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-- Renders sortable wikitables of abilities filtered by a named stat.
-- Test harness for the proposed Module:GameData prop-matching change.
 
-- Renders with {{#invoke:Sandbox/Vergir|test}}
local Lists    = require("Module:AbilityTable/Lists")
--
local Notes    = require("Module:AbilityTable/Notes")
-- Holds a copy of both the current and the proposed matching code, runs the
local Renderers = require("Module:AbilityTable/ComplexRenderers")
-- proposed one against Data:AbilityData.json, and checks that every existing
local GameData  = require("Module:GameData")
-- list in Module:AbilityTable/Lists still selects exactly the same abilities.


local p = {}
local p = {}


-- ============================================================
local Lists = require("Module:AbilityTable/Lists")
-- TEST COPY of Module:AbilityTable with the proposed
-- Module:AbilityTable/ComplexRenderers.RenderSpiritScaling inlined below,
-- so the whole change can be previewed from one sandbox module.
-- ============================================================


-- ============================================================
-- ============================================================
-- Spirit scaling helpers
-- Current implementation (unchanged, still used for plain targets)
-- ============================================================
-- ============================================================


-- Returns the Spirit scaling entry of a prop value, or nil. A prop's Scale is
local function record_matches_prop(record, prop)
-- either a single { Value, Type } table or an array of them (a duration that
     for k, v in pairs(record) do
-- scales with both Spirit and ability duration, for example).
         if k == prop then
local function spirit_scale(v)
             if type(v) == "table" then
    if type(v) ~= "table" then return nil end
                if v["Value"] ~= nil then
    local scale = v["Scale"]
                     v = v["Value"]
    if type(scale) ~= "table" then return nil end
                else
    if scale[1] == nil then
                     for _ in pairs(v) do return true end
        if scale["Type"] == "spirit" then return scale end
                    return false
        return nil
                 end
    end
    for _, entry in ipairs(scale) do
        if type(entry) == "table" and entry["Type"] == "spirit" then return entry end
    end
    return nil
end
 
-- Collects the non-zero Spirit scalings of one record layer (the base record
-- or one upgrade tier) as { key, value, multiply }, ordered the way the
-- ability card lists its props; props the card does not list come last, in
-- key order. `labels` is the view's cardprops map (see Module:AbilityTable).
local function spirit_scalings(layer, labels)
    local out = {}
     for k, v in pairs(layer) do
         if k ~= "Upgrades" and tostring(k):sub(1, 1) ~= "_" then
            local s = spirit_scale(v)
             if s and type(s["Value"]) == "number" and s["Value"] ~= 0 then
                table.insert(out, {
                     key      = k,
                    value    = s["Value"],
                     multiply = s["Multiply"] == true,
                 })
             end
             end
        end
            if v ~= nil and v ~= 0 and v ~= "" and v ~= "0" and v ~= "0m" then
    end
                 return true
    table.sort(out, function(a, b)
        local oa = labels[a.key] and labels[a.key].order or math.huge
        local ob = labels[b.key] and labels[b.key].order or math.huge
        if oa ~= ob then return oa < ob end
        return a.key < b.key
    end)
    return out
end
 
-- Formats a scaling value to 3 significant figures, as the ability cards do.
local function format_spirit(v)
    return string.format("%.3g", v)
end
 
-- Formats one Spirit scaling for the table cell through the compact {{Ss}}
-- form, the same way RenderBarrier does. The template is expanded via the
-- frame the surrounding #invoke runs under, since module return values are
-- not re-expanded; the plain "×N" fallback covers a nil frame (module
-- console).
local function format_spirit_badge(v)
    local text  = format_spirit(v)
    local frame = mw.getCurrentFrame()
    if frame then
        return frame:expandTemplate{
            title = "Ss",
            args  = { text, compact = "1", show_value = "1" },
        }
    end
    return "×" .. text
end
 
-- "A", "A and B", "A, B and C".
local function join_names(names)
    if #names <= 1 then return names[1] or "" end
    return table.concat(names, ", ", 1, #names - 1) .. " and " .. names[#names]
end
 
