Module:AbilityTable: Difference between revisions

Vergir (talk | contribs)
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)
Vergir (talk | contribs)
Merge analyze_charges into charges_cells; move human notes to framework level with extensible table; Notes column auto-injected when notes exist (with help from vergir-bot LLM)
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--    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
--                    (do not include "Notes" — it is added automatically)
--      - get_cells:  function(ability) -> { ["Column Name"] = value }
--      - get_cells:  function(ability) -> { ["Column Name"] = value }
--                    The ability is guaranteed to match the stat.
--                    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 (plus Notes if human notes exist).
--
--
-- 3. Optionally add entries to column_suffix to append a unit
-- 3. Optionally add entries to column_suffix to append a unit
--    string (e.g. "s", "%") after values in specific columns.
--    string (e.g. "s", "%") after values in specific columns.
--
-- 4. Optionally add human-authored notes to human_notes:
--      human_notes["stat"]["Ability Name"] = "Note text."
--    Notes are appended as a Notes column automatically.
-- ============================================================
-- ============================================================


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-- 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.
local stat_to_props = {
local stat_to_props = {
     ["charges"] = { "AbilityCharges" },
     ["charges"] = { "AbilityCharges" },
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-- Maps column header names to their display unit suffix.
-- Maps column header names to their display unit suffix.
-- Applied automatically to all non-nil, non-"—" cell values in that column.
local column_suffix = {
local column_suffix = {
     ["Time Between Charges"] = "s",
     ["Time Between Charges"] = "s",
}
}


-- ============================================================
-- Human-authored notes, appended to the Notes column.
-- Charges: human-authored notes
-- Keyed by stat name, then by ability display Name.
-- Add per-ability annotations here; they are appended after
local human_notes = {
-- any auto-generated notes in the Notes column.
    ["charges"] = {
-- Key is the ability's display Name from AbilityData.
        ["Jar of Dead"] = "Charges by being near when anything dies.",
-- ============================================================
    },
local charges_human_notes = {
    ["Jar of Dead"] = "Charges by being near when anything dies.",
}
}


-- ============================================================
-- ============================================================
-- Shared analysis helpers
-- Shared helpers
-- ============================================================
-- ============================================================


-- Returns a numeric value from either a plain number or a { Value = n } object.
local function num_val(v)
local function num_val(v)
     if type(v) == "number" then return v end
     if type(v) == "number" then return v end
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-- ============================================================
-- ============================================================
-- Charges: analysis
-- Per-stat cell renderers
-- Each function receives a guaranteed-matching ability record
-- and returns { ["Column Name"] = value } for extra columns.
-- Human notes and the Notes column are handled by the framework.
-- ============================================================
-- ============================================================


-- Analyses a raw ability record for charge-related properties.
local function charges_cells(ability)
-- Returns a structured record, or nil if the ability has no charge mechanic.
     local base_charges = num_val(ability["AbilityCharges"])
local function analyze_charges(ability)
     local base_cooldown = ability["AbilityCooldownBetweenCharge"]
     local base_charges   = num_val(ability["AbilityCharges"])
     local has_base     = base_charges ~= nil and base_charges > 0
     local base_cooldown = ability["AbilityCooldownBetweenCharge"]
     local upgrade_info = find_in_upgrades(ability, "AbilityCharges")
    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
     local cooldown, upgrade_cooldown
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     end
     end


     return {
     local cells = {}
         base_charges     = has_base and base_charges or nil,
 
         upgrade_tier     = upgrade_info and upgrade_info.tier or nil,
    if has_base then
         upgrade_charges  = upgrade_info and upgrade_info.value or nil,
         cells["Charges"] = tostring(base_charges)
         upgrade_cooldown = upgrade_cooldown,
        if cooldown then
         cooldown         = cooldown,
            cells["Time Between Charges"] = tostring(cooldown)
         is_conditional  = is_conditional,
         end
     }
    end
 
     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
    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
end
end
-- ============================================================
-- Extra columns per stat
-- ============================================================


local extra_columns = {
local extra_columns = {
     ["charges"] = {
     ["charges"] = {
         headers = { "Charges", "Time Between Charges", "Notes" },
         headers   = { "Charges", "Time Between Charges" },
         get_cells = function(ability)
         get_cells = charges_cells,
            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,
     },
     },
}
}
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     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 stat_notes  = human_notes[stat]


     local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
     local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
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         return ia.abilityNum < ib.abilityNum
         return ia.abilityNum < ib.abilityNum
     end)
     end)
    -- Determine whether a Notes column is needed:
    -- either the stat renderer produces notes, or human notes exist for this stat.
    local needs_notes = stat_notes ~= nil
    if not needs_notes then
        for _, ability in ipairs(filtered) do
            local extra = get_cells(ability)
            if extra["Notes"] then
                needs_notes = true
                break
            end
        end
    end
    -- Build final header list: declared headers + Notes if needed
    local final_headers = {}
    for _, h in ipairs(headers) do table.insert(final_headers, h) end
    if needs_notes then table.insert(final_headers, "Notes") end


     -- Render wikitable
     -- Render wikitable
     local out = {}
     local out = {}
     local header_row = "! Hero !! Ability"
     local header_row = "! Hero !! Ability"
     if #headers > 0 then
     if #final_headers > 0 then
         header_row = header_row .. " !! " .. table.concat(headers, " !! ")
         header_row = header_row .. " !! " .. table.concat(final_headers, " !! ")
     end
     end


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         }
         }


         local cells = { hero_cell, ability_cell }
         local cells = { hero_cell, ability_cell }
         local extra = get_cells(ability)
         local extra = get_cells(ability)
         for _, header in ipairs(headers) do
 
        -- Append human note to any renderer-generated note
        if stat_notes and stat_notes[ability["Name"]] then
            local human = stat_notes[ability["Name"]]
            extra["Notes"] = extra["Notes"] and (extra["Notes"] .. " " .. human) or human
        end
 
         for _, header in ipairs(final_headers) do
             local value = extra[header]
             local value = extra[header]
             if value ~= nil then
             if value ~= nil then