Editing Module:AbilityTable

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local p = {}
local p = {}
-- ============================================================
-- Extra columns: maps stat names to their column headers and
-- cell renderer functions from ComplexRenderers.
-- Stats not listed here get a plain Hero + Ability + Notes table.
-- ============================================================


local extra_columns = {
local extra_columns = {
    ["barrier"] = {
        headers  = { "Barrier" },
        get_cells = Renderers.RenderBarrier,
    },
     ["charges"] = {
     ["charges"] = {
         headers  = { "Charges", "Time Between Charges", "Notes" },
         headers  = { "Charges", "Time Between Charges", "Notes" },
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         headers  = { "Base Damage", "Heavy Melee Scaling", "Notes" },
         headers  = { "Base Damage", "Heavy Melee Scaling", "Notes" },
         get_cells = Renderers.RenderHeavyMelee,
         get_cells = Renderers.RenderHeavyMelee,
    },
    ["scalingspirit"] = {
        headers  = { "Spirit Scaling", "Notes" },
        get_cells = Renderers.RenderSpiritScaling,
     },
     },
     ["healreduce"] = {
     ["healreduce"] = {
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         headers  = { "Dash Slow", "Notes" },
         headers  = { "Dash Slow", "Notes" },
         get_cells = Renderers.RenderDashSlow,
         get_cells = Renderers.RenderDashSlow,
    },
    ["extradebuffresist"] = {
        headers  = { "Debuff Resist" },
        get_cells = Renderers.RenderExtraDebuffResist,
     },
     },
}
}
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         extra["Notes"] = extra["Notes"] and (extra["Notes"] .. "; " .. human_note) or human_note
         extra["Notes"] = extra["Notes"] and (extra["Notes"] .. "; " .. human_note) or human_note
     end
     end
end
-- ============================================================
-- Ability views
--
-- In-game Ability may containe 1 or more records in AbilityData.json
-- Example: Vexing Bolt is 2 records (Launch Bolt + Redirect Bolt).
-- "Ability View" is a main-record + any relevant sub-ability records.
-- ============================================================
local _views = nil  -- card key -> { view = record, heroName = ..., abilityNum = ... }
local _order = nil  -- array of card keys, sorted by hero then slot
local function build_views()
    if _views then return _views, _order end
    _views, _order = {}, {}
    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
    local ability_data = mw.loadJsonData(GameData.Dataset.ABILITIES)
    local cards        = mw.loadJsonData("Data:AbilityCards.json")
    local card_of = {}
    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)
                    local key = type(ability) == "table" and ability["Key"] or nil
                    if slot_num and key and ability_data[key] then
                        card_of[key] = { heroName = hero_name, abilityNum = slot_num }
                    end
                end
            end
        end
    end
    -- Attach each non-card record to the longest card key it prefixes.
    local subs = {}
    for key, record in pairs(ability_data) do
        if not card_of[key] and record["IsDisabled"] ~= true then
            local parent = nil
            for card_key in pairs(card_of) do
                if key:sub(1, #card_key + 1) == card_key .. "_"
                    and (parent == nil or #card_key > #parent)
                then
                    parent = card_key
                end
            end
            if parent then
                subs[parent] = subs[parent] or {}
                table.insert(subs[parent], record)
            end
        end
    end
    for key, info in pairs(card_of) do
        local view = {}
        for k, v in pairs(ability_data[key]) do view[k] = v end
        view["_subabilities"] = subs[key]
        _views[key] = { view = view, heroName = info.heroName, abilityNum = info.abilityNum }
        table.insert(_order, key)
    end
    table.sort(_order, function(a, b)
        local ia, ib = _views[a], _views[b]
        if ia.heroName ~= ib.heroName then return ia.heroName < ib.heroName end
        return ia.abilityNum < ib.abilityNum
    end)
    return _views, _order
end
end


-- ============================================================
-- ============================================================
-- Membership
-- Membership
-- Pieces of code that help in telling  "is ability X a member of list Y".
-- Shared source of truth for "is ability X a member of list Y".
-- main function is: p.is_member()
-- Also consumed by Module:AbilityHints to decide which
-- interaction icons to show on ability cards.
-- ============================================================
-- ============================================================


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end
end


-- Public: does ability `ability_key` belong to list `stat`?
-- Public: does an ability record belong to list `stat`?
function p.is_member(stat, ability_key, ability_num)
--  record      an entry from Data:AbilityData.json
--  ability_num  the ability's slot (1-4), used by special rules
function p.is_member(stat, record, ability_num)
     local props = Lists.lists[stat]
     local props = Lists.lists[stat]
     if not props then return false end
     if not props then return false end
    local name = record["Name"]
    if name and excluded_set(stat)[name] then return false end
    if not special_ok(stat, record, ability_num) then return false end
    return GameData.entity_matches(record, props)
end


    local views = build_views()
-- ============================================================
    local entry = views[ability_key]
-- Filtering
    local view  = entry and entry.view
-- ============================================================


     if not view then
local function filter_abilities(stat, abilities, key_lookup)
         view = mw.loadJsonData(GameData.Dataset.ABILITIES)[ability_key]
     local result = {}
         if not view then return false end
    for _, ability in ipairs(abilities) do
         local info = ability["Key"] and key_lookup[ability["Key"]]
        if info and p.is_member(stat, ability, info.abilityNum) then
            table.insert(result, ability)
         end
     end
     end
    return result
end


     local name = view["Name"]
-- ============================================================
    if name and excluded_set(stat)[name] then return false end
-- Hero lookup
-- ============================================================
 
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


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     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 collapsed = mw.text.trim(frame.args["collapsed"] or ""):lower()


     local views, order = build_views()
     local key_lookup, _ = build_lookup()
     local spec      = extra_columns[stat]
     local spec      = extra_columns[stat]
     local headers    = spec and spec.headers or {}
     local headers    = spec and spec.headers or {}
Line 236: Line 200:
     local stat_notes = Notes[stat]
     local stat_notes = Notes[stat]


     local filtered = {}
     local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
    for _, key in ipairs(order) do
    local filtered  = filter_abilities(stat, abilities, key_lookup)
        if p.is_member(stat, key) then
            table.insert(filtered, key)
        end
    end


     if #filtered == 0 then
     if #filtered == 0 then
         return "No abilities found for list: " .. stat
         return "No abilities found for list: " .. stat
     end
     end
    table.sort(filtered, function(a, b)
        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 lists_url = mw.uri.fullUrl("Module:AbilityTable/Lists")
     local lists_url = mw.uri.fullUrl("Module:AbilityTable/Lists")
Line 262: Line 232:
         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)
         end
         end


Line 327: Line 298:
     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"]])
         enrich_notes_full(extra, stat_notes and stat_notes[ability["Name"]])


         local row
         local row = '| class="ability-table-cell-hero" | '     .. hero_cell
 
                .. ' || class="ability-table-cell-ability" | ' .. ability_cell
        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
        else
            row = '| class="ability-table-cell-ability" | ' .. ability_cell
        end
 
         for _, header in ipairs(final_headers) do
         for _, header in ipairs(final_headers) do
             local value = extra[header]
             local value = extra[header]
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