fix: Fixes localization corner cases with OPL (#1050)

## Changes
- [X] Adds OPL convenience methods
    - `opl.Add(cliloc, value)` and `opl.Add(value)` - value as an integer or string works just like `opl.Add(cliloc, $"{value}")`
    - `opl.AddLocalized(cliloc, clilocValue)` - works the same as `opl.Add(cliloc, $"#{clilocValue}");`
- [X] Simplifies basic `list.Add()` situations
- [X] Changes cliloc as an argument so it works with custom IPropertyList implementations (HTML)
- [X] Fixes plants so they support the old localization and new (changed in 7.0.12.0+)
- [X] Exposes more methods to override for Item to make creating custom OPL possible.

## Important Notes
* Using a ternary as an argument, like this `opl.Add(number, showType ? $"{type}\t{value}" : $"{value}");` _will not use the correct string interpolation_. This means if you use a custom PropertyList (for HTML or some other purpose), the property list won't be localized properly.
* All localization values must be interpolated, even if they are literal strings, or integers. Example: `opl.Add(number, $"{"Charges"}\t{m_Charges}");` is correct. Using the following: `$"Charges\t{m_Charges}"` will not work for custom PropertyList implementations!
This commit is contained in:
Kamron Batman 2022-06-12 21:17:42 -07:00 committed by GitHub
parent 12404ba6f6
commit b74b47159f
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
75 changed files with 715 additions and 477 deletions

View file

@ -557,14 +557,19 @@ namespace Server.Items
}
else if (m_Summoner?.IsEmpty == false)
{
list.Add(
1072400,
m_Summoner?.Name ?? "Unknown"
); // Talisman of ~1_name~ Summoning
var name = m_Summoner?.Name;
if (name?.Number > 0)
{
list.Add(1072400, name.Number); // Talisman of ~1_name~ Summoning
}
else
{
list.Add(1072400, name?.String ?? "Unknown"); // Talisman of ~1_name~ Summoning
}
}
else if (m_Removal != TalismanRemoval.None)
{
list.Add(1072389, $"#{1072000 + (int)m_Removal}"); // Talisman of ~1_name~
list.AddLocalized(1072389, 1072000 + (int)m_Removal); // Talisman of ~1_name~
}
else
{
@ -595,7 +600,7 @@ namespace Server.Items
{
if (m_ChargeTime > 0)
{
list.Add(1074884, $"{m_ChargeTime}"); // Charge time left: ~1_val~
list.Add(1074884, m_ChargeTime); // Charge time left: ~1_val~
}
else
{
@ -625,7 +630,7 @@ namespace Server.Items
{
list.Add(
1072395, // ~1_NAME~ Exceptional Bonus: ~2_val~%
$"#{AosSkillBonuses.GetLabel(m_Skill)}\t{m_ExceptionalBonus}"
$"{AosSkillBonuses.GetLabel(m_Skill):#}\t{m_ExceptionalBonus}"
);
}
@ -633,7 +638,7 @@ namespace Server.Items
{
list.Add(
1072394, // ~1_NAME~ Bonus: ~2_val~%
$"#{AosSkillBonuses.GetLabel(m_Skill)}\t{m_SuccessBonus}"
$"{AosSkillBonuses.GetLabel(m_Skill):#}\t{m_SuccessBonus}"
);
}
@ -643,72 +648,72 @@ namespace Server.Items
if ((prop = Attributes.WeaponDamage) != 0)
{
list.Add(1060401, $"{prop}"); // damage increase ~1_val~%
list.Add(1060401, prop); // damage increase ~1_val~%
}
if ((prop = Attributes.DefendChance) != 0)
{
list.Add(1060408, $"{prop}"); // defense chance increase ~1_val~%
list.Add(1060408, prop); // defense chance increase ~1_val~%
}
if ((prop = Attributes.BonusDex) != 0)
{
list.Add(1060409, $"{prop}"); // dexterity bonus ~1_val~
list.Add(1060409, prop); // dexterity bonus ~1_val~
}
if ((prop = Attributes.EnhancePotions) != 0)
{
list.Add(1060411, $"{prop}"); // enhance potions ~1_val~%
list.Add(1060411, prop); // enhance potions ~1_val~%
}
if ((prop = Attributes.CastRecovery) != 0)
{
list.Add(1060412, $"{prop}"); // faster cast recovery ~1_val~
list.Add(1060412, prop); // faster cast recovery ~1_val~
}
if ((prop = Attributes.CastSpeed) != 0)
{
list.Add(1060413, $"{prop}"); // faster casting ~1_val~
list.Add(1060413, prop); // faster casting ~1_val~
}
if ((prop = Attributes.AttackChance) != 0)
{
list.Add(1060415, $"{prop}"); // hit chance increase ~1_val~%
list.Add(1060415, prop); // hit chance increase ~1_val~%
}
if ((prop = Attributes.BonusHits) != 0)
{
list.Add(1060431, $"{prop}"); // hit point increase ~1_val~
list.Add(1060431, prop); // hit point increase ~1_val~
}
if ((prop = Attributes.BonusInt) != 0)
{
list.Add(1060432, $"{prop}"); // intelligence bonus ~1_val~
list.Add(1060432, prop); // intelligence bonus ~1_val~
}
if ((prop = Attributes.LowerManaCost) != 0)
{
list.Add(1060433, $"{prop}"); // lower mana cost ~1_val~%
list.Add(1060433, prop); // lower mana cost ~1_val~%
}
if ((prop = Attributes.LowerRegCost) != 0)
{
list.Add(1060434, $"{prop}"); // lower reagent cost ~1_val~%
list.Add(1060434, prop); // lower reagent cost ~1_val~%
}
if ((prop = Attributes.Luck) != 0)
{
list.Add(1060436, $"{prop}"); // luck ~1_val~
list.Add(1060436, prop); // luck ~1_val~
}
if ((prop = Attributes.BonusMana) != 0)
{
list.Add(1060439, $"{prop}"); // mana increase ~1_val~
list.Add(1060439, prop); // mana increase ~1_val~
}
if ((prop = Attributes.RegenMana) != 0)
{
list.Add(1060440, $"{prop}"); // mana regeneration ~1_val~
list.Add(1060440, prop); // mana regeneration ~1_val~
}
if (Attributes.NightSight != 0)
@ -718,17 +723,17 @@ namespace Server.Items
if ((prop = Attributes.ReflectPhysical) != 0)
{
list.Add(1060442, $"{prop}"); // reflect physical damage ~1_val~%
list.Add(1060442, prop); // reflect physical damage ~1_val~%
}
if ((prop = Attributes.RegenStam) != 0)
{
list.Add(1060443, $"{prop}"); // stamina regeneration ~1_val~
list.Add(1060443, prop); // stamina regeneration ~1_val~
}
if ((prop = Attributes.RegenHits) != 0)
{
list.Add(1060444, $"{prop}"); // hit point regeneration ~1_val~
list.Add(1060444, prop); // hit point regeneration ~1_val~
}
if (Attributes.SpellChanneling != 0)
@ -738,32 +743,32 @@ namespace Server.Items
if ((prop = Attributes.SpellDamage) != 0)
{
list.Add(1060483, $"{prop}"); // spell damage increase ~1_val~%
list.Add(1060483, prop); // spell damage increase ~1_val~%
}
if ((prop = Attributes.BonusStam) != 0)
{
list.Add(1060484, $"{prop}"); // stamina increase ~1_val~
list.Add(1060484, prop); // stamina increase ~1_val~
}
if ((prop = Attributes.BonusStr) != 0)
{
list.Add(1060485, $"{prop}"); // strength bonus ~1_val~
list.Add(1060485, prop); // strength bonus ~1_val~
}
if ((prop = Attributes.WeaponSpeed) != 0)
{
list.Add(1060486, $"{prop}"); // swing speed increase ~1_val~%
list.Add(1060486, prop); // swing speed increase ~1_val~%
}
if (Core.ML && (prop = Attributes.IncreasedKarmaLoss) != 0)
{
list.Add(1075210, $"{prop}"); // Increased Karma Loss ~1val~%
list.Add(1075210, prop); // Increased Karma Loss ~1val~%
}
if (m_MaxCharges > 0)
{
list.Add(1060741, $"{m_Charges}"); // charges: ~1_val~
list.Add(1060741, m_Charges); // charges: ~1_val~
}
if (m_Slayer != TalismanSlayerName.None)