Module:Sandbox/LVL: Difference between revisions

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local p = {}
local p = {}
local lang = require "Module:Lang"
local util_module = require "Module:Utilities"
local data = mw.loadJsonData("Data:Monster_Domosed/ItemData.json")


-- Get raw value, CSS class, and LocTokenOverride for a property
local heroes_data      = mw.loadJsonData("Data:HeroData.json")
local function get_raw_value(item_name, prop)
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
    local item = data[item_name] or nil
local attribute_orders  = mw.loadJsonData("Data:StatInfoboxOrder.json")
    if not item then
local util_module      = require('Module:Utilities')
        for k,v in pairs(data) do
local lang_module      = require('Module:Lang')
            if v.Name == item_name then item = v; break end
local dictionary_module = require('Module:Dictionary')
        end
local attribute_module  = require('Module:AttributeData')
    end
local hero_data_module  = require('Module:HeroData')
    if not item then return nil, nil, nil end


    local raw_prop = item[prop]
local function get_nested_stat_value(hero_data, stat_key)
     if type(raw_prop) == "table" then
     if hero_data[stat_key] ~= nil then
         local loc_override = raw_prop.LocTokenOverride or prop
         return hero_data[stat_key]
         return raw_prop.Value, raw_prop.CSSClass, loc_override
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
     else
         return hero_data.Weapon[stat_key]
         return raw_prop, nil, prop
     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
     end
    return 0
end
end


-- Check if property exists in language data
local function localize(key, fallback)
local function is_property_in_lang_data(prop)
     local result = lang_module.get_string(key)
     local suffixes = {"_label", "_Label", "_prefix", "_Prefix", "_postfix", "_Postfix", "_postvalue_label", "_Postvalue_Label"}
    if result == "" or result == nil then
    for _, suffix in ipairs(suffixes) do
        result = util_module.add_space_before_cap(fallback) ..
        if lang.get_string(prop .. suffix) then
                mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
            return true
        end
     end
     end
     return false
     return result
end
end


-- Get item by name, ignoring disabled if possible
-- =========================================================================
local function get_json_item(name)
--  DPS calculation helpers
    for _, v in pairs(data) do
-- =========================================================================
        if v.Name == name and (v.IsDisabled == false or v.IsDisabled == nil) then
 
            return v
local function calculate_dps(stats, dps_type)
        end
     local rps = stats.RoundsPerSecond or 0
     end
     if rps == 0 then return 0 end
     for _, v in pairs(data) do
        if v.Name == name then return v end
    end
    return nil
end


-- Helper function: get first non-nil string from variants
    local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
local function first_non_nil(...)
    local burst_count = stats.BulletsPerBurst or 1
    for i = 1, select("#", ...) do
    local cycle_time = 1 / rps
        local v = select(i, ...)
     local total_cycle_time = cycle_time * burst_count
        if v and v ~= "" then return v end
     end
    return ""
end


-- Helper: get lang string with case fallback
     if total_cycle_time == 0 then return 0 end
local function get_lang_with_fallback(base_key, suffix1, suffix2)
     return first_non_nil(
        lang.get_string(base_key .. suffix1),
        lang.get_string(base_key .. suffix2)
    )
end


-- Returns items that build from this item, sorted by tier
     local base_damage = stats.BulletDamage or 0
local function get_component_of_sorted(item_input)
     if dps_type == 'burst' then
     local target_key = nil
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
     if data[item_input] then
        target_key = item_input
    else
        for k, v in pairs(data) do
            if v.Name == item_input and (v.IsDisabled == false or v.IsDisabled == nil) then
                target_key = k; break
            end
         end
     end
     end
    if not target_key then return {} end


     local parents = {}
     local clip_size = stats.ClipSize or 0
     for key, item in pairs(data) do
     if clip_size <= 0 then
        if item.IsDisabled ~= true and item.Components and type(item.Components) == "table" then
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
            for _, comp in ipairs(item.Components) do
                if comp == target_key then
                    table.insert(parents, key)
                    break
                end
            end
         end
     end
     end


     table.sort(parents, function(a, b)
     local reload_time
         local tier_a = tonumber(data[a] and data[a]["Tier"]) or 0
    if stats.ReloadSingle then
         local tier_b = tonumber(data[b] and data[b]["Tier"]) or 0
         reload_time = (stats.ReloadTime or 0) * clip_size
        return tier_a < tier_b
    else
     end)
         reload_time = stats.ReloadTime or 0
    end
     reload_time = reload_time + (stats.ReloadDelay or 0)


     return parents
     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


-- Format stat value for Infobox, handling prefix/postfix, CSS, scaling, and conditional
-- Compute how much DPS changes when all relevant component scalings are applied.
-- allow_conditional should be true for ImportantProperties, false for regular Properties
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
local function format_stat(item_name, prop, skip_label, debug, allow_conditional)
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
     if allow_conditional == nil then allow_conditional = true end
     local scaling_source = hero_data[scaling_type .. "Scaling"] or {}


     if prop == "AbilityCooldown" and not skip_label then
     local component_scalings = {}
         return nil
    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
     end


     local value, css, loc_key = get_raw_value(item_name, prop)
     -- ClipSize is shared between fire modes; fall back to primary scaling
     if value == nil or value == 0 or value == "" then
     if base_stats.ClipSize and not component_scalings.ClipSize then
    return nil
        local primary_clip_scale = scaling_source["ClipSize"]
        if primary_clip_scale then
            component_scalings.ClipSize = primary_clip_scale
        end
     end
     end


     local numeric_val = tonumber(tostring(value):match("^-?%d+%.?%d*")) or 0
     if next(component_scalings) == nil then
    if numeric_val == 0 then
         return 0
         return nil
     end
     end


     local label_key = loc_key:gsub("^#", "")
     local base_dps = calculate_dps(base_stats, dps_type)
if not (
    local scaled_stats = {}
    lang.get_string(label_key.."_label") or
    for k, v in pairs(base_stats) do scaled_stats[k] = v end
    lang.get_string(label_key.."_Label") or
    for comp_key, scale_val in pairs(component_scalings) do
    lang.get_string(label_key.."_prefix") or
        if scaled_stats[comp_key] ~= nil then
    lang.get_string(label_key.."_Prefix") or
            scaled_stats[comp_key] = scaled_stats[comp_key] + scale_val
    lang.get_string(label_key.."_postfix") or
        end
    lang.get_string(label_key.."_Postfix") or
    end
    lang.get_string(label_key.."_postvalue_label") or
    local scaled_dps = calculate_dps(scaled_stats, dps_type)
    lang.get_string(label_key.."_Postvalue_Label")
    return scaled_dps - base_dps
) then
end
    return nil
end


if debug == 2 then
-- =========================================================================
    local label_val, prefix_val, postfix_val
--  Main module function
-- =========================================================================


    if lang.get_string(label_key.."_label") then
p.write_hero_comparison_table = function(frame)
        label_val = label_key.."_label"
    local power_increases = tonumber(frame.args[1]) or 0
    elseif lang.get_string(label_key.."_Label") then
    local spirit_power    = tonumber(frame.args[2]) or 0
        label_val = label_key.."_Label"
    local max_power      = tonumber(frame.args[3]) or 25
    else
    local max_spirit      = tonumber(frame.args[4]) or 500
        label_val = "(none)"
    end


    if lang.get_string(label_key.."_prefix") then
    local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
        prefix_val = label_key.."_prefix"
    elseif lang.get_string(label_key.."_Prefix") then
        prefix_val = label_key.."_Prefix"
    else
        prefix_val = "(none)"
    end


    if lang.get_string(label_key.."_postfix") then
    local body_str = ""
        postfix_val = label_key.."_postfix"
    elseif lang.get_string(label_key.."_Postfix") then
        postfix_val = label_key.."_Postfix"
    else
        postfix_val = "(none)"
    end


    return string.format(
    local stats_to_include = {
        "raw invoke key: %s | raw value: %s | label key used: %s | prefix key used: %s | postfix key used: %s",
        Weapon = {
        loc_key,
            "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate",
        tostring(value),
            "ClipSize", "ReloadTime", "ReloadDelay", "ReloadSingle", "BulletsPerShot", "BulletsPerBurst",
        label_val,
            "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage",
        prefix_val,
            "BulletSpeed", "FalloffStartRange", "FalloffEndRange",
        postfix_val
            "CritDamageBonusPercent", "BulletRadius", "RoundsPerSecondAtMaxSpin", "SpinAcceleration", "SpinDeceleration"
    )
        },
end
        Vitality = {
            "MaxHealth", "BaseHealthRegen", "BulletResist", "TechResist", "MeleeResist",
            "CritDamageReceivedPercent", "DebuffResist", "BulletLifesteal", "MaxMoveSpeed",
            "SprintSpeed", "StaminaCooldown", "Stamina", "GroundDashSpeed", "GravityChange"
        },
        Spirit = { "TechPower" }
    }


     if prop == "BuildUpPerShot" then label_key = "BuildupPerShot"
     -- Collect and sort heroes alphabetically, excluding disabled/in-development
    elseif prop == "DotDuration" then label_key = "DOTDuration"
    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)
        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)


     local label = skip_label and "" or get_lang_with_fallback(label_key, "_label", "_Label")
     -- Build a single stat cell (<td>) with data attributes for JS recalculation
    local prefix = get_lang_with_fallback(label_key, "_prefix", "_Prefix")
    local function buildStatCell(hero_data, hero_key, attr_key, is_alt_fire, category)
    local postfix = get_lang_with_fallback(label_key, "_postfix", "_Postfix")
        -- 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


    if prefix == "" and postfix == "" and label == "" then
        -- Apply unit conversion to the base value
    return nil
        if type(base_value) == "number" then
end
            base_value = base_value * conv_factor
        end


    local val_str = tostring(value)
        local stat_value = base_value


    ------------------------------------------------------------------
        -- Scaling lookup
    -- Apply prefix
        local scaling_data
    ------------------------------------------------------------------
        if is_alt_fire then
    if prefix ~= "" then
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
        if prefix == "{s:sign}" then
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
            local num = tonumber(val_str:match("^-?%d+%.?%d*"))
            elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
            if num and num >= 0 and not val_str:find("^%+") then
                and hero_data.Weapon and hero_data.Weapon.AltFire then
                 val_str = "+"..val_str
                -- 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
             end
         else
         else
             val_str = prefix..val_str
             scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
         end
         end
    end


    ------------------------------------------------------------------
        local scaling_strs = ""
    -- CSS-specific formatting (must run after prefix to avoid double +)
        local spirit_scale = 0
    ------------------------------------------------------------------
        local level_scale  = 0
    if css == "move_speed" or css == "sprint_speed" then
        local spirit_val = 0
        if postfix == "" or not postfix:find("%%") then
        local level_val  = 0
             val_str = val_str:gsub("/s", "") .. "/s"
        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
         end
         local num = tonumber(val_str:match("^-?%d+%.?%d*"))
 
        if num and num > 0 and not val_str:find("^%+") then
         if attr_key == "TechPower" and spirit_scale == 0 then
            val_str = "+" .. val_str
            spirit_scale = 1.0
            if type(stat_value) == "number" then
                stat_value = stat_value + (spirit_power * spirit_scale)
            end
         end
         end
    end


    ------------------------------------------------------------------
        local innate_spirit_scale =
    -- Append postfix
            (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
    ------------------------------------------------------------------
if prop ~= "BuildUpPerShot" and postfix ~= "" and not val_str:find(postfix, 1, true) then
    if postfix == "HP/s" then
        val_str = val_str .. " " .. postfix
    else
        val_str = val_str .. postfix
    end
end


    ------------------------------------------------------------------
        if not display_scaling_icons then scaling_strs = "" end
    -- Append scaling template {{Boon}} or {{Ss}}
    ------------------------------------------------------------------
    local item = get_json_item(item_name)
    local raw_prop = item[prop]
    if type(raw_prop) == "table" and raw_prop.Scale and raw_prop.Scale.Value ~= 0 then
        local scale_val = util_module.round_to_sig_fig(raw_prop.Scale.Value, 2)
        local template_name = (raw_prop.Scale.Type == "power_increase") and "Boon" or "Ss"
        val_str = val_str .. " " .. mw.getCurrentFrame():expandTemplate{ title = template_name, args = { scale_val } }
    end


    ------------------------------------------------------------------
        if type(stat_value) == "boolean" then
    -- Append label
            stat_value = tostring(stat_value)
    ------------------------------------------------------------------
         else
    if label ~= "" then
            stat_value = util_module.round_to_sig_fig(stat_value, 5)
         val_str = val_str.." "..label
        end
    end


    ------------------------------------------------------------------
        local cell_inner = string.format(
    -- Append (Conditional) — only shown for ImportantProperties
            '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
    ------------------------------------------------------------------
            stat_value,
if allow_conditional
            scaling_strs
    and type(raw_prop) == "table"
        )
    and (raw_prop.UsageFlags == "ConditionallyApplied" or raw_prop.UsageFlags == "ConditionallyEnemyApplied")
then
    local conditional_text = lang.get_string("Citadel_Shop_ConditionalAttribute")
    val_str = val_str .. string.format(' <span style="color:#C0C0C0">(%s)</span>', conditional_text)
end


    return val_str
        local weapon_table = hero_data.Weapon
end
        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


-- Special formatting for StatusEffect properties
        local data_attrs = string.format(
local function format_property_for_infobox(item_name, prop, skip_label, debug)
            '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"',
    if prop:match("^StatusEffect") then
            attr_key,
        return string.format(
            tostring(type(base_value) == "number" and util_module.round_to_sig_fig(base_value, 3) or base_value),
             "[[{{#invoke:Lang|get_string|Citadel_%s}}]] [[{{#invoke:Lang|get_string|Citadel_StatusEffect}}]]",
            tonumber(spirit_scale) or 0,
             prop
            (attr_key == "TechPower") and "0" or (tonumber(level_scale) or 0),
            innate_spirit_scale or 0,
             stat_value,
             hit_once
         )
         )
    else
        return format_stat(item_name, prop, skip_label, debug, true)
    end
end


function p.fill_tooltip(frame)
        return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
    local item_name = frame.args[1]
    if not item_name then return "Item name missing" end
 
    local debug = tonumber(frame.args.debug) or 0
    local item = get_json_item(item_name)
    if not item then return "Item not found" end
 
    local ItemData = require("Module:ItemData")
    local lines = {
        "{{Infobox item",
        "| item_name = " .. item_name
    }
 
    if item.StreetBrawl == true then
        table.insert(lines, "| street_brawl = true")
     end
     end


     ----------------------------------------------------------------------
     -- Generate a hero's primary stat row
     -- Check if AbilityCooldown or AbilityChargeUpTime exists in sections
     local function generatePrimaryRow(hero_data, hero_key, has_alt)
    ----------------------------------------------------------------------
        local row_str = ""
    local cooldown_found_in_sections = false
        local hero_name_local = localize(hero_key, hero_key)
    local chargeup_found_in_sections = false
        local hero_name_en = hero_data["Name"]
    for _, section in ipairs(item.TooltipSections or {}) do
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
         for _, entry in ipairs(section.Entries or {}) do
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
             for _, prop in ipairs(entry.Properties or {}) do
        local hero_cell_content = hero_icon
                if prop == "AbilityCooldown" then cooldown_found_in_sections = true end
        if has_alt then
                 if prop == "AbilityChargeUpTime" then chargeup_found_in_sections = true end
            hero_cell_content = '[[#alt-fire-' .. hero_key .. '|+]] ' .. hero_cell_content
            end
        end
            for _, prop in ipairs(entry.ImportantProperties or {}) do
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
                if prop == "AbilityCooldown" then cooldown_found_in_sections = true end
        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>'
                 if prop == "AbilityChargeUpTime" then chargeup_found_in_sections = true end
         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


     ----------------------------------------------------------------------
     -- Generate an expandable alt-fire sub-row (weapon stats only)
     -- Innate stats
     local function generateAltFireSubRow(hero_data, hero_key)
    ----------------------------------------------------------------------
        local row_str = ""
    local innate_index = 1
        local hero_name_local = localize(hero_key, hero_key)
    for _, section in ipairs(item.TooltipSections or {}) do
        local hero_name_en = hero_data["Name"]
         if section.Type == "EArea_Innate" then
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
            for _, entry in ipairs(section.Entries or {}) do
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
                 for _, prop in ipairs(entry.Properties or {}) do
        local hero_cell_content = hero_icon .. ' <small style="color:#aaa;">(Alt‑fire)</small>'
                     if prop ~= "AbilityCooldown" and prop ~= "AbilityChargeUpTime" then
        local sort_name = (hero_data["Name"] or hero_key):gsub("^The ", "")
                         local val = format_stat(item_name, prop, false, debug, false)
         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>'
                         if val then
        for _, category in ipairs(attribute_orders["category_order"]) do
                            table.insert(lines, string.format("| item_stat%d = %s", innate_index, val))
            if stats_to_include[category] ~= nil then
                            innate_index = innate_index + 1
                 for _, attr_key in ipairs(stats_to_include[category]) do
                        end
                     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
             end
             end
         end
         end
        return '<tr class="alt-fire-sub" data-parent="' .. hero_key .. '">' .. row_str .. '</tr>'
     end
     end


     ----------------------------------------------------------------------
     -- Build all body rows
    -- Passive stats
     for _, hero_entry in ipairs(sorted_heroes) do
    ----------------------------------------------------------------------
         local hero_key  = hero_entry.key
    local passive_counter = 1
        local hero_data = hero_entry.data
     for _, section in ipairs(item.TooltipSections or {}) do
        local has_alt = hero_data.Weapon and hero_data.Weapon.AltFire and true or false
         if section.Type ~= "EArea_Innate" and section.Type ~= "EArea_Active" then
        body_str = body_str .. generatePrimaryRow(hero_data, hero_key, has_alt)
            for _, entry in ipairs(section.Entries or {}) do
        if has_alt then
                local loc = entry.LocString and entry.LocString:gsub("#","") or nil
            body_str = body_str .. generateAltFireSubRow(hero_data, hero_key)
                if loc then
        end
                    table.insert(lines, string.format(
    end
                        "| passive%d_description = {{#invoke:Lang|get_string|%s|item_name=%s}}",
                        passive_counter, loc, item_name
                    ))
                end
 
                local stat_index = 1
                local seen_props = {}
 
                for _, prop in ipairs(entry.ImportantProperties or {}) do
                    if prop ~= "AbilityCooldown" and prop ~= "AbilityChargeUpTime"
                      and is_property_in_lang_data(prop) and not seen_props[prop] then
                        local val = format_property_for_infobox(item_name, prop, false, debug)
                        if val then
                            table.insert(lines, string.format("| passive%d_stat%d = %s", passive_counter, stat_index, val))
                            stat_index = stat_index + 1
                            seen_props[prop] = true
                        end
                    end
                end


                for _, prop in ipairs(entry.Properties or {}) do
    -- Pre-pass: determine which stats have any scaling, and which have both types.
                    if prop ~= "AbilityCooldown" and prop ~= "AbilityChargeUpTime"
    -- Used to set column widths in the header.
                      and is_property_in_lang_data(prop) and not seen_props[prop] then
    local stats_with_any_scaling  = {}
                        local val = format_stat(item_name, prop, false, debug, false)
    local stats_with_both_scaling = {}
                        if val then
    for _, hero_entry in ipairs(sorted_heroes) do
                            table.insert(lines, string.format("| passive%d_stat%d = %s", passive_counter, stat_index, val))
        local hero_data = hero_entry.data
                             stat_index = stat_index + 1
        for _, category in ipairs(attribute_orders["category_order"]) do
                             seen_props[prop] = true
            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
                         end
                        if has_spirit and has_level then stats_with_both_scaling[attr_key] = true end
                     end
                     end
                end


