Module:AbilityTable: Difference between revisions

From The Deadlock Wiki
Jump to navigation Jump to search
remove melee from wpndmg list
grouped repeated hero cells with rowspan
 
(38 intermediate revisions by 6 users not shown)
Line 1: Line 1:
-- Renders sortable wikitables of abilities filtered by a named stat.
-- Renders sortable wikitables of abilities filtered by a named stat.


-- Maps friendly stat names to internal property keys or values.
local Lists     = require("Module:AbilityTable/Lists")
local stat_to_props = {
local Notes     = require("Module:AbilityTable/Notes")
     ["charges"]    = { "AbilityCharges" },
local Renderers = require("Module:AbilityTable/ComplexRenderers")
     ["melee"]      = { "melee", "heavy_melee" },
local GameData  = require("Module:GameData")
    ["wpndmg"]    = { "weapon_damage_increase" },
 
    ["healreduce"] = { "HealAmpReceivePenaltyPercent", "HealAmpRegenPenaltyPercent", "DisableHealing" },
local p = {}
    ["debuffresist"] = {
 
        -- Do not insert: AbilityDuration, TickRate, SlowDuration
local extra_columns = {
        -- they do more harm than good and include a lot of excessive abilities to the list
     ["barrier"] = {
        "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff", "PetrifyDuration", "HexDuration",
         headers  = { "Barrier" },
        "ImmobilizeDuration", "LiftDuration", "DebuffDuration", "HoldInPlaceDuration", "ExplodeDebuffDuration", "SlowPercent",
         get_cells = Renderers.RenderBarrier,
        "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" },
     ["reactivebarrier"] = {
         -- Do not insert: DebuffDuration, SlowPercent and similar soft CC — they don't trigger Reactive Barrier
        "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff", "PetrifyDuration", "HexDuration",
         "ImmobilizeDuration", "LiftDuration", "HoldInPlaceDuration", "RestrictionDuration", "PullDuration", "PullDownDuration",
        -- engine-side CCs with no matching data prop
        "Itani Lo Sahn", "Dazzling Trick", "Ground Strike", "Hotel Guest", "Dazzling Trick"
     },
     },
    ["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",
    },
}
-- Editor-authored notes go here.
local human_notes = {
     ["charges"] = {
     ["charges"] = {
         ["Jar of Dead"]  = "Charges by being near when anything dies.",
         headers  = { "Charges", "Time Between Charges", "Notes" },
        get_cells = Renderers.RenderCharges,
     },
     },
     ["melee"] = {
     ["melee"] = {
         ["Puddle Punch"] = "Can be parried.",
         headers  = { "Base Damage", "Light Melee Scaling", "Notes" },
        get_cells = Renderers.RenderMelee,
     },
     },
     ["debuffresist"] = {
     ["heavymelee"] = {
         ["Aura of Suffering"]   = "T1 slow, T3 extra damage. The effect is negligible.",
         headers   = { "Base Damage", "Heavy Melee Scaling", "Notes" },
        ["Lightning Ball"]      = "T2 Slow. The effect is negligible.",
         get_cells = Renderers.RenderHeavyMelee,
        ["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.",
     },
     },
     ["moveslow"] = {
     ["scalingspirit"] = {
         ["Grapple Arm"]  = "Applies a short strong slow when the victim reaches Bebop.",
         headers  = { "Spirit Scaling", "Notes" },
         ["Heavy Barrage"]  = "Slows McGinnis by unknown amount.",
         get_cells = Renderers.RenderSpiritScaling,
     },
     },
     ["reactivebarrier"] = {
     ["healreduce"] = {
         ["Rend"]              = "Triggers on T3 upgrade only.",
         headers  = { "Heal Reduction", "Notes" },
        ["Soul Exchange"]    = "Triggers on T2 upgrade only.",
         get_cells = Renderers.RenderHealReduce,
        ["Air Drop"]          = "Triggers on T3 upgrade only.",
        ["Entangling Thorns"] = "Triggers on T3 upgrade only.",
        ["Ground Strike"]    = "Triggers only when slamming a mid-air enemy into the ground.",
        ["Djinn's Mark"]      = "Triggers on T3 upgrade only.",
        ["Time Wall"]        = "Triggers on T2 upgrade only.",
    },
    ["heal"] = {
    ["Siphon Life"]          = "Lifesteals off damage dealt while active.",
        ["Infernal Resilience"]  = "Passively restores health for a percentage of all incoming damage.",
        ["Flawless Advance"]      = "Heals a flat amount per hit. Unlocked by T1 upgrade.",
        ["Exploding Uppercut"]    = "Restores a portion of missing health on use. Unlocked by T3 upgrade.",
        ["Leaping Slash"]        = "Heals a flat amount on hero hit. Unlocked by T1 upgrade.",
        ["Return to Shadows"]    = "Heals a flat amount on use. Unlocked by T3 upgrade.",
        ["Light Eater"]          = "Grants a buff that gives spirit lifesteal while active.",
        ["Bloodscent"]            = "Restores a portion of missing health on kill.",
        ["Rain of Arrows"]        = "Grants bullet and spirit lifesteal while active. Unlocked by T3 upgrade.",
        ["Napalm"]                = "Lifesteals off all damage dealt to napalmed targets. Unlocked by T2 upgrade.",
        ["Concussive Combustion"] = "Lifesteals off damage dealt. Unlocked by T2 upgrade.",
        ["Kudzu Connection"]      = "Grants bullet lifesteal. Also replicates a portion of healing.",
        ["Rejuvenating Aurora"]  = "Heals per second while channeling. T3 upgrade also adds passive max health regen.",
        ["Stone Form"]            = "Heals a percentage of max HP on cast.",
        ["Frost Grenade"]        = "Heals Kelvin and nearby allies for a flat amount.",
        ["Frozen Shelter"]        = "Regenerates health for all allies inside the dome.",
        ["Flog"]                  = "Heals Lash for a percentage of damage dealt to heroes.",
        ["Medicinal Specter"]    = "Heals nearby allies per second.",
        ["Rake"]                  = "Heals a flat amount on kill.",
        ["Scorn"]                = "Heals for a percentage of damage dealt.",
        ["Combo"]                = "Lifesteals off damage dealt. Unlocked by T1 upgrade.",
        ["Rallying Charge"]      = "Heal affected allies and Paige for a flat amount.",
        ["Tag Along"]            = "Restores a portion of target's missing health on attachment, then heals per second for a short duration.",
        ["Lil Helpers"]          = "Regenerates health for any trooper the helpers are attached to.",
        ["Lycan Curse"]          = "Restores a percentage of missing health on activation.",
        ["Go For The Throat"]    = "Lifesteals off melee damage dealt.",
         ["Pain Battery"]          = "Restores a portion of missing health on hero hit. Unlocked by T3 upgrade.",
        ["Jumpstart"]            = "Grants a flat health regen buff on use.",
        ["The Cube"]              = "Regenerates health for the target.",
        ["Last Stand"]            = "Lifesteals off all damage dealt while active.",
        ["Card Trick"]            = "Heals Wraith for a flat amount when a Heart or Joker card hits.",
        ["Crimson Slash"]        = "Heals a flat amount on hero hit.",
        ["Shadow Transformation"] = "Restores a percentage of max health per hero kill.",
    },
}
 
-- 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"] = {
         "Riposte", -- has a 40% 4s slow somehow? (SlowPercent + SlowDuration)
         headers  = { "Move Slow", "Notes" },
         "Grasping Hands", -- has SlowPercent
         get_cells = Renderers.RenderMoveSlow,
     },
     },
     ["dashslow"] = {
     ["dashslow"] = {
         "Itani Lo Sahn", -- has GroundDashReductionPercent but also disables stamina.
         headers  = { "Dash Slow", "Notes" },
        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")


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


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


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


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


local function charges_cells(ability)
local _views = nil  -- card key -> { view = record, heroName = ..., abilityNum = ... }
    local base_charges  = num_val(ability["AbilityCharges"])
local _order = nil  -- array of card keys, sorted by hero then slot
    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
local function build_views()
     if has_base then
     if _views then return _views, _order end
        if type(base_cooldown) == "number" and base_cooldown > 0 then
     _views, _order = {}, {}
            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 = {}
     local hero_data = mw.loadJsonData("Data:HeroData.json")
 
    local active_heroes = {}
    if has_base then
    for _, hero in pairs(hero_data) do
        cells["Charges"] = tostring(base_charges)
        if type(hero) == "table"
         if cooldown then
            and hero["IsDisabled"] == false
             cells["Time Between Charges"] = tostring(cooldown)
            and type(hero["Name"]) == "string"
            and (hero["IsSelectable"] == nil or hero["IsSelectable"] ~= false)
         then
             active_heroes[hero["Name"]] = true
         end
         end
     end
     end


     local note_parts = {}
     local ability_data = mw.loadJsonData(GameData.Dataset.ABILITIES)
    if upgrade_info then
    local cards        = mw.loadJsonData("Data:AbilityCards.json")
        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
     local card_of = {}
end
     for _, hero_entry in pairs(cards) do
 
