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 friendly stat names to internal 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" },
    ["debuffresist"] = {
        -- Do not insert: AbilityDuration, TickRate, SlowDuration
        -- they do more harm than good and include a lot of excessive abilities to the list
        "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff",
        "PetrifyDuration", "HexDuration", "ImmobilizeDuration", "LiftDuration",
        "DebuffDuration", "HoldInPlaceDuration", "ExplodeDebuffDuration", "SlowPercent",
        "DebuffAccuracy", "TimeSlowDuration", "LateCheckoutStun", "BulletDamageAmpDuration",
        "BulletResistReduction", "BurnDuration", "EnemySlowPct", "MoveSlowPercent",
        "GroundDashReductionPercent", "StealDuration", "MaxSlowDuration", "EffectDuration",
        "BleedDuration", "VenomDuration",
        -- can also just list abilities if they don't have a reusable property
        "Hotel Guest", "Life Drain", "Combo", "Light Eater", "Spirit Lasso", "Card Trick"
    },
    ["moveslow"] = { "SlowPercent", "EnemySlowPct", "MoveSlowPercent", "MaxSlowPercent", "MoveSpeedSlowPct",
    "MovementSpeedSlow", "MovementSlowPct", "ClubSlowPercent", "MoveSpeedPenaltyPerStack", "MovementSlow" },
    ["dashslow"] = { "GroundDashReductionPercent", "MaxGroundDashReductionPercent", "MoveSpeedAndDashSlowPct", "EnemyDashSlowPercent" },
    ["heal"] = {
        "HealingPerSecond", "HealAmount", "HealFixedHealth", "FlatHealthHealing", "HealingFactor",
        "MaxHealthRegen", "ExternalBonusHealthRegen", "BonusHealthRegen", "LifeStealPercentOnHit", "LifestealPercentHero",
        "MissingHealthPercentHeal", "MissingHealthBurstPct", "MissingHPHeal", "TechLifestealPercent", "AbilityLifestealPercentHero",
        "HealthStealPctHero", "BulletLifestealPercent", "TotalHealthRegen", "DamageHealMult", "HealPctVsHeroes",
        "InfestHeal", "HealOnKillPct", "HealMaxHealth", "HealMaxHealthPercent", "RegenIncomingDamagePercent",
        -- raw abilities
        "Rake", "Card Trick",
    },
}


local extra_columns = {
-- Editor-authored notes go here.
    ["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,
    },
    ["debuffresist"] = {
        ["Aura of Suffering"]   = "T1 slow, T3 extra damage. The effect is negligible.",
        ["Lightning Ball"]      = "T2 Slow. The effect is negligible.",
        ["Static Charge"]      = "Stun duration. Delay before stun is not affected.",
        ["Enchanter's Satchel"] = "T3 Slow.",
        ["Scorn"]              = "T3 extra damage from Mo & Krill.",
        ["Hotel Guest"]        = "Only T2 late check-out stun can be reduced.",
        ["Jar of Dead"]        = "T2 slow.",
        ["Grapple Arm"]        = "T1 extra damage from Bebop.",
        ["Binding Word"]        = "Immobilize Duration. Escape time is not affected.",
        ["Power Slash"]        = "T1 slow.",
        ["Kinetic Pulse"]      = "T2 bullet resist reduction and slow.",
        ["Pain Battery"]        = "T1 slow.",
        ["Power Surge"]        = "T3 Spirit Resist reduction.",
        ["Rain of Arrows"]      = "T2 slow.",
        ["Soul Exchange"]      = "T2 silence.",
        ["Ground Strike"]      = "T2 slow.",
         ["Flog"]                = "T2 Fire rate slow.",
     },
     },
     ["heavymelee"] = {
     ["moveslow"] = {
         headers   = { "Base Damage", "Heavy Melee Scaling", "Notes" },
         ["Grapple Arm"]   = "Applies a short strong slow when the victim reaches Bebop.",
        get_cells = Renderers.RenderHeavyMelee,
        ["Heavy Barrage"]  = "Slows McGinnis by unknown amount.",
     },
     },
     ["scalingspirit"] = {
     ["heal"] = {
         headers   = { "Spirit Scaling", "Notes" },
         ["Rejuvenating Aurora"]   = "Heals 25/s (scales with Spirit). T3 upgrade replaces channeling with 2.5%/s max health regen.",
         get_cells = Renderers.RenderSpiritScaling,
        ["Stone Form"]            = "Heals 6% max HP on cast.",
        ["Frost Grenade"]        = "Heals Kelvin and nearby allies for HP (scales with Spirit). T2 upgrade.",
        ["Medicinal Specter"]    = "Heals 25/s (scales with Spirit).",
        ["Rake"]                  = "Heals 25 HP on kill (scales with Spirit).",
        ["Tag Along"]            = "Restores 15% of target's missing health on attachment (scales with Spirit), then 28/s for 3s (scales with Spirit).",
        ["Lycan Curse"]          = "Restores 30% of max health on activation.",
        ["The Cube"]              = "Heals 40/s (scales with Spirit).",
        ["Crimson Slash"]        = "Heals 55 HP on hero hit (scales with Spirit).",
         ["Shadow Transformation"] = "Heals 15%/s max health for the duration. Hero kills reset the duration.",
     },
     },
     ["healreduce"] = {
}
         headers  = { "Heal Reduction", "Notes" },
 