-- Renders Spirit Power scaling.
-- Lists every prop that scales with Spirit at base, one per line as an {{Ss}}
-- badge labelled with the prop's name from the ability card:
-- "x0.55 (Base Damage)". Two
-- props sharing a name are told apart by the card's Title
-- ("Damage: Cost of Stay"); props the card does not list show their raw key.
-- Upgrades are reported in Notes per prop, with the running total: additive
-- ones as "adds +×0.5 ... (total ×1.05)", ones that unlock scaling on a prop
-- as "grants ×1.3 ...", and Multiply upgrades as "multiplies ... by 1.15",
-- which is how the ability-upgrade gadget applies them.
function p.RenderSpiritScaling(ability, cardprops)
    local labels = cardprops or {}
 
    local base  = spirit_scalings(ability, labels)
    local tiers = {}  -- { tier = i, list = ... } in tier order
    local upgrades = ability["Upgrades"]
    if type(upgrades) == "table" then
        -- ipairs rather than #: mw.loadJsonData tables have no length.
        for i, tier in ipairs(upgrades) do
            if type(tier) == "table" then
                 table.insert(tiers, { tier = i, list = spirit_scalings(tier, labels) })
             end
             end
         end
         end
    end
        if type(v) == "table" and k ~= "DisabledStateMask" then
 
            if record_matches_prop(v, prop) then return true end
    -- Names used by more than one scaling prop of this ability get their Title
         elseif type(v) == "string" then
    -- appended so the rows can be told apart.
             if v == prop then return true end
    local keys_by_name = {}
    local function note_keys(list)
         for _, prop in ipairs(list) do
            local info = labels[prop.key]
             if info then
                keys_by_name[info.name] = keys_by_name[info.name] or {}
                keys_by_name[info.name][prop.key] = true
            end
         end
         end
     end
     end
     note_keys(base)
     return false
    for _, t in ipairs(tiers) do note_keys(t.list) end
end
 
    local function label_of(key)
        local info = labels[key]
        if not info then return key end
        local n = 0
        for _ in pairs(keys_by_name[info.name] or {}) do n = n + 1 end
        if n > 1 and info.title then return info.name .. ": " .. info.title end
        return info.name
    end
 
    local cells  = {}
    local running = {}  -- prop key -> current total scaling


    if #base > 0 then
local function entity_matches_old(record, properties)
        local lines = {}
    for _, prop in ipairs(properties) do
        for _, prop in ipairs(base) do
        if record_matches_prop(record, prop) then return true end
            table.insert(lines, format_spirit_badge(prop.value) .. " (" .. label_of(prop.key) .. ")")
            running[prop.key] = prop.value
        end
        cells["Spirit Scaling"] = table.concat(lines, "<br>")
     end
     end
 
     return false
    local notes = {}
    for _, t in ipairs(tiers) do
        local i, list = t.tier, t.list
        local groups, group_order = {}, {}  -- Multiply upgrades, grouped by multiplier
        for _, up in ipairs(list) do
            local label  = label_of(up.key)
            local current = running[up.key]
            if up.multiply then
                local group = groups[up.value]
                if not group then
                    group = { labels = {}, totals = {} }
                    groups[up.value] = group
                    table.insert(group_order, up.value)
                end
                table.insert(group.labels, label)
                if current then
                    running[up.key] = current * up.value
                    table.insert(group.totals, "×" .. format_spirit(running[up.key]))
                else
                    table.insert(group.totals, "?")
                end
            elseif current then
                running[up.key] = current + up.value
                table.insert(notes, "T" .. i .. " upgrade adds +×" .. format_spirit(up.value)
                    .. " " .. label .. " scaling (total ×" .. format_spirit(running[up.key]) .. ")")
            else
                running[up.key] = up.value
                table.insert(notes, "T" .. i .. " upgrade grants ×" .. format_spirit(up.value)
                    .. " " .. label .. " scaling")
            end
        end
        for _, m in ipairs(group_order) do
            local group = groups[m]
            table.insert(notes, "T" .. i .. " upgrade multiplies " .. join_names(group.labels)
                .. " scaling by " .. format_spirit(m)
                .. " (total " .. table.concat(group.totals, ", ") .. ")")
        end
    end
 
