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" },
    ["debuff"]    = {
        "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff",
        "PetrifyDuration", "HexDuration", "ImmobilizeDuration", "LiftDuration",
        "SlowPercent", "DebuffDuration", "HoldInPlaceDuration",
        "DebuffAccuracy", "TimeSlowDuration", "LateCheckoutStun",
    },
}


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,
-- Manually specified entries for abilities whose effects cannot be inferred from
    },
-- data alone (e.g. engine-side CC with no matching data fields).
     ["scalingspirit"] = {
-- Each entry requires:
         headers  = { "Spirit Scaling", "Notes" },
--  hero     = "Hero Name" (as it appears on the wiki, used for HeroIcon)
        get_cells = Renderers.RenderSpiritScaling,
--   effects  = { "EffectName", ... }  (supports "Effect (TN)" for upgrade-only)
    },
--  duration = <number or nil>        (nil renders as "")
    ["healreduce"] = {
local manual_entries = {
        headers  = { "Heal Reduction", "Notes" },
     ["debuff"] = {
        get_cells = Renderers.RenderHealReduce,
         ["Combo"] = {
    },
            hero    = "Mo & Krill",
    ["moveslow"] = {
            effects  = { "Stun" },
        headers  = { "Move Slow", "Notes" },
            duration = 2.4,
        get_cells = Renderers.RenderMoveSlow,
        },
    },
        ["Sand Blast"] = {
    ["dashslow"] = {
            hero    = "Mo & Krill",
        headers  = { "Dash Slow", "Notes" },
            effects  = { "Disarm" },
        get_cells = Renderers.RenderDashSlow,
            duration = 2.5,
    },
        },
    ["extradebuffresist"] = {
        ["Spirit Lasso"] = {
         headers  = { "Debuff Resist" },
            hero    = "Holliday",
        get_cells = Renderers.RenderExtraDebuffResist,
            effects  = { "Stun" },
            duration = 2.25,
         },
     },
     },
}
}
-- Unit strings appended to cell values by column name.
-- Values starting with "(" are treated as already-complete strings and
-- the suffix is NOT appended (e.g. "(See notes)" stays as-is).
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)
end
        extra["Notes"] = extra["Notes"] and (extra["Notes"] .. ". " .. human_note) or human_note
 
-- 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 = num_val(tier[field]) }
        end
     end
     end
     if extra["Notes"] and extra["Notes"]:sub(-1) ~= "." then
     return nil
         extra["Notes"] = extra["Notes"] .. "."
end
 
-- ============================================================
-- Per-stat cell renderers
-- Each function receives a guaranteed-matching ability record
-- and returns { ["Column Name"] = value }.
-- Human notes are appended by the framework, not here.
-- ============================================================
 
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 cells = {}
 
    if has_base then
         cells["Charges"] = tostring(base_charges)
        if cooldown then
            cells["Time Between Charges"] = tostring(cooldown)
        end
     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
end


-- Merges auto-generated and human notes for compact mode.
local function find_base_melee_scale(ability)
-- Decapitalizes human note (skips T{N} prefixes like "T1 slow"),
    for _, v in pairs(ability) do
-- joins with "; ", strips trailing period.
        if type(v) == "table" then
local function enrich_notes_compact(extra, human_note)
            local scale = v["Scale"]
    if human_note then
            if type(scale) == "table"
        local first = human_note:sub(1,1)
                and scale["Type"] == "melee"
        if first:match("%u") and not human_note:sub(2,2):match("%d") then
                and type(scale["Value"]) == "number"
             human_note = first:lower() .. human_note:sub(2)
                and scale["Value"] > 0
            then
                return scale["Value"]
             end
         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


-- ============================================================
local function build_melee_upgrade_notes(ability, base_melee_scale)
-- Ability views
    local upgrades = ability["Upgrades"]
--
    if type(upgrades) ~= "table" then return {} end
-- In-game Ability may containe 1 or more records in AbilityData.json
    local notes = {}
-- Example: Vexing Bolt is 2 records (Launch Bolt + Redirect Bolt).
    for i, tier in ipairs(upgrades) do
        if type(tier) == "table" then
            for _, v in pairs(tier) do
                if type(v) == "table" then
                    local scale = v["Scale"]
                    if type(scale) == "table" and type(scale["Value"]) == "number" then
                        local stype = scale["Type"]
                        local delta = scale["Value"]
                        if stype == "heavy_melee" and delta > 0 then
                            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
                            local final = math.floor((base_melee_scale + delta) * 1000 + 0.5) / 1000
                            table.insert(notes, "T" .. i .. " upgrade adds ×"
                                .. delta .. " scaling (total ×" .. final .. ").")
                        end
                    end
                end
            end
        end
    end
    return notes
end


-- "Ability View" is a main-record + any relevant sub-ability records.
local function melee_cells(ability)
-- ============================================================
    local cells = {}
    local base_scale = find_base_melee_scale(ability)
    if base_scale then cells["Light Melee Scaling"] = "×" .. base_scale end
    local upgrade_notes = build_melee_upgrade_notes(ability, base_scale)
    if #upgrade_notes > 0 then cells["Notes"] = table.concat(upgrade_notes, " ") end
    return cells
end


local _views = nil  -- card key -> { view = record, heroName = ..., abilityNum = ... }
local function find_base_duration(ability)
local _order = nil   -- array of card keys, sorted by hero then slot
    for _, field in ipairs({ "VenomDuration", "DebuffDuration", "AbilityDuration", "BurnDuration" }) do
        local v = num_val(ability[field])
        if v and v > 0 then return v, field end
    end
    return nil, nil
end


local function build_views()
local function healreduce_cells(ability)
     if _views then return _views, _order end
     local cells = {}
     _views, _order = {}, {}
     local notes = {}
    local base_dur, dur_field = find_base_duration(ability)


     local hero_data = mw.loadJsonData("Data:HeroData.json")
     local first_pct, first_tier, first_is_disable = nil, nil, false
     local active_heroes = {}
    local base_receive = num_val(ability["HealAmpReceivePenaltyPercent"])
     for _, hero in pairs(hero_data) do
    local base_regen  = num_val(ability["HealAmpRegenPenaltyPercent"])
         if type(hero) == "table"
     local base_pct_raw = base_receive or base_regen
            and hero["IsDisabled"] == false
     if base_pct_raw and base_pct_raw ~= 0 then
            and type(hero["Name"]) == "string"
         first_pct = math.abs(base_pct_raw)
             and (hero["IsSelectable"] == nil or hero["IsSelectable"] ~= false)
    elseif ability["DisableHealing"] and ability["DisableHealing"] ~= 0 then
        then
        first_is_disable = true
            active_heroes[hero["Name"]] = true
    else
        local upgrades = ability["Upgrades"]
        if type(upgrades) == "table" then
             for i, tier in ipairs(upgrades) do
                if type(tier) == "table" then
                    local up_raw = num_val(tier["HealAmpReceivePenaltyPercent"])
                                or num_val(tier["HealAmpRegenPenaltyPercent"])
                    if up_raw and up_raw ~= 0 then
                        first_pct, first_tier = math.abs(up_raw), i
                        break
                    elseif tier["DisableHealing"] and tier["DisableHealing"] ~= 0 then
                        first_is_disable, first_tier = true, i
                        break
                    end
                end
            end
         end
         end
     end
     end


     local ability_data = mw.loadJsonData(GameData.Dataset.ABILITIES)
     if first_is_disable then
     local cards        = mw.loadJsonData("Data:AbilityCards.json")
        cells["Heal Reduction"] = "100%" .. (first_tier and " (T" .. first_tier .. ")" or "")
     elseif first_pct then
        cells["Heal Reduction"] = tostring(first_pct) .. "%" .. (first_tier and " (T" .. first_tier .. ")" or "")
    end
    if base_dur then cells["Duration"] = tostring(base_dur) end


     local card_of = {}
     local upgrades = ability["Upgrades"]
     for _, hero_entry in pairs(cards) do
     if type(upgrades) == "table" then
        if type(hero_entry) == "table" then
        local running_pct, running_dur = first_pct, base_dur
            local hero_name = hero_entry["Name"]
        local first_pct_seen = (first_tier == nil)
            if hero_name and active_heroes[hero_name] then
        for i, tier in ipairs(upgrades) do
                 for slot_str, ability in pairs(hero_entry) do
            if type(tier) == "table" then
                     local slot_num = tonumber(slot_str)
                local tier_notes = {}
                     local key = type(ability) == "table" and ability["Key"] or nil
                local pct_delta = num_val(tier["HealAmpReceivePenaltyPercent"])
                     if slot_num and key and ability_data[key] then
                              or num_val(tier["HealAmpRegenPenaltyPercent"])
                         card_of[key] = { heroName = hero_name, abilityNum = slot_num }
                if first_tier == i then
                    first_pct_seen = true
                    if first_pct then running_pct = first_pct end
                 elseif first_pct_seen and pct_delta and pct_delta ~= 0 then
                     local delta_abs = math.abs(pct_delta)
                     local total = (running_pct or 0) + delta_abs
                    table.insert(tier_notes, "T" .. i .. " upgrade increases heal reduction by "
                        .. delta_abs .. "% (total " .. total .. "%).")
                    running_pct = total
                end
                if dur_field then
                    local dur_delta = num_val(tier[dur_field])
                     if dur_delta and dur_delta ~= 0 and 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
                 end
                for _, n in ipairs(tier_notes) do table.insert(notes, n) end
             end
             end
         end
         end
     end
     end


     -- Attach each non-card record to the longest card key it prefixes.
     if #notes > 0 then cells["Notes"] = table.concat(notes, " ") end
     local subs = {}
    return cells
     for key, record in pairs(ability_data) do
end
         if not card_of[key] and record["IsDisabled"] ~= true then
 
             local parent = nil
-- Maps AbilityData property names to human-readable effect names for the debuff table.
             for card_key in pairs(card_of) do
-- DebuffDuration is absent: it signals "(See notes)" on Duration rather than a named effect.
                if key:sub(1, #card_key + 1) == card_key .. "_"
local debuff_prop_to_effect = {
                     and (parent == nil or #card_key > #parent)
    StunDuration        = "Stun",
                then
    SleepDuration      = "Sleep",
                     parent = card_key
    SilenceDuration    = "Silence",
    SilenceDebuff      = "Silence",
    PetrifyDuration    = "Petrify",
    HexDuration        = "Hex",
    ImmobilizeDuration  = "Root",
    LiftDuration        = "Lift",
    SlowPercent        = "Slow",
    HoldInPlaceDuration = "Stop",
    DebuffAccuracy      = "Inaccuracy",
    TimeSlowDuration    = "Time Slow",
    LateCheckoutStun    = "Stun",
}
 
-- Duration fields for each CC prop (the field whose numeric value is the duration).
-- Props that are themselves duration fields map to themselves.
-- Props that are flags or percentages map to a separate duration field.
local debuff_prop_to_dur_field = {
    StunDuration        = "StunDuration",
    SleepDuration      = "SleepDuration",
    SilenceDuration    = "SilenceDuration",
    SilenceDebuff      = "SilenceDuration",
    PetrifyDuration    = "PetrifyDuration",
    HexDuration        = "HexDuration",
    ImmobilizeDuration  = "ImmobilizeDuration",
    LiftDuration        = "LiftDuration",
    SlowPercent        = "SlowDuration",
    HoldInPlaceDuration = "HoldInPlaceDuration",
    DebuffAccuracy      = "AbilityDuration",
    TimeSlowDuration    = "TimeSlowDuration",
    LateCheckoutStun    = "LateCheckoutStun",
}
 
local function debuff_cells(ability, stat_manual)
    local cells = {}
 
    -- Manual entry takes full precedence.
    local manual = stat_manual and stat_manual[ability["Name"]]
    if manual then
        if manual.effects and #manual.effects > 0 then
            cells["Effects"] = table.concat(manual.effects, ", ")
        end
        if manual.duration then
            cells["Duration"] = tostring(manual.duration)
        end
        return cells
    end
 
    local CC_PROPS = {
        "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff",
        "PetrifyDuration", "HexDuration", "ImmobilizeDuration", "LiftDuration",
        "SlowPercent", "HoldInPlaceDuration", "DebuffAccuracy",
        "TimeSlowDuration", "LateCheckoutStun",
    }
 
    local effects_seen = {}  -- ordered list of { name, tier }
     local effects_set  = {} -- effect name -> true, for dedup
 