         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
            then
                 return scale["Value"]
            end
        end
    end
    return nil
end
 
local function build_melee_upgrade_notes(ability, base_melee_scale)
    local upgrades = ability["Upgrades"]
    if type(upgrades) ~= "table" then return {} end
    local notes = {}
    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
Line 291: Line 123:
         end
         end
     end
     end
    return notes
end


local function melee_cells(ability)
    -- Attach each non-card record to the longest card key it prefixes.
     local cells = {}
     local subs = {}
     local base_scale = find_base_melee_scale(ability)
     for key, record in pairs(ability_data) do
    if base_scale then cells["Light Melee Scaling"] = "×" .. base_scale end
        if not card_of[key] and record["IsDisabled"] ~= true then
    local upgrade_notes = build_melee_upgrade_notes(ability, base_scale)
            local parent = nil
    if #upgrade_notes > 0 then cells["Notes"] = table.concat(upgrade_notes, " ") end
            for card_key in pairs(card_of) do
    return cells
                if key:sub(1, #card_key + 1) == card_key .. "_"
end
                    and (parent == nil or #card_key > #parent)
 
                then
local function healreduce_cells(ability)
                    parent = card_key
    local cells = {}
                 end
    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
             end
             break
             if parent then
        end
                subs[parent] = subs[parent] or {}
    end
                 table.insert(subs[parent], record)
    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
                if first_pct or first_is_disable then break end
             end
             end
         end
         end
     end
     end


     if first_is_disable then
     for key, info in pairs(card_of) do
         cells["Heal Reduction"] = "100%" .. (first_tier and " (T" .. first_tier .. ")" or "")
        local view = {}
    elseif first_pct then
         for k, v in pairs(ability_data[key]) do view[k] = v end
         cells["Heal Reduction"] = tostring(first_pct) .. "%" .. (first_tier and " (T" .. first_tier .. ")" or "")
        view["_subabilities"] = subs[key]
         _views[key] = { view = view, heroName = info.heroName, abilityNum = info.abilityNum }
        table.insert(_order, key)
     end
     end


     local upgrades = ability["Upgrades"]
     table.sort(_order, function(a, b)
    if type(upgrades) == "table" then
        local ia, ib = _views[a], _views[b]
         local running        = first_pct
        if ia.heroName ~= ib.heroName then return ia.heroName < ib.heroName end
        local first_pct_seen = (first_tier == nil)
         return ia.abilityNum < ib.abilityNum
    end)


        for i, tier in ipairs(upgrades) do
     return _views, _order
            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
 
    if #notes > 0 then cells["Notes"] = table.concat(notes, " ") end
    return cells
end
end


-- Generic renderer for a numeric stat column.
-- ============================================================
-- col_name: the column header string
-- Membership
-- fields:  ordered list of property names (first non-zero wins)
-- Pieces of code that help in telling  "is ability X a member of list Y".
-- suffix:  string appended to values in cell and notes (e.g. "%" or "")
-- main function is: p.is_member()
-- 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)
-- Memoized name-exclusion set per list (from Lists.exclude_abilities).
    if not first_field then return cells end
local _excluded = {}
 
local function excluded_set(stat)
    local cell_str = tostring(first_val) .. suffix
     if _excluded[stat] then return _excluded[stat] end
     if first_tier then cell_str = cell_str .. " (T" .. first_tier .. ")" end
     local set = {}
    cells[col_name] = cell_str
     for _, name in ipairs(Lists.exclude_abilities[stat] or {}) do
 
        set[name] = true
     local upgrades = ability["Upgrades"]
     if type(upgrades) == "table" then
        local running    = first_val
        local seen_first = (first_tier == nil)
 
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                if first_tier == i then
                    seen_first = true
                elseif seen_first then
                    local delta = nil
                    for _, field in ipairs(fields) do
                        local v = 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
     if #notes > 0 then cells["Notes"] = table.concat(notes, " ") end
     return set
     return cells
end
end


local function moveslow_cells(ability)
-- Per-list rules that can't be expressed as prop lists or exclusions.
    local cells = val_stat_cells(ability, "Move Slow", stat_to_props["moveslow"], "%")
-- Returns true to keep the ability, false to drop it.
 
local function special_ok(stat, record, ability_num)
     local channel_slow = num_val(ability["ChannelSlowPercent"])
     if stat == "dispelmagic" and ability_num == 4 then return false end
    if channel_slow and channel_slow ~= 0 then
     return true
        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


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


     local caster_dash_slow = nil
     local views = build_views()
    local base_ground = num_val(ability["GroundDashReductionPercent"])
     local entry = views[ability_key]
     if base_ground and base_ground ~= 0 then
    local view  = entry and entry.view
        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


    local cells = val_stat_cells(ability, "Dash Slow", props, "%")
     if not view then
 
         view = mw.loadJsonData(GameData.Dataset.ABILITIES)[ability_key]
     if caster_dash_slow then
         if not view then return false end
         local note = "Gives " .. caster_dash_slow .. "% dash slow for the caster."
         cells["Notes"] = cells["Notes"] and (cells["Notes"] .. " " .. note) or note
     end
     end


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


     local cards = mw.loadJsonData("Data:AbilityCards.json")
     ability_num = ability_num or (entry and entry.abilityNum)
     for _, hero_entry in pairs(cards) do
     if not special_ok(stat, view, ability_num) then return false end
        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 _key_lookup, _name_to_key
     return GameData.entity_matches(view, props)
end
end


Line 574: Line 215:
     local stat = mw.text.trim(frame.args[1] or ""):lower()
     local stat = mw.text.trim(frame.args[1] or ""):lower()


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


Line 587: Line 228:
     local compact = mw.text.trim(frame.args["compact"] or "") ~= ""
     local compact = mw.text.trim(frame.args["compact"] or "") ~= ""


     local key_lookup, _ = build_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 = human_notes[stat]
     local stat_notes = 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 _, ability in ipairs(abilities) do
     for _, key in ipairs(order) do
        local key = ability["Key"]
         if p.is_member(stat, key) then
         if key and key_lookup[key] and not excluded[ability["Name"]] then
             table.insert(filtered, key)
             table.insert(filtered, ability)
         end
         end
     end
     end


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


     table.sort(filtered, function(a, b)
     local lists_url = mw.uri.fullUrl("Module:AbilityTable/Lists")
        local ia = key_lookup[a["Key"]]
     local notes_url = mw.uri.fullUrl("Module:AbilityTable/Notes", { action = "edit" })
        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 an automatic list. "
         .. 'This is a dynamic list '
         .. "[" .. tostring(edit_url) .. " Click here]"
        .. '<span class="ability-table-list-name">"' .. stat .. '"</span>. '
         .. " to add notes or correct the contents."
         .. '[' .. tostring(lists_url) .. ' Edit contents]'
         .. "</div>"
        .. ' · '
         .. '[' .. tostring(notes_url) .. ' Edit notes].'
         .. '</div>'
     )
     )


Line 636: Line 262:
         local hero_order    = {}
         local hero_order    = {}
         local hero_abilities = {}
         local hero_abilities = {}
         for _, ability in ipairs(filtered) do
         for _, key in ipairs(filtered) do
             local info = key_lookup[ability["Key"]]
             local hero = views[key].heroName
            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], ability["Name"])
             table.insert(hero_abilities[hero], views[key].view)
         end
         end


Line 650: Line 275:
             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 _, name in ipairs(hero_abilities[hero]) do
             for _, ability 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 676: Line 306:
     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="wikitable sortable ability-table"')
     table.insert(out, '{| class="' .. table_class .. '"')


     local header_row = '! class="ability-table-col-hero" | Hero'
     local header_row = '! class="ability-table-col-hero" | Hero'
Line 689: Line 327:
     table.insert(out, header_row)
     table.insert(out, header_row)


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


         local hero_cell
    local hero_seen = {}
         if info then
 
            hero_cell = frame:expandTemplate{ title = "HeroIcon", args = { info.heroName } }
    for _, key in ipairs(filtered) do
         else
         local entry  = views[key]
            hero_cell = "—"
         local ability = entry.view
        end
         local hero    = entry.heroName
         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 stat_notes and stat_notes[ability["Name"]] then
         if not hero_seen[hero] then
             local human = stat_notes[ability["Name"]]
             local hero_cell = frame:expandTemplate{
            extra["Notes"] = extra["Notes"] and (extra["Notes"] .. " " .. human) or human
                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
         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
             local content = value ~= nil and tostring(value) or "—"
            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

Latest revision as of 02:53, 22 August 2026

This module exposes two functions.

  • render generates a table of hero abilities matching a named list, and is invoked via {{AbilityTable}}.
  • is_member(list, ability_key, ability_num) is a shared function that decides whether a single ability belongs to a list (applying the same properties and exclusions); it is used both internally by render and externally by Module:AbilityHints, so the ability-hint icons always stay in sync with these tables.

See also

[edit source]

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

local Lists     = require("Module:AbilityTable/Lists")
local Notes     = require("Module:AbilityTable/Notes")
local Renderers = require("Module:AbilityTable/ComplexRenderers")
local GameData  = require("Module:GameData")

local p = {}

local extra_columns = {
    ["barrier"] = {
        headers   = { "Barrier" },
        get_cells = Renderers.RenderBarrier,
    },
    ["charges"] = {
        headers   = { "Charges", "Time Between Charges", "Notes" },
        get_cells = Renderers.RenderCharges,
    },
    ["melee"] = {
        headers   = { "Base Damage", "Light Melee Scaling", "Notes" },
        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,
    },
}

-- ============================================================
-- Note enrichment
-- ============================================================

-- Merges auto-generated and human notes for full-table mode.
-- Capitalizes human note, joins with ". ", ensures trailing period.
local function enrich_notes_full(extra, human_note)
    if human_note then
        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

-- Merges auto-generated and human notes for compact mode.
-- Decapitalizes human note (skips T{N} prefixes like "T1 slow"),
-- joins with "; ", strips trailing period.
local function enrich_notes_compact(extra, human_note)
    if human_note then
        local first = human_note:sub(1,1)
        if first:match("%u") and not human_note:sub(2,2):match("%d") then
            human_note = first:lower() .. human_note:sub(2)
        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

-- ============================================================
-- 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

-- ============================================================
-- Membership
-- 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).
local _excluded = {}
local function excluded_set(stat)
    if _excluded[stat] then return _excluded[stat] end
    local set = {}
    for _, name in ipairs(Lists.exclude_abilities[stat] or {}) do
        set[name] = true
    end
    _excluded[stat] = set
    return set
end

-- Per-list rules that can't be expressed as prop lists or exclusions.
-- Returns true to keep the ability, false to drop it.
local function special_ok(stat, record, ability_num)
    if stat == "dispelmagic" and ability_num == 4 then return false end
    return true
end

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

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

    if not view then
        view = mw.loadJsonData(GameData.Dataset.ABILITIES)[ability_key]
        if not view then return false end
    end

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

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

    return GameData.entity_matches(view, props)
end

-- ============================================================
-- Entry point
-- ============================================================

function p.render(frame)
    local stat = mw.text.trim(frame.args[1] or ""):lower()

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

    local hide_set = {}
    local hide_param = mw.text.trim(frame.args["hide"] or "")
    if hide_param ~= "" then
        for col in hide_param:gmatch("[^,]+") do hide_set[mw.text.trim(col)] = true end
    end

    local compact = mw.text.trim(frame.args["compact"] or "") ~= ""

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

    local views, order = build_views()
    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]

    local filtered = {}
    for _, key in ipairs(order) do
        if p.is_member(stat, key) then
            table.insert(filtered, key)
        end
    end

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

    local lists_url = mw.uri.fullUrl("Module:AbilityTable/Lists")
    local notes_url = mw.uri.fullUrl("Module:AbilityTable/Notes", { action = "edit" })
    local disclaimer = frame:preprocess(
        '<div class="ability-table-disclaimer">'
        .. 'This is a dynamic list '
        .. '<span class="ability-table-list-name">"' .. stat .. '"</span>. '
        .. '[' .. 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

        local items = {}
        for _, hero in ipairs(hero_order) do
            local hero_cell = frame:expandTemplate{ title = "HeroIcon", args = { hero } }
            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 final_headers = {}
    for _, h in ipairs(headers) do
        if h == "Notes" then
            has_notes_header = true
        elseif not hide_set[h] then
            table.insert(final_headers, h)
        end
    end
    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

    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 = {}
    table.insert(out, disclaimer)
    table.insert(out, '{| class="' .. table_class .. '"')

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

        local hero_counts = {}
    for _, key in ipairs(filtered) do
        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 ability_cell = frame:expandTemplate{
            title = "AbilityIcon",
            args = { ability["Name"] }
        }

        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
        else
            row = '| class="ability-table-cell-ability" | ' .. ability_cell
        end

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

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

    table.insert(out, "|}")
    return table.concat(out, "\n")
end

return p