    if #notes > 0 then cells["Notes"] = table.concat(notes, ". ") end
     return cells
end
end
-- get_cells(ability, cardprops) -> { [column header] = cell text, Notes = ... }
-- `cardprops` maps the ability's prop keys to their display labels; most
-- renderers ignore it.
local extra_columns = {
    ["barrier"] = {
        headers  = { "Barrier" },
        get_cells = Renderers.RenderBarrier,
    },
    ["bossdmgscale"] = {
        headers  = { "Damage to Objectives" },
        get_cells = Renderers.RenderBossDamageScale,
    },
    ["charges"] = {
        headers  = { "Charges", "Time Between Charges", "Notes" },
        get_cells = Renderers.RenderCharges,
    },
    ["melee"] = {
        headers  = { "Base Damage", "Light Melee Scaling", "Notes" },
        get_cells = Renderers.RenderMelee,
    },
    ["heavymelee"] = {
        headers  = { "Base Damage", "Heavy Melee Scaling", "Notes" },
        get_cells = Renderers.RenderHeavyMelee,
    },
    ["scalingspirit"] = {
        headers  = { "Spirit Scaling", "Notes" },
        get_cells = p.RenderSpiritScaling,  -- TEST: inlined copy above
    },
    ["healreduce"] = {
        headers  = { "Heal Reduction", "Notes" },
        get_cells = Renderers.RenderHealReduce,
    },
    ["moveslow"] = {
        headers  = { "Move Slow", "Notes" },
        get_cells = Renderers.RenderMoveSlow,
    },
    ["dashslow"] = {
        headers  = { "Dash Slow", "Notes" },
        get_cells = Renderers.RenderDashSlow,
    },
    ["extradebuffresist"] = {
        headers  = { "Debuff Resist" },
        get_cells = Renderers.RenderExtraDebuffResist,
    },
}


-- ============================================================
-- ============================================================
-- Note enrichment
-- Proposed additions
-- ============================================================
-- ============================================================


-- Merges auto-generated and human notes for full-table mode.
local function value_is_meaningful(v)
-- Capitalizes human note, joins with ". ", ensures trailing period.
     if type(v) == "table" then
local function enrich_notes_full(extra, human_note)
        if v["Value"] ~= nil then
     if human_note then
            v = v["Value"]
        human_note = human_note:sub(1,1):upper() .. human_note:sub(2)
        else
        extra["Notes"] = extra["Notes"] and (extra["Notes"] .. ". " .. human_note) or human_note
            for _ in pairs(v) do return true end
    end
            return false
    if extra["Notes"] and extra["Notes"]:sub(-1) ~= "." then
        end
        extra["Notes"] = extra["Notes"] .. "."
     end
     end
    return v ~= nil and v ~= 0 and v ~= "" and v ~= "0" and v ~= "0m"
end
end


-- Merges auto-generated and human notes for compact mode.
local function value_equals(v, expected)
-- Decapitalizes human note (skips T{N} prefixes like "T1 slow"),
     if type(v) == "table" then v = v["Value"] end
-- joins with "; ", strips trailing period.
    if v == nil or type(v) == "table" then return false end
local function enrich_notes_compact(extra, human_note)
    return mw.ustring.lower(tostring(v)) == expected
     if human_note then
        local first = human_note:sub(1,1)
        if first:match("%u") and not human_note:sub(2,2):match("%d") then
            human_note = first:lower() .. human_note:sub(2)
        end
        if human_note:sub(-1) == "." then human_note = human_note:sub(1, -2) end
        extra["Notes"] = extra["Notes"] and (extra["Notes"] .. "; " .. human_note) or human_note
    end
end
end


-- ============================================================
local function follow_path(node, segments, index, value)
-- Ability views
    if index > #segments then
--
         if value ~= nil then return value_equals(node, value) end
-- In-game Ability may containe 1 or more records in AbilityData.json
        return value_is_meaningful(node)
-- Example: Vexing Bolt is 2 records (Launch Bolt + Redirect Bolt).
 
