Module:Sandbox/LVL: Difference between revisions

Jump to navigation Jump to search
LVL (talk | contribs)
No edit summary
LVL (talk | contribs)
No edit summary
Line 1: Line 1:
local p = {};
local p = {};
local heroes_data = mw.loadJsonData("Data:Sandbox.json")
local lang = require "Module:Lang"
local attributes_data = mw.loadJsonData("Data:AttributeData.json")
local util_module = require "Module:Utilities"
local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json")
local data = mw.loadJsonData("Data:Sandbox.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')


-- returns the table of a specific item, used by external modules
-- A list of item properties that should have a '%' sign appended to their base value.
function p.get_json_item(name)
local percentage_properties = {
for i,v in pairs(heroes_data) do
AbilityLifestealPercentHero = true,
AbilityLifestealPercentHeroPassive = true,
ActiveReloadPercent = true,
AirControlPercent = true,
AirMoveIncreasePercent = true,
AmmoReloadPercent = true,
BaseAttackDamagePercent = true,
BaseAttackDamagePercentAtMaxDuration = true,
BaseAttackDamagePercentBonus = true,
BonusAbilityDurationPercent = true,
BonusAttackRangePercent = true,
BonusBulletSpeedPercent = true,
BonusClipSizePercent = true,
BonusDamagePercent = true,
BonusFireRate = true,
BonusHeavyMeleeDamage = true,
BonusMeleeDamagePercent = true,
BonusSoulsPct = true,
BonusZoomPercent = true,
BuffMeleeDamageBoost = true,
BulletArmorReduction = true,
BulletDamageReflectedPct = true,
BulletLifestealPercent = true,
BulletProcDeflectionPercent = true,
BulletResist = true,
BulletResistReduction = true,
CooldownBetweenChargeReduction = true,
CooldownReduction = true,
CooldownReductionPctOnNonHeroes = true,
CritDamagePercent = true,
DamagePctVsNonHeroes = true,
DeathImmunityDamageReduction = true,
DeflectionPercent = true,
DotHealthPercent = true,
FireRateSlow = true,
GroundDashReductionPercent = true,
HealAmpCastPercent = true,
HealAmpReceivePenaltyPercent = true,
HealAmpRegenPenaltyPercent = true,
HealAmpRegenPercent = true,
HealLifePercentOutOfCombat = true,
HealPercentAmount = true,
HealPercentPerHeadshot = true,
ItemCooldownReduction = true,
LifestealHealPercent = true,
MagicIncreasePerStack = true,
MagicResistReduction = true,
MaxHealthDamage = true,
MaxHealthLossPercent = true,
MaxHealthPercentAsDPS = true,
MaxSlowPercent = true,
MeleeDistanceScale = true,
MeleeResistPercent = true,
MoveWhileShootingSpeedPenaltyReductionPercent = true,
MoveWhileZoomedSpeedPenaltyReductionPercent = true,
MovementSpeedSlow = true,
NonHeroHealPct = true,
NonHeroReductionPercent = true,
NonPlayerBonusWeaponPower = true,
NonPlayerBulletResist = true,
OutgoingDamagePenaltyPercent = true,
ParrySuccessHealPercentage = true,
PercentDamage = true,
ProcBaseAttackDamagePercent = true,
ProcBaseAttackDamagePercentAltFire = true,
ProcChance = true,
ReduceFootstepSound = true,
ReloadSpeedMultipler = true,
RicochetDamagePercent = true,
SelfModifier = true,
SlideScale = true,
SlowPercent = true,
SlowResistancePercent = true,
SpiritDamageReductionProc = true,
SpiritDamageReflectedPct = true,
StaminaCooldownReduction = true,
StatusResistancePercent = true,
TechArmorDamageReduction = true,
TechDamagePercent = true,
TechDamageReduction = true,
TechPowerPercent = true,
TechPowerReduction = true,
TechRadiusMultiplier = true,
TechRadiusMultiplierBuff = true,
TechRangeMultiplier = true,
TechRangeMultiplierBuff = true,
TechResist = true,
TechResistBelowThreshold = true,
}
 
---------------------------------------- Utility functions
 
-- Returns the table of a specific item.
-- Prioritizes active (non-disabled) items if multiple entries share the same name.
-- @function  get_json_item
-- @param      {string}
-- @return    {table}
local function get_json_item(name)
-- First, try to find an active item. This handles cases where a disabled item
-- with the same name exists in the data (e.g., old versions).
for _, v in pairs(data) do
if (v["Name"] == name and (v["IsDisabled"] == false or v["IsDisabled"] == nil)) then
return v -- Return the active item immediately
end
end
 
-- If no active item was found, fall back to finding any item with the name.
-- This preserves functionality for items that are intentionally disabled.
for _, v in pairs(data) do
if (v["Name"] == name) then
if (v["Name"] == name) then
return v
return v
end
end
end
end
return nil
return nil -- Return nil if no item was found at all
end
end


Line 24: Line 129:
local function get_similar_items(property)
local function get_similar_items(property)
local similarItems = {}
local similarItems = {}
for _, v in pairs(heroes_data) do
for _, v in pairs(data) do
if (v[property] ~= nil) then
if (v[property] ~= nil) then
table.insert(similarItems, v)
table.insert(similarItems, v)
Line 32: Line 137:
end
end


-- returns the key of the specified hero's english name
-- Adds commas delimiter to the thousands place
function p.get_hero_key(name)
local function Format(amount)
for i,v in pairs(heroes_data) do
local contentLanguage = mw.language.getContentLanguage()
if (v["Name"] == name) then
    local formatted = amount
return i
    if(type(formatted) ~= "number") then return "<span style=\"color:red;\">Cannot format non-number value.</span>" end
end
    return contentLanguage:formatNum(tonumber(formatted))
end
return nil
end
end


--- Get cost of an item
-- @function  get_cost
-- @param      {string}
-- @return    {number}
local function get_cost(item_name)
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
return tonumber(item["Cost"])
end


--{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
--- Get type/slot/category of an item
--sig_figs optional for rounding floats
-- @function   get_type
p.get_hero_var = function(frame)
-- @param      {string} item_name
local hero_name = frame.args[1]
-- @param      {boolean} raw (optional)
local hero_stat_key = frame.args[2]
-- @return    {string}
local sig_figs_or_localize = frame.args[3]
local function get_type(item_name, raw)
local item = get_json_item(item_name)
local hero = heroes_data[hero_name] --check if hero key is passed instead
if not item then  
if(hero == nil) then hero = p.get_json_item(hero_name) end --check if hero name is passed
return "<span style=\"color:red;\">Item Not Found.</span>"
if(hero == nil) then return "Hero Not Found" end --both invalid, error
local var_value = hero[hero_stat_key]
if(var_value == nil) then return 0 end
--round
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
if (var_value == nil) then return "get_hero_var() error with rounding" end
end
--localize
if (sig_figs_or_localize == "true") then
return lang_module.get_string(var_value)
end
end


return var_value
local slot = item["Slot"]
end
if not slot then return nil end
 
local key_map = {
Weapon = 'CitadelCategoryWeapon',
Armor = 'CitadelCategoryArmor',
Tech = 'CitadelCategoryTech'
}
 
local key = key_map[slot]
if not key then return nil end


--{{#invoke:HeroData|get_list_elem|HERO_NAME|VAR|NUMBER|LOCALIZE}}
if raw then
p.get_list_elem = function(frame)
return lang.get_string(key, "en")
local hero_name = frame.args[1]
else
local var = frame.args[2]
return lang.get_string(key)
local number_str = frame.args[3]
local number_int = tonumber(number_str)
local localize = frame.args[4]
local hero = heroes_data[hero_name] --check if hero key is passed instead
if(hero == nil) then hero = p.get_json_item(hero_name) end --check if hero name is passed
if(hero == nil) then return "Hero Not Found" end --both invalid, error
if (hero == nil) then return "Hero " .. hero_name .. " not found" end
local list = hero[var]
if (list == nil) then return "" end
local element = list[number_int]
if (element == nil) then return "" end
if localize=="true" then
element = lang_module.get_string(element)
end
end
return element
end
end


p.get_ability_key = function(frame)
local hero_key = frame.args[1]
local bound_slot_number = frame.args[2]
local hero_data = heroes_data[hero_key]
if (hero_data == nil) then return "Hero key "..hero_key.. " not found" end
local bound_abilities_data = hero_data["BoundAbilities"]
if (bound_abilities_data == nil) then return "Hero key " .. hero_key.. " has no BoundAbilities" end
return bound_abilities_data[tonumber(bound_slot_number)]["Key"]
end


p.write_role_playstyle_quote = function(frame)
---------------------------------------- Invocable functions
local hero_key = frame.args[1]
 
local hero_data = heroes_data[hero_key]
--- {{#invoke:ItemData|get_cost|ITEM_NAME}} access point
if (hero_data == nil) then return hero_key.." not found" end
p.get_cost = function(frame)
local role_key = hero_data["Role"]
local item_name = frame.args[1]
local role_localized = lang_module.get_string(role_key, nil, 'en')
return Format(get_cost(item_name))
local playstyle_key = hero_data["Playstyle"]
local playstyle_localized = lang_module.get_string(playstyle_key, nil, 'en')
local str = "<b>" .. role_localized .. '</b><br>' .. playstyle_localized
local template_args = {}
template_args[1] = ""
template_args[2] = str
return frame:expandTemplate{title = 'Quotation', args = template_args}
end
end


p.write_default_items = function(frame)
-- Module access point
local hero_key = frame.args[1] --unlocalized
function p._get_cost(a)
if (hero_key == nil) then return "No hero key provided" end
a = tostring(a) or '0'
local str = ""
return get_cost(a)
local hero = heroes_data[hero_key]
if (hero == nil) then return "Hero not found, must be unlocalized" end
local template_title = 'PageRef'
for i, item_key in ipairs(hero["RecommendedItems"]) do
template_args = {}
template_args[1] = lang_module.get_string(item_key, 'en')
template_args['alt_name'] = localize(item_key, item_key)
local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
str = str .. "* " .. expanded_template .. "\n"
end
return str
end
end
--If the hero scales with the stat, it returns {{Ss|value}} or {{Ls|value}}, else blank string
--{{#invoke:HeroData|get_hero_scalar|HERO_NAME|SCALING_TYPE|STAT_NAME|sig_figs_or_localize}}--
p.get_hero_scalar = function(frame)
local hero_key = frame.args[1]
local scaling_type = frame.args[2]
local hero_stat_key = frame.args[3]
local sig_figs_or_localize = frame.args[4]
local hero_data = heroes_data[hero_key]
if(hero_data == nil) then hero_data = p.get_json_item(hero_key) end
if(hero_data == nil) then return "Hero not found." end
local scaling_data = hero_data[scaling_type .. "Scaling"]
if scaling_data == nil then return scaling_type .. "Scaling data not found for hero" .. hero_key end
local scaling_value = scaling_data[hero_stat_key]
if scaling_value == nil then return scaling_type .. "Scaling data does not have key " .. hero_stat_key .. " for hero " .. hero_key end


--round
-- {{#invoke:ItemData|get_type|ITEM_NAME}} access point
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
p.get_type = function(frame)
scaling_value = util_module.round_to_sig_fig(scaling_value, sig_figs_or_localize)
local item_name = frame.args[1]
if (scaling_value == nil) then return "get_hero_scalar() error with rounding" end
-- Accept 'raw' as string "true" (case sensitive)
end
local raw = frame.args['raw'] == 'true'
return get_type(item_name, raw)
--localize
if (sig_figs_or_localize == "true") then
return lang_module.get_string(scaling_value)
end
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
return scaling_str
end
end


-- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank
-- Module access point
-- Scaling string meaning the expanded template {{Ss|scalar}} or {{Ls|scalar}}
function p._get_type(a)
function p.write_scalar_str(scaling_value, scaling_type)
a = tostring(a) or ""
local scaling_abbrevs = {Spirit = "Ss", Level = "PI"}
return get_type(a)
-- Return blank if it doesnt scale
if (scaling_value == 0) then return "" end
-- Round it
scaling_value = util_module.round_to_sig_fig(scaling_value, 3)
--The hero has a scaling value with this stat
local template_title = "Template:" .. scaling_abbrevs[scaling_type] --scaling type's abbreviation
local template_args = {}
template_args["1"] = scaling_value --store in 1st arg for {{{1}}} to grab it from {{SS}} or {{LS}} template
local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
return template_call
end
end


-- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0
--{{#invoke:ItemData|is_active|ITEM_NAME}}--
function p.get_hero_scaling_data(hero_data, hero_stat_key)
p.is_active = function(frame)
local scaling_type_full
local item_name = frame.args[1]
local scaling_data
local item = get_json_item(item_name)
local scaling_value
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
local scaling_types = {"Spirit", "Level"}
local scaling_data_returned = {}
for index, scaling_type in ipairs(scaling_types) do
if (item["Activation"] == "Passive") then
scaling_type_full = scaling_type .. "Scaling"
return false
scaling_data = hero_data[scaling_type_full]
else
return true
--If the scaling data exists
if (scaling_data ~= nil) then
scaling_value = scaling_data[hero_stat_key]
--If the stat scales
if (scaling_value ~= nil) then
scaling_data_returned[scaling_value] = scaling_type
end
end
end
end
return scaling_data_returned
end
end


--HERO_NAME in english
--{{#invoke:ItemData|get_prop|ITEM_NAME|PROPERTY}}--
--{{#invoke:HeroData|write_infobox|HERO_NAME}}--
--check Data:ItemData.json for properties
p.write_infobox = function(frame)
p.get_prop = function(frame)
-- Get hero data
local item_name = frame.args[1]
    hero_key = frame.args[1]
local property = frame.args[2]
    hero_data = heroes_data[hero_key]
local item = get_json_item(item_name)
    if(hero_data == nil) then return "Hero " .. hero_key .. " Not Found" end
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
   
 
    local infobox_attributes = {
local prop_value = item[property]
        Weapon = {'DPS','ClipSize','RoundsPerSecond','ReloadTime'},
if (prop_value == nil) then return nil end
        Vitality = {'MaxHealth','BulletResist','TechResist','MaxMoveSpeed'}
    }
   
    -- Declarations and initializations
    local category_data = attribute_module.get_category_data()
    local stats
    local stat_data
    local stat_value
    local stat_text
    local label
    local postfix
    local should_display
    local image_file_name
    local image_file
    local icon_and_value_str
    local template_args = {}
    local stat_values = {Weapon = "", Vitality = ""}
   
    -- Add the main parameters
    template_args["name_english"] = lang_module.get_string(hero_key, 'en')
    template_args["name_localized"] = localize(hero_key, hero_key)
   
    -- Iterate attribute categories
    for category, stats in pairs(infobox_attributes) do
-- Iterate stats
for _, stat_name in ipairs(stats) do
-- Confirm its in attribute data and retrieve it
attribute_data = attributes_data[category]
if (attribute_data == nil) then return "Category " .. category .. " in infobox_attributes is not in Data:AttributeData" end
stat_data = attribute_data[stat_name]
if (stat_data == nil) then return "Attribute " .. stat_name .. " in infobox_attributes is not in Data:AttributeData" end
-- gets the stat's value
stat_value = hero_data[stat_name]
if (stat_value == nil) then
stat_value = 0 --default to 0 if not present
end
--Round value to 3 significant figures
stat_value = util_module.round_to_sig_fig(stat_value, 3)
-- get label and postfix
label = localize(stat_data["label"], stat_name)
postfix = stat_data["postfix"]
if (postfix == nil) then
postfix = ""
else
-- light grey for postfixes
postfix = lang_module.get_string(postfix)
if (postfix == nil) then
postfix = ""
end
postfix = '<span style="color: #666666;">' .. postfix .. "</span>"
end
-- if a language is missing the postfix, use no postfix
-- Check if icon file exists, and if not, don't use any image
image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
image_file = util_module.get_image_file(image_file_name, 15, stat_name)
-- Create the template'd icon
local icon_color = attribute_module.get_attr_icon_color(stat_name)
icon_template_title = mw.title.new("Template:Icon/" .. icon_color)
icon_template_args = {}
icon_template_args[1] = image_file
icon_template_args[2] = stat_value .. postfix
icon_and_value_str = mw.getCurrentFrame():expandTemplate{ title = icon_template_title, args = icon_template_args }
label =  ',<span style="color: #999999; background-color: #2F2F2F; display: inline-flex; width: 100%; height: 100%; justify-content: center; align-items: center;">' .. label .. '</span>'
-- First add localized stat name for left column
stat_values[category] = stat_values[category] .. label
-- Then add icon and stat value for right column
stat_values[category] = stat_values[category] .. ',' .. icon_and_value_str
end
-- Add the stat values in the category to i.e weapon_values and vitality_values parameters
template_args[string.lower(category) .. "_values"] = stat_values[category]
end
   
    -- Use expandTemplate to evaluate the Infobox_hero template
    local template_title = mw.title.new("User:Sur")
    local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
   
    return expanded_template
end


local display_value
local scaling_str = "" -- Default to an empty string for non-scaled values


--{{#invoke:HeroData|write_stat_infoboxes|HERO_KEY}}
-- Determine the base value and scaling string (if any)
--Creates {{Infobox_stat}}'s' for the 3 categories Weapon, Vitality, Spirit
if(type(prop_value) == "table") then
p.write_stat_infoboxes = function(frame)
if prop_value["Value"] ~= nil and prop_value["Scale"] ~= nil and prop_value["Scale"]["Value"] ~= nil and prop_value["Scale"]["Type"] ~= nil then
local hero_key = frame.args[1]
-- This is a structured attribute with scaling data
if(hero_key == nil) then return "Hero parameter missing" end
display_value = tostring(prop_value["Value"])
local scale_val = tonumber(prop_value["Scale"]["Value"])
-- Use expandTemplate to evaluate the Infobox_hero template
    local template_title = mw.title.new("Template:Infobox_stat") --name of the template
    local template_calls = '<div style="display: flex; flex-direction: column;">' --all template calls concatenated
    local template_call --current template call
local template_args = {} --current template arguments
local cell_values --current cell values
local cell_value --current cell value
local label --current stat's label
local postfix --current stat's postfix
local stat_value --current stat's numerical value in the hero data
local hero_data = heroes_data[hero_key]
local stats --stats of the current category
local image_file_name --name of the image_file to check
local image_file --mw returned image file
local extra_blank_cell --add a blank cell after certain stats
local stats_to_add_blank_after = {CritDamageReceivedScale = true}
if (hero_data == nil) then return "Hero Not Found" end
local category_data = attribute_module.get_category_data()
local should_display
for _, category in ipairs(attribute_orders["category_order"]) do
if (category ~= "Spirit") then --hide Spirit section for now
stats = attributes_data[category]
local category_values = category_data[category]
template_args["box_name"] = category_values.unlocalized_name
template_args["box_rgb"] = category_values.rgb
template_args["num_cols"] = 2
cell_values = ""
-- Determine cell values
if scale_val ~= 0 then
for _, stat_name in ipairs(attribute_orders[category]["attribute_order"]) do
local scale_type = prop_value["Scale"]["Type"]
local stat_data = stats[stat_name]
local rounded_scale_val = util_module.round_to_sig_fig(scale_val, 2)
if stat_data == nil then return "Stat " .. stat_name .. " from StatInfoboxOrder has no data in AttributeData" end
-- gets the stat's value if it has that stat, default to 0 if not
local template_title
stat_value = hero_data[stat_name]
if scale_type == "power_increase" then
if (stat_value == nil) then
template_title = "Template:Boon"
stat_value = 0 --default to 0 if not present
end
--Round value to 3 significant figures
stat_value = util_module.round_to_sig_fig(stat_value, 3)
-- get label and postfix
label = localize(stat_data["label"], stat_name)
postfix = stat_data["postfix"]
if (postfix == nil) then  
postfix = ""
else
else
-- light grey for postfixes
template_title = "Template:Ss"
postfix = '<span style="color: #666666;">' .. lang_module.get_string(postfix) .. "</span>"
end
-- if a language is missing the postfix, use no postfix
if (postfix == nil) then
postfix = ""
end
end
-- Check if icon file exists, and if not, don't use any image
local template_args = { [1] = rounded_scale_val }
image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
-- Add a space before the scaling template for proper separation
