Module:Sandbox/LVL: Difference between revisions

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local p = {}
local p = {}
local items_data = mw.loadJsonData("Data:ItemData.json")
local lang_module = require('Module:Lang')
local generic_module = require('Module:GenericData')
local util_module = require('Module:Utilities')


--exceptions if the link is different from the item name
local heroes_data      = mw.loadJsonData("Data:HeroData.json")
local linkOverrides = {
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
    ["Bullet Lifesteal"] = "Bullet Lifesteal (item)",
local attribute_orders  = mw.loadJsonData("Data:StatInfoboxOrder.json")
    ["Spirit Lifesteal"] = "Spirit Lifesteal (item)"
local util_module      = require('Module:Utilities')
}
local lang_module      = require('Module:Lang')
local dictionary_module = require('Module:Dictionary')
local attribute_module  = require('Module:AttributeData')
local hero_data_module  = require('Module:HeroData')


--With debug_mode on, it outputs unprocessed wikitext
local function get_nested_stat_value(hero_data, stat_key)
--With debug_mode off/unspecified, it processes the wikitext
    if hero_data[stat_key] ~= nil then
local function process_debug_mode(wikitext, debug_mode)
        return hero_data[stat_key]
if debug_mode == 'true' then
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
return wikitext
        return hero_data.Weapon[stat_key]
elseif debug_mode == 'false' or debug_mode == nil then
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
return mw.getCurrentFrame():preprocess(wikitext)
        return hero_data.Weapon.AltFire[stat_key]
else
    end
return "debug_mode must be 'true' or 'false'"
    return 0
end
end
 
local function localize(key, fallback)
    local result = lang_module.get_string(key)
    if result == "" or result == nil then
        result = util_module.add_space_before_cap(fallback) ..
                mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
    end
    return result
end
end


--Writes list of items of a certain slot within the min and max soul bounds
-- =========================================================================
-- Each item is wrapped and separated. For example of wrapping/separator, see
-- DPS calculation helpers
-- get_item_nav_bulletpoints. 'sep' should not be combined with 'right_wrap',
-- =========================================================================
-- as the trailing separator should also be removed from the string
 
-- filter_mode parameter: nil/"all", "exclude_street_brawl", or "street_brawl_only"
local function calculate_dps(stats, dps_type)
local function write_wrapped_item_list(slot, min_souls, max_souls, template, sep, filter_mode)
    local rps = stats.RoundsPerSecond or 0
     if slot ~= 'Weapon' and slot ~= 'Armor' and slot ~= 'Tech' then
    if rps == 0 then return 0 end
         return 'slot must be Weapon, Armor (Vitality), or Tech (Spirit)'
 
    local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
    local burst_count = stats.BulletsPerBurst or 1
    local cycle_time = 1 / rps
    local total_cycle_time = cycle_time * burst_count
 
     if total_cycle_time == 0 then return 0 end
 
    local base_damage = stats.BulletDamage or 0
    if dps_type == 'burst' then
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
     end
     end
      
 
     local min_souls = tonumber(min_souls)
     local clip_size = stats.ClipSize or 0
     local max_souls = tonumber(max_souls)
    if clip_size <= 0 then
     if min_souls == nil or max_souls == nil then return 'Min/Max souls must be numerical' end
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
   
    end
    -- Normalize filter_mode to handle unset parameter
 
     filter_mode = filter_mode or "all"
     local reload_time
   
    if stats.ReloadSingle then
     -- Retrieve all items that fit the bounds and filter criteria
        reload_time = (stats.ReloadTime or 0) * clip_size
     local items = {}
    else
     for item_key, item_data in pairs(items_data) do
        reload_time = stats.ReloadTime or 0
        -- future proofing; Disabled will be renamed to IsDisabled soon
    end
         local this_cost = tonumber(item_data["Cost"])
    reload_time = reload_time + (stats.ReloadDelay or 0)
        local this_slot = item_data["Slot"]
 
          
     local time_to_empty_clip = (clip_size / burst_count) * total_cycle_time
        -- Filter logic for Street Brawl items
     local damage_from_clip = base_damage * bullets_per_shot * clip_size
         local is_street_brawl = item_data["StreetBrawl"] == true
    local total_time = time_to_empty_clip + reload_time
         local should_include = true
    if total_time == 0 then return 0 end
          
    return damage_from_clip / total_time
        if filter_mode == "street_brawl_only" and not is_street_brawl then
end
            should_include = false
 
         elseif filter_mode == "exclude_street_brawl" and is_street_brawl then
-- Compute how much DPS changes when all relevant component scalings are applied.
             should_include = false
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
     local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
 
     local component_scalings = {}
     local possible_keys = {
        "BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
        "ReloadDelay", "BulletsPerShot", "BulletsPerBurst"
    }
     for _, key in ipairs(possible_keys) do
         local alt_key = key .. "AltFire"
        if scaling_source[alt_key] then
            component_scalings[key] = scaling_source[alt_key]
         end
    end
 
    -- ClipSize is shared between fire modes; fall back to primary scaling
    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
        return 0
    end
 
    local base_dps = calculate_dps(base_stats, dps_type)
    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
          
    end
         if should_include and item_data["Name"] ~= nil and item_data["IsDisabled"] == false and this_cost ~= nil and this_slot ~= nil then
    local scaled_dps = calculate_dps(scaled_stats, dps_type)
             if slot == this_slot and this_cost >= min_souls and this_cost < max_souls then
    return scaled_dps - base_dps
                 local item_name_english = lang_module.get_string(item_key, "en") -- Get the English name
end
                local item_link = linkOverrides[item_name_english] or item_name_english -- Use override link if available
 
                 local lang_code = lang_module.get_lang_code() -- Get the language code from the subpage
-- =========================================================================
                 local item_name_local = lang_module.get_string(item_key, lang_code) -- Get the localized name
--  Main module function
                  
-- =========================================================================
                 -- Construct the template based on the type
 
                local item_template
p.write_hero_comparison_table = function(frame)
                if template == "ItemIcon" then
    local power_increases = tonumber(frame.args[1]) or 0
                     if lang_code == "en" then
    local spirit_power    = tonumber(frame.args[2]) or 0
                        -- For English pages, do not include lang or localized name
    local max_power      = tonumber(frame.args[3]) or 25
                        item_template = "{{ItemIcon|" .. item_name_english .. "|size=26px}}"
    local max_spirit      = tonumber(frame.args[4]) or 500
                     else
 
                        -- For non-English pages, include lang and localized name
    local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
                        item_template = "{{ItemIcon|" .. item_name_english .. "|lang=" .. lang_code .. "|l1=" .. item_name_local .. "|size=26px}}"
 
    local body_str = ""
 
    local stats_to_include = {
        Weapon = {
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
            "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
            "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
            "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
            "CritDamageBonusPercent", "BulletRadius", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
        },
        Vitality = {
            "MaxHealth", "BaseHealthRegen", "BulletResist", "TechResist", "MeleeResist",
            "CritDamageReceivedPercent", "DebuffResist", "BulletLifesteal", "MaxMoveSpeed",
            "SprintSpeed", "StaminaCooldown", "Stamina", "GroundDashSpeed", "GravityChange"
         },
        Spirit = { "TechPower" }
    }
 
    -- Collect and sort heroes alphabetically, excluding disabled/in-development
    local sorted_heroes = {}
    for hero_key, hero_data in pairs(heroes_data) do
         if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
            table.insert(sorted_heroes, {key = hero_key, data = hero_data})
        end
    end
    table.sort(sorted_heroes, function(a, b)
        local function get_sort_name(name)
            return (name:gsub("^The ", ""))
        end
        return get_sort_name(a.data["Name"] or a.key) < get_sort_name(b.data["Name"] or b.key)
    end)
 
    -- Build a single stat cell (<td>) with data attributes for JS recalculation
    local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
        -- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
        local unit_conversion = {
            BulletRadius = 100  -- metres to centimetres
        }
        local conv_factor = unit_conversion[attr_key] or 1
 
        local base_value
        if is_alt_fire then
             if attr_key == "ClipSize" or attr_key == "ReloadTime" then
                base_value = get_nested_stat_value(hero_data, attr_key)
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
                 base_value = hero_data.Weapon.AltFire[attr_key]
            else
                base_value = get_nested_stat_value(hero_data, attr_key)
            end
        else
            base_value = get_nested_stat_value(hero_data, attr_key)
        end
 
        -- Apply unit conversion to the base value
        if type(base_value) == "number" then
            base_value = base_value * conv_factor
        end
 
        local stat_value = base_value
 
        -- Scaling lookup
        local scaling_data
        if is_alt_fire then
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
                 scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
                and hero_data.Weapon and hero_data.Weapon.AltFire then
                -- Alt-fire DPS/SustainedDPS: use explicit key if present, otherwise compute from components
                 local direct_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                 if direct_scaling and next(direct_scaling) ~= nil then
                    scaling_data = direct_scaling
                 else
                    local alt_stats = hero_data.Weapon.AltFire
                    local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                    local level_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                    local spirit_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
                    level_scale = util_module.round_to_sig_fig(level_scale, 5)
                    spirit_scale = util_module.round_to_sig_fig(spirit_scale, 5)
                    scaling_data = {}
                    if level_scale ~= 0 then scaling_data[level_scale] = "Level" end
                     if spirit_scale ~= 0 then scaling_data[spirit_scale] = "Spirit" end
                    if next(scaling_data) == nil then scaling_data = nil end
                end
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
            else
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            end
        else
            scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
        end
 
        local scaling_strs = ""
        local spirit_scale = 0
        local level_scale  = 0
        local spirit_val = 0
        local level_val  = 0
        if scaling_data ~= nil then
            for scaling_val, scaling_type in pairs(scaling_data) do
                if scaling_type == "Spirit" then
                     spirit_val = scaling_val * conv_factor  -- apply unit conversion
                elseif scaling_type == "Level" then
                    level_val = scaling_val * conv_factor  -- apply unit conversion
                end
            end
 
