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local p = {}
local p = {}
local util_module = require("Module:Utilities")
local lang_codes_set = mw.loadJsonData("Data:LangCodes.json")
local dictionary_module = require("Module:Dictionary")


-- Overrides applied to searches by key. Designed to handle edge cases where
local heroes_data      = mw.loadJsonData("Data:HeroData.json")
-- the expected key does not have a localization entry
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
local KEY_OVERRIDES = {
local attribute_orders  = mw.loadJsonData("Data:StatInfoboxOrder.json")
    MoveSlowPercent_label = 'MovementSlow_label',
local util_module      = require('Module:Utilities')
    BonusHealthRegen_label = 'HealthRegen_label',
local lang_module      = require('Module:Lang')
    BarbedWireRadius_label = 'Radius_label',
local dictionary_module = require('Module:Dictionary')
    BarbedWireDamagePerMeter_label = 'DamagePerMeter_label',
local attribute_module  = require('Module:AttributeData')
    BuildUpDuration_label = 'BuildupDuration_label',
local hero_data_module  = require('Module:HeroData')
    TechArmorDamageReduction_label = 'TechArmorDamageReduction_Label',
    DamageAbsorb_label = 'DamageAbsorb_Label',
    InvisRegen_label = 'InvisRegen_Label',
    EvasionChance_label = 'EvasionChance_Label',
    DelayBetweenShots_label = 'DelayBetweenShots_Label',
    MoveSlowDuration_postfix = 'EnemyMoveSlowDuration_postfix',
}


function get_lang_file(lang_code)
local function get_nested_stat_value(hero_data, stat_key)
     local file_name = string.format("Data:Lang_%s.json", lang_code)
     if hero_data[stat_key] ~= nil then
    local success, data = pcall(mw.loadJsonData, file_name)
        return hero_data[stat_key]
    if success then
    elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
         return data
         return hero_data.Weapon[stat_key]
     else
     elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
         return nil
         return hero_data.Weapon.AltFire[stat_key]
     end
     end
    return 0
end
end


local function process_newlines(text)
local function localize(key, fallback)
     if not text or type(text) ~= "string" then return text end
    local result = lang_module.get_string(key)
     -- Replace "n with newline character
     if result == "" or result == nil then
     return text:gsub('"n', '<br/>')
        result = util_module.add_space_before_cap(fallback) ..
                mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
     end
     return result
end
end


local function process_html_tags(text, frame)
-- =========================================================================
    if not text or type(text) ~= "string" then return text end
--  DPS calculation helpers
   
-- =========================================================================
    local replacements = {
    BonusFireRate = {icon='{{Icon/Brown|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
    BonusMoveSpeed = {icon='{{Icon/Green|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'},
    BonusSprintSpeed = {icon='{{Icon/Green|[[File:Move_speed.png|link=Sprint speed|20px]]}}', label_color='#ffefd7', link='Sprint speed'},
    BonusSpiritDamage = {icon='{{Icon/NoColor|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
    BonusWeaponDamage = {icon='{{Icon/NoColor|[[File:Bullet Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'},
    bullet_armor_up = {icon='{{Icon/White|[[File:Barrier.png|link=Barrier|20px]]}}', label_color='#ffefd7', link='Barrier'},
    bullet_damage = {icon='{{Icon/Brown|[[File:Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'},
    BulletResist = {icon='{{Icon/Brown|[[File:Bullet_Armor.png|link=Damage_Resistance|20px]]}}', label_color='#ec981a', link='Damage_Resistance'},
    cast = {icon='{{Icon/White|[[File:Cast.png|link=|20px]]}}', label_color='#ffefd7', link=''},
    CombatBarrier = {icon='{{Icon/White|[[File:Bullet Armor (item).png|link=Damage_Resistance|20px]]}}', label_color='#ffefd7', link='Barrier'},
    cooldown = {icon='{{Icon/White|[[File:AttributeIconTechDuration.png|link=Ability Cooldown|20px]]}}', label_color='#ffefd7', link='Ability Cooldown'},
    damage = {icon='{{Icon/NoColor|[[File:Damage heart.png|link=Damage|20px]]}}', label_color='#ec981a', link='Damage'},
    FireRate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
    fire_rate = {icon='{{Icon/White|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
    Heal = {icon='{{Icon/Green|[[File:Healing.png|link=Health_Regen|20px]]}}', label_color='#13f278', link='Health_Regen'},
    Healing = {icon='{{Icon/Green|[[File:Healing.png|link=Healing|20px]]}}', label_color='#13f278', link='Healing'},
    Immobilize = {icon='{{Icon/White|[[File:Immobilize.png|link=Status Effects#Immobilized|20px]]}}', label_color='#ffefd7', link='Status Effects#Immobilized'},
    invisible = {icon='{{Icon/White|[[File:Invisible.png|link=|20px]]}}', label_color='#ffefd7', link=''},
    KnockBack = {icon='{{Icon/NoColor|[[File:Displacement.png|link=|20px]]}}', label_color='#ffefd7', link='Status_Effects'},
    KnockUp =   {icon='{{Icon/NoColor|[[File:Displacement.png|link=|20px]]}}', label_color='#ffefd7', link='Status_Effects'},
    MaxHealth = {icon='{{Icon/Green|[[File:Healing.png|link=Health|20px]]}}', label_color='#13f278', link='Health'},
    MeleeDamage = {icon='{{Icon/Brown|[[File:Melee damage.png|link=Melee Damage|20px]]}}', label_color='#ec981a', link='Melee Damage'},
    MoveSpeed = {icon='{{Icon/Green|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'},
    move_speed = {icon='{{Icon/Green|[[File:Move_speed.png|link=Move speed|20px]]}}', label_color='#ffefd7', link='Move speed'},
    Pull =     {icon='{{Icon/NoColor|[[File:Displacement.png|link=|20px]]}}', label_color='#ffefd7', link='Status_Effects'},
    Pulling =   {icon='{{Icon/NoColor|[[File:Displacement.png|link=|20px]]}}', label_color='#ffefd7', link='Status_Effects'},
    Pulls =     {icon='{{Icon/NoColor|[[File:Displacement.png|link=|20px]]}}', label_color='#ffefd7', link='Status_Effects'},
    ReducedFireRate = {icon='{{Icon/Brown|[[File:Fire_Rate.png|link=Fire Rate|20px]]}}', label_color='#ffefd7', link='Fire Rate'},
    Regen = {icon='{{Icon/Green|[[File:Healing.png|link=Health_Regen|20px]]}}', label_color='#13f278', link='Health_Regen'},
    revealed = {icon='{{Icon/White|[[File:Revealed.png|link=|20px]]}}', label_color='#ffefd7', link=''},
    silence = {icon='{{Icon/White|[[File:Silence.png|link=|20px]]}}', label_color='#ffefd7', link=''},
    Silence = {icon='{{Icon/Purple|[[File:Silence.png|link=Silence|20px]]}}', label_color='#bc8ee8', link='Silence'},
    Slow = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow|20px]]}}', label_color='#ffefd7', link='Movement_Slow'},
    slow = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow|20px]]}}', label_color='#ffefd7', link='Movement_Slow'},
    SlowResistance = {icon='{{Icon/White|[[File:MoveSlow.png|link=Movement_Slow#Movement_Slow_Resist|20px]]}}', label_color='#ffefd7', link='Movement_Slow#Movement_Slow_Resist'},
    Spirit = {icon='{{Icon/NoColor|[[File:Spirit_icon.png|link=Spirit Power|20px]]}}', label_color='#bc8ee8', link='Spirit Power'},
    SpiritDamage = {icon='{{Icon/NoColor|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
    SpiritDPS = {icon='{{Icon/NoColor|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
    SpiritIcon = {icon='{{Icon/NoColor|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', link='Spirit Damage'},
    SpiritResist = {icon='{{Icon/Purple|[[File:Spirit_Armor.png|link=Damage_Resistance|20px]]}}', label_color='#bc8ee8', link='Damage_Resistance'},
    StatDesc_TechPower = {icon='{{Icon/NoColor|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', label_color='#bc8ee8', link='Spirit Damage'},
    Stun = {icon='{{Icon/White|[[File:Status_Stun.png|link=Stun|20px]]}}', link='Stun'},
    stun = {icon='{{Icon/White|[[File:Stun.png|link=|20px]]}}', label_color='#ffefd7', link=''},
    tech_armor_up = {icon='{{Icon/White|[[File:Barrier.png|link=Barrier|20px]]}}', label_color='#ffefd7', link='Barrier'},
    tech_damage = {icon='{{Icon/NoColor|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}', link='Spirit Damage'},
    WeaponDamage = {icon='{{Icon/NoColor|[[File:Bullet Damage.png|link=Weapon Damage|20px]]}}', label_color='#ec981a', link='Weapon Damage'},
}
 
    -- Process HTML spans
    text = text:gsub('<span class="highlight">(.-)</span>', "<span style= font-weight:bold>%1</span>")
    text = text:gsub('<span class="highlight_spirit">(.-)</span>', '<span style="font-weight:bold; color:#bc8ee8">%1</span>')
    text = text:gsub('<span class="diminish">(.-)</span>', '<span style="font-style: italic;color:#C0C0C0">%1</span>')
    text = text:gsub('<span class=".-">(.-)</span>', '%1')
    text = text:gsub('<Panel class=\"AbilityPropertyIcon StatDesc_TechPower\">', '{{Icon/Purple|[[File:AttributeIconTechShieldHealth.png|link=Spirit Damage|12px]]}}')
    text = text:gsub('</Panel>', '')
   
    -- Process panel tags
text = text:gsub('<Panel class=\"AbilityPropertyIcon prop_(.-)\">', function(key)
    local replacement = replacements[key]
    if replacement then
        local label_color = replacement.label_color or 'inherit'
        local icon = replacement.icon or ''
        local link = replacement.link or ''
        -- pre-process string, then check to omit link if the string is empty
        local translated = frame:preprocess('{{#invoke:Lang|get_string|InlineAttribute_' .. key .. '}}')
       
        if translated == '' then
            return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s</span>', label_color, icon)
        else
            return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s [[%s|%s]]</span>',
                label_color,
                icon,
                link,
                translated)
        end
    else
        return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing attribute definition - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>'
    end
end)
   
    -- Process citadel_inline_attribute tags
text = text:gsub("{g:citadel_inline_attribute:'(.-)'}", function(key)
    local replacement = replacements[key]
    if replacement then
        local label_color = replacement.label_color or 'inherit'
        local icon = replacement.icon or ''
        local link = replacement.link or ''
        -- pre-process string, then check to omit link if the string is empty
        local translated = frame:preprocess('{{#invoke:Lang|get_string|InlineAttribute_' .. key .. '}}')
       
        if translated == '' then
            return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s</span>', label_color, icon)
        else
            return string.format('<span class="no-blue-link" style="text-wrap:nowrap; font-weight:bold; color:%s;">%s [[%s|%s]]</span>',
                label_color,
                icon,
                link,
                translated)
        end
    else
        return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing attribute definition - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>'
    end
end)


    KEYBINDS = {
local function calculate_dps(stats, dps_type)
        -- Movement
    local rps = stats.RoundsPerSecond or 0
        MoveForward = "'''Move Forward button'''",
    if rps == 0 then return 0 end
        MoveBackwards = "'''Move Backward button'''",
        MoveLeft = "'''Move Left button'''",
        MoveRight = "'''Move Right button'''",
        Mantle = "'''Jump button'''",
        Zipline = "'''Zipline button'''",
        Roll = "'''Dash button'''",
        Crouch = "'''Crouch button'''",
        MoveDown = "'''Fly Down button'''",
        MoveUp = "'''Fly Up button'''",


        -- Combat
    local bullets_per_shot = (stats.HitOnceAcrossAllBullets and 1) or (stats.BulletsPerShot or 1)
        Attack = "'''Fire button'''",
    local burst_count = stats.BulletsPerBurst or 1
        ADS = "'''Alt-Fire button'''",
    local cycle_time = 1 / rps
        Reload = "'''Reload button'''",
    local total_cycle_time = cycle_time * burst_count
        AbilityMelee = "'''Melee button'''",
        HeldItem = "'''Melee Parry/Throw Held Item button'''",


        -- Abilities
    if total_cycle_time == 0 then return 0 end
        Ability1 = "'''Ability 1 button'''",
        Ability2 = "'''Ability 2 button'''",
        Ability3 = "'''Ability 3 button'''",
        Ability4 = "'''Ability 4 button'''",
        AltCast = "'''Alternate Cast'''",


        -- UI & Menus
    local base_damage = stats.BulletDamage or 0
        OpenHeroSheet = "'''Open Shop button'''",
    if dps_type == 'burst' then
        PurchaseQuickbuy = "'''Purchase Quickbuy button'''",
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
         Scoreboard = "'''Scoreboard button'''",
    end
        OpenMainMenu = "'''Open Main Menu button'''",


         -- Communication
    local clip_size = stats.ClipSize or 0
        PushToTalk = "'''Voice Chat button'''",
    if clip_size <= 0 then
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
    end


