Elin Decompiled Documentation EA 23.102 Nightly
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GameLang Class Reference
Inheritance diagram for GameLang:
EClass

Static Public Member Functions

static string ConvertDrama (string text, Chara c=null)
 
static string Convert (string text)
 
static string Convert (StringBuilder sb)
 
static string Parse (string text, bool thirdPerson, string val1, string val2=null, string val3=null, string val4=null)
 
static string ConvertThirdPerson (string text, bool thirdPerson)
 
- Static Public Member Functions inherited from EClass
static int rnd (int a)
 
static int curve (int a, int start, int step, int rate=75)
 
static int rndHalf (int a)
 
static float rndf (float a)
 
static int rndSqrt (int a)
 
static void Wait (float a, Card c)
 
static void Wait (float a, Point p)
 
static int Bigger (int a, int b)
 
static int Smaller (int a, int b)
 

Static Public Attributes

static string refDrama1
 
static string refDrama2
 
static string refDrama3
 
static string refDrama4
 
- Static Public Attributes inherited from EClass
static Core core
 

Additional Inherited Members

- Properties inherited from EClass
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static FactionBranch Branch [get]
 
static FactionBranch BranchOrHomeBranch [get]
 
static Faction Home [get]
 
static Faction Wilds [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static GameSetting setting [get]
 
static GameData gamedata [get]
 
static ColorProfile Colors [get]
 
static World world [get]
 
static SourceManager sources [get]
 
static SourceManager editorSources [get]
 
static SoundManager Sound [get]
 
static CoreDebug debug [get]
 

Detailed Description

Definition at line 4 of file GameLang.cs.

Member Function Documentation

◆ Convert() [1/2]

static string GameLang.Convert ( string  text)
inlinestatic

Definition at line 106 of file GameLang.cs.

107 {
108 StringBuilder stringBuilder = new StringBuilder();
109 stringBuilder.Append(text);
110 return Convert(stringBuilder);
111 }
static string Convert(string text)
Definition: GameLang.cs:106

References Convert().

Referenced by LayerDrama.ActivateNerun(), PopupManager.Add(), Convert(), ConvertDrama(), ConvertThirdPerson(), Quest.GetDetail(), QuestProgression.GetDetail(), Msg.Nerun(), Parse(), Msg.SayHomeMember(), Msg.SayPic(), Msg.Talk(), and WidgetFeed.Talk().

◆ Convert() [2/2]

static string GameLang.Convert ( StringBuilder  sb)
inlinestatic

Definition at line 113 of file GameLang.cs.

114 {
115 sb.Replace("#player", EClass.player.title);
116 sb.Replace("#pc_him", EClass.pc.IsMale ? "him".lang() : "her".lang());
117 sb.Replace("#pc_his", EClass.pc.IsMale ? "his".lang() : "her".lang());
118 sb.Replace("#pc_race", EClass.pc.race.GetName());
119 sb.Replace("#pc", EClass.pc.NameSimple);
120 return sb.ToString();
121 }
bool IsMale
Definition: Card.cs:2244
string NameSimple
Definition: Card.cs:2015
SourceRace.Row race
Definition: Chara.cs:449
Definition: EClass.cs:5
static Player player
Definition: EClass.cs:12
static Chara pc
Definition: EClass.cs:14
string title
Definition: Player.cs:805

References Card.IsMale, Card.NameSimple, EClass.pc, EClass.player, Chara.race, and Player.title.

◆ ConvertDrama()

static string GameLang.ConvertDrama ( string  text,
Chara  c = null 
)
inlinestatic

Definition at line 14 of file GameLang.cs.

