Editing Module:AbilityTable

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-- Renders sortable wikitables of abilities filtered by a named stat.
-- Renders sortable wikitables of abilities filtered by a named stat.


local Lists     = require("Module:AbilityTable/Lists")
-- Maps lowercase friendly stat names to internal AbilityData property keys or values.
local Notes     = require("Module:AbilityTable/Notes")
local stat_to_props = {
local Renderers = require("Module:AbilityTable/ComplexRenderers")
     ["charges"]    = { "AbilityCharges" },
local GameData  = require("Module:GameData")
     ["melee"]      = { "melee", "heavy_melee" },
 
    ["wpndmg"]    = { "melee", "heavy_melee", "weapon_damage_increase" },
local p = {}
    ["healreduce"] = { "HealAmpReceivePenaltyPercent", "HealAmpRegenPenaltyPercent", "DisableHealing" },
}


local extra_columns = {
-- Editor-authored notes appended to the Notes column.
    ["barrier"] = {
local human_notes = {
        headers  = { "Barrier" },
        get_cells = Renderers.RenderBarrier,
    },
     ["charges"] = {
     ["charges"] = {
         headers  = { "Charges", "Time Between Charges", "Notes" },
         ["Jar of Dead"]  = "Charges by being near when anything dies.",
        get_cells = Renderers.RenderCharges,
     },
     },
     ["melee"] = {
     ["melee"] = {
         headers  = { "Base Damage", "Light Melee Scaling", "Notes" },
         ["Puddle Punch"] = "Can be parried.",
        get_cells = Renderers.RenderMelee,
    },
    ["heavymelee"] = {
        headers  = { "Base Damage", "Heavy Melee Scaling", "Notes" },
        get_cells = Renderers.RenderHeavyMelee,
    },
    ["scalingspirit"] = {
        headers  = { "Spirit Scaling", "Notes" },
        get_cells = Renderers.RenderSpiritScaling,
    },
    ["healreduce"] = {
        headers  = { "Heal Reduction", "Notes" },
        get_cells = Renderers.RenderHealReduce,
    },
    ["moveslow"] = {
        headers  = { "Move Slow", "Notes" },
        get_cells = Renderers.RenderMoveSlow,
    },
    ["dashslow"] = {
        headers  = { "Dash Slow", "Notes" },
        get_cells = Renderers.RenderDashSlow,
    },
    ["extradebuffresist"] = {
        headers  = { "Debuff Resist" },
        get_cells = Renderers.RenderExtraDebuffResist,
     },
     },
}
}
-- Unit strings appended to cell values by column name.
local column_suffix = {
    ["Time Between Charges"] = "s",
    ["Duration"]            = "s",
}
-- Actual code below
local p = {}
local GameData = require("Module:GameData")


-- ============================================================
-- ============================================================
-- Note enrichment
-- Shared helpers
-- ============================================================
-- ============================================================


-- Merges auto-generated and human notes for full-table mode.
local function num_val(v)
-- Capitalizes human note, joins with ". ", ensures trailing period.
     if type(v) == "number" then return v end
local function enrich_notes_full(extra, human_note)
     if type(v) == "table" then return v["Value"] end
     if human_note then
     return nil
        human_note = human_note:sub(1,1):upper() .. human_note:sub(2)
        extra["Notes"] = extra["Notes"] and (extra["Notes"] .. ". " .. human_note) or human_note
    end
     if extra["Notes"] and extra["Notes"]:sub(-1) ~= "." then
        extra["Notes"] = extra["Notes"] .. "."
     end
end
end


-- Merges auto-generated and human notes for compact mode.
-- Searches Upgrades[] for a field and returns { tier = N, value = V } at its
-- Decapitalizes human note (skips T{N} prefixes like "T1 slow"),
-- first appearance, or nil if the field is absent from all upgrade tiers.
-- joins with "; ", strips trailing period.
local function find_in_upgrades(ability, field)
local function enrich_notes_compact(extra, human_note)
    local upgrades = ability["Upgrades"]
     if human_note then
     if type(upgrades) ~= "table" then return nil end
        local first = human_note:sub(1,1)
    for i, tier in ipairs(upgrades) do
         if first:match("%u") and not human_note:sub(2,2):match("%d") then
         if type(tier) == "table" and tier[field] ~= nil then
             human_note = first:lower() .. human_note:sub(2)
             return { tier = i, value = num_val(tier[field]) }
         end
         end
        if human_note:sub(-1) == "." then human_note = human_note:sub(1, -2) end
        extra["Notes"] = extra["Notes"] and (extra["Notes"] .. "; " .. human_note) or human_note
     end
     end
    return nil
end
end


-- ============================================================
-- ============================================================
-- Ability views
-- Per-stat cell renderers
--
-- Each function receives a guaranteed-matching ability record
-- In-game Ability may containe 1 or more records in AbilityData.json
-- and returns { ["Column Name"] = value }.
-- Example: Vexing Bolt is 2 records (Launch Bolt + Redirect Bolt).
-- Human notes are appended by the framework, not here.
-- ============================================================


-- "Ability View" is a main-record + any relevant sub-ability records.
local function charges_cells(ability)
-- ============================================================
    local base_charges  = num_val(ability["AbilityCharges"])
    local base_cooldown = 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 _views = nil  -- card key -> { view = record, heroName = ..., abilityNum = ... }
    local cells = {}
local _order = nil  -- array of card keys, sorted by hero then slot


local function build_views()
    if has_base then
    if _views then return _views, _order end
        cells["Charges"] = tostring(base_charges)
     _views, _order = {}, {}
        if cooldown then
            cells["Time Between Charges"] = tostring(cooldown)
        end
     end


     local hero_data = mw.loadJsonData("Data:HeroData.json")
     local note_parts = {}
    local active_heroes = {}
    if upgrade_info then
    for _, hero in pairs(hero_data) do
        local n = upgrade_info.value or "?"
         if type(hero) == "table"
        local charge_str = n .. " charge" .. (n ~= 1 and "s" or "")
            and hero["IsDisabled"] == false
         if has_base then
             and type(hero["Name"]) == "string"
            table.insert(note_parts, "+" .. charge_str .. " on T" .. upgrade_info.tier .. " upgrade.")
             and (hero["IsSelectable"] == nil or hero["IsSelectable"] ~= false)
        else
        then
             local cd_str = upgrade_cooldown and (upgrade_cooldown .. "s") or "unknown"
            active_heroes[hero["Name"]] = true
             table.insert(note_parts, "Becomes charged on T" .. upgrade_info.tier
                .. " upgrade with " .. charge_str
                .. " and " .. cd_str .. " time between charges.")
         end
         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
     end


     local ability_data = mw.loadJsonData(GameData.Dataset.ABILITIES)
     return cells
    local cards        = mw.loadJsonData("Data:AbilityCards.json")
end


    local card_of = {}
-- Finds the base light melee scale value: the first top-level property
     for _, hero_entry in pairs(cards) do
-- whose Scale.Type is "melee" and whose scale value is > 0.
         if type(hero_entry) == "table" then
local function find_base_melee_scale(ability)
             local hero_name = hero_entry["Name"]
     for _, v in pairs(ability) do
             if hero_name and active_heroes[hero_name] then
         if type(v) == "table" then
                for slot_str, ability in pairs(hero_entry) do
             local scale = v["Scale"]
                    local slot_num = tonumber(slot_str)
             if type(scale) == "table"
                    local key = type(ability) == "table" and ability["Key"] or nil
                and scale["Type"] == "melee"
                    if slot_num and key and ability_data[key] then
                and type(scale["Value"]) == "number"
                        card_of[key] = { heroName = hero_name, abilityNum = slot_num }
                and scale["Value"] > 0
                    end
            then
                 end
                 return scale["Value"]
             end
             end
         end
         end
     end
     end
    return nil
end
-- Scans all upgrade tiers for melee-scale changes. Upgrade objects are
-- additive in the engine, so the final scale = base + upgrade delta.
-- Returns a list of note strings, one per relevant upgrade tier found.
-- Handles two cases:
--  heavy_melee scale > 0 introduced  → ability gains heavy melee scaling
--  melee scale changed (delta ~= 0)  → existing melee scaling is modified
local function build_melee_upgrade_notes(ability, base_melee_scale)
    local upgrades = ability["Upgrades"]
    if type(upgrades) ~= "table" then return {} end
    local notes = {}


