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'"
local function get_nested_stat_value(hero_data, stat_key)
end
    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)
--Writes list of items of a certain slot within the min and max soul bounds
    local result = lang_module.get_string(key)
-- Each item is wrapped and separated. For example of wrapping/separator, see
    if result == "" or result == nil then
-- get_item_nav_bulletpoints. 'sep' should not be combined with 'right_wrap',
        result = util_module.add_space_before_cap(fallback) ..
-- as the trailing separator should also be removed from the string
                mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
-- NEW: filter_mode parameter added. Options: nil/"all", "exclude_street_brawl", "street_brawl_only"
    end
local function write_wrapped_item_list(slot, min_souls, max_souls, template, sep, filter_mode)
    return result
     if slot ~= 'Weapon' and slot ~= 'Armor' and slot ~= 'Tech' then
end
         return 'slot must be Weapon, Armor (Vitality), or Tech (Spirit)'
 
-- =========================================================================
-- DPS calculation helpers
-- =========================================================================
 
local function calculate_dps(stats, dps_type)
    local rps = stats.RoundsPerSecond or 0
     if rps == 0 then return 0 end
 
    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
     end
 
   
     local reload_time
     local min_souls = tonumber(min_souls)
    if stats.ReloadSingle then
     local max_souls = tonumber(max_souls)
        reload_time = (stats.ReloadTime or 0) * clip_size
     if min_souls == nil or max_souls == nil then return 'Min/Max souls must be numerical' end
    else
      
        reload_time = stats.ReloadTime or 0
    -- Normalize filter_mode
    end
    filter_mode = filter_mode or "all"
    reload_time = reload_time + (stats.ReloadDelay or 0)
   
 
    -- Retrieve all items that fit the bounds
     local time_to_empty_clip = (clip_size / burst_count) * total_cycle_time
    local items = {}
     local damage_from_clip = base_damage * bullets_per_shot * clip_size
    for item_key, item_data in pairs(items_data) do
    local total_time = time_to_empty_clip + reload_time
        -- future proofing; Disabled will be renamed to IsDisabled soon
    if total_time == 0 then return 0 end
        local this_cost = tonumber(item_data["Cost"])
     return damage_from_clip / total_time
        local this_slot = item_data["Slot"]
end
       
 
        -- NEW: Filter logic for Street Brawl items
-- Compute how much DPS changes when all relevant component scalings are applied.
        local is_street_brawl = item_data["StreetBrawl"] == true
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
        local should_include = true
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
          
    local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
         if filter_mode == "street_brawl_only" and not is_street_brawl then
 
            should_include = false
    local component_scalings = {}
         elseif filter_mode == "exclude_street_brawl" and is_street_brawl then
    local possible_keys = {
             should_include = false
         "BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
         "ReloadDelay", "BulletsPerShot", "BulletsPerBurst"
    }
    for _, key in ipairs(possible_keys) do
         local alt_key = key .. "AltFire"
        if scaling_source[alt_key] then
             component_scalings[key] = scaling_source[alt_key]
         end
         end
    end
       
 
        if should_include and item_data["Name"] ~= nil and item_data["IsDisabled"] == false and this_cost ~= nil and this_slot ~= nil then
    -- ClipSize is shared between fire modes; fall back to primary scaling
             if slot == this_slot and this_cost >= min_souls and this_cost < max_souls then
    if base_stats.ClipSize and not component_scalings.ClipSize then
                local item_name_english = lang_module.get_string(item_key, "en") -- Get the English name
        local primary_clip_scale = scaling_source["ClipSize"]
                local lang_code = lang_module.get_lang_code() -- Get the language code from the subpage
        if primary_clip_scale then
                local item_name_local = lang_module.get_string(item_key, lang_code) -- Get the localized name
            component_scalings.ClipSize = primary_clip_scale
               
        end
                -- Construct the template based on the type
    end
                local item_template
 
                if template == "ItemIcon" then
    if next(component_scalings) == nil then
                    if lang_code == "en" then
        return 0
                        -- For English pages, do not include lang or localized name
    end
                        item_template = "{{ItemIcon|" .. item_name_english .. "}}"
 
                    else
    local base_dps = calculate_dps(base_stats, dps_type)
                        -- For non-English pages, include lang and localized name
    local scaled_stats = {}
                        item_template = "{{ItemIcon|" .. item_name_english .. "|lang=" .. lang_code .. "|" .. item_name_local .. "}}"
    for k, v in pairs(base_stats) do scaled_stats[k] = v end
                    end
    for comp_key, scale_val in pairs(component_scalings) do
                elseif template == "ItemBox" then
        if scaled_stats[comp_key] ~= nil then
                    if lang_code == "en" then
             scaled_stats[comp_key] = scaled_stats[comp_key] + scale_val
                        -- For English pages, do not include item_loc or link
        end
                        item_template = "{{ItemBox|item_name=" .. item_name_english .. "}}"
    end
                    else
    local scaled_dps = calculate_dps(scaled_stats, dps_type)
                        -- For non-English pages, include item_loc and link
    return scaled_dps - base_dps
                        local link = item_name_english .. "/" .. lang_code -- Add subpage for non-English languages
end
                        item_template = "{{ItemBox|item_name=" .. item_name_english .. "|item_loc=" .. item_name_local .. "|link=" .. link .. "}}"
 
                     end
-- =========================================================================
--  Main module function
-- =========================================================================
 
p.write_hero_comparison_table = function(frame)
    local power_increases = tonumber(frame.args[1]) or 0
    local spirit_power    = tonumber(frame.args[2]) or 0
    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 body_str = ""
 
    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
                 else
                     local alt_stats = hero_data.Weapon.AltFire
                     return "Invalid template type"
                    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
            end
                 table.insert(items, item_template)
 
            -- 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
         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
     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


    -- Generate an expandable alt-fire sub-row (weapon stats only)
-- for [[Template:Item Navbox]]
     local function generateAltFireSubRow(hero_data, hero_key)
-- NEW: Added filter parameter support
        local row_str = ""
function p.get_item_nav_bulletpoints(slot, min_souls, max_souls, debug_mode, filter_mode)
         local hero_name_local = localize(hero_key, hero_key)
     -- Handle the case where it's called via #invoke (i.e., from wikitext)
         local hero_name_en = hero_data["Name"]
    if type(slot) == "table" and slot.args then
         local template_args = {[1] = hero_name_en, l1 = hero_name_local}
         local frame = slot
         local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
         slot = frame.args[1]
         local hero_cell_content = hero_icon .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
         min_souls = frame.args[2]
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
         max_souls = frame.args[3]
         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>'
         debug_mode = frame.args["debug_mode"]
        for _, category in ipairs(attribute_orders["category_order"]) do
         filter_mode = frame.args["filter"] -- NEW: grab filter from template args
            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
     end
    local sep = ' &bull; '
    local item_list = write_wrapped_item_list(slot, min_souls, max_souls, "ItemIcon", sep, filter_mode)
    return process_debug_mode(item_list, debug_mode)
end


     -- Build all body rows
-- for [[Template:Infobox ShopItems]]
     for _, hero_entry in ipairs(sorted_heroes) do
-- NEW: Added filter parameter support
         local hero_key  = hero_entry.key
function p.get_item_nav_cards(slot, min_souls, max_souls, debug_mode, filter_mode)
         local hero_data = hero_entry.data
     -- Handle the case where it's called via #invoke (i.e., from wikitext)
         local has_alt = hero_data.Weapon and hero_data.Weapon.AltFire and true or false
     if type(slot) == "table" and slot.args then
         body_str = body_str .. generatePrimaryRow(hero_data, hero_key, has_alt)
         local frame = slot
         if has_alt then
         slot = frame.args[1]
            body_str = body_str .. generateAltFireSubRow(hero_data, hero_key)
         min_souls = frame.args[2]
         end
         max_souls = frame.args[3]
         debug_mode = frame.args["debug_mode"]
         filter_mode = frame.args["filter"] -- NEW: grab filter from template args
     end
     end
    local sep = ' '
    local item_list = write_wrapped_item_list(slot, min_souls, max_souls, "ItemBox", sep, filter_mode)
    return process_debug_mode(item_list, debug_mode)
end


