Module:Sandbox/LVL: Difference between revisions

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local p = {}
local p = {}


local iconDataRaw = mw.loadJsonData("Data:ResourceLookup.json")
local heroes_data      = mw.loadJsonData("Data:HeroData.json")
local iconData2 = mw.loadJsonData("Data:ResourceLookup2.json")
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
local dictionary = mw.loadJsonData("Data:Dictionary")
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 iconData = {}
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


for k, v in pairs(iconDataRaw) do
local function localize(key, fallback)
     iconData[k] = v
    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


for k, v in pairs(iconData2) do
-- =========================================================================
    iconData[k] = v
--  DPS calculation helpers
end
-- =========================================================================


local lang_codes = mw.loadJsonData("Data:LangCodes.json")
local function calculate_dps(stats, dps_type)
local lang_module = require("Module:Lang")
    local rps = stats.RoundsPerSecond or 0
local table_data = require("Module:Icon/data")
    if rps == 0 then return 0 end


local cachedLangCode
    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


local linkOverrides = table_data.linkOverrides
    if total_cycle_time == 0 then return 0 end
local legacyItems = table_data.legacyItems
local missingImageOverrides = table_data.missingImageOverrides
local aliases = table_data.aliases
local renames = table_data.renames


local function getLangCode()
    local base_damage = stats.BulletDamage or 0
     if cachedLangCode then
     if dps_type == 'burst' then
         return cachedLangCode
         return base_damage * bullets_per_shot * burst_count / total_cycle_time
     end
     end


     local title = mw.title.getCurrentTitle().fullText
     local clip_size = stats.ClipSize or 0
     local subpageLang = title:match("/([^/]+)$")
     if clip_size <= 0 then
     local langCode = (subpageLang and lang_codes[subpageLang]) and subpageLang or "en"
        return base_damage * bullets_per_shot * burst_count / total_cycle_time
     end


     cachedLangCode = langCode
     local reload_time
     return langCode
     if stats.ReloadSingle then
end
        reload_time = (stats.ReloadTime or 0) * clip_size
 
     else
-- Infer image path from name, with override support for missing images
         reload_time = stats.ReloadTime or 0
local function getImage(iconInfo, args)
    local lowerName = iconInfo.name:lower()
 
     if args.image then
         return args.image
     end
     end
    reload_time = reload_time + (stats.ReloadDelay or 0)


     return missingImageOverrides[lowerName] or (iconInfo.name .. ".png")
     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


-- Get the translated name (Moved up so getLink can use it)
-- Compute how much DPS changes when all relevant component scalings are applied.
local function getTranslatedName(iconInfo, langCode)
-- Used for alt-fire rows where explicit DPS/SustainedDPS scaling keys are missing.
     if langCode == "en" then
local function compute_dps_scaling(hero_data, base_stats, dps_type, scaling_type)
         return iconInfo.name
     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
     end


     -- 1. Direct key
     -- ClipSize is shared between fire modes; fall back to primary scaling
     if iconInfo.key and iconInfo.key ~= "" then
     if base_stats.ClipSize and not component_scalings.ClipSize then
         local translated = lang_module.get_string(iconInfo.key, langCode, iconInfo.name
         local primary_clip_scale = scaling_source["ClipSize"]
        )
         if primary_clip_scale then
 
             component_scalings.ClipSize = primary_clip_scale
         if type(translated) == "string" then
             return (translated:gsub("<[^>]+>", ""))
         end
         end
    end


         return iconInfo.name
    if next(component_scalings) == nil then
         return 0
     end
     end


     -- 2. Dictionary lookup
     local base_dps = calculate_dps(base_stats, dps_type)
     if iconInfo.key_dictionary and iconInfo.key_dictionary ~= "" then
     local scaled_stats = {}
        local entry = dictionary[iconInfo.key_dictionary]
    for k, v in pairs(base_stats) do scaled_stats[k] = v end
 
    for comp_key, scale_val in pairs(component_scalings) do
         if type(entry) == "table" then
         if scaled_stats[comp_key] ~= nil then
             return entry[langCode]
             scaled_stats[comp_key] = scaled_stats[comp_key] + scale_val
                or entry.en
                or iconInfo.name
         end
         end
     end
     end
 
     local scaled_dps = calculate_dps(scaled_stats, dps_type)
     -- No valid key > fallback
     return scaled_dps - base_dps
     return iconInfo.name
end
end


