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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
   
    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
     end
     return 0
   
    -- 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 sep = ' '
    local item_list = write_wrapped_item_list(slot, min_souls, max_souls, "ItemBox", sep)
    return process_debug_mode(item_list, debug_mode)
end


    local reload_time
function p.write_item_slot_subgroup(frame)
    if stats.ReloadSingle then
local slot = frame.args[1]
        reload_time = (stats.ReloadTime or 0) * clip_size
local type = frame.args[2]
    else
local debug_mode = frame.args['debug_mode']
        reload_time = stats.ReloadTime or 0
if slot == nil then return "'slot' parameter is required" end
    end
    reload_time = reload_time + (stats.ReloadDelay or 0)
-- Define base args
 
local template_title = "Navbox subgroup"
    local time_to_empty_clip = (clip_size / burst_count) * total_cycle_time
local template_args = {
    local damage_from_clip = base_damage * bullets_per_shot * clip_size
["groupstyle"] = "background-color:" .. util_module.get_slot_color(slot) .. ";width:10%;min-width:70px;border-radius: 8px 0 0 8px",
    local total_time = time_to_empty_clip + reload_time
["grouppadding"] = "5px",
    if total_time == 0 then return 0 end
["listpadding"] = "0 0.25rem",
    return damage_from_clip / total_time
}
local soul_style = "font-size: 12px; text-shadow: 1px 1px rgba(0, 0, 0, 0.3);"
local prices = generic_module.get_item_price_per_tier()
for i, souls in ipairs(prices) do
--Determine lower bound for soul
min_souls = souls
--Skip 0 to i1 as no items cost less than 500
if min_souls ~= 0 then
-- Determine upper bound
max_souls = prices[i+1]
if max_souls == nil then
max_souls = min_souls * 10 --essentially have no upper bound
end
--Create the subgroup
template_args["group" .. (i-1)] = frame:expandTemplate{title="Souls", args={[1] = min_souls, ["Shadow"] = soul_style}}
local list
if type=='get_item_nav_cards' then
list = p.get_item_nav_cards(slot, min_souls, max_souls, debug_mode)
elseif type=='get_item_nav_bulletpoints' then
list = p.get_item_nav_bulletpoints(slot, min_souls, max_souls, debug_mode)
else
return "'type' should be get_item_nav_cards or get_item_nav_bulletpoints"
end
template_args["list" .. (i-1)] =  list
end
end
return frame:expandTemplate{title=template_title, args=template_args}
end
end


-- Compute how much DPS changes when all relevant component scalings are applied.
-- for [[Template:Active Items]]
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
function p.generate_active_items_table(frame)
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
     local active_items = {}
     local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
   
 
     -- 1. Collect active items and their cost
     local component_scalings = {}
     for item_key, item_data in pairs(items_data) do
     local possible_keys = {
         if item_data["Name"] and
         "BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
          item_data["IsDisabled"] == false and
        "ReloadDelay", "BulletsPerShot", "BulletsPerBurst"
          item_data["Activation"] and
    }
          item_data["Activation"] ~= "Passive" then
    for _, key in ipairs(possible_keys) do
           
        local alt_key = key .. "AltFire"
            table.insert(active_items, {
        if scaling_source[alt_key] then
                name = item_data["Name"],
             component_scalings[key] = scaling_source[alt_key]
                key = item_key,
                cost = tonumber(item_data["Cost"]) or 0,
                slot = item_data["Slot"] or "Weapon",
                has_active_desc = item_data["ActiveDescription"] ~= nil
             })
         end
         end
     end
     end
 
   
     -- ClipSize is shared between fire modes; fall back to primary scaling
     -- 2. Sort by name
     if base_stats.ClipSize and not component_scalings.ClipSize then
     table.sort(active_items, function(a, b) return a.name < b.name end)
        local primary_clip_scale = scaling_source["ClipSize"]
   
         if primary_clip_scale then
    -- 3. Generate wiki markup
             component_scalings.ClipSize = primary_clip_scale
    local wikitext = [=[
{| class="wikitable sortable" style="width:100%"
|+{{#invoke:Dictionary|translate|Active Items}}
! colspan="2" | {{#invoke:Lang|get_string|Citadel_HeroBuilds_CategoryNameLabel}}
! {{#invoke:Lang|get_string|Citadel_UserFeedback_TypeLabel}}
! {{Souls|{{#invoke:Dictionary|translate|Cost}}}}
! {{#invoke:Lang|get_string|Citadel_Mod_Tooltip_Active}}
! {{#invoke:Lang|get_string|AbilityCooldown_label}}
]=]
   
    -- 4. Add rows for each item
    for _, item in ipairs(active_items) do
        -- Determine background color and item type
        local bg_color, item_type
         if item.slot == "Armor" then
             bg_color = "#86C921"
            item_type = "Armor"
        elseif item.slot == "Tech" then
            bg_color = "#DE9CFF"
            item_type = "Tech"
        else
            bg_color = "#FCAC4D"
            item_type = "Weapon"
         end
         end
       
