-- Base object for the Locale
-- Represents a card's details in a particular language
--
-- Unless otherwise stated, string params are in the language in question
-- @field lang string Two-letter code for the language
-- @field name string The card's name
-- @field romanizedName string The card's name, romanized
-- @field translatedName string The card's name, translated into English
-- @field pendulumEffect string The card's Penudlum Effect
-- @field material string The material portion of the card's lore
-- @field lore string The card description/effect portion of the lore (Should not include italic markup)
-- @field archetypeCondition string The archetype condition portion of the lore (Should not include parentheses)
local Locale = {
lang = nil,
name = nil,
romanizedName = nil,
translatedName = nil,
pendulumEffect = nil,
material = nil,
lore = nil,
archetypeCondition = nil,
}
local languages = {
en = {
name = 'English',
LangCode = 'en',
scriptCode = nil,
romanizedNames = false,
italicLores = true,
},
fr = {
name = 'French',
langCode = 'fr',
scriptCode = nil,
romanizedNames = false,
italicLores = true,
},
de = {
name = 'German',
langCode = 'de',
scriptCode = nil,
romanizedNames = false,
italicLores = true,
},
it = {
name = 'Italian',
langCode = 'it',
scriptCode = nil,
romanizedNames = false,
italicLores = true,
},
pt = {
name = 'Portuguese',
langCode = 'pt',
scriptCode = nil,
romanizedNames = false,
italicLores = true,
},
es = {
name = 'Spanish',
langCode = 'es',
scriptCode = nil,
romanizedNames = false,
italicLores = true,
},
ja = {
name = 'Japanese',
langCode = 'ja',
scriptCode = 'Japn',
romanizedNames = true,
italicLores = false,
},
zh = {
name = 'Chinese',
langCode = 'zh',
scriptCode = nil,
romanizedNames = true,
italicLores = false,
},
tc = {
name = 'Traditional Chinese',
langCode = 'zh',
scriptCode = 'Hant',
romanizedNames = false,
italicLores = true,
},
sc = {
name = 'Simplified Chinese',
langCode = 'zh',
scriptCode = 'Hans',
romanizedNames = true,
italicLores = false,
},
ko = {
name = 'Korean',
langCode = 'ko',
scriptCode = nil,
romanizedNames = true,
italicLores = false,
},
}
-- Create a new instance of the Locale object
-- @param lang string The language code
-- @param params table
-- @return Locale
function Locale:new(lang, params)
-- Create a new instance of the Locale class with all the default values
local l = {}
setmetatable(l, Locale)
Locale.__index = Locale
-- English parameters don't have a prefix e.g. `name`, `lore`
-- Other languages use their code as their prefix e.g. `ja_name`, `ja_lore`
local prefix = lang == 'en' and '' or lang .. '_'
l.lang = lang
l.language = languages[lang]
l.name = params[prefix .. 'name'] or nil
l.romanizedName = params[prefix .. 'romanized_name'] or nil
l.translatedName = params[prefix .. 'translated_name'] or nil
l.pendulumEffect = params[prefix .. 'pendulum_effect'] or nil
l.material = params[prefix .. 'material'] or nil
l.lore = params[prefix .. 'lore'] or nil
l.archetypeCondition = params[prefix .. 'archetype_condition'] or nil
return l
end
-- Create many instances of the Locale object
-- @param langs array List of language codes
-- @param params table
-- @return table Mapping of language codes to Locale objects
function Locale:createMany(langs, params)
params = Locale.normalizeParams(params)
-- List of all Locale objects for the card
local locales = {}
for _, lang in pairs(langs) do
-- Only add to the list if there is data for this language
if (Locale.hasParams(lang, params)) then
locales[lang] = self:new(lang, params)
end
end
return locales
end
-- Normalize the input params
-- Relable params to use a consistent format across all languages.
-- e.g. "romaji_name", "ko_rr_name" → "ja_romanized_name", "ko_romanized_name"
-- @param params table
function Locale.normalizeParams(params)
-- table mapping labels to standardized ones
local mappings = {
romaji_name = 'ja_romanized_name',
trans_name = 'ja_translated_name',
ko_rr_name = 'ko_romanized_name'
}
-- Loop through the mappings
-- If the old label is used in params, also its value under the new label
for inputParam, normalizedParam in pairs(mappings) do
if params[inputParam] then
params[normalizedParam] = params[inputParam]
end
end
return params
end
-- Check if a supplied input has params in a specified language
-- @param lang string
-- @param params table - Input params (after normalization)
-- @return boolean
function Locale.hasParams(lang, params)
-- There should always be an English
if lang == 'en' then return true end
-- Check if at least one param is supplied for the language
return (
params[lang .. '_name'] or
params[lang .. '_lore'] or
params[lang .. '_pendulum_effect'] or
params[lang .. '_material'] or
params[lang .. '_archetype_condition'] or
params[lang .. '_romanized_name'] or
params[lang .. '_translated_name']
) and true or false
end
-- Get the name of the instance's language
-- @return string
function Locale:getLanguageName()
return self.language.name
end
-- Get the code for the HTML lang attribute
-- i.e. text that appears inside `lang="..."` in HTML
-- @return string
function Locale:getHtmlLang()
local output = self.language.langCode
if (self.language.scriptCode ~= nil) then
output = output .. '-' .. self.language.scriptCode
end
return output
end
-- Get the code for the HTML lang attribute for romanized text
-- @return string
function Locale:getRomanizedHtmlLang()
return self.language.langCode .. '-Latn'
end
-- Put the material, lore and archetype condition together to form the full lore
-- @param boolean isNormalMonster - If the card is a Normal monster
-- @return string
function Locale:getFullLore(isNormalMonster)
local output = ''
local archetypeCondition = nil
if (self.archetypeCondition) then
archetypeCondition = '(' .. self.archetypeCondition .. ')'
end
-- Handle Normal Monsters
-- Lore (with italics depending on language, followed by archetype condition)
if (isNormalMonster) then
local output = self.lore
if (self.language.italicLores) then
output = output .. '<i>' .. output .. '</i>'
end
if (archetypeCondition) then
output = output .. '<br /><br />' .. archetypeCondition
end
return output
end
-- Handle everything else
-- Array of different lore comporenents
local loreParts = {
self.material or nil,
archetypeCondition or nil,
self.lore or nil
}
-- Remove empty values
loreParts = TableTools.compressSparseArray(loreParts)
-- Join the components, separating each with a line break
return table.concat(loreParts, '<br />')
end
return Locale