Module:AbilityTable

Revision as of 16:02, 25 May 2026 by Vergir (talk | contribs) (better dispelmagic/debuffresist lists)

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 friendly stat names to internal property keys or values.
local stat_to_props = {
    ["charges"]    = { "AbilityCharges" },
    ["melee"]      = { "melee", "heavy_melee" },
    ["wpndmg"]     = { "weapon_damage_increase" },
    ["healreduce"] = { "HealAmpReceivePenaltyPercent", "HealAmpRegenPenaltyPercent", "DisableHealing" },
    ["debuffresist"] = {
        -- Do not insert: AbilityDuration, TickRate, SlowDuration
        -- they do more harm than good and include a lot of excessive abilities to the list
        "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff", "PetrifyDuration", "HexDuration",
        "ImmobilizeDuration", "LiftDuration", "DebuffDuration", "HoldInPlaceDuration", "ExplodeDebuffDuration", "SlowPercent",
        "DebuffAccuracy", "TimeSlowDuration", "BulletDamageAmpDuration", "BulletResistReduction", "BurnDuration",
        "EnemySlowPct", "MoveSlowPercent", "GroundDashReductionPercent", "StealDuration", "EffectDuration", "TossDuration",
        -- can also just list abilities if they don't have a reusable property
        "Hotel Guest", "Life Drain", "Combo", "Light Eater", "Spirit Lasso", "Card Trick", "Lethal Venom", "Serrated Knives", "Kinetic Carbine"
    },
    ["moveslow"] = {
    	"SlowPercent", "EnemySlowPct", "MoveSlowPercent", "MaxSlowPercent", "MoveSpeedSlowPct", "MovementSpeedSlow",
    	"MovementSlowPct", "ClubSlowPercent", "MoveSpeedPenaltyPerStack", "MovementSlow"
    },
    ["dashslow"]  = { "GroundDashReductionPercent", "MaxGroundDashReductionPercent", "MoveSpeedAndDashSlowPct", "EnemyDashSlowPercent" },
    ["reactivebarrier"] = {
        -- WIP, do not use yet.
        "StunDuration", "SleepDuration", "SilenceDuration", "SilenceDebuff", "PetrifyDuration", "HexDuration",
        "ImmobilizeDuration", "LiftDuration", "HoldInPlaceDuration", "RestrictionDuration", "PullDuration", "PullDownDuration",
        -- engine-side CCs with no matching data prop
        "Itani Lo Sahn", "Dazzling Trick", "Ground Strike", "Hotel Guest",
    },
    ["dispelmagic"] = {
        -- Excludes effects that prevent casting (StunDuration, SleepDuration, PetrifyDuration, HexDuration)
        -- since you cannot self-dispel while affected by those.
        -- Slot 4 (ultimate) abilities are excluded via filter_abilities.
        "SilenceDuration", "SilenceDebuff", "ImmobilizeDuration", "LiftDuration", "HoldInPlaceDuration",
        "RestrictionDuration",
        "SlowPercent", "EnemySlowPct", "MoveSlowPercent", "GroundDashReductionPercent", "SlowDuration",
        "DebuffDuration", "ExplodeDebuffDuration", "BulletDamageAmpDuration", "BulletResistReduction",
        "StealDuration", "EffectDuration", "DebuffAccuracy", "TimeSlowDuration",
        "BurnDuration",
        -- raw abilities
        "Life Drain", "Card Trick", "Sticky Bomb", "Light Eater", "Luggage Cart", "Lethal Venom", "Serrated Knives", "Essence Theft", "Kinetic Carbine",
    },
    ["heal"] = {
        "HealingPerSecond", "HealAmount", "HealFixedHealth", "FlatHealthHealing", "HealingFactor", "MaxHealthRegen",
        "ExternalBonusHealthRegen", "BonusHealthRegen", "LifeStealPercentOnHit", "LifestealPercentHero", "MissingHealthPercentHeal", "MissingHealthBurstPct",
        "MissingHPHeal", "TechLifestealPercent", "AbilityLifestealPercentHero", "HealthStealPctHero", "BulletLifestealPercent", "TotalHealthRegen",
        "DamageHealMult", "HealPctVsHeroes", "InfestHeal", "HealOnKillPct", "HealMaxHealth", "HealMaxHealthPercent",
        "RegenIncomingDamagePercent",
        -- raw abilities
        "Rake", "Card Trick",
    },
}

-- Editor-authored notes go here.
local human_notes = {
    ["charges"] = {
        ["Jar of Dead"]  = "Charges by being near when anything dies.",
    },
    ["melee"] = {
        ["Puddle Punch"] = "Can be parried.",
    },
    ["debuffresist"] = {
        ["Aura of Suffering"]   = "T1 slow, T3 extra damage. The effect is negligible.",
        ["Lightning Ball"]      = "T2 Slow. The effect is negligible.",
        ["Static Charge"]       = "Stun duration. Delay before stun is not affected.",
        ["Enchanter's Satchel"] = "T3 Slow.",
        ["Scorn"]               = "T3 extra damage from Mo & Krill.",
        ["Hotel Guest"]         = "Only T2 late check-out stun can be reduced.",
        ["Jar of Dead"]         = "T2 slow.",
        ["Grapple Arm"]         = "T1 extra damage from Bebop.",
        ["Binding Word"]        = "Immobilize Duration. Escape time is not affected.",
        ["Power Slash"]         = "T1 slow.",
        ["Kinetic Pulse"]       = "T2 bullet resist reduction and slow.",
        ["Pain Battery"]        = "T1 slow.",
        ["Power Surge"]         = "T3 Spirit Resist reduction.",
        ["Rain of Arrows"]      = "T2 slow.",
        ["Soul Exchange"]       = "T2 silence.",
        ["Ground Strike"]       = "T2 slow.",
        ["Flog"]                = "T2 Fire rate slow.",
    },
    ["moveslow"] = {
        ["Grapple Arm"]   = "Applies a short strong slow when the victim reaches Bebop.",
        ["Heavy Barrage"]  = "Slows McGinnis by unknown amount.",
    },
    ["reactivebarrier"] = {
        ["Rend"]              = "Triggers on T3 upgrade only.",
        ["Soul Exchange"]     = "Triggers on T2 upgrade only.",
        ["Air Drop"]          = "Triggers on T3 upgrade only.",
        ["Entangling Thorns"] = "Triggers on T3 upgrade only.",
        ["Ground Strike"]     = "Triggers only when slamming a mid-air enemy into the ground.",
        ["Djinn's Mark"]      = "Triggers on T3 upgrade only.",
        ["Time Wall"]         = "Triggers on T2 upgrade only.",
    },
    ["heal"] = {
    	["Siphon Life"]           = "Lifesteals off damage dealt while active.",
        ["Infernal Resilience"]   = "Passively restores health for a percentage of all incoming damage.",
        ["Flawless Advance"]      = "Heals a flat amount per hit. Unlocked by T1 upgrade.",
        ["Exploding Uppercut"]    = "Restores a portion of missing health on use. Unlocked by T3 upgrade.",
        ["Leaping Slash"]         = "Heals a flat amount on hero hit. Unlocked by T1 upgrade.",
        ["Return to Shadows"]     = "Heals a flat amount on use. Unlocked by T3 upgrade.",
        ["Light Eater"]           = "Grants a buff that gives spirit lifesteal while active.",
        ["Bloodscent"]            = "Restores a portion of missing health on kill.",
        ["Rain of Arrows"]        = "Grants bullet and spirit lifesteal while active. Unlocked by T3 upgrade.",
        ["Napalm"]                = "Lifesteals off all damage dealt to napalmed targets. Unlocked by T2 upgrade.",
        ["Concussive Combustion"] = "Lifesteals off damage dealt. Unlocked by T2 upgrade.",
        ["Kudzu Connection"]      = "Grants bullet lifesteal. Also replicates a portion of healing.",
        ["Rejuvenating Aurora"]   = "Heals per second while channeling. T3 upgrade also adds passive max health regen.",
        ["Stone Form"]            = "Heals a percentage of max HP on cast.",
        ["Frost Grenade"]         = "Heals Kelvin and nearby allies for a flat amount.",
        ["Frozen Shelter"]        = "Regenerates health for all allies inside the dome.",
        ["Flog"]                  = "Heals Lash for a percentage of damage dealt to heroes.",
        ["Medicinal Specter"]     = "Heals nearby allies per second.",
        ["Rake"]                  = "Heals a flat amount on kill.",
        ["Scorn"]                 = "Heals for a percentage of damage dealt.",
        ["Combo"]                 = "Lifesteals off damage dealt. Unlocked by T1 upgrade.",
        ["Rallying Charge"]       = "Heal affected allies and Paige for a flat amount.",
        ["Tag Along"]             = "Restores a portion of target's missing health on attachment, then heals per second for a short duration.",
        ["Lil Helpers"]           = "Regenerates health for any trooper the helpers are attached to.",
        ["Lycan Curse"]           = "Restores a percentage of missing health on activation.",
        ["Go For The Throat"]     = "Lifesteals off melee damage dealt.",
        ["Pain Battery"]          = "Restores a portion of missing health on hero hit. Unlocked by T3 upgrade.",
        ["Jumpstart"]             = "Grants a flat health regen buff on use.",
        ["The Cube"]              = "Regenerates health for the target.",
        ["Last Stand"]            = "Lifesteals off all damage dealt while active.",
        ["Card Trick"]            = "Heals Wraith for a flat amount when a Heart or Joker card hits.",
        ["Crimson Slash"]         = "Heals a flat amount on hero hit.",
        ["Shadow Transformation"] = "Restores a percentage of max health per hero kill.",
    },
    ["dispelmagic"] = {
    	["Shoulder Charge"] = "T2 slow.",
    	
    }
}

-- Type here to exclude ability from a list. If adding please include a comment.
local exclude_list = {
    ["debuffresist"] = {
        "Bookwyrm", -- has DebuffDuration for some reason
        "Itani Lo Sahn", -- has DebuffDuration but does not get reduced
        "Slam Fire", -- has DebuffDuration for some reason
        "Splatter", -- has SlowPercent but no duration to shave off.
    },
    ["moveslow"] = {
        "Riposte", -- has a 40% 4s slow somehow? (SlowPercent + SlowDuration)
        "Grasping Hands", -- has SlowPercent
    },
    ["dashslow"] = {
        "Itani Lo Sahn", -- has GroundDashReductionPercent but also disables stamina.
    },
    ["heal"] = {
        "Riposte", -- has AbilityLifestealPercentHero, but doesn't deal damage to heal off of.
    },
    ["dispelmagic"] = {
        "Bookwyrm", -- has DebuffDuration for some reason
        "Slam Fire", -- has DebuffDuration for some reason
    },
}

-- Unit strings appended to cell values by column name.
local column_suffix = {
    ["Time Between Charges"] = "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

-- Finds the first non-zero value for any of the given fields, checking base
-- then upgrades in order. Returns field, tier (nil=base, N=upgrade), abs value.
local function find_first_value(ability, fields)
    for _, field in ipairs(fields) do
        local v = num_val(ability[field])
        if v and v ~= 0 then return field, nil, math.abs(v) end
    end
    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                for _, field in ipairs(fields) do
                    local v = num_val(tier[field])
                    if v and v ~= 0 then return field, i, math.abs(v) end
                end
            end
        end
    end
    return nil, nil, nil
end

-- ============================================================
-- Filtering
-- ============================================================

-- Filters a list of prop-matched abilities down to those that should appear
-- in the table for the given stat. Handles:
--   1. key_lookup membership (ability belongs to an active released hero)
--   2. exclude_list (manual false-positive suppressions)
--   3. stat-specific logic (e.g. dispelmagic strips slot-4 ultimates)
local function filter_abilities(stat, abilities, key_lookup)
    local excluded = {}
    if exclude_list[stat] then
        for _, name in ipairs(exclude_list[stat]) do
            excluded[name] = true
        end
    end

    local result = {}
    for _, ability in ipairs(abilities) do
        local key  = ability["Key"]
        local info = key and key_lookup[key]
        if info and not excluded[ability["Name"]] then
            local skip = false
            -- dispelmagic: skip ultimates (slot 4)
            if stat == "dispelmagic" and info.abilityNum == 4 then
                skip = true
            end
            if not skip then
                table.insert(result, ability)
            end
        end
    end
    return result
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 healreduce_cells(ability)
    local cells = {}
    local notes = {}
    local props = stat_to_props["healreduce"]

    local first_pct, first_tier, first_is_disable = nil, nil, false

    for _, prop in ipairs(props) do
        local v = num_val(ability[prop])
        if v and v ~= 0 then
            if prop == "DisableHealing" then
                first_is_disable = true
            else
                first_pct = math.abs(v)
            end
            break
        end
    end
    if not first_pct and not first_is_disable then
        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(props) do
                        local v = num_val(tier[prop])
                        if v and v ~= 0 then
                            if prop == "DisableHealing" then
                                first_is_disable, first_tier = true, i
                            else
                                first_pct, first_tier = math.abs(v), i
                            end
                            break
                        end
                    end
                end
                if first_pct or first_is_disable then break 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

    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        local running        = first_pct
        local first_pct_seen = (first_tier == nil)

        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                if first_tier == i then
                    first_pct_seen = true
                    if first_pct then running = first_pct end
                elseif first_pct_seen then
                    local delta = nil
                    for _, prop in ipairs(props) do
                        if prop ~= "DisableHealing" then
                            local v = num_val(tier[prop])
                            if v and v ~= 0 then delta = math.abs(v); break end
                        end
                    end
                    if delta then
                        local total = (running or 0) + delta
                        table.insert(notes, "T" .. i .. " upgrade increases heal reduction by "
                            .. delta .. "% (total " .. total .. "%).")
                        running = total
                    end
                end
            end
        end
    end

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

-- Generic renderer for a numeric stat column.
-- col_name: the column header string
-- fields:   ordered list of property names (first non-zero wins)
-- suffix:   string appended to values in cell and notes (e.g. "%" or "")
-- Upgrade deltas are additive; notes track running totals.
local function val_stat_cells(ability, col_name, fields, suffix)
    suffix = suffix or ""
    local cells = {}
    local notes = {}

    local first_field, first_tier, first_val = find_first_value(ability, fields)
    if not first_field then return cells end

    local cell_str = tostring(first_val) .. suffix
    if first_tier then cell_str = cell_str .. " (T" .. first_tier .. ")" end
    cells[col_name] = cell_str

    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        local running    = first_val
        local seen_first = (first_tier == nil)

        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                if first_tier == i then
                    seen_first = true
                elseif seen_first then
                    local delta = nil
                    for _, field in ipairs(fields) do
                        local v = num_val(tier[field])
                        if v and v ~= 0 then delta = math.abs(v); break end
                    end
                    if delta then
                        local total = running + delta
                        table.insert(notes, "T" .. i .. " upgrade increases "
                            .. col_name:lower() .. " by " .. delta .. suffix
                            .. " (total " .. total .. suffix .. ").")
                        running = total
                    end
                end
            end
        end
    end

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

local function moveslow_cells(ability)
    local cells = val_stat_cells(ability, "Move Slow", stat_to_props["moveslow"], "%")

    local channel_slow = num_val(ability["ChannelSlowPercent"])
    if channel_slow and channel_slow ~= 0 then
        local note = "Also slows the caster for " .. math.abs(channel_slow) .. "%."
        cells["Notes"] = cells["Notes"] and (cells["Notes"] .. " " .. note) or note
    end

    return cells
end

local function dashslow_cells(ability)
    local props = stat_to_props["dashslow"]

    local caster_dash_slow = nil
    local base_ground = num_val(ability["GroundDashReductionPercent"])
    if base_ground and base_ground ~= 0 then
        local has_enemy_prop = false
        for _, p in ipairs(stat_to_props["dashslow"]) do
            if p ~= "GroundDashReductionPercent" then
                local v = num_val(ability[p])
                if v and v ~= 0 then has_enemy_prop = true; break end
            end
        end
        if not has_enemy_prop then
            local upgrades = ability["Upgrades"]
            if type(upgrades) == "table" then
                for _, tier in ipairs(upgrades) do
                    if type(tier) == "table" then
                        for _, p in ipairs(stat_to_props["dashslow"]) do
                            if p ~= "GroundDashReductionPercent" then
                                local v = num_val(tier[p])
                                if v and v ~= 0 then has_enemy_prop = true; break end
                            end
                        end
                    end
                    if has_enemy_prop then break end
                end
            end
        end
        if has_enemy_prop then
            caster_dash_slow = math.abs(base_ground)
            local filtered = {}
            for _, p in ipairs(props) do
                if p ~= "GroundDashReductionPercent" then
                    table.insert(filtered, p)
                end
            end
            props = filtered
        end
    end

    local cells = val_stat_cells(ability, "Dash Slow", props, "%")

    if caster_dash_slow then
        local note = "Gives " .. caster_dash_slow .. "% dash slow for the caster."
        cells["Notes"] = cells["Notes"] and (cells["Notes"] .. " " .. note) or note
    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", "Notes" },
        get_cells = healreduce_cells,
    },
    ["moveslow"] = {
        headers   = { "Move Slow", "Notes" },
        get_cells = moveslow_cells,
    },
    ["dashslow"] = {
        headers   = { "Dash Slow", "Notes" },
        get_cells = dashslow_cells,
    },
}

-- ============================================================
-- Hero lookup
--   _key_lookup  : ability key  -> { heroName, abilityNum }
--   _name_to_key : ability name -> ability key
-- Both built together from HeroData + AbilityCards.
-- ============================================================

local _key_lookup  = nil
local _name_to_key = nil

local function build_lookup()
    if _key_lookup then return _key_lookup, _name_to_key end
    _key_lookup  = {}
    _name_to_key = {}

    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
                            _key_lookup[ability["Key"]] = info
                        end
                        if ability["Name"] and ability["Key"] then
                            _name_to_key[ability["Name"]] = ability["Key"]
                        end
                    end
                end
            end
        end
    end

    return _key_lookup, _name_to_key
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 compact = mw.text.trim(frame.args["compact"] or "") ~= ""

    local key_lookup, _ = build_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 stat_notes = human_notes[stat]

    local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)
    local filtered  = filter_abilities(stat, abilities, key_lookup)

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

    table.sort(filtered, function(a, b)
        local ia = key_lookup[a["Key"]]
        local ib = key_lookup[b["Key"]]
        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)

    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>"
    )

    if compact then
        local hero_order     = {}
        local hero_abilities = {}
        for _, ability in ipairs(filtered) do
            local info = key_lookup[ability["Key"]]
            local hero = info and info.heroName or "—"
            if not hero_abilities[hero] then
                table.insert(hero_order, hero)
                hero_abilities[hero] = {}
            end
            table.insert(hero_abilities[hero], ability["Name"])
        end

        local items = {}
        for _, hero in ipairs(hero_order) do
            local hero_cell = frame:expandTemplate{ title = "HeroIcon", args = { hero } }
            local ability_parts = {}
            for _, name in ipairs(hero_abilities[hero]) do
                local ability_cell = frame:expandTemplate{ title = "AbilityIcon", args = { name } }
                local note = stat_notes and stat_notes[name]
                if note then
                    table.insert(ability_parts, ability_cell .. " (" .. note .. ")")
                else
                    table.insert(ability_parts, ability_cell)
                end
            end
            table.insert(items, "<li>" .. hero_cell .. ": " .. table.concat(ability_parts, ", ") .. "</li>")
        end

        return disclaimer .. "<ul>" .. table.concat(items) .. "</ul>"
    end

    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

    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 = key_lookup[ability["Key"]]

        local hero_cell
        if info 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