Module:Lang: Difference between revisions

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Saag (talk | contribs)
swapped argument order
Saag (talk | contribs)
Added retrieval of lang code from subpage name
Line 14: Line 14:
p.get_string = function(frame)
p.get_string = function(frame)
local key = frame.args[1]
local key = frame.args[1]
local lang_code = frame.args[2]
local lang_code_override = frame.args[2]
 
local lang_code = lang_code_override
if (lang_code_override == '') then
    lang_code = get_lang_code()
end
 
local data = get_lang_file(lang_code)
local data = get_lang_file(lang_code)
if (data == nil) then
if (data == nil) then
return string.format("Language code '%s' not found", lang_code)
return string.format("Language file for code '%s' not found", lang_code)
end
end
Line 34: Line 39:
local lang_code = frame.args[2]
local lang_code = frame.args[2]
local data = get_lang_file(lang_code)
local data = get_lang_file(lang_code)
end
function get_lang_code()
    local title = mw.title.getCurrentTitle()
    local lang_code = title.fullText:match(".*/(.*)$")
   
    -- ensure language code is valid
    local valid_codes = {'en', 'fr'}
if string_in_list(lang_code, valid_codes) then
return lang_code
end
-- default to english if none is found
    return 'en'
end
function get_effects(ability, used_keys)
effects = {}
for key, value in pairs(ability) do
if not string_in_list(key, used_keys) then
local effect_value = string.format("'''%s''': %s", key, value)
table.insert(effects, effect_value)
end
end
return effects
end
function string_in_list(str, list)
for _, value in ipairs(list) do
if value == str then
return true
end
end
return false
end
end


return p
return p

Revision as of 13:44, 15 September 2024

Overview

overview

Functions

get_string

Localizes a given string to the current language, i.e. Data:Lang_en.json for english.

Parameters

  • 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

Invokes from wikitext:

{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff}}

Lua error at line 4: bad argument #2 to 'format' (string expected, got nil).


{{#invoke:Lang|get_string|CitadelHeroStats_Weapon_Falloff|lang_code_override=es}}

Lua error at line 4: bad argument #2 to 'format' (string expected, got nil).


Examples for fallback_str

{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es}}

Lua error at line 4: bad argument #2 to 'format' (string expected, got nil).


{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es|fallback_str=en}}

Lua error at line 4: bad argument #2 to 'format' (string expected, got nil).


{{#invoke:Lang|get_string|StatDesc_CritDamageBonusScale|lang_code_override=es|fallback_str=Crit Damage Bonus Scale}}

Lua error at line 4: bad argument #2 to 'format' (string expected, got nil).


{{#invoke:Lang|get_string|Tech Items|fallback_str=dictionary}}

Lua error at line 4: bad argument #2 to 'format' (string expected, got nil).

Examples for remove_var_index

{{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild}}

Lua error at line 4: bad argument #2 to 'format' (string expected, got nil).

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}}

Lua error at line 4: bad argument #2 to 'format' (string expected, got nil).


{{#invoke:Lang|get_string|Citadel_HeroBuilds_DefaultHeroBuild|remove_var_index=-1}}

Lua error at line 4: bad argument #2 to 'format' (string expected, got nil).


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

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

  • string - English string to search for

Examples

From wikitext:

{{#invoke:Lang|search_string|Abrams}}

Lua error at line 4: bad argument #2 to 'format' (string expected, got nil).


local p = {}

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(frame)
	local key = frame.args[1]
	local lang_code_override = frame.args[2]

	local lang_code = lang_code_override
	if (lang_code_override == '') then
    	lang_code = get_lang_code()
	end

	local data = get_lang_file(lang_code)
	if (data == nil) then
		return string.format("Language file for code '%s' not found", lang_code)	
	end
	
	local label = data[key]
	if (label == nil) then 
		return string.format("Key '%s' not found", key) 
	end
	
	return label
end

-- Search for a localized string using its English label
p.search_string = function(frame)
	local key = frame.args[1]
	local lang_code = frame.args[2]
	local data = get_lang_file(lang_code)
end

function get_lang_code()
    local title = mw.title.getCurrentTitle()
    local lang_code = title.fullText:match(".*/(.*)$")
    
    -- ensure language code is valid
    local valid_codes = {'en', 'fr'} 
	if string_in_list(lang_code, valid_codes) then
		return lang_code
	end

	-- default to english if none is found
    return 'en'
end

function get_effects(ability, used_keys)
	effects = {}
	for key, value in pairs(ability) do
		if not string_in_list(key, used_keys) then
			local effect_value = string.format("'''%s''': %s", key, value)
			table.insert(effects, effect_value)
		end
	end
	return effects
end

function string_in_list(str, list)
	for _, value in ipairs(list) do
		if value == str then
			return true
		end
	end
	return false
end

return p