         get_cells = Renderers.RenderHealReduce,
-- Type here to exclude ability from a list. If adding please include a comment.
local exclude_list = {
     ["debuffresist"] = {
         "Bookwyrm", -- has debuffduration for some reason
        "Itani Lo Sahn", -- has debuffduration but does not get reduced
        "Slam Fire", -- has debuffduration for some reason
         "Splatter", -- has SlowPercent but no duration to shave off.
     },
     },
     ["moveslow"] = {
     ["moveslow"] = {
         headers  = { "Move Slow", "Notes" },
         "Riposte", -- has a 40% 4s slow somehow? (SlowPercent + SlowDuration)
        get_cells = Renderers.RenderMoveSlow,
        "Grasping Hands", -- has SlowPercent
     },
     },
     ["dashslow"] = {
     ["dashslow"] = {
         headers  = { "Dash Slow", "Notes" },
         "Itani Lo Sahn", -- has GroundDashReductionPercent but also disables stamina.
        get_cells = Renderers.RenderDashSlow,
    },
    ["extradebuffresist"] = {
        headers  = { "Debuff Resist" },
        get_cells = Renderers.RenderExtraDebuffResist,
     },
     },
    ["heal"] = {
    "Riposte" -- has AbilityLifestealPercentHero, but doesn't deal damage to heal off of.
    }
}
-- Unit strings appended to cell values by column name.
local column_suffix = {
    ["Time Between Charges"] = "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
 
     end
-- Searches Upgrades[] for a field and returns { tier = N, value = V } at its
    if extra["Notes"] and extra["Notes"]:sub(-1) ~= "." then
-- first appearance, or nil if the field is absent from all upgrade tiers.
         extra["Notes"] = extra["Notes"] .. "."
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
    return nil
end
end


-- Merges auto-generated and human notes for compact mode.
-- Finds the first non-zero value for any of the given fields, checking base
-- Decapitalizes human note (skips T{N} prefixes like "T1 slow"),
-- then upgrades in order. Returns field, tier (nil=base, N=upgrade), abs value.
-- joins with "; ", strips trailing period.
local function find_first_value(ability, fields)
local function enrich_notes_compact(extra, human_note)
     for _, field in ipairs(fields) do
     if human_note then
         local v = num_val(ability[field])
         local first = human_note:sub(1,1)
         if v and v ~= 0 then return field, nil, math.abs(v) end
         if first:match("%u") and not human_note:sub(2,2):match("%d") then
    end
            human_note = first:lower() .. human_note:sub(2)
    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 = num_val(tier[field])
                    if v and v ~= 0 then return field, i, math.abs(v) end
                end
            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, nil, 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
     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


     local ability_data = mw.loadJsonData(GameData.Dataset.ABILITIES)
local function find_base_melee_scale(ability)
    local cards        = mw.loadJsonData("Data:AbilityCards.json")
     for _, v in pairs(ability) do
        if type(v) == "table" then
            local scale = v["Scale"]
            if type(scale) == "table"
                and scale["Type"] == "melee"
                and type(scale["Value"]) == "number"
                and scale["Value"] > 0
            then
                return scale["Value"]
            end
        end
    end
    return nil
end