    -- Base fields
     for _, prop in ipairs(CC_PROPS) do
         local val    = ability[prop]
        local effect = debuff_prop_to_effect[prop]
        if val and val ~= 0 and effect and not effects_set[effect] then
             table.insert(effects_seen, { name = effect, tier = nil })
             effects_set[effect] = true
        end
    end
 
    -- Upgrade fields
    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                for _, prop in ipairs(CC_PROPS) do
                    local val    = tier[prop]
                    local effect = debuff_prop_to_effect[prop]
                     if val and val ~= 0 and effect and not effects_set[effect] then
                        table.insert(effects_seen, { name = effect, tier = i })
                        effects_set[effect] = true
                     end
                 end
                 end
             end
             end
            if parent then
        end
                subs[parent] = subs[parent] or {}
    end
                table.insert(subs[parent], record)
 
    -- DebuffDuration: present anywhere → Duration shows "(See notes)"
    local has_debuff_dur = (ability["DebuffDuration"] and ability["DebuffDuration"] ~= 0)
    if not has_debuff_dur and type(upgrades) == "table" then
        for _, tier in ipairs(upgrades) do
            if type(tier) == "table" and tier["DebuffDuration"] and tier["DebuffDuration"] ~= 0 then
                has_debuff_dur = true
                break
             end
             end
         end
         end
     end
     end


     for key, info in pairs(card_of) do
     -- Effects cell
        local view = {}
    local effect_parts = {}
        for k, v in pairs(ability_data[key]) do view[k] = v end
    for _, e in ipairs(effects_seen) do
         view["_subabilities"] = subs[key]
         table.insert(effect_parts, e.tier and (e.name .. " (T" .. e.tier .. ")") or e.name)
         _views[key] = { view = view, heroName = info.heroName, abilityNum = info.abilityNum }
    end
        table.insert(_order, key)
    if #effect_parts > 0 then
         cells["Effects"] = table.concat(effect_parts, ", ")
     end
     end


     table.sort(_order, function(a, b)
     -- Duration cell: collect distinct non-DebuffDuration duration fields (base or upgrade)
         local ia, ib = _views[a], _views[b]
    local DUR_FIELDS = {
         if ia.heroName ~= ib.heroName then return ia.heroName < ib.heroName end
        "StunDuration", "SleepDuration", "SilenceDuration", "PetrifyDuration",
         return ia.abilityNum < ib.abilityNum
        "HexDuration", "ImmobilizeDuration", "LiftDuration", "SlowDuration",
     end)
        "HoldInPlaceDuration", "AbilityDuration", "TimeSlowDuration", "LateCheckoutStun",
    }
    local dur_found = {}
    for _, f in ipairs(DUR_FIELDS) do
         local val = num_val(ability[f])
        if val and val > 0 then dur_found[f] = val end
    end
    if type(upgrades) == "table" then
         for _, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                for _, f in ipairs(DUR_FIELDS) do
                    if not dur_found[f] then
                        local val = num_val(tier[f])
                        if val and val > 0 then dur_found[f] = val end
                    end
                end
            end
         end
     end


     return _views, _order
     -- AbilityDuration is only meaningful as a duration source when DebuffAccuracy is the
end
    -- sole CC prop (Call Bell) — otherwise it's too generic. Remove it unless that's the case.
    local sole_cc_is_accuracy = (effects_set["Inaccuracy"] and not effects_set["Slow"]
        and not effects_set["Stun"] and not effects_set["Sleep"]
        and not effects_set["Silence"] and not effects_set["Petrify"]
        and not effects_set["Hex"] and not effects_set["Root"]
        and not effects_set["Lift"] and not effects_set["Stop"]
        and not effects_set["Time Slow"])
    if not sole_cc_is_accuracy then
        dur_found["AbilityDuration"] = nil
    end


-- ============================================================
    local count, sole_val = 0, nil
-- Membership
    for _, val in pairs(dur_found) do count = count + 1; sole_val = val end
-- Pieces of code that help in telling  "is ability X a member of list Y".
-- main function is: p.is_member()
-- ============================================================


-- Memoized name-exclusion set per list (from Lists.exclude_abilities).
     if count == 1 then
local _excluded = {}
        cells["Duration"] = tostring(sole_val)
local function excluded_set(stat)
     elseif count > 1 or has_debuff_dur then
     if _excluded[stat] then return _excluded[stat] end
         cells["Duration"] = "(See notes)"
    local set = {}
     for _, name in ipairs(Lists.exclude_abilities[stat] or {}) do
         set[name] = true
     end
     end
    _excluded[stat] = set
 
     return set
     return cells
end
end


-- Per-list rules that can't be expressed as prop lists or exclusions.
local extra_columns = {
-- Returns true to keep the ability, false to drop it.
    ["charges"] = {
local function special_ok(stat, record, ability_num)
        headers  = { "Charges", "Time Between Charges", "Notes" },
     if stat == "dispelmagic" and ability_num == 4 then return false end
        get_cells = charges_cells,
     return true
    },
end
    ["melee"] = {
        headers  = { "Light Melee Scaling", "Notes" },
        get_cells = melee_cells,
    },
     ["healreduce"] = {
        headers  = { "Heal Reduction", "Duration", "Notes" },
        get_cells = healreduce_cells,
    },
    ["debuff"] = {
        headers  = { "Effects", "Duration" },
        get_cells = debuff_cells,
     },
}
 
-- ============================================================
-- Hero lookup (ability key -> { heroName, abilityNum })
-- Also builds a name-keyed lookup for manual entries.
-- ============================================================


-- Public: does ability `ability_key` belong to list `stat`?
local _hero_lookup      = nil  -- key  -> { heroName, abilityNum }
function p.is_member(stat, ability_key, ability_num)
local _name_lookup      = nil  -- name  -> { heroName, abilityNum }
    local props = Lists.lists[stat]
    if not props then return false end


    local views = build_views()
local function build_hero_lookup()
     local entry = views[ability_key]
     if _hero_lookup then return _hero_lookup, _name_lookup end
     local view  = entry and entry.view
    _hero_lookup = {}
     _name_lookup = {}


     if not view then
     local hero_data = mw.loadJsonData("Data:HeroData.json")
        view = mw.loadJsonData(GameData.Dataset.ABILITIES)[ability_key]
    local active_heroes = {}
         if not view then return false end
    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
    ability_num = ability_num or (entry and entry.abilityNum)
            local hero_name = hero_entry["Name"]
    if not special_ok(stat, view, ability_num) then return false end
            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" then
                        local info = { heroName = hero_name, abilityNum = slot_num }
                        if ability["Key"] then
                            _hero_lookup[ability["Key"]] = info
                        end
                        if ability["Name"] then
                            _name_lookup[ability["Name"]] = info
                        end
                    end
                end
            end
        end
    end


     return GameData.entity_matches(view, props)
     return _hero_lookup, _name_lookup
end
end


Line 215: Line 516:
     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


Line 226: Line 527:
     end
     end


     local compact = mw.text.trim(frame.args["compact"] or "") ~= ""
     local lookup, name_lookup = build_hero_lookup()
    local spec        = extra_columns[stat]
    local headers    = spec and spec.headers or {}
    local stat_notes  = human_notes[stat]
    local stat_manual = manual_entries[stat]


     local collapsed = mw.text.trim(frame.args["collapsed"] or ""):lower()
     local get_cells
    if spec then
        if stat == "debuff" then
            get_cells = function(ability) return debuff_cells(ability, stat_manual) end
        else
            get_cells = spec.get_cells
        end
    else
        get_cells = function() return {} end
    end


     local views, order = build_views()
     local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
    local spec      = extra_columns[stat]
    local headers    = spec and spec.headers or {}
    local get_cells  = spec and spec.get_cells or function() return {} end
    local stat_notes = Notes[stat]