-- Infer link from type and available fields
-- =========================================================================
local function getLink(iconInfo, langCode)
-- Main module function
    if iconInfo.type == "ability" then
-- =========================================================================
        local hero = iconInfo.hero_name or iconInfo.name
       
        -- Get the translated name for the specific ability
        local abilityName = getTranslatedName(iconInfo, langCode)
       
        -- Format for URL: replace spaces with underscores
        local anchor = abilityName:gsub(" ", "_")
       
        return hero .. "#" .. anchor
    end


     return linkOverrides[iconInfo.name] or iconInfo.name
p.write_hero_comparison_table = function(frame)
end
     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


-- Returns the canonical display name for a given user input
     local display_scaling_icons = (power_increases == 0 and spirit_power == 0)
-- Used by templates to store the correct casing in data attributes
-- Normalizes casing so exact string matches work reliably in Lua modules
function p.getCanonicalName(frame)
     local name = frame.args[1] or ""
    local lowerName = name:lower()


     if renames[lowerName] then
     local body_str = ""
        lowerName = renames[lowerName]
    elseif aliases[lowerName] then
        lowerName = aliases[lowerName]
    end


     local iconInfo = iconData[lowerName] or legacyItems[lowerName]
     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" }
    }


     -- If unknown, return original input
     -- Collect and sort heroes alphabetically, excluding disabled/in-development
     if not iconInfo then
     local sorted_heroes = {}
         return name
    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


-- Quick hack: ability names are used by MediaWiki:Gadget-infobox-tooltip.js and expected to be localized
        local base_value
    local langCode = getLangCode()
        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 iconInfo.type == "ability" then
        -- Apply unit conversion to the base value
         return getTranslatedName(iconInfo, langCode)
        if type(base_value) == "number" then
    end
            base_value = base_value * conv_factor
         end


    return iconInfo.name
        local stat_value = base_value
end


local function render(name, args)
        -- Scaling lookup
    local originalName = name
        local scaling_data
    local lowerName = name:lower()
        if is_alt_fire then
    args = args or {}
            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


    if renames[lowerName] then
        local scaling_strs = ""
        lowerName = renames[lowerName]
        local spirit_scale = 0
    elseif aliases[lowerName] then
        local level_scale  = 0
        lowerName = aliases[lowerName]
        local spirit_val = 0
    end
        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


    -- Lookup live data > legacy fallback
            -- Output Spirit icon before Level icon
    local iconInfo = iconData[lowerName] or legacyItems[lowerName]
            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")


    -- Throw error if not found
            if type(stat_value) == "number" then
    if not iconInfo then
                stat_value = stat_value + (spirit_power * spirit_val)
        return string.format("[[:Category:Module:Icon ERROR|Icon not found]] ('%s'). [[Category:Module:Icon ERROR]]", name)
                stat_value = stat_value + (power_increases * level_val)
    end
            end


    local customText = args.l1 ~= "" and args.l1 or nil
            spirit_scale = spirit_val
    local customLink = args.link ~= "" and args.link or nil
            level_scale  = level_val
    local size = args.size or "20px"
        end
    local noLink = args["no-link"] == "true"
    local noFile = args["no-file"] == "true"
    local iconOnly = args["icon-only"] == "true"


    for k, v in pairs(args) do
         if attr_key == "TechPower" and spirit_scale == 0 then
         if type(k) == "number" and k > 1 then
             spirit_scale = 1.0
             local val = mw.text.trim(v)
             if type(stat_value) == "number" then
             if val == "icon-only" then
                 stat_value = stat_value + (spirit_power * spirit_scale)
                 iconOnly = true
            elseif val == "no-link" then
                noLink = true
            elseif val:match("^%d+px$") then
                size = val
             end
             end
         end
         end
    end


    local langCode = getLangCode()
        local innate_spirit_scale =
            (hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"]) or 0
 
        if not display_scaling_icons then scaling_strs = "" end


    local displayName
        if type(stat_value) == "boolean" then
    if customText then
            stat_value = tostring(stat_value)
        displayName = customText
         else
    elseif renames[name:lower()] then
            stat_value = util_module.round_to_sig_fig(stat_value, 5)
        -- Preserve original if renamed
        end
         displayName = originalName
    else
        displayName = getTranslatedName(iconInfo, langCode)
    end


    local baseLink = customLink or getLink(iconInfo, langCode)
        local cell_inner = string.format(
    local fragment = ""
            '<span class="stat-num">%s</span><span class="stat-scaling">%s</span>',
            stat_value,
            scaling_strs
        )


    -- Split the fragment (#Abilities) from the base link
        local weapon_table = hero_data.Weapon
    if baseLink:find("#") then
        if is_alt_fire and weapon_table and weapon_table.AltFire then
         local parts = mw.text.split(baseLink, "#", true)
            weapon_table = weapon_table.AltFire
         baseLink = parts[1]
        end
        fragment = "#" .. (parts[2] or "")
         local hit_once = "false"
    end
         if (attr_key == "DPS" or attr_key == "SustainedDPS")
            and weapon_table
            and weapon_table.HitOnceAcrossAllBullets
        then
            hit_once = "true"
        end


    local link = baseLink
        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
        )


    if not customLink and langCode ~= "en" and baseLink ~= "" then
        return string.format('<td style="white-space: nowrap;" %s>%s</td>', data_attrs, cell_inner)
        link = baseLink .. "/" .. langCode
     end
     end


     -- Reattach fragment at the end
     -- Generate a hero's primary stat row
     link = link .. fragment
     local function generatePrimaryRow(hero_data, hero_key, has_alt)
 
        local row_str = ""
    -- Add CSS class for abilities
        local hero_name_local = localize(hero_key, hero_key)
    local style
        local hero_name_en = hero_data["Name"]
    if iconInfo.type == "ability" then
        local template_args = {[1] = hero_name_en, l1 = hero_name_local}
        style = 'class="module-icon-ability" style="position:relative; bottom:2px;"'
        local hero_icon = mw.getCurrentFrame():expandTemplate{ title = "Template:HeroIcon", args = template_args }
    else
        local hero_cell_content = hero_icon
        style = 'class="c-icon" style="position:relative; bottom:2px;"'
        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
     end


     local imageLink = noLink and "" or link
     -- Generate an expandable alt-fire sub-row (weapon stats only)
    local iconHtml = ""
    local function generateAltFireSubRow(hero_data, hero_key)
 
        local row_str = ""
    if not noFile then
        local hero_name_local = localize(hero_key, hero_key)
         local image = getImage(iconInfo, args)
        local hero_name_en = hero_data["Name"]
         iconHtml = string.format('<span %s>[[File:%s|%s|link=%s]]</span>', style, image, size, imageLink)
        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


     if iconOnly or displayName == "" then
     -- Build all body rows
         return iconHtml
    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
     end


     local textHtml = (noLink or link == "") and displayName or string.format('[[%s|%s]]', link, displayName)
    -- 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


    if iconHtml ~= "" then
                    -- Alt-fire scaling (only for stats present in the AltFire table)
        return '<span style="white-space:nowrap;">' .. iconHtml .. " " .. textHtml .. '</span>'
                    if hero_data.Weapon
    else
                        and hero_data.Weapon.AltFire
         return textHtml
                        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
end


-- Template entrypoint
    -- Build table header row
function p.render(frame)
    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 args = frame:getParent().args
    local category_data = attribute_module.get_category_data()
    local name = args[1] or ""
     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


    return render(name, args)
                local attr_localized, postfix
end
                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>"


-- Module entrypoint
    return string.format(
function p._render(name, args)
        '<div id="hero-comparison-container" data-max-power="%s" data-max-spirit="%s">' ..
     return render(name, args)
        '<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