Module:Sandbox/LVL: Difference between revisions

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Test out scaling icons
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end
end
-- Build tooltip content showing scaling info
-- Build cell content with scaling icons inline
local tooltip_lines = {}
local cell_content = stat_value .. scaling_strs
local has_scaling = false
local cell_inner = string.format('<span class="stat-num">%s</span>', cell_content)
if type(base_value) == "number" then
-- Build data attributes for JavaScript manipulation
    table.insert(tooltip_lines, string.format("Base: %s", util_module.round_to_sig_fig(base_value, 3)))
end
if attr_key == 'TechPower' then
    -- TechPower is unique: it represents Spirit Power itself.
    -- We only show its base and how much it grows per boon.
    local tp_boon_scale = (level_scale > 0) and level_scale or innate_spirit_scale
    if tp_boon_scale and tp_boon_scale > 0 then
        table.insert(tooltip_lines, string.format("Level: +%s per boon", tp_boon_scale))
        has_scaling = true
    end
else
    -- Standard stat tooltip logic
    if level_scale and level_scale > 0 then
        table.insert(tooltip_lines, string.format("Level: +%s per boon", level_scale))
        has_scaling = true
    end
    if spirit_scale and spirit_scale > 0 then
        table.insert(tooltip_lines, string.format("Spirit: +%s per Spirit", spirit_scale))
        has_scaling = true
    end
end
local tooltip_text = table.concat(tooltip_lines, "<br>")
-- Build data attributes for JavaScript manipulation (ONLY ONCE)
local data_attrs = string.format(
local data_attrs = string.format(
    'data-base="%s" data-spirit-scale="%s" data-level-scale="%s" data-innate-spirit-scale="%s"%s',
    'data-base="%s" data-spirit-scale="%s" data-level-scale="%s" data-innate-spirit-scale="%s"%s',
Line 533: Line 507:
)
)
-- Build cell with tooltip wrapper ONLY if there is scaling
-- Add it to the row
local cell_inner
row_str = row_str .. string.format('<td %s>%s</td>', data_attrs, cell_inner)
if has_scaling then
    cell_inner = string.format(
        '<span class="tooltip-container">' ..
        '<span class="tooltip-trigger" tabindex="0"><span class="stat-num">%s</span></span>' ..
        '<span class="tooltip-content" role="tooltip">%s</span>' ..
        '</span>',
        stat_value,
        tooltip_text
    )
else
    cell_inner = string.format('<span class="stat-num">%s</span>', stat_value)
end
-- Add it to the row with data attributes and span wrapper
row_str = row_str .. string.format(
    '<td %s>%s</td>',
    data_attrs,
    cell_inner
)
end
end
end
end

Revision as of 21:43, 10 April 2026

Documentation for this module may be created at Module:Sandbox/LVL/doc

local p = {};
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local attributes_data = mw.loadJsonData("Data:AttributeData.json")
local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json")
local util_module = require('Module:Utilities')
local lang_module = require('Module:Lang')
local dictionary_module = require('Module:Dictionary')
local attribute_module = require('Module:AttributeData')

-- returns the table of a specific item, used by external modules
function p.get_json_item(name)
	for i,v in pairs(heroes_data) do
		if (v["Name"] == name) then
			return v
		end
	end
	return nil
end

-- Returns an array of item tables that have the same properties
-- @function   get_similar_items
-- @param      {string}
-- @return     {array of tables}
local function get_similar_items(property)
	local similarItems = {}
	for _, v in pairs(heroes_data) do
		if (v[property] ~= nil) then
			table.insert(similarItems, v)
		end
	end
	return similarItems
end

-- returns the key of the specified hero's english name
function p.get_hero_key(frame)
    local hero_name_input = frame.args[1] -- Get the hero name from the template argument
    if not hero_name_input then
        return "Error: Hero name not specified."
    end

    hero_name_input = hero_name_input:lower() -- For case-independent search

    -- Go through all the characters and look for a name match.
    for hero_key, hero_data in pairs(heroes_data) do
        if hero_data["Name"] then
            local current_hero_name = hero_data["Name"]:lower()
            if current_hero_name == hero_name_input then
                return hero_key -- Return the key if the name matches
            end
        end
    end

    return "Hero not found." -- If nothing is found
end

--{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
--sig_figs optional for rounding floats
p.get_hero_var = function(frame)
    local hero_name = frame.args[1]
    local hero_stat_key = frame.args[2]
    local sig_figs_or_localize = frame.args[3]
    
    local hero = heroes_data[hero_name]
    if(hero == nil) then hero = p.get_json_item(hero_name) end
    if(hero == nil) then return "Hero Not Found" end
    
