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:
-- See /doc for docs
local p = {}
local p = {}
local utils          = require "Module:Abilities/utils"
local lang            = require "Module:Lang"
local icon_module    = require "Module:Icon"
local AbilityHints    = require "Module:AbilityHints"
local resource_lookup = mw.loadJsonData("Data:ResourceLookup.json")


local heroes_data      = mw.loadJsonData("Data:HeroData.json")
-- Tab definitions — order here determines display order.
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
local TABS = {
local attribute_orders  = mw.loadJsonData("Data:StatInfoboxOrder.json")
{ key = 'notes',        label = 'Notes'       },
local util_module      = require('Module:Utilities')
{ key = 'tips',        label = 'Tips'         },
local lang_module      = require('Module:Lang')
{ key = 'interactions', label = 'Interactions' },
local dictionary_module = require('Module:Dictionary')
}
local attribute_module  = require('Module:AttributeData')
local hero_data_module  = require('Module:HeroData')


local function get_nested_stat_value(hero_data, stat_key)
local function get_hero_key(hero_name)
    if hero_data[stat_key] ~= nil then
if hero_name == nil or hero_name == '' then return nil end
        return hero_data[stat_key]
if string.sub(hero_name, 1, 5) == "hero_" then return hero_name end
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
local entry = resource_lookup[hero_name:lower()]
        return hero_data.Weapon[stat_key]
if entry == nil then return nil end
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
return entry.key
        return hero_data.Weapon.AltFire[stat_key]
    end
    return 0
end
end


local function localize(key, fallback)
local function trim(s)
    local result = lang_module.get_string(key)
return s:match('^%s*(.-)%s*$')
    if result == "" or result == nil then
        result = util_module.add_space_before_cap(fallback) ..
                mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
    end
    return result
end
end


-- =========================================================================
-- Process content in the Interactions tab to build list of icons to draw in ability hints beside ability card
--  DPS calculation helpers
local function process_interactions(html, ability_num)
-- =========================================================================
local manual, idx, seen = {}, 0, {}
 
local out = html:gsub('(<div)([^>]*data%-iconbox%-icon="[^"]*"[^>]*)(>)', function(pre, attrs, post)
local function calculate_dps(stats, dps_type)
local file = attrs:match('data%-iconbox%-icon="([^"]*)"')
    local rps = stats.RoundsPerSecond or 0
if file and file ~= '' then
    if rps == 0 then return 0 end
local base  = mw.ustring.lower((file:gsub('%.%w+$', '')))
 
local entry = resource_lookup[base]
    local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
if entry ~= nil and entry.type == 'item' and not seen[base] then
    local burst_count = stats.BulletsPerBurst or 1
seen[base] = true
    local cycle_time = 1 / rps
idx = idx + 1
    local total_cycle_time = cycle_time * burst_count
local box_id = 'ai-int-' .. ability_num .. '-' .. idx
 
table.insert(manual, {
    if total_cycle_time == 0 then return 0 end
file  = file,
 
title  = attrs:match('data%-iconbox%-title="([^"]*)"') or '',
    local base_damage = stats.BulletDamage or 0
state  = attrs:match('data%-iconbox%-state="([^"]*)"') or 'normal',
    if dps_type == 'burst' then
anchor = box_id,
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
})
    end
return pre .. attrs .. ' id="' .. box_id .. '"' .. post
 
end
    local clip_size = stats.ClipSize or 0
end
    if clip_size <= 0 then
return pre .. attrs .. post
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
end)
    end
return out, manual
 
    local reload_time
    if stats.ReloadSingle then
        reload_time = (stats.ReloadTime or 0) * clip_size
    else
        reload_time = stats.ReloadTime or 0
    end
    reload_time = reload_time + (stats.ReloadDelay or 0)
 
    local time_to_empty_clip = (clip_size / burst_count) * total_cycle_time
    local damage_from_clip = base_damage * bullets_per_shot * clip_size
    local total_time = time_to_empty_clip + reload_time
    if total_time == 0 then return 0 end
    return damage_from_clip / total_time
end
end


-- Compute how much DPS changes when all relevant component scalings are applied.
local function build_tabber(wikitext_map, tab_overrides)
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
tab_overrides = tab_overrides or {}
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
local filled = {}
    local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
for _, tab in ipairs(TABS) do
if wikitext_map[tab.key] ~= '' then
local tab_wt = tab_overrides[tab.key]
if tab_wt == nil or tab_wt == '' then tab_wt = wikitext_map[tab.key] end
table.insert(filled, {
key    = tab.key,
label  = tab.label,
tab_wt = tab_wt,
all_wt = wikitext_map[tab.key],
})
end
end


    local component_scalings = {}
if #filled == 0 then
    local possible_keys = {
return ''
        "BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
end
        "ReloadDelay", "BulletsPerShot", "BulletsPerBurst"
    }
    for _, key in ipairs(possible_keys) do
        local alt_key = key .. "AltFire"
        if scaling_source[alt_key] then
            component_scalings[key] = scaling_source[alt_key]
        end
    end


    -- ClipSize is shared between fire modes; fall back to primary scaling
local tabs = {}
    if base_stats.ClipSize and not component_scalings.ClipSize then
for _, section in ipairs(filled) do
        local primary_clip_scale = scaling_source["ClipSize"]
table.insert(tabs, {
        if primary_clip_scale then
label  = section.label,
            component_scalings.ClipSize = primary_clip_scale
content = '<div class="ability-details-panel">\n' .. section.tab_wt .. '\n</div>',
        end
})
    end
end


    if next(component_scalings) == nil then
if #filled >= 2 then
        return 0
local all_parts = {}
    end
for _, section in ipairs(filled) do
table.insert(all_parts,
'<div class="ability-details-section-header">' .. section.label .. '</div>'
.. '<div class="ability-details-section-content">\n' .. section.all_wt .. '\n</div>'
)
end
table.insert(tabs, {
label  = 'Show All',
content = '<div class="ability-details-panel">' .. table.concat(all_parts) .. '</div>',
})
end


    local base_dps = calculate_dps(base_stats, dps_type)
local rendered = mw.ext.tabber.render(tabs)
    local scaled_stats = {}
if #filled == 1 then
    for k, v in pairs(base_stats) do scaled_stats[k] = v end
return '<div class="single-tabbed">' .. rendered .. '</div>'
    for comp_key, scale_val in pairs(component_scalings) do
end
        if scaled_stats[comp_key] ~= nil then
return rendered
            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


-- =========================================================================
-- Entry point. Called via {{#invoke:AbilitySection|render}}.
--  Main module function
function p.render(frame)
-- =========================================================================
local args        = frame.args
 
local hero_name  = trim(args.hero_name or '')
p.write_hero_comparison_table = function(frame)
local ability_num = trim(args.ability_num or '')
    local power_increases = tonumber(frame.args[1]) or 0
local notes        = trim(args.notes or '')
    local spirit_power    = tonumber(frame.args[2]) or 0
local tips        = trim(args.tips or '')
    local max_power      = tonumber(frame.args[3]) or 25
local interactions = trim(args.interactions or '')
    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 = {
     local hero_key    = get_hero_key(hero_name)
        Weapon = {
    local heading    = ''
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
    local ability_key = nil
            "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
    if hero_key ~= nil then
            "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
         local ability = utils.get_ability_card_data(hero_key, ability_num)
            "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
         if ability ~= nil then
            "CritDamageBonusPercent", "BulletRadius", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
             ability_key = ability.Key
         },
             local ability_name = lang.get_string(ability.Key)
         Vitality = {
             -- We create a visually hidden H3. The Table of Contents will still read this,
             "MaxHealth", "BaseHealthRegen", "BulletResist", "TechResist", "MeleeResist",
            -- but users won't see it above the card.
             "CritDamageReceivedPercent", "DebuffResist", "BulletLifesteal", "MaxMoveSpeed",
            heading = '<h3 class="ability-name-toc">' .. ability_name .. '</h3>'
             "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
     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 card = frame:expandTemplate{
    local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
title = 'Ability card v2',
        -- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
args  = { hero_name = hero_name, ability_num = ability_num, link_name = 'false' }
        local unit_conversion = {
}
            BulletRadius = 100  -- metres to centimetres
        }
        local conv_factor = unit_conversion[attr_key] or 1


        local base_value
local interactions_ided, manual = interactions, {}
        if is_alt_fire then
if interactions ~= '' then
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
interactions_ided, manual = process_interactions(interactions, ability_num)
                base_value = get_nested_stat_value(hero_data, attr_key)
end
            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
local wikitext_map = {
         if type(base_value) == "number" then
notes        = notes,
            base_value = base_value * conv_factor
tips         = tips,
        end
interactions = interactions,
}


        local stat_value = base_value
local tabber = build_tabber(wikitext_map, { interactions = interactions_ided })


        -- Scaling lookup
local hints_col = ''
        local scaling_data
if ability_key ~= nil or #manual > 0 then
        if is_alt_fire then
hints_col = AbilityHints.get_icons(ability_key, ability_num, manual)
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
end
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
                and hero_data.Weapon and hero_data.Weapon.AltFire then
                -- Alt-fire DPS/SustainedDPS: use explicit key if present, otherwise compute from components
                local direct_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                if direct_scaling and next(direct_scaling) ~= nil then
                    scaling_data = direct_scaling
                else
                    local alt_stats = hero_data.Weapon.AltFire
                    local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                    local level_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                    local spirit_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
                    level_scale = util_module.round_to_sig_fig(level_scale, 5)
                    spirit_scale = util_module.round_to_sig_fig(spirit_scale, 5)
                    scaling_data = {}
                    if level_scale ~= 0 then scaling_data[level_scale] = "Level" end
                    if spirit_scale ~= 0 then scaling_data[spirit_scale] = "Spirit" end
                    if next(scaling_data) == nil then scaling_data = nil end
                end
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
            else
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            end
        else
            scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
        end


        local scaling_strs = ""
local details_col = ''
        local spirit_scale = 0
if tabber ~= '' then
        local level_scale  = 0
details_col = '<div class="ability-section-details">' .. tabber .. '</div>'
        local spirit_val = 0
end
        local level_val  = 0
        if scaling_data ~= nil then
            for scaling_val, scaling_type in pairs(scaling_data) do
                if scaling_type == "Spirit" then
                    spirit_val = scaling_val * conv_factor  -- apply unit conversion
                elseif scaling_type == "Level" then
                    level_val = scaling_val * conv_factor  -- apply unit conversion
                end
            end


            -- Output Spirit icon before Level icon
local card_block = '<div class="ability-section-card">' .. card .. '</div>'
            local function append_scaling(val, stype)
local left_col
                if val ~= 0 then
if hints_col ~= '' then
                    local scaling_str = hero_data_module.write_scalar_str(val, stype, true)
left_col = '<div class="ability-section-main">' .. card_block .. hints_col .. '</div>'
                    if scaling_str ~= "" then
else
                        scaling_strs = scaling_strs .. " " .. scaling_str
left_col = card_block
                    end
end
                end
            end
            append_scaling(spirit_val, "Spirit")
            append_scaling(level_val, "Level")


            if type(stat_value) == "number" then
local ability_section = '<div class="ability-section">'
                stat_value = stat_value + (spirit_power * spirit_val)
.. left_col
                stat_value = stat_value + (power_increases * level_val)
.. details_col
            end
.. '</div>'
 
            spirit_scale = spirit_val
            level_scale  = level_val
        end
 
        if attr_key == "TechPower" and spirit_scale == 0 then
            spirit_scale = 1.0
            if type(stat_value) == "number" then
                stat_value = stat_value + (spirit_power * spirit_scale)
            end
        end
 
        local innate_spirit_scale =
            (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
 
        if not display_scaling_icons then scaling_strs = "" end
 
        if type(stat_value) == "boolean" then
            stat_value = tostring(stat_value)
        else
            stat_value = util_module.round_to_sig_fig(stat_value, 5)
        end
 
        local cell_inner = string.format(
            '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
            stat_value,
            scaling_strs
        )
 
        local weapon_table = hero_data.Weapon
        if is_alt_fire and weapon_table and weapon_table.AltFire then
            weapon_table = weapon_table.AltFire
        end
        local hit_once = "false"
        if (attr_key == "DPS" or attr_key == "SustainedDPS")
            and weapon_table
            and weapon_table.HitOnceAcrossAllBullets
        then
            hit_once = "true"
        end
 
        local data_attrs = string.format(
            'data-stat-name="%s" data-base="%s" data-spirit-scale="%s" data-level-scale="%s" data-innate-spirit-scale="%s" data-sort-value="%s" data-hit-once="%s"',
            attr_key,
            tostring(type(base_value) == "number" and util_module.round_to_sig_fig(base_value, 3) or base_value),
            tonumber(spirit_scale) or 0,
            (attr_key == "TechPower") and "0" or (tonumber(level_scale) or 0),
            innate_spirit_scale or 0,
            stat_value,
            hit_once
        )
 
        return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
    end
 
    -- Generate a hero's primary stat row
    local function generatePrimaryRow(hero_data, hero_key, has_alt)
        local row_str = ""
        local hero_name_local = localize(hero_key, hero_key)
        local hero_name_en = hero_data["Name"]
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
        local hero_cell_content = hero_icon
        if has_alt then
            hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
        end
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
        row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 10; background-color: var(--background-color-base-2); isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
        for _, category in ipairs(attribute_orders["category_order"]) do
            if stats_to_include[category] ~= nil then
                for _, attr_key in ipairs(stats_to_include[category]) do
                    row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, false, category)
                end
            end
        end
        return "<tr>" .. row_str .. "</tr>"
    end
 
    -- Generate an expandable alt-fire sub-row (weapon stats only)
    local function generateAltFireSubRow(hero_data, hero_key)
        local row_str = ""
        local hero_name_local = localize(hero_key, hero_key)
        local hero_name_en = hero_data["Name"]
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
        local hero_cell_content = hero_icon .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
        row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 9; background-color: #202122; isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
        for _, category in ipairs(attribute_orders["category_order"]) do
            if stats_to_include[category] ~= nil then
                for _, attr_key in ipairs(stats_to_include[category]) do
                    if category == "Weapon" then
                        row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, true, category)
                    else
                        row_str = row_str .. '<td></td>'
                    end
                end
            end
        end
        return '<tr class="alt-fire-sub" data-parent="' .. hero_key .. '">' .. row_str .. '</tr>'
    end
 
    -- Build all body rows
    for _, hero_entry in ipairs(sorted_heroes) do
        local hero_key  = hero_entry.key
        local hero_data = hero_entry.data
        local has_alt = hero_data.Weapon and hero_data.Weapon.AltFire and true or false
        body_str = body_str .. generatePrimaryRow(hero_data, hero_key, has_alt)
        if has_alt then
            body_str = body_str .. generateAltFireSubRow(hero_data, hero_key)
        end
    end
 
    -- Pre-pass: determine which stats have any scaling, and which have both types.
    -- Used to set column widths in the header.
    local stats_with_any_scaling  = {}
    local stats_with_both_scaling = {}
    for _, hero_entry in ipairs(sorted_heroes) do
        local hero_data = hero_entry.data
        for _, category in ipairs(attribute_orders["category_order"]) do
            if stats_to_include[category] ~= nil then
                for _, attr_key in ipairs(stats_to_include[category]) do
                    -- Primary scaling
                    local scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
                    if scaling_data ~= nil and next(scaling_data) ~= nil then
                        stats_with_any_scaling[attr_key] = true
                        local has_spirit, has_level = false, false
                        for _, scaling_type in pairs(scaling_data) do
                            if scaling_type == "Spirit" then has_spirit = true
                            elseif scaling_type == "Level" then has_level = true end
                        end
                        if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
                    end
 
                    -- Alt-fire scaling (only for stats present in the AltFire table)
                    if hero_data.Weapon
                        and hero_data.Weapon.AltFire
                        and hero_data.Weapon.AltFire[attr_key] ~= nil
                    then
                        if attr_key ~= "ClipSize" then
                            local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                            if alt_scaling and next(alt_scaling) ~= nil then
                                stats_with_any_scaling[attr_key] = true
                                local has_spirit_alt, has_level_alt = false, false
                                for _, stype in pairs(alt_scaling) do
                                    if stype == "Spirit" then has_spirit_alt = true
                                    elseif stype == "Level" then has_level_alt = true end
                                end
                                if has_spirit_alt and has_level_alt then stats_with_both_scaling[attr_key] = true end
                            else
                                if attr_key == "DPS" or attr_key == "SustainedDPS" then
                                    local alt_stats = hero_data.Weapon.AltFire
                                    local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                                    local lv = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                                    local sp = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
                                    lv = util_module.round_to_sig_fig(lv, 5)
                                    sp = util_module.round_to_sig_fig(sp, 5)
                                    if lv ~= 0 or sp ~= 0 then
                                        stats_with_any_scaling[attr_key] = true
                                        if lv ~= 0 and sp ~= 0 then
                                            stats_with_both_scaling[attr_key] = true
                                        end
                                    end
                                end
                            end
                        end
                    end
                end
            end
        end
    end
 
    -- Build table header row
    local headers_str = '<th style="position: sticky; left: 0; top: -1px; z-index: 12; background-color: var(--background-color-base-5); isolation: isolate; min-width: 150px;">Hero</th>'
    local category_data = attribute_module.get_category_data()
    local postfix_key_map = {
        ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
        ["BulletsPerShot"] = "",
        ["BulletsPerBurst"] = "",
        ["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
        ["ReloadSingle"] = "",
        ["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
        ["SustainedDPS"] = "DPS_postfix",
        ["RoundsPerSecondAtMaxSpin"] = "",
        ["CritDamageBonusPercent"]  = "StatDesc_CritDamageBonusScale_postfix",
["CritDamageReceivedPercent"] = "StatDesc_CritDamageReceivedScale_postfix",
        ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
        ["GroundDashSpeed"] = "DashSpeed_postfix"
    }
    for _, category in ipairs(attribute_orders["category_order"]) do
        local category_attrs = attributes_data[category]
        local category_rgb  = category_data[category]["rgb"]
        if stats_to_include[category] ~= nil then
            for _, attr_key in ipairs(stats_to_include[category]) do
                local attr_data = category_attrs[attr_key]
               
                -- Fallback: if the stat is missing from this category, check all other categories
                if attr_data == nil then
                    for _, fallback_cat_data in pairs(attributes_data) do
                        if fallback_cat_data[attr_key] ~= nil then
                            attr_data = fallback_cat_data[attr_key]
                            break
                        end
                    end
                end
 
                local attr_localized, postfix
                if attr_data ~= nil then
                    attr_localized = lang_module.get_string(attr_data["label"])
                    if attr_localized == nil or attr_localized == "" then
                        attr_localized = util_module.add_space_before_cap(attr_key)
                    end
                    postfix = lang_module.get_string(attr_data["postfix"])
                    if postfix == nil or postfix == "" then postfix = ""
                    else postfix = " (" .. postfix .. ")" end
                    if attr_key == "BulletRadius" then postfix = " (cm)" end
                else
                    attr_localized = dictionary_module.translate(attr_key)
                    postfix = lang_module.get_string(postfix_key_map[attr_key])
                    if postfix == nil then return "attr_key " .. attr_key .. " must be added to postfix_key_map" end
                    if postfix ~= "" then postfix = " (" .. postfix .. ")" end
                end
                local th_style = 'position: sticky; top: -1px; z-index: 3; background-color: rgb(' .. category_rgb .. ');'
                if stats_with_both_scaling[attr_key] then
                    th_style = th_style .. ' min-width: 130px;'
                elseif stats_with_any_scaling[attr_key] then
                    th_style = th_style .. ' min-width: 75px;'
                end
                headers_str = headers_str .. '<th style="' .. th_style .. '">' .. attr_localized .. postfix .. "</th>"
            end
        end
    end
    headers_str = "<tr>" .. headers_str .. "</tr>"


    return string.format(
return '<div class="ability-section-wrapper">'
        '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
.. heading
        '<div style="overflow: auto; max-height: 70vh; width: 100%%;">' ..
.. ability_section
        '<table class="wikitable sortable" style="table-layout: auto; width: 100%%;" id="hero-comparison-table">%s%s</table>' ..
.. '</div>'
        '</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: