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local p = {}
local p = {};


local heroes_data       = mw.loadJsonData("Data:HeroData.json")
-- Loads the necessary data from the wiki's JSON pages.
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local attribute_orders  = mw.loadJsonData("Data:StatInfoboxOrder.json")
local soul_unlocks_data = mw.loadJsonData("Data:SoulUnlockData.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)
-- Defines human-readable names for the internal property keys used in headers.
    if hero_data[stat_key] ~= nil then
local level_scaling_key_to_name = {
        return hero_data[stat_key]
BulletDamage = "Bullet Damage",
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
MaxHealth = "Health",
        return hero_data.Weapon[stat_key]
TechPower = "Spirit Power",
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
LightMeleeDamage = "Light Melee Damage",
        return hero_data.Weapon.AltFire[stat_key]
HeavyMeleeDamage = "Heavy Melee Damage"
    end
}
    return 0
end


local function localize(key, fallback)
-- Provides data for special alternate fire modes that are not present in HeroData.json.
    local result = lang_module.get_string(key)
local alt_fires = {
    if result == "" or result == nil then
Shiv = {base = 55.2, level = 2.64, suffix = "alt fire 12 pellets"},
        result = util_module.add_space_before_cap(fallback) ..
Viscous = {base = 63, level = 0.9, suffix = "alt fire AOE"},
                mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
Yamato = {base = 63.36, level = 0.35, suffix = "alt fire AOE"}
    end
}
    return result
end


-- =========================================================================
--[[
-- DPS calculation helpers
-- @function p.write_power_increase_table
-- =========================================================================
-- @description Generates a responsive and readable table showing hero stat scaling based on boons.
--              Includes a compact summary view and an expandable, detailed view for all levels.
--              Can optionally wrap the entire output in a theme-aware collapsible section.
-- @param {Frame} frame The MediaWiki frame object.
-- @param {string} frame.args[1] The internal property name to display (e.g., 'BulletDamage').
-- @param {string} [frame.args.title] An optional title. If provided, the table is wrapped in a collapsible section.
-- @return {string} The complete HTML for the table or collapsible section.
--]]
p.write_power_increase_table = function(frame)
local property = frame.args[1]
local title = frame.args.title


local function calculate_dps(stats, dps_type)
if not property or property == '' then
    local rps = stats.RoundsPerSecond or 0
return '<strong class="error">Error: Missing required property argument in #invoke call. Example: {{#invoke:LVL/Sandbox|write_power_increase_table|BulletDamage}}</strong>'
    if rps == 0 then return 0 end
end


    local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
local name = level_scaling_key_to_name[property]
    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
if not name then
return '<strong class="error">Error: Invalid property argument "' .. tostring(property) .. '". Must be one of: BulletDamage, MaxHealth, TechPower, LightMeleeDamage, HeavyMeleeDamage.</strong>'
end
-- Create an ordered list of soul requirements for each power increase.
local pi_souls_list = {}
for _, v in ipairs(soul_unlocks_data) do
if (v["PowerIncrease"]) then
table.insert(pi_souls_list, v["RequiredSouls"])
end
end
local max_boons = #pi_souls_list
-- Define the milestones to display in the summary table.
local milestones = {10, 20, max_boons}
-- Filter out disabled heroes from the data.
local filtered_heroes = {}
for _, hero in pairs(heroes_data) do
if (not hero["IsDisabled"]) then
table.insert(filtered_heroes, hero)
end
end
-- Sort the hero list alphabetically by name for consistent ordering.
table.sort(filtered_heroes, function(a, b)
return a.Name < b.Name
end)
-- Begin building the main data table.
local create_table = mw.html.create("table"):addClass("wikitable sortable")
-- Create the header row for the summary table.
local header_row = mw.html.create("tr")
header_row
:tag("th"):wikitext("Hero"):done()
:tag("th"):wikitext("Base " .. name):done()
:tag("th"):wikitext("Increase per Boon"):done()


    local base_damage = stats.BulletDamage or 0
-- Dynamically create milestone headers with both boon count and soul amount.
    if dps_type == 'burst' then
for _, count in ipairs(milestones) do
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
local header_text = count .. " Boons"
    end
if count == max_boons then header_text = header_text .. " (Max)" end
local required_souls = pi_souls_list[count]
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local soul_display = frame:expandTemplate{ title = "Souls", args = {souls_formatted} }
local full_header = header_text .. "<br /><small>(" .. soul_display .. ")</small>"
header_row:tag("th"):wikitext(full_header):done()
end
header_row:tag("th"):wikitext("Full Details"):done()
create_table:node(header_row)
-- A helper function that generates the HTML for a single hero's row and its collapsible details.
local function addHeroRows(hero_data, is_alt_fire)
local base, level, suffix
local hero_icon_wikitext = frame:expandTemplate{ title = "HeroIcon", args = {hero_data["Name"]}}
-- Determine if this is a main weapon or an alt-fire and set the correct data.
if is_alt_fire then
base = hero_data.alt_fire.base
level = hero_data.alt_fire.level
suffix = " (" .. hero_data.alt_fire.suffix .. ")"
else
base = (hero_data[property] or 0)
level = (hero_data["LevelScaling"] and hero_data["LevelScaling"][property] or 0)
suffix = ""
local shots = (hero_data["BulletsPerShot"] or 1)
local burst = (hero_data["BulletsPerBurst"] or 1)
if (property == "BulletDamage" and (shots * burst) > 1) then
if (not hero_data["HitOnceAcrossAllBullets"]) then
base = base * shots * burst
level = level * shots * burst
end
if (shots > 1) then suffix = suffix .. " (" .. shots .. " pellets)" end
if (burst > 1) then suffix = suffix .. " (" .. burst .. " bullets)" end
end
end


    local clip_size = stats.ClipSize or 0
-- Build the main summary row with the hero's info and milestone values.
    if clip_size <= 0 then
local summary_row = mw.html.create("tr")
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
    end
local hero_cell_content = hero_icon_wikitext .. suffix
summary_row:tag("td"):wikitext(hero_cell_content):done()
summary_row
:tag("td"):wikitext(string.format("%.2f", base)):done()
:tag("td"):wikitext("+" .. string.format("%.2f", level)):done()
for _, count in ipairs(milestones) do
local total = base + level * count
summary_row:tag("td"):wikitext(string.format("%.2f", total)):done()
end


    local reload_time
-- Create the main container for the collapsible "Full Details" section.
    if stats.ReloadSingle then
local details_id = "boon-details-" .. hero_data.Name .. "-" .. property .. (is_alt_fire and "-alt" or "")
        reload_time = (stats.ReloadTime or 0) * clip_size
local collapsible_container = mw.html.create("div")
    else
:addClass("mw-collapsible mw-collapsed")
        reload_time = stats.ReloadTime or 0
:attr("id", details_id)
    end
:attr("style", "display: flex; flex-direction: column; align-items: flex-end; gap: 5px;")
    reload_time = reload_time + (stats.ReloadDelay or 0)
-- Style the "Show All" toggle to look like a theme-aware button.
collapsible_container:tag("div")
    :addClass("mw-collapsible-toggle")
    :attr("style", "display: inline-block; padding: 2px 8px; border: 1px solid currentColor; border-radius: 1px; text-decoration: none;")
    :wikitext("Show All")
-- Create the container for the expanded content.
local content_div = mw.html.create("div"):addClass("mw-collapsible-content")
-- Generate the three-column layout by distributing rows into mini-tables.
local column1_rows, column2_rows, column3_rows = {}, {}, {}
local rows_per_column = math.ceil(max_boons / 3)
for i = 1, max_boons do
local total = base + level * i
local required_souls = pi_souls_list[i]
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local soul_display = frame:expandTemplate{ title = "Souls", args = {souls_formatted} }
local row_html = string.format("<tr><td>%s</td><td style='text-align:right;'>%.2f</td></tr>", soul_display, total)
if i <= rows_per_column then
table.insert(column1_rows, row_html)
elseif i <= rows_per_column * 2 then
table.insert(column2_rows, row_html)
else
table.insert(column3_rows, row_html)
end
end
local table_style = "border:none; background:transparent; margin:0 10px; min-width:150px;"
local table1 = "<table style='" .. table_style .. "'>" .. table.concat(column1_rows) .. "</table>"
local table2 = "<table style='" .. table_style .. "'>" .. table.concat(column2_rows) .. "</table>"
local table3 = "<table style='" .. table_style .. "'>" .. table.concat(column3_rows) .. "</table>"
-- Use a flexbox container to display the mini-tables side-by-side.
local flex_container_style = "display:flex; justify-content:space-around; padding:10px 0;"
content_div:wikitext("<div style='" .. flex_container_style .. "'>" .. table1 .. table2 .. table3 .. "</div>")
collapsible_container:node(content_div)
summary_row:tag("td"):node(collapsible_container)
create_table:node(summary_row)
end
-- Iterate through each hero to generate their main row and an alt-fire row if applicable.
for _, hero in ipairs(filtered_heroes) do
addHeroRows(hero, false)
if (property == "BulletDamage" and alt_fires[hero["Name"]] ~= nil) then
local alt_fire_hero_data = {
Name = hero.Name,
alt_fire = alt_fires[hero.Name]
}
addHeroRows(alt_fire_hero_data, true)
end
end
-- If a title was provided, wrap the completed table in a theme-aware collapsible container.
if title and title ~= '' then
local wrapper = mw.html.create('table')
:addClass('mw-collapsible mw-collapsed wikitable')
:css('width', '100%')
:css('margin-bottom', '1em')


    local time_to_empty_clip = (clip_size / burst_count) * total_cycle_time
local header_row_wrapper = wrapper:tag('tr')
    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.
header_row_wrapper:tag('th')
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
:css('text-align', 'center')
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
:wikitext('<span style="font-size: larger; font-weight: bold;">' .. title .. '</span><span class="mw-collapsible-toggle mw-collapsible-toggle-right">[Show]</span>')
    local scaling_source = hero_data[scaling_type .. "Scaling"] or {}


    local component_scalings = {}
local content_row_wrapper = wrapper:tag('tr')
    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
content_row_wrapper:tag('td')
    if base_stats.ClipSize and not component_scalings.ClipSize then
:addClass('mw-collapsible-content')
        local primary_clip_scale = scaling_source["ClipSize"]
:node(create_table)
        if primary_clip_scale then
            component_scalings.ClipSize = primary_clip_scale
return tostring(wrapper)
        end
else
    end
-- If no title is provided, return the table as before.
 
return tostring(create_table)
    if next(component_scalings) == nil then
end
        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
end


-- =========================================================================
--[[
-- Main module function
-- @function p.write_multishot_stats
-- =========================================================================
-- @description Outputs a wikitext bulleted list of heroes with spreadshot or burst fire weapons.
 
-- @param {Frame} frame The MediaWiki frame object.
p.write_hero_comparison_table = function(frame)
-- @return {string} A formatted wikitext string.
    local power_increases = tonumber(frame.args[1]) or 0
--]]
    local spirit_power    = tonumber(frame.args[2]) or 0
p.write_multishot_stats = function(frame)
    local max_power      = tonumber(frame.args[3]) or 25
local function hero_sort(h1, h2)  
    local max_spirit      = tonumber(frame.args[4]) or 500
return h1["Name"] < h2["Name"]
 
end
    local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
local spreadshot_heroes = {}
 
local burst_heroes = {}
    local body_str = ""
for _, hero in pairs(heroes_data) do
 
if ((hero["BulletsPerShot"] or 1) > 1 and not hero["IsDisabled"]) then
    local stats_to_include = {
table.insert(spreadshot_heroes, hero)
        Weapon = {
elseif ((hero["BulletsPerBurst"] or 1) > 1 and not hero["IsDisabled"]) then
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
table.insert(burst_heroes, hero)
            "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
end
            "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
end
            "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
            "CritDamageBonusPercent", "BulletRadius", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
table.sort(spreadshot_heroes, hero_sort)
        },
table.sort(burst_heroes, hero_sort)
        Vitality = {
            "MaxHealth", "BaseHealthRegen", "BulletResist", "TechResist", "MeleeResist",
local multishot_str = "Weapons with multiple projectiles (Spreadshot):\n"
            "CritDamageReceivedPercent", "DebuffResist", "BulletLifesteal", "MaxMoveSpeed",
for _, hero in ipairs(spreadshot_heroes) do
            "SprintSpeed", "StaminaCooldown", "Stamina", "GroundDashSpeed", "GravityChange"
local base = math.floor(hero["BulletDamage"] * 100) / 100
        },
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
        Spirit = { "TechPower" }
local shots = hero["BulletsPerShot"]
    }
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
 
local stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, "  
    -- Collect and sort heroes alphabetically, excluding disabled/in-development
.. base .. "/pellet, +" .. level .. "/pellet\n"
    local sorted_heroes = {}
multishot_str = multishot_str .. stat_str
    for hero_key, hero_data in pairs(heroes_data) do
end
        if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
            table.insert(sorted_heroes, {key = hero_key, data = hero_data})
multishot_str = multishot_str .. "Weapons with burst fire (Burst Fire):\n"
        end
for _, hero in ipairs(burst_heroes) do
    end
local base = math.floor(hero["BulletDamage"] * 100) / 100
    table.sort(sorted_heroes, function(a, b)
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
        local function get_sort_name(name)
local shots = hero["BulletsPerBurst"]
            return (name:gsub("^The ", ""))
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
        end
local stat_str = "* " .. hero_icon .. ": " .. shots .. " rounds, "  
        return get_sort_name(a.data["Name"] or a.key) < get_sort_name(b.data["Name"] or b.key)
.. base .. "/bullet, +" .. level .. "/bullet\n"
    end)
multishot_str = multishot_str .. stat_str
 
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)
return multishot_str
        -- 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
end


return p
return p
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