Module:AbilityTable

Revision as of 23:00, 10 May 2026 by Vergir (talk | contribs) (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))

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: 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