Module:Lang

Revision as of 20:08, 15 September 2024 by Saag (talk | contribs) (moved get_string to regular function for use in AbilityData module)

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]

	return get_string(key, lang_code_override)
end

function get_string(key, lang_code)
	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("Lang code '%s' does not have a json file", 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 label = 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
	
	-- Load the language files
	local data_en = get_lang_file('en')  -- English data
	local data_lang = get_lang_file(lang_code)  -- Target language data

	-- 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 the key is found, return the localized string, otherwise return a fallback
	if key and data_lang[key] then
		return data_lang[key]
	else
		return "English label not found or not localized"
	end
end

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

return p