Module:AbilityTable: Difference between revisions

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Vergir (talk | contribs)
Drop Effects column from debuff; manual_entries becomes array of names; restore key-based lookup; name→key resolution for manuals (with help from vergir-bot LLM)
grouped repeated hero cells with rowspan
 
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-- Renders sortable wikitables of abilities filtered by a named stat.
-- Renders sortable wikitables of abilities filtered by a named stat.


-- Maps lowercase friendly stat names to internal AbilityData 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"]    = { "melee", "heavy_melee", "weapon_damage_increase" },
 
    ["healreduce"] = { "HealAmpReceivePenaltyPercent", "HealAmpRegenPenaltyPercent", "DisableHealing" },
local p = {}
     ["debuff"]     = {
 
         "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff",
local extra_columns = {
         "PetrifyDuration", "HexDuration", "ImmobilizeDuration", "LiftDuration",
     ["barrier"] = {
        "SlowPercent", "DebuffDuration", "HoldInPlaceDuration",
         headers  = { "Barrier" },
        "DebuffAccuracy", "TimeSlowDuration", "LateCheckoutStun",
         get_cells = Renderers.RenderBarrier,
     },
     },
}
-- Editor-authored notes appended to the Notes column.
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,
     },
     },
}
    ["heavymelee"] = {
 
        headers  = { "Base Damage", "Heavy Melee Scaling", "Notes" },
-- Manually specified abilities to include even if they match no props.
        get_cells = Renderers.RenderHeavyMelee,
-- Listed by ability name; the key and hero are resolved from AbilityCards.json.
    },
local manual_entries = {
    ["scalingspirit"] = {
     ["debuff"] = {
        headers  = { "Spirit Scaling", "Notes" },
         "Combo",
        get_cells = Renderers.RenderSpiritScaling,
         "Sand Blast",
    },
         "Spirit Lasso",
    ["healreduce"] = {
        headers  = { "Heal Reduction", "Notes" },
        get_cells = Renderers.RenderHealReduce,
    },
    ["moveslow"] = {
        headers  = { "Move Slow", "Notes" },
        get_cells = Renderers.RenderMoveSlow,
    },
     ["dashslow"] = {
         headers  = { "Dash Slow", "Notes" },
         get_cells = Renderers.RenderDashSlow,
    },
    ["extradebuffresist"] = {
         headers  = { "Debuff Resist" },
        get_cells = Renderers.RenderExtraDebuffResist,
     },
     },
}
}
-- Unit strings appended to cell values by column name.
-- Values starting with "(" are treated as already-complete strings and
-- the suffix is NOT appended (e.g. "(See notes)" stays as-is).
local column_suffix = {
    ["Time Between Charges"] = "s",
    ["Duration"]            = "s",
}
-- Actual code below
local p = {}
local GameData = require("Module:GameData")


-- ============================================================
-- ============================================================
-- 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
        human_note = human_note:sub(1,1):upper() .. human_note:sub(2)
        extra["Notes"] = extra["Notes"] and (extra["Notes"] .. ". " .. human_note) or human_note
    end
     if extra["Notes"] and extra["Notes"]:sub(-1) ~= "." then
        extra["Notes"] = extra["Notes"] .. "."
     end
end
end


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


-- ============================================================
-- ============================================================
-- 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"
        end
             and (hero["IsSelectable"] == nil or hero["IsSelectable"] ~= false)
    end
        then
 
             active_heroes[hero["Name"]] = true
     local note_parts = {}
     if upgrade_info then
         local n = upgrade_info.value or "?"
        local charge_str = n .. " charge" .. (n ~= 1 and "s" or "")
        if has_base then
             table.insert(note_parts, "+" .. charge_str .. " on T" .. upgrade_info.tier .. " upgrade.")
        else
             local cd_str = upgrade_cooldown and (upgrade_cooldown .. "s") or "unknown"
             table.insert(note_parts, "Becomes charged on T" .. upgrade_info.tier
                .. " upgrade with " .. charge_str
                .. " and " .. cd_str .. " time between charges.")
         end
         end
    end
    if ability["AbilityChargesConditionally"] ~= nil then
        table.insert(note_parts, "Has a conditional charge.")
    end
    if #note_parts > 0 then
        cells["Notes"] = table.concat(note_parts, " ")
     end
     end