        -- The cost cell uses 'data-sort-value' to provide a clean number for the client-side sorter,
        -- while the cell's visible content is formatted by the {{Souls}} template.
        wikitext = wikitext .. "\n" .. string.format([=[
|-
! style="background-color:%s" | [[File:%s.png|64x64px]]
! [[%s{{If_lang}}|{{#invoke:Lang|get_string|%s}}]]
| style="text-align:center;font-weight:bold" | {{ItemType|%s|{{#invoke:Lang|get_string|CitadelCategory%s}}}}
| data-sort-value="%d" style="text-align:center;font-size:15px" | {{Souls|%d}}
| {{#invoke:Utilities|process_variables|%s_active_desc|%s}}{{#invoke:Utilities|process_variables|%s_desc|%s}}{{#invoke:Utilities|process_variables|%s_active|%s}}
| style="text-align:center;font-size:16px" | {{#invoke:ItemData|get_prop|%s|AbilityCooldown}}s
]=],
            bg_color,
            item.name,
            item.name, item.key,
            item_type, item_type,
            item.cost, item.cost,
            item.key, item.name, item.key, item.name, item.key, item.name,
            item.name)
     end
     end
 
      
     if next(component_scalings) == nil then
     wikitext = wikitext .. "\n|}"
        return 0
      
     end
     return frame:preprocess(wikitext)
 
    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
-- 1. Builds the wikitext for ONE price bracket
-- =========================================================================
--------------------------------------------------------------------
 
local function write_disabled_item_list(slot, min_souls, max_souls, template, sep)
p.write_hero_comparison_table = function(frame)
    local t = {}
    local power_increases = tonumber(frame.args[1]) or 0
    for k, d in pairs(items_data) do
    local spirit_power    = tonumber(frame.args[2]) or 0
        local cost = tonumber(d.Cost)
    local max_power      = tonumber(frame.args[3]) or 25
         if d.Name
    local max_spirit      = tonumber(frame.args[4]) or 500
          and d.IsDisabled == true
 
          and cost
    local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
          and (slot == "" or d.Slot == slot)
 
          and cost >= min_souls
    local body_str = ""
          and cost < max_souls
 
    local stats_to_include = {
        Weapon = {
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
            "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
            "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
            "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
            "CritDamageBonusPercent", "BulletRadius", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
        },
        Vitality = {
            "MaxHealth", "BaseHealthRegen", "BulletResist", "TechResist", "MeleeResist",
            "CritDamageReceivedPercent", "DebuffResist", "BulletLifesteal", "MaxMoveSpeed",
            "SprintSpeed", "StaminaCooldown", "Stamina", "GroundDashSpeed", "GravityChange"
        },
        Spirit = { "TechPower" }
    }
 
    -- Collect and sort heroes alphabetically, excluding disabled/in-development
    local sorted_heroes = {}
    for hero_key, hero_data in pairs(heroes_data) do
        if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
            table.insert(sorted_heroes, {key = hero_key, data = hero_data})
        end
    end
    table.sort(sorted_heroes, function(a, b)
        local function get_sort_name(name)
            return (name:gsub("^The ", ""))
        end
        return get_sort_name(a.data["Name"] or a.key) < get_sort_name(b.data["Name"] or b.key)
    end)
 
    -- Build a single stat cell (<td>) with data attributes for JS recalculation
    local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
        -- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
        local unit_conversion = {
            BulletRadius = 100  -- metres to centimetres
        }
        local conv_factor = unit_conversion[attr_key] or 1
 
        local base_value
        if is_alt_fire then
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
                base_value = get_nested_stat_value(hero_data, attr_key)
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
                base_value = hero_data.Weapon.AltFire[attr_key]
            else
                base_value = get_nested_stat_value(hero_data, attr_key)
            end
        else
            base_value = get_nested_stat_value(hero_data, attr_key)
        end
 
        -- Apply unit conversion to the base value
        if type(base_value) == "number" then
            base_value = base_value * conv_factor
        end
 
        local stat_value = base_value
 
        -- Scaling lookup
        local scaling_data
        if is_alt_fire then
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
                and hero_data.Weapon and hero_data.Weapon.AltFire then
                -- Alt-fire DPS/SustainedDPS: use explicit key if present, otherwise compute from components
                local direct_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                if direct_scaling and next(direct_scaling) ~= nil then
                    scaling_data = direct_scaling
                else
                    local alt_stats = hero_data.Weapon.AltFire
                    local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                    local level_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                    local spirit_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
                    level_scale = util_module.round_to_sig_fig(level_scale, 5)
                    spirit_scale = util_module.round_to_sig_fig(spirit_scale, 5)
                    scaling_data = {}
                    if level_scale ~= 0 then scaling_data[level_scale] = "Level" end
                    if spirit_scale ~= 0 then scaling_data[spirit_scale] = "Spirit" end
                    if next(scaling_data) == nil then scaling_data = nil end
                end
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
            else
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            end
        else
            scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
        end
 
        local scaling_strs = ""
        local spirit_scale = 0
        local level_scale  = 0
        local spirit_val = 0
        local level_val  = 0
        if scaling_data ~= nil then
            for scaling_val, scaling_type in pairs(scaling_data) do
                if scaling_type == "Spirit" then
                    spirit_val = scaling_val * conv_factor  -- apply unit conversion
                elseif scaling_type == "Level" then
                    level_val = scaling_val * conv_factor  -- apply unit conversion
                end
            end
 
            -- Output Spirit icon before Level icon
            local function append_scaling(val, stype)
                if val ~= 0 then
                    local scaling_str = hero_data_module.write_scalar_str(val, stype, true)
                    if scaling_str ~= "" then
                        scaling_strs = scaling_strs .. " " .. scaling_str
                    end
                end
            end
            append_scaling(spirit_val, "Spirit")
            append_scaling(level_val, "Level")
 
            if type(stat_value) == "number" then
                stat_value = stat_value + (spirit_power * spirit_val)
                stat_value = stat_value + (power_increases * level_val)
            end
 
            spirit_scale = spirit_val
            level_scale  = level_val
        end
 
         if attr_key == "TechPower" and spirit_scale == 0 then
            spirit_scale = 1.0
            if type(stat_value) == "number" then
                stat_value = stat_value + (spirit_power * spirit_scale)
            end
        end
 
        local innate_spirit_scale =
            (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
 
        if not display_scaling_icons then scaling_strs = "" end
 
        if type(stat_value) == "boolean" then
            stat_value = tostring(stat_value)
        else
            stat_value = util_module.round_to_sig_fig(stat_value, 5)
        end
 
        local cell_inner = string.format(
            '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
            stat_value,
            scaling_strs
        )
 
        local weapon_table = hero_data.Weapon
        if is_alt_fire and weapon_table and weapon_table.AltFire then
            weapon_table = weapon_table.AltFire
        end
        local hit_once = "false"
        if (attr_key == "DPS" or attr_key == "SustainedDPS")
            and weapon_table
            and weapon_table.HitOnceAcrossAllBullets
         then
         then
             hit_once = "true"
             local en  = lang_module.get_string(k, "en")
        end
             local lc  = lang_module.get_lang_code()
 
             local loc = lang_module.get_string(k, lc)
        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 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 string.format("{{ItemBox|item_name=%s}}", en)
        local hero_name_en = hero_data["Name"]
                  or string.format("{{ItemBox|item_name=%s|item_loc=%s|link=%s/%s}}",
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
                                    en, loc, en, lc)
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
             else  -- default to ItemIcon
        local hero_cell_content = hero_icon .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
                 piece = (lc == "en")
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
                  and string.format("{{ItemIcon|%s}}", en)
        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>'
                  or  string.format("{{ItemIcon|%s|lang=%s|%s}}", en, lc, loc)
        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
        end
             table.insert(t, piece)
        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
     end
     end
    table.sort(t)
    return table.concat(t, sep or " ")
end


    -- Pre-pass: determine which stats have any scaling, and which have both types.
--------------------------------------------------------------------
    -- Used to set column widths in the header.
-- 2Entry point that mimics write_item_slot_subgroup for disabled items
    local stats_with_any_scaling = {}
--------------------------------------------------------------------
    local stats_with_both_scaling = {}
function p.write_disabled_subgroup(frame)
    for _, hero_entry in ipairs(sorted_heroes) do
    local slot      = frame.args[1] or ""   -- Weapon / Armor / Tech / ""
        local hero_data = hero_entry.data
    local template  = frame.args[2] or "ItemBox"
        for _, category in ipairs(attribute_orders["category_order"]) do
    local sep        = frame.args.sep or " "
            if stats_to_include[category] ~= nil then
    local debug_mode = frame.args.debug_mode
                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)
    local prices    = generic_module.get_item_price_per_tier()
                    if hero_data.Weapon
    local soul_style = "font-size: 12px; text-shadow: 1px 1px rgba(0,0,0,0.3);"
                        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 args = {
     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>'
        groupstyle  = "background-color:" .. util_module.get_slot_color(slot) ..
    local category_data = attribute_module.get_category_data()
                    ";width:10%;min-width:70px;border-radius:8px 0 0 8px",
    local postfix_key_map = {
         grouppadding = "5px",
        ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
         listpadding  = "0 0.25rem",
         ["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
        local idx = 0
                if attr_data ~= nil then
    for i, min_souls in ipairs(prices) do  -- << use min_souls here
                    attr_localized = lang_module.get_string(attr_data["label"])
        if min_souls ~= 0 then
                    if attr_localized == nil or attr_localized == "" then
            local max_souls = prices[i + 1] or min_souls * 10
                        attr_localized = util_module.add_space_before_cap(attr_key)
            args["group" .. idx] =
                    end
                frame:expandTemplate{title = "Souls",
                    postfix = lang_module.get_string(attr_data["postfix"])
                                  args = {[1] = min_souls, Shadow = soul_style}}
                    if postfix == nil or postfix == "" then postfix = ""
            args["list" .. idx] =
                    else postfix = " (" .. postfix .. ")" end
                 write_disabled_item_list(slot, min_souls, max_souls, template, sep)
                    if attr_key == "BulletRadius" then postfix = " (cm)" end
            idx = idx + 1
                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
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