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| | local data = mw.loadJsonData("Data:AbilityCards.json") |
| | local raw_ability_data = mw.loadJsonData("Data:AbilityData.json") |
| | |
| local p = {} | | local p = {} |
|
| |
|
| local heroes_data = mw.loadJsonData("Data:HeroData.json")
| | -- returns the table of a specific ability from Data:AbilityCards.json |
| local attributes_data = mw.loadJsonData("Data:AttributeData.json")
| | function get_ability(hero_key, ability_num) |
| local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json")
| | local ui_data = data[hero_key] |
| local util_module = require('Module:Utilities')
| | if(ui_data == nil) then return "Hero Not Found" end |
| local lang_module = require('Module:Lang')
| | return ui_data[tonumber(ability_num)] |
| local dictionary_module = require('Module:Dictionary')
| |
| local attribute_module = require('Module:AttributeData')
| |
| local hero_data_module = require('Module:HeroData')
| |
| | |
| local function get_nested_stat_value(hero_data, stat_key)
| |
| if hero_data[stat_key] ~= nil then
| |
| return hero_data[stat_key]
| |
| elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
| |
| return hero_data.Weapon[stat_key]
| |
| elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
| |
| return hero_data.Weapon.AltFire[stat_key]
| |
| end
| |
| return 0
| |
| end | | end |
|
| |
|
| local function localize(key, fallback)
| | -- Returns the table of a specific ability from Data:AbilityData.json by its Key or Name |
| local result = lang_module.get_string(key) | | -- It first attempts a direct lookup by key for efficiency. If that fails, it iterates |
| if result == "" or result == nil then
| | -- through the data to find a matching Name property. |
| result = util_module.add_space_before_cap(fallback) ..
| | -- @function find_json_ability |
| mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
| | -- @param {string} identifier - The ability's key or name |
| end
| | -- @return {table} or nil |
| return result
| | local function find_json_ability(identifier) |
| | -- First, try a direct lookup by key (most efficient method) |
| | if raw_ability_data[identifier] then |
| | return raw_ability_data[identifier] |
| | end |
| | |
| | -- If not found by key, loop through and search by the "Name" property as a fallback |
| | -- Skip any ability that is explicitly disabled |
| | for _, v in pairs(raw_ability_data) do |
| | if v.Name == identifier and not v.IsDisabled then |
| | return v |
| | end |
| | end |
| | |
| | -- If not found by either method, return nil |
| | return nil |
| end | | end |
|
| |
|
| -- ========================================================================= | | --{{#invoke:AbilityData|get_ability_name|HERO_NAME|ABILITY_NUM}}-- |
| -- DPS calculation helpers | | p.get_ability_name = function(frame) |
| -- =========================================================================
| | local hero_name = frame.args[1] |
| | | local ability_num = frame.args[2] |
| local function calculate_dps(stats, dps_type)
| | |
| local rps = stats.RoundsPerSecond or 0
| | local ability = get_ability(hero_name, ability_num) |
| if rps == 0 then return 0 end
| | if(ability == nil) then return "Ability Not Found" end |
| | | return ability.Name |
| local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
| |
| 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
| |
| | |
| local reload_time
| |
| if stats.ReloadSingle then
| |
| reload_time = (stats.ReloadTime or 0) * clip_size
| |
| else
| |
| reload_time = stats.ReloadTime or 0
| |
| end
| |
| reload_time = reload_time + (stats.ReloadDelay or 0)
| |
| | |
| local time_to_empty_clip = (clip_size / burst_count) * total_cycle_time
| |
| local damage_from_clip = base_damage * bullets_per_shot * clip_size
| |
| local total_time = time_to_empty_clip + reload_time
| |
| if total_time == 0 then return 0 end
| |
| return damage_from_clip / total_time
| |
| end | | end |
|
| |
|
| -- Compute how much DPS changes when all relevant component scalings are applied. | | --{{#invoke:AbilityData|get_ability_prop|ability_key_or_name|prop}}-- |
| -- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing. | | p.get_ability_prop = function(frame) |
| local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
| | local ability_identifier = frame.args[1] |
| local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
| | local prop = frame.args[2] |
| | | |
| local component_scalings = {} | | -- Use the new, more flexible lookup function |
| local possible_keys = {
| | local ability = find_json_ability(ability_identifier) |
| "BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
| | if(ability == nil) then return "Ability Not Found" end |
| "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
| | local element = ability[prop] |
| if base_stats.ClipSize and not component_scalings.ClipSize then
| | if element == nil then return "" end |
| local primary_clip_scale = scaling_source["ClipSize"]
| |
| if primary_clip_scale then
| |
| component_scalings.ClipSize = primary_clip_scale
| |
| end
| |
| end
| |
|
| |
|
| if next(component_scalings) == nil then
| | -- if the property is a table, return its Value field |
| return 0
| | if type(element) == "table" then |
| end
| | return element.Value or "" |
| | end |
|
| |
|
| local base_dps = calculate_dps(base_stats, dps_type)
| | -- otherwise return the scalar value |
| local scaled_stats = {}
| | return element |
| 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 |
|
| |
|
| -- ========================================================================= | | --{{#invoke:AbilityData|get_ability_upgrade_prop|ability_key_or_name|upgrade_num|prop}}-- |
| -- Main module function | | -- Gets a specific property from a specific upgrade of an ability. |
| -- ========================================================================= | | -- @param {string} frame.args[1] - The ability's key (e.g., "ability_afterburn") or name (e.g., "Afterburn"). |
| | -- @param {string|number} frame.args[2] - The upgrade number (1, 2, or 3). |
| | -- @param {string} frame.args[3] - The name of the property to retrieve. |
| | p.get_ability_upgrade_prop = function(frame) |
| | local ability_identifier = frame.args[1] |
| | local upgrade_num_str = frame.args[2] |
| | local prop = frame.args[3] |
| | local debug = frame.args.debug -- ← NEW |
|
| |
|
| p.write_hero_comparison_table = function(frame)
| | if not (ability_identifier and upgrade_num_str and prop) then |
| local power_increases = tonumber(frame.args[1]) or 0
| | return debug and "Missing args" or "" |
| local spirit_power = tonumber(frame.args[2]) or 0
| | end |
| local max_power = tonumber(frame.args[3]) or 25
| |
| local max_spirit = tonumber(frame.args[4]) or 500
| |
|
| |
|
| local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
| | local ability = find_json_ability(ability_identifier) |
| | if not ability then |
| | return debug and "Ability not found" or "" |
| | end |
|
| |
|
| local body_str = ""
| | local upgrades = ability.Upgrades |
| | if type(upgrades) ~= "table" then |
| | return debug and "No upgrades" or "" |
| | end |
|
| |
|
| local stats_to_include = {
| | local upgrade_num = tonumber(upgrade_num_str) |
| Weapon = {
| | if not upgrade_num or not upgrades[upgrade_num] then |
| "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
| | return debug and "Upgrade not found" or "" |
| "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
| | end |
| "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 element = upgrades[upgrade_num][prop] |
| local sorted_heroes = {}
| | if element == nil then |
| for hero_key, hero_data in pairs(heroes_data) do
| | return debug and "Prop missing" or "" |
| if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
| | end |
| 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
| | -- return the value (number or string) directly |
| local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
| | local out = type(element) == "table" and (element.Value or "") or tostring(element) |
| -- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
| | return debug and ("→"..out.."←") or out |
| local unit_conversion = {
| | end |
| BulletRadius = 100 -- metres to centimetres
| |
| }
| |
| local conv_factor = unit_conversion[attr_key] or 1
| |
|
| |
|
| local base_value
| |
| if is_alt_fire then
| |
| if attr_key == "ClipSize" or attr_key == "ReloadTime" then
| |
| base_value = get_nested_stat_value(hero_data, attr_key)
| |
| elseif hero_data.Weapon and hero_data.Weapon.AltFire
| |
| and hero_data.Weapon.AltFire[attr_key] ~= nil then
| |
| base_value = hero_data.Weapon.AltFire[attr_key]
| |
| else
| |
| base_value = get_nested_stat_value(hero_data, attr_key)
| |
| end
| |
| else
| |
| base_value = get_nested_stat_value(hero_data, attr_key)
| |
| end
| |
|
| |
| -- Apply unit conversion to the base value
| |
| if type(base_value) == "number" then
| |
| base_value = base_value * conv_factor
| |
| end
| |
|
| |
| local stat_value = base_value
| |
|
| |
| -- Scaling lookup
| |
| local scaling_data
| |
| if is_alt_fire then
| |
| if attr_key == "ClipSize" or attr_key == "ReloadTime" then
| |
| scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
| |
| elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
| |
| and hero_data.Weapon and hero_data.Weapon.AltFire then
| |
| -- Alt-fire DPS/SustainedDPS: use explicit key if present, otherwise compute from components
| |
| local direct_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
| |
| if direct_scaling and next(direct_scaling) ~= nil then
| |
| scaling_data = direct_scaling
| |
| else
| |
| local alt_stats = hero_data.Weapon.AltFire
| |
| local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
| |
| local level_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
| |
| local spirit_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
| |
| level_scale = util_module.round_to_sig_fig(level_scale, 5)
| |
| spirit_scale = util_module.round_to_sig_fig(spirit_scale, 5)
| |
| scaling_data = {}
| |
| if level_scale ~= 0 then scaling_data[level_scale] = "Level" end
| |
| if spirit_scale ~= 0 then scaling_data[spirit_scale] = "Spirit" end
| |
| if next(scaling_data) == nil then scaling_data = nil end
| |
| end
| |
| elseif hero_data.Weapon and hero_data.Weapon.AltFire
| |
| and hero_data.Weapon.AltFire[attr_key] ~= nil then
| |
| scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
| |
| else
| |
| scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
| |
| end
| |
| else
| |
| scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
| |
| end
| |
|
| |
| local scaling_strs = ""
| |
| local spirit_scale = 0
| |
| local level_scale = 0
| |
| local spirit_val = 0
| |
| local level_val = 0
| |
| if scaling_data ~= nil then
| |
| for scaling_val, scaling_type in pairs(scaling_data) do
| |
| if scaling_type == "Spirit" then
| |
| spirit_val = scaling_val * conv_factor -- apply unit conversion
| |
| elseif scaling_type == "Level" then
| |
| level_val = scaling_val * conv_factor -- apply unit conversion
| |
| end
| |
| end
| |
|
| |
| -- Output Spirit icon before Level icon
| |
| local function append_scaling(val, stype)
| |
| if val ~= 0 then
| |
| local scaling_str = hero_data_module.write_scalar_str(val, stype, true)
| |
| if scaling_str ~= "" then
| |
| scaling_strs = scaling_strs .. " " .. scaling_str
| |
| end
| |
| end
| |
| end
| |
| append_scaling(spirit_val, "Spirit")
| |
| append_scaling(level_val, "Level")
| |
|
| |
| if type(stat_value) == "number" then
| |
| stat_value = stat_value + (spirit_power * spirit_val)
| |
| stat_value = stat_value + (power_increases * level_val)
| |
| end
| |
|
| |
| spirit_scale = spirit_val
| |
| level_scale = level_val
| |
| end
| |
|
| |
| if attr_key == "TechPower" and spirit_scale == 0 then
| |
| spirit_scale = 1.0
| |
| if type(stat_value) == "number" then
| |
| stat_value = stat_value + (spirit_power * spirit_scale)
| |
| end
| |
| end
| |
|
| |
| local innate_spirit_scale =
| |
| (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
| |
|
| |
| if not display_scaling_icons then scaling_strs = "" end
| |
|
| |
| if type(stat_value) == "boolean" then
| |
| stat_value = tostring(stat_value)
| |
| else
| |
| stat_value = util_module.round_to_sig_fig(stat_value, 5)
| |
| end
| |
|
| |
| local cell_inner = string.format(
| |
| '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
| |
| stat_value,
| |
| scaling_strs
| |
| )
| |
|
| |
| local weapon_table = hero_data.Weapon
| |
| if is_alt_fire and weapon_table and weapon_table.AltFire then
| |
| weapon_table = weapon_table.AltFire
| |
| end
| |
| local hit_once = "false"
| |
| if (attr_key == "DPS" or attr_key == "SustainedDPS")
| |
| and weapon_table
| |
| and weapon_table.HitOnceAcrossAllBullets
| |
| then
| |
| hit_once = "true"
| |
| end
| |
|
| |
| local data_attrs = string.format(
| |
| 'data-stat-name="%s" data-base="%s" data-spirit-scale="%s" data-level-scale="%s" data-innate-spirit-scale="%s" data-sort-value="%s" data-hit-once="%s"',
| |
| attr_key,
| |
| tostring(type(base_value) == "number" and util_module.round_to_sig_fig(base_value, 3) or base_value),
| |
| tonumber(spirit_scale) or 0,
| |
| (attr_key == "TechPower") and "0" or (tonumber(level_scale) or 0),
| |
| innate_spirit_scale or 0,
| |
| stat_value,
| |
| hit_once
| |
| )
| |
|
| |
| return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
| |
| end
| |
|
| |
| -- Generate a hero's primary stat row
| |
| local function generatePrimaryRow(hero_data, hero_key, has_alt)
| |
| local row_str = ""
| |
| local hero_name_local = localize(hero_key, hero_key)
| |
| local hero_name_en = hero_data["Name"]
| |
| local template_args = {[1] = hero_name_en, l1 = hero_name_local}
| |
| local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
| |
| local hero_cell_content = hero_icon
| |
| if has_alt then
| |
| hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
| |
| end
| |
| local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
| |
| row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 10; background-color: var(--background-color-base-2); isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
| |
| for _, category in ipairs(attribute_orders["category_order"]) do
| |
| if stats_to_include[category] ~= nil then
| |
| for _, attr_key in ipairs(stats_to_include[category]) do
| |
| row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, false, category)
| |
| end
| |
| end
| |
| end
| |
| return "<tr>" .. row_str .. "</tr>"
| |
| end
| |
|
| |
| -- Generate an expandable alt-fire sub-row (weapon stats only)
| |
| local function generateAltFireSubRow(hero_data, hero_key)
| |
| local row_str = ""
| |
| local hero_name_local = localize(hero_key, hero_key)
| |
| local hero_name_en = hero_data["Name"]
| |
| local template_args = {[1] = hero_name_en, l1 = hero_name_local}
| |
| local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
| |
| local hero_cell_content = hero_icon .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
| |
| local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
| |
| row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 9; background-color: #202122; isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
| |
| for _, category in ipairs(attribute_orders["category_order"]) do
| |
| if stats_to_include[category] ~= nil then
| |
| for _, attr_key in ipairs(stats_to_include[category]) do
| |
| if category == "Weapon" then
| |
| row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, true, category)
| |
| else
| |
| row_str = row_str .. '<td></td>'
| |
| end
| |
| end
| |
| end
| |
| end
| |
| return '<tr class="alt-fire-sub" data-parent="' .. hero_key .. '">' .. row_str .. '</tr>'
| |
| end
| |
|
| |
| -- Build all body rows
| |
| for _, hero_entry in ipairs(sorted_heroes) do
| |
| local hero_key = hero_entry.key
| |
| local hero_data = hero_entry.data
| |
| local has_alt = hero_data.Weapon and hero_data.Weapon.AltFire and true or false
| |
| body_str = body_str .. generatePrimaryRow(hero_data, hero_key, has_alt)
| |
| if has_alt then
| |
| body_str = body_str .. generateAltFireSubRow(hero_data, hero_key)
| |
| end
| |
| end
| |
|
| |
| -- Pre-pass: determine which stats have any scaling, and which have both types.
| |
| -- Used to set column widths in the header.
| |
| local stats_with_any_scaling = {}
| |
| local stats_with_both_scaling = {}
| |
| for _, hero_entry in ipairs(sorted_heroes) do
| |
| local hero_data = hero_entry.data
| |
| for _, category in ipairs(attribute_orders["category_order"]) do
| |
| if stats_to_include[category] ~= nil then
| |
| for _, attr_key in ipairs(stats_to_include[category]) do
| |
| -- Primary scaling
| |
| local scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
| |
| if scaling_data ~= nil and next(scaling_data) ~= nil then
| |
| stats_with_any_scaling[attr_key] = true
| |
| local has_spirit, has_level = false, false
| |
| for _, scaling_type in pairs(scaling_data) do
| |
| if scaling_type == "Spirit" then has_spirit = true
| |
| elseif scaling_type == "Level" then has_level = true end
| |
| end
| |
| if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
| |
| end
| |
|
| |
| -- Alt-fire scaling (only for stats present in the AltFire table)
| |
| if hero_data.Weapon
| |
| and hero_data.Weapon.AltFire
| |
| and hero_data.Weapon.AltFire[attr_key] ~= nil
| |
| then
| |
| if attr_key ~= "ClipSize" then
| |
| local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
| |
| if alt_scaling and next(alt_scaling) ~= nil then
| |
| stats_with_any_scaling[attr_key] = true
| |
| local has_spirit_alt, has_level_alt = false, false
| |
| for _, stype in pairs(alt_scaling) do
| |
| if stype == "Spirit" then has_spirit_alt = true
| |
| elseif stype == "Level" then has_level_alt = true end
| |
| end
| |
| if has_spirit_alt and has_level_alt then stats_with_both_scaling[attr_key] = true end
| |
| else
| |
| if attr_key == "DPS" or attr_key == "SustainedDPS" then
| |
| local alt_stats = hero_data.Weapon.AltFire
| |
| local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
| |
| local lv = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
| |
| local sp = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
| |
| lv = util_module.round_to_sig_fig(lv, 5)
| |
| sp = util_module.round_to_sig_fig(sp, 5)
| |
| if lv ~= 0 or sp ~= 0 then
| |
| stats_with_any_scaling[attr_key] = true
| |
| if lv ~= 0 and sp ~= 0 then
| |
| stats_with_both_scaling[attr_key] = true
| |
| end
| |
| end
| |
| end
| |
| end
| |
| end
| |
| end
| |
| end
| |
| end
| |
| end
| |
| end
| |
|
| |
| -- Build table header row
| |
| local headers_str = '<th style="position: sticky; left: 0; top: -1px; z-index: 12; background-color: var(--background-color-base-5); isolation: isolate; min-width: 150px;">Hero</th>'
| |
| local category_data = attribute_module.get_category_data()
| |
| local postfix_key_map = {
| |
| ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
| |
| ["BulletsPerShot"] = "",
| |
| ["BulletsPerBurst"] = "",
| |
| ["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
| |
| ["ReloadSingle"] = "",
| |
| ["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
| |
| ["SustainedDPS"] = "DPS_postfix",
| |
| ["RoundsPerSecondAtMaxSpin"] = "",
| |
| ["CritDamageBonusPercent"] = "StatDesc_CritDamageBonusScale_postfix",
| |
| ["CritDamageReceivedPercent"] = "StatDesc_CritDamageReceivedScale_postfix",
| |
| ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
| |
| ["GroundDashSpeed"] = "DashSpeed_postfix"
| |
| }
| |
| for _, category in ipairs(attribute_orders["category_order"]) do
| |
| local category_attrs = attributes_data[category]
| |
| local category_rgb = category_data[category]["rgb"]
| |
| if stats_to_include[category] ~= nil then
| |
| for _, attr_key in ipairs(stats_to_include[category]) do
| |
| local attr_data = category_attrs[attr_key]
| |
|
| |
| -- Fallback: if the stat is missing from this category, check all other categories
| |
| if attr_data == nil then
| |
| for _, fallback_cat_data in pairs(attributes_data) do
| |
| if fallback_cat_data[attr_key] ~= nil then
| |
| attr_data = fallback_cat_data[attr_key]
| |
| break
| |
| end
| |
| end
| |
| end
| |
|
| |
| local attr_localized, postfix
| |
| if attr_data ~= nil then
| |
| attr_localized = lang_module.get_string(attr_data["label"])
| |
| if attr_localized == nil or attr_localized == "" then
| |
| attr_localized = util_module.add_space_before_cap(attr_key)
| |
| end
| |
| postfix = lang_module.get_string(attr_data["postfix"])
| |
| if postfix == nil or postfix == "" then postfix = ""
| |
| else postfix = " (" .. postfix .. ")" end
| |
| if attr_key == "BulletRadius" then postfix = " (cm)" end
| |
| else
| |
| attr_localized = dictionary_module.translate(attr_key)
| |
| postfix = lang_module.get_string(postfix_key_map[attr_key])
| |
| if postfix == nil then return "attr_key " .. attr_key .. " must be added to postfix_key_map" end
| |
| if postfix ~= "" then postfix = " (" .. postfix .. ")" end
| |
| end
| |
| local th_style = 'position: sticky; top: -1px; z-index: 3; background-color: rgb(' .. category_rgb .. ');'
| |
| if stats_with_both_scaling[attr_key] then
| |
| th_style = th_style .. ' min-width: 130px;'
| |
| elseif stats_with_any_scaling[attr_key] then
| |
| th_style = th_style .. ' min-width: 75px;'
| |
| end
| |
| headers_str = headers_str .. '<th style="' .. th_style .. '">' .. attr_localized .. postfix .. "</th>"
| |
| end
| |
| end
| |
| end
| |
| headers_str = "<tr>" .. headers_str .. "</tr>"
| |
|
| |
| return string.format(
| |
| '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
| |
| '<div style="overflow: auto; max-height: 70vh; width: 100%%;">' ..
| |
| '<table class="wikitable sortable" style="table-layout: auto; width: 100%%;" id="hero-comparison-table">%s%s</table>' ..
| |
| '</div></div>',
| |
| max_power, max_spirit, headers_str, body_str
| |
| )
| |
| end
| |
|
| |
|
| return p | | return p |