Editing Module:Sandbox/LVL

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local p = {}
local p = {};
local lang = require "Module:Lang"
local util_module = require "Module:Utilities"
local data = mw.loadJsonData("Data:Sandbox.json")


local heroes_data      = mw.loadJsonData("Data:HeroData.json")
-- A list of item properties that should have a '%' sign appended to their base value.
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
local percentage_properties = {
local attribute_orders  = mw.loadJsonData("Data:StatInfoboxOrder.json")
AbilityLifestealPercentHero = true,
local util_module      = require('Module:Utilities')
AbilityLifestealPercentHeroPassive = true,
local lang_module      = require('Module:Lang')
ActiveReloadPercent = true,
local dictionary_module = require('Module:Dictionary')
AirControlPercent = true,
local attribute_module  = require('Module:AttributeData')
AirMoveIncreasePercent = true,
local hero_data_module  = require('Module:HeroData')
AmmoReloadPercent = true,
BaseAttackDamagePercent = true,
BaseAttackDamagePercentAtMaxDuration = true,
BaseAttackDamagePercentBonus = true,
BonusAbilityDurationPercent = true,
BonusAttackRangePercent = true,
BonusBulletSpeedPercent = true,
BonusClipSizePercent = true,
BonusDamagePercent = true,
BonusFireRate = true,
BonusHeavyMeleeDamage = true,
BonusMeleeDamagePercent = true,
BonusSoulsPct = true,
BonusZoomPercent = true,
BuffMeleeDamageBoost = true,
BulletArmorReduction = true,
BulletDamageReflectedPct = true,
BulletLifestealPercent = true,
BulletProcDeflectionPercent = true,
BulletResist = true,
BulletResistReduction = true,
CooldownBetweenChargeReduction = true,
CooldownReduction = true,
CooldownReductionPctOnNonHeroes = true,
CritDamagePercent = true,
DamagePctVsNonHeroes = true,
DeathImmunityDamageReduction = true,
DeflectionPercent = true,
DotHealthPercent = true,
FireRateSlow = true,
GroundDashReductionPercent = true,
HealAmpCastPercent = true,
HealAmpReceivePenaltyPercent = true,
HealAmpRegenPenaltyPercent = true,
HealAmpRegenPercent = true,
HealLifePercentOutOfCombat = true,
HealPercentAmount = true,
HealPercentPerHeadshot = true,
ItemCooldownReduction = true,
LifestealHealPercent = true,
MagicIncreasePerStack = true,
MagicResistReduction = true,
MaxHealthDamage = true,
MaxHealthLossPercent = true,
MaxHealthPercentAsDPS = true,
MaxSlowPercent = true,
MeleeDistanceScale = true,
MeleeResistPercent = true,
MoveWhileShootingSpeedPenaltyReductionPercent = true,
MoveWhileZoomedSpeedPenaltyReductionPercent = true,
MovementSpeedSlow = true,
NonHeroHealPct = true,
NonHeroReductionPercent = true,
NonPlayerBonusWeaponPower = true,
NonPlayerBulletResist = true,
OutgoingDamagePenaltyPercent = true,
ParrySuccessHealPercentage = true,
PercentDamage = true,
ProcBaseAttackDamagePercent = true,
ProcBaseAttackDamagePercentAltFire = true,
ProcChance = true,
ReduceFootstepSound = true,
ReloadSpeedMultipler = true,
RicochetDamagePercent = true,
SelfModifier = true,
SlideScale = true,
SlowPercent = true,
SlowResistancePercent = true,
SpiritDamageReductionProc = true,
SpiritDamageReflectedPct = true,
StaminaCooldownReduction = true,
StatusResistancePercent = true,
TechArmorDamageReduction = true,
TechDamagePercent = true,
TechDamageReduction = true,
TechPowerPercent = true,
TechPowerReduction = true,
TechRadiusMultiplier = true,
TechRadiusMultiplierBuff = true,
TechRangeMultiplier = true,
TechRangeMultiplierBuff = true,
TechResist = true,
TechResistBelowThreshold = true,
}


local function get_nested_stat_value(hero_data, stat_key)
---------------------------------------- Utility functions
    if hero_data[stat_key] ~= nil then
 
        return hero_data[stat_key]
-- Returns the table of a specific item.
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
-- Prioritizes active (non-disabled) items if multiple entries share the same name.
        return hero_data.Weapon[stat_key]
-- @function  get_json_item
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
-- @param      {string}
        return hero_data.Weapon.AltFire[stat_key]
-- @return    {table}
    end
local function get_json_item(name)
    return 0
-- First, try to find an active item. This handles cases where a disabled item
-- with the same name exists in the data (e.g., old versions).
for _, v in pairs(data) do
if (v["Name"] == name and (v["IsDisabled"] == false or v["IsDisabled"] == nil)) then
return v -- Return the active item immediately
end
end
 
-- If no active item was found, fall back to finding any item with the name.
-- This preserves functionality for items that are intentionally disabled.
for _, v in pairs(data) do
if (v["Name"] == name) then
return v
end
end
return nil -- Return nil if no item was found at all
end
end


local function localize(key, fallback)
-- Returns an array of item tables that have the same properties
    local result = lang_module.get_string(key)
-- @function  get_similar_items
    if result == "" or result == nil then
-- @param      {string}
        result = util_module.add_space_before_cap(fallback) ..
-- @return    {array of tables}
                mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
local function get_similar_items(property)
    end
local similarItems = {}
    return result
for _, v in pairs(data) do
if (v[property] ~= nil) then
table.insert(similarItems, v)
end
end
return similarItems
end
end


-- =========================================================================
-- Adds commas delimiter to the thousands place
--  DPS calculation helpers
local function Format(amount)
-- =========================================================================
local contentLanguage = mw.language.getContentLanguage()
    local formatted = amount
    if(type(formatted) ~= "number") then return "<span style=\"color:red;\">Cannot format non-number value.</span>" end
    return contentLanguage:formatNum(tonumber(formatted))
end


local function calculate_dps(stats, dps_type)
--- Get cost of an item
    local rps = stats.RoundsPerSecond or 0
-- @function  get_cost
    if rps == 0 then return 0 end
-- @param      {string}
-- @return    {number}
local function get_cost(item_name)
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
return tonumber(item["Cost"])
end


     local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
--- Get type/slot/category of an item
    local burst_count = stats.BulletsPerBurst or 1
-- @function  get_type
    local cycle_time = 1 / rps
-- @param      {string} item_name
    local total_cycle_time = cycle_time * burst_count
-- @param      {boolean} raw (optional)
-- @return     {string}
local function get_type(item_name, raw)
local item = get_json_item(item_name)
if not item then
return "<span style=\"color:red;\">Item Not Found.</span>"
end


    if total_cycle_time == 0 then return 0 end
local slot = item["Slot"]
if not slot then return nil end


    local base_damage = stats.BulletDamage or 0
local key_map = {
    if dps_type == 'burst' then
Weapon = 'CitadelCategoryWeapon',
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
Armor = 'CitadelCategoryArmor',
    end
Tech = 'CitadelCategoryTech'
}


    local clip_size = stats.ClipSize or 0
local key = key_map[slot]
    if clip_size <= 0 then
if not key then return nil end
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
    end


    local reload_time
if raw then
    if stats.ReloadSingle then
return lang.get_string(key, "en")
        reload_time = (stats.ReloadTime or 0) * clip_size
else
    else
return lang.get_string(key)
        reload_time = stats.ReloadTime or 0
end
    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.
-- 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 = {}
---------------------------------------- Invocable functions
    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
--- {{#invoke:ItemData|get_cost|ITEM_NAME}} access point
    if base_stats.ClipSize and not component_scalings.ClipSize then
p.get_cost = function(frame)
        local primary_clip_scale = scaling_source["ClipSize"]
local item_name = frame.args[1]
        if primary_clip_scale then
return Format(get_cost(item_name))
            component_scalings.ClipSize = primary_clip_scale
end
        end
    end


    if next(component_scalings) == nil then
-- Module access point
        return 0
function p._get_cost(a)
    end
a = tostring(a) or '0'
return get_cost(a)
end


    local base_dps = calculate_dps(base_stats, dps_type)
-- {{#invoke:ItemData|get_type|ITEM_NAME}} access point
    local scaled_stats = {}
p.get_type = function(frame)
    for k, v in pairs(base_stats) do scaled_stats[k] = v end
local item_name = frame.args[1]
    for comp_key, scale_val in pairs(component_scalings) do
-- Accept 'raw' as string "true" (case sensitive)
        if scaled_stats[comp_key] ~= nil then
local raw = frame.args['raw'] == 'true'
            scaled_stats[comp_key] = scaled_stats[comp_key] + scale_val
return get_type(item_name, raw)
        end
    end
    local scaled_dps = calculate_dps(scaled_stats, dps_type)
    return scaled_dps - base_dps
end
end


-- =========================================================================
-- Module access point
--  Main module function
function p._get_type(a)
-- =========================================================================
a = tostring(a) or ""
return get_type(a)
end


p.write_hero_comparison_table = function(frame)
--{{#invoke:ItemData|is_active|ITEM_NAME}}--
    local power_increases = tonumber(frame.args[1]) or 0
p.is_active = function(frame)
    local spirit_power    = tonumber(frame.args[2]) or 0
local item_name = frame.args[1]
    local max_power      = tonumber(frame.args[3]) or 25
local item = get_json_item(item_name)
    local max_spirit      = tonumber(frame.args[4]) or 500
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
if (item["Activation"] == "Passive") then
return false
else
return true
end
end


    local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
--{{#invoke:ItemData|get_prop|ITEM_NAME|PROPERTY}}--
--check Data:ItemData.json for properties
p.get_prop = function(frame)
local item_name = frame.args[1]
local property = frame.args[2]
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end


    local body_str = ""
local prop_value = item[property]
if (prop_value == nil) then return nil end


    local stats_to_include = {
local display_value
        Weapon = {
local scaling_str = "" -- Default to an empty string for non-scaled values
            "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
-- Determine the base value and scaling string (if any)
    local sorted_heroes = {}
if(type(prop_value) == "table") then
    for hero_key, hero_data in pairs(heroes_data) do
if prop_value["Value"] ~= nil and prop_value["Scale"] ~= nil and prop_value["Scale"]["Value"] ~= nil and prop_value["Scale"]["Type"] ~= nil then
        if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
-- This is a structured attribute with scaling data
            table.insert(sorted_heroes, {key = hero_key, data = hero_data})
display_value = tostring(prop_value["Value"])
        end
local scale_val = tonumber(prop_value["Scale"]["Value"])
    end
    table.sort(sorted_heroes, function(a, b)
if scale_val ~= 0 then
        local function get_sort_name(name)
local scale_type = prop_value["Scale"]["Type"]
            return (name:gsub("^The ", ""))
local rounded_scale_val = util_module.round_to_sig_fig(scale_val, 2)
        end
        return get_sort_name(a.data["Name"] or a.key) < get_sort_name(b.data["Name"] or b.key)
local template_title
    end)
if scale_type == "power_increase" then
template_title = "Template:Boon"
else
template_title = "Template:Ss"
end
local template_args = { [1] = rounded_scale_val }
-- Add a space before the scaling template for proper separation
scaling_str = " " .. mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
end
else
-- This is a simple list (e.g., TargetTypes), handle and return it directly
local tableValues = {}
for _, v in pairs(prop_value) do
table.insert(tableValues, tostring(v))
end
return table.concat(tableValues, ", ")
end
else
-- This is a simple, non-table property
display_value = tostring(prop_value)
end
-- Assemble the final string, adding the '%' sign if necessary
if percentage_properties[property] == true then
return display_value .. "%" .. scaling_str
else
return display_value .. scaling_str
end
end


    -- Build a single stat cell (<td>) with data attributes for JS recalculation
p.get_component_name = function(frame)
    local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
local item_name = frame.args[1]
        -- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
local item = get_json_item(item_name)
        local unit_conversion = {
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
            BulletRadius = 100  -- metres to centimetres
        }
local components = item['Components']
        local conv_factor = unit_conversion[attr_key] or 1
--return empty string if no component found
if(components == nil) then return nil end
local component_key = components[1]
local component = data[component_key]
if (component == nil) then return nil end
return component['Name']
end


        local base_value
-- {{Items count}} access point
        if is_alt_fire then
function p.get_headcount()
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
local iter = 0
                base_value = get_nested_stat_value(hero_data, attr_key)
local tbl = get_similar_items("IsDisabled")
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
for _, v in ipairs(tbl) do
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
if (v["IsDisabled"] == false and v["Name"] ~= nil) then
                base_value = hero_data.Weapon.AltFire[attr_key]
iter = iter + 1
            else
end
                base_value = get_nested_stat_value(hero_data, attr_key)
end
            end
return iter
        else
end
            base_value = get_nested_stat_value(hero_data, attr_key)
        end


        -- Apply unit conversion to the base value
   
        if type(base_value) == "number" then
-- Gets the codename (the key in the JSON data) for a given item's display name.
            base_value = base_value * conv_factor
-- Prioritizes active items to handle cases where disabled duplicates exist.
        end
p.get_codename = function(frame)
local name = frame.args[1]
-- First, try to find an active item.
for k, v in pairs(data) do
if (v["Name"] == name and (v["IsDisabled"] == false or v["IsDisabled"] == nil)) then
return k -- Return the codename of the active item
end
end
-- If no active item was found, fall back to finding any item with the name.
for k, v in pairs(data) do
if (v["Name"] == name) then
return k
end
end
return nil -- Return nil if no item was found at all
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
return p
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