     -- Attach each non-card record to the longest card key it prefixes.
     for i, tier in ipairs(upgrades) do
    local subs = {}
        if type(tier) == "table" then
    for key, record in pairs(ability_data) do
            for _, v in pairs(tier) do
        if not card_of[key] and record["IsDisabled"] ~= true then
                if type(v) == "table" then
            local parent = nil
                    local scale = v["Scale"]
            for card_key in pairs(card_of) do
                    if type(scale) == "table" and type(scale["Value"]) == "number" then
                if key:sub(1, #card_key + 1) == card_key .. "_"
                        local stype = scale["Type"]
                    and (parent == nil or #card_key > #parent)
                        local delta = scale["Value"]
                then
 
                     parent = card_key
                        if stype == "heavy_melee" and delta > 0 then
                            -- Introduces heavy melee scaling (additive on top of zeroed melee)
                            table.insert(notes, "T" .. i .. " upgrade changes scaling to ×"
                                .. delta .. " of '''[[Heavy Melee]]''' damage.")
 
                        elseif stype == "melee" and delta ~= 0 and base_melee_scale then
                            -- Modifies existing melee scaling additively
                            local final = base_melee_scale + delta
                            -- Round to avoid float noise (e.g. 1.2 + 0.4 = 1.5999...)
                            final = math.floor(final * 1000 + 0.5) / 1000
                            table.insert(notes, "T" .. i .. " upgrade adds ×"
                                .. delta .. " scaling (total ×" .. final .. ").")
                        end
                     end
                 end
                 end
            end
            if parent then
                subs[parent] = subs[parent] or {}
                table.insert(subs[parent], record)
             end
             end
         end
         end
     end
     end


     for key, info in pairs(card_of) do
     return notes
        local view = {}
end
        for k, v in pairs(ability_data[key]) do view[k] = v end
 
         view["_subabilities"] = subs[key]
local function melee_cells(ability)
        _views[key] = { view = view, heroName = info.heroName, abilityNum = info.abilityNum }
    local cells = {}
        table.insert(_order, key)
 
    local base_scale = find_base_melee_scale(ability)
    if base_scale then
         cells["Light Melee Scaling"] = "×" .. base_scale
     end
     end


     table.sort(_order, function(a, b)
     local upgrade_notes = build_melee_upgrade_notes(ability, base_scale)
         local ia, ib = _views[a], _views[b]
    if #upgrade_notes > 0 then
        if ia.heroName ~= ib.heroName then return ia.heroName < ib.heroName end
         cells["Notes"] = table.concat(upgrade_notes, " ")
        return ia.abilityNum < ib.abilityNum
     end
     end)


     return _views, _order
     return cells
end
end


-- ============================================================
-- Returns the base heal reduction percent (always positive, e.g. 33 for -33%),
-- Membership
-- or nil if the reduction only appears in upgrades.
-- Pieces of code that help in telling  "is ability X a member of list Y".
-- Also returns true if the ability fully disables healing (DisableHealing).
-- main function is: p.is_member()
local function find_base_heal_reduce(ability)
-- ============================================================
    local pct = num_val(ability["HealAmpReceivePenaltyPercent"])
        or num_val(ability["HealAmpRegenPenaltyPercent"])
    if pct and pct ~= 0 then
        return math.abs(pct), false
    end
    if ability["DisableHealing"] and ability["DisableHealing"] ~= 0 then
        return nil, true
    end
    return nil, false
end


-- Memoized name-exclusion set per list (from Lists.exclude_abilities).
-- Returns the base duration value using priority: VenomDuration > DebuffDuration > AbilityDuration.
local _excluded = {}
-- Also returns the field name that was found (for upgrade scanning).
local function excluded_set(stat)
local function find_base_duration(ability)
    if _excluded[stat] then return _excluded[stat] end
     for _, field in ipairs({ "VenomDuration", "DebuffDuration", "AbilityDuration", "BurnDuration" }) do
    local set = {}
         local v = num_val(ability[field])
     for _, name in ipairs(Lists.exclude_abilities[stat] or {}) do
        if v and v > 0 then
         set[name] = true
            return v, field
        end
     end
     end
    _excluded[stat] = set
     return nil, nil
     return set
end
end


-- Per-list rules that can't be expressed as prop lists or exclusions.
local function healreduce_cells(ability)
-- Returns true to keep the ability, false to drop it.
    local cells = {}
local function special_ok(stat, record, ability_num)
    local notes = {}
    if stat == "dispelmagic" and ability_num == 4 then return false end
 
     return true
    local base_pct, is_disable = find_base_heal_reduce(ability)
    local base_dur, dur_field  = find_base_duration(ability)
 
    -- Heal Reduction % column
    if is_disable then
        cells["Heal Reduction"] = "100% (suppressed)"
    elseif base_pct then
        cells["Heal Reduction"] = tostring(base_pct) .. "%"
    end
    -- (if neither, it's upgrade-only — cell stays nil → "—")
 
    -- Duration column
    if base_dur then
        cells["Duration"] = tostring(base_dur)
    end
 
    -- Scan upgrades for changes to heal reduction or duration
    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        local running_pct = base_pct  -- track cumulative percent for additive deltas
        local running_dur = base_dur
 
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                local tier_notes = {}
 
                -- Heal reduction changes
                local pct_delta = num_val(tier["HealAmpReceivePenaltyPercent"])
                    or num_val(tier["HealAmpRegenPenaltyPercent"])
                local disable  = tier["DisableHealing"]
 
                if disable and disable ~= 0 then
                    table.insert(tier_notes, "T" .. i .. " upgrade fully suppresses [[Healing]].")
                elseif pct_delta and pct_delta ~= 0 then
                    local delta_abs = math.abs(pct_delta)
                    if running_pct then
                        -- Additive change to existing base
                        local total = running_pct + delta_abs
                        table.insert(tier_notes, "T" .. i .. " upgrade increases heal reduction by "
                            .. delta_abs .. "% (total " .. total .. "%).")
                        running_pct = total
                    else
                        -- Introduces heal reduction for the first time
                        table.insert(tier_notes, "T" .. i .. " upgrade adds "
                            .. delta_abs .. "% [[Healing Reduction]].")
                        running_pct = delta_abs
                    end
                end
 
                -- Duration changes (additive deltas in the engine)
                if dur_field then
                    local dur_delta = num_val(tier[dur_field])
                    if dur_delta and dur_delta ~= 0 then
                        if running_dur then
                            local total_dur = running_dur + dur_delta
                            table.insert(tier_notes, "T" .. i .. " upgrade "
                                .. (dur_delta > 0 and "increases" or "decreases")
                                .. " duration by " .. math.abs(dur_delta)
                                .. "s (total " .. total_dur .. "s).")
                            running_dur = total_dur
                        end
                    end
                end
 
                for _, n in ipairs(tier_notes) do
                    table.insert(notes, n)
                end
            end
        end
    end
 