     local card_of = {}
local function build_melee_upgrade_notes(ability, base_melee_scale)
     for _, hero_entry in pairs(cards) do
    local upgrades = ability["Upgrades"]
         if type(hero_entry) == "table" then
    if type(upgrades) ~= "table" then return {} end
             local hero_name = hero_entry["Name"]
     local notes = {}
            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)
             for _, v in pairs(tier) do
                     local key = type(ability) == "table" and ability["Key"] or nil
                if type(v) == "table" then
                    if slot_num and key and ability_data[key] then
                     local scale = v["Scale"]
                         card_of[key] = { heroName = hero_name, abilityNum = slot_num }
                    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
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         end
         end
     end
     end
    return notes
end


     -- Attach each non-card record to the longest card key it prefixes.
local function melee_cells(ability)
     local subs = {}
    local cells = {}
     for key, record in pairs(ability_data) do
    local base_scale = find_base_melee_scale(ability)
         if not card_of[key] and record["IsDisabled"] ~= true then
    if base_scale then cells["Light Melee Scaling"] = "×" .. base_scale end
            local parent = nil
     local upgrade_notes = build_melee_upgrade_notes(ability, base_scale)
             for card_key in pairs(card_of) do
    if #upgrade_notes > 0 then cells["Notes"] = table.concat(upgrade_notes, " ") end
                 if key:sub(1, #card_key + 1) == card_key .. "_"
     return cells
                     and (parent == nil or #card_key > #parent)
end
                then
 
                     parent = card_key
local function healreduce_cells(ability)
    local cells = {}
    local notes = {}
    local props = stat_to_props["healreduce"]
 
    local first_pct, first_tier, first_is_disable = nil, nil, false
 
     for _, prop in ipairs(props) do
         local v = num_val(ability[prop])
        if v and v ~= 0 then
            if prop == "DisableHealing" then
                first_is_disable = true
            else
                first_pct = math.abs(v)
            end
            break
        end
    end
    if not first_pct and not first_is_disable then
        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(props) do
                        local v = num_val(tier[prop])
                        if v and v ~= 0 then
                            if prop == "DisableHealing" then
                                first_is_disable, first_tier = true, i
                            else
                                first_pct, first_tier = math.abs(v), i
                            end
                            break
                        end
                     end
                 end
                 end
            end
                if first_pct or first_is_disable then break 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
     if first_is_disable then
         local view = {}
         cells["Heal Reduction"] = "100%" .. (first_tier and " (T" .. first_tier .. ")" or "")
        for k, v in pairs(ability_data[key]) do view[k] = v end
    elseif first_pct then
         view["_subabilities"] = subs[key]
         cells["Heal Reduction"] = tostring(first_pct) .. "%" .. (first_tier and " (T" .. first_tier .. ")" or "")
        _views[key] = { view = view, heroName = info.heroName, abilityNum = info.abilityNum }
        table.insert(_order, key)
     end
     end


     table.sort(_order, function(a, b)
     local upgrades = ability["Upgrades"]
        local ia, ib = _views[a], _views[b]
    if type(upgrades) == "table" then
        if ia.heroName ~= ib.heroName then return ia.heroName < ib.heroName end
        local running        = first_pct
         return ia.abilityNum < ib.abilityNum
        local first_pct_seen = (first_tier == nil)
     end)
 
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                if first_tier == i then
                    first_pct_seen = true
                    if first_pct then running = first_pct end
                elseif first_pct_seen then
                    local delta = nil
                    for _, prop in ipairs(props) do
                        if prop ~= "DisableHealing" then
                            local v = num_val(tier[prop])
                            if v and v ~= 0 then delta = math.abs(v); break end
                        end
                    end
                    if delta then
                        local total = (running or 0) + delta
                        table.insert(notes, "T" .. i .. " upgrade increases heal reduction by "
                            .. delta .. "% (total " .. total .. "%).")
                        running = total
                    end
                end
            end
         end
     end


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


-- ============================================================
-- Generic renderer for a numeric stat column.
-- Membership
-- col_name: the column header string
-- Pieces of code that help in telling  "is ability X a member of list Y".
-- fields:  ordered list of property names (first non-zero wins)
-- main function is: p.is_member()
-- suffix:  string appended to values in cell and notes (e.g. "%" or "")
-- ============================================================
-- Upgrade deltas are additive; notes track running totals.
local function val_stat_cells(ability, col_name, fields, suffix)
    suffix = suffix or ""
    local cells = {}
    local notes = {}
 
    local first_field, first_tier, first_val = find_first_value(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)


-- Memoized name-exclusion set per list (from Lists.exclude_abilities).
        for i, tier in ipairs(upgrades) do
local _excluded = {}
            if type(tier) == "table" then
local function excluded_set(stat)
                if first_tier == i then
    if _excluded[stat] then return _excluded[stat] end
                    seen_first = true
    local set = {}
                elseif seen_first then
    for _, name in ipairs(Lists.exclude_abilities[stat] or {}) do
                    local delta = nil
        set[name] = true
                    for _, field in ipairs(fields) do
                        local v = num_val(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
     end
     _excluded[stat] = set
 
     return set
     if #notes > 0 then cells["Notes"] = table.concat(notes, " ") end
     return cells
end
end


-- Per-list rules that can't be expressed as prop lists or exclusions.
local function moveslow_cells(ability)
-- Returns true to keep the ability, false to drop it.
    local cells = val_stat_cells(ability, "Move Slow", stat_to_props["moveslow"], "%")
local function special_ok(stat, record, ability_num)
 
     if stat == "dispelmagic" and ability_num == 4 then return false end
    local channel_slow = num_val(ability["ChannelSlowPercent"])
     return true
     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
end


-- Public: does ability `ability_key` belong to list `stat`?
local function dashslow_cells(ability)
function p.is_member(stat, ability_key, ability_num)
     local props = stat_to_props["dashslow"]
     local props = Lists.lists[stat]
    if not props then return false end


     local views = build_views()
     local caster_dash_slow = nil
     local entry = views[ability_key]
    local base_ground = num_val(ability["GroundDashReductionPercent"])
    local view  = entry and entry.view
     if base_ground and base_ground ~= 0 then
        local has_enemy_prop = false
        for _, p in ipairs(stat_to_props["dashslow"]) do
            if p ~= "GroundDashReductionPercent" then
                local v = num_val(ability[p])
                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 _, p in ipairs(stat_to_props["dashslow"]) do
                            if p ~= "GroundDashReductionPercent" then
                                local v = num_val(tier[p])
                                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 _, p in ipairs(props) do
                if p ~= "GroundDashReductionPercent" then
                    table.insert(filtered, p)
                end
            end
            props = filtered
        end
    end


     if not view then
    local cells = val_stat_cells(ability, "Dash Slow", props, "%")
         view = mw.loadJsonData(GameData.Dataset.ABILITIES)[ability_key]
 
        if not view then return false end
     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
     end


     local name = view["Name"]
     return cells
     if name and excluded_set(stat)[name] then return false end
end
 
local extra_columns = {
    ["charges"] = {
        headers  = { "Charges", "Time Between Charges", "Notes" },
        get_cells = charges_cells,
    },
    ["melee"] = {
        headers  = { "Light Melee Scaling", "Notes" },
        get_cells = melee_cells,
    },
    ["healreduce"] = {
        headers  = { "Heal Reduction", "Notes" },
        get_cells = healreduce_cells,
    },
    ["moveslow"] = {
        headers  = { "Move Slow", "Notes" },
        get_cells = moveslow_cells,
     },
    ["dashslow"] = {
        headers  = { "Dash Slow", "Notes" },
        get_cells = dashslow_cells,
    },
}
 
-- ============================================================
-- Hero lookup
--  _key_lookup  : ability key  -> { heroName, abilityNum }
--  _name_to_key : ability name -> ability key
-- Both built together from HeroData + AbilityCards.
-- ============================================================
 
local _key_lookup  = nil
local _name_to_key = nil
 
local function build_lookup()
    if _key_lookup then return _key_lookup, _name_to_key end
    _key_lookup  = {}
    _name_to_key = {}
 
    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


     ability_num = ability_num or (entry and entry.abilityNum)
     local cards = mw.loadJsonData("Data:AbilityCards.json")
     if not special_ok(stat, view, ability_num) 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" then
                        local info = { heroName = hero_name, abilityNum = slot_num }
                        if ability["Key"] then
                            _key_lookup[ability["Key"]] = info
                        end
                        if ability["Name"] and ability["Key"] then
                            _name_to_key[ability["Name"]] = ability["Key"]
                        end
                    end
                end
            end
        end
    end


     return GameData.entity_matches(view, props)
     return _key_lookup, _name_to_key
end
end


Line 215: Line 535:
     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 228: Line 548:
     local compact = mw.text.trim(frame.args["compact"] or "") ~= ""
     local compact = mw.text.trim(frame.args["compact"] or "") ~= ""


     local collapsed = mw.text.trim(frame.args["collapsed"] or ""):lower()
     local key_lookup, _ = build_lookup()
 
    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 excluded = {}
    if exclude_list[stat] then
        for _, name in ipairs(exclude_list[stat]) do
            excluded[name] = true
        end
    end
 
    local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)


     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 key_lookup[key] and not excluded[ability["Name"]] 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")
     table.sort(filtered, function(a, b)
     local notes_url = mw.uri.fullUrl("Module:AbilityTable/Notes", { action = "edit" })
        local ia = key_lookup[a["Key"]]
        local ib = key_lookup[b["Key"]]
        if not ia and not ib then return (a["Name"] or "") < (b["Name"] or "") end
        if not ia then return false end
        if not ib then return true end
        if ia.heroName ~= ib.heroName then return ia.heroName < ib.heroName end
        return ia.abilityNum < ib.abilityNum
    end)
 
     local edit_url = mw.uri.fullUrl("Module:AbilityTable", { action = "edit" })
     local disclaimer = frame:preprocess(
     local disclaimer = frame:preprocess(
         '<div class="ability-table-disclaimer">'
         '<div class="ability-table-disclaimer">'
         .. 'This is a dynamic list '
         .. "This is an automatic list. "
        .. '<span class="ability-table-list-name">"' .. stat .. '"</span>. '
         .. "[" .. tostring(edit_url) .. " Click here]"
         .. '[' .. tostring(lists_url) .. ' Edit contents]'
         .. " to add notes or correct the contents."
         .. ' · '
         .. "</div>"
        .. '[' .. tostring(notes_url) .. ' Edit notes].'
         .. '</div>'
     )
     )


Line 262: Line 597:
         local hero_order    = {}
         local hero_order    = {}
         local hero_abilities = {}
         local hero_abilities = {}
         for _, key in ipairs(filtered) do
         for _, ability in ipairs(filtered) do
             local hero = views[key].heroName
             local info = key_lookup[ability["Key"]]
            local hero = info and info.heroName or "—"
             if not hero_abilities[hero] then
             if not hero_abilities[hero] then
                 table.insert(hero_order, hero)
                 table.insert(hero_order, hero)
                 hero_abilities[hero] = {}
                 hero_abilities[hero] = {}
             end
             end
             table.insert(hero_abilities[hero], views[key].view)
             table.insert(hero_abilities[hero], ability["Name"])
         end
         end


Line 275: Line 611:
             local hero_cell = frame:expandTemplate{ title = "HeroIcon", args = { hero } }
             local hero_cell = frame:expandTemplate{ title = "HeroIcon", args = { hero } }
             local ability_parts = {}
             local ability_parts = {}
             for _, ability in ipairs(hero_abilities[hero]) do
             for _, name in ipairs(hero_abilities[hero]) do
                local name = ability["Name"]
                 local ability_cell = frame:expandTemplate{ title = "AbilityIcon", args = { name } }
                 local ability_cell = frame:expandTemplate{ title = "AbilityIcon", args = { name } }
 
                 local note = stat_notes and stat_notes[name]
                 local extra = get_cells(ability)
                enrich_notes_compact(extra, stat_notes and stat_notes[name])
 
                local note = extra["Notes"]
                 if note then
                 if note then
                     table.insert(ability_parts, ability_cell .. " (" .. note .. ")")
                     table.insert(ability_parts, ability_cell .. " (" .. note .. ")")
Line 306: Line 637:
     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'
    if collapsed ~= "" then
        table_class = table_class .. ' mw-collapsible'
        if collapsed == "yes" or collapsed == "true" or collapsed == "1" then
            table_class = table_class .. ' mw-collapsed'
        end
    end


     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 650:
     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 = key_lookup[ability["Key"]]
         local hero = views[key].heroName
        hero_counts[hero] = (hero_counts[hero] or 0) + 1
    end


    local hero_seen = {}
        local hero_cell
 
        if info 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
 
         local 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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