# Conflicts: # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs # Content.Client/VoiceMask/VoiceMaskBoundUserInterface.cs # Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml # Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Bed/Sleep/SleepingSystem.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Components/RespiratorComponent.cs # Content.Server/Body/Systems/InternalsSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/IChatManager.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/DeviceNetwork/Systems/DeviceNetworkSystem.cs # Content.Server/Electrocution/ElectrocutionSystem.cs # Content.Server/Holosign/HolosignProjectorComponent.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.Equip.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/VoiceMask/VoiceMaskerComponent.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/Sleep/SleepEmitSoundComponent.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/VoiceMask/SharedVoiceMaskSystem.cs # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Maps/bagel.yml # Resources/Maps/box.yml # Resources/Maps/centcomm.yml # Resources/Maps/cluster.yml # Resources/Maps/europa.yml # Resources/Maps/marathon.yml # Resources/Maps/meta.yml # Resources/Maps/omega.yml # Resources/Maps/origin.yml # Resources/Maps/packed.yml # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Neck/mantles.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Objects/Consumable/Smokeables/Cigarettes/packs.yml # Resources/Prototypes/Entities/Objects/Misc/land_mine.yml # Resources/Prototypes/Entities/Objects/Tools/cable_coils.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Shutter/shutters.yml # Resources/Prototypes/Entities/Structures/Holographic/projections.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Maps/marathon.yml # Resources/Prototypes/Maps/packed.yml # Resources/Prototypes/Recipes/Lathes/security.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Textures/Clothing/OuterClothing/Armor/lingarmor.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/open-equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/lingspacesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/nunrobe.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/plaguedoctorsuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatatmos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatbar.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcargo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatce.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcentcom.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchem.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatclown.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatengi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatgen.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathop.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathydro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatjani.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmime.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatminer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatnomi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatparamed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatqm.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrobo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsci.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatviro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwarden.rsi/meta.json # Resources/Textures/Clothing/Shoes/Boots/combatboots.rsi/meta.json # Resources/Textures/Clothing/Shoes/Specific/bling.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/atmosf.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/centcomformaldress.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/hosformaldress.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/operative_s.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/atmos.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/centcomformal.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/hosformal.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/journalist.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/operative.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/psychologist.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/reporter.rsi/meta.json # Resources/Textures/Interface/Alerts/essence_counter.rsi/essence0.png # Resources/Textures/Interface/Alerts/essence_counter.rsi/essence16.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/atmospherics.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Standard/atmospherics.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/highsec/highsec.rsi/meta.json
242 lines
9.1 KiB
C#
242 lines
9.1 KiB
C#
using System.Globalization;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Robust.Shared.Utility;
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namespace Content.Shared.Localizations
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{
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public sealed class ContentLocalizationManager
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{
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[Dependency] private readonly ILocalizationManager _loc = default!;
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// If you want to change your codebase's language, do it here.
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// WD-EDIT
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private const string Culture = "ru-RU";
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// WD-EDIT
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private const string FallbackCulture = "en-US";
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/// <summary>
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/// Custom format strings used for parsing and displaying minutes:seconds timespans.
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/// </summary>
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public static readonly string[] TimeSpanMinutesFormats = new[]
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{
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@"m\:ss",
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@"mm\:ss",
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@"%m",
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@"mm"
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};
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public void Initialize()
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{
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var culture = new CultureInfo(Culture);
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// WD-EDIT
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var fallbackCulture = new CultureInfo(FallbackCulture);
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_loc.LoadCulture(culture);
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// WD-EDIT
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_loc.LoadCulture(fallbackCulture);
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_loc.SetFallbackCluture(fallbackCulture);
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// WD-EDIT
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_loc.AddFunction(culture, "PRESSURE", FormatPressure);
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_loc.AddFunction(culture, "POWERWATTS", FormatPowerWatts);
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_loc.AddFunction(culture, "POWERJOULES", FormatPowerJoules);
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_loc.AddFunction(culture, "UNITS", FormatUnits);
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_loc.AddFunction(culture, "TOSTRING", args => FormatToString(culture, args));
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_loc.AddFunction(culture, "LOC", FormatLoc);
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_loc.AddFunction(culture, "NATURALFIXED", FormatNaturalFixed);
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_loc.AddFunction(culture, "NATURALPERCENT", FormatNaturalPercent);
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_loc.AddFunction(fallbackCulture, "PRESSURE", FormatPressure);
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_loc.AddFunction(fallbackCulture, "POWERWATTS", FormatPowerWatts);
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_loc.AddFunction(fallbackCulture, "POWERJOULES", FormatPowerJoules);
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_loc.AddFunction(fallbackCulture, "UNITS", FormatUnits);
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_loc.AddFunction(fallbackCulture, "TOSTRING", args => FormatToString(culture, args));
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_loc.AddFunction(fallbackCulture, "LOC", FormatLoc);
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_loc.AddFunction(fallbackCulture, "NATURALFIXED", FormatNaturalFixed);
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_loc.AddFunction(fallbackCulture, "NATURALPERCENT", FormatNaturalPercent);
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/*
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* The following language functions are specific to the english localization. When working on your own
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* localization you should NOT modify these, instead add new functions specific to your language/culture.
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* This ensures the english translations continue to work as expected when fallbacks are needed.
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*/
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var cultureEn = new CultureInfo("en-US");
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_loc.AddFunction(cultureEn, "MAKEPLURAL", FormatMakePlural);
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_loc.AddFunction(cultureEn, "MANY", FormatMany);
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}
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private ILocValue FormatMany(LocArgs args)
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{
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var count = ((LocValueNumber) args.Args[1]).Value;
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if (Math.Abs(count - 1) < 0.0001f)
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{
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return (LocValueString) args.Args[0];
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}
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else
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{
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return (LocValueString) FormatMakePlural(args);
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}
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}
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private ILocValue FormatNaturalPercent(LocArgs args)
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{
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var number = ((LocValueNumber) args.Args[0]).Value * 100;
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var maxDecimals = (int)Math.Floor(((LocValueNumber) args.Args[1]).Value);
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var formatter = (NumberFormatInfo)NumberFormatInfo.GetInstance(CultureInfo.GetCultureInfo(Culture)).Clone();
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formatter.NumberDecimalDigits = maxDecimals;
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return new LocValueString(string.Format(formatter, "{0:N}", number).TrimEnd('0').TrimEnd('.') + "%");
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}
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private ILocValue FormatNaturalFixed(LocArgs args)
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{
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var number = ((LocValueNumber) args.Args[0]).Value;
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var maxDecimals = (int)Math.Floor(((LocValueNumber) args.Args[1]).Value);
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var formatter = (NumberFormatInfo)NumberFormatInfo.GetInstance(CultureInfo.GetCultureInfo(Culture)).Clone();
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formatter.NumberDecimalDigits = maxDecimals;
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return new LocValueString(string.Format(formatter, "{0:N}", number).TrimEnd('0').TrimEnd('.'));
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}
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private static readonly Regex PluralEsRule = new("^.*(s|sh|ch|x|z)$");
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private ILocValue FormatMakePlural(LocArgs args)
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{
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var text = ((LocValueString) args.Args[0]).Value;
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var split = text.Split(" ", 1);
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var firstWord = split[0];
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if (PluralEsRule.IsMatch(firstWord))
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{
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if (split.Length == 1)
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return new LocValueString($"{firstWord}es");
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else
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return new LocValueString($"{firstWord}es {split[1]}");
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}
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else
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{
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if (split.Length == 1)
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return new LocValueString($"{firstWord}s");
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else
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return new LocValueString($"{firstWord}s {split[1]}");
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}
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}
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// TODO: allow fluent to take in lists of strings so this can be a format function like it should be.
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/// <summary>
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/// Formats a list as per english grammar rules.
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/// </summary>
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public static string FormatList(List<string> list)
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{
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return list.Count switch
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{
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<= 0 => string.Empty,
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1 => list[0],
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2 => $"{list[0]} and {list[1]}",
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_ => $"{string.Join(", ", list.GetRange(0, list.Count - 1))}, and {list[^1]}"
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};
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}
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/// <summary>
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/// Formats a direction struct as a human-readable string.
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/// </summary>
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public static string FormatDirection(Direction dir)
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{
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return Loc.GetString($"zzzz-fmt-direction-{dir.ToString()}");
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}
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private static ILocValue FormatLoc(LocArgs args)
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{
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var id = ((LocValueString) args.Args[0]).Value;
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return new LocValueString(Loc.GetString(id, args.Options.Select(x => (x.Key, x.Value.Value!)).ToArray()));
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}
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private static ILocValue FormatToString(CultureInfo culture, LocArgs args)
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{
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var arg = args.Args[0];
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var fmt = ((LocValueString) args.Args[1]).Value;
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var obj = arg.Value;
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if (obj is IFormattable formattable)
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return new LocValueString(formattable.ToString(fmt, culture));
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return new LocValueString(obj?.ToString() ?? "");
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}
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private static ILocValue FormatUnitsGeneric(LocArgs args, string mode)
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{
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const int maxPlaces = 5; // Matches amount in _lib.ftl
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var pressure = ((LocValueNumber) args.Args[0]).Value;
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var places = 0;
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while (pressure > 1000 && places < maxPlaces)
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{
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pressure /= 1000;
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places += 1;
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}
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return new LocValueString(Loc.GetString(mode, ("divided", pressure), ("places", places)));
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}
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private static ILocValue FormatPressure(LocArgs args)
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{
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return FormatUnitsGeneric(args, "zzzz-fmt-pressure");
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}
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private static ILocValue FormatPowerWatts(LocArgs args)
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{
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return FormatUnitsGeneric(args, "zzzz-fmt-power-watts");
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}
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private static ILocValue FormatPowerJoules(LocArgs args)
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{
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return FormatUnitsGeneric(args, "zzzz-fmt-power-joules");
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}
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private static ILocValue FormatUnits(LocArgs args)
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{
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if (!Units.Types.TryGetValue(((LocValueString) args.Args[0]).Value, out var ut))
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throw new ArgumentException($"Unknown unit type {((LocValueString) args.Args[0]).Value}");
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var fmtstr = ((LocValueString) args.Args[1]).Value;
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double max = Double.NegativeInfinity;
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var iargs = new double[args.Args.Count - 1];
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for (var i = 2; i < args.Args.Count; i++)
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{
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var n = ((LocValueNumber) args.Args[i]).Value;
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if (n > max)
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max = n;
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iargs[i - 2] = n;
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}
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if (!ut.TryGetUnit(max, out var mu))
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throw new ArgumentException("Unit out of range for type");
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var fargs = new object[iargs.Length];
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for (var i = 0; i < iargs.Length; i++)
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fargs[i] = iargs[i] * mu.Factor;
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fargs[^1] = Loc.GetString($"units-{mu.Unit.ToLower()}");
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// Before anyone complains about "{"+"${...}", at least it's better than MS's approach...
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// https://docs.microsoft.com/en-us/dotnet/standard/base-types/composite-formatting#escaping-braces
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//
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// Note that the closing brace isn't replaced so that format specifiers can be applied.
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var res = String.Format(
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fmtstr.Replace("{UNIT", "{" + $"{fargs.Length - 1}"),
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fargs
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);
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return new LocValueString(res);
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}
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}
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}
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