Editing Module:Sandbox/LVL

Warning: You are not logged in. Once you make an edit, a temporary account will be created for you. Learn more. Log in or create an account to continue receiving notifications after this account expires, and to access other features.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
local p = {}
local Tabs = {}


local heroes_data      = mw.loadJsonData("Data:HeroData.json")
-- Helper functions to replace Module:Logic
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
local function readBool(val)
local attribute_orders  = mw.loadJsonData("Data:StatInfoboxOrder.json")
    if val == nil then return false end
local util_module      = require('Module:Utilities')
    if type(val) == 'boolean' then return val end
local lang_module      = require('Module:Lang')
    if type(val) == 'string' then
local dictionary_module = require('Module:Dictionary')
        val = val:lower()
local attribute_module  = require('Module:AttributeData')
        return val == 'true' or val == 'yes' or val == '1'
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
     end
     return 0
     return false
end
end


local function localize(key, fallback)
local function isEmpty(val)
     local result = lang_module.get_string(key)
     if val == nil then return true end
     if result == "" or result == nil then
     if type(val) == 'string' then return val:gsub('%s','') == '' end
        result = util_module.add_space_before_cap(fallback) ..
    if type(val) == 'table' then return next(val) == nil end
                mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
     return false
    end
     return result
end
end


-- =========================================================================
-- Helper to replace Module:Table.extract
--  DPS calculation helpers
local function extractTable(tab, key)
-- =========================================================================
    local val = tab[key]
    tab[key] = nil
    return val
end


local function calculate_dps(stats, dps_type)
-- Helper to replace Module:Array functions
     local rps = stats.RoundsPerSecond or 0
local function arrayForEach(t, f)
    if rps == 0 then return 0 end
     for i, v in ipairs(t) do f(v, i) end
end


     local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
local function arrayAny(t, f)
     local burst_count = stats.BulletsPerBurst or 1
     for _, v in ipairs(t) do if f(v) then return true end end
    local cycle_time = 1 / rps
     return false
    local total_cycle_time = cycle_time * burst_count
end


     if total_cycle_time == 0 then return 0 end
local function arrayAll(t, f)
     for _, v in ipairs(t) do if not f(v) then return false end end
    return true
end


    local base_damage = stats.BulletDamage or 0
-- Helper to replace Module:Operator.property
    if dps_type == 'burst' then
local function property(key)
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
     return function(obj) return obj[key] end
    end
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
-- Simplified page link generation (replaces Module:Page)
    if stats.ReloadSingle then
local function makeInternalLink(_, name, link)
        reload_time = (stats.ReloadTime or 0) * clip_size
     return mw.ustring.format('[[%s|%s]]', link, name)
     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
end


-- Compute how much DPS changes when all relevant component scalings are applied.
-- Main argument processor
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
local function readArguments(args, options)
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
     local tabArgs = {}
     local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
    local tabIndex = 1
    local this = tonumber(args.This)
    local this2 = tonumber(args.This2)


     local component_scalings = {}
     while args['name' .. tabIndex] or args['link' .. tabIndex] do
    local possible_keys = {
        local content = args['content' .. tabIndex]
         "BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
         if content or not options.removeEmptyTabs then
        "ReloadDelay", "BulletsPerShot", "BulletsPerBurst"
            table.insert(tabArgs, {
    }
                name = extractTable(args, 'name' .. tabIndex),
    for _, key in ipairs(possible_keys) do
                link = extractTable(args, 'link' .. tabIndex),
        local alt_key = key .. "AltFire"
                content = extractTable(args, 'content' .. tabIndex),
        if scaling_source[alt_key] then
                tabs = extractTable(args, 'tabs' .. tabIndex),
             component_scalings[key] = scaling_source[alt_key]
                this = this == tabIndex or (options.allowThis2 and this2 == tabIndex),
             })
         end
         end
        tabIndex = tabIndex + 1
     end
     end


    -- ClipSize is shared between fire modes; fall back to primary scaling
     if readBool(args.returnIfEmpty) then
     if base_stats.ClipSize and not component_scalings.ClipSize then
         return tabArgs
        local primary_clip_scale = scaling_source["ClipSize"]
        if primary_clip_scale then
            component_scalings.ClipSize = primary_clip_scale
         end
     end
     end


     if next(component_scalings) == nil then
     assert(#tabArgs > 0, 'You are trying to add a "Tabs" template without arguments for names nor links')
        return 0
     return tabArgs
    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
end


-- =========================================================================
-- Automatic this-tab detection
--  Main module function
local function setThis(tabArgs)
-- =========================================================================
    if arrayAny(tabArgs, property('this')) then return end


p.write_hero_comparison_table = function(frame)
     local fullPageName = mw.title.getCurrentTitle().prefixedText
     local power_increases = tonumber(frame.args[1]) or 0
     local this
    local spirit_power    = tonumber(frame.args[2]) or 0
     local maxLinkLength = -1
     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)
     arrayForEach(tabArgs, function(tab, tabIndex)
 
        local link = tab.link
    local body_str = ""
        if not link then return end
 
         link = link:gsub('_', ' ')
    local stats_to_include = {
         local linkLength = #link
         Weapon = {
         local charAfter = fullPageName:sub(linkLength + 1, linkLength + 1)
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
         local pagePartial = fullPageName:sub(1, linkLength)
            "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
         if pagePartial == link and (charAfter == '/' or charAfter == '') and linkLength > maxLinkLength then
            "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
             maxLinkLength = linkLength
            "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
            this = tabIndex
            "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
    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)
     end)


     -- Build a single stat cell (<td>) with data attributes for JS recalculation
     if this then tabArgs[this].this = true end
    local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
end
        -- 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
-- Content div builder
        if is_alt_fire then
local function buildContentDiv(hasContent, hybridTabs, noPadding)
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
    local contentDiv = mw.html.create('div'):addClass('tabs-content')
                base_value = get_nested_stat_value(hero_data, attr_key)
    if hybridTabs then
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
        contentDiv:css('border-style', 'none !important')
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
                :css('padding', '0 !important')
                base_value = hero_data.Weapon.AltFire[attr_key]
    elseif noPadding then
            else
         contentDiv:css('padding', '0 !important')
                base_value = get_nested_stat_value(hero_data, attr_key)
    end
            end
    return contentDiv
         else
end
            base_value = get_nested_stat_value(hero_data, attr_key)
        end


        -- Apply unit conversion to the base value
-- Display name extractor
        if type(base_value) == "number" then
local function getDisplayNameFromLink(link)
            base_value = base_value * conv_factor
    local parts = {}
         end
    for part in link:gmatch('[^/]+') do
         table.insert(parts, part)
    end
    return parts[#parts] or link
end


        local stat_value = base_value
-- Main static tabs function
function Tabs.static(args)
    args = args or {}
    local tabArgs = readArguments(args, { allowThis2 = true })
    if #tabArgs == 0 then return nil end


        -- Scaling lookup
    setThis(tabArgs)
        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 tabs = mw.html.create('ul')
        local spirit_scale = 0
         :addClass('nav nav-tabs navigation-not-searchable tabs tabs' .. #tabArgs)
        local level_scale  = 0
        :attr('data-nosnippet')
        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 subTabs = mw.html.create()
            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
    arrayForEach(tabArgs, function(tab)
                stat_value = stat_value + (spirit_power * spirit_val)
        local name = tab.name or getDisplayNameFromLink(tab.link or '')
                stat_value = stat_value + (power_increases * level_val)
        local text = tab.link and makeInternalLink(nil, name, tab.link) or tab.name
             end
        tabs:tag('li')
            :addClass(tab.this and 'active' or nil)
             :wikitext(text)
        subTabs:node(tab.this and tab.tabs or nil)
    end)


             spirit_scale = spirit_val
    return mw.html.create()
             level_scale  = level_val
        :tag('div')
         end
            :addClass('tabs-static')
            :attr('data-nosnippet', '')
             :node(tabs)
             :done()
         :node(subTabs)
end


        if attr_key == "TechPower" and spirit_scale == 0 then
-- Main dynamic tabs function
            spirit_scale = 1.0
function Tabs.dynamic(args)
            if type(stat_value) == "number" then
    args = args or {}
                stat_value = stat_value + (spirit_power * spirit_scale)
    local tabArgs = readArguments(args, { removeEmptyTabs = readBool(args.removeEmptyTabs) })
            end
    if #tabArgs == 0 then return nil end
        end


        local innate_spirit_scale =
    local hasContent = arrayAll(tabArgs, function(tab) return not isEmpty(tab.content) end)
            (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
    local allEmpty = arrayAll(tabArgs, function(tab) return isEmpty(tab.content) end)
    assert(hasContent or allEmpty, 'Some tabs have content while others do not')


        if not display_scaling_icons then scaling_strs = "" end
    local isSingular = #tabArgs == 1 and hasContent
 
    if isSingular and not readBool(args.showSingularAsTab) then
        if type(stat_value) == "boolean" then
         local header = nil
            stat_value = tostring(stat_value)
         if not readBool(args.suppressHeader) then
        else
             header = mw.html.create('h6'):wikitext(tabArgs[1].name)
            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
         end
        return mw.html.create()
            :node(header)
            :node(tabArgs[1].content)
    end


        local data_attrs = string.format(
    local tabs = mw.html.create('ul')
            '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"',
        :addClass('nav nav-tabs tabs tabs' .. #tabArgs)
            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)
    if not arrayAny(tabArgs, property('this')) then
        tabArgs[1].this = true
     end
     end


     -- Generate a hero's primary stat row
     arrayForEach(tabArgs, function(tab, i)
    local function generatePrimaryRow(hero_data, hero_key, has_alt)
         tabs:tag('li')
        local row_str = ""
             :addClass('tab' .. i)
        local hero_name_local = localize(hero_key, hero_key)
            :addClass(tab.this and 'active' or nil)
         local hero_name_en = hero_data["Name"]
             :wikitext(tab.name)
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
     end)
        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)
     if not readBool(args['hide-showall']) and not isSingular then
    local function generateAltFireSubRow(hero_data, hero_key)
         tabs:tag('li')
        local row_str = ""
            :addClass('show-all')
        local hero_name_local = localize(hero_key, hero_key)
             :wikitext('Show All')
        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
     end


     -- Build all body rows
     local contents = buildContentDiv(hasContent, readBool(args['hybrid-tabs']), readBool(args['no-padding']))
    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.
     if not hasContent then
    -- Used to set column widths in the header.
        return mw.html.create('div')
    local stats_with_any_scaling  = {}
             :addClass('tabs-dynamic navigation-not-searchable')
    local stats_with_both_scaling = {}
            :attr('data-nosnippet')
    for _, hero_entry in ipairs(sorted_heroes) do
            :node(tabs)
        local hero_data = hero_entry.data
            :node(contents)
        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
     end


     -- Build table header row
     arrayForEach(tabArgs, function(tab, i)
    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>'
         contents:tag('div')
    local category_data = attribute_module.get_category_data()
             :addClass('content' .. i)
    local postfix_key_map = {
            :addClass(tab.this and 'active' or nil)
         ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
            :node(tab.content)
        ["BulletsPerShot"] = "",
     end)
        ["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(
     return mw.html.create('div')
        '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
         :addClass('tabs-dynamic navigation-not-searchable')
         '<div style="overflow: auto; max-height: 70vh; width: 100%%;">' ..
         :attr('data-nosnippet')
        '<table class="wikitable sortable" style="table-layout: auto; width: 100%%;" id="hero-comparison-table">%s%s</table>' ..
         :node(tabs)
         '</div></div>',
        :node(contents)
         max_power, max_spirit, headers_str, body_str
    )
end
end


return p
return Tabs
Please note that all contributions to The Deadlock Wiki are considered to be released under the Creative Commons Attribution-NonCommercial-ShareAlike (see Deadlock:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)
Preview page with this template

Page included on this page: