Module:Sandbox/LVL: Difference between revisions

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


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


-- Compute DPS scaling delta for a given dps_type and scaling source
-- Compute how much DPS changes when all relevant component scalings are applied.
-- base_stats: table of alt-fire weapon stats (from Weapon.AltFire)
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
-- hero_data: full hero data (to look up LevelScaling/SpiritScaling)
-- scaling_type: "Level" or "Spirit"
-- returns a single numeric scaling value (e.g., how much the DPS increases per boon or per spirit point)
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
     local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
     local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
   
 
     local component_scalings = {}
     local component_scalings = {}
     local possible_keys = {
     local possible_keys = {
Line 92: Line 87:
     end
     end


     -- ClipSize is shared between primary and alt-fire. If no AltFire scaling,
     -- ClipSize is shared between fire modes; fall back to primary scaling
    -- use primary ClipSize scaling (the alt-fire row already uses primary base value)
     if base_stats.ClipSize and not component_scalings.ClipSize then
     if base_stats.ClipSize and not component_scalings.ClipSize then
         local primary_clip_scale = scaling_source["ClipSize"]
         local primary_clip_scale = scaling_source["ClipSize"]
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         end
         end
     end
     end
    local scaled_dps = calculate_dps(scaled_stats, dps_type)
    return scaled_dps - base_dps
end
local function compute_dps_scaling_from_components(base_stats, dps_type, component_scalings)
    -- component_scalings is a table like { BulletDamage = 0.165 }
    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 base_dps = calculate_dps(base_stats, dps_type)
     local scaled_dps = calculate_dps(scaled_stats, dps_type)
     local scaled_dps = calculate_dps(scaled_stats, dps_type)
     return scaled_dps - base_dps
     return scaled_dps - base_dps
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--  Main module function
--  Main module function
-- =========================================================================
-- =========================================================================
p.write_hero_comparison_table = function(frame)
p.write_hero_comparison_table = function(frame)
     local power_increases = tonumber(frame.args[1]) or 0
     local power_increases = tonumber(frame.args[1]) or 0
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     local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
     local display_scaling_icons = (power_increases == 0 and spirit_power == 0)


     local body_str = ""
     local body_str = ""


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


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


     -- Shared stat cell builder
     -- 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)
     local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
        -- Conversion factors for stats that need unit changes (e.g. metres → centimetres)
        local unit_conversion = {
            BulletRadius = 100  -- metres to centimetres
        }
        local conv_factor = unit_conversion[attr_key] or 1
         local base_value
         local base_value
         if is_alt_fire then
         if is_alt_fire then
             if attr_key == "ClipSize" or attr_key == "ReloadTime" then
             if attr_key == "ClipSize" or attr_key == "ReloadTime" then
    base_value = get_nested_stat_value(hero_data, attr_key)
                base_value = get_nested_stat_value(hero_data, attr_key)
             elseif hero_data.Weapon and hero_data.Weapon.AltFire
             elseif hero_data.Weapon and hero_data.Weapon.AltFire
                 and hero_data.Weapon.AltFire[attr_key] ~= nil then
                 and hero_data.Weapon.AltFire[attr_key] ~= nil then
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         else
         else
             base_value = get_nested_stat_value(hero_data, attr_key)
             base_value = get_nested_stat_value(hero_data, attr_key)
        end
        -- Apply unit conversion to the base value
        if type(base_value) == "number" then
            base_value = base_value * conv_factor
         end
         end


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         if is_alt_fire then
         if is_alt_fire then
             if attr_key == "ClipSize" or attr_key == "ReloadTime" then
             if attr_key == "ClipSize" or attr_key == "ReloadTime" then
    scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            elseif hero_key == "hero_shiv" and attr_key == "BulletDamage" then
                 scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
                 scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            -- NEW: Shiv alt-fire DPS/SustainedDPS uses primary BulletDamage scaling
            elseif hero_key == "hero_shiv" and (attr_key == "DPS" or attr_key == "SustainedDPS")
                and hero_data.Weapon and hero_data.Weapon.AltFire then
                local alt_stats = hero_data.Weapon.AltFire
                local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                -- get primary BulletDamage scaling
                local bd_scaling = hero_data_module.get_hero_scaling_data(hero_data, "BulletDamage")
                local level_scale = 0
                local spirit_scale = 0
                if bd_scaling and next(bd_scaling) ~= nil then
                    for val, stype in pairs(bd_scaling) do
                        local component = { ["BulletDamage"] = val }
                        local delta = compute_dps_scaling_from_components(alt_stats, dps_type, component)
                        if stype == "Level" then
                            level_scale = delta
                        elseif stype == "Spirit" then
                            spirit_scale = delta
                        end
                    end
                end
                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
            -- General DPS computation for other heroes
             elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
             elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
                 and hero_data.Weapon and hero_data.Weapon.AltFire then
                 and hero_data.Weapon and hero_data.Weapon.AltFire then
                -- Alt-fire DPS/SustainedDPS: use explicit key if present, otherwise compute from components
                 local direct_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                 local direct_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                 if direct_scaling and next(direct_scaling) ~= nil then
                 if direct_scaling and next(direct_scaling) ~= nil then
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         local level_val  = 0
         local level_val  = 0
         if scaling_data ~= nil then
         if scaling_data ~= nil then
            -- Find the scaling values for each type
             for scaling_val, scaling_type in pairs(scaling_data) do
             for scaling_val, scaling_type in pairs(scaling_data) do
                 if scaling_type == "Spirit" then
                 if scaling_type == "Spirit" then
                     spirit_val = scaling_val
                     spirit_val = scaling_val * conv_factor  -- apply unit conversion
                 elseif scaling_type == "Level" then
                 elseif scaling_type == "Level" then
                     level_val = scaling_val
                     level_val = scaling_val * conv_factor  -- apply unit conversion
                 end
                 end
             end
             end


             -- Build strings: Spirit first, then Level
             -- Output Spirit icon before Level icon
             local function append_scaling(val, stype)
             local function append_scaling(val, stype)
                 if val ~= 0 then
                 if val ~= 0 then
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             append_scaling(level_val, "Level")
             append_scaling(level_val, "Level")


            -- Update the stat value for display (only if numeric)
             if type(stat_value) == "number" then
             if type(stat_value) == "number" then
                 stat_value = stat_value + (spirit_power * spirit_val)
                 stat_value = stat_value + (spirit_power * spirit_val)
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             stat_value = tostring(stat_value)
             stat_value = tostring(stat_value)
         else
         else
             stat_value = util_module.round_to_sig_fig(stat_value, 3)
             stat_value = util_module.round_to_sig_fig(stat_value, 5)
         end
         end


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     end
     end


     -- Primary row generator (unchanged)
     -- Generate a hero's primary stat row
     local function generatePrimaryRow(hero_data, hero_key, has_alt)
     local function generatePrimaryRow(hero_data, hero_key, has_alt)
         local row_str = ""
         local row_str = ""
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             hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
             hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
         end
         end
         local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")        row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 9; background-color: #202122; isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
         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
         for _, category in ipairs(attribute_orders["category_order"]) do
             if stats_to_include[category] ~= nil then
             if stats_to_include[category] ~= nil then
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     end
     end


     -- Alt-fire sub-row generator (unchanged except hero cell with icon)
     -- Generate an expandable alt-fire sub-row (weapon stats only)
     local function generateAltFireSubRow(hero_data, hero_key)
     local function generateAltFireSubRow(hero_data, hero_key)
         local row_str = ""
         local row_str = ""
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         local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
         local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
         local hero_cell_content = hero_icon .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
         local hero_cell_content = hero_icon .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
         local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")        row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 10; background-color: #202122; isolation: isolate; overflow: hidden; min-width: 150px;" data-sort-value="' .. sort_name .. '">' .. hero_cell_content .. '</td>'
         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
         for _, category in ipairs(attribute_orders["category_order"]) do
             if stats_to_include[category] ~= nil then
             if stats_to_include[category] ~= nil then
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     end
     end


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


     -- Pre-pass (unchanged)
     -- 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_any_scaling  = {}
     local stats_with_both_scaling = {}
     local stats_with_both_scaling = {}
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             if stats_to_include[category] ~= nil then
             if stats_to_include[category] ~= nil then
                 for _, attr_key in ipairs(stats_to_include[category]) do
                 for _, attr_key in ipairs(stats_to_include[category]) do
                    -- Primary scaling
                     local scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
                     local scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
                     if scaling_data ~= nil and next(scaling_data) ~= nil then
                     if scaling_data ~= nil and next(scaling_data) ~= nil then
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                         if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
                         if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
                     end
                     end
                    -- alt-fire checks (unchanged, but now DPS/SustainedDPS might be computed and should be caught)
 
                     -- Alt-fire scaling (only if the stat exists in AltFire)
                     -- Alt-fire scaling (only for stats present in the AltFire table)
                     if hero_data.Weapon
                     if hero_data.Weapon
                         and hero_data.Weapon.AltFire
                         and hero_data.Weapon.AltFire
Line 423: Line 389:
                             local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                             local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                             if alt_scaling and next(alt_scaling) ~= nil then
                             if alt_scaling and next(alt_scaling) ~= nil then
                                 if not (hero_entry.key == "hero_shiv" and attr_key == "BulletDamage") then
                                 stats_with_any_scaling[attr_key] = true
                                    stats_with_any_scaling[attr_key] = true
                                local has_spirit_alt, has_level_alt = false, false
                                    local has_spirit_alt, has_level_alt = false, false
                                for _, stype in pairs(alt_scaling) do
                                    for _, stype in pairs(alt_scaling) do
                                    if stype == "Spirit" then has_spirit_alt = true
                                        if stype == "Spirit" then has_spirit_alt = true
                                    elseif stype == "Level" then has_level_alt = true end
                                        elseif stype == "Level" then has_level_alt = true end
                                    end
                                    if has_spirit_alt and has_level_alt then stats_with_both_scaling[attr_key] = true end
                                 end
                                 end
                                if has_spirit_alt and has_level_alt then stats_with_both_scaling[attr_key] = true end
                             else
                             else
                                -- Special handling for Shiv alt-fire DPS/SustainedDPS
                                 if attr_key == "DPS" or attr_key == "SustainedDPS" then
                                 if hero_entry.key == "hero_shiv" and (attr_key == "DPS" or attr_key == "SustainedDPS") then
                                    local bd_scaling = hero_data_module.get_hero_scaling_data(hero_data, "BulletDamage")
                                    if bd_scaling and next(bd_scaling) ~= nil then
                                        local alt_stats = hero_data.Weapon.AltFire
                                        local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                                        for val, stype in pairs(bd_scaling) do
                                            local component = { BulletDamage = val }
                                            local delta = compute_dps_scaling_from_components(alt_stats, dps_type, component)
                                            if delta ~= 0 then
                                                stats_with_any_scaling[attr_key] = true
                                                -- assume if only one type, it's not both
                                                if stype == "Level" then
                                                    -- could still be both if both level and spirit scaling exist, but Shiv doesn't have spirit
                                                end
                                            end
                                        end
                                    end
                                -- General DPS computation for other heroes
                                elseif attr_key == "DPS" or attr_key == "SustainedDPS" then
                                     local alt_stats = hero_data.Weapon.AltFire
                                     local alt_stats = hero_data.Weapon.AltFire
                                     local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                                     local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
Line 474: Line 419:
     end
     end


     -- Header (unchanged)
     -- Build table header row
     local headers_str = '<th style="position: sticky; left: 0; top: -1px; z-index: 12; background-color: #27292d; isolation: isolate; min-width: 150px;">Hero</th>'
     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 category_data = attribute_module.get_category_data()
     local postfix_key_map = {
     local postfix_key_map = {
Line 486: Line 431:
         ["SustainedDPS"] = "DPS_postfix",
         ["SustainedDPS"] = "DPS_postfix",
         ["RoundsPerSecondAtMaxSpin"] = "",
         ["RoundsPerSecondAtMaxSpin"] = "",
         ["CritDamageBonusScale"] = "StatDesc_CritDamageBonusScale_postfix",
         ["CritDamageBonusPercent"]   = "StatDesc_CritDamageBonusScale_postfix",
        ["BonusCritDamagePercent"] = "BonusCritDamagePercent_postfix",
["CritDamageReceivedPercent"] = "StatDesc_CritDamageReceivedScale_postfix",
         ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
         ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
         ["GroundDashSpeed"] = "DashSpeed_postfix"
         ["GroundDashSpeed"] = "DashSpeed_postfix"
Line 497: Line 442:
             for _, attr_key in ipairs(stats_to_include[category]) do
             for _, attr_key in ipairs(stats_to_include[category]) do
                 local attr_data = category_attrs[attr_key]
                 local attr_data = category_attrs[attr_key]
               
                -- Fallback: if the stat is missing from this category, check all other categories
                if attr_data == nil then
                    for _, fallback_cat_data in pairs(attributes_data) do
                        if fallback_cat_data[attr_key] ~= nil then
                            attr_data = fallback_cat_data[attr_key]
                            break
                        end
                    end
                end
                 local attr_localized, postfix
                 local attr_localized, postfix
                 if attr_data ~= nil then
                 if attr_data ~= nil then
Line 506: Line 462:
                     if postfix == nil or postfix == "" then postfix = ""
                     if postfix == nil or postfix == "" then postfix = ""
                     else postfix = " (" .. postfix .. ")" end
                     else postfix = " (" .. postfix .. ")" end
                    if attr_key == "BulletRadius" then postfix = " (cm)" end
                 else
                 else
                     attr_localized = dictionary_module.translate(attr_key)
                     attr_localized = dictionary_module.translate(attr_key)