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


local function find_base_melee_scale(ability)
    local card_of = {}
     for _, v in pairs(ability) do
     for _, hero_entry in pairs(cards) do
         if type(v) == "table" then
         if type(hero_entry) == "table" then
             local scale = v["Scale"]
             local hero_name = hero_entry["Name"]
             if type(scale) == "table"
             if hero_name and active_heroes[hero_name] then
                and scale["Type"] == "melee"
                 for slot_str, ability in pairs(hero_entry) do
                and type(scale["Value"]) == "number"
                    local slot_num = tonumber(slot_str)
                and scale["Value"] > 0
                    local key = type(ability) == "table" and ability["Key"] or nil
            then
                     if slot_num and key and ability_data[key] then
                 return scale["Value"]
                         card_of[key] = { heroName = hero_name, abilityNum = slot_num }
            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
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         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 find_base_duration(ability)
                     parent = card_key
     for _, field in ipairs({ "VenomDuration", "DebuffDuration", "AbilityDuration", "BurnDuration" }) do
        local v = num_val(ability[field])
         if v and v > 0 then return v, field end
    end
    return nil, nil
end
 
local function healreduce_cells(ability)
    local cells = {}
    local notes = {}
    local base_dur, dur_field = find_base_duration(ability)
 
    local first_pct, first_tier, first_is_disable = nil, nil, false
    local base_receive = num_val(ability["HealAmpReceivePenaltyPercent"])
    local base_regen  = num_val(ability["HealAmpRegenPenaltyPercent"])
    local base_pct_raw = base_receive or base_regen
    if base_pct_raw and base_pct_raw ~= 0 then
        first_pct = math.abs(base_pct_raw)
    elseif ability["DisableHealing"] and ability["DisableHealing"] ~= 0 then
        first_is_disable = true
    else
        local upgrades = ability["Upgrades"]
        if type(upgrades) == "table" then
             for i, tier in ipairs(upgrades) do
                 if type(tier) == "table" then
                     local up_raw = num_val(tier["HealAmpReceivePenaltyPercent"])
                                or num_val(tier["HealAmpRegenPenaltyPercent"])
                    if up_raw and up_raw ~= 0 then
                        first_pct, first_tier = math.abs(up_raw), i
                        break
                     elseif tier["DisableHealing"] and tier["DisableHealing"] ~= 0 then
                        first_is_disable, first_tier = true, i
                        break
                    end
                 end
                 end
            end
            if parent then
                subs[parent] = subs[parent] or {}
                table.insert(subs[parent], record)
             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
    if base_dur then cells["Duration"] = tostring(base_dur) 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_pct, running_dur = first_pct, base_dur
        if ia.heroName ~= ib.heroName then return ia.heroName < ib.heroName end
         local first_pct_seen = (first_tier == nil)
        return ia.abilityNum < ib.abilityNum
        for i, tier in ipairs(upgrades) do
    end)
            if type(tier) == "table" then
                local tier_notes = {}
                local pct_delta = num_val(tier["HealAmpReceivePenaltyPercent"])
                              or num_val(tier["HealAmpRegenPenaltyPercent"])
                if first_tier == i then
                    first_pct_seen = true
                    if first_pct then running_pct = first_pct end
                elseif first_pct_seen and pct_delta and pct_delta ~= 0 then
                    local delta_abs = math.abs(pct_delta)
                    local total = (running_pct or 0) + delta_abs
                    table.insert(tier_notes, "T" .. i .. " upgrade increases heal reduction by "
                        .. delta_abs .. "% (total " .. total .. "%).")
                    running_pct = total
                end
                if dur_field then
                    local dur_delta = num_val(tier[dur_field])
                    if dur_delta and dur_delta ~= 0 and running_dur then
                        local total_dur = running_dur + dur_delta
                        table.insert(tier_notes, "T" .. i .. " upgrade "
                            .. (dur_delta > 0 and "increases" or "decreases")
                            .. " duration by " .. math.abs(dur_delta)
                            .. "s (total " .. total_dur .. "s).")
                        running_dur = total_dur
                    end
                end
                for _, n in ipairs(tier_notes) do table.insert(notes, n) end
            end
        end
    end


     if #notes > 0 then cells["Notes"] = table.concat(notes, " ") end
     return _views, _order
    return cells
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", "Duration", "Notes" },
        get_cells = healreduce_cells,
    },
    ["debuff"] = {
        headers  = {},
        get_cells = function() return {} end,
    },
}


