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Add melee extra columns with Light Melee Scaling and automated heavy melee upgrade notes (with help from vergir-bot LLM) |
Fix melee scaling notes: additive upgrade interpretation for Rend; updated heavy melee note wording with bold (with help from vergir-bot LLM) |
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| Line 110: | Line 110: | ||
end | end | ||
-- Finds the base light melee scale value | -- Finds the base light melee scale value: the first top-level property | ||
-- | -- whose Scale.Type is "melee" and whose scale value is > 0. | ||
local function find_base_melee_scale(ability) | local function find_base_melee_scale(ability) | ||
for _, v in pairs(ability) do | for _, v in pairs(ability) do | ||
| Line 129: | Line 128: | ||
end | end | ||
-- | -- Scans all upgrade tiers for melee-scale changes. Upgrade objects are | ||
-- | -- additive in the engine, so the final scale = base + upgrade delta. | ||
local function | -- Returns a list of note strings, one per relevant upgrade tier found. | ||
-- Handles two cases: | |||
-- heavy_melee scale > 0 introduced → ability gains heavy melee scaling | |||
-- melee scale changed (delta ~= 0) → existing melee scaling is modified | |||
local function build_melee_upgrade_notes(ability, base_melee_scale) | |||
local upgrades = ability["Upgrades"] | local upgrades = ability["Upgrades"] | ||
if type(upgrades) ~= "table" then return | if type(upgrades) ~= "table" then return {} end | ||
local notes = {} | |||
for i, tier in ipairs(upgrades) do | for i, tier in ipairs(upgrades) do | ||
if type(tier) == "table" then | if type(tier) == "table" then | ||
| Line 139: | Line 145: | ||
if type(v) == "table" then | if type(v) == "table" then | ||
local scale = v["Scale"] | local scale = v["Scale"] | ||
if type(scale) == "table" | if type(scale) == "table" and type(scale["Value"]) == "number" then | ||
local stype = scale["Type"] | |||
local delta = scale["Value"] | |||
if stype == "heavy_melee" and delta > 0 then | |||
-- Introduces heavy melee scaling (additive on top of zeroed melee) | |||
table.insert(notes, "T" .. i .. " upgrade changes scaling to ×" | |||
.. delta .. " of '''[[Heavy Melee]]''' damage.") | |||
elseif stype == "melee" and delta ~= 0 and base_melee_scale then | |||
-- Modifies existing melee scaling additively | |||
local final = base_melee_scale + delta | |||
-- Round to avoid float noise (e.g. 1.2 + 0.4 = 1.5999...) | |||
final = math.floor(final * 1000 + 0.5) / 1000 | |||
table.insert(notes, "T" .. i .. " upgrade adds ×" | |||
.. delta .. " [[Melee Damage]] scaling (total ×" .. final .. ").") | |||
end | |||
end | end | ||
end | end | ||
| Line 150: | Line 167: | ||
end | end | ||
end | end | ||
return | |||
return notes | |||
end | end | ||
| Line 161: | Line 179: | ||
end | end | ||
local | local upgrade_notes = build_melee_upgrade_notes(ability, base_scale) | ||
if | if #upgrade_notes > 0 then | ||
cells["Notes"] = | cells["Notes"] = table.concat(upgrade_notes, " ") | ||
end | end | ||
Revision as of 01:51, 11 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
-- Renders sortable wikitables of abilities filtered by a named stat.
-- Maps lowercase friendly stat names to internal AbilityData property keys or values.
-- Entries are matched either as key names (property exists with non-zero value)
-- or as plain string values anywhere in the record (e.g. Scale.Type = "melee").
local stat_to_props = {
["charges"] = { "AbilityCharges" },
["melee"] = { "melee", "heavy_melee", "light_melee" },
}
-- Editor-authored notes appended to the Notes column.
local human_notes = {
["charges"] = {
["Jar of Dead"] = "Charges by being near when anything dies.",
},
["melee"] = {
["Puddle Punch"] = "Can be parried.",
},
}
-- Unit strings appended to cell values by column name.
local column_suffix = {
["Time Between Charges"] = "s",
}
-- Actual code below
local p = {}
local GameData = require("Module:GameData")
-- ============================================================
-- Shared helpers
-- ============================================================
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
-- Searches Upgrades[] for a field and returns { tier = N, value = V } at its
-- first appearance, or nil if the field is absent from all upgrade tiers.
local function find_in_upgrades(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 { tier = i, value = num_val(tier[field]) }
end
end
return nil
end
-- ============================================================
-- Per-stat cell renderers
-- Each function receives a guaranteed-matching ability record
-- and returns { ["Column Name"] = value }.
-- Human notes are appended by the framework, not here.
-- ============================================================
local function charges_cells(ability)
local base_charges = num_val(ability["AbilityCharges"])
local base_cooldown = ability["AbilityCooldownBetweenCharge"]
local has_base = base_charges ~= nil and base_charges > 0
local upgrade_info = find_in_upgrades(ability, "AbilityCharges")
local cooldown, upgrade_cooldown
if has_base then
if type(base_cooldown) == "number" and base_cooldown > 0 then
cooldown = base_cooldown
else
local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge")
if cd and cd.value and cd.value > 0 then cooldown = cd.value end
end
else
local cd = find_in_upgrades(ability, "AbilityCooldownBetweenCharge")
if cd and cd.value and cd.value > 0 then upgrade_cooldown = cd.value end
end
local cells = {}
if has_base then
cells["Charges"] = tostring(base_charges)
if cooldown then
cells["Time Between Charges"] = tostring(cooldown)
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
-- Finds the base light melee scale value: the first top-level property
-- whose Scale.Type is "melee" and whose scale value is > 0.
local function find_base_melee_scale(ability)
for _, v in pairs(ability) do
if type(v) == "table" then
local scale = v["Scale"]
if type(scale) == "table"
and scale["Type"] == "melee"
and type(scale["Value"]) == "number"
and scale["Value"] > 0
then
return scale["Value"]
end
end
end
return nil
end
-- Scans all upgrade tiers for melee-scale changes. Upgrade objects are
-- additive in the engine, so the final scale = base + upgrade delta.
-- Returns a list of note strings, one per relevant upgrade tier found.
-- Handles two cases:
-- heavy_melee scale > 0 introduced → ability gains heavy melee scaling
-- melee scale changed (delta ~= 0) → existing melee scaling is modified
local function build_melee_upgrade_notes(ability, base_melee_scale)
local upgrades = ability["Upgrades"]
if type(upgrades) ~= "table" then return {} end
local notes = {}
for i, tier in ipairs(upgrades) do
if type(tier) == "table" then
for _, v in pairs(tier) do
if type(v) == "table" then
local scale = v["Scale"]
if type(scale) == "table" and type(scale["Value"]) == "number" then
local stype = scale["Type"]
local delta = scale["Value"]
if stype == "heavy_melee" and delta > 0 then
-- Introduces heavy melee scaling (additive on top of zeroed melee)
table.insert(notes, "T" .. i .. " upgrade changes scaling to ×"
.. delta .. " of '''[[Heavy Melee]]''' damage.")
elseif stype == "melee" and delta ~= 0 and base_melee_scale then
-- Modifies existing melee scaling additively
local final = base_melee_scale + delta
-- Round to avoid float noise (e.g. 1.2 + 0.4 = 1.5999...)
final = math.floor(final * 1000 + 0.5) / 1000
table.insert(notes, "T" .. i .. " upgrade adds ×"
.. delta .. " [[Melee Damage]] scaling (total ×" .. final .. ").")
end
end
end
end
end
end
return notes
end
local function melee_cells(ability)
local cells = {}
local base_scale = find_base_melee_scale(ability)
if base_scale then
cells["Light Melee Scaling"] = "×" .. base_scale
end
local upgrade_notes = build_melee_upgrade_notes(ability, base_scale)
if #upgrade_notes > 0 then
cells["Notes"] = table.concat(upgrade_notes, " ")
end
return cells
end
local extra_columns = {
["charges"] = {
headers = { "Charges", "Time Between Charges", "Notes" },
get_cells = charges_cells,
},
["melee"] = {
headers = { "Light Melee Scaling", "Notes" },
get_cells = melee_cells,
},
}
-- ============================================================
-- 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.render(frame)
local stat = mw.text.trim(frame.args[1] or ""):lower()
local internal_keys = stat_to_props[stat]
if not internal_keys then
return '<span class="error">AbilityTable: unknown stat "' .. stat .. '".</span>'
end
-- Build set of columns to hide from the "hide" parameter
local hide_set = {}
local hide_param = mw.text.trim(frame.args["hide"] or "")
if hide_param ~= "" then
for col in hide_param:gmatch("[^,]+") do
hide_set[mw.text.trim(col)] = true
end
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 stat_notes = human_notes[stat]
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)
-- Determine final header list, respecting hide_set.
-- "Notes" is included if declared in headers or if human notes exist,
-- but only if not hidden. Either way it appears exactly once at the end.
local has_notes_header = false
local final_headers = {}
for _, h in ipairs(headers) do
if h == "Notes" then
has_notes_header = true
elseif not hide_set[h] then
table.insert(final_headers, h)
end
end
local needs_notes = (has_notes_header or stat_notes ~= nil) and not hide_set["Notes"]
if needs_notes then
table.insert(final_headers, "Notes")
end
-- Disclaimer
local edit_url = mw.uri.fullUrl("Module:AbilityTable", { action = "edit" })
local disclaimer = frame:preprocess(
'<div class="ability-table-disclaimer">'
.. "This is an automatic list. "
.. "[" .. tostring(edit_url) .. " Click here]"
.. " to add notes or correct the contents."
.. "</div>"
)
-- Render wikitable
local out = {}
table.insert(out, disclaimer)
table.insert(out, '{| class="wikitable sortable ability-table"')
local header_cells = '! class="ability-table-col-hero" | Hero'
.. ' !! class="ability-table-col-ability" | Ability'
for _, h in ipairs(final_headers) do
local cls = "ability-table-col-" .. h:lower():gsub("%s+", "-")
header_cells = header_cells .. ' !! class="' .. cls .. '" | ' .. h
end
table.insert(out, header_cells)
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 extra = get_cells(ability)
-- 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
local row_cells = '| class="ability-table-cell-hero" | ' .. hero_cell
.. ' || class="ability-table-cell-ability" | ' .. ability_cell
for _, header in ipairs(final_headers) do
local value = extra[header]
local cls = "ability-table-cell-" .. header:lower():gsub("%s+", "-")
local content
if value ~= nil then
local suffix = column_suffix[header] or ""
content = value .. suffix
else
content = "—"
end
row_cells = row_cells .. ' || class="' .. cls .. '" | ' .. content
end
table.insert(out, "|-")
table.insert(out, row_cells)
end
table.insert(out, "|}")
return table.concat(out, "\n")
end
return p