Module:Lang: Difference between revisions

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m _search_string testing
Sur (talk | contribs)
m bugfix with 'dictionary' fallback option
 
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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)
Line 12: Line 30:


-- Get a localized string by the raw key
-- Get a localized string by the raw key
p.get_string = function(frame)
p.get_string = function(key, lang_code_override, fallback_str, remove_var_index)
local key = frame.args[1]
-- If called internally (direct Lua call), args will be passed directly.
local lang_code_override = frame.args[2]
    -- If called from wikitext, `key` will be the `frame` object, and we get args from `frame.args`.
 
    -- Handle the case where it's called via #invoke (i.e., from wikitext)
    if type(key) == "table" and key.args then
        local 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"]
    end


-- Determine lang_code if not overridden
local lang_code = lang_code_override
local lang_code = lang_code_override
if (lang_code_override == '') then
if (lang_code == '' or lang_code == nil) then
     lang_code = get_lang_code()
     lang_code = get_lang_code()
end
end


-- Retrieve lang data
local data = get_lang_file(lang_code)
local data = get_lang_file(lang_code)
if (data == nil) then
if (data == nil) then
Line 26: Line 55:
end
end
local label = data[key]
-- Localize
if (label == nil) then  
local label = data[KEY_OVERRIDES[key] or key]
return string.format("Key '%s' not found", key)  
if (label == nil) then
-- Apply fallback
local fallback_tooltip = mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
local fallback
if (fallback_str == 'en') then
fallback = p.get_string(key, 'en', key .. fallback_tooltip, remove_var_index, upper_lower)
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
end
return label
-- Apply remove_var
end
if (remove_var_index ~= nil) then  
 
label = util_module.remove_var(label, remove_var_index)
-- get_string, but for internal use by other modules
p._get_string = function(key)
lang_code = get_lang_code()
 
local data = get_lang_file(lang_code)
if (data == nil) then
return nil
end
local label = data[key]
if (label == nil) then
return nil
end
end
Line 56: Line 86:
local lang_code_override = frame.args[2]
local lang_code_override = frame.args[2]


local lang_code = lang_code_override
return p._search_string(label, lang_code_override)
if (lang_code_override == '') then
end
    lang_code = get_lang_code()
 
-- 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 = get_lang_code()
end
end
 
-- Load the language files
-- Load the language files
local data_en = get_lang_file('en')  -- English data
local data_en = get_lang_file('en')  -- English data
local data_lang = get_lang_file(lang_code)  -- Target language data
local data_lang = get_lang_file(lang_code)  -- Target language data


if (data_lang == nil) then
return string.format("Lang code '%s' does not have a json file", lang_code)
end
-- Search for the key in the English data
-- Search for the key in the English data
local key = nil
local key = nil
Line 79: Line 118:
if (data_lang[key] == nil) then
if (data_lang[key] == nil) then
return string.format("Key '%s' not found in for lang code '%s'", key, lang_code)
return label
end
end


return data_lang[key]
return data_lang[key]
end
end
-- search_string, but for internal use by other modules
p._search_string = function(key)
return search_string(key)
end


function get_lang_code()
function get_lang_code()
     local title = mw.title.getCurrentTitle()
     local title = mw.title.getCurrentTitle()
     local lang_code = title.fullText:match(".*/(.*)$")
     local lang_code = title.fullText:match(".*/(.*)$")
   
-- if the last part the url is not two letters, then its not a lang code,
if lang_code == nil or lang_codes_set[lang_code] == nil then
-- so default to english
if (lang_code == nil or string.len(lang_code) ~= 2) then
return 'en'
return 'en'
end
end

Latest revision as of 19:49, 15 October 2024

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.

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. Passing dictionary 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


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


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

-- Get a localized string by the raw key
p.get_string = function(key, lang_code_override, fallback_str, remove_var_index)
	-- If called internally (direct Lua call), args will be passed directly.
    -- If called from wikitext, `key` will be the `frame` object, and we get args from `frame.args`.

    -- Handle the case where it's called via #invoke (i.e., from wikitext)
    if type(key) == "table" and key.args then
        local 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"]
    end

	-- Determine lang_code if not overridden
	local lang_code = lang_code_override
	if (lang_code == '' or lang_code == nil) then
    	lang_code = 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
		local fallback_tooltip = mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
		local fallback
		if (fallback_str == 'en') then
			fallback = p.get_string(key, 'en', key .. fallback_tooltip, remove_var_index, upper_lower)
		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
	
	return label
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]

	return p._search_string(label, lang_code_override)
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 = 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
		return string.format("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

	if (key == nil) then
		return string.format("English label '%s' not found", label)
	end
	
	if (data_lang[key] == nil) then
		return label
	end

	return data_lang[key]
end

function get_lang_code()
    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