    if #notes > 0 then
        cells["Notes"] = table.concat(notes, " ")
    end
 
     return cells
end
end


-- Public: does ability `ability_key` belong to list `stat`?
local extra_columns = {
function p.is_member(stat, ability_key, ability_num)
    ["charges"] = {
     local props = Lists.lists[stat]
        headers  = { "Charges", "Time Between Charges", "Notes" },
     if not props then return false end
        get_cells = charges_cells,
     },
    ["melee"] = {
        headers  = { "Light Melee Scaling", "Notes" },
        get_cells = melee_cells,
    },
    ["healreduce"] = {
        headers  = { "Heal Reduction", "Duration", "Notes" },
        get_cells = healreduce_cells,
     },
}


    local views = build_views()
-- ============================================================
    local entry = views[ability_key]
-- Hero lookup (ability key -> { heroName, abilityNum })
    local view  = entry and entry.view
-- ============================================================


     if not view then
local _hero_lookup = nil
        view = mw.loadJsonData(GameData.Dataset.ABILITIES)[ability_key]
 
         if not view then return false end
local function build_hero_lookup()
     if _hero_lookup then return _hero_lookup end
    _hero_lookup = {}
 
    local hero_data = mw.loadJsonData("Data:HeroData.json")
    local active_heroes = {}
    for _, hero in pairs(hero_data) do
        if type(hero) == "table"
            and hero["IsDisabled"] == false
            and type(hero["Name"]) == "string"
            and (hero["IsSelectable"] == nil or hero["IsSelectable"] ~= false)
         then
            active_heroes[hero["Name"]] = true
        end
     end
     end


     local name = view["Name"]
     local cards = mw.loadJsonData("Data:AbilityCards.json")
    if name and excluded_set(stat)[name] then return false end
    for _, hero_entry in pairs(cards) do
        if type(hero_entry) == "table" then
            local hero_name = hero_entry["Name"]
            if hero_name and active_heroes[hero_name] then
                for slot_str, ability in pairs(hero_entry) do
                    local slot_num = tonumber(slot_str)
                    if slot_num and type(ability) == "table" and ability["Key"] then
                        _hero_lookup[ability["Key"]] = {
                            heroName  = hero_name,
                            abilityNum = slot_num,
                        }
                    end
                end
            end
        end
    end


     ability_num = ability_num or (entry and entry.abilityNum)
     return _hero_lookup
    if not special_ok(stat, view, ability_num) then return false end
 
    return GameData.entity_matches(view, props)
end
end


Line 215: Line 362:
     local stat = mw.text.trim(frame.args[1] or ""):lower()
     local stat = mw.text.trim(frame.args[1] or ""):lower()


     local internal_keys = Lists.lists[stat]
     local internal_keys = stat_to_props[stat]
     if not internal_keys then
     if not internal_keys then
         return '<span class="error">AbilityTable: unknown list "' .. stat .. '".</span>'
         return '<span class="error">AbilityTable: unknown stat "' .. stat .. '".</span>'
     end
     end


    -- Build set of columns to hide from the "hide" parameter
     local hide_set = {}
     local hide_set = {}
     local hide_param = mw.text.trim(frame.args["hide"] or "")
     local hide_param = mw.text.trim(frame.args["hide"] or "")
     if hide_param ~= "" then
     if hide_param ~= "" then
         for col in hide_param:gmatch("[^,]+") do hide_set[mw.text.trim(col)] = true end
         for col in hide_param:gmatch("[^,]+") do
            hide_set[mw.text.trim(col)] = true
        end
     end
     end


     local compact = mw.text.trim(frame.args["compact"] or "") ~= ""
     local lookup     = build_hero_lookup()
 
    local collapsed = mw.text.trim(frame.args["collapsed"] or ""):lower()
 
     local views, order = build_views()
     local spec      = extra_columns[stat]
     local spec      = extra_columns[stat]
     local headers    = spec and spec.headers or {}
     local headers    = spec and spec.headers or {}
     local get_cells  = spec and spec.get_cells or function() return {} end
     local get_cells  = spec and spec.get_cells or function() return {} end
     local stat_notes = Notes[stat]
     local stat_notes = human_notes[stat]


