Module:AbilityTableGive feedback
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: list of column names shown in the table header
-- - get_cells: function(ability) that returns a table of
-- { ["Column Name"] = value } for a single 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" },
}
-- Optional extra columns for each stat.
-- Each entry has:
-- headers: ordered list of column header strings
-- get_cells: function(ability) -> { ["Header"] = value, ... }
local extra_columns = {
["charges"] = {
headers = { "Charges", "Time Between Charges" },
get_cells = function(ability)
local charges = ability["AbilityCharges"]
local cooldown = ability["AbilityCooldownBetweenCharge"]
return {
["Charges"] = charges and tostring(charges) or nil,
-- AbilityCooldownBetweenCharge is -1 when unused; treat as absent
["Time Between Charges"] = (cooldown and cooldown > 0) and (cooldown .. "s") or nil,
}
end,
},
}
-- ============================================================
-- Hero lookup (ability key -> hero info)
-- ============================================================
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
-- ============================================================
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)
-- 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 = {}
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["Key"] }
}
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