Module:Sandbox/LVL: Difference between revisions

LVL (talk | contribs)
No edit summary
LVL (talk | contribs)
No edit summary
 
(116 intermediate revisions by the same user not shown)
Line 1: Line 1:
local data = mw.loadJsonData("Data:AbilityCards.json")
local p = {}
local raw_ability_data = mw.loadJsonData("Data:AbilityData.json")


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')


-- returns the table of a specific ability from Data:AbilityCards.json
local function get_nested_stat_value(hero_data, stat_key)
function get_ability(hero_key, ability_num)
    if hero_data[stat_key] ~= nil then
local ui_data = data[hero_key]
        return hero_data[stat_key]
if(ui_data == nil) then return "Hero Not Found" end
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
return ui_data[tonumber(ability_num)]
        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
end


-- Returns the table of a specific ability from Data:AbilityData.json by its Key or Name
local function localize(key, fallback)
-- It first attempts a direct lookup by key for efficiency. If that fails, it iterates
     local result = lang_module.get_string(key)
-- through the data to find a matching Name property.
    if result == "" or result == nil then
-- @function  find_json_ability
        result = util_module.add_space_before_cap(fallback) ..
-- @param      {string} identifier - The ability's key or name
                mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
-- @return     {table} or nil
    end
local function find_json_ability(identifier)
    return result
-- First, try a direct lookup by key (most efficient method)
if raw_ability_data[identifier] then
return raw_ability_data[identifier]
end
-- If not found by key, loop through and search by the "Name" property as a fallback
-- Skip any ability that is explicitly disabled
for _, v in pairs(raw_ability_data) do
if v.Name == identifier and not v.IsDisabled then
return v
end
end
-- If not found by either method, return nil
return nil
end
end


--{{#invoke:AbilityData|get_ability_name|HERO_NAME|ABILITY_NUM}}--
-- =========================================================================
p.get_ability_name = function(frame)
-- DPS calculation helpers
local hero_name = frame.args[1]
-- =========================================================================
local ability_num = frame.args[2]
 
local function calculate_dps(stats, dps_type)
local ability = get_ability(hero_name, ability_num)
    local rps = stats.RoundsPerSecond or 0
if(ability == nil) then return "Ability Not Found" end
    if rps == 0 then return 0 end
return ability.Name
 
    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
end


--{{#invoke:AbilityData|get_ability_prop|ability_key_or_name|prop}}--
-- Compute how much DPS changes when all relevant component scalings are applied.
p.get_ability_prop = function(frame)
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
local ability_identifier = frame.args[1]
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
local prop = frame.args[2]
    local scaling_source = hero_data[scaling_type .. "Scaling"] or {}
 
     -- Use the new, more flexible lookup function
    local component_scalings = {}
local ability = find_json_ability(ability_identifier)
    local possible_keys = {
if(ability == nil) then return "Ability Not Found" end
        "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


local element = ability[prop]
    -- ClipSize is shared between fire modes; fall back to primary scaling
if element == nil then return "" end
    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 the property is a table, return its Value field
    if next(component_scalings) == nil then
if type(element) == "table" then
        return 0
    return element.Value or ""
    end
end


-- otherwise return the scalar value
    local base_dps = calculate_dps(base_stats, dps_type)
return element
    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
end


--{{#invoke:AbilityData|get_ability_upgrade_prop|ability_key_or_name|upgrade_num|prop}}--
-- =========================================================================
-- Gets a specific property from a specific upgrade of an ability.
-- Main module function
-- @param {string} frame.args[1] - The ability's key (e.g., "ability_afterburn") or name (e.g., "Afterburn").
-- =========================================================================
-- @param {string|number} frame.args[2] - The upgrade number (1, 2, or 3).
-- @param {string} frame.args[3] - The name of the property to retrieve.
p.get_ability_upgrade_prop = function(frame)
local ability_identifier = frame.args[1]
local upgrade_num_str  = frame.args[2]
local prop            = frame.args[3]
local debug            = frame.args.debug      -- ← NEW


if not (ability_identifier and upgrade_num_str and prop) then
p.write_hero_comparison_table = function(frame)
return debug and "Missing args" or ""
    local power_increases = tonumber(frame.args[1]) or 0
end
    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 ability = find_json_ability(ability_identifier)
    local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
if not ability then
return debug and "Ability not found" or ""
end


local upgrades = ability.Upgrades
    local body_str = ""
if type(upgrades) ~= "table" then
return debug and "No upgrades" or ""
end


local upgrade_num = tonumber(upgrade_num_str)
    local stats_to_include = {
if not upgrade_num or not upgrades[upgrade_num] then
        Weapon = {
return debug and "Upgrade not found" or ""
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
end
            "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" }
    }


local element = upgrades[upgrade_num][prop]
    -- Collect and sort heroes alphabetically, excluding disabled/in-development
if element == nil then
    local sorted_heroes = {}
return debug and "Prop missing" or ""
    for hero_key, hero_data in pairs(heroes_data) do
end
        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)


-- return the value (number or string) directly
    -- Build a single stat cell (<td>) with data attributes for JS recalculation
local out = type(element) == "table" and (element.Value or "") or tostring(element)
    local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
return debug and (""..out.."") or out
        -- 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
end


return p
return p