Module:HeroData: Difference between revisions

LVL (talk | contribs)
Now bucket 3 fixed
Vergir (talk | contribs)
Consolidate stat/scaling lookups into shared helpers, add resolve_key and has_tags, drop unused dependencies and dead code (with help from vergir-bot LLM)
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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
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
-- returns the key of the specified hero's english name
function p.get_hero_key(frame)
function p.get_hero_key(frame)
    local hero_name_input = frame.args[1] -- Get the hero name from the template argument
local hero_name_input = frame.args[1]
    if not hero_name_input then
if not hero_name_input then
        return "Error: Hero name not specified."
return "Error: Hero name not specified."
    end
end
 
return p.find_hero_key(hero_name_input) or "Hero not found."
    hero_name_input = hero_name_input:lower() -- For case-independent search
end
 
    -- Go through all the characters and look for a name match.
    for hero_key, hero_data in pairs(heroes_data) do
        if hero_data["Name"] then
            local current_hero_name = hero_data["Name"]:lower()
            if current_hero_name == hero_name_input then
                return hero_key -- Return the key if the name matches
            end
        end
    end


    return "Hero not found." -- If nothing is found
--{{#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
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
      
      
    -- 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
      
      
Line 96: Line 215:
     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
      
      
Line 124: Line 242:
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 194: 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 {{Ls|value}}, else blank string
Line 205: Line 312:
local no_template = frame.args["no_template"]
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 "" end
local scaling_value = scaling_data[hero_stat_key]
if scaling_value == nil then return "" end
if scaling_value == nil then return "" end


Line 226: Line 329:
end
end
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if no_template == "true" then
   
return scaling_value
    if no_template == "true" then
end
    return scaling_value
    else
return p.write_scalar_str(scaling_value, scaling_type)
    return scaling_str
    end
end
end


Line 238: Line 339:
-- Returns "true" if found, nil if not (for #if templates)
-- Returns "true" if found, nil if not (for #if templates)
p.hero_has_stat = function(frame)
p.hero_has_stat = function(frame)
    local hero_key = frame.args[1]
local hero_key = frame.args[1]
    local stat_key = frame.args[2]
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])


    if (hero_key == nil) then return nil end
-- Validate input
   
if not name then
    local hero_data = heroes_data[hero_key]
return "Error: Missing name input."
    if (hero_data == nil) then hero_data = p.get_json_item(hero_key) end
end
    if (hero_data == nil) then return nil end


    -- 1. Check Base Value
if number ~= 1 and number ~= 2 and number ~= 3 then
    -- We allow 0 if it's explicitly set, but usually we filter 0 for hiding.  
return string.format("Error: Invalid number '%s'. Must be 1, 2, or 3.", tostring(frame.args[2]))
    -- However, for resists, 0 usually means "hide", so we check ~= 0.
end
    local val = hero_data[stat_key]
    if (val ~= nil and val ~= 0) then return "true" end


    -- 2. Check Level Scaling (Boons)
if TAG_NAME_MAP[name] == nil then
    if (hero_data["LevelScaling"] ~= nil and hero_data["LevelScaling"][stat_key] ~= nil and hero_data["LevelScaling"][stat_key] ~= 0) then  
return string.format("Error: Unknown name '%s'.", name)
        return "true"  
end
    end


    -- 3. Check Spirit Scaling
return p.hero_tag(name, number)
    if (hero_data["SpiritScaling"] ~= nil and hero_data["SpiritScaling"][stat_key] ~= nil and hero_data["SpiritScaling"][stat_key] ~= 0) then
end
        return "true"
    end


    return nil
--{{#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
end


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return template_call:gsub("\n", ""):gsub("\r", "")
return template_call:gsub("\n", ""):gsub("\r", "")
end
-- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0
function p.get_hero_scaling_data(hero_data, hero_stat_key)
local scaling_type_full
local scaling_data
local scaling_value
local scaling_types = {"Spirit", "Level"}
local scaling_data_returned = {}
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
return scaling_data_returned
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
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",
}
-- 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
    local tagname = TAG_NAME_MAP[name]
    if not tagname then
        return string.format("Error: Unknown name '%s'.", name)
    end
    -- Build localization key
    local key = string.format("Citadel_%s_HeroTag_%d", tagname, number)
    -- Call Lang.get_string
    local result = lang_module.get_string(key)
    return result or ("[Missing string for key: " .. key .. "]")
end
end


Line 404: Line 411:
         [0.72] = {},
         [0.72] = {},
     }
     }
    local get_dash = function(hero)
        return hero.GroundDashDuration
            or (hero.Weapon and hero.Weapon.GroundDashDuration)
            or (hero.Weapon and hero.Weapon.AltFire and hero.Weapon.AltFire.GroundDashDuration)
    end


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