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


     if #filtered == 0 then
    -- Inject manual entries not already covered by prop-matching
         return "No abilities found for list: " .. stat
     if stat_manual then
    end
         for name, entry in pairs(stat_manual) do
 
            if not filtered_names[name] then
    local lists_url = mw.uri.fullUrl("Module:AbilityTable/Lists")
                -- Look up hero and slot via the name-keyed lookup first,
    local notes_url = mw.uri.fullUrl("Module:AbilityTable/Notes", { action = "edit" })
                -- then fall back to the hero field on the entry.
    local disclaimer = frame:preprocess(
                local info = name_lookup[name]
        '<div class="ability-table-disclaimer">'
                table.insert(filtered, {
        .. 'This is a dynamic list '
                    Name        = name,
        .. '<span class="ability-table-list-name">"' .. stat .. '"</span>. '
                    Key         = "__manual__",
        .. '[' .. tostring(lists_url) .. ' Edit contents]'
                    _manualInfo = info or { heroName = entry.hero, abilityNum = 9999 },
        .. ' · '
                 })
        .. '[' .. 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
             end
            table.insert(hero_abilities[hero], views[key].view)
         end
         end
    end


        local items = {}
    if #filtered == 0 then
         for _, hero in ipairs(hero_order) do
         return "No abilities found for stat: " .. stat
            local hero_cell = frame:expandTemplate{ title = "HeroIcon", args = { hero } }
    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)
    -- Sort by hero name, then ability slot number
                enrich_notes_compact(extra, stat_notes and stat_notes[name])
    table.sort(filtered, function(a, b)
 
        local ia = lookup[a["Key"]] or a._manualInfo
                local note = extra["Notes"]
        local ib = lookup[b["Key"]] or b._manualInfo
                if note then
        if not ia and not ib then return (a["Name"] or "") < (b["Name"] or "") end
                    table.insert(ability_parts, ability_cell .. " (" .. note .. ")")
         if not ia then return false end
                else
        if not ib then return true end
                    table.insert(ability_parts, ability_cell)
         if ia.heroName ~= ib.heroName then return ia.heroName < ib.heroName end
                end
        return ia.abilityNum < ib.abilityNum
            end
     end)
            table.insert(items, "<li>" .. hero_cell .. ": " .. table.concat(ability_parts, ", ") .. "</li>")
         end
 
         return disclaimer .. "<ul>" .. table.concat(items) .. "</ul>"
     end


    -- Determine final headers
     local has_notes_header = false
     local has_notes_header = false
     local final_headers = {}
     local final_headers = {}
Line 307: Line 601:
     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>"
     )


     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_row = '! class="ability-table-col-hero" | Hero'
Line 327: Line 623:
     table.insert(out, header_row)
     table.insert(out, header_row)


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


    local hero_seen = {}
        local hero_cell, ability_cell
 
         if info and info.heroName then
    for _, key in ipairs(filtered) do
            hero_cell = frame:expandTemplate{ title = "HeroIcon", args = { info.heroName } }
         local entry  = views[key]
         else
        local ability = entry.view
            hero_cell = "—"
         local hero    = entry.heroName
        end
 
         ability_cell = frame:expandTemplate{ title = "AbilityIcon", args = { ability["Name"] } }
         local ability_cell = frame:expandTemplate{
            title = "AbilityIcon",
            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
         if stat_notes and stat_notes[ability["Name"]] then
             local hero_cell = frame:expandTemplate{
             local human = stat_notes[ability["Name"]]
                title = "HeroIcon",
             extra["Notes"] = extra["Notes"] and (extra["Notes"] .. " " .. human) or human
                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
        else
            row = '| class="ability-table-cell-ability" | ' .. ability_cell
         end
         end


        local row = '| 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
            if value ~= nil then
                local suffix = column_suffix[header] or ""
                content = (type(value) == "string" and value:sub(1,1) == "(")
                    and value
                    or  (value .. suffix)
            else
                content = "—"
            end
             row = row .. ' || class="' .. cls .. '" | ' .. content
             row = row .. ' || class="' .. cls .. '" | ' .. content
         end
         end
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