Module:AbilityTable: Difference between revisions

Vergir (talk | contribs)
Add extra columns support with per-stat header and cell definitions; charges shows Charges and Time Between Charges columns (with help from vergir-bot LLM)
Vergir (talk | contribs)
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)
Line 15: Line 15:
--    additional data columns beyond Hero and Ability.
--    additional data columns beyond Hero and Ability.
--    Copy the "charges" block as a template:
--    Copy the "charges" block as a template:
--      - headers: list of column names shown in the table header
--      - headers:   ordered list of column header strings
--      - get_cells: function(ability) that returns a table of
--      - get_cells: function(ability) that returns a table of
--       { ["Column Name"] = value } for a single ability row.
--                   { ["Column Name"] = value } for one ability row.
--       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.
Line 32: Line 32:
}
}


-- Optional extra columns for each stat.
-- ============================================================
-- Each entry has:
-- Charges: human-authored notes
--   headers:   ordered list of column header strings
-- Add per-ability annotations here; they are appended after
--   get_cells: function(ability) -> { ["Header"] = value, ... }
-- 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.",
}
 
-- ============================================================
-- Charges: analysis helpers
-- Ported from Module:Interaction/Charges and Module:Interactions.
-- ============================================================
 
-- 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
 
-- Returns the 1-based index of the first Upgrades tier that contains a field,
-- or nil if the field never appears in any upgrade tier.
local function upgrade_grants_tier(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 i
        end
    end
    return nil
end
 
-- Returns the numeric value of a field at its first appearance in Upgrades[].
local function upgrade_field_value(ability, field)
    local upgrades = ability["Upgrades"]
    if type(upgrades) ~= "table" then return nil end
    for _, tier in ipairs(upgrades) do
        if type(tier) == "table" and tier[field] ~= nil then
            return num_val(tier[field])
        end
    end
    return nil
end
 
-- Analyses a raw ability record for charge-related properties.
-- Returns a record table, 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_tier    = upgrade_grants_tier(ability, "AbilityCharges")
    local upgrade_charges = upgrade_tier and upgrade_field_value(ability, "AbilityCharges") or nil
 
    if not has_base and not upgrade_tier 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 v = upgrade_field_value(ability, "AbilityCooldownBetweenCharge")
            if v and v > 0 then cooldown = v end
        end
    elseif upgrade_tier then
        local v = upgrade_field_value(ability, "AbilityCooldownBetweenCharge")
        if v and v > 0 then upgrade_cooldown = v end
    end
 
    return {
        base_charges    = has_base and base_charges or nil,
        upgrade_tier    = upgrade_tier,
        upgrade_charges = upgrade_charges,
        upgrade_cooldown = upgrade_cooldown,
        cooldown        = cooldown,
        is_conditional  = is_conditional,
    }
end
 
-- ============================================================
-- Extra columns definition
-- ============================================================
 
local extra_columns = {
local extra_columns = {
     ["charges"] = {
     ["charges"] = {
         headers = { "Charges", "Time Between Charges" },
         headers = { "Charges", "Time Between Charges", "Notes" },
         get_cells = function(ability)
         get_cells = function(ability)
             local charges  = ability["AbilityCharges"]
             local rec = analyze_charges(ability)
             local cooldown = ability["AbilityCooldownBetweenCharge"]
            if not rec then return {} end
             return {
 
                 ["Charges"]             = charges and tostring(charges) or nil,
             local cells = {}
                 -- AbilityCooldownBetweenCharge is -1 when unused; treat as absent
 
                ["Time Between Charges"] = (cooldown and cooldown > 0) and (cooldown .. "s") or nil,
             if rec.base_charges then
             }
                 cells["Charges"] = tostring(rec.base_charges)
                 if rec.cooldown then
                    cells["Time Between Charges"] = rec.cooldown .. "s"
                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,
         end,
     },
     },
Line 52: Line 165:


-- ============================================================
-- ============================================================
-- Hero lookup (ability key -> hero info)
-- Hero lookup (ability key -> { heroName, abilityNum })
-- ============================================================
-- ============================================================


Line 61: Line 174:
     _hero_lookup = {}
     _hero_lookup = {}


    -- Build set of active hero display names from HeroData
     local hero_data = mw.loadJsonData("Data:HeroData.json")
     local hero_data = mw.loadJsonData("Data:HeroData.json")
     local active_heroes = {}
     local active_heroes = {}
Line 74: Line 186:
     end
     end


    -- Map ability key -> { heroName, abilityNum } using AbilityCards
     local cards = mw.loadJsonData("Data:AbilityCards.json")
     local cards = mw.loadJsonData("Data:AbilityCards.json")
     for _, hero_entry in pairs(cards) do
     for _, hero_entry in pairs(cards) do
Line 108: Line 219:
     end
     end


     local lookup   = build_hero_lookup()
     local lookup   = build_hero_lookup()
     local spec     = extra_columns[stat]
     local spec     = extra_columns[stat]
     local headers = spec and spec.headers or {}
     local headers   = spec and spec.headers or {}
     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 abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
     local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)


     -- Filter to abilities belonging to active, released heroes only
     -- Keep only abilities belonging to active, released heroes
     local filtered = {}
     local filtered = {}
     for _, ability in ipairs(abilities) do
     for _, ability in ipairs(abilities) do
Line 128: Line 239:
     end
     end


     -- Sort by hero name (primary), then ability slot number (secondary)
     -- Sort by hero name, then ability slot number
     table.sort(filtered, function(a, b)
     table.sort(filtered, function(a, b)
         local ia = lookup[a["Key"]]
         local ia = lookup[a["Key"]]
Line 157: Line 268:
         local ability_cell = frame:expandTemplate{
         local ability_cell = frame:expandTemplate{
             title = "AbilityIcon",
             title = "AbilityIcon",
             args  = { ability["Key"] }
             args  = { ability["Name"] }
         }
         }