15 {
17 {
18 return text;
19 }
20 StringBuilder stringBuilder = new StringBuilder();
21 string newValue = "";
22 string newValue2 = "";
23 string name = EClass.game.religions.GetRandomReligion(onlyJoinable: false).Name;
24 string @ref = "-";
25 if (c != null)
26 {
27 newValue = c.NameBraced;
28 newValue2 = (c.IsMale ? "his" : "her").lang();
29 name = c.faith.Name;
30 @ref = CalcGold.Hire(c).ToString() ?? "";
31 }
32 bool flag = false;
33 string text2 = "";
34 for (int i = 0; i < text.Length; i++)
35 {
36 if (flag)
37 {
38 if (text[i] == ']')
39 {
40 flag = false;
41 if (text2 == "qFriend" && EClass._zone.IsPCFaction)
42 {
43 text2 = "qFriendHome";
44 }
45 string[] list = Lang.GetList(text2);
46 if (list != null)
47 {
48 stringBuilder.Append(list.RandomItem());
49 }
50 else
51 {
52 stringBuilder.Append(text2);
53 }
54 }
55 else
56 {
57 text2 += text[i];
58 }
59 }
60 else if (text[i] == '[')
61 {
62 text2 = "";
63 flag = true;
64 }
65 else
66 {
67 stringBuilder.Append(text[i]);
68 }
69 }
70 if (DramaManager.TG != null)
71 {
72 stringBuilder.Replace("#tg", DramaManager.TG.Name);
73 }
74 if (DramaChoice.lastChoice != null)
75 {
76 stringBuilder.Replace("#last_choice", DramaChoice.lastChoice.text);
77 }
78 stringBuilder.Replace("#newline", Environment.NewLine);
79 stringBuilder.Replace("#costHire", "costHire".lang(@ref));
80 stringBuilder.Replace("#self", newValue);
81 stringBuilder.Replace("#his", newValue2);
82 stringBuilder.Replace("#me", newValue);
83 stringBuilder.Replace("#1", refDrama1);
84 stringBuilder.Replace("#2", refDrama2);
85 stringBuilder.Replace("#3", refDrama3);
86 stringBuilder.Replace("#4", refDrama4);
87 stringBuilder.Replace("#god", name);
88 stringBuilder.Replace("#player", EClass.player.title);
89 stringBuilder.Replace("#title", EClass.player.title);
90 stringBuilder.Replace("#zone", EClass._zone.Name);
91 stringBuilder.Replace("#guild_title", Guild.Current.relation.TextTitle);
92 stringBuilder.Replace("#guild", Guild.Current.Name);
93 stringBuilder.Replace("#pc", EClass.pc.NameSimple);
94 stringBuilder.Replace("#aka", EClass.pc.Aka);
95 stringBuilder.Replace("#bigdaddy", "bigdaddy".lang());
96 stringBuilder.Replace("#festival", EClass._zone.IsFestival ? (EClass._zone.id + "_festival").lang() : "_festival".lang());
97 stringBuilder.Replace("#brother2", (EClass.pc.IsMale ? "brother" : "sister").lang());
98 stringBuilder.Replace("#brother", Lang.GetList(EClass.pc.IsMale ? "bro" : "sis").RandomItem());
99 stringBuilder.Replace("#onii", Lang.GetList(EClass.pc.IsMale ? "onii" : "onee").RandomItem());
100 stringBuilder.Replace("#gender", Lang.GetList("gendersDrama")[EClass.pc.bio.gender]);
101 stringBuilder.Replace("#he", ((EClass.pc.bio.gender == 2) ? "he" : "she").lang());
102 stringBuilder.Replace("#He", ((EClass.pc.bio.gender == 2) ? "he" : "she").lang().ToTitleCase());
103 return Convert(stringBuilder);
104 }
int gender
Definition: Biography.cs:29
static int Hire(Chara c)
Definition: CalcGold.cs:8
Biography bio
Definition: Card.cs:40
string Name
Definition: Card.cs:2013
string NameBraced
Definition: Chara.cs:499
string Aka
Definition: Chara.cs:201
Religion faith
Definition: Chara.cs:424
bool IsGameStarted
Definition: Core.cs:84
static DramaChoice lastChoice
Definition: DramaChoice.cs:5
string text
Definition: DramaChoice.cs:9
static Chara TG
Definition: DramaManager.cs:11
static Game game
Definition: EClass.cs:8
static Core core
Definition: EClass.cs:6
static Zone _zone
Definition: EClass.cs:20
string Name
Definition: FACTION.cs:148
FactionRelation relation
Definition: FACTION.cs:124
static string refDrama1
Definition: GameLang.cs:6
static string refDrama2
Definition: GameLang.cs:8
static string refDrama4
Definition: GameLang.cs:12
static string refDrama3
Definition: GameLang.cs:10
ReligionManager religions
Definition: Game.cs:158
Definition: Guild.cs:2
static Guild Current
Definition: Guild.cs:4
Definition: Lang.cs:6
static string[] GetList(string id)
Definition: Lang.cs:114
Religion GetRandomReligion(bool onlyJoinable=true, bool includeMinor=false)
string Name
Definition: Religion.cs:30
virtual string Name
Definition: Spatial.cs:495
string id
Definition: Spatial.cs:13
virtual bool IsFestival
Definition: Zone.cs:206
bool IsPCFaction
Definition: Zone.cs:464

References EClass._zone, Chara.Aka, Card.bio, Convert(), EClass.core, Guild.Current, EClass.game, Biography.gender, Lang.GetList(), ReligionManager.GetRandomReligion(), CalcGold.Hire(), Spatial.id, Zone.IsFestival, Core.IsGameStarted, Card.IsMale, Zone.IsPCFaction, DramaChoice.lastChoice, Card.Name, Faction.Name, Religion.Name, Spatial.Name, Card.NameSimple, EClass.pc, EClass.player, refDrama1, refDrama2, refDrama3, refDrama4, Faction.relation, Game.religions, DramaChoice.text, FactionRelation.TextTitle, DramaManager.TG, and Player.title.

Referenced by Card.ApplyTone(), Quest.Parse(), DramaActor.SetChoice(), and DramaActor.Talk().

◆ ConvertThirdPerson()

static string GameLang.ConvertThirdPerson ( string  text,
bool  thirdPerson 
)
inlinestatic

Definition at line 188 of file GameLang.cs.

189 {
190 string[] array = text.Split(' ');
191 StringBuilder stringBuilder = new StringBuilder();
192 bool flag = true;
193 string[] array2 = array;
194 foreach (string text2 in array2)
195 {
196 if (flag)
197 {
198 flag = false;
199 }
200 else
201 {
202 stringBuilder.Append(' ');
203 }
204 if (text2.Contains('/') && !text2.Contains('<'))
205 {
206 string[] array3 = text2.Split('/');
207 stringBuilder.Append(thirdPerson ? array3[1] : array3[0]);
208 }
209 else
210 {
211 stringBuilder.Append(text2);
212 }
213 }
214 stringBuilder.Replace("(s)", thirdPerson ? "s" : "");
215 stringBuilder.Replace("(es)", thirdPerson ? "es" : "");
216 return Convert(stringBuilder);
217 }

References Convert().

Referenced by Parse().

◆ Parse()

static string GameLang.Parse ( string  text,
bool  thirdPerson,
string  val1,
string  val2 = null,
string  val3 = null,
string  val4 = null 
)
inlinestatic

Definition at line 123 of file GameLang.cs.

124 {
125 StringBuilder stringBuilder = new StringBuilder(text);
126 if (val1 != null)
127 {
128 if (Lang.articlesToRemove.Count > 0)
129 {
130 string text2 = val1;
131 foreach (char[] item in Lang.articlesToRemove)
132 {
133 text2 = text2.TrimStart(item);
134 }
135 stringBuilder.Replace("-#1", text2);
136 }
137 stringBuilder.Replace("#1", val1 ?? "");
138 }
139 if (val2 != null)
140 {
141 if (Lang.articlesToRemove.Count > 0)
142 {
143 string text3 = val2;
144 foreach (char[] item2 in Lang.articlesToRemove)
145 {
146 text3 = text3.TrimStart(item2);
147 }
148 stringBuilder.Replace("-#2", text3);
149 }
150 stringBuilder.Replace("#2", val2);
151 }
152 if (val3 != null)
153 {
154 stringBuilder.Replace("#3", val3);
155 }
156 if (val4 != null)
157 {
158 stringBuilder.Replace("#4", val4);
159 }
160 if (int.TryParse(val1, out var result))
161 {
162 stringBuilder.Replace("#(s)", (result <= 1) ? "" : "_s".lang());
163 }
165 {
166 stringBuilder.Replace("#your2", Msg.thirdPerson2.your);
167 stringBuilder.Replace("#himself2", Msg.thirdPerson2.himself);
168 stringBuilder.Replace("#him2", Msg.thirdPerson2.him);
169 stringBuilder.Replace("#his2", Msg.thirdPerson2.his);
170 stringBuilder.Replace("#he2", Msg.thirdPerson2.he);
171 stringBuilder.Replace("(s2)", Msg.thirdPerson2.thirdperson ? "s" : "");
172 }
174 {
175 stringBuilder.Replace("#your", Msg.thirdPerson1.your);
176 stringBuilder.Replace("#himself", Msg.thirdPerson1.himself);
177 stringBuilder.Replace("#him", Msg.thirdPerson1.him);
178 stringBuilder.Replace("#his", Msg.thirdPerson1.his);
179 stringBuilder.Replace("#he", Msg.thirdPerson1.he);
180 }
182 {
183 return ConvertThirdPerson(stringBuilder.ToString(), thirdPerson);
184 }
185 return Convert(stringBuilder);
186 }
static string ConvertThirdPerson(string text, bool thirdPerson)
Definition: GameLang.cs:188
bool thirdperson
Definition: LangSetting.cs:42
static LangSetting setting
Definition: Lang.cs:54
static List< char[]> articlesToRemove
Definition: Lang.cs:44
Definition: Msg.cs:5
static ThirstPersonInfo thirdPerson2
Definition: Msg.cs:8
static ThirstPersonInfo thirdPerson1
Definition: Msg.cs:6

References ThirstPersonInfo.active, Lang.articlesToRemove, Convert(), ConvertThirdPerson(), ThirstPersonInfo.he, ThirstPersonInfo.him, ThirstPersonInfo.himself, ThirstPersonInfo.his, item, Lang.setting, LangSetting.thirdperson, ThirstPersonInfo.thirdperson, Msg.thirdPerson1, Msg.thirdPerson2, and ThirstPersonInfo.your.

Referenced by Chara.Die(), Msg.GetRawText(), Msg.Say(), and ActEffect.Wish().

Member Data Documentation

◆ refDrama1

string GameLang.refDrama1
static

Definition at line 6 of file GameLang.cs.

Referenced by ConvertDrama().

◆ refDrama2

string GameLang.refDrama2
static

Definition at line 8 of file GameLang.cs.

Referenced by ConvertDrama().

◆ refDrama3

string GameLang.refDrama3
static

Definition at line 10 of file GameLang.cs.

Referenced by ConvertDrama().

◆ refDrama4

string GameLang.refDrama4
static

Definition at line 12 of file GameLang.cs.

Referenced by ConvertDrama().


The documentation for this class was generated from the following file: