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 p = {}
local items_data = mw.loadJsonData("Data:ItemData.json")
local lang_module = require('Module:Lang')
local generic_module = require('Module:GenericData')
local util_module = require('Module:Utilities')


local heroes_data      = mw.loadJsonData("Data:HeroData.json")
--With debug_mode on, it outputs unprocessed wikitext
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
--With debug_mode off/unspecified, it processes the wikitext
local attribute_orders  = mw.loadJsonData("Data:StatInfoboxOrder.json")
local function process_debug_mode(wikitext, debug_mode)
local util_module      = require('Module:Utilities')
if debug_mode == 'true' then
local lang_module      = require('Module:Lang')
return wikitext
local dictionary_module = require('Module:Dictionary')
elseif debug_mode == 'false' or debug_mode == nil then
local attribute_module  = require('Module:AttributeData')
return mw.getCurrentFrame():preprocess(wikitext)
local hero_data_module  = require('Module:HeroData')
else
return "debug_mode must be 'true' or 'false'"
end
end


local function get_nested_stat_value(hero_data, stat_key)
--Writes list of items of a certain slot within the min and max soul bounds
     if hero_data[stat_key] ~= nil then
-- Each item is wrapped and separated. For example of wrapping/separator, see
        return hero_data[stat_key]
-- get_item_nav_bulletpoints. 'sep' should not be combined with 'right_wrap',
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
-- as the trailing separator should also be removed from the string
        return hero_data.Weapon[stat_key]
local function write_wrapped_item_list(slot, min_souls, max_souls, template, sep)
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
     if slot ~= 'Weapon' and slot ~= 'Armor' and slot ~= 'Tech' then
         return hero_data.Weapon.AltFire[stat_key]
         return 'slot must be Weapon, Armor (Vitality), or Tech (Spirit)'
     end
     end
     return 0
      
    local min_souls = tonumber(min_souls)
    local max_souls = tonumber(max_souls)
    if min_souls == nil or max_souls == nil then return 'Min/Max souls must be numerical' end
   
    -- Retrieve all items that fit the bounds
    local items = {}
    for item_key, item_data in pairs(items_data) do
        -- future proofing; Disabled will be renamed to IsDisabled soon
        local this_cost = tonumber(item_data["Cost"])
        local this_slot = item_data["Slot"]
        if item_data["Name"] ~= nil and item_data["IsDisabled"] == false and this_cost ~= nil and this_slot ~= nil then
            if slot == this_slot and this_cost >= min_souls and this_cost < max_souls then
                local item_name_english = lang_module.get_string(item_key, "en") -- Get the English name
                local lang_code = lang_module.get_lang_code() -- Get the language code from the subpage
                local item_name_local = lang_module.get_string(item_key, lang_code) -- Get the localized name
               
                -- Construct the template based on the type
                local item_template
                if template == "ItemIcon" then
                    if lang_code == "en" then
                        -- For English pages, do not include lang or localized name
                        item_template = "{{ItemIcon|" .. item_name_english .. "}}"
                    else
                        -- For non-English pages, include lang and localized name
                        item_template = "{{ItemIcon|" .. item_name_english .. "|lang=" .. lang_code .. "|" .. item_name_local .. "}}"
                    end
                elseif template == "ItemBox" then
                    if lang_code == "en" then
                        -- For English pages, do not include item_loc or link
                        item_template = "{{ItemBox|item_name=" .. item_name_english .. "}}"
                    else
                        -- For non-English pages, include item_loc and link
                        local link = item_name_english .. "/" .. lang_code -- Add subpage for non-English languages
                        item_template = "{{ItemBox|item_name=" .. item_name_english .. "|item_loc=" .. item_name_local .. "|link=" .. link .. "}}"
                    end
                else
                    return "Invalid template type"
                end
                table.insert(items, item_template)
            end
        end
    end
   
    -- Order list alphabetically
    table.sort(items) -- O(nlogn)
   
    -- Add each item to output
    -- Each item is already wrapped in the template, so no need for additional wrapping
    local ret = table.concat(items, sep)
   
    return ret
end
end


local function localize(key, fallback)
-- for [[Template:Item Navbox]]
     local result = lang_module.get_string(key)
function p.get_item_nav_bulletpoints(slot, min_souls, max_souls, debug_mode)
     if result == "" or result == nil then
     -- Handle the case where it's called via #invoke (i.e., from wikitext)
         result = util_module.add_space_before_cap(fallback) ..
     if type(slot) == "table" and slot.args then
                mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
        local frame = slot
        slot = frame.args[1]
         min_souls = frame.args[2]
        max_souls = frame.args[3]
        debug_mode = frame.args["debug_mode"]
     end
     end
     return result
    local sep = ' &bull; '
    local item_list = write_wrapped_item_list(slot, min_souls, max_souls, "ItemIcon", sep)
     return process_debug_mode(item_list, debug_mode)
end
end


-- =========================================================================
-- for [[Template:Infobox ShopItems]]
--  DPS calculation helpers
function p.get_item_nav_cards(slot, min_souls, max_souls, debug_mode)
-- =========================================================================
     -- Handle the case where it's called via #invoke (i.e., from wikitext)
 
     if type(slot) == "table" and slot.args then
local function calculate_dps(stats, dps_type)
        local frame = slot
     local rps = stats.RoundsPerSecond or 0
        slot = frame.args[1]
     if rps == 0 then return 0 end
        min_souls = frame.args[2]
 
        max_souls = frame.args[3]
    local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
         debug_mode = frame.args["debug_mode"]
    local burst_count = stats.BulletsPerBurst or 1
    local cycle_time = 1 / rps
    local total_cycle_time = cycle_time * burst_count
 
    if total_cycle_time == 0 then return 0 end
 
    local base_damage = stats.BulletDamage or 0
    if dps_type == 'burst' then
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
    end
 
    local clip_size = stats.ClipSize or 0
    if clip_size <= 0 then
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
     end
     end
 
     local reload_time
     local sep = ' '
    if stats.ReloadSingle then
        reload_time = (stats.ReloadTime or 0) * clip_size
     local item_list = write_wrapped_item_list(slot, min_souls, max_souls, "ItemBox", sep)
    else
        reload_time = stats.ReloadTime or 0
     return process_debug_mode(item_list, debug_mode)
     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.
function p.write_item_slot_subgroup(frame)
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
local slot = frame.args[1]
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
local type = frame.args[2]
    local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
local debug_mode = frame.args['debug_mode']
 
if slot == nil then return "'slot' parameter is required" end
    local component_scalings = {}
    local possible_keys = {
-- Define base args
        "BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
local template_title = "Navbox subgroup"
        "ReloadDelay", "BulletsPerShot", "BulletsPerBurst"
local template_args = {
    }
["groupstyle"] = "background-color:" .. util_module.get_slot_color(slot) .. ";width:10%;min-width:70px;border-radius: 8px 0 0 8px",
    for _, key in ipairs(possible_keys) do
["grouppadding"] = "5px",
        local alt_key = key .. "AltFire"
["listpadding"] = "0 0.25rem",
        if scaling_source[alt_key] then
}
            component_scalings[key] = scaling_source[alt_key]
        end
local soul_style = "font-size: 12px; text-shadow: 1px 1px rgba(0, 0, 0, 0.3);"
    end
local prices = generic_module.get_item_price_per_tier()
 
for i, souls in ipairs(prices) do
    -- ClipSize is shared between fire modes; fall back to primary scaling
--Determine lower bound for soul
    if base_stats.ClipSize and not component_scalings.ClipSize then
min_souls = souls
        local primary_clip_scale = scaling_source["ClipSize"]
        if primary_clip_scale then
--Skip 0 to i1 as no items cost less than 500
            component_scalings.ClipSize = primary_clip_scale
if min_souls ~= 0 then  
        end
    end
-- Determine upper bound
 
max_souls = prices[i+1]
    if next(component_scalings) == nil then
if max_souls == nil then
        return 0
max_souls = min_souls * 10 --essentially have no upper bound
    end
end
 
    local base_dps = calculate_dps(base_stats, dps_type)
--Create the subgroup
    local scaled_stats = {}
template_args["group" .. (i-1)] = frame:expandTemplate{title="Souls", args={[1] = min_souls, ["Shadow"] = soul_style}}
    for k, v in pairs(base_stats) do scaled_stats[k] = v end
local list
    for comp_key, scale_val in pairs(component_scalings) do
if type=='get_item_nav_cards' then
        if scaled_stats[comp_key] ~= nil then
list = p.get_item_nav_cards(slot, min_souls, max_souls, debug_mode)
            scaled_stats[comp_key] = scaled_stats[comp_key] + scale_val
elseif type=='get_item_nav_bulletpoints' then
        end
list = p.get_item_nav_bulletpoints(slot, min_souls, max_souls, debug_mode)
    end
else
    local scaled_dps = calculate_dps(scaled_stats, dps_type)
return "'type' should be get_item_nav_cards or get_item_nav_bulletpoints"
    return scaled_dps - base_dps
end
template_args["list" .. (i-1)] = list
end
end
return frame:expandTemplate{title=template_title, args=template_args}
end
end


-- =========================================================================
-- for [[Template:Active Items]]
--  Main module function
function p.generate_active_items_table(frame)
-- =========================================================================
     local active_items = {}
 
   
p.write_hero_comparison_table = function(frame)
     -- 1. Collect active items and their cost
     local power_increases = tonumber(frame.args[1]) or 0
     for item_key, item_data in pairs(items_data) do
     local spirit_power    = tonumber(frame.args[2]) or 0
        if item_data["Name"] and  
     local max_power      = tonumber(frame.args[3]) or 25
          item_data["IsDisabled"] == false and
    local max_spirit      = tonumber(frame.args[4]) or 500
          item_data["Activation"] and
 
          item_data["Activation"] ~= "Passive" then
    local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
              
 
             table.insert(active_items, {
    local body_str = ""
                name = item_data["Name"],
 
                key = item_key,
    local stats_to_include = {
                cost = tonumber(item_data["Cost"]) or 0,
        Weapon = {
                slot = item_data["Slot"] or "Weapon",
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
                has_active_desc = item_data["ActiveDescription"] ~= nil
            "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
             })
             "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
             "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
            "CritDamageBonusPercent", "BulletRadius", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
        },
        Vitality = {
            "MaxHealth", "BaseHealthRegen", "BulletResist", "TechResist", "MeleeResist",
            "CritDamageReceivedPercent", "DebuffResist", "BulletLifesteal", "MaxMoveSpeed",
            "SprintSpeed", "StaminaCooldown", "Stamina", "GroundDashSpeed", "GravityChange"
        },
        Spirit = { "TechPower" }
    }
 
    -- Collect and sort heroes alphabetically, excluding disabled/in-development
    local sorted_heroes = {}
    for hero_key, hero_data in pairs(heroes_data) do
        if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
             table.insert(sorted_heroes, {key = hero_key, data = hero_data})
         end
         end
     end
     end
     table.sort(sorted_heroes, function(a, b)
   
        local function get_sort_name(name)
    -- 2. Sort by name
            return (name:gsub("^The ", ""))
     table.sort(active_items, function(a, b) return a.name < b.name end)
        end
      
        return get_sort_name(a.data["Name"] or a.key) < get_sort_name(b.data["Name"] or b.key)
     -- 3. Generate wiki markup
    end)
    local wikitext = [=[
 
{| class="wikitable sortable" style="width:100%"
     -- Build a single stat cell (<td>) with data attributes for JS recalculation
|+{{#invoke:Dictionary|translate|Active Items}}
     local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
! colspan="2" | {{#invoke:Lang|get_string|Citadel_HeroBuilds_CategoryNameLabel}}
        -- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
! {{#invoke:Lang|get_string|Citadel_UserFeedback_TypeLabel}}
        local unit_conversion = {
! {{Souls|{{#invoke:Dictionary|translate|Cost}}}}
            BulletRadius = 100  -- metres to centimetres
! {{#invoke:Lang|get_string|Citadel_Mod_Tooltip_Active}}
        }
! {{#invoke:Lang|get_string|AbilityCooldown_label}}
        local conv_factor = unit_conversion[attr_key] or 1
]=]
 
   
        local base_value
    -- 4. Add rows for each item
        if is_alt_fire then
    for _, item in ipairs(active_items) do
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
        -- Determine background color and item type
                base_value = get_nested_stat_value(hero_data, attr_key)
        local bg_color, item_type
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
        if item.slot == "Armor" then
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
            bg_color = "#86C921"
                base_value = hero_data.Weapon.AltFire[attr_key]
             item_type = "Armor"
            else
         elseif item.slot == "Tech" then
                base_value = get_nested_stat_value(hero_data, attr_key)
             bg_color = "#DE9CFF"
            end
             item_type = "Tech"
        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
         else
             stat_value = util_module.round_to_sig_fig(stat_value, 5)
             bg_color = "#FCAC4D"
            item_type = "Weapon"
         end
         end
 
       
         local cell_inner = string.format(
         -- The cost cell uses 'data-sort-value' to provide a clean number for the client-side sorter,
            '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
         -- while the cell's visible content is formatted by the {{Souls}} template.
            stat_value,
         wikitext = wikitext .. "\n" .. string.format([=[
            scaling_strs
|-
         )
! style="background-color:%s" | [[File:%s.png|64x64px]]
 
! [[%s{{If_lang}}|{{#invoke:Lang|get_string|%s}}]]
         local weapon_table = hero_data.Weapon
| style="text-align:center;font-weight:bold" | {{ItemType|%s|{{#invoke:Lang|get_string|CitadelCategory%s}}}}
        if is_alt_fire and weapon_table and weapon_table.AltFire then
| data-sort-value="%d" style="text-align:center;font-size:15px" | {{Souls|%d}}
            weapon_table = weapon_table.AltFire
| {{#invoke:Utilities|process_variables|%s_active_desc|%s}}{{#invoke:Utilities|process_variables|%s_desc|%s}}{{#invoke:Utilities|process_variables|%s_active|%s}}
        end
| style="text-align:center;font-size:16px" | {{#invoke:ItemData|get_prop|%s|AbilityCooldown}}s
        local hit_once = "false"
]=],
        if (attr_key == "DPS" or attr_key == "SustainedDPS")
             bg_color,  
            and weapon_table
             item.name,  
            and weapon_table.HitOnceAcrossAllBullets
             item.name, item.key,
        then
             item_type, item_type,
            hit_once = "true"
             item.cost, item.cost,
        end
             item.key, item.name, item.key, item.name, item.key, item.name,
 
             item.name)
        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
     end
   
    wikitext = wikitext .. "\n|}"
   
    return frame:preprocess(wikitext)
end


    -- Generate a hero's primary stat row
-- helper for the cut-items navbox
    local function generatePrimaryRow(hero_data, hero_key, has_alt)
local function write_disabled_item_list(slot, template, sep)
        local row_str = ""
    local t = {}
        local hero_name_local = localize(hero_key, hero_key)
    for k,d in pairs(items_data) do
         local hero_name_en = hero_data["Name"]
         if d.Name and d.IsDisabled==true and (slot=="" or d.Slot==slot) then
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
             local en = lang_module.get_string(k,"en")
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
            local lc = lang_module.get_lang_code()
        local hero_cell_content = hero_icon
             local loc= lang_module.get_string(k,lc)
        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 piece
    local function generateAltFireSubRow(hero_data, hero_key)
            if template=="ItemBox" then
        local row_str = ""
                piece = lc=="en"
        local hero_name_local = localize(hero_key, hero_key)
                  and "{{ItemBox|item_name="..en.."}}"
        local hero_name_en = hero_data["Name"]
                  or "{{ItemBox|item_name="..en.."|item_loc="..loc.."|link="..en.."/"..lc.."}}"
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
             else --ItemIcon
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
                 piece = lc=="en"
        local hero_cell_content = hero_icon .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
                  and "{{ItemIcon|"..en.."}}"
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
                  or  "{{ItemIcon|"..en.."|lang="..lc.."|"..loc.."}}"
        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
            table.insert(t, piece)
         end
         end
        return '<tr class="alt-fire-sub" data-parent="' .. hero_key .. '">' .. row_str .. '</tr>'
     end
     end
    table.sort(t)
    return table.concat(t, sep or " ")
end


    -- Build all body rows
-- entry point that mimics write_item_slot_subgroup but for disabled items
    for _, hero_entry in ipairs(sorted_heroes) do
function p.write_disabled_subgroup(frame)
        local hero_key  = hero_entry.key
     local slot      = frame.args[1] or ""   -- Weapon/Armor/Tech/empty
        local hero_data = hero_entry.data
    local template  = frame.args[2] or "ItemBox"
        local has_alt = hero_data.Weapon and hero_data.Weapon.AltFire and true or false
    local sep        = frame.args.sep or " "
        body_str = body_str .. generatePrimaryRow(hero_data, hero_key, has_alt)
    local debug_mode = frame.args.debug_mode
        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 prices = generic_module.get_item_price_per_tier()
     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 soul_style = "font-size: 12px; text-shadow: 1px 1px rgba(0,0,0,0.3);"
     local category_data = attribute_module.get_category_data()
     local args = {
    local postfix_key_map = {
         groupstyle = "background-color:"..util_module.get_slot_color(slot)..
         ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
                    ";width:10%;min-width:70px;border-radius:8px 0 0 8px",
        ["BulletsPerShot"] = "",
         grouppadding = "5px",
         ["BulletsPerBurst"] = "",
         listpadding  = "0 0.25rem",
         ["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
    local idx = 0
                if attr_data ~= nil then
    for i,souls in ipairs(prices) do
                    attr_localized = lang_module.get_string(attr_data["label"])
        if souls ~= 0 then -- skip 0-500 bracket
                    if attr_localized == nil or attr_localized == "" then
            local max = prices[i+1] or souls*10
                        attr_localized = util_module.add_space_before_cap(attr_key)
            args["group"..idx] =
                    end
                frame:expandTemplate{title="Souls", args={[1]=souls,Shadow=soul_style}}
                    postfix = lang_module.get_string(attr_data["postfix"])
            args["list"..idx]  =
                    if postfix == nil or postfix == "" then postfix = ""
                 write_disabled_item_list(slot, template, sep)
                    else postfix = " (" .. postfix .. ")" end
            idx = idx + 1
                    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
     end
     end
    headers_str = "<tr>" .. headers_str .. "</tr>"


     return string.format(
     local out = frame:expandTemplate{title="Navbox subgroup", args=args}
        '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
    return process_debug_mode(out, debug_mode)
        '<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
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: