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-- =========================================================================
-- =========================================================================
--  DPS calculation helpers
--  DPS calculation helpers (mirroring bot's calculate_dps)
-- =========================================================================
-- =========================================================================
local function calculate_dps(stats, dps_type)
local function calculate_dps(stats, dps_type)
    -- stats table with all needed fields (may contain nil)
     local rps = stats.RoundsPerSecond or 0
     local rps = stats.RoundsPerSecond or 0
     if rps == 0 then return 0 end
     if rps == 0 then return 0 end
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     end
     end


    -- sustained DPS
     local clip_size = stats.ClipSize or 0
     local clip_size = stats.ClipSize or 0
     if clip_size <= 0 then
     if clip_size <= 0 then
        -- weapons with no clip use burst DPS
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
     end
     end
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end
end


-- Compute how much DPS changes when all relevant component scalings are applied.
-- Compute DPS scaling delta for a given dps_type and scaling source
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
-- base_stats: table of alt-fire weapon stats (from Weapon.AltFire)
-- hero_data: full hero data (to look up LevelScaling/SpiritScaling)
-- scaling_type: "Level" or "Spirit"
-- returns a single numeric scaling value (e.g., how much the DPS increases per boon or per spirit point)
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
     local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
     local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
 
   
    -- Collect all alt-fire component scalings that exist
     local component_scalings = {}
     local component_scalings = {}
     local possible_keys = {
     local possible_keys = {
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     end
     end


     -- ClipSize is shared between fire modes; fall back to primary scaling
     -- If no component scalings, scaling is zero
    if base_stats.ClipSize and not component_scalings.ClipSize then
        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 next(component_scalings) == nil then
         return 0
         return 0
     end
     end


    -- Compute base DPS from the original base stats
     local base_dps = calculate_dps(base_stats, dps_type)
     local base_dps = calculate_dps(base_stats, dps_type)
    -- Apply all scalings to a copy of base stats
     local scaled_stats = {}
     local scaled_stats = {}
     for k, v in pairs(base_stats) do scaled_stats[k] = v end
     for k, v in pairs(base_stats) do
        scaled_stats[k] = v
    end
     for comp_key, scale_val in pairs(component_scalings) do
     for comp_key, scale_val in pairs(component_scalings) do
         if scaled_stats[comp_key] ~= nil then
         if scaled_stats[comp_key] ~= nil then
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         end
         end
     end
     end
     local scaled_dps = calculate_dps(scaled_stats, dps_type)
     local scaled_dps = calculate_dps(scaled_stats, dps_type)
     return scaled_dps - base_dps
     return scaled_dps - base_dps
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--  Main module function
--  Main module function
-- =========================================================================
-- =========================================================================
p.write_hero_comparison_table = function(frame)
p.write_hero_comparison_table = function(frame)
     local power_increases = tonumber(frame.args[1]) or 0
     local power_increases = tonumber(frame.args[1]) or 0
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     local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
     local display_scaling_icons = (power_increases == 0 and spirit_power == 0)


     local body_str = ""
     local body_str = ""


     local stats_to_include = {
     local stats_to_include = {
         Weapon = {
         Weapon = {
             "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
             "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
             "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
             "ClipSize", "ReloadTime", "ReloadDelay", "BulletsPerShot", "BulletsPerBurst",
             "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
             "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
             "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
             "ReloadSingle", "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
             "CritDamageBonusPercent", "BulletRadius", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
             "CritDamageBonusPercent", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
         },
         },
         Vitality = {
         Vitality = {
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     }
     }


     -- Collect and sort heroes alphabetically, excluding disabled/in-development
     -- Collect and sort heroes
     local sorted_heroes = {}
     local sorted_heroes = {}
     for hero_key, hero_data in pairs(heroes_data) do
     for hero_key, hero_data in pairs(heroes_data) do
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     end)
     end)


     -- Build a single stat cell (<td>) with data attributes for JS recalculation
     -- Shared stat cell builder
     local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
     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
         local base_value
         if is_alt_fire then
         if is_alt_fire then
             if attr_key == "ClipSize" or attr_key == "ReloadTime" then
             if attr_key == "ClipSize" then
                 base_value = get_nested_stat_value(hero_data, attr_key)
                 base_value = get_nested_stat_value(hero_data, attr_key)
             elseif hero_data.Weapon and hero_data.Weapon.AltFire
             elseif hero_data.Weapon and hero_data.Weapon.AltFire
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         else
         else
             base_value = get_nested_stat_value(hero_data, attr_key)
             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
         end


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         local scaling_data
         local scaling_data
         if is_alt_fire then
         if is_alt_fire then
             if attr_key == "ClipSize" or attr_key == "ReloadTime" then
             if attr_key == "ClipSize" then
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            elseif hero_key == "hero_shiv" and attr_key == "BulletDamage" then
                 scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
                 scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            -- NEW: compute DPS scaling if missing
             elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
             elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
                 and hero_data.Weapon and hero_data.Weapon.AltFire then
                 and hero_data.Weapon and hero_data.Weapon.AltFire then
                 -- Alt-fire DPS/SustainedDPS: use explicit key if present, otherwise compute from components
                 -- try direct scaling key first
                 local direct_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                 local direct_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                 if direct_scaling and next(direct_scaling) ~= nil then
                 if direct_scaling ~= nil then
                     scaling_data = direct_scaling
                     scaling_data = direct_scaling
                 else
                 else
                    -- compute from component scalings
                     local alt_stats = hero_data.Weapon.AltFire
                     local alt_stats = hero_data.Weapon.AltFire
                     local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                     local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                     local level_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                     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")
                     local spirit_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
                     level_scale = util_module.round_to_sig_fig(level_scale, 5)
                     -- build scaling_data table like get_hero_scaling_data returns: { [scale_val] = "Level"/"Spirit" }
                    spirit_scale = util_module.round_to_sig_fig(spirit_scale, 5)
                     scaling_data = {}
                     scaling_data = {}
                     if level_scale ~= 0 then scaling_data[level_scale] = "Level" end
                     if level_scale ~= 0 then scaling_data[level_scale] = "Level" end
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         local spirit_scale = 0
         local spirit_scale = 0
         local level_scale  = 0
         local level_scale  = 0
        local spirit_val = 0
        local level_val  = 0
         if scaling_data ~= nil then
         if scaling_data ~= nil then
             for scaling_val, scaling_type in pairs(scaling_data) do
             for scaling_val, scaling_type in pairs(scaling_data) do
                local scaling_str = hero_data_module.write_scalar_str(scaling_val, scaling_type, true)
                if scaling_str ~= "" then scaling_str = " " .. scaling_str end
                if scaling_str ~= nil then
                    scaling_strs = scaling_strs .. scaling_str
                end
                 if scaling_type == "Spirit" then
                 if scaling_type == "Spirit" then
                     spirit_val = scaling_val * conv_factor  -- apply unit conversion
                     spirit_scale = scaling_val
                    stat_value  = stat_value + (spirit_power * scaling_val)
                 elseif scaling_type == "Level" then
                 elseif scaling_type == "Level" then
                     level_val = scaling_val * conv_factor  -- apply unit conversion
                     level_scale = scaling_val
                    stat_value  = stat_value + (power_increases * scaling_val)
                 end
                 end
             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
         end


         if attr_key == "TechPower" and spirit_scale == 0 then
         if attr_key == "TechPower" and spirit_scale == 0 then
             spirit_scale = 1.0
             spirit_scale = 1.0
             if type(stat_value) == "number" then
             stat_value   = stat_value + (spirit_power * spirit_scale)
                stat_value = stat_value + (spirit_power * spirit_scale)
            end
         end
         end


         local innate_spirit_scale =
         local innate_spirit_scale = (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
            (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
 
         if not display_scaling_icons then scaling_strs = "" end
         if not display_scaling_icons then scaling_strs = "" end


         if type(stat_value) == "boolean" then
         if type(stat_value) == "boolean" then stat_value = tostring(stat_value)
            stat_value = tostring(stat_value)
         else stat_value = util_module.round_to_sig_fig(stat_value, 3) end
         else
            stat_value = util_module.round_to_sig_fig(stat_value, 5)
        end


         local cell_inner = string.format(
         local cell_inner = string.format(
             '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
             '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
             stat_value,
             stat_value, scaling_strs
            scaling_strs
         )
         )


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         end
         end
         local hit_once = "false"
         local hit_once = "false"
         if (attr_key == "DPS" or attr_key == "SustainedDPS")
         if (attr_key == "DPS" or attr_key == "SustainedDPS") and weapon_table and weapon_table.HitOnceAcrossAllBullets then
            and weapon_table
            and weapon_table.HitOnceAcrossAllBullets
        then
             hit_once = "true"
             hit_once = "true"
         end
         end
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             hit_once
             hit_once
         )
         )
         return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
         return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
     end
     end


     -- Generate a hero's primary stat row
     -- Primary row generator (unchanged)
     local function generatePrimaryRow(hero_data, hero_key, has_alt)
     local function generatePrimaryRow(hero_data, hero_key, has_alt)
         local row_str = ""
         local row_str = ""
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             hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
             hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
         end
         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: #202122; isolation: isolate;">' .. hero_cell_content .. '</td>'
         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
         for _, category in ipairs(attribute_orders["category_order"]) do
             if stats_to_include[category] ~= nil then
             if stats_to_include[category] ~= nil then
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     end
     end


     -- Generate an expandable alt-fire sub-row (weapon stats only)
     -- Alt-fire sub-row generator (unchanged except hero cell with icon)
     local function generateAltFireSubRow(hero_data, hero_key)
     local function generateAltFireSubRow(hero_data, hero_key)
         local row_str = ""
         local row_str = ""
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         local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
         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 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;">' .. hero_cell_content .. '</td>'
         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
         for _, category in ipairs(attribute_orders["category_order"]) do
             if stats_to_include[category] ~= nil then
             if stats_to_include[category] ~= nil then
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     end
     end


     -- Build all body rows
     -- Build body
     for _, hero_entry in ipairs(sorted_heroes) do
     for _, hero_entry in ipairs(sorted_heroes) do
         local hero_key  = hero_entry.key
         local hero_key  = hero_entry.key
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     end
     end


     -- Pre-pass: determine which stats have any scaling, and which have both types.
     -- Pre-pass (unchanged)
    -- Used to set column widths in the header.
     local stats_with_any_scaling  = {}
     local stats_with_any_scaling  = {}
     local stats_with_both_scaling = {}
     local stats_with_both_scaling = {}
Line 369: Line 335:
             if stats_to_include[category] ~= nil then
             if stats_to_include[category] ~= nil then
                 for _, attr_key in ipairs(stats_to_include[category]) do
                 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)
                     local scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
                     if scaling_data ~= nil and next(scaling_data) ~= nil then
                     if scaling_data ~= nil and next(scaling_data) ~= nil then
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                         if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
                         if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
                     end
                     end
 
                     -- alt-fire checks (unchanged, but now DPS/SustainedDPS might be computed and should be caught)
                     -- 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 hero_data.Weapon
                        and hero_data.Weapon.AltFire
                        and hero_data.Weapon.AltFire[attr_key] ~= nil
                    then
                         if attr_key ~= "ClipSize" then
                         if attr_key ~= "ClipSize" then
                             local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                             local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                             if alt_scaling and next(alt_scaling) ~= nil then
                             if alt_scaling and next(alt_scaling) then
                                stats_with_any_scaling[attr_key] = true
                                if not (hero_entry.key == "hero_shiv" and attr_key == "BulletDamage") then
                                local has_spirit_alt, has_level_alt = false, false
                                    stats_with_any_scaling[attr_key] = true
                                for _, stype in pairs(alt_scaling) do
                                    local has_spirit_alt, has_level_alt = false, false
                                    if stype == "Spirit" then has_spirit_alt = true
                                    for _, stype in pairs(alt_scaling) do
                                    elseif stype == "Level" then has_level_alt = true end
                                        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
                                 end
                                 end
                                if has_spirit_alt and has_level_alt then stats_with_both_scaling[attr_key] = true end
                             else
                             else
                                -- check computed scaling (for DPS/SustainedDPS)
                                 if attr_key == "DPS" or attr_key == "SustainedDPS" then
                                 if attr_key == "DPS" or attr_key == "SustainedDPS" then
                                     local alt_stats = hero_data.Weapon.AltFire
                                     local alt_stats = hero_data.Weapon.AltFire
Line 402: Line 366:
                                     local lv = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                                     local lv = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                                     local sp = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
                                     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
                                     if lv ~= 0 or sp ~= 0 then
                                         stats_with_any_scaling[attr_key] = true
                                         stats_with_any_scaling[attr_key] = true
Line 419: Line 381:
     end
     end


     -- Build table header row
     -- Header (unchanged)
     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 headers_str = '<th style="position: sticky; left: 0; top: -1px; z-index: 12; background-color: #27292d; isolation: isolate;">Hero</th>'
     local category_data = attribute_module.get_category_data()
     local category_data = attribute_module.get_category_data()
     local postfix_key_map = {
     local postfix_key_map = {
Line 431: Line 393:
         ["SustainedDPS"] = "DPS_postfix",
         ["SustainedDPS"] = "DPS_postfix",
         ["RoundsPerSecondAtMaxSpin"] = "",
         ["RoundsPerSecondAtMaxSpin"] = "",
         ["CritDamageBonusPercent"]   = "StatDesc_CritDamageBonusScale_postfix",
         ["CritDamageBonusScale"] = "StatDesc_CritDamageBonusScale_postfix",
["CritDamageReceivedPercent"] = "StatDesc_CritDamageReceivedScale_postfix",
        ["BonusCritDamagePercent"] = "BonusCritDamagePercent_postfix",
         ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
         ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
         ["GroundDashSpeed"] = "DashSpeed_postfix"
         ["GroundDashSpeed"] = "DashSpeed_postfix"
Line 442: Line 404:
             for _, attr_key in ipairs(stats_to_include[category]) do
             for _, attr_key in ipairs(stats_to_include[category]) do
                 local attr_data = category_attrs[attr_key]
                 local attr_data = category_attrs[attr_key]
               
                -- Fallback: if the stat is missing from this category, check all other categories
                if attr_data == nil then
                    for _, fallback_cat_data in pairs(attributes_data) do
                        if fallback_cat_data[attr_key] ~= nil then
                            attr_data = fallback_cat_data[attr_key]
                            break
                        end
                    end
                end
                 local attr_localized, postfix
                 local attr_localized, postfix
                 if attr_data ~= nil then
                 if attr_data ~= nil then
Line 462: Line 413:
                     if postfix == nil or postfix == "" then postfix = ""
                     if postfix == nil or postfix == "" then postfix = ""
                     else postfix = " (" .. postfix .. ")" end
                     else postfix = " (" .. postfix .. ")" end
                    if attr_key == "BulletRadius" then postfix = " (cm)" end
                 else
                 else
                     attr_localized = dictionary_module.translate(attr_key)
                     attr_localized = dictionary_module.translate(attr_key)
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