StunDelay}s. Stun duration is increased against airborne targets.
Examples for fallback_str[edit source]
{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es}}
Escala de críticos adicional
{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es|fallback_str=en}}
Escala de críticos adicional
{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es|fallback_str=Crit Damage Bonus Scale}}
Escala de críticos adicional
{{#invoke:Lang|get_string|Tech Items|fallback_str=dictionary}}
Key 'Tech Items' is not in Data:Dictionary
Examples for remove_var_index[edit source]
{{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild}}
Default %hero_name% Build
TODO: Debug why is =0 still removing that extra space? Doesn't matter yet I suppose, no use cases for 0 yet
{{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild|remove_var_index=0}}
Default Build
{{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild|remove_var_index=-1}}
Default Build
When calling by internal modules, the parameters cannot be named, and therefore have to be in order. Unused parameters before the last used parameter should be nil
. Such as, .get_string('hero_atlas', nil, 'en')
search_string[edit source]
Searches for the unlocalized key corresponding to a given english string, then localizes it to the current language. NOTE: Use sparingly, always use get_string instead where plausible, as it has time complexity O(1) compared to search_string's O(10,000).
Parameters[edit source]
- string - English string to search for
Examples[edit source]
From wikitext:
{{#invoke:Lang|search_string|Abrams}}
Abrams
get_lang_code[edit source]
Output the language subpage of the current page
{{#invoke:Lang|get_lang_code}}
en
local p = {}
local util_module = require("Module:Utilities")
local lang_codes_set = mw.loadJsonData("Data:LangCodes.json")
local dictionary_module = require("Module:Dictionary")
-- Overrides applied to searches by key. Designed to handle edge cases where
-- the expected key does not have a localization entry
local KEY_OVERRIDES = {
MoveSlowPercent_label = 'MovementSlow_label',
BonusHealthRegen_label = 'HealthRegen_label',
BarbedWireRadius_label = 'Radius_label',
BarbedWireDamagePerMeter_label = 'DamagePerMeter_label',
BuildUpDuration_label = 'BuildupDuration_label',
TechArmorDamageReduction_label = 'TechArmorDamageReduction_Label',
DamageAbsorb_label = 'DamageAbsorb_Label',
InvisRegen_label = 'InvisRegen_Label',
EvasionChance_label = 'EvasionChance_Label',
DelayBetweenShots_label = 'DelayBetweenShots_Label',
}
function get_lang_file(lang_code)
local file_name = string.format("Data:Lang_%s.json", lang_code)
local success, data = pcall(mw.loadJsonData, file_name)
if success then
return data
else
return nil
end
end
local function process_newlines(text)
if not text or type(text) ~= "string" then return text end
-- Replace "n with newline character
return text:gsub('"n', '\n')
end
local function process_html_tags(text, frame)
if not text or type(text) ~= "string" then return text end
local replacements = {
SpiritIcon = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', link='Spirit Damage'},
tech_damage = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', link='Spirit Damage'},
SpiritDamage = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
StatDesc_TechPower = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
SpiritResist = {icon='{{Icon/Purple|[[File:Spirit_Armor.png|link=Damage_Resistance|20px]]}}', label_color='#bc8ee8', link='Damage_Resistance'},
FireRate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
fire_rate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
ReducedFireRate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
MeleeDamage = {icon='{{Icon/Brown|[[File:Melee damage.png|link=Melee Damage|20px]]}}', label_color='#ec981a', link='Melee Damage'},
WeaponDamage = {icon='{{Icon/Brown|[[File:Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'},
damage = {icon='{{Icon/Brown|[[File:Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'},
bullet_damage = {icon='{{Icon/Brown|[[File:Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'},
BulletResist = {icon='{{Icon/Brown|[[File:Bullet_Armor.png|link=Damage_Resistance|20px]]}}', label_color='#ec981a', link='Damage_Resistance'},
CombatBarrier = {icon='{{Icon/White|[[File:Bullet_Armor.png|link=Damage_Resistance|20px]]}}', label_color='#ffefd7', link='Barrier'},
BonusWeaponDamage = {icon='{{Icon/Brown|[[File:Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'},
MoveSpeed = {icon='{{Icon/White|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'},
BonusSpiritDamage = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
BonusFireRate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
Heal = {icon='{{Icon/Green|[[File:Health_regen.png|link=Health_Regen|20px]]}}', label_color='#13f278', link='Health_Regen'},
BonusMoveSpeed = {icon='{{Icon/White|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'},
move_speed = {icon='{{Icon/White|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'},
Spirit = {icon='{{Icon/NoColor|[[File:Spirit_icon.png|link=Spirit Power|20px]]}}', label_color='#bc8ee8', link='Spirit Power'},
Stun = {icon='{{Icon/White|[[File:Status_Stun.png|link=Stun|20px]]}}', link='Stun'},
SpiritDPS = {icon='{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
Healing = {icon='{{Icon/Green|[[File:Health_regen.png|link=Healing|20px]]}}', label_color='#13f278', link='Healing'},
Regen = {icon='{{Icon/Green|[[File:Health_regen.png|link=Health_Regen|20px]]}}', label_color='#13f278', link='Health_Regen'},
Slow = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow|20px]]}}', label_color='#ffefd7', link='Movement_Slow'},
slow = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow|20px]]}}', label_color='#ffefd7', link='Movement_Slow'},
SlowResistance = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow#Movement_Slow_Resist|20px]]}}', label_color='#ffefd7', link='Movement_Slow#Movement_Slow_Resist'},
Immobilize = {icon='{{Icon/White|[[File:Immobilize.png|link=Status Effects#Immobilized|20px]]}}', label_color='#ffefd7', link='Status Effects#Immobilized'},
cooldown = {icon='{{Icon/White|[[File:AttributeIconTechDuration.png|link=Ability Cooldown|20px]]}}', label_color='#ffefd7', link='Ability Cooldown'},
stun = {icon='{{Icon/White|[[File:Stun.png|link=|20px]]}}', label_color='#ffefd7', link=''},
invisible = {icon='{{Icon/White|[[File:Invisible.png|link=|20px]]}}', label_color='#ffefd7', link=''},
cast = {icon='{{Icon/White|[[File:Cast.png|link=|20px]]}}', label_color='#ffefd7', link=''},
silence = {icon='{{Icon/White|[[File:Silenced.png|link=|20px]]}}', label_color='#ffefd7', link=''},
revealed = {icon='{{Icon/White|[[File:Revealed.png|link=|20px]]}}', label_color='#ffefd7', link=''},
bullet_armor_up = {icon='{{Icon/White|[[File:Barrier.png|link=Barrier|20px]]}}', label_color='#ffefd7', link='Barrier'},
tech_armor_up = {icon='{{Icon/White|[[File:Barrier.png|link=Barrier|20px]]}}', label_color='#ffefd7', link='Barrier'},
}
-- Process HTML spans
text = text:gsub('<span class="highlight">(.-)</span>', "<span style= font-weight:bold>%1</span>")
text = text:gsub('<span class="highlight_spirit">(.-)</span>', '<span style="font-weight:bold; color:#bc8ee8">%1</span>')
text = text:gsub('<span class="diminish">(.-)</span>', '<span style="font-style: italic;color:#C0C0C0">%1</span>')
text = text:gsub('<span class=".-">(.-)</span>', '%1')
text = text:gsub('<Panel class=\"AbilityPropertyIcon StatDesc_TechPower\">', '{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}')
text = text:gsub('</Panel>', '')
-- Process panel tags
text = text:gsub('<Panel class=\"AbilityPropertyIcon prop_(.-)\">', function(key)
local replacement = replacements[key]
if replacement then
local label_color = replacement.label_color or 'inherit'
local icon = replacement.icon or ''
local link = replacement.link or ''
-- pre-process string, then check to omit link if the string is empty
local translated = frame:preprocess('{{#invoke:Lang|get_string|InlineAttribute_' .. key .. '}}')
if translated == '' then
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s</span>', label_color, icon)
else
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s [[%s|%s]]</span>',
label_color,
icon,
link,
translated)
end
else
return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing attribute definition - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>'
end
end)
-- Process citadel_inline_attribute tags
text = text:gsub("{g:citadel_inline_attribute:'(.-)'}", function(key)
local replacement = replacements[key]
if replacement then
local label_color = replacement.label_color or 'inherit'
local icon = replacement.icon or ''
local link = replacement.link or ''
-- pre-process string, then check to omit link if the string is empty
local translated = frame:preprocess('{{#invoke:Lang|get_string|InlineAttribute_' .. key .. '}}')
if translated == '' then
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s</span>', label_color, icon)
else
return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s [[%s|%s]]</span>',
label_color,
icon,
link,
translated)
end
else
return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing attribute definition - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>'
end
end)
KEYBINDS = {
Attack = '{{Mouse|1}}',
ADS = '{{Mouse|2}}',
AltCast = '{{Mouse|3}}',
Reload = 'R',
Roll = 'Shift',
Mantle = 'Space',
Crouch = 'Ctrl',
AbilityMelee = 'Melee',
Ability1 = '1',
Ability2 = '2',
Ability3 = '3',
Ability4 = '4',
MoveDown = 'Down',
MoveForward = 'Forward',
}
-- Process citadel_binding/citadel_keybind tags to replace with keybind strings/templates
text = text:gsub("{g:citadel_binding:'(.-)'}", function(key)
local replacement = KEYBINDS[key]
if replacement then
return replacement
else
return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing keybind - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>'
end
end)
text = text:gsub("{g:citadel_keybind:'(.-)'}", function(key)
local replacement = KEYBINDS[key]
if replacement then
return replacement
else
return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing keybind - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>'
end
end)
return frame:preprocess(text)
end
function p.get_string(key, lang_code_override, fallback_str, remove_var_index, item_name)
-- Get frame object (either passed directly or via first argument)
local frame
if type(key) == "table" and key.args then
frame = key
key = frame.args[1]
lang_code_override = frame.args["lang_code_override"]
fallback_str = frame.args["fallback_str"]
remove_var_index = frame.args["remove_var_index"]
item_name = frame.args["item_name"]
else
frame = mw.getCurrentFrame()
end
-- Determine lang_code if not overridden
local lang_code = lang_code_override
if (lang_code == '' or lang_code == nil) then
lang_code = p.get_lang_code()
end
-- Retrieve lang data
local data = get_lang_file(lang_code)
if (data == nil) then
return string.format("Lang code '%s' does not have a json file", lang_code)
end
-- Localize
local label = data[KEY_OVERRIDES[key] or key]
if (label == nil) then
-- Apply fallback (without HTML processing for fallback)
local fallback_tooltip = frame:expandTemplate{title = "MissingValveTranslationTooltip"}
local fallback
if (fallback_str == 'en') then
fallback = p.get_string(key, 'en', key .. fallback_tooltip, remove_var_index, item_name)
elseif fallback_str == 'dictionary' then
return dictionary_module.translate(key, lang_code_override)
elseif fallback_str ~= nil then
fallback = fallback_str
else
return ''
end
return fallback .. fallback_tooltip
end
-- Apply remove_var
if (remove_var_index ~= nil) then
label = util_module.remove_var(label, remove_var_index)
end
-- Process variables if item_name is provided
if item_name and item_name ~= '' then
local item_data_module = require('Module:ItemData')
label = label:gsub("{s:([^}]+)}", function(variable_name)
-- Get the value from ItemData
local value = item_data_module.get_prop({args = {item_name, variable_name}})
-- If value exists, remove non-number symbols (but keep + and -)
if value then
value = value:gsub("[^0-9+-]", "")
-- Return empty string if nothing left, otherwise return the filtered value
return value ~= "" and value or variable_name
else
return variable_name -- Fallback to variable name if value not found
end
end)
end
-- Process HTML and return as "raw" HTML
label = process_newlines(label)
label = process_html_tags(label, frame)
-- Create HTML object for safe output
local html = mw.html.create()
html:wikitext(label)
return tostring(html)
end
-- Search for a localized string using its English label
p.search_string = function(frame)
local label = frame.args[1]
local lang_code_override = frame.args[2]
local result = p._search_string(label, lang_code_override)
result = process_newlines(result)
return result
end
-- search_string, but for internal use by other modules
p._search_string = function(label, lang_code_override)
lang_code = lang_code_override
if (lang_code == '' or lang_code == nil) then
lang_code = p.get_lang_code()
end
-- Load the language files
local data_en = get_lang_file('en') -- English data
local data_lang = get_lang_file(lang_code) -- Target language data
if (data_lang == nil) then
error("Lang code '%s' does not have a json file", lang_code)
end
-- Search for the key in the English data
local key = nil
for k, v in pairs(data_en) do
if v == label then
key = k -- Find the key corresponding to the label
break
end
end
-- Default to input label if localized string is not found
if (key == nil) then
return label
end
if (data_lang[key] == nil) then
return label
end
return data_lang[key]
end
p.get_lang_code = function()
local title = mw.title.getCurrentTitle()
local lang_code = title.fullText:match(".*/(.*)$")
if lang_code == nil or lang_codes_set[lang_code] == nil then
return 'en'
end
return lang_code
end
return p