Module:Sandbox/LVLGive feedback
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Documentation for this module may be created at Module:Sandbox/LVL/doc
local p = {}
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 lang_module = require('Module:Lang')
local dictionary_module = require('Module:Dictionary')
local attribute_module = require('Module:AttributeData')
local hero_data_module = require('Module:HeroData')
local function get_nested_stat_value(hero_data, stat_key)
if hero_data[stat_key] ~= nil then
return hero_data[stat_key]
elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
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
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
-- =========================================================================
-- DPS calculation helpers
-- =========================================================================
local function calculate_dps(stats, dps_type)
local rps = stats.RoundsPerSecond or 0
if rps == 0 then return 0 end
local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
local burst_count = stats.BulletsPerBurst or 1
local cycle_time = 1 / rps
local total_cycle_time = cycle_time * burst_count
if total_cycle_time == 0 then return 0 end
local base_damage = stats.BulletDamage or 0
if dps_type == 'burst' then
return base_damage * bullets_per_shot * burst_count / total_cycle_time
end
local clip_size = stats.ClipSize or 0
if clip_size <= 0 then
return base_damage * bullets_per_shot * burst_count / total_cycle_time
end
local reload_time
if stats.ReloadSingle then
reload_time = (stats.ReloadTime or 0) * clip_size
else
reload_time = stats.ReloadTime or 0
end
reload_time = reload_time + (stats.ReloadDelay or 0)
local time_to_empty_clip = (clip_size / burst_count) * total_cycle_time
local damage_from_clip = base_damage * bullets_per_shot * clip_size
local total_time = time_to_empty_clip + reload_time
if total_time == 0 then return 0 end
return damage_from_clip / total_time
end
-- Compute how much DPS changes when all relevant component scalings are applied.
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
local component_scalings = {}
local possible_keys = {
"BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
"ReloadDelay", "BulletsPerShot", "BulletsPerBurst"
}
for _, key in ipairs(possible_keys) do
local alt_key = key .. "AltFire"
if scaling_source[alt_key] then
component_scalings[key] = scaling_source[alt_key]
end
end
-- ClipSize is shared between fire modes; fall back to primary scaling
if base_stats.ClipSize and not component_scalings.ClipSize then
local primary_clip_scale = scaling_source["ClipSize"]
if primary_clip_scale then
component_scalings.ClipSize = primary_clip_scale
end
end
if next(component_scalings) == nil then
return 0
end
local base_dps = calculate_dps(base_stats, dps_type)
local scaled_stats = {}
for k, v in pairs(base_stats) do scaled_stats[k] = v end
for comp_key, scale_val in pairs(component_scalings) do
if scaled_stats[comp_key] ~= nil then
scaled_stats[comp_key] = scaled_stats[comp_key] + scale_val
end
end
local scaled_dps = calculate_dps(scaled_stats, dps_type)
return scaled_dps - base_dps
end
-- =========================================================================
-- Main module function
-- =========================================================================
p.write_hero_comparison_table = function(frame)
local power_increases = tonumber(frame.args[1]) or 0
local spirit_power = tonumber(frame.args[2]) or 0
local max_power = tonumber(frame.args[3]) or 25
local max_spirit = tonumber(frame.args[4]) or 500
local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
local body_str = ""
local stats_to_include = {
Weapon = {
"DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
"ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
"BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
"BulletSpeed", "FalloffStartRange", "FalloffEndRange",
"CritDamageBonusPercent", "BulletRadius", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
},
Vitality = {
"MaxHealth", "BaseHealthRegen", "BulletResist", "TechResist", "MeleeResist",
"CritDamageReceivedPercent", "DebuffResist", "BulletLifesteal", "MaxMoveSpeed",
"SprintSpeed", "StaminaCooldown", "Stamina", "GroundDashSpeed", "GravityChange"
},
Spirit = { "TechPower" }
}
-- Collect and sort heroes alphabetically, excluding disabled/in-development
local sorted_heroes = {}
for hero_key, hero_data in pairs(heroes_data) do
if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
table.insert(sorted_heroes, {key = hero_key, data = hero_data})
end
end
table.sort(sorted_heroes, function(a, b)
local function get_sort_name(name)
return (name:gsub("^The ", ""))
end
return get_sort_name(a.data["Name"] or a.key) < get_sort_name(b.data["Name"] or b.key)
end)
-- Build a single stat cell (<td>) with data attributes for JS recalculation
local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
-- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
local unit_conversion = {
BulletRadius = 100 -- metres to centimetres
}
local conv_factor = unit_conversion[attr_key] or 1
local base_value
if is_alt_fire then
if attr_key == "ClipSize" or attr_key == "ReloadTime" then
base_value = get_nested_stat_value(hero_data, attr_key)
elseif hero_data.Weapon and hero_data.Weapon.AltFire
and hero_data.Weapon.AltFire[attr_key] ~= nil then
base_value = hero_data.Weapon.AltFire[attr_key]
else
base_value = get_nested_stat_value(hero_data, attr_key)
end
else
base_value = get_nested_stat_value(hero_data, attr_key)
end
-- Apply unit conversion to the base value
if type(base_value) == "number" then
base_value = base_value * conv_factor
end
local stat_value = base_value
-- Scaling lookup
local scaling_data
if is_alt_fire then
if attr_key == "ClipSize" or attr_key == "ReloadTime" then
scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
and hero_data.Weapon and hero_data.Weapon.AltFire then
-- Alt-fire DPS/SustainedDPS: use explicit key if present, otherwise compute from components
local direct_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
if direct_scaling and next(direct_scaling) ~= nil then
scaling_data = direct_scaling
else
local alt_stats = hero_data.Weapon.AltFire
local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
local level_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
local spirit_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
level_scale = util_module.round_to_sig_fig(level_scale, 5)
spirit_scale = util_module.round_to_sig_fig(spirit_scale, 5)
scaling_data = {}
if level_scale ~= 0 then scaling_data[level_scale] = "Level" end
if spirit_scale ~= 0 then scaling_data[spirit_scale] = "Spirit" end
if next(scaling_data) == nil then scaling_data = nil end
end
elseif hero_data.Weapon and hero_data.Weapon.AltFire
and hero_data.Weapon.AltFire[attr_key] ~= nil then
scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
else
scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
end
else
scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
end
local scaling_strs = ""
local spirit_scale = 0
local level_scale = 0
local spirit_val = 0
local level_val = 0
if scaling_data ~= nil then
for scaling_val, scaling_type in pairs(scaling_data) do
if scaling_type == "Spirit" then
spirit_val = scaling_val * conv_factor -- apply unit conversion
elseif scaling_type == "Level" then
level_val = scaling_val * conv_factor -- apply unit conversion
end
end
-- Output Spirit icon before Level icon
local function append_scaling(val, stype)
if val ~= 0 then
local scaling_str = hero_data_module.write_scalar_str(val, stype, true)
if scaling_str ~= "" then
scaling_strs = scaling_strs .. " " .. scaling_str
end
end
end
append_scaling(spirit_val, "Spirit")
append_scaling(level_val, "Level")
if type(stat_value) == "number" then
stat_value = stat_value + (spirit_power * spirit_val)
stat_value = stat_value + (power_increases * level_val)
end
spirit_scale = spirit_val
level_scale = level_val
end
if attr_key == "TechPower" and spirit_scale == 0 then
spirit_scale = 1.0
if type(stat_value) == "number" then
stat_value = stat_value + (spirit_power * spirit_scale)
end
end
local innate_spirit_scale =
(hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
if not display_scaling_icons then scaling_strs = "" end
if type(stat_value) == "boolean" then
stat_value = tostring(stat_value)
else
stat_value = util_module.round_to_sig_fig(stat_value, 5)
end
local cell_inner = string.format(
'<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
stat_value,
scaling_strs
)
local weapon_table = hero_data.Weapon
if is_alt_fire and weapon_table and weapon_table.AltFire then
weapon_table = weapon_table.AltFire
end
local hit_once = "false"
if (attr_key == "DPS" or attr_key == "SustainedDPS")
and weapon_table
and weapon_table.HitOnceAcrossAllBullets
then
hit_once = "true"
end
local data_attrs = string.format(
'data-stat-name="%s" data-base="%s" data-spirit-scale="%s" data-level-scale="%s" data-innate-spirit-scale="%s" data-sort-value="%s" data-hit-once="%s"',
attr_key,
tostring(type(base_value) == "number" and util_module.round_to_sig_fig(base_value, 3) or base_value),
tonumber(spirit_scale) or 0,
(attr_key == "TechPower") and "0" or (tonumber(level_scale) or 0),
innate_spirit_scale or 0,
stat_value,
hit_once
)
return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
end
-- Generate a hero's primary stat row
local function generatePrimaryRow(hero_data, hero_key, has_alt)
local row_str = ""
local hero_name_local = localize(hero_key, hero_key)
local hero_name_en = hero_data["Name"]
local template_args = {[1] = hero_name_en, l1 = hero_name_local}
local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
local hero_cell_content = hero_icon
if has_alt then
hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
end
local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 10; background-color: var(--background-color-base-2); isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
for _, category in ipairs(attribute_orders["category_order"]) do
if stats_to_include[category] ~= nil then
for _, attr_key in ipairs(stats_to_include[category]) do
row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, false, category)
end
end
end
return "<tr>" .. row_str .. "</tr>"
end
-- Generate an expandable alt-fire sub-row (weapon stats only)
local function generateAltFireSubRow(hero_data, hero_key)
local row_str = ""
local hero_name_local = localize(hero_key, hero_key)
local hero_name_en = hero_data["Name"]
local template_args = {[1] = hero_name_en, l1 = hero_name_local}
local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
local hero_cell_content = hero_icon .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 9; background-color: #202122; isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
for _, category in ipairs(attribute_orders["category_order"]) do
if stats_to_include[category] ~= nil then
for _, attr_key in ipairs(stats_to_include[category]) do
if category == "Weapon" then
row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, true, category)
else
row_str = row_str .. '<td></td>'
end
end
end
end
return '<tr class="alt-fire-sub" data-parent="' .. hero_key .. '">' .. row_str .. '</tr>'
end
-- Build all body rows
for _, hero_entry in ipairs(sorted_heroes) do
local hero_key = hero_entry.key
local hero_data = hero_entry.data
local has_alt = hero_data.Weapon and hero_data.Weapon.AltFire and true or false
body_str = body_str .. generatePrimaryRow(hero_data, hero_key, has_alt)
if has_alt then
body_str = body_str .. generateAltFireSubRow(hero_data, hero_key)
end
end
-- Pre-pass: determine which stats have any scaling, and which have both types.
-- Used to set column widths in the header.
local stats_with_any_scaling = {}
local stats_with_both_scaling = {}
for _, hero_entry in ipairs(sorted_heroes) do
local hero_data = hero_entry.data
for _, category in ipairs(attribute_orders["category_order"]) do
if stats_to_include[category] ~= nil then
for _, attr_key in ipairs(stats_to_include[category]) do
-- Primary scaling
local scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
if scaling_data ~= nil and next(scaling_data) ~= nil then
stats_with_any_scaling[attr_key] = true
local has_spirit, has_level = false, false
for _, scaling_type in pairs(scaling_data) do
if scaling_type == "Spirit" then has_spirit = true
elseif scaling_type == "Level" then has_level = true end
end
if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
end
-- Alt-fire scaling (only for stats present in the AltFire table)
if hero_data.Weapon
and hero_data.Weapon.AltFire
and hero_data.Weapon.AltFire[attr_key] ~= nil
then
if attr_key ~= "ClipSize" then
local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
if alt_scaling and next(alt_scaling) ~= nil then
stats_with_any_scaling[attr_key] = true
local has_spirit_alt, has_level_alt = false, false
for _, stype in pairs(alt_scaling) do
if stype == "Spirit" then has_spirit_alt = true
elseif stype == "Level" then has_level_alt = true end
end
if has_spirit_alt and has_level_alt then stats_with_both_scaling[attr_key] = true end
else
if attr_key == "DPS" or attr_key == "SustainedDPS" then
local alt_stats = hero_data.Weapon.AltFire
local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
local lv = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
local sp = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
lv = util_module.round_to_sig_fig(lv, 5)
sp = util_module.round_to_sig_fig(sp, 5)
if lv ~= 0 or sp ~= 0 then
stats_with_any_scaling[attr_key] = true
if lv ~= 0 and sp ~= 0 then
stats_with_both_scaling[attr_key] = true
end
end
end
end
end
end
end
end
end
end
-- Build table header row
local headers_str = '<th style="position: sticky; left: 0; top: -1px; z-index: 12; background-color: var(--background-color-base-5); isolation: isolate; min-width: 150px;">Hero</th>'
local category_data = attribute_module.get_category_data()
local postfix_key_map = {
["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
["BulletsPerShot"] = "",
["BulletsPerBurst"] = "",
["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
["ReloadSingle"] = "",
["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
["SustainedDPS"] = "DPS_postfix",
["RoundsPerSecondAtMaxSpin"] = "",
["CritDamageBonusPercent"] = "StatDesc_CritDamageBonusScale_postfix",
["CritDamageReceivedPercent"] = "StatDesc_CritDamageReceivedScale_postfix",
["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
["GroundDashSpeed"] = "DashSpeed_postfix"
}
for _, category in ipairs(attribute_orders["category_order"]) do
local category_attrs = attributes_data[category]
local category_rgb = category_data[category]["rgb"]
if stats_to_include[category] ~= nil then
for _, attr_key in ipairs(stats_to_include[category]) do
local attr_data = category_attrs[attr_key]
-- Fallback: if the stat is missing from this category, check all other categories
if attr_data == nil then
for _, fallback_cat_data in pairs(attributes_data) do
if fallback_cat_data[attr_key] ~= nil then
attr_data = fallback_cat_data[attr_key]
break
end
end
end
local attr_localized, postfix
if attr_data ~= nil then
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
postfix = lang_module.get_string(attr_data["postfix"])
if postfix == nil or postfix == "" then postfix = ""
else postfix = " (" .. postfix .. ")" end
if attr_key == "BulletRadius" then postfix = " (cm)" end
else
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
local th_style = 'position: sticky; top: -1px; z-index: 3; background-color: rgb(' .. category_rgb .. ');'
if stats_with_both_scaling[attr_key] then
th_style = th_style .. ' min-width: 130px;'
elseif stats_with_any_scaling[attr_key] then
th_style = th_style .. ' min-width: 75px;'
end
headers_str = headers_str .. '<th style="' .. th_style .. '">' .. attr_localized .. postfix .. "</th>"
end
end
end
headers_str = "<tr>" .. headers_str .. "</tr>"
return string.format(
'<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
'<div style="overflow: auto; max-height: 70vh; width: 100%%;">' ..
'<table class="wikitable sortable" style="table-layout: auto; width: 100%%;" id="hero-comparison-table">%s%s</table>' ..
'</div></div>',
max_power, max_spirit, headers_str, body_str
)
end
return p