Module:AbilityTable: Difference between revisions

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Vergir (talk | contribs)
Remove hero field from manual_entries; hero resolved automatically via name_lookup from AbilityCards (with help from vergir-bot LLM)
Remove spurious Key and abilityNum=9999 from manual entry injection; simplify sort comparator (with help from vergir-bot LLM)
Line 371: Line 371:
     end
     end


     -- Duration cell: collect distinct non-DebuffDuration duration fields (base or upgrade)
     -- Duration cell: collect distinct non-DebuffDuration duration fields (base or upgrade).
    -- If exactly one found → use its value. If multiple, or DebuffDuration present → "(See notes)".
     local DUR_FIELDS = {
     local DUR_FIELDS = {
         "StunDuration", "SleepDuration", "SilenceDuration", "PetrifyDuration",
         "StunDuration", "SleepDuration", "SilenceDuration", "PetrifyDuration",
Line 395: Line 396:
     end
     end


     -- AbilityDuration is only meaningful as a duration source when DebuffAccuracy is the
     -- AbilityDuration is only meaningful when DebuffAccuracy is the sole CC prop (Call Bell).
    -- sole CC prop (Call Bell) — otherwise it's too generic.
     local sole_cc_is_accuracy = (effects_set["Inaccuracy"] and not effects_set["Slow"]
     local sole_cc_is_accuracy = (effects_set["Inaccuracy"] and not effects_set["Slow"]
         and not effects_set["Stun"] and not effects_set["Sleep"]
         and not effects_set["Stun"] and not effects_set["Sleep"]
Line 535: Line 535:


     -- Inject manual entries not already covered by prop-matching.
     -- Inject manual entries not already covered by prop-matching.
     -- Hero is resolved via _name_lookup; if not found the row shows "—" in the Hero column.
     -- Hero and slot are resolved via name_lookup; if the ability isn't in AbilityCards
    -- the row shows "—" in the Hero column and sorts to the end.
     if stat_manual then
     if stat_manual then
         for name, _ in pairs(stat_manual) do
         for name, _ in pairs(stat_manual) do
Line 541: Line 542:
                 table.insert(filtered, {
                 table.insert(filtered, {
                     Name        = name,
                     Name        = name,
                    Key        = "__manual__",
                     _manualInfo = name_lookup[name],
                     _manualInfo = name_lookup[name] or { abilityNum = 9999 },
                 })
                 })
             end
             end
Line 552: Line 552:
     end
     end


     -- Sort by hero name, then ability slot number
     -- Sort by hero name, then ability slot number.
    -- Abilities with no info (not in lookup or AbilityCards) sort to the end.
     table.sort(filtered, function(a, b)
     table.sort(filtered, function(a, b)
         local ia = lookup[a["Key"]] or a._manualInfo
         local ia = lookup[a["Key"]] or a._manualInfo

Revision as of 11:27, 13 May 2026

This module exposes two functions.

  • render generates 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 by render and externally by Module:AbilityHints, so the ability-hint icons always stay in sync with these tables.

See also


-- Renders sortable wikitables of abilities filtered by a named stat.

-- Maps lowercase friendly stat names to internal AbilityData property keys or values.
local stat_to_props = {
    ["charges"]    = { "AbilityCharges" },
    ["melee"]      = { "melee", "heavy_melee" },
    ["wpndmg"]     = { "melee", "heavy_melee", "weapon_damage_increase" },
    ["healreduce"] = { "HealAmpReceivePenaltyPercent", "HealAmpRegenPenaltyPercent", "DisableHealing" },
    ["debuff"]     = {
        "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff",
        "PetrifyDuration", "HexDuration", "ImmobilizeDuration", "LiftDuration",
        "SlowPercent", "DebuffDuration", "HoldInPlaceDuration",
        "DebuffAccuracy", "TimeSlowDuration", "LateCheckoutStun",
    },
}

-- 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.",
    },
}

-- Manually specified entries for abilities whose effects cannot be inferred from
-- data alone (e.g. engine-side CC with no matching data fields).
-- The hero is resolved automatically from AbilityCards.json via the ability name.
-- Each entry requires:
--   effects  = { "EffectName", ... }  (supports "Effect (TN)" for upgrade-only)
--   duration = <number or nil>        (nil renders as "—")
local manual_entries = {
    ["debuff"] = {
        ["Combo"] = {
            effects  = { "Stun" },
            duration = 2.4,
        },
        ["Sand Blast"] = {
            effects  = { "Disarm" },
            duration = 2.5,
        },
        ["Spirit Lasso"] = {
            effects  = { "Stun" },
            duration = 2.25,
        },
    },
}