    local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
    -- Keep only abilities belonging to active, released heroes
     local filtered = {}
     local filtered = {}
     for _, key in ipairs(order) do
     for _, ability in ipairs(abilities) do
         if p.is_member(stat, key) then
        local key = ability["Key"]
             table.insert(filtered, key)
         if key and lookup[key] then
             table.insert(filtered, ability)
         end
         end
     end
     end


     if #filtered == 0 then
     if #filtered == 0 then
         return "No abilities found for list: " .. stat
         return "No abilities found for stat: " .. stat
     end
     end


     local lists_url = mw.uri.fullUrl("Module:AbilityTable/Lists")
     -- Sort by hero name, then ability slot number
     local notes_url = mw.uri.fullUrl("Module:AbilityTable/Notes", { action = "edit" })
     table.sort(filtered, function(a, b)
    local disclaimer = frame:preprocess(
        local ia = lookup[a["Key"]]
        '<div class="ability-table-disclaimer">'
         local ib = lookup[b["Key"]]
         .. 'This is a dynamic list '
         if ia.heroName ~= ib.heroName then
        .. '<span class="ability-table-list-name">"' .. stat .. '"</span>. '
             return ia.heroName < ib.heroName
        .. '[' .. tostring(lists_url) .. ' Edit contents]'
        .. ' · '
        .. '[' .. tostring(notes_url) .. ' Edit notes].'
         .. '</div>'
    )
 
    if compact then
        local hero_order    = {}
        local hero_abilities = {}
        for _, key in ipairs(filtered) do
            local hero = views[key].heroName
            if not hero_abilities[hero] then
                table.insert(hero_order, hero)
                hero_abilities[hero] = {}
             end
            table.insert(hero_abilities[hero], views[key].view)
         end
         end
        return ia.abilityNum < ib.abilityNum
    end)


        local items = {}
    -- Determine final header list, respecting hide_set.
        for _, hero in ipairs(hero_order) do
    -- "Notes" is included if declared in headers or if human notes exist,
            local hero_cell = frame:expandTemplate{ title = "HeroIcon", args = { hero } }
    -- but only if not hidden. Either way it appears exactly once at the end.
            local ability_parts = {}
            for _, ability in ipairs(hero_abilities[hero]) do
                local name = ability["Name"]
                local ability_cell = frame:expandTemplate{ title = "AbilityIcon", args = { name } }
 
                local extra = get_cells(ability)
                enrich_notes_compact(extra, stat_notes and stat_notes[name])
 
                local note = extra["Notes"]
                if note then
                    table.insert(ability_parts, ability_cell .. " (" .. note .. ")")
                else
                    table.insert(ability_parts, ability_cell)
                end
            end
            table.insert(items, "<li>" .. hero_cell .. ": " .. table.concat(ability_parts, ", ") .. "</li>")
        end
 
        return disclaimer .. "<ul>" .. table.concat(items) .. "</ul>"
    end
 
     local has_notes_header = false
     local has_notes_header = false
     local final_headers = {}
     local final_headers = {}
Line 305: Line 420:
     end
     end
     local needs_notes = (has_notes_header or stat_notes ~= nil) and not hide_set["Notes"]
     local needs_notes = (has_notes_header or stat_notes ~= nil) and not hide_set["Notes"]
     if needs_notes then table.insert(final_headers, "Notes") end
     if needs_notes then
        table.insert(final_headers, "Notes")
    end


     local table_class = 'wikitable sortable ability-table'
     -- Disclaimer
     if collapsed ~= "" then
     local edit_url = mw.uri.fullUrl("Module:AbilityTable", { action = "edit" })
         table_class = table_class .. ' mw-collapsible'
    local disclaimer = frame:preprocess(
         if collapsed == "yes" or collapsed == "true" or collapsed == "1" then
         '<div class="ability-table-disclaimer">'
            table_class = table_class .. ' mw-collapsed'
         .. "This is an automatic list. "
         end
        .. "[" .. tostring(edit_url) .. " Click here]"
     end
        .. " to add notes or correct the contents."
         .. "</div>"
     )