    -- Pre-pass: determine which stats have any scaling, and which have both types.
-- for [[Template:Item Navbox]] subgroup rows
    -- Used to set column widths in the header.
function p.write_item_slot_subgroup(frame)
    local stats_with_any_scaling  = {}
local slot = frame.args[1]
    local stats_with_both_scaling = {}
local type = frame.args[2]
    for _, hero_entry in ipairs(sorted_heroes) do
local debug_mode = frame.args['debug_mode']
        local hero_data = hero_entry.data
local street_brawl_label = frame.args['street_brawl_label'] or "Street Brawl" -- Allow custom label
        for _, category in ipairs(attribute_orders["category_order"]) do
            if stats_to_include[category] ~= nil then
if slot == nil then return "'slot' parameter is required" end
                for _, attr_key in ipairs(stats_to_include[category]) do
                    -- Primary scaling
-- Define base args
                    local scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
local template_title = "Navbox subgroup"
                    if scaling_data ~= nil and next(scaling_data) ~= nil then
local template_args = {
                        stats_with_any_scaling[attr_key] = true
["groupstyle"] = "background-color:" .. util_module.get_slot_color(slot) .. ";width:10%;min-width:70px;border-radius: 8px 0 0 8px",
                        local has_spirit, has_level = false, false
["grouppadding"] = "5px",
                        for _, scaling_type in pairs(scaling_data) do
["listpadding"] = "0 0.25rem",
                            if scaling_type == "Spirit" then has_spirit = true
}
                            elseif scaling_type == "Level" then has_level = true end
                        end
local soul_style = "font-size: 12px; text-shadow: 1px 1px rgba(0, 0, 0, 0.3);"
                        if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
local prices = generic_module.get_item_price_per_tier()
                    end
local group_index = 1 -- Manual index to handle skipped empty groups
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
-- Generate list for this price tier, EXCLUDING Street Brawl items
local list
if type=='get_item_nav_cards' then
list = p.get_item_nav_cards(slot, min_souls, max_souls, debug_mode, "exclude_street_brawl")
elseif type=='get_item_nav_bulletpoints' then
list = p.get_item_nav_bulletpoints(slot, min_souls, max_souls, debug_mode, "exclude_street_brawl")
else
return "'type' should be get_item_nav_cards or get_item_nav_bulletpoints"
end
-- Only add the group if there are items in this tier (prevents empty "$9999" row if all are Street Brawl)
if list and list ~= "" then
template_args["group" .. group_index] = frame:expandTemplate{title="Souls", args={[1] = min_souls, ["Shadow"] = soul_style}}
template_args["list" .. group_index] = list
group_index = group_index + 1
end
end
end
-- Query all Street Brawl items for this slot (regardless of cost)
local sb_min = 0
local sb_max = 999999 -- Wide range to catch all Street Brawl items
local sb_list
if type=='get_item_nav_cards' then
sb_list = p.get_item_nav_cards(slot, sb_min, sb_max, debug_mode, "street_brawl_only")
elseif type=='get_item_nav_bulletpoints' then
sb_list = p.get_item_nav_bulletpoints(slot, sb_min, sb_max, debug_mode, "street_brawl_only")
end
-- Only add Street Brawl group if there are items
if sb_list and sb_list ~= "" then
template_args["group" .. group_index] = street_brawl_label
template_args["list" .. group_index] = sb_list
end
return frame:expandTemplate{title=template_title, args=template_args}
end


                    -- Alt-fire scaling (only for stats present in the AltFire table)
-- for [[Template:Active Items]]
                    if hero_data.Weapon
function p.generate_active_items_table(frame)
                        and hero_data.Weapon.AltFire
    local active_items = {}
                        and hero_data.Weapon.AltFire[attr_key] ~= nil
   
                    then
    -- 1. Collect active items and their cost
                        if attr_key ~= "ClipSize" then
    for item_key, item_data in pairs(items_data) do
                            local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
        -- Convert cost to a number; will be nil if the JSON value is null or missing
                            if alt_scaling and next(alt_scaling) ~= nil then
        local cost = tonumber(item_data["Cost"])
                                stats_with_any_scaling[attr_key] = true
       
                                local has_spirit_alt, has_level_alt = false, false
        if item_data["Name"] and
                                for _, stype in pairs(alt_scaling) do
          item_data["IsDisabled"] == false and
                                    if stype == "Spirit" then has_spirit_alt = true
          cost ~= nil and cost > 0 and            -- FILTER: Must have a cost greater than 0
                                    elseif stype == "Level" then has_level_alt = true end
          item_data["Activation"] and  
                                end
          item_data["Activation"] ~= "Passive" then
                                if has_spirit_alt and has_level_alt then stats_with_both_scaling[attr_key] = true end
           
                            else
            table.insert(active_items, {
                                if attr_key == "DPS" or attr_key == "SustainedDPS" then
                name = item_data["Name"],
                                    local alt_stats = hero_data.Weapon.AltFire
                key = item_key,
                                    local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                cost = cost,
                                    local lv = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                slot = item_data["Slot"] or "Weapon",
                                    local sp = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
                has_active_desc = item_data["ActiveDescription"] ~= nil
                                    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
     end
     end
 
   
     -- Build table header row
     -- 2. Sort by name
     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>'
     table.sort(active_items, function(a, b) return a.name < b.name end)
     local category_data = attribute_module.get_category_data()
   
     local postfix_key_map = {
     -- 3. Generate wiki markup
        ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
     local wikitext = [=[
        ["BulletsPerShot"] = "",
{| class="wikitable sortable" style="width:100%"
        ["BulletsPerBurst"] = "",
|+{{#invoke:Dictionary|translate|Active Items}}
        ["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
! colspan="2" | {{#invoke:Lang|get_string|Citadel_HeroBuilds_CategoryNameLabel}}
        ["ReloadSingle"] = "",
! {{#invoke:Lang|get_string|Citadel_UserFeedback_TypeLabel}}
        ["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
! {{Souls|{{#invoke:Dictionary|translate|Cost}}}}
        ["SustainedDPS"] = "DPS_postfix",
! {{#invoke:Lang|get_string|Citadel_Mod_Tooltip_Active}}
        ["RoundsPerSecondAtMaxSpin"] = "",
! {{#invoke:Lang|get_string|AbilityCooldown_label}}
        ["CritDamageBonusPercent"]  = "StatDesc_CritDamageBonusScale_postfix",
]=]
["CritDamageReceivedPercent"] = "StatDesc_CritDamageReceivedScale_postfix",
      
        ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
     -- 4. Add rows for each item
        ["GroundDashSpeed"] = "DashSpeed_postfix"
    for _, item in ipairs(active_items) do
     }
        -- Determine background color and item type
     for _, category in ipairs(attribute_orders["category_order"]) do
        local bg_color, item_type
        local category_attrs = attributes_data[category]
        if item.slot == "Armor" then
        local category_rgb  = category_data[category]["rgb"]
            bg_color = "#86C921"
        if stats_to_include[category] ~= nil then
            item_type = "Armor"
            for _, attr_key in ipairs(stats_to_include[category]) do
        elseif item.slot == "Tech" then
                local attr_data = category_attrs[attr_key]
            bg_color = "#DE9CFF"
               
            item_type = "Tech"
                -- Fallback: if the stat is missing from this category, check all other categories
        else
                if attr_data == nil then
            bg_color = "#FCAC4D"
                    for _, fallback_cat_data in pairs(attributes_data) do
            item_type = "Weapon"
                        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
       
        -- 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
     headers_str = "<tr>" .. headers_str .. "</tr>"
      
 
    wikitext = wikitext .. "\n|}"
     return string.format(
   
        '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
     return frame:preprocess(wikitext)
        '<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: