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Use ability Name for AbilityIcon; add Notes column to charges with full analyze/note logic ported from Interaction/Charges (with help from vergir-bot LLM) |
Rename friendly_to_internal to stat_to_props; combine upgrade helpers; add column unit suffix map; keep analyze_charges separate from get_cells (with help from vergir-bot LLM) |
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| Line 8: | Line 8: | ||
-- ADDING A NEW STAT | -- ADDING A NEW STAT | ||
-- ============================================================ | -- ============================================================ | ||
-- 1. Add an entry to | -- 1. Add an entry to stat_to_props mapping the friendly name | ||
-- | -- (lowercase) to the internal AbilityData property keys that | ||
-- | -- determine whether an ability appears in the table. | ||
-- | -- | ||
-- 2. Optionally add a matching entry to extra_columns to show | -- 2. Optionally add a matching entry to extra_columns to show | ||
| Line 16: | Line 16: | ||
-- Copy the "charges" block as a template: | -- Copy the "charges" block as a template: | ||
-- - headers: ordered list of column header strings | -- - headers: ordered list of column header strings | ||
-- - get_cells: function(ability) | -- - get_cells: function(ability) -> { ["Column Name"] = value } | ||
- | |||
-- Return nil or omit a key to show "—" in that cell. | -- Return nil or omit a key to show "—" in that cell. | ||
-- If no extra_columns entry is added, only Hero and Ability | -- If no extra_columns entry is added, only Hero and Ability | ||
-- columns are shown. | -- columns are shown. | ||
-- | |||
-- 3. Optionally add entries to column_suffix to append a unit | |||
-- string (e.g. "s", "%") after values in specific columns. | |||
-- ============================================================ | -- ============================================================ | ||
| Line 28: | Line 30: | ||
-- Maps lowercase friendly stat names to internal AbilityData property keys. | -- Maps lowercase friendly stat names to internal AbilityData property keys. | ||
-- Used to filter which abilities appear in the table. | -- Used to filter which abilities appear in the table. | ||
local | local stat_to_props = { | ||
["charges"] = { "AbilityCharges" }, | ["charges"] = { "AbilityCharges" }, | ||
} | |||
-- Maps column header names to their display unit suffix. | |||
-- Applied automatically to all non-nil, non-"—" cell values in that column. | |||
local column_suffix = { | |||
["Time Between Charges"] = "s", | |||
} | } | ||
| Line 43: | Line 51: | ||
-- ============================================================ | -- ============================================================ | ||
-- | -- Shared analysis helpers | ||
-- ============================================================ | -- ============================================================ | ||
| Line 54: | Line 61: | ||
end | end | ||
-- | -- Searches Upgrades[] for a field and returns { tier = N, value = V } at its | ||
-- or nil if the field | -- first appearance, or nil if the field is absent from all upgrade tiers. | ||
local function | local function find_in_upgrades(ability, field) | ||
local upgrades = ability["Upgrades"] | local upgrades = ability["Upgrades"] | ||
if type(upgrades) ~= "table" then return nil end | if type(upgrades) ~= "table" then return nil end | ||
for i, tier in ipairs(upgrades) do | for i, tier in ipairs(upgrades) do | ||
if type(tier) == "table" and tier[field] ~= nil then | if type(tier) == "table" and tier[field] ~= nil then | ||
return i | return { tier = i, value = num_val(tier[field]) } | ||
end | end | ||
end | end | ||
| Line 67: | Line 74: | ||
end | end | ||
-- | -- ============================================================ | ||
-- Charges: analysis | |||
-- ============================================================ | |||
-- Analyses a raw ability record for charge-related properties. | -- Analyses a raw ability record for charge-related properties. | ||
-- Returns a record | -- Returns a structured record, or nil if the ability has no charge mechanic. | ||
local function analyze_charges(ability) | local function analyze_charges(ability) | ||
local base_charges = num_val(ability["AbilityCharges"]) | local base_charges = num_val(ability["AbilityCharges"]) | ||
| Line 87: | Line 86: | ||
local has_base = base_charges ~= nil and base_charges > 0 | local has_base = base_charges ~= nil and base_charges > 0 | ||
local | local upgrade_info = find_in_upgrades(ability, "AbilityCharges") | ||
if not has_base and not | if not has_base and not upgrade_info then return nil end | ||
local cooldown, upgrade_cooldown | local cooldown, upgrade_cooldown | ||
| Line 97: | Line 95: | ||
cooldown = base_cooldown | cooldown = base_cooldown | ||
else | else | ||
local | local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge") | ||
if | if cd and cd.value and cd.value > 0 then cooldown = cd.value end | ||
end | end | ||
else | |||
local | local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge") | ||
if | if cd and cd.value and cd.value > 0 then upgrade_cooldown = cd.value end | ||
end | end | ||
return { | return { | ||
base_charges | base_charges = has_base and base_charges or nil, | ||
upgrade_tier | upgrade_tier = upgrade_info and upgrade_info.tier or nil, | ||
upgrade_charges = | upgrade_charges = upgrade_info and upgrade_info.value or nil, | ||
upgrade_cooldown = upgrade_cooldown, | upgrade_cooldown = upgrade_cooldown, | ||
cooldown | cooldown = cooldown, | ||
is_conditional | is_conditional = is_conditional, | ||
} | } | ||
end | end | ||
-- ============================================================ | -- ============================================================ | ||
-- Extra columns | -- Extra columns per stat | ||
-- ============================================================ | -- ============================================================ | ||
| Line 131: | Line 129: | ||
cells["Charges"] = tostring(rec.base_charges) | cells["Charges"] = tostring(rec.base_charges) | ||
if rec.cooldown then | if rec.cooldown then | ||
cells["Time Between Charges"] = rec.cooldown | cells["Time Between Charges"] = tostring(rec.cooldown) | ||
end | end | ||
end | end | ||
| Line 152: | Line 150: | ||
end | end | ||
local human = charges_human_notes[ability["Name"]] | local human = charges_human_notes[ability["Name"]] | ||
if human then | if human then table.insert(note_parts, human) end | ||
if #note_parts > 0 then | if #note_parts > 0 then | ||
cells["Notes"] = table.concat(note_parts, " ") | cells["Notes"] = table.concat(note_parts, " ") | ||
| Line 214: | Line 210: | ||
local stat = mw.text.trim(frame.args[1] or ""):lower() | local stat = mw.text.trim(frame.args[1] or ""):lower() | ||
local internal_keys = | local internal_keys = stat_to_props[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 stat "' .. stat .. '".</span>' | ||
| Line 274: | Line 270: | ||
local extra = get_cells(ability) | local extra = get_cells(ability) | ||
for _, header in ipairs(headers) do | for _, header in ipairs(headers) do | ||
table.insert(cells, | local value = extra[header] | ||
if value ~= nil then | |||
local suffix = column_suffix[header] or "" | |||
table.insert(cells, value .. suffix) | |||
else | |||
table.insert(cells, "—") | |||
end | |||
end | end | ||
Revision as of 23:18, 10 May 2026
This module exposes two functions.
rendergenerates 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 byrenderand externally by Module:AbilityHints, so the ability-hint icons always stay in sync with these tables.
See also
- Template:AbilityTable — the template that invokes this module
- Module:AbilityTable/Lists — defines which properties each list matches on, and which abilities to exclude
- Module:AbilityTable/Notes — editor-authored notes displayed in the Notes column
- Module:AbilityTable/ComplexRenderers — custom column renderers for lists that need more than just Notes
- Module:AbilityHints — reuses
is_memberto render interaction-hint icons on ability cards
-- Module:AbilityTables
-- Renders sortable wikitables of abilities filtered by a named stat.
-- Backing module for Template:AbilityTable.
--
-- Usage on wiki pages: {{AbilityTable|charges}}
--
-- ============================================================
-- ADDING A NEW STAT
-- ============================================================
-- 1. Add an entry to stat_to_props mapping the friendly name
-- (lowercase) to the internal AbilityData property keys that
-- determine whether an ability appears in the table.
--
-- 2. Optionally add a matching entry to extra_columns to show
-- additional data columns beyond Hero and Ability.
-- Copy the "charges" block as a template:
-- - headers: ordered list of column header strings
-- - get_cells: function(ability) -> { ["Column Name"] = value }
-- Return nil or omit a key to show "—" in that cell.
-- If no extra_columns entry is added, only Hero and Ability
-- columns are shown.
--
-- 3. Optionally add entries to column_suffix to append a unit
-- string (e.g. "s", "%") after values in specific columns.
-- ============================================================
local p = {}
local GameData = require("Module:GameData")
-- Maps lowercase friendly stat names to internal AbilityData property keys.
-- Used to filter which abilities appear in the table.
local stat_to_props = {
["charges"] = { "AbilityCharges" },
}
-- Maps column header names to their display unit suffix.
-- Applied automatically to all non-nil, non-"—" cell values in that column.
local column_suffix = {
["Time Between Charges"] = "s",
}
-- ============================================================
-- Charges: human-authored notes
-- Add per-ability annotations here; they are appended after
-- any auto-generated notes in the Notes column.
-- Key is the ability's display Name from AbilityData.
-- ============================================================
local charges_human_notes = {
["Jar of Dead"] = "Charges by being near when anything dies.",
}
-- ============================================================
-- Shared analysis helpers
-- ============================================================
-- Returns a numeric value from either a plain number or a { Value = n } object.
local function num_val(v)
if type(v) == "number" then return v end
if type(v) == "table" then return v["Value"] end
return nil
end
-- Searches Upgrades[] for a field and returns { tier = N, value = V } at its
-- first appearance, or nil if the field is absent from all upgrade tiers.
local function find_in_upgrades(ability, field)
local upgrades = ability["Upgrades"]
if type(upgrades) ~= "table" then return nil end
for i, tier in ipairs(upgrades) do
if type(tier) == "table" and tier[field] ~= nil then
return { tier = i, value = num_val(tier[field]) }
end
end
return nil
end
-- ============================================================
-- Charges: analysis
-- ============================================================
-- Analyses a raw ability record for charge-related properties.
-- Returns a structured record, or nil if the ability has no charge mechanic.
local function analyze_charges(ability)
local base_charges = num_val(ability["AbilityCharges"])
local base_cooldown = ability["AbilityCooldownBetweenCharge"]
local is_conditional = ability["AbilityChargesConditionally"] ~= nil
local has_base = base_charges ~= nil and base_charges > 0
local upgrade_info = find_in_upgrades(ability, "AbilityCharges")
if not has_base and not upgrade_info then return nil end
local cooldown, upgrade_cooldown
if has_base then
if type(base_cooldown) == "number" and base_cooldown > 0 then
cooldown = base_cooldown
else
local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge")
if cd and cd.value and cd.value > 0 then cooldown = cd.value end
end
else
local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge")
if cd and cd.value and cd.value > 0 then upgrade_cooldown = cd.value end
end
return {
base_charges = has_base and base_charges or nil,
upgrade_tier = upgrade_info and upgrade_info.tier or nil,
upgrade_charges = upgrade_info and upgrade_info.value or nil,
upgrade_cooldown = upgrade_cooldown,
cooldown = cooldown,
is_conditional = is_conditional,
}
end
-- ============================================================
-- Extra columns per stat
-- ============================================================
local extra_columns = {
["charges"] = {
headers = { "Charges", "Time Between Charges", "Notes" },
get_cells = function(ability)
local rec = analyze_charges(ability)
if not rec then return {} end
local cells = {}
if rec.base_charges then
cells["Charges"] = tostring(rec.base_charges)
if rec.cooldown then
cells["Time Between Charges"] = tostring(rec.cooldown)
end
end
local note_parts = {}
if rec.upgrade_tier then
local n = rec.upgrade_charges or "?"
local charge_str = n .. " charge" .. (n ~= 1 and "s" or "")
if rec.base_charges then
table.insert(note_parts, "+" .. charge_str .. " on T" .. rec.upgrade_tier .. " upgrade.")
else
local cd_str = rec.upgrade_cooldown and (rec.upgrade_cooldown .. "s") or "unknown"
table.insert(note_parts, "Becomes charged on T" .. rec.upgrade_tier
.. " upgrade with " .. charge_str
.. " and " .. cd_str .. " time between charges.")
end
end
if rec.is_conditional then
table.insert(note_parts, "Has a conditional charge.")
end
local human = charges_human_notes[ability["Name"]]
if human then table.insert(note_parts, human) end
if #note_parts > 0 then
cells["Notes"] = table.concat(note_parts, " ")
end
return cells
end,
},
}
-- ============================================================
-- Hero lookup (ability key -> { heroName, abilityNum })
-- ============================================================
local _hero_lookup = nil
local function build_hero_lookup()
if _hero_lookup then return _hero_lookup end
_hero_lookup = {}
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")
for _, hero_entry in pairs(cards) do
if type(hero_entry) == "table" then
local hero_name = hero_entry["Name"]
if hero_name and active_heroes[hero_name] then
for slot_str, ability in pairs(hero_entry) do
local slot_num = tonumber(slot_str)
if slot_num and type(ability) == "table" and ability["Key"] then
_hero_lookup[ability["Key"]] = {
heroName = hero_name,
abilityNum = slot_num,
}
end
end
end
end
end
return _hero_lookup
end
-- ============================================================
-- Entry point
-- ============================================================
function p.abilityPropTable(frame)
local stat = mw.text.trim(frame.args[1] or ""):lower()
local internal_keys = stat_to_props[stat]
if not internal_keys then
return '<span class="error">AbilityTable: unknown stat "' .. stat .. '".</span>'
end
local lookup = build_hero_lookup()
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 abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
-- Keep only abilities belonging to active, released heroes
local filtered = {}
for _, ability in ipairs(abilities) do
local key = ability["Key"]
if key and lookup[key] then
table.insert(filtered, ability)
end
end
if #filtered == 0 then
return "No abilities found for stat: " .. stat
end
-- Sort by hero name, then ability slot number
table.sort(filtered, function(a, b)
local ia = lookup[a["Key"]]
local ib = lookup[b["Key"]]
if ia.heroName ~= ib.heroName then
return ia.heroName < ib.heroName
end
return ia.abilityNum < ib.abilityNum
end)
-- Render wikitable
local out = {}
local header_row = "! Hero !! Ability"
if #headers > 0 then
header_row = header_row .. " !! " .. table.concat(headers, " !! ")
end
table.insert(out, '{| class="wikitable sortable"')
table.insert(out, header_row)
for _, ability in ipairs(filtered) do
local info = lookup[ability["Key"]]
local hero_cell = frame:expandTemplate{
title = "HeroIcon",
args = { info.heroName }
}
local ability_cell = frame:expandTemplate{
title = "AbilityIcon",
args = { ability["Name"] }
}
local cells = { hero_cell, ability_cell }
local extra = get_cells(ability)
for _, header in ipairs(headers) do
local value = extra[header]
if value ~= nil then
local suffix = column_suffix[header] or ""
table.insert(cells, value .. suffix)
else
table.insert(cells, "—")
end
end
table.insert(out, "|-")
table.insert(out, "| " .. table.concat(cells, " || "))
end
table.insert(out, "|}")
return table.concat(out, "\n")
end
return p