    -- Render wikitable
     local out = {}
     local out = {}
     table.insert(out, disclaimer)
     table.insert(out, disclaimer)
     table.insert(out, '{| class="' .. table_class .. '"')
     table.insert(out, '{| class="wikitable sortable ability-table"')


     local header_row = '! class="ability-table-col-hero" | Hero'
     local header_cells = '! class="ability-table-col-hero" | Hero'
                    .. ' !! class="ability-table-col-ability" | Ability'
                      .. ' !! class="ability-table-col-ability" | Ability'
     for _, h in ipairs(final_headers) do
     for _, h in ipairs(final_headers) do
         header_row = header_row .. ' !! class="ability-table-col-'
         local cls = "ability-table-col-" .. h:lower():gsub("%s+", "-")
            .. h:lower():gsub("%s+", "-") .. '" | ' .. h
        header_cells = header_cells .. ' !! class="' .. cls .. '" | ' .. h
     end
     end
     table.insert(out, header_row)
     table.insert(out, header_cells)


        local hero_counts = {}
     for _, ability in ipairs(filtered) do
     for _, key in ipairs(filtered) do
         local info = lookup[ability["Key"]]
         local hero = views[key].heroName
        hero_counts[hero] = (hero_counts[hero] or 0) + 1
    end
 
    local hero_seen = {}
 
    for _, key in ipairs(filtered) do
        local entry  = views[key]
        local ability = entry.view
        local hero    = entry.heroName


        local hero_cell = frame:expandTemplate{
            title = "HeroIcon",
            args  = { info.heroName }
        }
         local ability_cell = frame:expandTemplate{
         local ability_cell = frame:expandTemplate{
             title = "AbilityIcon",
             title = "AbilityIcon",
             args = { ability["Name"] }
             args = { ability["Name"] }
         }
         }


         local extra = get_cells(ability)
         local extra = get_cells(ability)
        enrich_notes_full(extra, stat_notes and stat_notes[ability["Name"]])
        local row
        if not hero_seen[hero] then
            local hero_cell = frame:expandTemplate{
                title = "HeroIcon",
                args = { hero }
            }
            if hero_counts[hero] > 1 then
                row = '| rowspan="' .. hero_counts[hero] .. '" class="ability-table-cell-hero" | '
                    .. hero_cell
                    .. ' || class="ability-table-cell-ability" | ' .. ability_cell
            else
                row = '| class="ability-table-cell-hero" | '
                    .. hero_cell
                    .. ' || class="ability-table-cell-ability" | ' .. ability_cell
            end


             hero_seen[hero] = true
        -- Append human note to any renderer-generated note
        else
        if stat_notes and stat_notes[ability["Name"]] then
             row = '| class="ability-table-cell-ability" | ' .. ability_cell
             local human = stat_notes[ability["Name"]]
             extra["Notes"] = extra["Notes"] and (extra["Notes"] .. " " .. human) or human
         end
         end


        local row_cells = '| class="ability-table-cell-hero" | '    .. hero_cell
                      .. ' || class="ability-table-cell-ability" | ' .. ability_cell
         for _, header in ipairs(final_headers) do
         for _, header in ipairs(final_headers) do
             local value = extra[header]
             local value = extra[header]
             local cls  = "ability-table-cell-" .. header:lower():gsub("%s+", "-")
             local cls  = "ability-table-cell-" .. header:lower():gsub("%s+", "-")
             local content = value ~= nil and tostring(value) or "—"
             local content
             row = row .. ' || class="' .. cls .. '" | ' .. content
            if value ~= nil then
                local suffix = column_suffix[header] or ""
                content = value .. suffix
            else
                content = "—"
             end
            row_cells = row_cells .. ' || class="' .. cls .. '" | ' .. content
         end
         end


         table.insert(out, "|-")
         table.insert(out, "|-")
         table.insert(out, row)
         table.insert(out, row_cells)
     end
     end


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