-- ============================================================
-- ============================================================
-- Hero lookup
-- Membership
--   _key_lookup : ability key  -> { heroName, abilityNum }
-- Pieces of code that help in telling "is ability X a member of list Y".
--   _name_to_key : ability name -> ability key
-- main function is: p.is_member()
-- Both built together from HeroData + AbilityCards.
-- manual_entries resolve name -> key via _name_to_key, then use _key_lookup normally.
-- ============================================================
-- ============================================================


local _key_lookup  = nil
-- Memoized name-exclusion set per list (from Lists.exclude_abilities).
local _name_to_key = nil
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


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


    local hero_data = mw.loadJsonData("Data:HeroData.json")
-- Public: does ability `ability_key` belong to list `stat`?
     local active_heroes = {}
function p.is_member(stat, ability_key, ability_num)
     for _, hero in pairs(hero_data) do
     local props = Lists.lists[stat]
        if type(hero) == "table"
     if not props then return false end
            and hero["IsDisabled"] == false
 
            and type(hero["Name"]) == "string"
    local views = build_views()
            and (hero["IsSelectable"] == nil or hero["IsSelectable"] ~= false)
    local entry = views[ability_key]
        then
    local view  = entry and entry.view
            active_heroes[hero["Name"]] = true
 
         end
    if not view then
        view = mw.loadJsonData(GameData.Dataset.ABILITIES)[ability_key]
         if not view then return false end
     end
     end


     local cards = mw.loadJsonData("Data:AbilityCards.json")
     local name = view["Name"]
    for _, hero_entry in pairs(cards) do
    if name and excluded_set(stat)[name] then return false end
        if type(hero_entry) == "table" then
 
            local hero_name = hero_entry["Name"]
    ability_num = ability_num or (entry and entry.abilityNum)
            if hero_name and active_heroes[hero_name] then
    if not special_ok(stat, view, ability_num) then return false end
                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 346: 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 357: Line 226:
     end
     end


     local key_lookup, name_to_key = build_lookup()
     local compact = mw.text.trim(frame.args["compact"] or "") ~= ""
    local spec        = extra_columns[stat]
 
     local headers    = spec and spec.headers or {}
     local collapsed = mw.text.trim(frame.args["collapsed"] or ""):lower()
    local get_cells  = spec and spec.get_cells or function() return {} end
    local stat_notes  = human_notes[stat]
    local stat_manual = manual_entries[stat]


     local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
     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]


    -- Keep only abilities belonging to active, released heroes
     local filtered = {}
     local filtered = {}
    local filtered_keys = {}
     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] then
             table.insert(filtered, ability)
            filtered_keys[key] = true
         end
         end
     end
     end


     -- Inject manual entries not already covered by prop-matching.
     if #filtered == 0 then
    -- Resolve ability name -> key via name_to_key, then verify key is in key_lookup.
        return "No abilities found for list: " .. stat
     if stat_manual then
    end
         for _, name in ipairs(stat_manual) do
 
             local key = name_to_key[name]
    local lists_url = mw.uri.fullUrl("Module:AbilityTable/Lists")
             if key and key_lookup[key] and not filtered_keys[key] then
    local notes_url = mw.uri.fullUrl("Module:AbilityTable/Notes", { action = "edit" })
                -- Inject a minimal record; no cell renderer needs fields from it.
    local disclaimer = frame:preprocess(
                 table.insert(filtered, { Key = key, Name = name })
        '<div class="ability-table-disclaimer">'
                 filtered_keys[key] = true
        .. '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
             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
         end
    end


    if #filtered == 0 then
         return disclaimer .. "<ul>" .. table.concat(items) .. "</ul>"
         return "No abilities found for stat: " .. stat
     end
     end


    -- Sort by hero name, then ability slot number.
    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)
    -- Determine final headers
     local has_notes_header = false
     local has_notes_header = false
     local final_headers = {}
     local final_headers = {}
Line 418: Line 307:
     if needs_notes then table.insert(final_headers, "Notes") end
     if needs_notes then table.insert(final_headers, "Notes") end


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


     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 440: 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_seen = {}
 
    for _, key in ipairs(filtered) do
        local entry  = views[key]
        local ability = entry.view
        local hero    = entry.heroName


         local hero_cell
         local ability_cell = frame:expandTemplate{
        if info then
             title = "AbilityIcon",
            hero_cell = frame:expandTemplate{ title = "HeroIcon", args = { info.heroName } }
            args = { ability["Name"] }
        else
        }
             hero_cell = "—"
        end
        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"]])


         if stat_notes and stat_notes[ability["Name"]] then
        local row
             local human = stat_notes[ability["Name"]]
 
            extra["Notes"] = extra["Notes"] and (extra["Notes"] .. " " .. human) or human
         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
         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