Module:HeroData: Difference between revisions

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Vergir (talk | contribs)
m replace Ls => PI in the comments to match code
 
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local p = {};
local p = {};
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local attributes_data = mw.loadJsonData("Data:AttributeData.json")
local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json")
local util_module = require('Module:Utilities')
local util_module = require('Module:Utilities')
local lang_module = require('Module:Lang')
local lang_module = require('Module:Lang')
local dictionary_module = require('Module:Dictionary')
 
local attribute_module = require('Module:AttributeData')
--------------------------------------------------------------------------------
-- Internal helpers
--------------------------------------------------------------------------------
 
-- Localized string for a key, falling back to a readable version of `fallback`
-- plus a "missing translation" tooltip.
local function localize(key, fallback)
local result = lang_module.get_string(key)
if (result == "") or (result == nil) then
result = util_module.add_space_before_cap(fallback) .. mw.getCurrentFrame():expandTemplate{title="MissingValveTranslationTooltip"}
end
return result
end
 
-- Raw scaling value of a stat under LevelScaling / SpiritScaling, or nil when
-- the hero has no scaling of that type for that stat.
local function raw_scaling(hero_data, scaling_type, stat)
local scaling = hero_data and hero_data[scaling_type .. "Scaling"]
if (scaling == nil or stat == nil) then return nil end
return scaling[stat]
end
 
-- Mapping from hero name to internal tag name
local TAG_NAME_MAP = {
["Abrams"] = "Abrams",
["Bebop"] = "Bebop",
["Billy"] = "Punkgoat",
["Calico"] = "Nano",
["The Doorman"] = "Doorman",
["Drifter"] = "Drifter",
["Dynamo"] = "Dynamo",
["Apollo"] = "Fencer",
["Graves"] = "Necro",
["Grey Talon"] = "Orion",
["Haze"] = "Haze",
["Holliday"] = "Astro",
["Infernus"] = "Inferno",
["Ivy"] = "Tengu",
["Kelvin"] = "Kelvin",
["Lady Geist"] = "Geist",
["Lash"] = "Lash",
["McGinnis"] = "Engineer",
["Mina"] = "VampireBat",
["Mirage"] = "Mirage",
["Mo & Krill"] = "Digger",
["Paige"] = "Bookworm",
["Paradox"] = "Chrono",
["Celeste"] = "Unicorn",
["Pocket"] = "Synth",
["Rem"] = "Familiar",
["Seven"] = "Gigawatt",
["Shiv"] = "Shiv",
["Silver"] = "Werewolf",
["Silver (Transformed)"] = "Werewolf",
["Sinclair"] = "Magician",
["Venator"] = "Priest",
["Victor"] = "Frank",
["Vindicta"] = "Vindicta",
["Viscous"] = "Viscous",
["Vyper"] = "Viper",
["Warden"] = "Warden",
["Wraith"] = "Wraith",
["Yamato"] = "Yamato",
}
 
--------------------------------------------------------------------------------
-- Data access, for use by other modules
--------------------------------------------------------------------------------


-- returns the table of a specific item, used by external modules
-- returns the table of a specific item, used by external modules
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end
end


-- Returns an array of item tables that have the same properties
-- Hero table for a hero_* key or an exact English name, or nil.
-- @function   get_similar_items
local function hero_by_key_or_name(input)
-- @param      {string}
local hero = heroes_data[input]
-- @return    {array of tables}
if (hero == nil) then hero = p.get_json_item(input) end
local function get_similar_items(property)
return hero
local similarItems = {}
end
for _, v in pairs(heroes_data) do
 
if (v[property] ~= nil) then
-- Value of a stat, checking the hero's top level, then Weapon, then AltFire.
table.insert(similarItems, v)
-- Returns nil when the hero has no such stat.
function p.get_stat(hero_data, stat)
if (hero_data == nil or stat == nil) then return nil end
local value = hero_data[stat]
if (value == nil and hero_data.Weapon) then
value = hero_data.Weapon[stat]
end
if (value == nil and hero_data.Weapon and hero_data.Weapon.AltFire) then
value = hero_data.Weapon.AltFire[stat]
end
return value
end
 
-- Ordered list of a hero's scalings for a stat, Level first then Spirit:
--   { { type = "Level", value = 1.5 }, { type = "Spirit", value = 0.04 } }
-- Absent scalings are omitted, so an empty list means "no scaling". Zero
-- scalings are omitted too unless include_zero is set, which only the
-- deprecated get_hero_scaling_data below needs.
function p.get_scalings(hero_data, stat, include_zero)
local scalings = {}
for _, scaling_type in ipairs({"Level", "Spirit"}) do
local value = raw_scaling(hero_data, scaling_type, stat)
if (value ~= nil and (include_zero or value ~= 0)) then
table.insert(scalings, { type = scaling_type, value = value })
end
end
end
end
return similarItems
return scalings
end
 
-- DEPRECATED, kept for [[Module:HeroComparisonTable]]. Use p.get_scalings.
-- Keyed by scaling value, so it silently drops an entry when Level and Spirit
-- scale by the same amount, and it keeps zero scalings.
function p.get_hero_scaling_data(hero_data, hero_stat_key)
local scaling_data_returned = {}
-- Walked backwards so Level is written last and wins a value collision,
-- matching the original Spirit-then-Level assignment order.
local scalings = p.get_scalings(hero_data, hero_stat_key, true)
for i = #scalings, 1, -1 do
scaling_data_returned[scalings[i].value] = scalings[i].type
end
return scaling_data_returned
end
 
-- Whether a hero has a stat at all: a non-zero base value, or any scaling.
function p.has_stat(hero_data, stat)
local base = p.get_stat(hero_data, stat)
if (base ~= nil and base ~= 0) then return true end
return #p.get_scalings(hero_data, stat) > 0
end
end


-- returns the key of the specified hero's english name
-- Resolves a hero_* key or an English hero name to a hero_* key.
function p.get_hero_key(name)
-- Returns nil when the input matches no hero. Name matching is case-insensitive.
for i,v in pairs(heroes_data) do
function p.find_hero_key(input)
if (v["Name"] == name) then
if (input == nil or input == '') then return nil end
return i
if (heroes_data[input] ~= nil) then return input end
local wanted = mw.ustring.lower(input)
for hero_key, hero_data in pairs(heroes_data) do
if (hero_data["Name"] and mw.ustring.lower(hero_data["Name"]) == wanted) then
return hero_key
end
end
end
end
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end
end


-- A hero's Nth roster tag (1-3) by English name, or '' when there is no such tag.
function p.hero_tag(hero_en, index)
local tagname = hero_en and TAG_NAME_MAP[hero_en]
if (tagname == nil) then return '' end
if (index ~= 1 and index ~= 2 and index ~= 3) then return '' end
return lang_module.get_string(string.format("Citadel_%s_HeroTag_%d", tagname, index)) or ''
end
--------------------------------------------------------------------------------
-- Wikitext entry points
--------------------------------------------------------------------------------
-- returns the key of the specified hero's english name
function p.get_hero_key(frame)
local hero_name_input = frame.args[1]
if not hero_name_input then
return "Error: Hero name not specified."
end
return p.find_hero_key(hero_name_input) or "Hero not found."
end
--{{#invoke:HeroData|resolve_key|HERO_KEY_OR_NAME}}--
-- The matching hero_* key, or '' when the input matches no hero.
function p.resolve_key(frame)
return p.find_hero_key(frame.args[1]) or ''
end


--{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
--{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
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     local sig_figs_or_localize = frame.args[3]
     local sig_figs_or_localize = frame.args[3]
      
      
     local hero = heroes_data[hero_name]
     local hero = hero_by_key_or_name(hero_name)
    if(hero == nil) then hero = p.get_json_item(hero_name) end
     if(hero == nil) then return "Hero Not Found" end
     if(hero == nil) then return "Hero Not Found" end
      
      
    -- Check top-level first, then Weapon, then AltFire
     local var_value = p.get_stat(hero, hero_stat_key)
     local var_value = hero[hero_stat_key]
    if var_value == nil and hero.Weapon then
        var_value = hero.Weapon[hero_stat_key]
    end
    if var_value == nil and hero.Weapon and hero.Weapon.AltFire then
        var_value = hero.Weapon.AltFire[hero_stat_key]
    end
   
     if(var_value == nil) then return 0 end
     if(var_value == nil) then return 0 end
      
      
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     local sig_figs_or_localize = frame.args[3]
     local sig_figs_or_localize = frame.args[3]
      
      
     local hero = heroes_data[hero_name]
     local hero = hero_by_key_or_name(hero_name)
    if(hero == nil) then hero = p.get_json_item(hero_name) end
     if(hero == nil) then return "Hero Not Found" end
     if(hero == nil) then return "Hero Not Found" end
      
      
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local hero_name = frame.args[1]
local hero_name = frame.args[1]
local var = frame.args[2]
local var = frame.args[2]
local number_str = frame.args[3]
local number_int = tonumber(frame.args[3])
local number_int = tonumber(number_str)
local localize_arg = frame.args[4]
local localize = frame.args[4]
local hero = heroes_data[hero_name]
local hero = hero_by_key_or_name(hero_name)
if(hero == nil) then hero = p.get_json_item(hero_name) end
if(hero == nil) then return "Hero Not Found" end
if(hero == nil) then return "Hero Not Found" end
-- Check top-level first, then Weapon, then AltFire
local list = p.get_stat(hero, var)
local list = hero[var]
if list == nil and hero.Weapon then
    list = hero.Weapon[var]
end
if list == nil and hero.Weapon and hero.Weapon.AltFire then
    list = hero.Weapon.AltFire[var]
end
if (list == nil) then return "" end
if (list == nil) then return "" end
local element = list[number_int]
local element = list[number_int]
if (element == nil) then return "" end
if (element == nil) then return "" end
if localize=="true" then  
if localize_arg=="true" then  
element = lang_module.get_string(element)
element = lang_module.get_string(element)
end
end
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if (hero == nil) then return "Hero not found, must be unlocalized" end
if (hero == nil) then return "Hero not found, must be unlocalized" end
local template_title = 'PageRef'
local template_title = 'PageRef'
for i, item_key in ipairs(hero["RecommendedItems"]) do
for i, item_key in ipairs(hero["RecommendedItems"] or {}) do
template_args = {}
local template_args = {}
template_args[1] = lang_module.get_string(item_key, 'en')
template_args[1] = lang_module.get_string(item_key, 'en')
template_args['alt_name'] = localize(item_key, item_key)
template_args['alt_name'] = localize(item_key, item_key)
Line 183: Line 302:
return str
return str
end
end


--If the hero scales with the stat, it returns {{Ss|value}} or {{Ls|value}}, else blank string
--If the hero scales with the stat, it returns {{Ss|value}} or {{PI|value}}, else blank string
--{{#invoke:HeroData|get_hero_scalar|HERO_NAME|SCALING_TYPE|STAT_NAME|sig_figs_or_localize}}--
--{{#invoke:HeroData|get_hero_scalar|HERO_NAME|SCALING_TYPE|STAT_NAME|sig_figs_or_localize}}--
p.get_hero_scalar = function(frame)
p.get_hero_scalar = function(frame)
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local hero_stat_key = frame.args[3]
local hero_stat_key = frame.args[3]
local sig_figs_or_localize = frame.args[4]
local sig_figs_or_localize = frame.args[4]
local no_template = frame.args["no_template"]
local hero_data = heroes_data[hero_key]
local hero_data = hero_by_key_or_name(hero_key)
if(hero_data == nil) then hero_data = p.get_json_item(hero_key) end
if(hero_data == nil) then return "Hero not found." end
if(hero_data == nil) then return "Hero not found." end
local scaling_data = hero_data[scaling_type .. "Scaling"]
local scaling_value = raw_scaling(hero_data, scaling_type, hero_stat_key)
if scaling_data == nil then return scaling_type .. "Scaling data not found for hero" .. hero_key end
if scaling_value == nil then return "" end
local scaling_value = scaling_data[hero_stat_key]
if scaling_value == nil then return scaling_type .. "Scaling data does not have key " .. hero_stat_key .. " for hero " .. hero_key end


--round
--round
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end
end
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if no_template == "true" then
 
return scaling_value
return scaling_str
end
return p.write_scalar_str(scaling_value, scaling_type)
end
end


-- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank
-- Check if a hero has a stat (Base, Boons, or Spirit Scaling)
-- Scaling string meaning the expanded template {{Ss|scalar}} or {{Ls|scalar}}
-- Returns "true" if found, nil if not (for #if templates)
function p.write_scalar_str(scaling_value, scaling_type)
p.hero_has_stat = function(frame)
local scaling_abbrevs = {Spirit = "Ss", Level = "PI"}
local hero_key = frame.args[1]
local stat_key = frame.args[2]
if (hero_key == nil) then return nil end
-- Return blank if it doesnt scale
local hero_data = hero_by_key_or_name(hero_key)
if (scaling_value == 0) then return "" end
if (hero_data == nil) then return nil end
-- Round it
if p.has_stat(hero_data, stat_key) then return "true" end
scaling_value = util_module.round_to_sig_fig(scaling_value, 3)
return nil
--The hero has a scaling value with this stat
local template_title = "Template:" .. scaling_abbrevs[scaling_type] --scaling type's abbreviation
local template_args = {}
template_args["1"] = scaling_value --store in 1st arg for {{{1}}} to grab it from {{SS}} or {{LS}} template
local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
return template_call
end
end


-- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0
-- Function to call hero tags based on name
function p.get_hero_scaling_data(hero_data, hero_stat_key)
p.get_hero_tag = function (frame)
local scaling_type_full
local name = frame.args[1]
local scaling_data
local number = tonumber(frame.args[2])
local scaling_value
 
local scaling_types = {"Spirit", "Level"}
-- Validate input
local scaling_data_returned = {}
if not name then
return "Error: Missing name input."
for index, scaling_type in ipairs(scaling_types) do
scaling_type_full = scaling_type .. "Scaling"
scaling_data = hero_data[scaling_type_full]
--If the scaling data exists
if (scaling_data ~= nil) then
scaling_value = scaling_data[hero_stat_key]
--If the stat scales
if (scaling_value ~= nil) then
scaling_data_returned[scaling_value] = scaling_type
end
end
end
end
return scaling_data_returned
end


--HERO_NAME in english
if number ~= 1 and number ~= 2 and number ~= 3 then
--{{#invoke:HeroData|write_infobox|HERO_NAME}}--
return string.format("Error: Invalid number '%s'. Must be 1, 2, or 3.", tostring(frame.args[2]))
p.write_infobox = function(frame)
-- Get hero data
    hero_key = frame.args[1]
    hero_data = heroes_data[hero_key]
    if(hero_data == nil) then return "Hero " .. hero_key .. " Not Found" end
   
    local infobox_attributes = {
        Weapon = {'DPS','ClipSize','RoundsPerSecond','ReloadTime'},
        Vitality = {'MaxHealth','BulletResist','TechResist','MaxMoveSpeed'}
    }
   
    -- Declarations and initializations
    local category_data = attribute_module.get_category_data()
    local stats
    local stat_data
    local stat_value
    local stat_text
    local label
    local postfix
    local should_display
    local image_file_name
    local image_file
    local icon_and_value_str
    local template_args = {}
    local stat_values = {Weapon = "", Vitality = ""}
   
    -- Add the main parameters
    template_args["name_english"] = lang_module.get_string(hero_key, 'en')
    template_args["name_localized"] = localize(hero_key, hero_key)
   
    -- Iterate attribute categories
    for category, stats in pairs(infobox_attributes) do
-- Iterate stats
for _, stat_name in ipairs(stats) do
-- Confirm its in attribute data and retrieve it
attribute_data = attributes_data[category]
if (attribute_data == nil) then return "Category " .. category .. " in infobox_attributes is not in Data:AttributeData" end
stat_data = attribute_data[stat_name]
if (stat_data == nil) then return "Attribute " .. stat_name .. " in infobox_attributes is not in Data:AttributeData" end
-- gets the stat's value
stat_value = hero_data[stat_name]
if (stat_value == nil) then
    -- Check nested weapon stats
    if hero_data.Weapon and hero_data.Weapon[stat_name] ~= nil then
        stat_value = hero_data.Weapon[stat_name]
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_name] ~= nil then
        stat_value = hero_data.Weapon.AltFire[stat_name]
    else
        stat_value = 0 --default to 0 if not present
    end
end
--Round value to 3 significant figures
stat_value = util_module.round_to_sig_fig(stat_value, 3)
-- get label and postfix
label = localize(stat_data["label"], stat_name)
postfix = stat_data["postfix"]
if (postfix == nil) then  
postfix = ""
else
-- light grey for postfixes
postfix = lang_module.get_string(postfix)
if (postfix == nil) then
postfix = ""
end
postfix = '<span style="color: #666666;">' .. postfix .. "</span>"
end
-- if a language is missing the postfix, use no postfix
-- Check if icon file exists, and if not, don't use any image
image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
image_file = util_module.get_image_file(image_file_name, 15, stat_name)
-- Create the template'd icon
local icon_color = attribute_module.get_attr_icon_color(stat_name)
icon_template_title = mw.title.new("Template:Icon/" .. icon_color)
icon_template_args = {}
icon_template_args[1] = image_file
icon_template_args[2] = stat_value .. postfix
icon_and_value_str = mw.getCurrentFrame():expandTemplate{ title = icon_template_title, args = icon_template_args }
label =  ',<span style="color: #999999; background-color: #2F2F2F; display: inline-flex; width: 100%; height: 100%; justify-content: center; align-items: center;">' .. label .. '</span>'
-- First add localized stat name for left column
stat_values[category] = stat_values[category] .. label
-- Then add icon and stat value for right column
stat_values[category] = stat_values[category] .. ',' .. icon_and_value_str
end
-- Add the stat values in the category to i.e weapon_values and vitality_values parameters
template_args[string.lower(category) .. "_values"] = stat_values[category]
end
end
   
    -- Use expandTemplate to evaluate the Infobox_hero template
    local template_title = mw.title.new("User:Sur")
    local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
   
    return expanded_template
end


if TAG_NAME_MAP[name] == nil then
return string.format("Error: Unknown name '%s'.", name)
end


--{{#invoke:HeroData|write_stat_infoboxes|HERO_KEY}}
return p.hero_tag(name, number)
--Creates {{Infobox_stat}}'s' for the 3 categories Weapon, Vitality, Spirit
p.write_stat_infoboxes = function(frame)
local hero_key = frame.args[1]
if(hero_key == nil) then return "Hero parameter missing" end
-- Use expandTemplate to evaluate the Infobox_hero template
    local template_title = mw.title.new("Template:Infobox_stat") --name of the template
    local template_calls = '<div style="display: flex; flex-direction: column;">' --all template calls concatenated
    local template_call --current template call
local template_args = {} --current template arguments
local cell_values --current cell values
local cell_value --current cell value
local label --current stat's label
local postfix --current stat's postfix
local stat_value --current stat's numerical value in the hero data
local hero_data = heroes_data[hero_key]
local stats --stats of the current category
local image_file_name --name of the image_file to check
local image_file --mw returned image file
local extra_blank_cell --add a blank cell after certain stats
local stats_to_add_blank_after = {CritDamageReceivedPercent = true}
if (hero_data == nil) then return "Hero Not Found" end
local category_data = attribute_module.get_category_data()
local should_display
for _, category in ipairs(attribute_orders["category_order"]) do
if (category ~= "Spirit") then --hide Spirit section for now
stats = attributes_data[category]
local category_values = category_data[category]
template_args["box_name"] = category_values.unlocalized_name
template_args["box_rgb"] = category_values.rgb
template_args["num_cols"] = 2
cell_values = ""
-- Determine cell values
for _, stat_name in ipairs(attribute_orders[category]["attribute_order"]) do
local stat_data = stats[stat_name]
if stat_data == nil then return "Stat " .. stat_name .. " from StatInfoboxOrder has no data in AttributeData" end
-- gets the stat's value if it has that stat, default to 0 if not
stat_value = hero_data[stat_name]
if (stat_value == nil) then
    -- Check nested weapon stats
    if hero_data.Weapon and hero_data.Weapon[stat_name] ~= nil then
        stat_value = hero_data.Weapon[stat_name]
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_name] ~= nil then
        stat_value = hero_data.Weapon.AltFire[stat_name]
    else
        stat_value = 0 --default to 0 if not present
    end
end
--Round value to 3 significant figures
stat_value = util_module.round_to_sig_fig(stat_value, 3)
-- get label and postfix
label = localize(stat_data["label"], stat_name)
postfix = stat_data["postfix"]
if (postfix == nil) then
postfix = ""
else
-- light grey for postfixes
postfix = '<span style="color: #666666;">' .. lang_module.get_string(postfix) .. "</span>"
end
-- if a language is missing the postfix, use no postfix
if (postfix == nil) then
postfix = ""
end
-- Check if icon file exists, and if not, don't use any image
image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
-- 15px and link to stat name (page name might not match perfectly yet)
image_file = util_module.get_image_file(image_file_name, 15, stat_name)
-- Create the template'd icon
local icon_color = attribute_module.get_attr_icon_color(stat_name)
if (icon_color == "Brown") then
image_file = '<span style="position: relative; bottom: 2px; filter: invert(42%) sepia(10%) saturate(2912%) hue-rotate(351deg) brightness(90%) contrast(87%);">' .. image_file .. '</span>'
end
-- use white instead of grey if grey is returned
-- Add an empty cell following some stats to align them correctly as seen in game
if (stats_to_add_blank_after[stat_name]) then
extra_blank_cell = " ," --prefixed space is needed
else
extra_blank_cell = ""
end
-- slightly lighter color for stat name
label = '<span style="color: #3d3d3d;">' .. label .. '</span>'
-- Add the scaling str if it scales
local scaling_data = p.get_hero_scaling_data(hero_data, stat_name)
local scaling_strs = ""
if (scaling_data ~= nil) then
for scaling_value, scaling_type in pairs(scaling_data) do
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
scaling_strs = scaling_strs .. scaling_str
end
end
-- Set cell value as "Icon StatvaluePostfix Statname Scaling,"
-- If icon file already exists, set it to #REDIRECT to the duplicate file page
cell_value = image_file .. " " .. stat_value  .. postfix .. " " .. label  .. scaling_strs .. "," .. extra_blank_cell
cell_values = cell_values .. cell_value --add value to values list
end
template_args["cell_values"] = cell_values
-- Write current call
template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- Add call to the set of calls
template_calls = template_calls .. "\n" .. template_call
end
end
return template_calls .. "</div>"
end
end


local function get_nested_stat_value(hero_data, stat_key)
--{{#invoke:HeroData|has_tags|HERO_ENGLISH_NAME}}--
    -- Check top-level, then Weapon, then AltFire
-- 'true' when the hero has roster tags, '' otherwise.
    if hero_data[stat_key] ~= nil then
function p.has_tags(frame)
        return hero_data[stat_key]
if p.hero_tag(frame.args[1], 1) ~= '' then return 'true' end
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
return ''
        return hero_data.Weapon[stat_key]
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
        return hero_data.Weapon.AltFire[stat_key]
    end
    return 0
end
end


--writes the massive hero comparison table for a specific PI and SP
-- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank
-- scaling icons are shown only if PI and SP are both 0 or both not provided
-- Scaling string meaning the expanded template {{Ss|scalar}} or {{PI|scalar}}
--{{#invoke:HeroData|write_hero_comparison_table|POWER_INCREASES|SPIRIT_POWER}}
function p.write_scalar_str(scaling_value, scaling_type, compact)
p.write_hero_comparison_table = function(frame)
local scaling_abbrevs = {Spirit = "Ss", Level = "PI"}
-- process inputs
local power_increases = frame.args[1]
if (power_increases == nil) then power_increases = 0 end
local spirit_power = frame.args[2]
if (spirit_power == nil) then spirit_power = 0 end
-- Show scaling icons if power/increases/spirit power are 0/not specified
-- Return blank if it doesnt scale
local display_scaling_icons = false
if (scaling_value == 0) then return "" end
if (power_increases == 0 and spirit_power == 0) then
display_scaling_icons = true
-- Round it
end
scaling_value = util_module.round_to_sig_fig(scaling_value, 3)
-- Initializations and declarations
--The hero has a scaling value with this stat
local row_str = ""
local template_title = "Template:" .. scaling_abbrevs[scaling_type]
local body_str = ""
local in_development
local is_disabled
local template_title = ""
local template_args = {}
local template_args = {}
local hero_icon
template_args["1"] = scaling_value
local hero_td_style
if compact then  
local scalar_str
template_args["compact"] = "yes"
template_args["show_value"] = "yes"
-- Add hero comp stats to
local stats_to_include = {
Weapon = {
"DPS",
            "SustainedDPS",
            "BulletDamage",
            "RoundsPerSecond",
            "FireRate",
            "ClipSize",
            "ReloadTime",
            "ReloadDelay",
            "BulletsPerShot",
            "BulletsPerBurst",
            "BurstInterShotInterval",
            "LightMeleeDamage",
            "HeavyMeleeDamage",
            "ReloadSingle",
            "BulletSpeed",
            "BulletGravityScale",
            "FalloffStartRange",
            "FalloffEndRange",
            "BonusAttackRange",
            "CritDamageBonusPercent",
            "RoundsPerSecondAtMaxSpin",
            "SpinAcceleration",
            "SpinDeceleration"
},
Vitality = {
"MaxHealth",
            "BaseHealthRegen",
            "BulletResist",
            "TechResist",
            "CritDamageReceivedPercent",
            "MaxMoveSpeed",
            "SprintSpeed",
            "StaminaCooldown",
            "Stamina"
},
    Spirit = {
"TechPower"
}
}
-- Iterate heroes
for hero_key, hero_data in pairs(heroes_data) do
-- Ensure they are not in development and they are an active hero
in_development = hero_data["InDevelopment"]
if (not in_development) then
is_disabled = hero_data["IsDisabled"]
if (not is_disabled) then
--Add the row's stats
row_str = ""
-- Retrieve hero's localized name
hero_name = localize(hero_key, hero_key)
-- Retrieve hero's english name, used for hero icon
hero_name_en = hero_data["Name"]
-- Expand hero icon
template_title = "Template:HeroIcon"
template_args[1] = hero_name_en
template_args[2] = hero_name
hero_icon = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- First column in each row is hero name
row_str = row_str .. "<td>" .. hero_icon .. "</td>"
-- Consecutive columns are then stats
-- Iterate categories
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
--Retrieve the stats value from hero data
stat_value = get_nested_stat_value(hero_data, attr_key)
-- Retrieve scaling val and str if it scales
local scaling_data = p.get_hero_scaling_data(hero_data, attr_key)
local scaling_strs = ""
if (scaling_data ~= nil) then
for scaling_value, scaling_type in pairs(scaling_data) do
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
if (scaling_str ~= nil) then
scaling_strs = scaling_strs .. scaling_str
end
-- Scale the stat value
if (scaling_type == "Spirit") then
stat_value = stat_value + (spirit_power * scaling_value)
elseif (scaling_type == "Level") then
if attr_key == 'TechResist' or attr_key == 'BulletResist' then
-- each PI for resists is multiplicative
stat_value = (stat_value/100 + 1 - (1-scaling_value/100)^power_increases)*100
else
stat_value = stat_value + (power_increases * scaling_value)
end
end
end
end
if (not display_scaling_icons) then scaling_strs = "" end
-- Convert from boolean to string, or round it
if (type(stat_value)) == 'boolean' then
stat_value = tostring(stat_value)
else
stat_value = util_module.round_to_sig_fig(stat_value, 3)
end
-- Add it to the row
row_str = row_str .. "<td>" .. stat_value .. scaling_strs .. "</td>"
end
end
end
-- Add row to the body
row_str = "<tr>" .. row_str .. "</tr>"
body_str = body_str .. row_str
first_hero = false
end
end
end
end
local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- First header is Hero
local result = template_call:gsub("\n", ""):gsub("\r", "")
local headers_str = "<th>" .. "Hero" .. "</th>"
   
local header_style = ""
local category_data = attribute_module.get_category_data()
local postfix
-- Used for keys that are not localized by Valve
local postfix_key_map = {
["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
["BulletsPerShot"] = "",
["BulletsPerBurst"] = "",
["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
["ReloadSingle"] = "",
["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
["SustainedDPS"] = "DPS_postfix",
["RoundsPerSecondAtMaxSpin"] = "",
["CritDamageBonusScale"] = "StatDesc_CritDamageBonusScale_postfix",
["BonusCritDamagePercent"] = "BonusCritDamagePercent_postfix",
}
-- Iterate stats again for displaying headers with their respective color
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
category_rgb = category_data[category]["rgb"]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
attr_data = category_attrs[attr_key]
if (attr_data ~= nil) then
-- Localize, fallback to attr_key with proper spaces
attr_localized = lang_module.get_string(attr_data["label"])
if (attr_localized == nil or attr_localized == "") then attr_localized = util_module.add_space_before_cap(attr_key) end
-- Get postfix
postfix = lang_module.get_string(attr_data["postfix"])
if (postfix == nil or postfix == "") then
postfix = ""
else
postfix = " (" .. postfix .. ")"
end
else -- If not in attributes data, use dictionary translate and postfix
attr_localized = dictionary_module.translate(attr_key)
postfix = lang_module.get_string(postfix_key_map[attr_key])
if postfix == nil then
return "attr_key " .. attr_key .. " must be added to postfix_key_map"
end
if postfix ~= "" then
postfix = " (" .. postfix .. ")"
end
end
header_style = ' style="background-color: ' .. "rgb(" .. category_rgb .. ') ;"'
headers_str = headers_str .. "<th" .. header_style .. ">" .. attr_localized .. postfix .. "</th>"
end
end
end
headers_str = "<tr>" .. headers_str .. "</tr>"
 
local table_str = '<table class="wikitable sortable" style="table-layout: auto; width: 100%;">' .. headers_str .. body_str .. "</table>"
local output_str = '<div style="overflow-x: auto; width: 100%;">' .. table_str .. '</div>'
return output_str
end
 
function localize(key, fallback)
local result = lang_module.get_string(key)
if (result == "") or (result == nil) then
result = util_module.add_space_before_cap(fallback) .. mw.getCurrentFrame():expandTemplate{title="MissingValveTranslationTooltip"}
end
return result
return result
end
end


-- Mapping from hero name to internal tag name
-- Outputs a wikitable of heroes grouped by GroundDashDuration using {{HeroIcon|hero_name}}
local TAG_NAME_MAP = {
-- {{#invoke:HeroData|write_ground_dash_buckets}}
["Abrams"] = "Abrams",
p.write_ground_dash_buckets = function(frame)
["Bebop"] = "Bebop",
     local buckets = {
["Billy"] = "Punkgoat",
        [0.62] = {},
["Calico"] = "Nano",
        [0.68] = {},
["The Doorman"] = "Doorman",
        [0.72] = {},
["Drifter"] = "Drifter",
     }
["Dynamo"] = "Dynamo",
["Fencer"] = "Fencer",
["Graves"] = "Necromancer",
["Grey Talon"] = "Orion",
["Haze"] = "Haze",
     ["Holliday"] = "Astro",
    ["Infernus"] = "Inferno",
    ["Ivy"] = "Tengu",
    ["Kelvin"] = "Kelvin",
    ["Lady Geist"] = "Geist",
    ["Lash"] = "Lash",
    ["McGinnis"] = "Engineer",
    ["Mina"] = "VampireBat",
    ["Mirage"] = "Mirage",
    ["Mo & Krill"] = "Digger",
    ["Paige"] = "Bookworm",
    ["Paradox"] = "Chrono",
    ["Pepper"] = "unicorn",
    ["Pocket"] = "Synth",
    ["Rem"] = "Familiar",
    ["Seven"] = "Gigawatt",
    ["Shiv"] = "Shiv",
    ["Silver"] = "Werewolf",
    ["Sinclair"] = "Magician",
    ["Venator"] = "Priest",
    ["Victor"] = "Frank",
     ["Vindicta"] = "Vindicta",
    ["Viscous"] = "Viscous",
    ["Vyper"] = "Viper",
    ["Warden"] = "Warden",
    ["Wraith"] = "Wraith",
    ["Yamato"] = "Yamato",
}
 
-- Function to call hero tags based on name
p.get_hero_tag = function (frame)
    local name = frame.args[1]
    local number = tonumber(frame.args[2])


     -- Validate input
     -- Collect heroes
     if not name then
     for hero_key, hero_data in pairs(heroes_data) do
        return "Error: Missing name input."
        if not hero_data.InDevelopment and not hero_data.IsDisabled then
            local dash = p.get_stat(hero_data, "GroundDashDuration")
            if dash and buckets[dash] then
                table.insert(buckets[dash], hero_data.Name or hero_key)
            end
        end
     end
     end


     if number ~= 1 and number ~= 2 and number ~= 3 then
     -- Sort alphabetically
         return string.format("Error: Invalid number '%s'. Must be 1, 2, or 3.", tostring(frame.args[2]))
    for _, list in pairs(buckets) do
         table.sort(list)
     end
     end


     local tagname = TAG_NAME_MAP[name]
    -- Determine max rows dynamically
     if not tagname then
     local max_rows = 0
        return string.format("Error: Unknown name '%s'.", name)
     for _, list in pairs(buckets) do
        if #list > max_rows then max_rows = #list end
     end
     end


     -- Build localization key
     local output = {"{| class='wikitable mw-collapsible'",
     local key = string.format("Citadel_%s_HeroTag_%d", tagname, number)
    "|+Hero Dash Buckets", "! Bucket 1 !! Bucket 2 !! Bucket 3"}
     local current_frame = frame or mw.getCurrentFrame()


     -- Call Lang.get_string
     for i = 1, max_rows do
    local result = lang_module.get_string(key)
        local row = {}
        for _, bucket in ipairs({0.62, 0.68, 0.72}) do
            local hero_name = buckets[bucket][i]
            table.insert(row, hero_name and current_frame:expandTemplate{title = "HeroIcon", args = {hero_name}} or "")
        end
        table.insert(output, "|-\n| " .. table.concat(row, " || "))
    end


     return result or ("[Missing string for key: " .. key .. "]")
     table.insert(output, "|}")
    return table.concat(output, "\n")
end
end


return p
return p

Latest revision as of 23:32, 23 August 2026

Also see:

Overview

[edit source]

This module provides functions to create hero infoboxes, statboxes, or retrieve hero information using the data uploaded to Data:HeroData.json.

Both will automatically be translated depending on the language selected. If called on

  • Page - translates to english
  • Page/en - translates to english
  • Page/es - translates to spanish

See Template:Lang for more

Functions

[edit source]

get_hero_var

[edit source]

Retrieve a hero variable's value, such as Abram's MaxHealth

Parameters

[edit source]
  • hero_name - Name of the hero in english, or key of the hero. Preferred and recommended to use hero key, as its much more efficient. Search for the key in Data:HeroData.json
  • hero_var - Key of the hero's variable, see Data:HeroData.json
  • sig_figs_or_localize - OPTIONAL, # of sig figs to round to if retrieving a float, or "true" if its a string that should be localized. See Localizable values section.

Note: Recommended to use hero key where possible, i.e. hero_atlas as its O(1) time complexity instead of hero name (Abrams) which is O(N).

Examples

[edit source]

From wikitext:
Using hero name in english

{{#invoke:HeroData|get_hero_var|Abrams|MaxHealth}}

800


Using hero key

{{#invoke:HeroData|get_hero_var|hero_atlas|MaxHealth}}

800


{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange}}

17


Round to 2 sig figs

{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange|2}}

17


{{#invoke:HeroData|get_hero_var|Abrams|WeaponName}}

0


Localize

{{#invoke:HeroData|get_hero_var|Abrams|WeaponName|true}}

0

Only usable on variables that are integers, strings, or floats (meaning not dictionaries/hashes or arrays/lists).

If using sig_figs parameter, ensure the value is a float.

If using localize parameter, ensure the value is a string. See Data:HeroData.json, you will notice that hero_astro's "Lore" variable has the value "hero_astro_lore". This key is then sent to Module:Lang which checks for it in Data:Lang_en.json (or a different language).

This function will automatically search for the variable in the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block.

get_alt_fire_var

[edit source]

Retrieve a hero's variable's value from "AltFire" table. Works the same as get_hero_var

Examples

[edit source]
{{#invoke:HeroData|get_alt_fire_var|Viscous|BulletDamage}}

42

get_list_elem

[edit source]

Retrieve a specified element from a list

Parameters

[edit source]
  • hero_name - Name of the hero in english, or hero key. Preferred and recommended to use hero key, as its much more efficient. Search for the key in Data:HeroData.json
  • hero_var - Key of the hero's variable, see Data:HeroData.json
  • number - Index to retrieve from the list. 1 for 1st element, 2 for 2nd element, etc.
  • localize - OPTIONAL - "true" if its a string that should be localized. See Localizable values section.

Example

[edit source]

From wikitext:
Using hero name in english

{{#invoke:HeroData|get_list_elem|Abrams|WeaponTypes|2}}

Attribute_EWeaponAttribute_CloseRange


Using hero key

{{#invoke:HeroData|get_list_elem|hero_atlas|WeaponTypes|2}}

Attribute_EWeaponAttribute_CloseRange


{{#invoke:HeroData|get_list_elem|Abrams|WeaponTypes|2|true}}

Close Range


get_hero_scalar

[edit source]

Retrieve a hero variable's scalar value that is inside either "Spirit Scaling" or "Level Scaling", such as Abram's BulletDamage (scaling).

Parameters

[edit source]
  • hero_key - Key of the hero. Search for the key of a given hero in Data:HeroData.json
  • scaling_type - "Spirit" or "Level"
  • hero_var - Key of the hero's variable that is inside either "Spirit Scaling" or "Level Scaling", see Data:HeroData.json
  • sig_figs_or_localize - OPTIONAL, # of sig figs to round to.
  • no_template - OPTIONAL, return numerical value instead of scaling template. Has to be defined as "true"

Examples

[edit source]
{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage}}

+0.1

Round to 2 sig figs

{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage|2}}

+0.1

No template

{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage|2|no_template=true}}

0.1

If the scaling type or the stat key is not found in the hero's data, this function returns an empty string instead of an error message.

hero_has_stat

[edit source]

Checks if a hero possesses a specific stat in their Base data, Level Scaling (Boons), or Spirit Scaling. Used primarily for conditionally hiding rows in infoboxes.

The base value is looked up in the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block, the same as get_hero_var. A stat counts as present when its base value is non-zero, or when it has any non-zero scaling.

Parameters

[edit source]
  • hero_key - Key of the hero.
  • stat_key - Key of the stat to check (e.g., BulletResist, TechResist).

Example

[edit source]
{{#invoke:HeroData|hero_has_stat|hero_kelvin|TechResist}}

true

get_hero_key

[edit source]

Returns the key of the specified hero's english name. A hero key may also be passed, in which case it is returned unchanged. Matching is case-insensitive. Returns "Hero not found." when the input matches no hero.

Parameters

[edit source]
  • hero_name - Name of the hero in english, or a hero key

Example

[edit source]
{{#invoke:HeroData|get_hero_key|Abrams}}

resolve_key

[edit source]

The same lookup as get_hero_key, but returns an empty string instead of "Hero not found." when the input matches no hero. Intended for templates that need to branch on whether the input names a hero at all.

Parameters

[edit source]
  • hero_name_or_key - Name of the hero in english, or a hero key

Example

[edit source]
{{#invoke:HeroData|resolve_key|Abrams}}

hero_atlas

get_ability_key

[edit source]

Gets the ability key from a hero's bound ability slot

Parameters

[edit source]
  • hero_key - Key of the hero
  • slot_number - Slot number (1-based index)

Example

[edit source]
{{#invoke:HeroData|get_ability_key|hero_atlas|1}}

get_hero_tag

[edit source]

Retrieve a hero's description tags with Module:Lang, to be used in Template:HeroRosterCard and Template:Infobox hero

Parameters

[edit source]
  • name - Name of the hero in english. This is normally referenced from the template parameters
  • number - Which tag to call (1, 2 or 3)

Example

[edit source]
{{#invoke:HeroData|get_hero_tag|Abrams|1}}

has_tags

[edit source]

Returns "true" when the hero has description tags, or an empty string otherwise. Intended for templates that need to hide a tag block entirely for heroes without tags.

Parameters

[edit source]
  • name - Name of the hero in english

Example

[edit source]
{{#invoke:HeroData|has_tags|Abrams}}

true

write_role_playstyle_quote

[edit source]

Writes a formatted role and playstyle quotation for a hero

Parameters

[edit source]
  • hero_key - Key of the hero

Example

[edit source]
{{#invoke:HeroData|write_role_playstyle_quote|hero_atlas}}

write_default_items

[edit source]

Writes the recommended items list for a hero

Parameters

[edit source]
  • hero_key - Key of the hero (unlocalized)

Example

[edit source]
{{#invoke:HeroData|write_default_items|hero_atlas}}

write_ground_dash_buckets

[edit source]

Outputs a wikitable of heroes grouped by their GroundDashDuration using Template:HeroIcon

Example

[edit source]
{{#invoke:HeroData|write_ground_dash_buckets}}
Hero Dash Buckets
Bucket 1 Bucket 2 Bucket 3
Calico Apollo Abrams
Celeste Billy Bebop
Grey Talon Drifter Dynamo
Haze Graves Kelvin
Holliday Infernus Lady Geist
Ivy Lash Mo & Krill
Mina McGinnis Paige
Paradox Mirage Rem
The Doorman Pocket Shiv
Seven Venator
Silver Victor
Silver (Transformed)
Sinclair
Vindicta
Viscous
Vyper
Warden
Wraith
Yamato

Localizable values

[edit source]

Localizable values as of writing this:

  • Hero names (via hero keys)
  • Lore
  • Playstyle
  • Role
  • WeaponDescription
  • WeaponName
  • elements in WeaponTypes
  • elements in RecommendedItems
  • All stat labels and postfixes
  • Ability descriptions and names
  • Hero tags (1, 2, 3)

Internal Utility Functions

[edit source]

The following functions are called directly from Lua by other modules, not from wikitext:

get_json_item

[edit source]

Returns the table of a specific hero by name

Parameters

[edit source]
  • name - Name of the hero in english

get_stat

[edit source]

Returns the value of a stat, checking the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block. Returns nil when the hero has no such stat. This is the shared lookup behind get_hero_var, get_list_elem and hero_has_stat.

Parameters

[edit source]
  • hero_data - Hero table, such as the one returned by get_json_item
  • stat - Key of the stat

get_scalings

[edit source]

Returns an ordered list of a hero's scalings for a stat, Level first then Spirit:

{ { type = "Level", value = 1.5 }, { type = "Spirit", value = 0.04 } }

Absent and zero scalings are omitted, so an empty list means the stat does not scale.

Parameters

[edit source]
  • hero_data - Hero table
  • stat - Key of the stat
  • include_zero - OPTIONAL, keep scalings whose value is 0. Only get_hero_scaling_data needs this.

has_stat

[edit source]

Returns true when a hero has a non-zero base value for a stat, or any scaling for it. Backs hero_has_stat.

Parameters

[edit source]
  • hero_data - Hero table
  • stat - Key of the stat

find_hero_key

[edit source]

Resolves a hero key or an english hero name to a hero key, case-insensitively. Returns nil when the input matches no hero. Backs get_hero_key and resolve_key.

Parameters

[edit source]
  • input - Hero key or english hero name

hero_tag

[edit source]

Returns a hero's Nth description tag, or an empty string when there is no such tag. Backs get_hero_tag and has_tags.

Parameters

[edit source]
  • hero_en - Name of the hero in english
  • index - Which tag to return (1, 2 or 3)

write_scalar_str

[edit source]

Returns the expanded Ss or PI template for a scaling value, or an empty string when the value is 0.

Parameters

[edit source]
  • scaling_value - The scaling amount
  • scaling_type - "Spirit" or "Level"
  • compact - OPTIONAL, render the compact form with the value shown

get_hero_scaling_data

[edit source]

Deprecated, use get_scalings instead. Returns a table keyed by scaling value, so an entry is silently dropped when Level and Spirit scale by the same amount, and zero scalings are kept. Retained only for Module:HeroComparisonTable.

Parameters

[edit source]
  • hero_data - Hero table
  • stat - Key of the stat

Scaling System

[edit source]

The module supports two types of scaling:

  • Spirit Scaling - Affects stats based on Spirit Power
  • Level Scaling - Affects stats based on Power Increases/Levels/Boons

local p = {};
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local util_module = require('Module:Utilities')
local lang_module = require('Module:Lang')

--------------------------------------------------------------------------------
-- Internal helpers
--------------------------------------------------------------------------------

-- Localized string for a key, falling back to a readable version of `fallback`
-- plus a "missing translation" tooltip.
local function localize(key, fallback)
	local result = lang_module.get_string(key)
	if (result == "") or (result == nil) then
		result = util_module.add_space_before_cap(fallback) .. mw.getCurrentFrame():expandTemplate{title="MissingValveTranslationTooltip"}
	end
	return result
end

-- Raw scaling value of a stat under LevelScaling / SpiritScaling, or nil when
-- the hero has no scaling of that type for that stat.
local function raw_scaling(hero_data, scaling_type, stat)
	local scaling = hero_data and hero_data[scaling_type .. "Scaling"]
	if (scaling == nil or stat == nil) then return nil end
	return scaling[stat]
end

-- Mapping from hero name to internal tag name
local TAG_NAME_MAP = {
	["Abrams"] = "Abrams",
	["Bebop"] = "Bebop",
	["Billy"] = "Punkgoat",
	["Calico"] = "Nano",
	["The Doorman"] = "Doorman",
	["Drifter"] = "Drifter",
	["Dynamo"] = "Dynamo",
	["Apollo"] = "Fencer",
	["Graves"] = "Necro",
	["Grey Talon"] = "Orion",
	["Haze"] = "Haze",
	["Holliday"] = "Astro",
	["Infernus"] = "Inferno",
	["Ivy"] = "Tengu",
	["Kelvin"] = "Kelvin",
	["Lady Geist"] = "Geist",
	["Lash"] = "Lash",
	["McGinnis"] = "Engineer",
	["Mina"] = "VampireBat",
	["Mirage"] = "Mirage",
	["Mo & Krill"] = "Digger",
	["Paige"] = "Bookworm",
	["Paradox"] = "Chrono",
	["Celeste"] = "Unicorn",
	["Pocket"] = "Synth",
	["Rem"] = "Familiar",
	["Seven"] = "Gigawatt",
	["Shiv"] = "Shiv",
	["Silver"] = "Werewolf",
	["Silver (Transformed)"] = "Werewolf",
	["Sinclair"] = "Magician",
	["Venator"] = "Priest",
	["Victor"] = "Frank",
	["Vindicta"] = "Vindicta",
	["Viscous"] = "Viscous",
	["Vyper"] = "Viper",
	["Warden"] = "Warden",
	["Wraith"] = "Wraith",
	["Yamato"] = "Yamato",
}

--------------------------------------------------------------------------------
-- Data access, for use by other modules
--------------------------------------------------------------------------------

-- returns the table of a specific item, used by external modules
function p.get_json_item(name)
	for i,v in pairs(heroes_data) do
		if (v["Name"] == name) then
			return v
		end
	end
	return nil
end

-- Hero table for a hero_* key or an exact English name, or nil.
local function hero_by_key_or_name(input)
	local hero = heroes_data[input]
	if (hero == nil) then hero = p.get_json_item(input) end
	return hero
end

-- Value of a stat, checking the hero's top level, then Weapon, then AltFire.
-- Returns nil when the hero has no such stat.
function p.get_stat(hero_data, stat)
	if (hero_data == nil or stat == nil) then return nil end
	local value = hero_data[stat]
	if (value == nil and hero_data.Weapon) then
		value = hero_data.Weapon[stat]
	end
	if (value == nil and hero_data.Weapon and hero_data.Weapon.AltFire) then
		value = hero_data.Weapon.AltFire[stat]
	end
	return value
end

-- Ordered list of a hero's scalings for a stat, Level first then Spirit:
--   { { type = "Level", value = 1.5 }, { type = "Spirit", value = 0.04 } }
-- Absent scalings are omitted, so an empty list means "no scaling". Zero
-- scalings are omitted too unless include_zero is set, which only the
-- deprecated get_hero_scaling_data below needs.
function p.get_scalings(hero_data, stat, include_zero)
	local scalings = {}
	for _, scaling_type in ipairs({"Level", "Spirit"}) do
		local value = raw_scaling(hero_data, scaling_type, stat)
		if (value ~= nil and (include_zero or value ~= 0)) then
			table.insert(scalings, { type = scaling_type, value = value })
		end
	end
	return scalings
end

-- DEPRECATED, kept for [[Module:HeroComparisonTable]]. Use p.get_scalings.
-- Keyed by scaling value, so it silently drops an entry when Level and Spirit
-- scale by the same amount, and it keeps zero scalings.
function p.get_hero_scaling_data(hero_data, hero_stat_key)
	local scaling_data_returned = {}
	-- Walked backwards so Level is written last and wins a value collision,
	-- matching the original Spirit-then-Level assignment order.
	local scalings = p.get_scalings(hero_data, hero_stat_key, true)
	for i = #scalings, 1, -1 do
		scaling_data_returned[scalings[i].value] = scalings[i].type
	end
	return scaling_data_returned
end

-- Whether a hero has a stat at all: a non-zero base value, or any scaling.
function p.has_stat(hero_data, stat)
	local base = p.get_stat(hero_data, stat)
	if (base ~= nil and base ~= 0) then return true end
	return #p.get_scalings(hero_data, stat) > 0
end

-- Resolves a hero_* key or an English hero name to a hero_* key.
-- Returns nil when the input matches no hero. Name matching is case-insensitive.
function p.find_hero_key(input)
	if (input == nil or input == '') then return nil end
	if (heroes_data[input] ~= nil) then return input end
	local wanted = mw.ustring.lower(input)
	for hero_key, hero_data in pairs(heroes_data) do
		if (hero_data["Name"] and mw.ustring.lower(hero_data["Name"]) == wanted) then
			return hero_key
		end
	end
	return nil
end

-- A hero's Nth roster tag (1-3) by English name, or '' when there is no such tag.
function p.hero_tag(hero_en, index)
	local tagname = hero_en and TAG_NAME_MAP[hero_en]
	if (tagname == nil) then return '' end
	if (index ~= 1 and index ~= 2 and index ~= 3) then return '' end
	return lang_module.get_string(string.format("Citadel_%s_HeroTag_%d", tagname, index)) or ''
end

--------------------------------------------------------------------------------
-- Wikitext entry points
--------------------------------------------------------------------------------

-- returns the key of the specified hero's english name
function p.get_hero_key(frame)
	local hero_name_input = frame.args[1]
	if not hero_name_input then
		return "Error: Hero name not specified."
	end
	return p.find_hero_key(hero_name_input) or "Hero not found."
end

--{{#invoke:HeroData|resolve_key|HERO_KEY_OR_NAME}}--
-- The matching hero_* key, or '' when the input matches no hero.
function p.resolve_key(frame)
	return p.find_hero_key(frame.args[1]) or ''
end

--{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
--sig_figs optional for rounding floats
p.get_hero_var = function(frame)
    local hero_name = frame.args[1]
    local hero_stat_key = frame.args[2]
    local sig_figs_or_localize = frame.args[3]
    
    local hero = hero_by_key_or_name(hero_name)
    if(hero == nil) then return "Hero Not Found" end
    
    local var_value = p.get_stat(hero, hero_stat_key)
    if(var_value == nil) then return 0 end
    
    --round
    if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
        var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
        if (var_value == nil) then return "get_hero_var() error with rounding" end
    end
    
    --localize
    if (sig_figs_or_localize == "true") then
        return lang_module.get_string(var_value)
    end

    return var_value
end

--{{#invoke:HeroData|get_alt_fire_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
p.get_alt_fire_var = function(frame)
    local hero_name = frame.args[1]
    local stat_key = frame.args[2]
    local sig_figs_or_localize = frame.args[3]
    
    local hero = hero_by_key_or_name(hero_name)
    if(hero == nil) then return "Hero Not Found" end
    
    if not (hero.Weapon and hero.Weapon.AltFire) then
        return "No Alt Fire"
    end
    
    local var_value = hero.Weapon.AltFire[stat_key]
    if(var_value == nil) then return 0 end
    
    --round
    if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
        var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
    end
    
    --localize
    if (sig_figs_or_localize == "true") then
        return lang_module.get_string(var_value)
    end

    return var_value
end

--{{#invoke:HeroData|get_list_elem|HERO_NAME|VAR|NUMBER|LOCALIZE}}
p.get_list_elem = function(frame)
	local hero_name = frame.args[1]
	local var = frame.args[2]
	local number_int = tonumber(frame.args[3])
	local localize_arg = frame.args[4]
	
	local hero = hero_by_key_or_name(hero_name)
	if(hero == nil) then return "Hero Not Found" end
	
	local list = p.get_stat(hero, var)
	if (list == nil) then return "" end
	local element = list[number_int]
	if (element == nil) then return "" end
	
	if localize_arg=="true" then 
		element = lang_module.get_string(element)
	end
	
	return element
end

p.get_ability_key = function(frame)
	local hero_key = frame.args[1]
	local bound_slot_number = frame.args[2]
	local hero_data = heroes_data[hero_key]
	if (hero_data == nil) then return "Hero key "..hero_key.. " not found" end
	local bound_abilities_data = hero_data["BoundAbilities"]
	if (bound_abilities_data == nil) then return "Hero key " .. hero_key.. " has no BoundAbilities" end
	return bound_abilities_data[tonumber(bound_slot_number)]["Key"]
end

p.write_role_playstyle_quote = function(frame)
	local hero_key = frame.args[1]
	local hero_data = heroes_data[hero_key]
	if (hero_data == nil) then return hero_key.." not found" end
	local role_key = hero_data["Role"]
	local role_localized = lang_module.get_string(role_key, nil, 'en')
	local playstyle_key = hero_data["Playstyle"]
	local playstyle_localized = lang_module.get_string(playstyle_key, nil, 'en')
	
	local str = "<b>" .. role_localized .. '</b><br>' .. playstyle_localized
	local template_args = {}
	template_args[1] = ""
	template_args[2] = str
	return frame:expandTemplate{title = 'Quotation', args = template_args}
end

p.write_default_items = function(frame)
	local hero_key = frame.args[1] --unlocalized
	if (hero_key == nil) then return "No hero key provided" end
	local str = ""
	local hero = heroes_data[hero_key]
	if (hero == nil) then return "Hero not found, must be unlocalized" end
	local template_title = 'PageRef'
	for i, item_key in ipairs(hero["RecommendedItems"] or {}) do
		local template_args = {}
		template_args[1] = lang_module.get_string(item_key, 'en')
		template_args['alt_name'] = localize(item_key, item_key)
		local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
		str = str .. "* " .. expanded_template .. "\n"
	end
	return str
end

--If the hero scales with the stat, it returns {{Ss|value}} or {{PI|value}}, else blank string
--{{#invoke:HeroData|get_hero_scalar|HERO_NAME|SCALING_TYPE|STAT_NAME|sig_figs_or_localize}}--
p.get_hero_scalar = function(frame)
	local hero_key = frame.args[1]
	local scaling_type = frame.args[2]
	local hero_stat_key = frame.args[3]
	local sig_figs_or_localize = frame.args[4]
	local no_template = frame.args["no_template"]
	
	local hero_data = hero_by_key_or_name(hero_key)
	if(hero_data == nil) then return "Hero not found." end
	
	local scaling_value = raw_scaling(hero_data, scaling_type, hero_stat_key)
	if scaling_value == nil then return "" end

	--round
	if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
		scaling_value = util_module.round_to_sig_fig(scaling_value, sig_figs_or_localize)
		if (scaling_value == nil) then return "get_hero_scalar() error with rounding" end
	end
	
	--localize
	if (sig_figs_or_localize == "true") then
		return lang_module.get_string(scaling_value)
	end
	
	if no_template == "true" then
		return scaling_value
	end
	
	return p.write_scalar_str(scaling_value, scaling_type)
end

-- Check if a hero has a stat (Base, Boons, or Spirit Scaling)
-- Returns "true" if found, nil if not (for #if templates)
p.hero_has_stat = function(frame)
	local hero_key = frame.args[1]
	local stat_key = frame.args[2]
	if (hero_key == nil) then return nil end
	
	local hero_data = hero_by_key_or_name(hero_key)
	if (hero_data == nil) then return nil end
	
	if p.has_stat(hero_data, stat_key) then return "true" end
	return nil
end

-- Function to call hero tags based on name
p.get_hero_tag = function (frame)
	local name = frame.args[1]
	local number = tonumber(frame.args[2])

	-- Validate input
	if not name then
		return "Error: Missing name input."
	end

	if number ~= 1 and number ~= 2 and number ~= 3 then
		return string.format("Error: Invalid number '%s'. Must be 1, 2, or 3.", tostring(frame.args[2]))
	end

	if TAG_NAME_MAP[name] == nil then
		return string.format("Error: Unknown name '%s'.", name)
	end

	return p.hero_tag(name, number)
end

--{{#invoke:HeroData|has_tags|HERO_ENGLISH_NAME}}--
-- 'true' when the hero has roster tags, '' otherwise.
function p.has_tags(frame)
	if p.hero_tag(frame.args[1], 1) ~= '' then return 'true' end
	return ''
end

-- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank
-- Scaling string meaning the expanded template {{Ss|scalar}} or {{PI|scalar}}
function p.write_scalar_str(scaling_value, scaling_type, compact)
	local scaling_abbrevs = {Spirit = "Ss", Level = "PI"}
	
	-- Return blank if it doesnt scale	
	if (scaling_value == 0) then return "" end
	
	-- Round it
	scaling_value = util_module.round_to_sig_fig(scaling_value, 3)
	
	--The hero has a scaling value with this stat	
	local template_title = "Template:" .. scaling_abbrevs[scaling_type]
	local template_args = {}
	template_args["1"] = scaling_value
	if compact then 
		template_args["compact"] = "yes"
		template_args["show_value"] = "yes"
	end
	
	local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
	local result = template_call:gsub("\n", ""):gsub("\r", "")
    
	return result
end

-- Outputs a wikitable of heroes grouped by GroundDashDuration using {{HeroIcon|hero_name}}
-- {{#invoke:HeroData|write_ground_dash_buckets}}
p.write_ground_dash_buckets = function(frame)
    local buckets = {
        [0.62] = {},
        [0.68] = {},
        [0.72] = {},
    }

    -- Collect heroes
    for hero_key, hero_data in pairs(heroes_data) do
        if not hero_data.InDevelopment and not hero_data.IsDisabled then
            local dash = p.get_stat(hero_data, "GroundDashDuration")
            if dash and buckets[dash] then
                table.insert(buckets[dash], hero_data.Name or hero_key)
            end
        end
    end

    -- Sort alphabetically
    for _, list in pairs(buckets) do
        table.sort(list)
    end

    -- Determine max rows dynamically
    local max_rows = 0
    for _, list in pairs(buckets) do
        if #list > max_rows then max_rows = #list end
    end

    local output = {"{| class='wikitable mw-collapsible'",
    	"|+Hero Dash Buckets", "! Bucket 1 !! Bucket 2 !! Bucket 3"}
    local current_frame = frame or mw.getCurrentFrame()

    for i = 1, max_rows do
        local row = {}
        for _, bucket in ipairs({0.62, 0.68, 0.72}) do
            local hero_name = buckets[bucket][i]
            table.insert(row, hero_name and current_frame:expandTemplate{title = "HeroIcon", args = {hero_name}} or "")
        end
        table.insert(output, "|-\n| " .. table.concat(row, " || "))
    end

    table.insert(output, "|}")
    return table.concat(output, "\n")
end

return p