CatStation/Content.Shared/Localizations/ContentLocalizationManager.cs
lzk228 0af3e04fd8 Merge commit '3551eb04115854cdbbf1841f5960c3cdbc508583' into 02-19-upstream
# Conflicts:
#	Content.Server/Administration/Systems/AdminSystem.cs
#	Content.Server/Doors/Systems/AirlockSystem.cs
#	Content.Server/Holopad/HolopadSystem.cs
#	Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/curadrobe.yml
#	Resources/Prototypes/Datasets/Names/borg.yml
#	Resources/Prototypes/Datasets/ion_storm.yml
#	Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml
#	Resources/Prototypes/Entities/Clothing/Neck/mantles.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml
#	Resources/Prototypes/Entities/Stations/base.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/Maps/amber.yml
#	Resources/Prototypes/Maps/box.yml
#	Resources/Prototypes/Maps/convex.yml
#	Resources/Prototypes/Maps/fland.yml
#	Resources/Prototypes/Maps/meta.yml
#	Resources/Prototypes/Maps/plasma.yml
#	Resources/ServerInfo/Guidebook/Engineering/AME.xml
#	Resources/ServerInfo/Guidebook/Engineering/AirlockSecurity.xml
#	Resources/ServerInfo/Guidebook/Engineering/Atmospherics.xml
#	Resources/ServerInfo/Guidebook/Engineering/Construction.xml
#	Resources/ServerInfo/Guidebook/Engineering/Engineering.xml
#	Resources/ServerInfo/Guidebook/Engineering/Fires.xml
#	Resources/ServerInfo/Guidebook/Engineering/NetworkConfigurator.xml
#	Resources/ServerInfo/Guidebook/Engineering/Networking.xml
#	Resources/ServerInfo/Guidebook/Engineering/PortableGenerator.xml
#	Resources/ServerInfo/Guidebook/Engineering/Power.xml
#	Resources/ServerInfo/Guidebook/Engineering/RTG.xml
#	Resources/ServerInfo/Guidebook/Engineering/Shuttlecraft.xml
#	Resources/ServerInfo/Guidebook/Engineering/Singularity.xml
#	Resources/ServerInfo/Guidebook/Engineering/TEG.xml
#	Resources/ServerInfo/Guidebook/NewPlayer/Controls/Controls.xml
#	Resources/Textures/Clothing/Head/Helmets/paramedhelm.rsi/icon.png
#	Resources/Textures/Clothing/Head/Helmets/paramedhelm.rsi/inhand-left.png
#	Resources/Textures/Clothing/Head/Helmets/paramedhelm.rsi/inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/goliath.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Vests/hazard.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Vests/hazard.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Vests/hazard.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/ancient.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/security_trooper.rsi/inhand-right.png
#	Resources/Textures/Interface/Actions/actions_fakemindshield.rsi/icon-on.png
#	Resources/Textures/Objects/Storage/Briefcases/briefcase_brown.rsi/icon.png
#	Resources/Textures/Objects/Storage/Briefcases/briefcase_brown.rsi/meta.json
#	Resources/Textures/Objects/Storage/boxes.rsi/beaker.png
#	Resources/Textures/Objects/Storage/boxes.rsi/bodybags.png
#	Resources/Textures/Objects/Storage/boxes.rsi/bottle.png
#	Resources/Textures/Objects/Storage/boxes.rsi/box.png
#	Resources/Textures/Objects/Storage/boxes.rsi/box_hug.png
#	Resources/Textures/Objects/Storage/boxes.rsi/box_of_doom.png
#	Resources/Textures/Objects/Storage/boxes.rsi/box_of_doom_big.png
#	Resources/Textures/Objects/Storage/boxes.rsi/box_science.png
#	Resources/Textures/Objects/Storage/boxes.rsi/box_security.png
#	Resources/Textures/Objects/Storage/boxes.rsi/boxwide.png
#	Resources/Textures/Objects/Storage/boxes.rsi/boxwidetoy.png
#	Resources/Textures/Objects/Storage/boxes.rsi/candle.png
#	Resources/Textures/Objects/Storage/boxes.rsi/circuit.png
#	Resources/Textures/Objects/Storage/boxes.rsi/clown.png
#	Resources/Textures/Objects/Storage/boxes.rsi/darts.png
#	Resources/Textures/Objects/Storage/boxes.rsi/disk.png
#	Resources/Textures/Objects/Storage/boxes.rsi/emergencytank.png
#	Resources/Textures/Objects/Storage/boxes.rsi/encryptokey.png
#	Resources/Textures/Objects/Storage/boxes.rsi/evidence_markers.png
#	Resources/Textures/Objects/Storage/boxes.rsi/extendedtank.png
#	Resources/Textures/Objects/Storage/boxes.rsi/flare.png
#	Resources/Textures/Objects/Storage/boxes.rsi/flashbang.png
#	Resources/Textures/Objects/Storage/boxes.rsi/forensic.png
#	Resources/Textures/Objects/Storage/boxes.rsi/glasses.png
#	Resources/Textures/Objects/Storage/boxes.rsi/handcuff.png
#	Resources/Textures/Objects/Storage/boxes.rsi/headset.png
#	Resources/Textures/Objects/Storage/boxes.rsi/heart.png
#	Resources/Textures/Objects/Storage/boxes.rsi/holo.png
#	Resources/Textures/Objects/Storage/boxes.rsi/implant.png
#	Resources/Textures/Objects/Storage/boxes.rsi/inflatable.png
#	Resources/Textures/Objects/Storage/boxes.rsi/internals.png
#	Resources/Textures/Objects/Storage/boxes.rsi/latex.png
#	Resources/Textures/Objects/Storage/boxes.rsi/light.png
#	Resources/Textures/Objects/Storage/boxes.rsi/lightmixed.png
#	Resources/Textures/Objects/Storage/boxes.rsi/lighttube.png
#	Resources/Textures/Objects/Storage/boxes.rsi/magazine.png
#	Resources/Textures/Objects/Storage/boxes.rsi/meson.png
#	Resources/Textures/Objects/Storage/boxes.rsi/meta.json
#	Resources/Textures/Objects/Storage/boxes.rsi/mousetraps.png
#	Resources/Textures/Objects/Storage/boxes.rsi/nitrile.png
#	Resources/Textures/Objects/Storage/boxes.rsi/omegacart.png
#	Resources/Textures/Objects/Storage/boxes.rsi/pda.png
#	Resources/Textures/Objects/Storage/boxes.rsi/pillbox.png
#	Resources/Textures/Objects/Storage/boxes.rsi/sechud.png
#	Resources/Textures/Objects/Storage/boxes.rsi/shellbeanbag.png
#	Resources/Textures/Objects/Storage/boxes.rsi/shellflare.png
#	Resources/Textures/Objects/Storage/boxes.rsi/shellflash.png
#	Resources/Textures/Objects/Storage/boxes.rsi/shellincendiary.png
#	Resources/Textures/Objects/Storage/boxes.rsi/shelllethal.png
#	Resources/Textures/Objects/Storage/boxes.rsi/shellpractice.png
#	Resources/Textures/Objects/Storage/boxes.rsi/shellslug.png
#	Resources/Textures/Objects/Storage/boxes.rsi/shelltoy.png
#	Resources/Textures/Objects/Storage/boxes.rsi/solution_trays.png
#	Resources/Textures/Objects/Storage/boxes.rsi/sterile.png
#	Resources/Textures/Objects/Storage/boxes.rsi/swab.png
#	Resources/Textures/Objects/Storage/boxes.rsi/syringe.png
#	Resources/Textures/Objects/Storage/boxes.rsi/trashbag.png
#	Resources/Textures/Objects/Storage/boxes.rsi/vials.png
#	Resources/Textures/Objects/Storage/boxes.rsi/writing.png
#	Resources/Textures/Objects/Storage/boxes.rsi/writing_of_doom.png
#	Resources/Textures/Objects/Storage/boxes.rsi/ziptie.png
#	Resources/Textures/Objects/Tiles/tile.rsi/meta.json
#	Resources/Textures/Objects/Weapons/Grenades/empgrenade.rsi/icon.png
#	Resources/Textures/Objects/Weapons/Grenades/empgrenade.rsi/meta.json
#	Resources/Textures/Objects/Weapons/Grenades/empgrenade.rsi/primed.png
#	Resources/Textures/Objects/Weapons/Grenades/flashbang.rsi/icon.png
#	Resources/Textures/Objects/Weapons/Grenades/flashbang.rsi/meta.json
#	Resources/Textures/Objects/Weapons/Grenades/flashbang.rsi/primed.png
#	Resources/Textures/Objects/Weapons/Grenades/stingergrenade.rsi/icon.png
#	Resources/Textures/Objects/Weapons/Grenades/stingergrenade.rsi/meta.json
#	Resources/Textures/Objects/Weapons/Grenades/stingergrenade.rsi/primed.png
#	Resources/Textures/Objects/Weapons/Guns/Battery/antiquelasergun.rsi/base.png
#	Resources/Textures/Objects/Weapons/Guns/Battery/antiquelasergun.rsi/icon.png
#	Resources/Textures/Objects/Weapons/Guns/Battery/antiquelasergun.rsi/mag-unshaded-1.png
#	Resources/Textures/Objects/Weapons/Guns/Battery/antiquelasergun.rsi/mag-unshaded-2.png
#	Resources/Textures/Objects/Weapons/Guns/Battery/antiquelasergun.rsi/mag-unshaded-3.png
#	Resources/Textures/Objects/Weapons/Guns/Battery/antiquelasergun.rsi/mag-unshaded-4.png
#	Resources/Textures/Objects/Weapons/Guns/Battery/antiquelasergun.rsi/meta.json
#	Resources/Textures/Objects/Weapons/Guns/Rifles/lecter.rsi/equipped-BACKPACK.png
#	Resources/Textures/Objects/Weapons/Guns/SMGs/vector.rsi/equipped-BACKPACK.png
#	Resources/Textures/Objects/Weapons/Guns/Shotguns/pump.rsi/equipped-BACKPACK.png
2025-02-19 03:00:13 +01:00

259 lines
9.9 KiB
C#

using System.Globalization;
using System.Linq;
using System.Text.RegularExpressions;
using Robust.Shared.Utility;
namespace Content.Shared.Localizations
{
public sealed class ContentLocalizationManager
{
[Dependency] private readonly ILocalizationManager _loc = default!;
// If you want to change your codebase's language, do it here.