-- "Ability View" is a main-record + any relevant sub-ability records.
-- Each view entry also carries "cardprops", the display labels of the
-- ability's props taken from its card (see card_prop_labels). They are kept
-- beside the record rather than inside it so that membership matching, which
-- walks the whole record, never sees them.
-- ============================================================
 
-- Display labels for a card's props: prop key -> { name, title, order }, read
-- from the Info sections of the card in AbilityCards.json. The flat
-- AbilityData records carry no display names, and a key such as "Damage" is
-- reused across abilities under different labels, so the map is built per
-- card rather than wiki-wide. `order` is the position of the prop on the
-- card, so renderers can list props the way the in-game card does.
local function card_prop_labels(card)
    local labels, n = {}, 0
 
    local function walk(node)
        if type(node) ~= "table" then return end
        local key, name = node["Key"], node["Name"]
        if type(key) == "string" and type(name) == "string" and not labels[key] then
            n = n + 1
            local title = node["Title"]
            if type(title) == "string" then
                title = title:gsub(":%s*$", "")
            else
                title = nil
            end
            labels[key] = { name = name, title = title, order = n }
        end
        if node[1] ~= nil then
            for _, child in ipairs(node) do walk(child) end
         else
            -- Sections such as Range or Move key each prop by its name:
            -- { AttackDashRange = { Name = "...", Value = ... } }.
            local keyed = {}
            for k, v in pairs(node) do
                if type(k) == "string" and type(v) == "table" and v["Key"] == nil
                    and type(v["Name"]) == "string" and not labels[k]
                then
                    table.insert(keyed, k)
                end
            end
            table.sort(keyed)
            for _, k in ipairs(keyed) do
                n = n + 1
                labels[k] = { name = node[k]["Name"], order = n }
            end
            -- Main props before Alt props, then anything else in key order.
            if node["Main"] ~= nil then walk(node["Main"]) end
            if node["Alt"]  ~= nil then walk(node["Alt"])  end
            local rest = {}
            for k, v in pairs(node) do
                if k ~= "Main" and k ~= "Alt" and k ~= "Upgrades" and type(v) == "table" then
                    table.insert(rest, k)
                end
            end
            table.sort(rest, function(a, b) return tostring(a) < tostring(b) end)
            for _, k in ipairs(rest) do walk(node[k]) end
        end
     end
     end
    if type(node) ~= "table" then return false end


     for _, section in ipairs({ "Info1", "Info2", "Info3" }) do
     local segment = segments[index]
         walk(card[section])
    local next_node = node[segment]
    if next_node == nil then
        local num = tonumber(segment)
         if num then next_node = node[num] end
     end
     end
     local rest = {}
     if next_node ~= nil and follow_path(next_node, segments, index + 1, value) then
    for k, v in pairs(card) do
         return true
        if type(v) == "table" and k ~= "Upgrades"
            and k ~= "Info1" and k ~= "Info2" and k ~= "Info3"
        then
            table.insert(rest, k)
         end
     end
     end
    table.sort(rest, function(a, b) return tostring(a) < tostring(b) end)
    for _, k in ipairs(rest) do walk(card[k]) end


    -- Header attributes are stored on the card without a Name.
     for _, element in ipairs(node) do
    local header_attrs = {
         if type(element) == "table" and follow_path(element, segments, index, value) then
        { "AbilityCastRange",            "Cast Range" },
             return true
        { "Radius",                      "Radius" },
        { "AbilityDuration",            "Duration" },
        { "AbilityChannelTime",          "Channel Time" },
        { "AbilityCooldown",            "Cooldown" },
        { "AbilityCharges",              "Charges" },
        { "AbilityCooldownBetweenCharge", "Charge Cooldown" },
    }
     for _, attr in ipairs(header_attrs) do
         if not labels[attr[1]] then
             n = n + 1
            labels[attr[1]] = { name = attr[2], order = n }
         end
         end
     end
     end
 