            -- Output Spirit icon before Level icon
            local function append_scaling(val, stype)
                if val ~= 0 then
                    local scaling_str = hero_data_module.write_scalar_str(val, stype, true)
                    if scaling_str ~= "" then
                        scaling_strs = scaling_strs .. " " .. scaling_str
                     end
                     end
                   
                end
                    -- Build data attribute for searching (includes both English and localized names)
            end
                    local search_data = item_name_english
            append_scaling(spirit_val, "Spirit")
                    if lang_code ~= "en" and item_name_local then
            append_scaling(level_val, "Level")
                        search_data = search_data .. " " .. item_name_local
 
                    end
            if type(stat_value) == "number" then
                   
                stat_value = stat_value + (spirit_power * spirit_val)
                    -- Wrap item and its bullet separator in a searchable span
                stat_value = stat_value + (power_increases * level_val)
                    item_template = '<span class="item-nav-search-wrapper"><span class="item-nav-search-item" data-item-name="' .. search_data .. '">' .. item_template .. '</span><span class="item-nav-search-sep"> &bull; </span></span>'
            end
                elseif template == "ItemBox" then
 
                    if lang_code == "en" then
            spirit_scale = spirit_val
                        -- For English pages, do not include item_loc or link
            level_scale  = level_val
                        -- Display cost as "Legendary" for street brawl items
        end
                        if is_street_brawl == true then
 
item_template = "{{ItemBox|itemName=" .. item_name_english .. "|overrideLinkClick=" .. item_link .. "|overrideTier=5" .. "}}"
        if attr_key == "TechPower" and spirit_scale == 0 then
                        else
            spirit_scale = 1.0
                            item_template = "{{ItemBox|itemName=" .. item_name_english .. "|overrideLinkClick=" .. item_link .. "}}"
            if type(stat_value) == "number" then
                         end
                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
                     else
                         -- For non-English pages, include item_loc and link
                         row_str = row_str .. '<td></td>'
                        local link_local = item_link .. "/" .. lang_code -- Add subpage for non-English languages
                        if is_street_brawl == true then
                            item_template = "{{ItemBox|itemName=" .. item_name_english .. "|overrideLinkClick=" .. link_local ..
                            "|item_price={{#invoke:Lang|get_string|Citadel_ItemDraft_Legendary}}" .. "}}"
                        else
                        item_template = "{{ItemBox|itemName=" .. item_name_english .. "|overrideLinkClick=" .. link_local .. "}}"
                        end
                     end
                     end
                else
                    return "Invalid template type"
                 end
                 end
                table.insert(items, item_template)
             end
             end
         end
         end
        return '<tr class="alt-fire-sub" data-parent="' .. hero_key .. '">' .. row_str .. '</tr>'
     end
     end
   
    -- Order list alphabetically
    table.sort(items) -- O(nlogn)
   
    -- Add each item to output
    -- Each item is already wrapped in the template, so no need for additional wrapping
    local ret = table.concat(items, sep)
   
    return ret
end


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


-- for [[Template:Infobox ShopItems]]
    -- Pre-pass: determine which stats have any scaling, and which have both types.
-- Supports filter parameter via frame.args["filter"]
    -- Used to set column widths in the header.
function p.get_item_nav_cards(slot, min_souls, max_souls, debug_mode, filter_mode)
    local stats_with_any_scaling  = {}
    -- Handle the case where it's called via #invoke (i.e., from wikitext)
    local stats_with_both_scaling = {}
    if type(slot) == "table" and slot.args then
    for _, hero_entry in ipairs(sorted_heroes) do
        local frame = slot
        local hero_data = hero_entry.data
        slot = frame.args[1]
        for _, category in ipairs(attribute_orders["category_order"]) do
        min_souls = frame.args[2]
            if stats_to_include[category] ~= nil then
        max_souls = frame.args[3]
                for _, attr_key in ipairs(stats_to_include[category]) do
        debug_mode = frame.args["debug_mode"]
                    -- Primary scaling
         filter_mode = frame.args["filter"]
                    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
    local sep = ' '
    local item_list = write_wrapped_item_list(slot, min_souls, max_souls, "ItemBox", sep, filter_mode)
    return process_debug_mode(item_list, debug_mode)
end