private const string Culture = "ru-RU"; // Corvax-Localization
private const string FallbackCulture = "en-US"; // Corvax-Localization
/// <summary>
/// Custom format strings used for parsing and displaying minutes:seconds timespans.
/// </summary>
public static readonly string[] TimeSpanMinutesFormats = new[]
{
@"m\:ss",
@"mm\:ss",
@"%m",
@"mm"
};
public void Initialize()
{
var culture = new CultureInfo(Culture);
var fallbackCulture = new CultureInfo(FallbackCulture); // Corvax-Localization
_loc.LoadCulture(culture);
_loc.LoadCulture(fallbackCulture); // Corvax-Localization
_loc.SetFallbackCluture(fallbackCulture); // Corvax-Localization
_loc.AddFunction(culture, "MANY", FormatMany); // Corvax-Localization: To prevent problems in auto-generated locale files
_loc.AddFunction(culture, "PRESSURE", FormatPressure);
_loc.AddFunction(culture, "POWERWATTS", FormatPowerWatts);
_loc.AddFunction(culture, "POWERJOULES", FormatPowerJoules);
_loc.AddFunction(culture, "UNITS", FormatUnits);
_loc.AddFunction(culture, "TOSTRING", args => FormatToString(culture, args));
_loc.AddFunction(culture, "LOC", FormatLoc);
_loc.AddFunction(culture, "NATURALFIXED", FormatNaturalFixed);
_loc.AddFunction(culture, "NATURALPERCENT", FormatNaturalPercent);
_loc.AddFunction(culture, "PLAYTIME", FormatPlaytime);
/*
* The following language functions are specific to the english localization. When working on your own
* localization you should NOT modify these, instead add new functions specific to your language/culture.
* This ensures the english translations continue to work as expected when fallbacks are needed.
*/
var cultureEn = new CultureInfo("en-US");
_loc.AddFunction(cultureEn, "MAKEPLURAL", FormatMakePlural);
_loc.AddFunction(cultureEn, "MANY", FormatMany);
}
private ILocValue FormatMany(LocArgs args)
{
var count = ((LocValueNumber) args.Args[1]).Value;
if (Math.Abs(count - 1) < 0.0001f)
{
return (LocValueString) args.Args[0];
}
else
{
return (LocValueString) FormatMakePlural(args);
}
}
private ILocValue FormatNaturalPercent(LocArgs args)
{
var number = ((LocValueNumber) args.Args[0]).Value * 100;
var maxDecimals = (int)Math.Floor(((LocValueNumber) args.Args[1]).Value);
var formatter = (NumberFormatInfo)NumberFormatInfo.GetInstance(CultureInfo.GetCultureInfo(Culture)).Clone();
formatter.NumberDecimalDigits = maxDecimals;
return new LocValueString(string.Format(formatter, "{0:N}", number).TrimEnd('0').TrimEnd(char.Parse(formatter.NumberDecimalSeparator)) + "%");
}
private ILocValue FormatNaturalFixed(LocArgs args)
{
var number = ((LocValueNumber) args.Args[0]).Value;
var maxDecimals = (int)Math.Floor(((LocValueNumber) args.Args[1]).Value);
var formatter = (NumberFormatInfo)NumberFormatInfo.GetInstance(CultureInfo.GetCultureInfo(Culture)).Clone();
formatter.NumberDecimalDigits = maxDecimals;
return new LocValueString(string.Format(formatter, "{0:N}", number).TrimEnd('0').TrimEnd(char.Parse(formatter.NumberDecimalSeparator)));
}
private static readonly Regex PluralEsRule = new("^.*(s|sh|ch|x|z)$");
private ILocValue FormatMakePlural(LocArgs args)
{
var text = ((LocValueString) args.Args[0]).Value;
var split = text.Split(" ", 1);
var firstWord = split[0];
if (PluralEsRule.IsMatch(firstWord))
{
if (split.Length == 1)
return new LocValueString($"{firstWord}es");
else
return new LocValueString($"{firstWord}es {split[1]}");
}
else
{
if (split.Length == 1)
return new LocValueString($"{firstWord}s");
else
return new LocValueString($"{firstWord}s {split[1]}");
}
}
// TODO: allow fluent to take in lists of strings so this can be a format function like it should be.