        -- Misc & Hideout
     local reload_time
        Pause = "'''Pause button'''",
     if stats.ReloadSingle then
        ReplayDeath = "'''Replay Death button'''",
        reload_time = (stats.ReloadTime or 0) * clip_size
        HideoutUse = "'''Interact with an object in the Hideout button'''",
    else
        HideoutCancelMatchmaking = "'''Cancel Matchmaking button'''",
        reload_time = stats.ReloadTime or 0
     }
    end
      
     reload_time = reload_time + (stats.ReloadDelay or 0)
    -- Process citadel_binding/citadel_keybind tags to replace with keybind strings/templates
text = text:gsub("{g:citadel_binding:'(.-)'}", function(key)
    local replacement = KEYBINDS[key]
    if replacement then
        return replacement
    else
        return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing keybind - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>'
    end
end)
text = text:gsub("{g:citadel_keybind:'(.-)'}", function(key)
local replacement = KEYBINDS[key]
    if replacement then
        return replacement
    else
        return '<span style="color:red;font-weight:bold;border-bottom:1px dotted red;" title="Missing keybind - Add \''..key..'\' to local replacements in [Module:Lang]">['..key..']</span>'
    end
end)
    -- Force spaces around keybinds where the source data omits them
     text = text:gsub("'''([a-zA-Z])", "''' %1")


     -- Clean up extra spaces between a keybind and following punctuation
     local time_to_empty_clip = (clip_size / burst_count) * total_cycle_time
     text = text:gsub("'''%s+:", "''':")
    local damage_from_clip = base_damage * bullets_per_shot * clip_size
 
     local total_time = time_to_empty_clip + reload_time
return frame:preprocess(text)
    if total_time == 0 then return 0 end
    return damage_from_clip / total_time
end
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 {}


function p.get_string(key, lang_code_override, fallback_str, remove_var_index, item_name)
    local component_scalings = {}
    -- Get frame object (either passed directly or via first argument)
    local possible_keys = {
     local frame
        "BulletDamage", "RoundsPerSecond", "ClipSize", "ReloadTime",
     if type(key) == "table" and key.args then
        "ReloadDelay", "BulletsPerShot", "BulletsPerBurst"
         frame = key
     }
        key = frame.args[1]
     for _, key in ipairs(possible_keys) do
        lang_code_override = frame.args["lang_code_override"]
         local alt_key = key .. "AltFire"
         fallback_str = frame.args["fallback_str"]
         if scaling_source[alt_key] then
        remove_var_index = frame.args["remove_var_index"]
            component_scalings[key] = scaling_source[alt_key]
        item_name = frame.args["item_name"]
         end
    else
         frame = mw.getCurrentFrame()
     end
     end


     -- Determine lang_code if not overridden
     -- ClipSize is shared between fire modes; fall back to primary scaling
    local lang_code = lang_code_override
    if base_stats.ClipSize and not component_scalings.ClipSize then
    if (lang_code == '' or lang_code == nil) then
        local primary_clip_scale = scaling_source["ClipSize"]
         lang_code = p.get_lang_code()
        if primary_clip_scale then
            component_scalings.ClipSize = primary_clip_scale
         end
     end
     end


     -- Retrieve lang data
     if next(component_scalings) == nil then
    local data = get_lang_file(lang_code)
         return 0
    if (data == nil) then
         return string.format("Lang code '%s' does not have a json file", lang_code)   
     end
     end
   
    -- Localize
    local label = data[KEY_OVERRIDES[key] or key]


-- Some labels use key with "_postvalue_label" instead, so check this if previous search failed
    local base_dps = calculate_dps(base_stats, dps_type)
if label == nil and key ~= nil and key:sub(-6) == '_label' then
     local scaled_stats = {}
    local postvalue_key = key:sub(1, -7) .. '_postvalue_label'
    for k, v in pairs(base_stats) do scaled_stats[k] = v end
    label = data[postvalue_key]
    for comp_key, scale_val in pairs(component_scalings) do
end
         if scaled_stats[comp_key] ~= nil then
             scaled_stats[comp_key] = scaled_stats[comp_key] + scale_val
     if (label == nil) then
        -- Apply fallback (without HTML processing for fallback)
        local fallback_tooltip = frame and frame:expandTemplate{title = "MissingValveTranslationTooltip"}
                          or '<span title="This text is missing a Valve translation" style="border-bottom:1px dotted red;">?</span>'
        local fallback
        if (fallback_str == 'en') then
            fallback = p.get_string(key, 'en', key .. fallback_tooltip, remove_var_index, item_name)
        elseif fallback_str == 'dictionary' then
            return dictionary_module.translate(key, lang_code_override)
         elseif fallback_str ~= nil then
             fallback = fallback_str
        else
            return ''
         end
         end
        return fallback .. fallback_tooltip
     end
     end
      
     local scaled_dps = calculate_dps(scaled_stats, dps_type)
     -- Always retrieve the last parameter if string contains "|"
     return scaled_dps - base_dps
     if type(label) == "string" and label:find("|") then
end
         local parts = mw.text.split(label, "|")
 
         label = parts[#parts]
-- =========================================================================
     end
--  Main module function
      
-- =========================================================================
  -- Remove hashtags
 
  if type(label) == "string" and label:find("#") then
p.write_hero_comparison_table = function(frame)
        local parts = mw.text.split(label, "#")
    local power_increases = tonumber(frame.args[1]) or 0
         label = parts[#parts]
    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
     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


    -- Apply remove_var
        -- Scaling lookup
    if (remove_var_index ~= nil) then  
        local scaling_data
        label = util_module.remove_var(label, remove_var_index)
        if is_alt_fire then
    end
            if attr_key == "ClipSize" or attr_key == "ReloadTime" then
   
                scaling_data = hero_data_module.get_hero_scaling_data(hero_data, attr_key)
    -- Process variables if item_name is provided
            elseif (attr_key == "DPS" or attr_key == "SustainedDPS")
    if item_name and item_name ~= '' then
                and hero_data.Weapon and hero_data.Weapon.AltFire then
        local item_data_module = require('Module:ItemData')
                -- Alt-fire DPS/SustainedDPS: use explicit key if present, otherwise compute from components
        label = label:gsub("{s:([^}]+)}", function(variable_name)
                local direct_scaling = hero_data_module.get_hero_scaling_data(hero_data, attr_key .. "AltFire")
            -- Get the value from ItemData
                if direct_scaling and next(direct_scaling) ~= nil then
            local value = item_data_module.get_prop({args = {item_name, variable_name}})
                    scaling_data = direct_scaling
           
                else
            -- If value exists, remove non-number symbols (but keep + and -)
                    local alt_stats = hero_data.Weapon.AltFire
            if value then
                    local dps_type = attr_key == "DPS" and 'burst' or 'sustained'
                value = value:gsub("[^0-9+-]", "")
                    local level_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Level")
                 -- Return empty string if nothing left, otherwise return the filtered value
                    local spirit_scale = compute_dps_scaling(hero_data, alt_stats, dps_type, "Spirit")
                 return value ~= "" and value or variable_name
                    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
             else
                 return variable_name -- Fallback to variable name if value not found
                 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
             end
        end)
    end
   
    -- Process HTML and return as "raw" HTML
    label = process_newlines(label)
    label = process_html_tags(label, frame)
return label
end


-- Search for a localized string using its English label
            spirit_scale = spirit_val
p.search_string = function(frame)
            level_scale  = level_val
    local label = frame.args[1]
        end
    local lang_code_override = frame.args[2]
 
        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 result = p._search_string(label, lang_code_override)
        local data_attrs = string.format(
    result = process_newlines(result)
            '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"',
    return result
            attr_key,
end
            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
        )


-- search_string, but for internal use by other modules
        return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
p._search_string = function(label, lang_code_override)
    lang_code = lang_code_override
    if (lang_code == '' or lang_code == nil) then
        lang_code = p.get_lang_code()
     end
     end


     -- Load the language files
     -- Generate a hero's primary stat row
     local data_en = get_lang_file('en')  -- English data
     local function generatePrimaryRow(hero_data, hero_key, has_alt)
    local data_lang = get_lang_file(lang_code) -- Target language data
        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


     if (data_lang == nil) then
     -- Generate an expandable alt-fire sub-row (weapon stats only)
         error("Lang code '%s' does not have a json file", lang_code)  
    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
     end
   
 
     -- Search for the key in the English data
     -- Build all body rows
    local key = nil
    for _, hero_entry in ipairs(sorted_heroes) do
    for k, v in pairs(data_en) do
        local hero_key  = hero_entry.key
         if v == label then
        local hero_data = hero_entry.data
             key = k  -- Find the key corresponding to the label
        local has_alt = hero_data.Weapon and hero_data.Weapon.AltFire and true or false
            break
        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
     end
     end


     -- Default to input label if localized string is not found
     -- Pre-pass: determine which stats have any scaling, and which have both types.
     if (key == nil) then
    -- Used to set column widths in the header.
        return label
    local stats_with_any_scaling  = {}
    end
    local stats_with_both_scaling = {}
    if (data_lang[key] == nil) then
     for _, hero_entry in ipairs(sorted_heroes) do
         return label
        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
     end


     return data_lang[key]
     -- Build table header row
end
    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


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