    -- Check top-level first, then Weapon, then AltFire
    local var_value = hero[hero_stat_key]
    if var_value == nil and hero.Weapon then
        var_value = hero.Weapon[hero_stat_key]
    end
    if var_value == nil and hero.Weapon and hero.Weapon.AltFire then
        var_value = hero.Weapon.AltFire[hero_stat_key]
    end
    
    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

    return var_value
end

--{{#invoke:HeroData|get_alt_fire_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
p.get_alt_fire_var = function(frame)
    local hero_name = frame.args[1]
    local stat_key = frame.args[2]
    local sig_figs_or_localize = frame.args[3]
    
    local hero = heroes_data[hero_name]
    if(hero == nil) then hero = p.get_json_item(hero_name) end
    if(hero == nil) then return "Hero Not Found" end
    
    if not (hero.Weapon and hero.Weapon.AltFire) then
        return "No Alt Fire"
    end
    
    local var_value = hero.Weapon.AltFire[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)
    end
    
    --localize
    if (sig_figs_or_localize == "true") then
        return lang_module.get_string(var_value)
    end

    return var_value
end

--{{#invoke:HeroData|get_list_elem|HERO_NAME|VAR|NUMBER|LOCALIZE}}
p.get_list_elem = function(frame)
	local hero_name = frame.args[1]
	local var = frame.args[2]
	local number_str = frame.args[3]
	local number_int = tonumber(number_str)
	local localize = frame.args[4]
	
	local hero = heroes_data[hero_name]
	if(hero == nil) then hero = p.get_json_item(hero_name) end
	if(hero == nil) then return "Hero Not Found" end
	
	-- Check top-level first, then Weapon, then AltFire
	local list = hero[var]
	if list == nil and hero.Weapon then
	    list = hero.Weapon[var]
	end
	if list == nil and hero.Weapon and hero.Weapon.AltFire then
	    list = hero.Weapon.AltFire[var]
	end
	
	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
	
	return element
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)
	local hero_key = frame.args[1]
	local hero_data = heroes_data[hero_key]
	if (hero_data == nil) then return hero_key.." not found" end
	local role_key = hero_data["Role"]
	local role_localized = lang_module.get_string(role_key, nil, 'en')
	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

p.write_default_items = function(frame)
	local hero_key = frame.args[1] --unlocalized
	if (hero_key == nil) then return "No hero key provided" end
	local str = ""
	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
	

--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 "" end
	
	local scaling_value = scaling_data[hero_stat_key]
	if scaling_value == nil then return "" end

	--round
	if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
		scaling_value = util_module.round_to_sig_fig(scaling_value, sig_figs_or_localize)
		if (scaling_value == nil) then return "get_hero_scalar() error with rounding" end
	end
	
	--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)

	return scaling_str
end

-- Check if a hero has a stat (Base, Boons, or Spirit Scaling)
-- Returns "true" if found, nil if not (for #if templates)
p.hero_has_stat = function(frame)
    local hero_key = frame.args[1]
    local stat_key = frame.args[2]

    if (hero_key == nil) then return nil end
    
    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 nil end

    -- 1. Check Base Value
    -- We allow 0 if it's explicitly set, but usually we filter 0 for hiding. 
    -- However, for resists, 0 usually means "hide", so we check ~= 0.
    local val = hero_data[stat_key]
    if (val ~= nil and val ~= 0) then return "true" end

    -- 2. Check Level Scaling (Boons)
    if (hero_data["LevelScaling"] ~= nil and hero_data["LevelScaling"][stat_key] ~= nil and hero_data["LevelScaling"][stat_key] ~= 0) then 
        return "true" 
    end

    -- 3. Check Spirit Scaling
    if (hero_data["SpiritScaling"] ~= nil and hero_data["SpiritScaling"][stat_key] ~= nil and hero_data["SpiritScaling"][stat_key] ~= 0) then 
        return "true" 
    end

    return nil
end

-- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank
-- Scaling string meaning the expanded template {{Ss|scalar}} or {{Ls|scalar}}
function p.write_scalar_str(scaling_value, scaling_type)
	local scaling_abbrevs = {Spirit = "Ss", Level = "PI"}
	
	-- 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]
	local template_args = {}
	template_args["1"] = scaling_value
	
	local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
    
	return template_call:gsub("\n", ""):gsub("\r", "")
end

-- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0
function p.get_hero_scaling_data(hero_data, hero_stat_key)
	local scaling_type_full
	local scaling_data
	local scaling_value
	local scaling_types = {"Spirit", "Level"}
	local scaling_data_returned = {}
	
	for index, scaling_type in ipairs(scaling_types) do
		scaling_type_full = scaling_type .. "Scaling"
		scaling_data = hero_data[scaling_type_full]
		
		--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
	
	return scaling_data_returned
end

local function get_nested_stat_value(hero_data, stat_key)
    -- Check top-level, then Weapon, then AltFire
    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

--writes the massive hero comparison table for a specific PI and SP
-- scaling icons are shown only if PI and SP are both 0 or both not provided
--{{#invoke:HeroData|write_hero_comparison_table|POWER_INCREASES|SPIRIT_POWER|MAX_POWER|MAX_SPIRIT}}
p.write_hero_comparison_table = function(frame)
	-- 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
	local max_power = frame.args[3] or 25
	local max_spirit = frame.args[4] or 500
	
	-- Show scaling icons if power/increases/spirit power are 0/not specified
	local display_scaling_icons = false
	if (power_increases == 0 and spirit_power == 0) then
		display_scaling_icons = true
	end
	
	-- Initializations and declarations
	local row_str = ""
	local body_str = ""
	local template_title = ""
	local template_args = {}
	local hero_icon
	
	-- Add hero comp stats to 
	local stats_to_include = {
		Weapon = {
			"DPS",
            "SustainedDPS",
            "BulletDamage",
            "RoundsPerSecond",
            "FireRate",
            "ClipSize",
            "ReloadTime",
            "ReloadDelay",
            "BulletsPerShot",
            "BulletsPerBurst",
            "BurstInterShotInterval",
            "LightMeleeDamage",
            "HeavyMeleeDamage",
            "ReloadSingle",
            "BulletSpeed",
            "BulletGravityScale",
            "FalloffStartRange",
            "FalloffEndRange",
            "BonusAttackRange",
            "CritDamageBonusPercent",
            "RoundsPerSecondAtMaxSpin",
            "SpinAcceleration",
            "SpinDeceleration"
		},
		Vitality = {
			"MaxHealth",
            "BaseHealthRegen",
            "BulletResist",
            "TechResist",
            "MeleeResist",
            "BulletLifesteal",
            "CritDamageReceivedPercent",
            "MaxMoveSpeed",
            "SprintSpeed",
            "StaminaCooldown",
            "Stamina",
            "GroundDashSpeed"
		},
	    Spirit = {
			"TechPower"
		}
	}

	-- Collect and sort heroes alphabetically by name
	local sorted_heroes = {}
	for hero_key, hero_data in pairs(heroes_data) do
		if not hero_data["InDevelopment"] and not hero_data["IsDisabled"] then
			table.insert(sorted_heroes, {key = hero_key, data = hero_data})
		end
	end
	table.sort(sorted_heroes, function(a, b)
		return (a.data["Name"] or a.key) < (b.data["Name"] or b.key)
	end)

-- Iterate heroes
	for _, hero_entry in ipairs(sorted_heroes) do
		local hero_key = hero_entry.key
		local hero_data = hero_entry.data

		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 (sticky)
		row_str = row_str .. '<td style="position: sticky; left: 0; z-index: 10; background-color: #202122; isolation: isolate;">' .. 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
					local base_value = get_nested_stat_value(hero_data, attr_key)
					local stat_value = base_value
					
					-- Retrieve scaling val and str if it scales
					local scaling_data = p.get_hero_scaling_data(hero_data, attr_key)
					local scaling_strs = ""
					local spirit_scale = 0
					local level_scale = 0
					local is_resist = (attr_key == 'TechResist' or attr_key == 'BulletResist')
					
					if (scaling_data ~= nil) then
					    for scaling_val, scaling_type in pairs(scaling_data) do
					        local scaling_str = p.write_scalar_str(scaling_val, scaling_type)
					        if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
					        if (scaling_str ~= nil) then
					            scaling_strs = scaling_strs .. scaling_str 
					        end
					        
					        -- Track scaling values for data attributes
					        if (scaling_type == "Spirit") then
					            spirit_scale = scaling_val
					            stat_value = stat_value + (spirit_power * scaling_val)
					        elseif (scaling_type == "Level") then
					            level_scale = scaling_val
					            if is_resist then
					                -- each PI for resists is multiplicative
					                stat_value = (stat_value/100 + 1 - (1-scaling_val/100)^power_increases)*100
					            else
					                stat_value = stat_value + (power_increases * scaling_val)
					            end
					        end
					    end
					end
					
					-- TechPower gains 1:1 with user-input Spirit Power (only if not already defined)
					if attr_key == 'TechPower' and spirit_scale == 0 then
					    spirit_scale = 1.0
					    stat_value = stat_value + (spirit_power * spirit_scale)
					end
					
					-- Calculate innate TechPower scaling for this hero
					local innate_spirit_scale = 1.1 -- Default for most heroes
					if hero_data["LevelScaling"] and hero_data["LevelScaling"]["TechPower"] then
					    innate_spirit_scale = hero_data["LevelScaling"]["TechPower"]
					elseif hero_data["Spirit"] and hero_data["Spirit"]["LevelScaling"] then
					    innate_spirit_scale = hero_data["Spirit"]["LevelScaling"]
					end
					
					-- Hide scaling icons if not at base values
					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
					
					-- Build cell content with scaling icons inline
					local cell_content = stat_value .. scaling_strs
					local cell_inner = string.format('<span class="stat-num">%s</span>', cell_content)
					
					-- Build data attributes for JavaScript manipulation
					local data_attrs = string.format(
					    'data-base="%s" data-spirit-scale="%s" data-level-scale="%s" data-innate-spirit-scale="%s"%s',
					    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,
					    is_resist and ' data-is-resist="true"' or ''
					)
					
					-- Add it to the row
					row_str = row_str .. string.format('<td %s>%s</td>', data_attrs, cell_inner)
				end
			end
		end
		
		-- Add row to the body
		row_str = "<tr>" .. row_str .. "</tr>"
		body_str = body_str .. row_str 
	end
	
	
	-- First header is Hero (sticky)
	local headers_str = '<th style="position: sticky; left: 0; top: 0; z-index: 12; background-color: #27292d; isolation: isolate;">Hero</th>'
	local header_style = ""
	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"] = "",
		["CritDamageBonusScale"] = "StatDesc_CritDamageBonusScale_postfix",
		["BonusCritDamagePercent"] = "BonusCritDamagePercent_postfix",
		["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
		["GroundDashSpeed"] = "DashSpeed_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="position: sticky; top: 0; z-index: 3; background-color: rgb(' .. category_rgb .. ');"'
				
				headers_str = headers_str .. "<th" .. header_style .. ">" .. attr_localized .. postfix .. "</th>"
			end
		end
	end
	headers_str = "<tr>" .. headers_str .. "</tr>"

	-- Wrap table in container with data attributes for JS
	local table_str = 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
	)
	
	return table_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

-- 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",
	["Apollo"] = "Fencer",
	["Graves"] = "Necro",
	["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",
    ["Celeste"] = "Unicorn",
    ["Pocket"] = "Synth",
    ["Rem"] = "Familiar",
    ["Seven"] = "Gigawatt",
    ["Shiv"] = "Shiv",
    ["Silver"] = "Werewolf",
    ["Silver (Transformed)"] = "Werewolf",
    ["Sinclair"] = "Magician",
    ["Venator"] = "Priest",
    ["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

-- Outputs a wikitable of heroes grouped by GroundDashDuration using {{HeroIcon|hero_name}}
-- {{#invoke:HeroData|write_ground_dash_buckets}}
p.write_ground_dash_buckets = function(frame)
    local buckets = {
        [0.62] = {},
        [0.68] = {},
        [0.70] = {},
    }

    local get_dash = function(hero)
        return hero.GroundDashDuration
            or (hero.Weapon and hero.Weapon.GroundDashDuration)
            or (hero.Weapon and hero.Weapon.AltFire and hero.Weapon.AltFire.GroundDashDuration)
    end

    -- Collect heroes
    for hero_key, hero_data in pairs(heroes_data) do
        if not hero_data.InDevelopment and not hero_data.IsDisabled then
            local dash = get_dash(hero_data)
            if dash and buckets[dash] then
                table.insert(buckets[dash], hero_data.Name or hero_key)
            end
        end
    end

    -- Sort alphabetically
    for _, list in pairs(buckets) do
        table.sort(list)
    end

    -- Determine max rows dynamically
    local max_rows = 0
    for _, list in pairs(buckets) do
        if #list > max_rows then max_rows = #list end
    end

    local output = {"{| class='wikitable'", "! Bucket 1 !! Bucket 2 !! Bucket 3"}
    local current_frame = frame or mw.getCurrentFrame()

    for i = 1, max_rows do
        local row = {}
        for _, bucket in ipairs({0.62, 0.68, 0.70}) do
            local hero_name = buckets[bucket][i]
            table.insert(row, hero_name and current_frame:expandTemplate{title = "HeroIcon", args = {hero_name}} or "")
        end
        table.insert(output, "|-\n| " .. table.concat(row, " || "))
    end

    table.insert(output, "|}")
    return table.concat(output, "\n")
end

return p