                for _, prop_list in ipairs({entry.Properties or {}, entry.ImportantProperties or {}}) do
                    -- Alt-fire scaling (only for stats present in the AltFire table)
                     for _, prop in ipairs(prop_list) do
                    if hero_data.Weapon
                         if prop == "AbilityCooldown" then
                        and hero_data.Weapon.AltFire
                             local cd = format_stat(item_name, prop, true, debug)
                        and hero_data.Weapon.AltFire[attr_key] ~= nil
                             if cd then table.insert(lines, string.format("| passive%d_cooldown = %s", passive_counter, cd)) end
                     then
                        end
                         if attr_key ~= "ClipSize" then
                        if prop == "AbilityChargeUpTime" then
                             local alt_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
                            local cu = format_stat(item_name, prop, true, debug)
                             if alt_scaling and next(alt_scaling) ~= nil then
                            if cu then table.insert(lines, string.format("| passive%d_chargeup = %s", passive_counter, cu)) end
                                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
                passive_counter = passive_counter + 1
             end
             end
         end
         end
     end
     end


     ----------------------------------------------------------------------
     -- Build table header row
     -- Active stats
     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 active_index = 1
     local postfix_key_map = {
     for _, section in ipairs(item.TooltipSections or {}) do
         ["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
         if section.Type == "EArea_Active" then
        ["BulletsPerShot"] = "",
            for _, entry in ipairs(section.Entries or {}) do
        ["BulletsPerBurst"] = "",
                if entry.LocString then
        ["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
                    table.insert(lines, string.format(
        ["ReloadSingle"] = "",
                        "| active%d_description = {{#invoke:Lang|get_string|%s|item_name=%s}}",
        ["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
                        active_index, entry.LocString:gsub("#",""), item_name
        ["SustainedDPS"] = "DPS_postfix",
                    ))
        ["RoundsPerSecondAtMaxSpin"] = "",
                end
        ["CritDamageBonusPercent"]  = "StatDesc_CritDamageBonusScale_postfix",
 
["CritDamageReceivedPercent"] = "StatDesc_CritDamageReceivedScale_postfix",
                local stat_index = 1
        ["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
                local seen_props = {}
        ["GroundDashSpeed"] = "DashSpeed_postfix"
 
    }
                for _, prop in ipairs(entry.ImportantProperties or {}) do
    for _, category in ipairs(attribute_orders["category_order"]) do
                    if prop ~= "AbilityCooldown" and prop ~= "AbilityChargeUpTime"
        local category_attrs = attributes_data[category]
                      and is_property_in_lang_data(prop) and not seen_props[prop] then
        local category_rgb  = category_data[category]["rgb"]
                        local val = format_property_for_infobox(item_name, prop, false, debug)
        if stats_to_include[category] ~= nil then
                        if val then
            for _, attr_key in ipairs(stats_to_include[category]) do
                            table.insert(lines, string.format("| active%d_stat%d = %s", active_index, stat_index, val))
                local attr_data = category_attrs[attr_key]
                            stat_index = stat_index + 1
               
                             seen_props[prop] = true
                -- 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
                     end
                 end
                 end


                 for _, prop in ipairs(entry.Properties or {}) do
                 local attr_localized, postfix
                    if prop ~= "AbilityCooldown" and prop ~= "AbilityChargeUpTime"
                if attr_data ~= nil then
                      and is_property_in_lang_data(prop) and not seen_props[prop] then
                    attr_localized = lang_module.get_string(attr_data["label"])
                        local val = format_stat(item_name, prop, false, debug, false)
                    if attr_localized == nil or attr_localized == "" then
                        if val then
                         attr_localized = util_module.add_space_before_cap(attr_key)
                            table.insert(lines, string.format("| active%d_stat%d = %s", active_index, stat_index, val))
                            stat_index = stat_index + 1
                            seen_props[prop] = true
                         end
                     end
                     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
                 end
 
                 local th_style = 'position: sticky; top: -1px; z-index: 3; background-color: rgb(' .. category_rgb .. ');'
                 for _, prop_list in ipairs({entry.Properties or {}, entry.ImportantProperties or {}}) do
                if stats_with_both_scaling[attr_key] then
                    for _, prop in ipairs(prop_list) do
                    th_style = th_style .. ' min-width: 130px;'
                        if prop == "AbilityCooldown" then
                elseif stats_with_any_scaling[attr_key] then
                            local cd = format_stat(item_name, prop, true, debug)
                    th_style = th_style .. ' min-width: 75px;'
                            if cd then table.insert(lines, string.format("| active%d_cooldown = %s", active_index, cd)) end
                        end
                        if prop == "AbilityChargeUpTime" then
                            local cu = format_stat(item_name, prop, true, debug)
                            if cu then table.insert(lines, string.format("| active%d_chargeup = %s", active_index, cu)) end
                        end
                    end
                 end
                 end
 
                 headers_str = headers_str .. '<th style="' .. th_style .. '">' .. attr_localized .. postfix .. "</th>"
                 active_index = active_index + 1
             end
             end
         end
         end
     end
     end
    headers_str = "<tr>" .. headers_str .. "</tr>"


     ----------------------------------------------------------------------
     return string.format(
    -- Global fallback for AbilityCooldown and AbilityChargeUpTime
         '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
    -- Attaches to the active section if one exists, otherwise innate
         '<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>' ..
    if not cooldown_found_in_sections and not chargeup_found_in_sections and item.AbilityCooldown then
        '</div></div>',
         local cd = format_stat(item_name, "AbilityCooldown", true, debug)
         max_power, max_spirit, headers_str, body_str
        if cd then
     )
            local has_active = false
            for _, section in ipairs(item.TooltipSections or {}) do
                if section.Type == "EArea_Active" then has_active = true; break end
            end
            if has_active then
                table.insert(lines, "| active1_cooldown = " .. cd)
            else
                table.insert(lines, "| item_stat_cooldown = " .. cd)
            end
        end
    end
 
    if not chargeup_found_in_sections and item.AbilityChargeUpTime then
         local cu = format_stat(item_name, "AbilityChargeUpTime", true, debug)
        if cu then table.insert(lines, "| item_stat_chargeup = " .. cu) end
    end
 
    ----------------------------------------------------------------------
    -- Components
    ----------------------------------------------------------------------
    for i = 1, 2 do
        local comp = ItemData.get_component_name { args = { item_name, i } }
         if comp and comp ~= "" then
            table.insert(lines, string.format("| component%d_name = %s", i, comp))
        end
    end
 
    ----------------------------------------------------------------------
    -- Is Component Of (sorted by tier)
    ----------------------------------------------------------------------
    local parents = get_component_of_sorted(item_name)
    for i, key in ipairs(parents) do
        local parent_name = data[key] and data[key]["Name"] or ""
        if parent_name ~= "" then
            table.insert(lines, string.format("| iscomponentof%d_name = %s", i, parent_name))
        end
    end
 
    ----------------------------------------------------------------------
    -- Sounds
    ----------------------------------------------------------------------
    for key, value in pairs(frame.args) do
        local index = tostring(key):match("^sound(%d+)$")
        if index and value ~= "" then
            table.insert(lines, string.format("| sound%s = %s", index, value))
        end
    end
 
    ----------------------------------------------------------------------
    table.insert(lines, "}}")
    local output = table.concat(lines, "\n")
 
    if debug == 1 or debug == 2 then
         return output
    end
 
     return mw.getCurrentFrame():preprocess(output)
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