-- for [[Template:Item Navbox]] subgroup rows
    -- Build table header row
-- Writes price tiers and appends Street Brawl section if items exist
    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>'
function p.write_item_slot_subgroup(frame)
    local category_data = attribute_module.get_category_data()
local slot = frame.args[1]
    local postfix_key_map = {
local type = frame.args[2]
        ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
local debug_mode = frame.args['debug_mode']
        ["BulletsPerShot"] = "",
local street_brawl_label = frame.args['street_brawl_label'] or '{{Legendary|{{#invoke:Lang|get_string|Citadel_ItemDraft_Legendary}}}}'
        ["BulletsPerBurst"] = "",
        ["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
if slot == nil then return "'slot' parameter is required" end
        ["ReloadSingle"] = "",
        ["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
-- Define base args
        ["SustainedDPS"] = "DPS_postfix",
local template_title = "Navbox subgroup"
        ["RoundsPerSecondAtMaxSpin"] = "",
local template_args = {
        ["CritDamageBonusPercent"= "StatDesc_CritDamageBonusScale_postfix",
["groupstyle"] = "background-color:" .. util_module.get_slot_color(slot) .. ";width:10%;min-width:70px;border-radius: 8px 0 0 8px",
["CritDamageReceivedPercent"] = "StatDesc_CritDamageReceivedScale_postfix",
["grouppadding"] = "5px",
        ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
["listpadding"] = "0 0.25rem",
        ["GroundDashSpeed"] = "DashSpeed_postfix"
}
    }
    for _, category in ipairs(attribute_orders["category_order"]) do
local soul_style = "font-size: 12px; text-shadow: 1px 1px rgba(0, 0, 0, 0.3);"
        local category_attrs = attributes_data[category]
local prices = generic_module.get_item_price_per_tier()
        local category_rgb  = category_data[category]["rgb"]
local group_index = 1
        if stats_to_include[category] ~= nil then
            for _, attr_key in ipairs(stats_to_include[category]) do
for i, souls in ipairs(prices) do
                local attr_data = category_attrs[attr_key]
min_souls = souls
               
                -- Fallback: if the stat is missing from this category, check all other categories
--Skip 0 to i1 as no items cost less than 500
                if attr_data == nil then
if min_souls ~= 0 then
                    for _, fallback_cat_data in pairs(attributes_data) do
-- Determine upper bound for soul tier
                        if fallback_cat_data[attr_key] ~= nil then
max_souls = prices[i+1]
                            attr_data = fallback_cat_data[attr_key]
if max_souls == nil then
                            break
max_souls = min_souls * 10
                        end
end
                    end
                end
-- Generate list for this price tier, excluding Street Brawl items
local list
if type=='get_item_nav_cards' then
list = p.get_item_nav_cards(slot, min_souls, max_souls, debug_mode, "exclude_street_brawl")
elseif type=='get_item_nav_bulletpoints' then
list = p.get_item_nav_bulletpoints(slot, min_souls, max_souls, debug_mode, "exclude_street_brawl")
else
return "'type' should be get_item_nav_cards or get_item_nav_bulletpoints"
end
-- Only add the group if there are items in this tier
if list and list ~= "" then
template_args["group" .. group_index] = frame:expandTemplate{title="Souls", args={[1] = min_souls, ["Shadow"] = soul_style}}
template_args["list" .. group_index] = list
group_index = group_index + 1
end
end
end
-- Add Street Brawl section at the bottom of the slot
local sb_min = 0
local sb_max = 999999
local sb_list
if type=='get_item_nav_cards' then
sb_list = p.get_item_nav_cards(slot, sb_min, sb_max, debug_mode, "street_brawl_only")
elseif type=='get_item_nav_bulletpoints' then
sb_list = p.get_item_nav_bulletpoints(slot, sb_min, sb_max, debug_mode, "street_brawl_only")
end
-- Only add Street Brawl group if there are items for this slot
if sb_list and sb_list ~= "" then
-- Style the link to match other tier headers with white text inside the link to prevent visited link color
local sb_style = "color:#98ffde; font-family:'Retail Demo', sans-serif; text-wrap: nowrap; text-shadow: 0px 0px 2px #2c312e, 1.3px 1.3px rgba(0, 0, 0, 0.2);padding:5px;"
local sb_link_text = "[[Street Brawl{{if_lang}}|<span style=\"" .. sb_style .. "\"><b>" .. street_brawl_label .. "</b></span>]]"
template_args["group" .. group_index] = frame:preprocess(sb_link_text)
template_args["list" .. group_index] = sb_list
end
return frame:expandTemplate{title=template_title, args=template_args}
end


-- for [[Template:Active Items]]
                local attr_localized, postfix
function p.generate_active_items_table(frame)
                if attr_data ~= nil then
    local active_items = {}
                    attr_localized = lang_module.get_string(attr_data["label"])
   
                    if attr_localized == nil or attr_localized == "" then
    -- 1. Collect active items and their cost
                        attr_localized = util_module.add_space_before_cap(attr_key)
    for item_key, item_data in pairs(items_data) do
                    end
        -- Convert cost to a number; will be nil if the JSON value is null or missing
                    postfix = lang_module.get_string(attr_data["postfix"])
        local cost = tonumber(item_data["Cost"])
                    if postfix == nil or postfix == "" then postfix = ""
       
                    else postfix = " (" .. postfix .. ")" end
        if item_data["Name"] and
                    if attr_key == "BulletRadius" then postfix = " (cm)" end
          item_data["IsDisabled"] == false and
                else
          cost ~= nil and cost > 0 and            -- FILTER: Must have a cost greater than 0
                    attr_localized = dictionary_module.translate(attr_key)
          item_data["Activation"] and
                    postfix = lang_module.get_string(postfix_key_map[attr_key])
          item_data["Activation"] ~= "Passive" then
                    if postfix == nil then return "attr_key " .. attr_key .. " must be added to postfix_key_map" end
           
                    if postfix ~= "" then postfix = " (" .. postfix .. ")" end
            table.insert(active_items, {
                end
                 name = item_data["Name"],
                local th_style = 'position: sticky; top: -1px; z-index: 3; background-color: rgb(' .. category_rgb .. ');'
                key = item_key,
                 if stats_with_both_scaling[attr_key] then
                 cost = cost,
                    th_style = th_style .. ' min-width: 130px;'
                 slot = item_data["Slot"] or "Weapon",
                elseif stats_with_any_scaling[attr_key] then
                has_active_desc = item_data["ActiveDescription"] ~= nil
                    th_style = th_style .. ' min-width: 75px;'
             })
                 end
                 headers_str = headers_str .. '<th style="' .. th_style .. '">' .. attr_localized .. postfix .. "</th>"
             end
         end
         end
     end
     end
      
     headers_str = "<tr>" .. headers_str .. "</tr>"
    -- 2. Sort by name
 
    table.sort(active_items, function(a, b) return a.name < b.name end)
     return string.format(
   
         '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
    -- 3. Generate wiki markup
        '<div style="overflow: auto; max-height: 70vh; width: 100%%;">' ..
    local wikitext = [=[{| class="wikitable mw-collapsible sortable" style="width:100%"
        '<table class="wikitable sortable" style="table-layout: auto; width: 100%%;" id="hero-comparison-table">%s%s</table>' ..
|+{{#invoke:Dictionary|translate|Active Items}}
        '</div></div>',
! colspan="2" | {{#invoke:Lang|get_string|Citadel_HeroBuilds_CategoryNameLabel}}
        max_power, max_spirit, headers_str, body_str
! {{#invoke:Lang|get_string|Citadel_UserFeedback_TypeLabel}}
     )
! {{Souls|{{#invoke:Dictionary|translate|Cost}}}}
! {{#invoke:Lang|get_string|Citadel_Mod_Tooltip_Active}}
! {{#invoke:Lang|get_string|AbilityCooldown_label}}
]=]
      
    -- 4. Add rows for each item
    for _, item in ipairs(active_items) do
         -- Determine background color and item type
        local bg_color, item_type
        if item.slot == "Armor" then
            bg_color = "#86C921"
            item_type = "Armor"
        elseif item.slot == "Tech" then
            bg_color = "#DE9CFF"
            item_type = "Tech"
        else
            bg_color = "#FCAC4D"
            item_type = "Weapon"
        end
       
        -- The cost cell uses 'data-sort-value' to provide a clean number for the client-side sorter,
        -- while the cell's visible content is formatted by the {{Souls}} template.
        wikitext = wikitext .. "\n" .. string.format([=[
|-
! style="background-color:%s" | [[File:%s.png|64x64px]]
! [[%s{{If_lang}}|{{#invoke:Lang|get_string|%s}}]]
| style="text-align:center;font-weight:bold" | {{ItemType|%s|{{#invoke:Lang|get_string|CitadelCategory%s}}}}
| data-sort-value="%d" style="text-align:center;font-size:15px" | {{Souls|%d}}
| {{#invoke:Utilities|process_variables|%s_active_desc|%s}}{{#invoke:Utilities|process_variables|%s_desc|%s}}{{#invoke:Utilities|process_variables|%s_active|%s}}
| style="text-align:center;font-size:16px" | {{#invoke:ItemData|get_prop|%s|AbilityCooldown}}s
]=],
            bg_color,
            item.name,
            item.name, item.key,
            item_type, item_type,
            item.cost, item.cost,
            item.key, item.name, item.key, item.name, item.key, item.name,
            item.name)
     end
   
    wikitext = wikitext .. "\n|}"
   
    return frame:preprocess(wikitext)
end
end


return p
return p

Latest revision as of 17:07, 14 August 2026

Documentation for this module may be created at Module:Sandbox/LVL/doc

local p = {}

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

local function get_nested_stat_value(hero_data, stat_key)
    if hero_data[stat_key] ~= nil then
        return hero_data[stat_key]
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
        return hero_data.Weapon[stat_key]
    elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
        return hero_data.Weapon.AltFire[stat_key]
    end
    return 0
end

local function localize(key, fallback)
    local result = lang_module.get_string(key)
    if result == "" or result == nil then
        result = util_module.add_space_before_cap(fallback) ..
                 mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
    end
    return result
end

-- =========================================================================
--  DPS calculation helpers
-- =========================================================================

local function calculate_dps(stats, dps_type)
    local rps = stats.RoundsPerSecond or 0
    if rps == 0 then return 0 end

    local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
    local burst_count = stats.BulletsPerBurst or 1
    local cycle_time = 1 / rps
    local total_cycle_time = cycle_time * burst_count

    if total_cycle_time == 0 then return 0 end

    local base_damage = stats.BulletDamage or 0
    if dps_type == 'burst' then
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
    end

    local clip_size = stats.ClipSize or 0
    if clip_size <= 0 then
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
    end

    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

-- Compute how much DPS changes when all relevant component scalings are applied.
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
    local scaling_source = hero_data[scaling_type .. "Scaling"] or {}

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

    -- ClipSize is shared between fire modes; fall back to primary scaling
    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
        return 0
    end

    local base_dps = calculate_dps(base_stats, dps_type)
    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

-- =========================================================================
--  Main module function
-- =========================================================================

p.write_hero_comparison_table = function(frame)
    local power_increases = tonumber(frame.args[1]) or 0
    local spirit_power    = tonumber(frame.args[2]) or 0
    local max_power       = tonumber(frame.args[3]) or 25
    local max_spirit      = tonumber(frame.args[4]) or 500

    local display_scaling_icons = (power_increases == 0 and spirit_power == 0)

    local body_str = ""

    local stats_to_include = {
        Weapon = {
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
            "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
            "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
            "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
            "CritDamageBonusPercent", "BulletRadius", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
        },
        Vitality = {
            "MaxHealth", "BaseHealthRegen", "BulletResist", "TechResist", "MeleeResist",
            "CritDamageReceivedPercent", "DebuffResist", "BulletLifesteal", "MaxMoveSpeed",
            "SprintSpeed", "StaminaCooldown", "Stamina", "GroundDashSpeed", "GravityChange"
        },
        Spirit = { "TechPower" }
    }

    -- Collect and sort heroes alphabetically, excluding disabled/in-development
    local sorted_heroes = {}
    for hero_key, hero_data in pairs(heroes_data) do
        if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
            table.insert(sorted_heroes, {key = hero_key, data = hero_data})
        end
    end
    table.sort(sorted_heroes, function(a, b)
        local function get_sort_name(name)
            return (name:gsub("^The ", ""))
        end
        return get_sort_name(a.data["Name"] or a.key) < get_sort_name(b.data["Name"] or b.key)
    end)

    -- Build a single stat cell (<td>) with data attributes for JS recalculation
    local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
        -- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
        local unit_conversion = {
            BulletRadius = 100  -- metres to centimetres
        }
        local conv_factor = unit_conversion[attr_key] or 1

        local base_value
        if is_alt_fire then
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
                base_value = get_nested_stat_value(hero_data, attr_key)
            elseif hero_data.Weapon and hero_data.Weapon.AltFire
                and hero_data.Weapon.AltFire[attr_key] ~= nil then
                base_value = hero_data.Weapon.AltFire[attr_key]
            else
                base_value = get_nested_stat_value(hero_data, attr_key)
            end
        else
            base_value = get_nested_stat_value(hero_data, attr_key)
        end

        -- Apply unit conversion to the base value
        if type(base_value) == "number" then
            base_value = base_value * conv_factor
        end

        local stat_value = base_value

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

        local scaling_strs = ""
        local spirit_scale = 0
        local level_scale  = 0
        local spirit_val = 0
        local level_val  = 0
        if scaling_data ~= nil then
            for scaling_val, scaling_type in pairs(scaling_data) do
                if scaling_type == "Spirit" then
                    spirit_val = scaling_val * conv_factor  -- apply unit conversion
                elseif scaling_type == "Level" then
                    level_val = scaling_val * conv_factor   -- apply unit conversion
                end
            end

            -- Output Spirit icon before Level icon
            local function append_scaling(val, stype)
                if val ~= 0 then
                    local scaling_str = hero_data_module.write_scalar_str(val, stype, true)
                    if scaling_str ~= "" then
                        scaling_strs = scaling_strs .. " " .. scaling_str
                    end
                end
            end
            append_scaling(spirit_val, "Spirit")
            append_scaling(level_val, "Level")

            if type(stat_value) == "number" then
                stat_value = stat_value + (spirit_power * spirit_val)
                stat_value = stat_value + (power_increases * level_val)
            end

            spirit_scale = spirit_val
            level_scale  = level_val
        end

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

        local innate_spirit_scale =
            (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0

        if not display_scaling_icons then scaling_strs = "" end

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

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

        local weapon_table = hero_data.Weapon
        if is_alt_fire and weapon_table and weapon_table.AltFire then
            weapon_table = weapon_table.AltFire
        end
        local hit_once = "false"
        if (attr_key == "DPS" or attr_key == "SustainedDPS")
            and weapon_table
            and weapon_table.HitOnceAcrossAllBullets
        then
            hit_once = "true"
        end

        local data_attrs = string.format(
            'data-stat-name="%s" data-base="%s" data-spirit-scale="%s" data-level-scale="%s" data-innate-spirit-scale="%s" data-sort-value="%s" data-hit-once="%s"',
            attr_key,
            tostring(type(base_value) == "number" and util_module.round_to_sig_fig(base_value, 3) or base_value),
            tonumber(spirit_scale) or 0,
            (attr_key == "TechPower") and "0" or (tonumber(level_scale) or 0),
            innate_spirit_scale or 0,
            stat_value,
            hit_once
        )

        return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
    end

    -- Generate a hero's primary stat row
    local function generatePrimaryRow(hero_data, hero_key, has_alt)
        local row_str = ""
        local hero_name_local = localize(hero_key, hero_key)
        local hero_name_en = hero_data["Name"]
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
        local hero_cell_content = hero_icon
        if has_alt then
            hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
        end
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
        row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 10; background-color: var(--background-color-base-2); isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
        for _, category in ipairs(attribute_orders["category_order"]) do
            if stats_to_include[category] ~= nil then
                for _, attr_key in ipairs(stats_to_include[category]) do
                    row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, false, category)
                end
            end
        end
        return "<tr>" .. row_str .. "</tr>"
    end

    -- Generate an expandable alt-fire sub-row (weapon stats only)
    local function generateAltFireSubRow(hero_data, hero_key)
        local row_str = ""
        local hero_name_local = localize(hero_key, hero_key)
        local hero_name_en = hero_data["Name"]
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
        local hero_cell_content = hero_icon .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
        row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 9; background-color: #202122; isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
        for _, category in ipairs(attribute_orders["category_order"]) do
            if stats_to_include[category] ~= nil then
                for _, attr_key in ipairs(stats_to_include[category]) do
                    if category == "Weapon" then
                        row_str = row_str .. buildStatCell(hero_data, hero_key, attr_key, true, category)
                    else
                        row_str = row_str .. '<td></td>'
                    end
                end
            end
        end
        return '<tr class="alt-fire-sub" data-parent="' .. hero_key .. '">' .. row_str .. '</tr>'
    end

    -- Build all body rows
    for _, hero_entry in ipairs(sorted_heroes) do
        local hero_key  = hero_entry.key
        local hero_data = hero_entry.data
        local has_alt = hero_data.Weapon and hero_data.Weapon.AltFire and true or false
        body_str = body_str .. generatePrimaryRow(hero_data, hero_key, has_alt)
        if has_alt then
            body_str = body_str .. generateAltFireSubRow(hero_data, hero_key)
        end
    end

    -- Pre-pass: determine which stats have any scaling, and which have both types.
    -- Used to set column widths in the header.
    local stats_with_any_scaling  = {}
    local stats_with_both_scaling = {}
    for _, hero_entry in ipairs(sorted_heroes) do
        local hero_data = hero_entry.data
        for _, category in ipairs(attribute_orders["category_order"]) do
            if stats_to_include[category] ~= nil then
                for _, attr_key in ipairs(stats_to_include[category]) do
                    -- Primary scaling
                    local scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
                    if scaling_data ~= nil and next(scaling_data) ~= nil then
                        stats_with_any_scaling[attr_key] = true
                        local has_spirit, has_level = false, false
                        for _, scaling_type in pairs(scaling_data) do
                            if scaling_type == "Spirit" then has_spirit = true
                            elseif scaling_type == "Level" then has_level = true end
                        end
                        if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
                    end

                    -- Alt-fire scaling (only for stats present in the AltFire table)
                    if hero_data.Weapon
                        and hero_data.Weapon.AltFire
                        and hero_data.Weapon.AltFire[attr_key] ~= nil
                    then
                        if attr_key ~= "ClipSize" then
                            local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                            if alt_scaling and next(alt_scaling) ~= nil then
                                stats_with_any_scaling[attr_key] = true
                                local has_spirit_alt, has_level_alt = false, false
                                for _, stype in pairs(alt_scaling) do
                                    if stype == "Spirit" then has_spirit_alt = true
                                    elseif stype == "Level" then has_level_alt = true end
                                end
                                if has_spirit_alt and has_level_alt then stats_with_both_scaling[attr_key] = true end
                            else
                                if attr_key == "DPS" or attr_key == "SustainedDPS" then
                                    local alt_stats = hero_data.Weapon.AltFire
                                    local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                                    local lv = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                                    local sp = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
                                    lv = util_module.round_to_sig_fig(lv, 5)
                                    sp = util_module.round_to_sig_fig(sp, 5)
                                    if lv ~= 0 or sp ~= 0 then
                                        stats_with_any_scaling[attr_key] = true
                                        if lv ~= 0 and sp ~= 0 then
                                            stats_with_both_scaling[attr_key] = true
                                        end
                                    end
                                end
                            end
                        end
                    end
                end
            end
        end
    end

    -- Build table header row
    local headers_str = '<th style="position: sticky; left: 0; top: -1px; z-index: 12; background-color: var(--background-color-base-5); isolation: isolate; min-width: 150px;">Hero</th>'
    local category_data = attribute_module.get_category_data()
    local postfix_key_map = {
        ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
        ["BulletsPerShot"] = "",
        ["BulletsPerBurst"] = "",
        ["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
        ["ReloadSingle"] = "",
        ["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
        ["SustainedDPS"] = "DPS_postfix",
        ["RoundsPerSecondAtMaxSpin"] = "",
        ["CritDamageBonusPercent"]   = "StatDesc_CritDamageBonusScale_postfix",
		["CritDamageReceivedPercent"] = "StatDesc_CritDamageReceivedScale_postfix",
        ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
        ["GroundDashSpeed"] = "DashSpeed_postfix"
    }
    for _, category in ipairs(attribute_orders["category_order"]) do
        local category_attrs = attributes_data[category]
        local category_rgb   = category_data[category]["rgb"]
        if stats_to_include[category] ~= nil then
            for _, attr_key in ipairs(stats_to_include[category]) do
                local attr_data = category_attrs[attr_key]
                
                -- Fallback: if the stat is missing from this category, check all other categories
                if attr_data == nil then
                    for _, fallback_cat_data in pairs(attributes_data) do
                        if fallback_cat_data[attr_key] ~= nil then
                            attr_data = fallback_cat_data[attr_key]
                            break
                        end
                    end
                end

                local attr_localized, postfix
                if attr_data ~= nil then
                    attr_localized = lang_module.get_string(attr_data["label"])
                    if attr_localized == nil or attr_localized == "" then
                        attr_localized = util_module.add_space_before_cap(attr_key)
                    end
                    postfix = lang_module.get_string(attr_data["postfix"])
                    if postfix == nil or postfix == "" then postfix = ""
                    else postfix = " (" .. postfix .. ")" end
                    if attr_key == "BulletRadius" then postfix = " (cm)" end
                else
                    attr_localized = dictionary_module.translate(attr_key)
                    postfix = lang_module.get_string(postfix_key_map[attr_key])
                    if postfix == nil then return "attr_key " .. attr_key .. " must be added to postfix_key_map" end
                    if postfix ~= "" then postfix = " (" .. postfix .. ")" end
                end
                local th_style = 'position: sticky; top: -1px; z-index: 3; background-color: rgb(' .. category_rgb .. ');'
                if stats_with_both_scaling[attr_key] then
                    th_style = th_style .. ' min-width: 130px;'
                elseif stats_with_any_scaling[attr_key] then
                    th_style = th_style .. ' min-width: 75px;'
                end
                headers_str = headers_str .. '<th style="' .. th_style .. '">' .. attr_localized .. postfix .. "</th>"
            end
        end
    end
    headers_str = "<tr>" .. headers_str .. "</tr>"

    return string.format(
        '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
        '<div style="overflow: auto; max-height: 70vh; width: 100%%;">' ..
        '<table class="wikitable sortable" style="table-layout: auto; width: 100%%;" id="hero-comparison-table">%s%s</table>' ..
        '</div></div>',
        max_power, max_spirit, headers_str, body_str
    )
end

return p