     return false
     return labels
end
end


local _views = nil  -- card key -> { view = record, heroName = ..., abilityNum = ..., cardprops = ... }
local function record_matches_path(record, segments, value)
local _order = nil  -- array of card keys, sorted by hero then slot
     for k, v in pairs(record) do
 
         if k == segments[1] and follow_path(v, segments, 2, value) then
local function build_views()
             return true
    if _views then return _views, _order end
    _views, _order = {}, {}
 
    local hero_data = mw.loadJsonData("Data:HeroData.json")
    local active_heroes = {}
     for _, hero in pairs(hero_data) do
         if type(hero) == "table"
            and hero["IsDisabled"] == false
            and type(hero["Name"]) == "string"
            and (hero["IsSelectable"] == nil or hero["IsSelectable"] ~= false)
        then
            active_heroes[hero["Name"]] = true
        end
    end
 
    local ability_data = mw.loadJsonData(GameData.Dataset.ABILITIES)
    local cards        = mw.loadJsonData("Data:AbilityCards.json")
 
    local card_of = {}
    for _, hero_entry in pairs(cards) do
        if type(hero_entry) == "table" then
            local hero_name = hero_entry["Name"]
            if hero_name and active_heroes[hero_name] then
                for slot_str, ability in pairs(hero_entry) do
                    local slot_num = tonumber(slot_str)
                    local key = type(ability) == "table" and ability["Key"] or nil
                    if slot_num and key and ability_data[key] then
                        card_of[key] = { heroName = hero_name, abilityNum = slot_num, card = ability }
                    end
                end
             end
         end
         end
    end
         if type(v) == "table" and k ~= "DisabledStateMask" then
 
             if record_matches_path(v, segments, value) then return true end
    -- Attach each non-card record to the longest card key it prefixes.
    local subs = {}
    for key, record in pairs(ability_data) do
         if not card_of[key] and record["IsDisabled"] ~= true then
            local parent = nil
            for card_key in pairs(card_of) do
                if key:sub(1, #card_key + 1) == card_key .. "_"
                    and (parent == nil or #card_key > #parent)
                then
                    parent = card_key
                end
            end
             if parent then
                subs[parent] = subs[parent] or {}
                table.insert(subs[parent], record)
            end
         end
         end
     end
     end
 
     return false
    for key, info in pairs(card_of) do
        local view = {}
        for k, v in pairs(ability_data[key]) do view[k] = v end
        view["_subabilities"] = subs[key]
        _views[key] = {
            view      = view,
            heroName  = info.heroName,
            abilityNum = info.abilityNum,
            cardprops  = card_prop_labels(info.card),
        }
        table.insert(_order, key)
    end
 
    table.sort(_order, function(a, b)
        local ia, ib = _views[a], _views[b]
        if ia.heroName ~= ib.heroName then return ia.heroName < ib.heroName end
        return ia.abilityNum < ib.abilityNum
    end)
 
     return _views, _order
end
end


-- ============================================================
local function parse_target(prop)
-- Membership
    if type(prop) ~= "string" then return nil end
-- Pieces of code that help in telling  "is ability X a member of list Y".
-- main function is: p.is_member()
-- ============================================================


-- Memoized name-exclusion set per list (from Lists.exclude_abilities).
    local keys, value = prop, nil
local _excluded = {}
    local colon = prop:find(":", 1, true)
local function excluded_set(stat)
     if colon then
     if _excluded[stat] then return _excluded[stat] end
        keys  = mw.text.trim(prop:sub(1, colon - 1))
    local set = {}
        value = mw.text.trim(prop:sub(colon + 1))
    for _, name in ipairs(Lists.exclude_abilities[stat] or {}) do
        if keys == "" or value == "" then return nil end
         set[name] = true
         value = mw.ustring.lower(value)
     end
     end
    _excluded[stat] = set
    return set
end


-- Per-list rules that can't be expressed as prop lists or exclusions.
    local segments = {}
-- Returns true to keep the ability, false to drop it.
    for segment in keys:gmatch("[^%.]+") do table.insert(segments, segment) end
local function special_ok(stat, record, ability_num)
     if #segments == 0 then return nil end
     if stat == "dispelmagic" and ability_num == 4 then return false end
    if #segments == 1 and value == nil then return nil end
     return true
 
     return segments, value
end
end


-- Public: does ability `ability_key` belong to list `stat`?
local function entity_matches_new(record, properties)
function p.is_member(stat, ability_key, ability_num)
     for _, prop in ipairs(properties) do
     local props = Lists.lists[stat]
        local segments, value = parse_target(prop)
    if not props then return false end
        if segments and record_matches_path(record, segments, value) then
 
            return true
    local views = build_views()
         elseif record_matches_prop(record, prop) then
    local entry = views[ability_key]
            return true
    local view  = entry and entry.view
         end
 
    if not view then
         view = mw.loadJsonData(GameData.Dataset.ABILITIES)[ability_key]
         if not view then return false end
     end
     end
 
     return false
     local name = view["Name"]
    if name and excluded_set(stat)[name] then return false end
 
    ability_num = ability_num or (entry and entry.abilityNum)
    if not special_ok(stat, view, ability_num) then return false end
 
    return GameData.entity_matches(view, props)
end
end


-- ============================================================
-- ============================================================
-- Entry point
-- Cases
-- ============================================================
-- ============================================================


function p.render(frame)
local cases = {
     local stat = mw.text.trim(frame.args[1] or ""):lower()
    { target = "Type:spirit",                        expected = 219, note = "key found at any depth" },
    { target = "Type:SPIRIT",                        expected = 219, note = "case-insensitive value" },
    { target = "Damage:spirit",                      expected = 0,  note = "nested value must not match" },
    { target = "Damage:90",                          expected = 5,  note = ".Value unwrapped" },
    { target = "AbilityCharges:2",                  expected = 18,  note = "number compared as string" },
    { target = "AbilityCooldown.Scale.Type",        expected = 300, note = "path, no value" },
    { target = "AbilityCooldown.Scale.Type:cooldown",expected = 299, note = "Parry scales on parry_cd" },
     { target = "AbilityCooldown.Scale.Type:spirit",  expected = 0,  note = "wrong value on a valid path" },
    { target = "Radius.Scale.Value:1",              expected = 67,  note = "explicit .Value segment" },
    { target = "Upgrades.Damage",                    expected = 63,  note = "steps through array entries" },
    { target = "Upgrades.1.AbilityCooldown",        expected = 79,  note = "numeric index segment" },
    { target = "38.1 50.8",                          expected = 1,  note = "dotted value falls back" },
}


    local internal_keys = Lists.lists[stat]
local function select_names(data, properties, matcher)
    if not internal_keys then
     local names = {}
        return '<span class="error">AbilityTable: unknown list "' .. stat .. '".</span>'
     for key, record in pairs(data) do
    end
        if type(record) == "table" and matcher(record, properties) then
 
             table.insert(names, record["Name"] or key)
     local hide_set = {}
     local hide_param = mw.text.trim(frame.args["hide"] or "")
    if hide_param ~= "" then
        for col in hide_param:gmatch("[^,]+") do hide_set[mw.text.trim(col)] = true end
    end
 
    local compact = mw.text.trim(frame.args["compact"] or "") ~= ""
 
    local collapsed = mw.text.trim(frame.args["collapsed"] or ""):lower()
 
    local views, order = build_views()
    local spec      = extra_columns[stat]
    local headers    = spec and spec.headers or {}
    local get_cells  = spec and spec.get_cells or function() return {} end
    local stat_notes = Notes[stat]
 
    local filtered = {}
    for _, key in ipairs(order) do
        if p.is_member(stat, key) then
             table.insert(filtered, key)
         end
         end
     end
     end
    table.sort(names)
    return names
end


     if #filtered == 0 then
local function ok_cell(pass)
         return "No abilities found for list: " .. stat
     if pass then
         return 'style="background:#d5f5d5" | pass'
     end
     end
    return 'style="background:#f5d5d5" | <b>FAIL</b>'
end


    local lists_url = mw.uri.fullUrl("Module:AbilityTable/Lists")
function p.test(frame)
     local notes_url = mw.uri.fullUrl("Module:AbilityTable/Notes", { action = "edit" })
     local data = mw.loadJsonData("Data:AbilityData.json")
    local disclaimer = frame:preprocess(
        '<div class="ability-table-disclaimer">'
        .. 'This is a dynamic list '
        .. '<span class="ability-table-list-name">"' .. stat .. '"</span>. '
        .. '[' .. tostring(lists_url) .. ' Edit contents]'
        .. ' · '
        .. '[' .. tostring(notes_url) .. ' Edit notes].'
        .. '</div>'
    )


     if compact then
     local out = {}
        local hero_order    = {}
    local failures = 0
        local hero_abilities = {}
        for _, key in ipairs(filtered) do
            local hero = views[key].heroName
            if not hero_abilities[hero] then
                table.insert(hero_order, hero)
                hero_abilities[hero] = {}
            end
            table.insert(hero_abilities[hero], views[key])
        end


        local items = {}
    -- --- new target forms ---
        for _, hero in ipairs(hero_order) do
    table.insert(out, "=== Proposed target forms ===")
            local hero_cell = frame:expandTemplate{ title = "HeroIcon", args = { hero } }
    table.insert(out, '{| class="wikitable"')
            local ability_parts = {}
    table.insert(out, "! Target !! Expected !! Actual !! Result !! Sample !! Note")
            for _, entry in ipairs(hero_abilities[hero]) do
                local ability = entry.view
                local name = ability["Name"]
                local ability_cell = frame:expandTemplate{ title = "AbilityIcon", args = { name } }


                local extra = get_cells(ability, entry.cardprops)
    for _, case in ipairs(cases) do
                enrich_notes_compact(extra, stat_notes and stat_notes[name])
        local names = select_names(data, { case.target }, entity_matches_new)
        local pass  = (#names == case.expected)
        if not pass then failures = failures + 1 end


                local note = extra["Notes"]
        local sample = {}
                if note then
        for i = 1, math.min(4, #names) do table.insert(sample, names[i]) end
                    table.insert(ability_parts, ability_cell .. " (" .. note .. ")")
        local sample_text = #sample > 0 and table.concat(sample, ", ") or "—"
                else
        if #names > #sample then sample_text = sample_text .. ", …" end
                    table.insert(ability_parts, ability_cell)
                end
            end
            table.insert(items, "<li>" .. hero_cell .. ": " .. table.concat(ability_parts, ", ") .. "</li>")
        end


         return disclaimer .. "<ul>" .. table.concat(items) .. "</ul>"
         table.insert(out, "|-")
        table.insert(out, "| <code>" .. mw.text.nowiki(case.target) .. "</code>"
            .. " || " .. case.expected
            .. " || " .. #names
            .. " || " .. ok_cell(pass)
            .. " || " .. sample_text
            .. " || " .. case.note)
     end
     end
    table.insert(out, "|}")


     local has_notes_header = false
     -- --- regression across every existing list ---
     local final_headers = {}
     table.insert(out, "=== Existing lists: old vs new ===")
    for _, h in ipairs(headers) do
     table.insert(out, '{| class="wikitable sortable"')
        if h == "Notes" then
     table.insert(out, "! List !! Old !! New !! Result")
            has_notes_header = true
        elseif not hide_set[h] then
            table.insert(final_headers, h)
        end
    end
    local needs_notes = (has_notes_header or stat_notes ~= nil) and not hide_set["Notes"]
     if needs_notes then table.insert(final_headers, "Notes") end
 
     local table_class = 'wikitable sortable ability-table'
    if collapsed ~= "" then
        table_class = table_class .. ' mw-collapsible'
        if collapsed == "yes" or collapsed == "true" or collapsed == "1" then
            table_class = table_class .. ' mw-collapsed'
        end
    end


     local out = {}
     local list_names = {}
     table.insert(out, disclaimer)
     for name in pairs(Lists.lists) do table.insert(list_names, name) end
     table.insert(out, '{| class="' .. table_class .. '"')
     table.sort(list_names)


    local header_row = '! class="ability-table-col-hero" | Hero'
     for _, name in ipairs(list_names) do
                    .. ' !! class="ability-table-col-ability" | Ability'
         local props = Lists.lists[name]
     for _, h in ipairs(final_headers) do
        local old_names = select_names(data, props, entity_matches_old)
         header_row = header_row .. ' !! class="ability-table-col-'
        local new_names = select_names(data, props, entity_matches_new)
            .. h:lower():gsub("%s+", "-") .. '" | ' .. h
    end
    table.insert(out, header_row)


         local hero_counts = {}
         local same = (#old_names == #new_names)
    for _, key in ipairs(filtered) do
         if same then
        local hero = views[key].heroName
             for i = 1, #old_names do
        hero_counts[hero] = (hero_counts[hero] or 0) + 1
                 if old_names[i] ~= new_names[i] then same = false break end
    end
 
    local hero_seen = {}
 
    for _, key in ipairs(filtered) do
        local entry  = views[key]
        local ability = entry.view
        local hero    = entry.heroName
 
        local ability_cell = frame:expandTemplate{
            title = "AbilityIcon",
            args = { ability["Name"] }
        }
 
        local extra = get_cells(ability, entry.cardprops)
        enrich_notes_full(extra, stat_notes and stat_notes[ability["Name"]])
 
        local row
 
         if not hero_seen[hero] then
             local hero_cell = frame:expandTemplate{
                title = "HeroIcon",
                 args = { hero }
            }
 
            if hero_counts[hero] > 1 then
                row = '| rowspan="' .. hero_counts[hero] .. '" class="ability-table-cell-hero" | '
                    .. hero_cell
                    .. ' || class="ability-table-cell-ability" | ' .. ability_cell
            else
                row = '| class="ability-table-cell-hero" | '
                    .. hero_cell
                    .. ' || class="ability-table-cell-ability" | ' .. ability_cell
             end
             end
            hero_seen[hero] = true
        else
            row = '| class="ability-table-cell-ability" | ' .. ability_cell
        end
        for _, header in ipairs(final_headers) do
            local value = extra[header]
            local cls  = "ability-table-cell-" .. header:lower():gsub("%s+", "-")
            local content = value ~= nil and tostring(value) or "—"
            row = row .. ' || class="' .. cls .. '" | ' .. content
         end
         end
        if not same then failures = failures + 1 end


         table.insert(out, "|-")
         table.insert(out, "|-")
         table.insert(out, row)
         table.insert(out, "| " .. name
            .. " || " .. #old_names
            .. " || " .. #new_names
            .. " || " .. ok_cell(same))
     end
     end
     table.insert(out, "|}")
     table.insert(out, "|}")
    return table.concat(out, "\n")
end


-- TEST ONLY: plain-text dump of a list for review, one line per ability.
     local summary
function p.dump(frame)
     if failures == 0 then
     local stat = mw.text.trim(frame.args[1] or ""):lower()
        summary = "'''All checks passed.'''"
     local views, order = build_views()
     else
    local spec = extra_columns[stat]
         summary = "'''" .. failures .. " check(s) failed.'''"
    local get_cells = spec and spec.get_cells or function() return {} end
     local out = {}
    for _, key in ipairs(order) do
         if p.is_member(stat, key) then
            local entry = views[key]
            local extra = get_cells(entry.view, entry.cardprops)
            local cell = extra["Spirit Scaling"] or "—"
            cell = mw.text.killMarkers(cell):gsub("<br>", " / "):gsub("<[^>]+>", "")
            table.insert(out, entry.heroName .. " | " .. entry.view["Name"] .. " | " .. cell .. " | " .. (extra["Notes"] or "—"))
        end
     end
     end
     return "<pre>" .. mw.text.nowiki(table.concat(out, "\n")) .. "</pre>"
 
     return summary .. "\n" .. table.concat(out, "\n")
end
end


return p
return p
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