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: 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