-- Unit strings appended to cell values by column name.
-- Values starting with "(" are treated as already-complete strings and
-- the suffix is NOT appended (e.g. "(See notes)" stays as-is).
local column_suffix = {
    ["Time Between Charges"] = "s",
    ["Duration"]             = "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

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

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
                            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
                            local final = math.floor((base_melee_scale + delta) * 1000 + 0.5) / 1000
                            table.insert(notes, "T" .. i .. " upgrade adds ×"
                                .. delta .. " 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 function find_base_duration(ability)
    for _, field in ipairs({ "VenomDuration", "DebuffDuration", "AbilityDuration", "BurnDuration" }) do
        local v = num_val(ability[field])
        if v and v > 0 then return v, field end
    end
    return nil, nil
end

local function healreduce_cells(ability)
    local cells = {}
    local notes = {}
    local base_dur, dur_field = find_base_duration(ability)

    local first_pct, first_tier, first_is_disable = nil, nil, false
    local base_receive = num_val(ability["HealAmpReceivePenaltyPercent"])
    local base_regen   = num_val(ability["HealAmpRegenPenaltyPercent"])
    local base_pct_raw = base_receive or base_regen
    if base_pct_raw and base_pct_raw ~= 0 then
        first_pct = math.abs(base_pct_raw)
    elseif ability["DisableHealing"] and ability["DisableHealing"] ~= 0 then
        first_is_disable = true
    else
        local upgrades = ability["Upgrades"]
        if type(upgrades) == "table" then
            for i, tier in ipairs(upgrades) do
                if type(tier) == "table" then
                    local up_raw = num_val(tier["HealAmpReceivePenaltyPercent"])
                                or num_val(tier["HealAmpRegenPenaltyPercent"])
                    if up_raw and up_raw ~= 0 then
                        first_pct, first_tier = math.abs(up_raw), i
                        break
                    elseif tier["DisableHealing"] and tier["DisableHealing"] ~= 0 then
                        first_is_disable, first_tier = true, i
                        break
                    end
                end
            end
        end
    end

    if first_is_disable then
        cells["Heal Reduction"] = "100%" .. (first_tier and " (T" .. first_tier .. ")" or "")
    elseif first_pct then
        cells["Heal Reduction"] = tostring(first_pct) .. "%" .. (first_tier and " (T" .. first_tier .. ")" or "")
    end
    if base_dur then cells["Duration"] = tostring(base_dur) end

    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        local running_pct, running_dur = first_pct, base_dur
        local first_pct_seen = (first_tier == nil)
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                local tier_notes = {}
                local pct_delta = num_val(tier["HealAmpReceivePenaltyPercent"])
                               or num_val(tier["HealAmpRegenPenaltyPercent"])
                if first_tier == i then
                    first_pct_seen = true
                    if first_pct then running_pct = first_pct end
                elseif first_pct_seen and pct_delta and pct_delta ~= 0 then
                    local delta_abs = math.abs(pct_delta)
                    local total = (running_pct or 0) + delta_abs
                    table.insert(tier_notes, "T" .. i .. " upgrade increases heal reduction by "
                        .. delta_abs .. "% (total " .. total .. "%).")
                    running_pct = total
                end
                if dur_field then
                    local dur_delta = num_val(tier[dur_field])
                    if dur_delta and dur_delta ~= 0 and running_dur then
                        local total_dur = running_dur + dur_delta
                        table.insert(tier_notes, "T" .. i .. " upgrade "
                            .. (dur_delta > 0 and "increases" or "decreases")
                            .. " duration by " .. math.abs(dur_delta)
                            .. "s (total " .. total_dur .. "s).")
                        running_dur = total_dur
                    end
                end
                for _, n in ipairs(tier_notes) do table.insert(notes, n) end
            end
        end
    end

    if #notes > 0 then cells["Notes"] = table.concat(notes, " ") end
    return cells
end

-- Maps AbilityData property names to human-readable effect names for the debuff table.
-- DebuffDuration is absent: it signals "(See notes)" on Duration rather than a named effect.
local debuff_prop_to_effect = {
    StunDuration        = "Stun",
    SleepDuration       = "Sleep",
    SilenceDuration     = "Silence",
    SilenceDebuff       = "Silence",
    PetrifyDuration     = "Petrify",
    HexDuration         = "Hex",
    ImmobilizeDuration  = "Root",
    LiftDuration        = "Lift",
    SlowPercent         = "Slow",
    HoldInPlaceDuration = "Stop",
    DebuffAccuracy      = "Inaccuracy",
    TimeSlowDuration    = "Time Slow",
    LateCheckoutStun    = "Stun",
}

local function debuff_cells(ability, stat_manual)
    local cells = {}

    -- Manual entry takes full precedence.
    local manual = stat_manual and stat_manual[ability["Name"]]
    if manual then
        if manual.effects and #manual.effects > 0 then
            cells["Effects"] = table.concat(manual.effects, ", ")
        end
        if manual.duration then
            cells["Duration"] = tostring(manual.duration)
        end
        return cells
    end

    local CC_PROPS = {
        "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff",
        "PetrifyDuration", "HexDuration", "ImmobilizeDuration", "LiftDuration",
        "SlowPercent", "HoldInPlaceDuration", "DebuffAccuracy",
        "TimeSlowDuration", "LateCheckoutStun",
    }

    local effects_seen = {}  -- ordered list of { name, tier }
    local effects_set  = {}  -- effect name -> true, for dedup

    -- Base fields
    for _, prop in ipairs(CC_PROPS) do
        local val    = ability[prop]
        local effect = debuff_prop_to_effect[prop]
        if val and val ~= 0 and effect and not effects_set[effect] then
            table.insert(effects_seen, { name = effect, tier = nil })
            effects_set[effect] = true
        end
    end

    -- Upgrade fields
    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                for _, prop in ipairs(CC_PROPS) do
                    local val    = tier[prop]
                    local effect = debuff_prop_to_effect[prop]
                    if val and val ~= 0 and effect and not effects_set[effect] then
                        table.insert(effects_seen, { name = effect, tier = i })
                        effects_set[effect] = true
                    end
                end
            end
        end
    end

    -- DebuffDuration: present anywhere → Duration shows "(See notes)"
    local has_debuff_dur = (ability["DebuffDuration"] and ability["DebuffDuration"] ~= 0)
    if not has_debuff_dur and type(upgrades) == "table" then
        for _, tier in ipairs(upgrades) do
            if type(tier) == "table" and tier["DebuffDuration"] and tier["DebuffDuration"] ~= 0 then
                has_debuff_dur = true
                break
            end
        end
    end

    -- Effects cell
    local effect_parts = {}
    for _, e in ipairs(effects_seen) do
        table.insert(effect_parts, e.tier and (e.name .. " (T" .. e.tier .. ")") or e.name)
    end
    if #effect_parts > 0 then
        cells["Effects"] = table.concat(effect_parts, ", ")
    end

    -- Duration cell: collect distinct non-DebuffDuration duration fields (base or upgrade).
    -- If exactly one found → use its value. If multiple, or DebuffDuration present → "(See notes)".
    local DUR_FIELDS = {
        "StunDuration", "SleepDuration", "SilenceDuration", "PetrifyDuration",
        "HexDuration", "ImmobilizeDuration", "LiftDuration", "SlowDuration",
        "HoldInPlaceDuration", "AbilityDuration", "TimeSlowDuration", "LateCheckoutStun",
    }
    local dur_found = {}
    for _, f in ipairs(DUR_FIELDS) do
        local val = num_val(ability[f])
        if val and val > 0 then dur_found[f] = val end
    end
    if type(upgrades) == "table" then
        for _, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                for _, f in ipairs(DUR_FIELDS) do
                    if not dur_found[f] then
                        local val = num_val(tier[f])
                        if val and val > 0 then dur_found[f] = val end
                    end
                end
            end
        end
    end

    -- AbilityDuration is only meaningful when DebuffAccuracy is the sole CC prop (Call Bell).
    local sole_cc_is_accuracy = (effects_set["Inaccuracy"] and not effects_set["Slow"]
        and not effects_set["Stun"] and not effects_set["Sleep"]
        and not effects_set["Silence"] and not effects_set["Petrify"]
        and not effects_set["Hex"] and not effects_set["Root"]
        and not effects_set["Lift"] and not effects_set["Stop"]
        and not effects_set["Time Slow"])
    if not sole_cc_is_accuracy then
        dur_found["AbilityDuration"] = nil
    end

    local count, sole_val = 0, nil
    for _, val in pairs(dur_found) do count = count + 1; sole_val = val end

    if count == 1 then
        cells["Duration"] = tostring(sole_val)
    elseif count > 1 or has_debuff_dur then
        cells["Duration"] = "(See 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,
    },
    ["healreduce"] = {
        headers   = { "Heal Reduction", "Duration", "Notes" },
        get_cells = healreduce_cells,
    },
    ["debuff"] = {
        headers   = { "Effects", "Duration" },
        get_cells = debuff_cells,
    },
}

-- ============================================================
-- Hero lookup
--   _hero_lookup : ability key  -> { heroName, abilityNum }
--   _name_lookup : ability name -> { heroName, abilityNum }
-- Both are built together from HeroData + AbilityCards.
-- _name_lookup is used to resolve heroes for manual_entries.
-- ============================================================

local _hero_lookup = nil
local _name_lookup = nil

local function build_hero_lookup()
    if _hero_lookup then return _hero_lookup, _name_lookup end
    _hero_lookup = {}
    _name_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" then
                        local info = { heroName = hero_name, abilityNum = slot_num }
                        if ability["Key"]  then _hero_lookup[ability["Key"]]  = info end
                        if ability["Name"] then _name_lookup[ability["Name"]] = info end
                    end
                end
            end
        end
    end

    return _hero_lookup, _name_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

    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, name_lookup = build_hero_lookup()
    local spec        = extra_columns[stat]
    local headers     = spec and spec.headers or {}
    local stat_notes  = human_notes[stat]
    local stat_manual = manual_entries[stat]

    local get_cells
    if spec then
        if stat == "debuff" then
            get_cells = function(ability) return debuff_cells(ability, stat_manual) end
        else
            get_cells = spec.get_cells
        end
    else
        get_cells = function() return {} end
    end

    local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)

    -- Keep only abilities belonging to active, released heroes
    local filtered = {}
    local filtered_names = {}
    for _, ability in ipairs(abilities) do
        local key = ability["Key"]
        if key and lookup[key] then
            table.insert(filtered, ability)
            filtered_names[ability["Name"]] = true
        end
    end

    -- Inject manual entries not already covered by prop-matching.
    -- Hero and slot are resolved via name_lookup; if the ability isn't in AbilityCards
    -- the row shows "—" in the Hero column and sorts to the end.
    if stat_manual then
        for name, _ in pairs(stat_manual) do
            if not filtered_names[name] then
                table.insert(filtered, {
                    Name        = name,
                    _manualInfo = name_lookup[name],
                })
            end
        end
    end

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

    -- Sort by hero name, then ability slot number.
    -- Abilities with no info (not in lookup or AbilityCards) sort to the end.
    table.sort(filtered, function(a, b)
        local ia = lookup[a["Key"]] or a._manualInfo
        local ib = lookup[b["Key"]] or b._manualInfo
        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)

    -- Determine final headers
    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>"
    )

    local out = {}
    table.insert(out, disclaimer)
    table.insert(out, '{| class="wikitable sortable ability-table"')

    local header_row = '! class="ability-table-col-hero" | Hero'
                    .. ' !! class="ability-table-col-ability" | Ability'
    for _, h in ipairs(final_headers) do
        header_row = header_row .. ' !! class="ability-table-col-'
            .. h:lower():gsub("%s+", "-") .. '" | ' .. h
    end
    table.insert(out, header_row)

    for _, ability in ipairs(filtered) do
        local info = lookup[ability["Key"]] or ability._manualInfo

        local hero_cell
        if info and info.heroName 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 extra = get_cells(ability)

        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 = '| 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 = (type(value) == "string" and value:sub(1,1) == "(")
                    and value or (value .. suffix)
            else
                content = "—"
            end
            row = row .. ' || class="' .. cls .. '" | ' .. content
        end

        table.insert(out, "|-")
        table.insert(out, row)
    end

    table.insert(out, "|}")
    return table.concat(out, "\n")
end

return p