Module:Sandbox/LVL: Difference between revisions

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local p = {}
local p = {}


-- Load language codes
local heroes_data      = mw.loadJsonData("Data:HeroData.json")
local lang_codes = mw.loadJsonData("Data:LangCodes.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')


-- Cache for compiled icon data (persists during page render)
local function get_nested_stat_value(hero_data, stat_key)
local iconDataCache = nil
    if hero_data[stat_key] ~= nil then
local cachedLangCode, cachedLangData
        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


-- Build unified lookup table from bot-uploaded JSONs
    local clip_size = stats.ClipSize or 0
local function buildIconData()
     if clip_size <= 0 then
     if iconDataCache then
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
         return iconDataCache
     end
     end
   
 
     local lookup = {}
     local reload_time
      
     if stats.ReloadSingle then
    -- Load bot data
        reload_time = (stats.ReloadTime or 0) * clip_size
    local heroData = mw.loadJsonData("Data:HeroData.json")
     else
     local abilityData = mw.loadJsonData("Data:AbilityData.json")
        reload_time = stats.ReloadTime or 0
     local itemData = mw.loadJsonData("Data:ItemData.json")
    end
      
    reload_time = reload_time + (stats.ReloadDelay or 0)
     -- Track which hero owns which ability (for linking)
 
     local abilityToHero = {}
     local time_to_empty_clip = (clip_size / burst_count) * total_cycle_time
      
     local damage_from_clip = base_damage * bullets_per_shot * clip_size
    -- Process Heroes
     local total_time = time_to_empty_clip + reload_time
    for heroKey, hero in pairs(heroData) do
     if total_time == 0 then return 0 end
        if type(hero) == "table" and hero.Name then
     return damage_from_clip / total_time
            local name = hero.Name
end
            local lowerName = name:lower()
 
           
-- Compute how much DPS changes when all relevant component scalings are applied.
            lookup[lowerName] = {
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
                name = name,
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
                key = heroKey,
    local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
                link = name,
 
                image = name .. ".png",
    local component_scalings = {}
                type = "hero"
    local possible_keys = {
            }
        "BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
           
        "ReloadDelay", "BulletsPerShot", "BulletsPerBurst"
            -- Map abilities to parent hero
    }
            if hero.BoundAbilities then
    for _, key in ipairs(possible_keys) do
                for slot, ability in pairs(hero.BoundAbilities) do
        local alt_key = key .. "AltFire"
                    if ability.Key then
        if scaling_source[alt_key] then
                        abilityToHero[ability.Key] = {
            component_scalings[key] = scaling_source[alt_key]
                            heroName = name,
                            abilityName = ability.Name -- Use name from hero data if available
                        }
                    end
                end
            end
         end
         end
     end
     end
   
 
     -- Process Abilities
     -- ClipSize is shared between fire modes; fall back to primary scaling
     for abilityKey, ability in pairs(abilityData) do
     if base_stats.ClipSize and not component_scalings.ClipSize then
        if type(ability) == "table" and ability.Name then
        local primary_clip_scale = scaling_source["ClipSize"]
            local name = ability.Name
        if primary_clip_scale then
            local lowerName = name:lower()
             component_scalings.ClipSize = primary_clip_scale
            local parentInfo = abilityToHero[abilityKey]
           
            -- Determine link (fallback to ability name if no parent found)
            local link = parentInfo and parentInfo.heroName or name
           
             lookup[lowerName] = {
                name = name,
                key = abilityKey,
                link = link,
                image = name .. ".png",
                type = "ability",
                class = "theme"  -- Abilities get theme class by default
            }
         end
         end
     end
     end
   
 
    -- Process Items
     if next(component_scalings) == nil then
     for itemKey, item in pairs(itemData) do
        return 0
        if type(item) == "table" and item.Name then
    end
            local name = item.Name
 
            local lowerName = name:lower()
    local base_dps = calculate_dps(base_stats, dps_type)
           
    local scaled_stats = {}
            lookup[lowerName] = {
    for k, v in pairs(base_stats) do scaled_stats[k] = v end
                name = name,
    for comp_key, scale_val in pairs(component_scalings) do
                key = itemKey,
        if scaled_stats[comp_key] ~= nil then
                link = name,
            scaled_stats[comp_key] = scaled_stats[comp_key] + scale_val
                image = name .. ".png",
                type = "item"
            }
         end
         end
     end
     end
      
     local scaled_dps = calculate_dps(scaled_stats, dps_type)
    iconDataCache = lookup
     return scaled_dps - base_dps
     return lookup
end
end


-- Get icon data by name (with alias support)
-- =========================================================================
local function getIconData(iconName)
--  Main module function
     local data = buildIconData()
-- =========================================================================
     local lowerName = iconName:lower()
 
      
p.write_hero_comparison_table = function(frame)
    -- Check main lookup
    local power_increases = tonumber(frame.args[1]) or 0
    if data[lowerName] then
     local spirit_power    = tonumber(frame.args[2]) or 0
        return data[lowerName], nil
     local max_power      = tonumber(frame.args[3]) or 25
     end
     local max_spirit      = tonumber(frame.args[4]) or 500
   
 
     -- Check aliases (for edge cases like "doorman" -> "the doorman")
     local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
     local aliases = {
 
         ["doorman"] = "the doorman",
     local body_str = ""
        ["mo and krill"] = "mo & krill",
 
        ["mo"] = "mo & krill",
     local stats_to_include = {
         ["krill"] = "mo & krill",
         Weapon = {
        ["curse"] = "cursed relic",
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
        ["debuff remover"] = "dispel magic"
            "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" }
     }
     }
      
 
     if aliases[lowerName] then
     -- Collect and sort heroes alphabetically, excluding disabled/in-development
         return data[aliases[lowerName]], nil
     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
      
     table.sort(sorted_heroes, function(a, b)
    return nil, string.format("[[:Category:Module:Icon ERROR|Icon not found]] ('%s'). [[Category:Module:Icon ERROR]]", iconName)
        local function get_sort_name(name)
end
            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


-- Language handling (unchanged from your original)
        local innate_spirit_scale =
local function getLangData()
            (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
    if cachedLangData then
        return cachedLangCode, cachedLangData
    end


    local title = mw.title.getCurrentTitle().fullText
        if not display_scaling_icons then scaling_strs = "" end
    local subpageLang = title:match("/([^/]+)$")
    local langCode = (subpageLang and lang_codes[subpageLang]) and subpageLang or "en"


    local langData = {}
        if type(stat_value) == "boolean" then
    if langCode ~= "en" then
            stat_value = tostring(stat_value)
        local success, data = pcall(function()
        else
             return mw.loadJsonData("Data:Lang " .. langCode .. ".json")
             stat_value = util_module.round_to_sig_fig(stat_value, 5)
        end)
        if success and type(data) == "table" then
            langData = data
         end
         end
    end


    cachedLangCode = langCode
        local cell_inner = string.format(
    cachedLangData = langData
            '<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


    return langCode, langData
        local data_attrs = string.format(
end
            '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
        )


-- Main render function (updated to handle missing keys gracefully)
        return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
function p.render(frame)
     end
    local args = frame:getParent().args
    local name = args[1] or ""
    local customText = args.l1 or ""
   
    -- Set Defaults
    local size = args.size or "20px"
    local noLink = args["no-link"] == "true"
     local iconOnly = args["icon-only"] == "true"


     -- Scan unnamed parameters
     -- Generate a hero's primary stat row
     for k, v in pairs(args) do
     local function generatePrimaryRow(hero_data, hero_key, has_alt)
         if type(k) == "number" and k > 1 then
         local row_str = ""
            local val = mw.text.trim(v)
        local hero_name_local = localize(hero_key, hero_key)
           
        local hero_name_en = hero_data["Name"]
             if val == "icon-only" then
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
                iconOnly = true
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
            elseif val == "no-link" then
        local hero_cell_content = hero_icon
                noLink = true
        if has_alt then
            elseif val:match("^%d+px$") then  
             hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
                 size = val
        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
         end
         end
        return "<tr>" .. row_str .. "</tr>"
     end
     end


     -- Get icon data automatically from JSON
     -- Generate an expandable alt-fire sub-row (weapon stats only)
     local iconData, err = getIconData(name)
     local function generateAltFireSubRow(hero_data, hero_key)
    if not iconData then
        local row_str = ""
         return "Error: " .. err
        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
     end


     local langCode, langData = getLangData()
     -- Build all body rows
   
    for _, hero_entry in ipairs(sorted_heroes) do
    -- Determine display name
        local hero_key  = hero_entry.key
    local displayName = ""
        local hero_data = hero_entry.data
    if customText ~= "" then
         local has_alt = hero_data.Weapon and hero_data.Weapon.AltFire and true or false
         displayName = customText
         body_str = body_str .. generatePrimaryRow(hero_data, hero_key, has_alt)
    elseif iconData.key and langData[iconData.key] then
        if has_alt then
         displayName = langData[iconData.key]
            body_str = body_str .. generateAltFireSubRow(hero_data, hero_key)
    else
        end
        displayName = iconData.name
     end
     end


     -- Localize link if on translated subpage
     -- Pre-pass: determine which stats have any scaling, and which have both types.
     local baseLink = iconData.link or ""
    -- Used to set column widths in the header.
    local link = (langCode ~= "en" and baseLink ~= "") and (baseLink .. "/" .. langCode) or baseLink
    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


    -- Style logic (only abilities get theme class by default)
                    -- Alt-fire scaling (only for stats present in the AltFire table)
    local class = iconData.class or ""
                    if hero_data.Weapon
    local extra = (class:find("invert", 1, true) and " filter:invert(1);" or "")
                        and hero_data.Weapon.AltFire
    local style
                        and hero_data.Weapon.AltFire[attr_key] ~= nil
    if class:find("theme", 1, true) then
                    then
        style = 'class="module-icon-ability" style="position:relative; bottom:2px;' .. extra .. '"'
                        if attr_key ~= "ClipSize" then
    else
                            local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
        style = 'style="position:relative; bottom:2px;' .. extra .. '"'
                            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


     -- Generate icon HTML
     -- Build table header row
     local imageLink = noLink and "" or link
     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 iconHtml = string.format('<span %s>[[File:%s|%s|link=%s]]</span>', style, iconData.image, size, imageLink)
     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


    if iconOnly or displayName == "" then
                local attr_localized, postfix
         return iconHtml
                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
     end
    headers_str = "<tr>" .. headers_str .. "</tr>"


     local textHtml = (noLink or link == "") and displayName or string.format('[[%s|%s]]', link, displayName)
     return string.format(
    return '<span style="white-space:nowrap;">' .. iconHtml .. " " .. textHtml .. '</span>'
        '<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
end


return p
return p