-- 15px and link to stat name (page name might not match perfectly yet)
scaling_str = " " .. mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
image_file = util_module.get_image_file(image_file_name, 15, stat_name)
end
else
-- Create the template'd icon
-- This is a simple list (e.g., TargetTypes), handle and return it directly
local icon_color = attribute_module.get_attr_icon_color(stat_name)
local tableValues = {}
if (icon_color == "Brown") then
for _, v in pairs(prop_value) do
image_file = '<span style="position: relative; bottom: 2px; filter: invert(42%) sepia(10%) saturate(2912%) hue-rotate(351deg) brightness(90%) contrast(87%);">' .. image_file .. '</span>'
table.insert(tableValues, tostring(v))
end
-- use white instead of grey if grey is returned
-- Add an empty cell following some stats to align them correctly as seen in game
if (stats_to_add_blank_after[stat_name]) then
extra_blank_cell = " ," --prefixed space is needed
else
extra_blank_cell = ""
end
-- slightly lighter color for stat name
label = '<span style="color: #3d3d3d;">' .. label .. '</span>'
-- Add the scaling str if it scales
local scaling_data = p.get_hero_scaling_data(hero_data, stat_name)
local scaling_strs = ""
if (scaling_data ~= nil) then
for scaling_value, scaling_type in pairs(scaling_data) do
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
scaling_strs = scaling_strs .. scaling_str
end
end
-- Set cell value as "Icon StatvaluePostfix Statname Scaling,"
-- If icon file already exists, set it to #REDIRECT to the duplicate file page
cell_value = image_file .. " " .. stat_value  .. postfix .. " " .. label  .. scaling_strs .. "," .. extra_blank_cell
cell_values = cell_values .. cell_value --add value to values list
end
end
template_args["cell_values"] = cell_values
return table.concat(tableValues, ", ")
-- Write current call
template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- Add call to the set of calls
template_calls = template_calls .. "\n" .. template_call
end
end
else
-- This is a simple, non-table property
display_value = tostring(prop_value)
end
end
return template_calls .. "</div>"
-- Assemble the final string, adding the '%' sign if necessary
if percentage_properties[property] == true then
return display_value .. "%" .. scaling_str
else
return display_value .. scaling_str
end
end
end


--writes the massive hero comparison table for a specific PI and SP
p.get_component_name = function(frame)
-- scaling icons are shown only if PI and SP are both 0 or both not provided
local item_name = frame.args[1]
--{{#invoke:HeroData|write_hero_comparison_table|POWER_INCREASES|SPIRIT_POWER}}
local item = get_json_item(item_name)
p.write_hero_comparison_table = function(frame)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
-- process inputs
local power_increases = frame.args[1]
if (power_increases == nil) then power_increases = 0 end
local spirit_power = frame.args[2]
if (spirit_power == nil) then spirit_power = 0 end
-- Show scaling icons if power/increases/spirit power are 0/not specified
local components = item['Components']
local display_scaling_icons = false
--return empty string if no component found
if (power_increases == 0 and spirit_power == 0) then
if(components == nil) then return nil end
display_scaling_icons = true
end
-- Initializations and declarations
local component_key = components[1]
local row_str = ""
local component = data[component_key]
local body_str = ""
if (component == nil) then return nil end
local in_development
local is_disabled
local template_title = ""
local template_args = {}
local hero_icon
local hero_td_style
local scalar_str
-- Add hero comp stats to
return component['Name']
local stats_to_include = {
end
Weapon = {
 
"DPS",
-- {{Items count}} access point
            "SustainedDPS",
function p.get_headcount()
            "BulletDamage",
local iter = 0
            "RoundsPerSecond",
local tbl = get_similar_items("IsDisabled")
            "FireRate",
for _, v in ipairs(tbl) do
            "ClipSize",
if (v["IsDisabled"] == false and v["Name"] ~= nil) then
            "ReloadTime",
iter = iter + 1
            "ReloadDelay",
end
            "BulletsPerShot",
end
            "BulletsPerBurst",
return iter
            "BurstInterShotInterval",
end
            "LightMeleeDamage",
 
            "HeavyMeleeDamage",
   
            "ReloadSingle",
-- Gets the codename (the key in the JSON data) for a given item's display name.
            "BulletSpeed",
-- Prioritizes active items to handle cases where disabled duplicates exist.
            "BulletGravityScale",
p.get_codename = function(frame)
            "FalloffStartRange",
local name = frame.args[1]
            "FalloffEndRange",
            "BonusAttackRange",
            "RoundsPerSecondAtMaxSpin",
            "SpinAcceleration",
            "SpinDeceleration"
},
Vitality = {
"MaxHealth",
            "BaseHealthRegen",
            "BulletResist",
            "TechResist",
            "CritDamageReceivedScale",
            "MaxMoveSpeed",
            "SprintSpeed",
            "StaminaCooldown",
            "Stamina"
}
}
-- Iterate heroes
-- First, try to find an active item.
for hero_key, hero_data in pairs(heroes_data) do
for k, v in pairs(data) do
-- Ensure they are not in development and they are an active hero
if (v["Name"] == name and (v["IsDisabled"] == false or v["IsDisabled"] == nil)) then
in_development = hero_data["InDevelopment"]
return k -- Return the codename of the active item
is_disabled = hero_data["IsDisabled"]
if (not is_disabled) then
--Add the row's stats
row_str = ""
-- Retrieve hero's localized name
hero_name = localize(hero_key, hero_key)
-- Retrieve hero's english name, used for hero icon
hero_name_en = hero_data["Name"]
-- Expand hero icon
template_title = "Template:HeroIcon"
template_args[1] = hero_name_en
template_args[2] = hero_name
hero_icon = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- First column in each row is hero name
row_str = row_str .. "<td>" .. hero_icon .. "</td>"
-- Consecutive columns are then stats
-- Iterate categories
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
--Retrieve the stats value from hero data
stat_value = hero_data[attr_key]
if (stat_value == nil) then stat_value = 0 end
-- Retrieve scaling val and str if it scales
local scaling_data = p.get_hero_scaling_data(hero_data, attr_key)
local scaling_strs = ""
if (scaling_data ~= nil) then
for scaling_value, scaling_type in pairs(scaling_data) do
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
if (scaling_str ~= nil) then
scaling_strs = scaling_strs .. scaling_str
end
-- Scale the stat value
if (scaling_type == "Spirit") then
stat_value = stat_value + (spirit_power * scaling_value)
elseif (scaling_type == "Level") then
if attr_key == 'TechResist' or attr_key == 'BulletResist' then
-- each PI for resists is multiplicative
stat_value = (stat_value/100 + 1 - (1-scaling_value/100)^power_increases)*100
else
stat_value = stat_value + (power_increases * scaling_value)
end
end
end
end
if (not display_scaling_icons) then scaling_strs = "" end
-- Convert from boolean to string, or round it
if (type(stat_value)) == 'boolean' then
stat_value = tostring(stat_value)
else
stat_value = util_module.round_to_sig_fig(stat_value, 3)
end
-- Add it to the row
row_str = row_str .. "<td>" .. stat_value .. scaling_strs .. "</td>"
end
end
end
-- Add row to the body
row_str = "<tr>" .. row_str .. "</tr>"
body_str = body_str .. row_str
first_hero = false
end
end
end
end
-- If no active item was found, fall back to finding any item with the name.
-- First header is Hero
for k, v in pairs(data) do
local headers_str = "<th>" .. "Hero" .. "</th>"
if (v["Name"] == name) then
local header_style = ""
return k
local category_data = attribute_module.get_category_data()
local postfix
-- Used for keys that are not localized by Valve
local postfix_key_map = {
["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
["BulletsPerShot"] = "",
["BulletsPerBurst"] = "",
["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
["ReloadSingle"] = "",
["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
["SustainedDPS"] = "DPS_postfix",
["RoundsPerSecondAtMaxSpin"] = "",
["SpinAcceleration"] = "BonusFireRate_postfix",
["SpinDeceleration"] = "BonusFireRate_postfix"
}
-- Iterate stats again for displaying headers with their respective color
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
category_rgb = category_data[category]["rgb"]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
attr_data = category_attrs[attr_key]
if (attr_data ~= nil) then
-- Localize, fallback to attr_key with proper spaces
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
-- Get postfix
postfix = lang_module.get_string(attr_data["postfix"])
if (postfix == nil or postfix == "") then
postfix = ""
else
postfix = " (" .. postfix .. ")"
end
else -- If not in attributes data, use dictionary translate and postfix
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
header_style = ' style="background-color: ' .. "rgb(" .. category_rgb .. ') ;"'
headers_str = headers_str .. "<th" .. header_style .. ">" .. attr_localized .. postfix .. "</th>"
end
end
end
end
end
headers_str = "<tr>" .. headers_str .. "</tr>"
 
return nil -- Return nil if no item was found at all
local table_str = '<table class="wikitable sortable" style="table-layout: auto; width: 100%;">' .. headers_str .. body_str .. "</table>"
local output_str = '<div style="overflow-x: auto; width: 100%;">' .. table_str .. '</div>'
return output_str
end
 
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
end


-- Mapping from hero name to internal tag name
 
local TAG_NAME_MAP = {
["Abrams"] = "Abrams",
["Bebop"] = "Bebop",
["Billy"] = "Punkgoat",
["Calico"] = "Nano",
["The Doorman"] = "Doorman",
["Drifter"] = "Drifter",
["Dynamo"] = "Dynamo",
["Grey Talon"] = "Orion",
["Haze"] = "Haze",
    ["Holliday"] = "Astro",
    ["Infernus"] = "Inferno",
    ["Ivy"] = "Tengu",
    ["Kelvin"] = "Kelvin",
    ["Lady Geist"] = "Geist",
    ["Lash"] = "Lash",
    ["McGinnis"] = "Engineer",
    ["Mina"] = "VampireBat",
    ["Mirage"] = "Mirage",
    ["Mo & Krill"] = "Digger",
    ["Paige"] = "Bookworm",
    ["Paradox"] = "Chrono",
    ["Pocket"] = "Synth",
    ["Seven"] = "Gigawatt",
    ["Shiv"] = "Shiv",
    ["Sinclair"] = "Magician",
    ["Victor"] = "Frank",
    ["Vindicta"] = "Vindicta",
    ["Viscous"] = "Viscous",
    ["Vyper"] = "Viper",
    ["Warden"] = "Warden",
    ["Wraith"] = "Wraith",
    ["Yamato"] = "Yamato",
}
 
-- Function to call hero tags based on name
p.get_hero_tag = function (frame)
    local name = frame.args[1]
    local number = tonumber(frame.args[2])
 
    -- Validate input
    if not name then
        return "Error: Missing name input."
    end
 
    if number ~= 1 and number ~= 2 and number ~= 3 then
        return string.format("Error: Invalid number '%s'. Must be 1, 2, or 3.", tostring(frame.args[2]))
    end
 
    local tagname = TAG_NAME_MAP[name]
    if not tagname then
        return string.format("Error: Unknown name '%s'.", name)
    end
 
    -- Build localization key
    local key = string.format("Citadel_%s_HeroTag_%d", tagname, number)
 
    -- Call Lang.get_string
    local result = lang_module.get_string(key)
 
    return result or ("[Missing string for key: " .. key .. "]")
end


return p
return p