Module:AbilityTable

Revision as of 23:08, 10 May 2026 by Vergir (talk | contribs) (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))

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


-- 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