/// <summary>
/// Formats a list as per english grammar rules.
/// </summary>
public static string FormatList(List<string> list)
{
return list.Count switch
{
<= 0 => string.Empty,
1 => list[0],
2 => $"{list[0]} and {list[1]}",
_ => $"{string.Join(", ", list.GetRange(0, list.Count - 1))}, and {list[^1]}"
};
}
/// <summary>
/// Formats a list as per english grammar rules, but uses or instead of and.
/// </summary>
public static string FormatListToOr(List<string> list)
{
return list.Count switch
{
<= 0 => string.Empty,
1 => list[0],
2 => $"{list[0]} or {list[1]}",
_ => $"{string.Join(" or ", list)}"
};
}
/// <summary>
/// Formats a direction struct as a human-readable string.
/// </summary>
public static string FormatDirection(Direction dir)
{
return Loc.GetString($"zzzz-fmt-direction-{dir.ToString()}");
}
/// <summary>
/// Formats playtime as hours and minutes.
/// </summary>
public static string FormatPlaytime(TimeSpan time)
{
var hours = (int)time.TotalHours;
var minutes = (int)Math.Ceiling(time.TotalMinutes);
return Loc.GetString($"zzzz-fmt-playtime", ("hours", hours), ("minutes", minutes));
}
private static ILocValue FormatLoc(LocArgs args)
{
var id = ((LocValueString) args.Args[0]).Value;
return new LocValueString(Loc.GetString(id, args.Options.Select(x => (x.Key, x.Value.Value!)).ToArray()));
}
private static ILocValue FormatToString(CultureInfo culture, LocArgs args)
{
var arg = args.Args[0];
var fmt = ((LocValueString) args.Args[1]).Value;
var obj = arg.Value;
if (obj is IFormattable formattable)
return new LocValueString(formattable.ToString(fmt, culture));
return new LocValueString(obj?.ToString() ?? "");
}
private static ILocValue FormatUnitsGeneric(LocArgs args, string mode)
{
const int maxPlaces = 5; // Matches amount in _lib.ftl
var pressure = ((LocValueNumber) args.Args[0]).Value;
var places = 0;
while (pressure > 1000 && places < maxPlaces)
{
pressure /= 1000;
places += 1;
}
return new LocValueString(Loc.GetString(mode, ("divided", pressure), ("places", places)));
}
private static ILocValue FormatPressure(LocArgs args)
{
return FormatUnitsGeneric(args, "zzzz-fmt-pressure");
}
private static ILocValue FormatPowerWatts(LocArgs args)
{
return FormatUnitsGeneric(args, "zzzz-fmt-power-watts");
}
private static ILocValue FormatPowerJoules(LocArgs args)
{
return FormatUnitsGeneric(args, "zzzz-fmt-power-joules");
}
private static ILocValue FormatUnits(LocArgs args)
{
if (!Units.Types.TryGetValue(((LocValueString) args.Args[0]).Value, out var ut))
throw new ArgumentException($"Unknown unit type {((LocValueString) args.Args[0]).Value}");
var fmtstr = ((LocValueString) args.Args[1]).Value;
double max = Double.NegativeInfinity;
var iargs = new double[args.Args.Count - 1];
for (var i = 2; i < args.Args.Count; i++)
{
var n = ((LocValueNumber) args.Args[i]).Value;
if (n > max)
max = n;
iargs[i - 2] = n;
}
if (!ut.TryGetUnit(max, out var mu))
throw new ArgumentException("Unit out of range for type");
var fargs = new object[iargs.Length];
for (var i = 0; i < iargs.Length; i++)
fargs[i] = iargs[i] * mu.Factor;
fargs[^1] = Loc.GetString($"units-{mu.Unit.ToLower()}");
// Before anyone complains about "{"+"${...}", at least it's better than MS's approach...
// https://docs.microsoft.com/en-us/dotnet/standard/base-types/composite-formatting#escaping-braces
//
// Note that the closing brace isn't replaced so that format specifiers can be applied.
var res = String.Format(
fmtstr.Replace("{UNIT", "{" + $"{fargs.Length - 1}"),
fargs
);
return new LocValueString(res);
}
private static ILocValue FormatPlaytime(LocArgs args)
{
var time = TimeSpan.Zero;
if (args.Args is { Count: > 0 } && args.Args[0].Value is TimeSpan timeArg)
{
time = timeArg;
}
return new LocValueString(FormatPlaytime(time));
}
}
}