Editing Module:Sandbox/LVL

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local p = {}
local p = {};
 
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local heroes_data       = mw.loadJsonData("Data:HeroData.json")
local attributes_data = mw.loadJsonData("Data:AttributeData.json")
local attributes_data   = mw.loadJsonData("Data:AttributeData.json")
local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json")
local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json")
local util_module = require('Module:Utilities')
local util_module       = require('Module:Utilities')
local lang_module = require('Module:Lang')
local lang_module       = require('Module:Lang')
local dictionary_module = require('Module:Dictionary')
local dictionary_module = require('Module:Dictionary')
local attribute_module = require('Module:AttributeData')
local attribute_module = require('Module:AttributeData')
local hero_data_module  = require('Module:HeroData')


local function get_nested_stat_value(hero_data, stat_key)
-- returns the table of a specific item, used by external modules
    if hero_data[stat_key] ~= nil then
function p.get_json_item(name)
        return hero_data[stat_key]
for i,v in pairs(heroes_data) do
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
if (v["Name"] == name) then
        return hero_data.Weapon[stat_key]
return v
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
end
        return hero_data.Weapon.AltFire[stat_key]
end
    end
return nil
    return 0
end
end


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


-- =========================================================================
-- returns the key of the specified hero's english name
-- DPS calculation helpers
function p.get_hero_key(frame)
-- =========================================================================
    local hero_name_input = frame.args[1] -- Get the hero name from the template argument
    if not hero_name_input then
        return "Error: Hero name not specified."
    end


local function calculate_dps(stats, dps_type)
    hero_name_input = hero_name_input:lower() -- For case-independent search
    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)
     -- Go through all the characters and look for a name match.
    local burst_count = stats.BulletsPerBurst or 1
    for hero_key, hero_data in pairs(heroes_data) do
    local cycle_time = 1 / rps
        if hero_data["Name"] then
     local total_cycle_time = cycle_time * burst_count
            local current_hero_name = hero_data["Name"]:lower()
            if current_hero_name == hero_name_input then
                return hero_key -- Return the key if the name matches
            end
        end
     end


     if total_cycle_time == 0 then return 0 end
     return "Hero not found." -- If nothing is found
end


     local base_damage = stats.BulletDamage or 0
--{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
     if dps_type == 'burst' then
--sig_figs optional for rounding floats
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
p.get_hero_var = function(frame)
    local hero_name = frame.args[1]
    local hero_stat_key = frame.args[2]
    local sig_figs_or_localize = frame.args[3]
   
    local hero = heroes_data[hero_name]
    if(hero == nil) then hero = p.get_json_item(hero_name) end
    if(hero == nil) then return "Hero Not Found" end
   
    -- Check top-level first, then Weapon, then AltFire
     local var_value = hero[hero_stat_key]
    if var_value == nil and hero.Weapon then
        var_value = hero.Weapon[hero_stat_key]
    end
    if var_value == nil and hero.Weapon and hero.Weapon.AltFire then
        var_value = hero.Weapon.AltFire[hero_stat_key]
    end
   
    if(var_value == nil) then return 0 end
   
    --round
    if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
        var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
        if (var_value == nil) then return "get_hero_var() error with rounding" end
    end
   
    --localize
     if (sig_figs_or_localize == "true") then
         return lang_module.get_string(var_value)
     end
     end


     local clip_size = stats.ClipSize or 0
    return var_value
     if clip_size <= 0 then
end
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
 
--{{#invoke:HeroData|get_alt_fire_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
p.get_alt_fire_var = function(frame)
    local hero_name = frame.args[1]
    local stat_key = frame.args[2]
    local sig_figs_or_localize = frame.args[3]
   
    local hero = heroes_data[hero_name]
    if(hero == nil) then hero = p.get_json_item(hero_name) end
    if(hero == nil) then return "Hero Not Found" end
   
    if not (hero.Weapon and hero.Weapon.AltFire) then
        return "No Alt Fire"
    end
   
     local var_value = hero.Weapon.AltFire[stat_key]
    if(var_value == nil) then return 0 end
   
