Module:HeroDataArrays

Revision as of 06:22, 3 February 2026 by Gammaton32 (talk | contribs) (remove heroes without name to fix bug with werewolf)

Overview

This module consists of one generic function, heroDataArray, and a series of functions that create specific wikitables using the output from heroDataArray.


local p = {};
local util_module = require('Module:Utilities')
local allHeroData = mw.loadJsonData("Data:HeroData.json")
local soul_unlock = require('Module:SoulUnlock')
local inGameHeroData = {}

-- Just get heroes that are playable and have a "name" in HeroData
for i, heroData in pairs(allHeroData) do
	if heroData["InDevelopment"] == false then
    if heroData["IsDisabled"] == false then
    if heroData["Name"] ~= nil then
        table.insert(inGameHeroData, heroData)
        end
        end
    end
end

-- Helper function to round numeric values
local function roundValue(value)
    if type(value) == "number" then
        return util_module.round_to_sig_fig(value, 3)
    end
    return value
end

-- heroDataArray takes as argument a table of any length containing keys or 
-- paths of keys in the HeroData JSON, e.g. {Name, MaxHealth, LevelScaling>Health}.
-- A path of keys should be specified as such, with the ">" character separating
-- subsequent keys.
local heroDataArray = function(args)
    local outData = {}
    
    for i, heroData in ipairs(inGameHeroData) do            -- Iterate over each hero
        local out = {}                                      -- First creating a table to hold data
        for j, key in pairs(args) do                        -- Iterate over each key:
            if string.find(key, ">") ~= nil then            -- If the key is actually a path of keys,
                local node = heroData                       -- start with the biggest node heroData, and
                for k in string.gmatch(key, "([^>]+)") do   -- iterate over each key, splitting on ">",
                    if node and node[k] ~= nil then         -- trying the key as a string e.g. "1", (Added 'node and' for safety)
                        node = node[k]                      
                    elseif node and node[tonumber(k)] ~= nil then -- else using the key as numeric, (Added 'node and' for safety)
                        node = node[tonumber(k)]
                    else                                    -- If at any point the path breaks, the result is nil
                        node = nil
                        break
                    end                                     -- drilling down the JSON node after node
                end
                out[key] = roundValue(node)                 -- until outputting the final node (rounded)
            else
                out[key] = roundValue(heroData[key])        -- or just grab the data if not a path (rounded)
            end
        end
        outData[heroData["Name"]] = out                     -- Save data in the big table of heroes
    end
    return(outData)
end

p.heroHealthTable = function(frame)
    -- Pull data
    local heroHealthData = heroDataArray({"Name", "MaxHealth", "LevelScaling>MaxHealth"})

    local rows = {}
    for name, data in pairs(heroHealthData) do
        table.insert(rows, {
            name = name,
            maxHealth = tonumber(data["MaxHealth"]) or 0,
            scalingHealth = tonumber(data["LevelScaling>MaxHealth"]) or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    -- Input table will be called a, output wikitable will be called z
    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Hero Base Health Stats \n"..
        "! Hero !! Starting !! Added per Boon !! At Max Boon \n"

    -- Iterate over heroes adding a new row to the wikitable for each
    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.maxHealth.." || +"..r.scalingHealth.." || "..
                tostring(roundValue(r.maxHealth + r.scalingHealth * soul_unlock.get_max('PowerIncrease'))).." \n"
    end
    
    z = z.."|}"
    return z
end

p.heroRegenTable = function(frame)
    local heroRegenData = heroDataArray({"Name", "BaseHealthRegen"})
    
    local rows = {}
    for name, data in pairs(heroRegenData) do
        table.insert(rows, {
            name = name,
            baseHealthRegen = data["BaseHealthRegen"] or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Hero Base Health Regen \n"..
        "! Hero !! HP/s \n"

    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.baseHealthRegen.." \n"
    end
    z = z.."|}"
    return z
end

p.heroDpsTable = function(frame)
    local heroDpsData = heroDataArray({"Name","Weapon>ReloadSingle","Weapon>ReloadDelay","Weapon>ReloadTime",
        "Weapon>ClipSize","Weapon>RoundsPerSecond","Weapon>BulletDamage","Weapon>BulletsPerShot"})
   
    local rows = {}
    for name, data in pairs(heroDpsData) do
        table.insert(rows, {
            name = name,
            reloadDelay = data["Weapon>ReloadDelay"] or 0,
            reloadTime = data["Weapon>ReloadTime"] or 0,
            clipSize = data["Weapon>ClipSize"] or 0,
            roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0,
            bulletDamage = data["Weapon>BulletDamage"] or 0,
            bulletsPerShot = data["Weapon>BulletsPerShot"] or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Hero Base Damage \n"..
        "! Hero !! Reload Delay (s) !! Reload Time (s) !! Ammo !! Bullets per sec !! Bullet Damage !! Bullets Per Shot \n"
        
    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.reloadDelay.." || "..r.reloadTime.."  || "..r.clipSize..
                " || "..r.roundsPerSecond.." || "..r.bulletDamage.." || "..r.bulletsPerShot.." \n"
    end
    z = z.."|}"
    return z
end

p.heroBulletSpeedTable = function(frame)
    local heroBulletSpeedData = heroDataArray({"Name", "Weapon>BulletSpeed"})
    
    local rows = {}
    for name, data in pairs(heroBulletSpeedData) do
        table.insert(rows, {
            name = name,
            bulletSpeed = data["Weapon>BulletSpeed"] or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Base Bullet Velocity \n"..
        "! Hero !! m/s \n"

    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.bulletSpeed.." \n"
    end
    z = z.."|}"
    return z
end

p.heroClipSizeTable = function(frame)
    local heroClipSizeData = heroDataArray({"Name", "Weapon>ClipSize"})
    
    local rows = {}
    for name, data in pairs(heroClipSizeData) do
        table.insert(rows, {
            name = name,
            clipSize = data["Weapon>ClipSize"] or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Base Ammo Count \n"..
        "! Hero !! Ammo \n"

    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.clipSize.." \n"
    end
    z = z.."|}"
    return z
end

p.heroMoveSpeedTable = function(frame)
    local heroMoveSpeedData = heroDataArray({"Name", "MoveSpeed"})
    
    local rows = {}
    for name, data in pairs(heroMoveSpeedData) do
        table.insert(rows, {
            name = name,
            moveSpeed = data["MoveSpeed"] or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Base Movement Speed \n"..
        "! Hero !! m/s \n"

    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.moveSpeed.." \n"
    end
    z = z.."|}"
    return z
end

p.heroRoundsPerSecondTable = function(frame)
    local heroRoundsPerSecondData = heroDataArray({"Name", "Weapon>RoundsPerSecond"})
    
    local rows = {}
    for name, data in pairs(heroRoundsPerSecondData) do
        table.insert(rows, {
            name = name,
            roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Base Fire Rate \n"..
        "! Hero !! Rounds/s \n"

    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.roundsPerSecond.." \n"
    end
    z = z.."|}"
    return z
end

p.heroFalloffRangeTable = function(frame)
    local heroFalloffRangeData = heroDataArray({"Name", "Weapon>FalloffStartRange", "Weapon>FalloffEndRange"})
    
    local rows = {}
    for name, data in pairs(heroFalloffRangeData) do
        table.insert(rows, {
            name = name,
            falloffStartRange = data["Weapon>FalloffStartRange"] or 0,
            falloffEndRange = data["Weapon>FalloffEndRange"] or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Base Falloff Range \n"..
        "! Hero !! Minimum Range (m) !! Maximum Range (m)  \n"

    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.falloffStartRange.." || "..r.falloffEndRange.." \n"
    end
    z = z.."|}"
    return z
end

p.heroBulletDamageTable = function(frame)
    -- Pull data
    local heroBulletDamageData = heroDataArray({"Name", "Weapon>BulletDamage", "LevelScaling>BulletDamage"})

    local rows = {}
    for name, data in pairs(heroBulletDamageData) do
        table.insert(rows, {
            name = name,
            bulletDamage = tonumber(data["Weapon>BulletDamage"]) or 0,
            scalingDamage = tonumber(data["LevelScaling>BulletDamage"]) or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Hero Base Bullet Damage Stats \n"..
        "! Hero !! Starting !! Added per Boon !! At Max Boon \n"

    -- Iterate over heroes adding a new row to the wikitable for each
    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.bulletDamage.." || +"..r.scalingDamage.." || "..
                tostring(roundValue(r.bulletDamage + r.scalingDamage * soul_unlock.get_max('PowerIncrease'))).." \n"
    end
    
    z = z.."|}"
    return z
end

p.heroLightMeleeTable = function(frame)
    -- Pull data
    local heroLightMeleeData = heroDataArray({"Name", "LightMeleeDamage", "LevelScaling>LightMeleeDamage"})

    local rows = {}
    for name, data in pairs(heroLightMeleeData) do
        table.insert(rows, {
            name = name,
            lightMeleeDamage = tonumber(data["LightMeleeDamage"]) or 0,
            scalingDamage = tonumber(data["LevelScaling>LightMeleeDamage"]) or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Hero Base Light Melee Stats \n"..
        "! Hero !! Starting !! Added per Boon !! At Max Boon \n"

    -- Iterate over heroes adding a new row to the wikitable for each
    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.lightMeleeDamage.." || +"..r.scalingDamage.." || "..
                tostring(roundValue(r.lightMeleeDamage + r.scalingDamage * soul_unlock.get_max('PowerIncrease'))).." \n"
    end
    
    z = z.."|}"
    return z
end

p.heroHeavyMeleeTable = function(frame)
    -- Pull data
    local heroHeavyMeleeData = heroDataArray({"Name", "HeavyMeleeDamage", "LevelScaling>HeavyMeleeDamage"})

    local rows = {}
    for name, data in pairs(heroHeavyMeleeData) do
        table.insert(rows, {
            name = name,
            heavyMeleeDamage = tonumber(data["HeavyMeleeDamage"]) or 0,
            scalingDamage = tonumber(data["LevelScaling>HeavyMeleeDamage"]) or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Hero Base Heavy Melee Stats \n"..
        "! Hero !! Starting !! Added per Boon !! At Max Boon \n"

    -- Iterate over heroes adding a new row to the wikitable for each
    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.heavyMeleeDamage.." || +"..r.scalingDamage.." || "..
                tostring(roundValue(r.heavyMeleeDamage + r.scalingDamage * soul_unlock.get_max('PowerIncrease'))).." \n"
    end
    
    z = z.."|}"
    return z
end

p.heroStaminaTable = function(frame)
    local heroStaminaData = heroDataArray({"Name", "Stamina"})

    local rows = {}
    for name, data in pairs(heroStaminaData) do
        table.insert(rows, {
            name = name,
            stamina = data["Stamina"] or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Hero Base Stamina Stats \n"..
        "! Hero !! Stamina Bars \n"

    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                " || "..r.stamina.." \n"
    end
    z = z.."|}"
    return z
end

p.heroDashTable = function(frame)
    local heroDashData = heroDataArray({"Name", "GroundDashDuration"})

    local rows = {}
    for name, data in pairs(heroDashData) do
        table.insert(rows, {
            name     = name,
            duration = tonumber(data.GroundDashDuration) or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = '{| class="wikitable sortable mw-collapsible" style="text-align:center"\n' ..
              '|+ Hero Base Dash Speed Stats\n' ..
              '! Hero !! Dash Speed (s)\n'
    for _, r in ipairs(rows) do
        z = z .. '|-\n| style="text-align:left;" | ' ..
              frame:expandTemplate{title = 'PageRef', args = {r.name}} ..
              ' || ' .. r.duration .. '\n'
    end
    return z .. '|}'
end

p.heroReloadTable = function(frame)
    local heroReloadData = heroDataArray({"Name", "Weapon>ReloadTime","Weapon>ReloadDelay"})

    -- 1. collect rows
    local rows = {}
    for name, data in pairs(heroReloadData) do
        table.insert(rows, {
            name       = name,
            reloadTime = tonumber(data["Weapon>ReloadTime"]) or 0,
            reloadDelay = tonumber(data["Weapon>ReloadDelay"]) or 0
        })
    end

    -- 2. alphabetical by hero name
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    -- 3. build table
    local z = '{| class="wikitable sortable mw-collapsible" style="text-align:center"\n' ..
              '|+ Hero Base Reload Time Stats\n' ..
              '! Hero !! Reload Time (s) !! Reload Delay \n'

    for _, r in ipairs(rows) do
        z = z ..
            '|-\n' ..
            '| style="text-align:left;" | ' ..
            frame:expandTemplate{title = 'PageRef', args = {r.name}} ..
            ' || '.. r.reloadTime ..' || '..r.reloadDelay..' \n'
    end
    return z .. '|}'
end

p.heroMoveSpeedTable = function(frame)
    local heroMoveSpeedData = heroDataArray({"Name", "MaxMoveSpeed", "SprintSpeed"})

    local rows = {}
    for name, data in pairs(heroMoveSpeedData) do
        table.insert(rows, {
            name = name,
            moveSpeed = tonumber(data["MaxMoveSpeed"]) or 0,
            sprintSpeed = tonumber(data["SprintSpeed"]) or 0
        })
    end
    table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)

    local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
        "|+ Hero Base Move Speed Stats \n"..
        "! Hero !! Move Speed !! Sprint Speed !! Total Sprint Speed \n"

    for _, r in ipairs(rows) do
        z = z..
            "|- \n"..
            "| style=\"text-align:left;\" | "..
                frame:expandTemplate{title="PageRef", args={r.name}}..
                 " || "..r.moveSpeed.." || "..r.sprintSpeed.." || "..r.moveSpeed + r.sprintSpeed .." \n"
    end
    z = z.."|}"
    return z
end

return p