Module:AbilityTable: Difference between revisionsGive feedback
Jump to navigation
Jump to search
Render Hero and Ability columns using HeroIcon and AbilityIcon, with hero lookup from AbilityCards (with help from vergir-bot LLM) |
m key => name when rendering |
||
| Line 120: | Line 120: | ||
local ability_cell = frame:expandTemplate{ | local ability_cell = frame:expandTemplate{ | ||
title = "AbilityIcon", | title = "AbilityIcon", | ||
args = { ability[" | args = { ability["Name"] } | ||
} | } | ||
Revision as of 22:45, 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 friendly_to_internal below, mapping the friendly
-- name (lowercase) to the list of internal AbilityData property keys.
-- 2. The table will appear automatically on any page using {{AbilityTable|<stat>}}.
local p = {}
local GameData = require("Module:GameData")
-- Maps lowercase friendly stat names to internal AbilityData property keys.
-- A single friendly name may map to multiple internal keys if the stat can
-- be represented differently across abilities.
local friendly_to_internal = {
["charges"] = { "AbilityCharges" },
}
-- ============================================================
-- Hero lookup (ability key -> hero display name)
-- Built lazily from AbilityCards.json and HeroData.json.
-- ============================================================
local _hero_lookup = nil
local function build_hero_lookup()
if _hero_lookup then return _hero_lookup end
_hero_lookup = {}
-- Build set of active hero display names from HeroData
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
-- Map ability key -> { heroName, abilityNum } using AbilityCards
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
-- ============================================================
-- Entry point invoked by Template:AbilityTable.
-- frame.args[1] is the friendly stat name (e.g. "charges").
function p.abilityPropTable(frame)
local stat = mw.text.trim(frame.args[1] or ""):lower()
local internal_keys = friendly_to_internal[stat]
if not internal_keys then
return '<span class="error">AbilityTable: unknown stat "' .. stat .. '".</span>'
end
local lookup = build_hero_lookup()
local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
-- Filter to abilities belonging to active, released heroes only
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 (primary), then ability slot number (secondary)
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 = {}
table.insert(out, '{| class="wikitable sortable"')
table.insert(out, "! Hero !! Ability")
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"] }
}
table.insert(out, "|-")
table.insert(out, "| " .. hero_cell .. " || " .. ability_cell)
end
table.insert(out, "|}")
return table.concat(out, "\n")
end
return p