Module:AbilityTable: Difference between revisionsGive feedback
Jump to navigation
Jump to search
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) |
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 | -- - 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 one ability row. | ||
-- | -- 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: | ||
} | } | ||
-- | -- ============================================================ | ||
-- | -- 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.", | |||
} | |||
-- ============================================================ | |||
-- 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 | local rec = analyze_charges(ability) | ||
local | if not rec then return {} end | ||
["Charges"] | local cells = {} | ||
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 lookup (ability key -> { heroName, abilityNum }) | ||
-- ============================================================ | -- ============================================================ | ||
| Line 61: | Line 174: | ||
_hero_lookup = {} | _hero_lookup = {} | ||
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 | ||
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 | local lookup = build_hero_lookup() | ||
local spec | local spec = extra_columns[stat] | ||
local headers | 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) | ||
-- | -- 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 | -- 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[" | args = { ability["Name"] } | ||
} | } | ||
Revision as of 23:08, 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 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) that returns a table of
-- { ["Column Name"] = value } for one ability row.
-- 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.
-- ============================================================
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 friendly_to_internal = {
["charges"] = { "AbilityCharges" },
}
-- ============================================================
-- 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.",
}
-- ============================================================
-- 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 = {
["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"] = 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,
},
}
-- ============================================================
-- 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 = 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 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
table.insert(cells, extra[header] or "—")
end
table.insert(out, "|-")
table.insert(out, "| " .. table.concat(cells, " || "))
end
table.insert(out, "|}")
return table.concat(out, "\n")
end
return p