Module:AbilityTable/ComplexRenderers

Revision as of 20:24, 26 July 2026 by Vergir (talk | contribs) (RenderCharges: unwrap AbilityCooldownBetweenCharge so the Time Between Charges column keeps working once the property becomes a {Value, Scale} object (with help from vergir-bot LLM))

Documentation for this module may be created at Module:AbilityTable/ComplexRenderers/doc

-- Complex cell renderers for AbilityTable.
local Lists = require("Module:AbilityTable/Lists")

-- ============================================================
-- Shared helpers
-- ============================================================

-- Unwraps a value that may be a raw number or a { Value = N } table.
local function unwrap_value(v)
    if type(v) == "number" then return v end
    if type(v) == "table"  then return v["Value"] end
    return nil
end

-- Searches Upgrades[] for a field and returns { tier = N, value = V } at its
-- first appearance, or nil if the field is absent from all upgrade tiers.
local function find_in_upgrades(ability, field)
    local upgrades = ability["Upgrades"]
    if type(upgrades) ~= "table" then return nil end
    for i, tier in ipairs(upgrades) do
        if type(tier) == "table" and tier[field] ~= nil then
            return { tier = i, value = unwrap_value(tier[field]) }
        end
    end
    return nil
end

-- Finds the first non-zero value for any of the given fields, checking base
-- then upgrades in order. Returns field, tier (nil = base), absolute value.
local function find_first_occurrence(ability, fields)
    for _, field in ipairs(fields) do
        local v = unwrap_value(ability[field])
        if v and v ~= 0 then return field, nil, math.abs(v) end
    end
    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                for _, field in ipairs(fields) do
                    local v = unwrap_value(tier[field])
                    if v and v ~= 0 then return field, i, math.abs(v) end
                end
            end
        end
    end
    return nil, nil, nil
end

-- ============================================================
-- Generic renderer for a single numeric stat that can increase
-- additively through upgrades. Shows value in a named column
-- and generates upgrade notes with running totals.
-- Note: auto-generated notes omit trailing periods; the main
-- module's ensure_period handles that.
-- ============================================================

local function render_upgradable_stat(ability, col_name, fields, suffix)
    suffix = suffix or ""
    local cells = {}
    local notes = {}

    local first_field, first_tier, first_val = find_first_occurrence(ability, fields)
    if not first_field then return cells end

    local cell_str = tostring(first_val) .. suffix
    if first_tier then cell_str = cell_str .. " (T" .. first_tier .. ")" end
    cells[col_name] = cell_str

    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        local running    = first_val
        local seen_first = (first_tier == nil)

        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                if first_tier == i then
                    seen_first = true
                elseif seen_first then
                    local delta = nil
                    for _, field in ipairs(fields) do
                        local v = unwrap_value(tier[field])
                        if v and v ~= 0 then delta = math.abs(v); break end
                    end
                    if delta then
                        local total = running + delta
                        table.insert(notes, "T" .. i .. " upgrade increases "
                            .. col_name:lower() .. " by " .. delta .. suffix
                            .. " (total " .. total .. suffix .. ")")
                        running = total
                    end
                end
            end
        end
    end

    if #notes > 0 then cells["Notes"] = table.concat(notes, " ") end
    return cells
end

-- ============================================================
-- Exported renderers
-- ============================================================

local p = {}

-- Renders charge count and time between charges.
-- Special case for abilities that gain charges only through upgrades.
function p.RenderCharges(ability)
    local base_charges  = unwrap_value(ability["AbilityCharges"])
    local base_cooldown = unwrap_value(ability["AbilityCooldownBetweenCharge"])
    local has_base      = base_charges ~= nil and base_charges > 0
    local upgrade_info  = find_in_upgrades(ability, "AbilityCharges")

    local cooldown, upgrade_cooldown
    if has_base then
        if type(base_cooldown) == "number" and base_cooldown > 0 then
            cooldown = base_cooldown
        else
            local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge")
            if cd and cd.value and cd.value > 0 then cooldown = cd.value end
        end
    else
        local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge")
        if cd and cd.value and cd.value > 0 then upgrade_cooldown = cd.value end
    end

    local cells = {}

    if has_base then
        cells["Charges"] = tostring(base_charges)
        if cooldown then
            cells["Time Between Charges"] = tostring(cooldown) .. "s"
        end
    end

    local note_parts = {}
    if upgrade_info then
        local n = upgrade_info.value or "?"
        local charge_str = n .. " charge" .. (n ~= 1 and "s" or "")
        if has_base then
            table.insert(note_parts, "+" .. charge_str .. " on T" .. upgrade_info.tier .. " upgrade")
        else
            local cd_str = upgrade_cooldown and (upgrade_cooldown .. "s") or "unknown"
            table.insert(note_parts, "Becomes charged on T" .. upgrade_info.tier
                .. " upgrade with " .. charge_str
                .. " and " .. cd_str .. " time between charges")
        end
    end
    if ability["AbilityChargesConditionally"] ~= nil then
        table.insert(note_parts, "Has a conditional charge")
    end
    if #note_parts > 0 then
        cells["Notes"] = table.concat(note_parts, " ")
    end

    return cells
end

-- Renders base damage and melee scaling.
-- Special case for upgrades that switch from Light to Heavy Melee scaling.
function p.RenderMelee(ability)
    local melee_types = {}
    for _, t in ipairs(Lists.lists["melee"]) do melee_types[t] = true end

    -- Find the base property with active melee/heavy_melee scaling (Scale.Value > 0)
    local base_prop, base_damage, base_scale, base_type
    for k, v in pairs(ability) do
        if k ~= "Upgrades" and type(v) == "table" then
            local scale = v["Scale"]
            if type(scale) == "table" and melee_types[scale["Type"]]
               and type(scale["Value"]) == "number" and scale["Value"] > 0 then
                base_prop = k
                base_damage = v["Value"] or 0
                base_scale = scale["Value"]
                base_type = scale["Type"]
                break
            end
        end
    end

    local cells = {}
    cells["Base Damage"] = tostring(base_damage or 0)
    if base_scale then
        cells["Light Melee Scaling"] = "×" .. base_scale
    end

    local upgrades = ability["Upgrades"]
    if type(upgrades) ~= "table" then return cells end

    local notes = {}
    local running_damage = base_damage or 0
    local running_scale = base_scale or 0
    local running_type = base_type

    for i, tier in ipairs(upgrades) do
        if type(tier) == "table" then
            local damage_delta = 0
            local new_scale = nil
            local new_type = nil

            for k, v in pairs(tier) do
                if type(v) == "table" then
                    local scale = v["Scale"]
                    if type(scale) == "table" and melee_types[scale["Type"]] then
                        damage_delta = damage_delta + (v["Value"] or 0)
                        if scale["Value"] > 0 then
                            new_scale = scale["Value"]
                            new_type = scale["Type"]
                        end
                    end
                end
            end

            local flat_delta = 0
            if base_prop and type(tier[base_prop]) == "number" then
                flat_delta = tier[base_prop]
            end

            local tier_parts = {}

            if new_type and new_type ~= running_type then
                running_damage = running_damage + damage_delta
                running_scale = new_scale
                running_type = new_type
                local type_label = new_type == "heavy_melee" and "'''Heavy Melee'''" or "Light Melee"
                local parts = {}
                if running_damage > 0 then
                    table.insert(parts, running_damage .. " base damage")
                end
                table.insert(parts, "×" .. new_scale .. " " .. type_label .. " scaling")
                table.insert(tier_parts, "on T" .. i .. " becomes " .. table.concat(parts, " with "))
            elseif new_scale then
                running_damage = running_damage + damage_delta
                running_scale = running_scale + new_scale
                local parts = {}
                if damage_delta ~= 0 then
                    table.insert(parts, "+" .. damage_delta .. " base damage")
                end
                table.insert(parts, "+×" .. new_scale .. " scaling (total ×" .. running_scale .. ")")
                table.insert(tier_parts, "on T" .. i .. " gets " .. table.concat(parts, ", "))
            end

            if flat_delta ~= 0 and not new_scale then
                running_damage = running_damage + flat_delta
                table.insert(tier_parts, "on T" .. i .. " gets +" .. flat_delta .. " base damage (total " .. running_damage .. ")")
            end

            if #tier_parts > 0 then
                table.insert(notes, table.concat(tier_parts, ", "))
            end
        end
    end

    if #notes > 0 then cells["Notes"] = table.concat(notes, ". ") end
    return cells
end

-- Renders base damage and heavy melee scaling.
-- Notes when heavy melee is only available via upgrade.
function p.RenderHeavyMelee(ability)
    -- Find base heavy_melee property
    local base_damage, base_scale
    for k, v in pairs(ability) do
        if k ~= "Upgrades" and type(v) == "table" then
            local scale = v["Scale"]
            if type(scale) == "table" and scale["Type"] == "heavy_melee"
               and type(scale["Value"]) == "number" then
                base_damage = v["Value"] or 0
                base_scale = scale["Value"]
                break
            end
        end
    end

    local cells = {}

    -- Active at base
    if base_scale and base_scale > 0 then
        cells["Base Damage"] = tostring(base_damage)
        cells["Heavy Melee Scaling"] = "×" .. base_scale
        return cells
    end

    -- Not at base — find in upgrades
    local upgrades = ability["Upgrades"]
    if type(upgrades) ~= "table" then return cells end

    for i, tier in ipairs(upgrades) do
        if type(tier) == "table" then
            for k, v in pairs(tier) do
                if type(v) == "table" then
                    local scale = v["Scale"]
                    if type(scale) == "table" and scale["Type"] == "heavy_melee"
                       and type(scale["Value"]) == "number" and scale["Value"] > 0 then
                        cells["Base Damage"] = tostring(v["Value"] or 0)
                        cells["Heavy Melee Scaling"] = "×" .. scale["Value"]
                        cells["Notes"] = "Only becomes Heavy Melee on '''T" .. i .. "''' upgrade"
                        return cells
                    end
                end
            end
        end
    end

    return cells
end

-- Renders heal reduction percentage.
-- Special case for DisableHealing, shown as 100%.
function p.RenderHealReduce(ability)
    -- DisableHealing is always 100%, handle it separately
    local v = unwrap_value(ability["DisableHealing"])
    if v and v ~= 0 then
        return { ["Heal Reduction"] = "100%" }
    end
    local upgrade = find_in_upgrades(ability, "DisableHealing")
    if upgrade then
        return { ["Heal Reduction"] = "100% (T" .. upgrade.tier .. ")" }
    end

    -- Everything else goes through the generic renderer
    local filtered = {}
    for _, prop in ipairs(Lists.lists["healreduce"]) do
        if prop ~= "DisableHealing" then table.insert(filtered, prop) end
    end
    return render_upgradable_stat(ability, "Heal Reduction", filtered, "%")
end

-- Renders move slow percentage.
-- Appends a note if the ability also self-slows the caster.
function p.RenderMoveSlow(ability)
    local cells = render_upgradable_stat(ability, "Move Slow", Lists.lists["moveslow"], "%")

    local channel_slow = unwrap_value(ability["ChannelSlowPercent"])
    if channel_slow and channel_slow ~= 0 then
        local note = "Also slows the caster for " .. math.abs(channel_slow) .. "%"
        cells["Notes"] = cells["Notes"] and (cells["Notes"] .. "; " .. note) or note
    end

    return cells
end

-- Renders dash slow percentage.
-- Special case for GroundDashReductionPercent coexisting with another dashslow
-- prop, which means it's a caster self-slow and is noted separately.
function p.RenderDashSlow(ability)
    local stat_props = Lists.lists["dashslow"]
    local props = {}
    for _, pr in ipairs(stat_props) do table.insert(props, pr) end

    local caster_dash_slow = nil
    local base_ground = unwrap_value(ability["GroundDashReductionPercent"])
    if base_ground and base_ground ~= 0 then
        local has_enemy_prop = false
        for _, prop in ipairs(stat_props) do
            if prop ~= "GroundDashReductionPercent" then
                local v = unwrap_value(ability[prop])
                if v and v ~= 0 then has_enemy_prop = true; break end
            end
        end
        if not has_enemy_prop then
            local upgrades = ability["Upgrades"]
            if type(upgrades) == "table" then
                for _, tier in ipairs(upgrades) do
                    if type(tier) == "table" then
                        for _, prop in ipairs(stat_props) do
                            if prop ~= "GroundDashReductionPercent" then
                                local v = unwrap_value(tier[prop])
                                if v and v ~= 0 then has_enemy_prop = true; break end
                            end
                        end
                    end
                    if has_enemy_prop then break end
                end
            end
        end
        if has_enemy_prop then
            caster_dash_slow = math.abs(base_ground)
            local filtered = {}
            for _, prop in ipairs(props) do
                if prop ~= "GroundDashReductionPercent" then
                    table.insert(filtered, prop)
                end
            end
            props = filtered
        end
    end

    local cells = render_upgradable_stat(ability, "Dash Slow", props, "%")

    if caster_dash_slow then
        local note = "Gives " .. caster_dash_slow .. "% dash slow for the caster"
        cells["Notes"] = cells["Notes"] and (cells["Notes"] .. "; " .. note) or note
    end

    return cells
end

return p