    --round
     if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
        var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
    end
   
    --localize
    if (sig_figs_or_localize == "true") then
         return lang_module.get_string(var_value)
     end
     end


     local reload_time
     return var_value
    if stats.ReloadSingle then
end
        reload_time = (stats.ReloadTime or 0) * clip_size
 
    else
--{{#invoke:HeroData|get_list_elem|HERO_NAME|VAR|NUMBER|LOCALIZE}}
        reload_time = stats.ReloadTime or 0
p.get_list_elem = function(frame)
    end
local hero_name = frame.args[1]
    reload_time = reload_time + (stats.ReloadDelay or 0)
local var = frame.args[2]
local number_str = frame.args[3]
local number_int = tonumber(number_str)
local localize = frame.args[4]
local hero = heroes_data[hero_name]
if(hero == nil) then hero = p.get_json_item(hero_name) end
if(hero == nil) then return "Hero Not Found" end
-- Check top-level first, then Weapon, then AltFire
local list = hero[var]
if list == nil and hero.Weapon then
    list = hero.Weapon[var]
end
if list == nil and hero.Weapon and hero.Weapon.AltFire then
    list = hero.Weapon.AltFire[var]
end
if (list == nil) then return "" end
local element = list[number_int]
if (element == nil) then return "" end
if localize=="true" then
element = lang_module.get_string(element)
end
return element
end


    local time_to_empty_clip = (clip_size / burst_count) * total_cycle_time
p.get_ability_key = function(frame)
    local damage_from_clip = base_damage * bullets_per_shot * clip_size
local hero_key = frame.args[1]
    local total_time = time_to_empty_clip + reload_time
local bound_slot_number = frame.args[2]
    if total_time == 0 then return 0 end
local hero_data = heroes_data[hero_key]
    return damage_from_clip / total_time
if (hero_data == nil) then return "Hero key "..hero_key.. " not found" end
local bound_abilities_data = hero_data["BoundAbilities"]
if (bound_abilities_data == nil) then return "Hero key " .. hero_key.. " has no BoundAbilities" end
return bound_abilities_data[tonumber(bound_slot_number)]["Key"]
end
end


-- Compute how much DPS changes when all relevant component scalings are applied.
p.write_role_playstyle_quote = function(frame)
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
local hero_key = frame.args[1]
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
local hero_data = heroes_data[hero_key]
    local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
if (hero_data == nil) then return hero_key.." not found" end
local role_key = hero_data["Role"]
local role_localized = lang_module.get_string(role_key, nil, 'en')
local playstyle_key = hero_data["Playstyle"]
local playstyle_localized = lang_module.get_string(playstyle_key, nil, 'en')
local str = "<b>" .. role_localized .. '</b><br>' .. playstyle_localized
local template_args = {}
template_args[1] = ""
template_args[2] = str
return frame:expandTemplate{title = 'Quotation', args = template_args}
end


    local component_scalings = {}
p.write_default_items = function(frame)
    local possible_keys = {
local hero_key = frame.args[1] --unlocalized
        "BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
if (hero_key == nil) then return "No hero key provided" end
        "ReloadDelay", "BulletsPerShot", "BulletsPerBurst"
local str = ""
    }
local hero = heroes_data[hero_key]
    for _, key in ipairs(possible_keys) do
if (hero == nil) then return "Hero not found, must be unlocalized" end
        local alt_key = key .. "AltFire"
local template_title = 'PageRef'
        if scaling_source[alt_key] then
for i, item_key in ipairs(hero["RecommendedItems"]) do
            component_scalings[key] = scaling_source[alt_key]
template_args = {}
        end
template_args[1] = lang_module.get_string(item_key, 'en')
    end
template_args['alt_name'] = localize(item_key, item_key)
local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
str = str .. "* " .. expanded_template .. "\n"
end
return str
end


    -- ClipSize is shared between fire modes; fall back to primary scaling
--If the hero scales with the stat, it returns {{Ss|value}} or {{Ls|value}}, else blank string
    if base_stats.ClipSize and not component_scalings.ClipSize then
--{{#invoke:HeroData|get_hero_scalar|HERO_NAME|SCALING_TYPE|STAT_NAME|sig_figs_or_localize}}--
        local primary_clip_scale = scaling_source["ClipSize"]
p.get_hero_scalar = function(frame)
        if primary_clip_scale then
local hero_key = frame.args[1]
            component_scalings.ClipSize = primary_clip_scale
local scaling_type = frame.args[2]
        end
local hero_stat_key = frame.args[3]
    end
local sig_figs_or_localize = frame.args[4]
local hero_data = heroes_data[hero_key]
if(hero_data == nil) then hero_data = p.get_json_item(hero_key) end
if(hero_data == nil) then return "Hero not found." end
local scaling_data = hero_data[scaling_type .. "Scaling"]
if scaling_data == nil then return "" end
local scaling_value = scaling_data[hero_stat_key]
if scaling_value == nil then return "" end


    if next(component_scalings) == nil then
--round
        return 0
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
    end
scaling_value = util_module.round_to_sig_fig(scaling_value, sig_figs_or_localize)
if (scaling_value == nil) then return "get_hero_scalar() error with rounding" end
end
--localize
if (sig_figs_or_localize == "true") then
return lang_module.get_string(scaling_value)
end
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)


    local base_dps = calculate_dps(base_stats, dps_type)
return scaling_str
    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


-- =========================================================================
-- Check if a hero has a stat (Base, Boons, or Spirit Scaling)
-- Main module function
-- Returns "true" if found, nil if not (for #if templates)
-- =========================================================================
p.hero_has_stat = function(frame)
    local hero_key = frame.args[1]
    local stat_key = frame.args[2]
 
    if (hero_key == nil) then return nil end
   
    local hero_data = heroes_data[hero_key]
    if (hero_data == nil) then hero_data = p.get_json_item(hero_key) end
    if (hero_data == nil) then return nil end


p.write_hero_comparison_table = function(frame)
    -- 1. Check Base Value
     local power_increases = tonumber(frame.args[1]) or 0
     -- We allow 0 if it's explicitly set, but usually we filter 0 for hiding.  
     local spirit_power    = tonumber(frame.args[2]) or 0
     -- However, for resists, 0 usually means "hide", so we check ~= 0.
     local max_power      = tonumber(frame.args[3]) or 25
     local val = hero_data[stat_key]
     local max_spirit      = tonumber(frame.args[4]) or 500
     if (val ~= nil and val ~= 0) then return "true" end


     local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
     -- 2. Check Level Scaling (Boons)
    if (hero_data["LevelScaling"] ~= nil and hero_data["LevelScaling"][stat_key] ~= nil and hero_data["LevelScaling"][stat_key] ~= 0) then
        return "true"
    end


     local body_str = ""
     -- 3. Check Spirit Scaling
    if (hero_data["SpiritScaling"] ~= nil and hero_data["SpiritScaling"][stat_key] ~= nil and hero_data["SpiritScaling"][stat_key] ~= 0) then
        return "true"  
    end


     local stats_to_include = {
     return nil
        Weapon = {
end
            "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
-- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank
    local sorted_heroes = {}
-- Scaling string meaning the expanded template {{Ss|scalar}} or {{Ls|scalar}}
    for hero_key, hero_data in pairs(heroes_data) do
function p.write_scalar_str(scaling_value, scaling_type)
        if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
local scaling_abbrevs = {Spirit = "Ss", Level = "PI"}
            table.insert(sorted_heroes, {key = hero_key, data = hero_data})
        end
-- Return blank if it doesnt scale
    end
if (scaling_value == 0) then return "" end
     table.sort(sorted_heroes, function(a, b)
        local function get_sort_name(name)
-- Round it
            return (name:gsub("^The ", ""))
scaling_value = util_module.round_to_sig_fig(scaling_value, 3)
        end
        return get_sort_name(a.data["Name"] or a.key) < get_sort_name(b.data["Name"] or b.key)
--The hero has a scaling value with this stat
    end)
local template_title = "Template:" .. scaling_abbrevs[scaling_type]
local template_args = {}
template_args["1"] = scaling_value
local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
      
return template_call:gsub("\n", ""):gsub("\r", "")
end


    -- Build a single stat cell (<td>) with data attributes for JS recalculation
-- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0
    local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
function p.get_hero_scaling_data(hero_data, hero_stat_key)
        -- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
local scaling_type_full
        local unit_conversion = {
local scaling_data
            BulletRadius = 100  -- metres to centimetres
local scaling_value
        }
local scaling_types = {"Spirit", "Level"}
        local conv_factor = unit_conversion[attr_key] or 1
local scaling_data_returned = {}
for index, scaling_type in ipairs(scaling_types) do
scaling_type_full = scaling_type .. "Scaling"
scaling_data = hero_data[scaling_type_full]
--If the scaling data exists
if (scaling_data ~= nil) then
scaling_value = scaling_data[hero_stat_key]
--If the stat scales
if (scaling_value ~= nil) then
scaling_data_returned[scaling_value] = scaling_type
end
end
end
return scaling_data_returned
end


        local base_value
local function get_nested_stat_value(hero_data, stat_key)
        if is_alt_fire then
    -- Check top-level, then Weapon, then AltFire
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
    if hero_data[stat_key] ~= nil then
                base_value = get_nested_stat_value(hero_data, attr_key)
        return hero_data[stat_key]
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
        return hero_data.Weapon[stat_key]
                base_value = hero_data.Weapon.AltFire[attr_key]
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
            else
        return hero_data.Weapon.AltFire[stat_key]
                base_value = get_nested_stat_value(hero_data, attr_key)
    end
            end
    return 0
        else
end
            base_value = get_nested_stat_value(hero_data, attr_key)
        end


        -- Apply unit conversion to the base value
--writes the massive hero comparison table for a specific PI and SP
        if type(base_value) == "number" then
-- scaling icons are shown only if PI and SP are both 0 or both not provided
             base_value = base_value * conv_factor
--{{#invoke:HeroData|write_hero_comparison_table|POWER_INCREASES|SPIRIT_POWER|MAX_POWER|MAX_SPIRIT}}
        end
p.write_hero_comparison_table = function(frame)
-- process inputs
local power_increases = frame.args[1]
if (power_increases == nil) then power_increases = 0 end
local spirit_power = frame.args[2]
if (spirit_power == nil) then spirit_power = 0 end
local max_power = frame.args[3] or 25
local max_spirit = frame.args[4] or 500
-- Show scaling icons if power/increases/spirit power are 0/not specified
local display_scaling_icons = false
if (power_increases == 0 and spirit_power == 0) then
display_scaling_icons = true
end
-- Initializations and declarations
local row_str = ""
local body_str = ""
local template_title = ""
local template_args = {}
local hero_icon
-- Add hero comp stats to
local stats_to_include = {
Weapon = {
"DPS",
            "SustainedDPS",
            "BulletDamage",
            "RoundsPerSecond",
            "FireRate",
            "ClipSize",
            "ReloadTime",
            "ReloadDelay",
            "BulletsPerShot",
            "BulletsPerBurst",
            "BurstInterShotInterval",
            "LightMeleeDamage",
            "HeavyMeleeDamage",
            "ReloadSingle",
            "BulletSpeed",
            "BulletGravityScale",
            "FalloffStartRange",
            "FalloffEndRange",
            "BonusAttackRange",
            "CritDamageBonusPercent",
            "RoundsPerSecondAtMaxSpin",
            "SpinAcceleration",
            "SpinDeceleration"
},
Vitality = {
"MaxHealth",
            "BaseHealthRegen",
            "BulletResist",
            "TechResist",
            "MeleeResist",
            "BulletLifesteal",
            "CritDamageReceivedPercent",
            "MaxMoveSpeed",
            "SprintSpeed",
            "StaminaCooldown",
            "Stamina",
             "GroundDashSpeed"
},
    Spirit = {
"TechPower"
}
}


        local stat_value = base_value
-- Collect and sort heroes alphabetically by name
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)
return (a.data["Name"] or a.key) < (b.data["Name"] or b.key)
end)


        -- Scaling lookup
-- Iterate heroes
        local scaling_data
for _, hero_entry in ipairs(sorted_heroes) do
        if is_alt_fire then
local hero_key = hero_entry.key
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
local hero_data = hero_entry.data
                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 = ""
row_str = ""
        local spirit_scale = 0
        local level_scale = 0
-- Retrieve hero's localized name
        local spirit_val = 0
hero_name = localize(hero_key, hero_key)
        local level_val  = 0
        if scaling_data ~= nil then
-- Retrieve hero's english name, used for hero icon
            for scaling_val, scaling_type in pairs(scaling_data) do
hero_name_en = hero_data["Name"]
                if scaling_type == "Spirit" then
                    spirit_val = scaling_val * conv_factor  -- apply unit conversion
-- Expand hero icon
                elseif scaling_type == "Level" then
template_title = "Template:HeroIcon"
                    level_val = scaling_val * conv_factor  -- apply unit conversion
template_args[1] = hero_name_en
                end
template_args[2] = hero_name
            end
hero_icon = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- First column in each row is hero name (sticky)
row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 10; background-color: #202122; isolation: isolate;">' .. hero_icon .. "</td>"
-- Consecutive columns are then stats
-- Iterate categories
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
--Retrieve the stats value from hero data
local base_value = get_nested_stat_value(hero_data, attr_key)
local stat_value = base_value
-- Retrieve scaling val and str if it scales
local scaling_data = p.get_hero_scaling_data(hero_data, attr_key)
local scaling_strs = ""
local spirit_scale = 0
local level_scale = 0
local is_resist = (attr_key == 'TechResist' or attr_key == 'BulletResist')
if (scaling_data ~= nil) then
    for scaling_val, scaling_type in pairs(scaling_data) do
        local scaling_str = p.write_scalar_str(scaling_val, scaling_type)
        if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
        if (scaling_str ~= nil) then
            scaling_strs = scaling_strs .. scaling_str
        end
       
        -- Track scaling values for data attributes
        if (scaling_type == "Spirit") then
            spirit_scale = scaling_val
            stat_value = stat_value + (spirit_power * scaling_val)
        elseif (scaling_type == "Level") then
            level_scale = scaling_val
            if is_resist then
                -- each PI for resists is multiplicative
                stat_value = (stat_value/100 + 1 - (1-scaling_val/100)^power_increases)*100
            else
                stat_value = stat_value + (power_increases * scaling_val)
            end
        end
    end
end
-- TechPower gains 1:1 with user-input Spirit Power (only if not already defined)
if attr_key == 'TechPower' and spirit_scale == 0 then
    spirit_scale = 1.0
    stat_value = stat_value + (spirit_power * spirit_scale)
end
-- Calculate innate TechPower scaling for this hero
local innate_spirit_scale = 1.1 -- Default for most heroes
if hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"] then
    innate_spirit_scale = hero_data["LevelScaling"]["TechPower"]
elseif hero_data["Spirit"] and hero_data["Spirit"]["LevelScaling"] then
    innate_spirit_scale = hero_data["Spirit"]["LevelScaling"]
end
-- Hide scaling icons if not at base values
if (not display_scaling_icons) then scaling_strs = "" end
-- Convert from boolean to string, or round it
if (type(stat_value)) == 'boolean' then
    stat_value = tostring(stat_value)
else
    stat_value = util_module.round_to_sig_fig(stat_value, 3)
end
-- Build tooltip content showing scaling info
local tooltip_lines = {}
local has_scaling = false
if type(base_value) == "number" then
    table.insert(tooltip_lines, string.format("Base: %s", util_module.round_to_sig_fig(base_value, 3)))
end
if attr_key == 'TechPower' then
    -- TechPower is unique: it represents Spirit Power itself.
    -- We only show its base and how much it grows per boon.
    local tp_boon_scale = (level_scale > 0) and level_scale or innate_spirit_scale
    if tp_boon_scale and tp_boon_scale > 0 then
        table.insert(tooltip_lines, string.format("Level: +%s per boon", tp_boon_scale))
        has_scaling = true
    end
else
    -- Standard stat tooltip logic
    if level_scale and level_scale > 0 then
        table.insert(tooltip_lines, string.format("Level: +%s per boon", level_scale))
        has_scaling = true
    end
    if spirit_scale and spirit_scale > 0 then
        table.insert(tooltip_lines, string.format("Spirit: +%s per Spirit", spirit_scale))
        has_scaling = true
    end
end
local tooltip_text = table.concat(tooltip_lines, "<br>")
-- Build data attributes for JavaScript manipulation (ONLY ONCE)
local data_attrs = string.format(
    'data-base="%s" data-spirit-scale="%s" data-level-scale="%s" data-innate-spirit-scale="%s"%s',
    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,
    is_resist and ' data-is-resist="true"' or ''
)
-- Build cell with tooltip wrapper ONLY if there is scaling
local cell_inner
if has_scaling then
    cell_inner = string.format(
        '<span class="tooltip-container">' ..
        '<span class="tooltip-trigger" tabindex="0"><span class="stat-num">%s</span></span>' ..
        '<span class="tooltip-content" role="tooltip">%s</span>' ..
        '</span>',
        stat_value,
        tooltip_text
    )
else
    cell_inner = string.format('<span class="stat-num">%s</span>', stat_value)
end
-- Add it to the row with data attributes and span wrapper
row_str = row_str .. string.format(
    '<td %s>%s</td>',
    data_attrs,
    cell_inner
)
end
end
end
-- Add row to the body
row_str = "<tr>" .. row_str .. "</tr>"
body_str = body_str .. row_str
end
-- First header is Hero (sticky)
local headers_str = '<th style="position: sticky; left: 0; top: 0; z-index: 12; background-color: #27292d; isolation: isolate;">Hero</th>'
local header_style = ""
local category_data = attribute_module.get_category_data()
local postfix
-- Used for keys that are not localized by Valve
local postfix_key_map = {
["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
["BulletsPerShot"] = "",
["BulletsPerBurst"] = "",
["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
["ReloadSingle"] = "",
["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
["SustainedDPS"] = "DPS_postfix",
["RoundsPerSecondAtMaxSpin"] = "",
["CritDamageBonusScale"] = "StatDesc_CritDamageBonusScale_postfix",
["BonusCritDamagePercent"] = "BonusCritDamagePercent_postfix",
["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
["GroundDashSpeed"] = "DashSpeed_postfix"
}
-- Iterate stats again for displaying headers with their respective color
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
category_rgb = category_data[category]["rgb"]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
attr_data = category_attrs[attr_key]
if (attr_data ~= nil) then
-- Localize, fallback to attr_key with proper spaces
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
-- Get postfix
postfix = lang_module.get_string(attr_data["postfix"])
if (postfix == nil or postfix == "") then
postfix = ""
else
postfix = " (" .. postfix .. ")"
end
else -- If not in attributes data, use dictionary translate and postfix
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
header_style = ' style="position: sticky; top: 0; z-index: 3; background-color: rgb(' .. category_rgb .. ');"'
headers_str = headers_str .. "<th" .. header_style .. ">" .. attr_localized .. postfix .. "</th>"
end
end
end
headers_str = "<tr>" .. headers_str .. "</tr>"


            -- Output Spirit icon before Level icon
-- Wrap table in container with data attributes for JS
            local function append_scaling(val, stype)
local table_str = string.format(
                if val ~= 0 then
'<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
                    local scaling_str = hero_data_module.write_scalar_str(val, stype, true)
'<div style="overflow: auto; max-height: 70vh; width: 100%%;">' ..
                    if scaling_str ~= "" then
'<table class="wikitable sortable" style="table-layout: auto; width: 100%%;" id="hero-comparison-table">%s%s</table>' ..
                        scaling_strs = scaling_strs .. " " .. scaling_str
'</div></div>',
                    end
max_power,
                end
max_spirit,
            end
headers_str,
            append_scaling(spirit_val, "Spirit")
body_str
            append_scaling(level_val, "Level")
)
return table_str
end


            if type(stat_value) == "number" then
function localize(key, fallback)
                stat_value = stat_value + (spirit_power * spirit_val)
local result = lang_module.get_string(key)
                stat_value = stat_value + (power_increases * level_val)
if (result == "") or (result == nil) then
            end
result = util_module.add_space_before_cap(fallback) .. mw.getCurrentFrame():expandTemplate{title="MissingValveTranslationTooltip"}
end
return result
end


            spirit_scale = spirit_val
-- Mapping from hero name to internal tag name
            level_scale  = level_val
local TAG_NAME_MAP = {
        end
["Abrams"] = "Abrams",
["Bebop"] = "Bebop",
["Billy"] = "Punkgoat",
["Calico"] = "Nano",
["The Doorman"] = "Doorman",
["Drifter"] = "Drifter",
["Dynamo"] = "Dynamo",
["Apollo"] = "Fencer",
["Graves"] = "Necro",
["Grey Talon"] = "Orion",
["Haze"] = "Haze",
    ["Holliday"] = "Astro",
    ["Infernus"] = "Inferno",
    ["Ivy"] = "Tengu",
    ["Kelvin"] = "Kelvin",
    ["Lady Geist"] = "Geist",
    ["Lash"] = "Lash",
    ["McGinnis"] = "Engineer",
    ["Mina"] = "VampireBat",
    ["Mirage"] = "Mirage",
    ["Mo & Krill"] = "Digger",
    ["Paige"] = "Bookworm",
    ["Paradox"] = "Chrono",
    ["Celeste"] = "Unicorn",
    ["Pocket"] = "Synth",
    ["Rem"] = "Familiar",
    ["Seven"] = "Gigawatt",
    ["Shiv"] = "Shiv",
    ["Silver"] = "Werewolf",
    ["Silver (Transformed)"] = "Werewolf",
    ["Sinclair"] = "Magician",
    ["Venator"] = "Priest",
    ["Victor"] = "Frank",
    ["Vindicta"] = "Vindicta",
    ["Viscous"] = "Viscous",
    ["Vyper"] = "Viper",
    ["Warden"] = "Warden",
    ["Wraith"] = "Wraith",
    ["Yamato"] = "Yamato",
}


        if attr_key == "TechPower" and spirit_scale == 0 then
-- Function to call hero tags based on name
            spirit_scale = 1.0
p.get_hero_tag = function (frame)
            if type(stat_value) == "number" then
    local name = frame.args[1]
                stat_value = stat_value + (spirit_power * spirit_scale)
    local number = tonumber(frame.args[2])
            end
        end


         local innate_spirit_scale =
    -- Validate input
            (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
    if not name then
         return "Error: Missing name input."
    end


        if not display_scaling_icons then scaling_strs = "" end
    if number ~= 1 and number ~= 2 and number ~= 3 then
        return string.format("Error: Invalid number '%s'. Must be 1, 2, or 3.", tostring(frame.args[2]))
    end


        if type(stat_value) == "boolean" then
    local tagname = TAG_NAME_MAP[name]
            stat_value = tostring(stat_value)
    if not tagname then
         else
         return string.format("Error: Unknown name '%s'.", name)
            stat_value = util_module.round_to_sig_fig(stat_value, 5)
    end
        end


        local cell_inner = string.format(
    -- Build localization key
            '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
    local key = string.format("Citadel_%s_HeroTag_%d", tagname, number)
            stat_value,
            scaling_strs
        )


        local weapon_table = hero_data.Weapon
    -- Call Lang.get_string
        if is_alt_fire and weapon_table and weapon_table.AltFire then
    local result = lang_module.get_string(key)
            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(
    return result or ("[Missing string for key: " .. key .. "]")
            '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"',
end
            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)
-- Outputs a wikitable of heroes grouped by GroundDashDuration using {{HeroIcon|hero_name}}
     end
-- {{#invoke:HeroData|write_ground_dash_buckets}}
p.write_ground_dash_buckets = function(frame)
    local buckets = {
         [0.62] = {},
        [0.68] = {},
        [0.70] = {},
     }


    -- Generate a hero's primary stat row
     local get_dash = function(hero)
     local function generatePrimaryRow(hero_data, hero_key, has_alt)
         return hero.GroundDashDuration
         local row_str = ""
             or (hero.Weapon and hero.Weapon.GroundDashDuration)
        local hero_name_local = localize(hero_key, hero_key)
             or (hero.Weapon and hero.Weapon.AltFire and hero.Weapon.AltFire.GroundDashDuration)
        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


     -- Generate an expandable alt-fire sub-row (weapon stats only)
     -- Collect heroes
     local function generateAltFireSubRow(hero_data, hero_key)
     for hero_key, hero_data in pairs(heroes_data) do
        local row_str = ""
         if not hero_data.InDevelopment and not hero_data.IsDisabled then
        local hero_name_local = localize(hero_key, hero_key)
            local dash = get_dash(hero_data)
        local hero_name_en = hero_data["Name"]
             if dash and buckets[dash] then
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
                 table.insert(buckets[dash], hero_data.Name or hero_key)
        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
         end
         end
        return '<tr class="alt-fire-sub" data-parent="' .. hero_key .. '">' .. row_str .. '</tr>'
     end
     end


     -- Build all body rows
     -- Sort alphabetically
     for _, hero_entry in ipairs(sorted_heroes) do
     for _, list in pairs(buckets) do
         local hero_key  = hero_entry.key
         table.sort(list)
        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


     -- Pre-pass: determine which stats have any scaling, and which have both types.
     -- Determine max rows dynamically
    -- Used to set column widths in the header.
     local max_rows = 0
     local stats_with_any_scaling  = {}
     for _, list in pairs(buckets) do
    local stats_with_both_scaling = {}
         if #list > max_rows then max_rows = #list end
     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
     end


    -- Build table header row
     local output = {"{| class='wikitable'", "! Bucket 1 !! Bucket 2 !! Bucket 3"}
     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 current_frame = frame or mw.getCurrentFrame()
    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
    for i = 1, max_rows do
                if attr_data ~= nil then
        local row = {}
                    attr_localized = lang_module.get_string(attr_data["label"])
        for _, bucket in ipairs({0.62, 0.68, 0.70}) do
                    if attr_localized == nil or attr_localized == "" then
            local hero_name = buckets[bucket][i]
                        attr_localized = util_module.add_space_before_cap(attr_key)
            table.insert(row, hero_name and current_frame:expandTemplate{title = "HeroIcon", args = {hero_name}} or "")
                    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
        table.insert(output, "|-\n| " .. table.concat(row, " || "))
     end
     end
    headers_str = "<tr>" .. headers_str .. "</tr>"


     return string.format(
     table.insert(output, "|}")
        '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
    return table.concat(output, "\n")
        '<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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