Module:AbilityTable: Difference between revisions

Vergir (talk | contribs)
Fix comment: membership predicate is consumed by Module:AbilityHints (with help from vergir-bot LLM)
Vergir (talk | contribs)
Refactor logic so abilitytables now correctly account for subabilities (Sinclair's Bolt, Pocket's Cloak, Rem's Tag Along etc). Ability Hints will break for a minute
Line 7: Line 7:


local p = {}
local p = {}
-- ============================================================
-- Extra columns: maps stat names to their column headers and
-- cell renderer functions from ComplexRenderers.
-- Stats not listed here get a plain Hero + Ability + Notes table.
-- ============================================================


local extra_columns = {
local extra_columns = {
Line 69: Line 63:
         extra["Notes"] = extra["Notes"] and (extra["Notes"] .. "; " .. human_note) or human_note
         extra["Notes"] = extra["Notes"] and (extra["Notes"] .. "; " .. human_note) or human_note
     end
     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
end


-- ============================================================
-- ============================================================
-- Membership
-- Membership
-- Shared source of truth for "is ability X a member of list Y".
-- Pieces of code that help in telling  "is ability X a member of list Y".
-- Also consumed by Module:AbilityHints to decide which
-- main function is: p.is_member()
-- interaction icons to show on ability cards.
-- ============================================================
-- ============================================================


Line 97: Line 173:
end
end


-- Public: does an ability record belong to list `stat`?
-- Public: does ability `ability_key` belong to list `stat`?
--  record      an entry from Data:AbilityData.json
function p.is_member(stat, ability_key, ability_num)
--  ability_num  the ability's slot (1-4), used by special rules
function p.is_member(stat, record, ability_num)
     local props = Lists.lists[stat]
     local props = Lists.lists[stat]
     if not props then return false end
     if not props then return false end
    local name = record["Name"]
    if name and excluded_set(stat)[name] then return false end
    if not special_ok(stat, record, ability_num) then return false end
    return GameData.entity_matches(record, props)
end


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


local function filter_abilities(stat, abilities, key_lookup)
     if not view then
     local result = {}
         view = mw.loadJsonData(GameData.Dataset.ABILITIES)[ability_key]
    for _, ability in ipairs(abilities) do
         if not view then return false end
         local info = ability["Key"] and key_lookup[ability["Key"]]
        if info and p.is_member(stat, ability, info.abilityNum) then
            table.insert(result, ability)
         end
     end
     end
    return result
end


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


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


local function build_lookup()
     return GameData.entity_matches(view, props)
     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")
    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" 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
end
end


Line 191: Line 215:


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


     local key_lookup, _ = build_lookup()
     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 {}
Line 200: Line 224:
     local stat_notes = Notes[stat]
     local stat_notes = Notes[stat]


     local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
     local filtered = {}
    local filtered = filter_abilities(stat, abilities, key_lookup)
    for _, key in ipairs(order) do
        if p.is_member(stat, key) then
            table.insert(filtered, key)
        end
    end


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


     local lists_url = mw.uri.fullUrl("Module:AbilityTable/Lists")
     local lists_url = mw.uri.fullUrl("Module:AbilityTable/Lists")
Line 232: Line 250:
         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)
             table.insert(hero_abilities[hero], views[key].view)
         end
         end


Line 298: Line 315:
     table.insert(out, header_row)
     table.insert(out, header_row)


     for _, ability in ipairs(filtered) do
     for _, key in ipairs(filtered) do
         local info = key_lookup[ability["Key"]]
         local entry  = views[key]
        local ability = entry.view


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