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-- Renders sortable wikitables of abilities filtered by a named stat.
-- Renders a table of hero base stats that scale with Spirit Power, built from
 
-- the SpiritScaling entries in [[Data:HeroData.json]].
local Lists    = require("Module:AbilityTable/Lists")
-- {{#invoke:Sandbox/Vergir|write_spirit_scaling_table}}
local Notes    = require("Module:AbilityTable/Notes")
local Renderers = require("Module:AbilityTable/ComplexRenderers")
local GameData  = require("Module:GameData")
 
local p = {}
local p = {}


-- ============================================================
local heroes_data      = mw.loadJsonData("Data:HeroData.json")
-- TEST COPY of Module:AbilityTable with the proposed
local attributes_data  = mw.loadJsonData("Data:AttributeData.json")
-- Module:AbilityTable/ComplexRenderers.RenderSpiritScaling inlined below,
local util_module      = require('Module:Utilities')
-- so the whole change can be previewed from one sandbox module.
local lang_module      = require('Module:Lang')
-- ============================================================
local dictionary_module = require('Module:Dictionary')
 
local hero_data_module = require('Module:HeroData')
-- ============================================================
-- Spirit scaling helpers
-- ============================================================
 
-- Returns the Spirit scaling entry of a prop value, or nil. A prop's Scale is
-- either a single { Value, Type } table or an array of them (a duration that
-- scales with both Spirit and ability duration, for example).
local function spirit_scale(v)
    if type(v) ~= "table" then return nil end
    local scale = v["Scale"]
    if type(scale) ~= "table" then return nil end
    if scale[1] == nil then
        if scale["Type"] == "spirit" then return scale end
        return nil
    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
    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
 
    -- Names used by more than one scaling prop of this ability get their Title
    -- appended so the rows can be told apart.
    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
    note_keys(base)
    for _, t in ipairs(tiers) do note_keys(t.list) 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
-- Stats left out by default. Both are derived from stats that are already
        local lines = {}
-- listed in their own right, so including them would duplicate every row.
        for _, prop in ipairs(base) do
local DEFAULT_EXCLUDED_STATS = "DPS,SustainedDPS"
            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


    local notes = {}
--------------------------------------------------------------------------------
    for _, t in ipairs(tiers) do
-- Helpers
        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
-- next() ignores metamethods and mw.loadJsonData hands back proxy tables, so
    return cells
-- keys always have to be collected through pairs() rather than tested with next().
local function sorted_keys(tbl)
local keys = {}
if (tbl == nil) then return keys end
for key in pairs(tbl) do table.insert(keys, key) end
table.sort(keys)
return keys
end
end


-- get_cells(ability, cardprops) -> { [column header] = cell text, Notes = ... }
-- Comma or whitespace separated list to a set.
-- `cardprops` maps the ability's prop keys to their display labels; most
local function to_set(list)
-- renderers ignore it.
local set = {}
local extra_columns = {
if (list == nil) then return set end
    ["barrier"] = {
for entry in string.gmatch(list, "[^,%s]+") do set[entry] = true end
        headers  = { "Barrier" },
return set
        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
-- ============================================================
 
-- Merges auto-generated and human notes for full-table mode.
-- Capitalizes human note, joins with ". ", ensures trailing period.
local function enrich_notes_full(extra, human_note)
    if human_note then
        human_note = human_note:sub(1,1):upper() .. human_note:sub(2)
        extra["Notes"] = extra["Notes"] and (extra["Notes"] .. ". " .. human_note) or human_note
    end
    if extra["Notes"] and extra["Notes"]:sub(-1) ~= "." then
        extra["Notes"] = extra["Notes"] .. "."
    end
end
end


-- Merges auto-generated and human notes for compact mode.
local function missing_translation_tooltip()
-- Decapitalizes human note (skips T{N} prefixes like "T1 slow"),
return mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
-- joins with "; ", strips trailing period.
local function enrich_notes_compact(extra, human_note)
    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


-- ============================================================
-- Localized name of a stat, resolved in three steps:
-- Ability views
--   1. [[Data:AttributeData.json]] label -> Valve's own translation
--
--   2. [[Data:Dictionary]] entry, for stats Valve has no label for
-- In-game Ability may containe 1 or more records in AbilityData.json
--   3. the raw key, spaced out, with a missing-translation tooltip
-- Example: Vexing Bolt is 2 records (Launch Bolt + Redirect Bolt).
local function stat_label(stat)
 
for _, category in pairs(attributes_data) do
-- "Ability View" is a main-record + any relevant sub-ability records.
local attribute = category[stat]
-- Each view entry also carries "cardprops", the display labels of the
if (attribute ~= nil and attribute["label"] ~= nil) then
-- ability's props taken from its card (see card_prop_labels). They are kept
local localized = lang_module.get_string(attribute["label"])
-- beside the record rather than inside it so that membership matching, which
if (localized ~= nil and localized ~= '') then return localized end
-- walks the whole record, never sees them.
end
-- ============================================================
end
 
-- 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
 
    for _, section in ipairs({ "Info1", "Info2", "Info3" }) do
        walk(card[section])
    end
    local rest = {}
    for k, v in pairs(card) do
        if type(v) == "table" and k ~= "Upgrades"
            and k ~= "Info1" and k ~= "Info2" and k ~= "Info3"
        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(card[k]) end
 
    -- Header attributes are stored on the card without a Name.
    local header_attrs = {
        { "AbilityCastRange",            "Cast Range" },
        { "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
 
    return labels
end
 
local _views = nil  -- card key -> { view = record, heroName = ..., abilityNum = ..., cardprops = ... }
local _order = nil  -- array of card keys, sorted by hero then slot
 
local function build_views()
    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
 
    -- 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
 
    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 translated = dictionary_module.translate(stat)
        local ia, ib = _views[a], _views[b]
if (translated ~= nil and translated:sub(1, 5) ~= "Key '") then return translated end
        if ia.heroName ~= ib.heroName then return ia.heroName < ib.heroName end
        return ia.abilityNum < ib.abilityNum
    end)


    return _views, _order
return util_module.add_space_before_cap(stat) .. missing_translation_tooltip()
end
end


-- ============================================================
-- Heroes are listed as they are read, so "The Doorman" sorts under D.
-- Membership
local function sort_name(hero_data, hero_key)
-- Pieces of code that help in telling  "is ability X a member of list Y".
return (hero_data["Name"] or hero_key):gsub("^The ", "")
-- main function is: p.is_member()
-- ============================================================
 
-- Memoized name-exclusion set per list (from Lists.exclude_abilities).
local _excluded = {}
local function excluded_set(stat)
    if _excluded[stat] then return _excluded[stat] end
    local set = {}
    for _, name in ipairs(Lists.exclude_abilities[stat] or {}) do
        set[name] = true
    end
    _excluded[stat] = set
    return set
end
end


-- Per-list rules that can't be expressed as prop lists or exclusions.
local function hero_icon(hero_key, hero_data)
-- Returns true to keep the ability, false to drop it.
local template_args = {
local function special_ok(stat, record, ability_num)
[1] = hero_data["Name"] or hero_key,
    if stat == "dispelmagic" and ability_num == 4 then return false end
l1 = lang_module.get_string(hero_key),
    return true
}
return mw.getCurrentFrame():expandTemplate{title = "HeroIcon", args = template_args}
end
end


-- Public: does ability `ability_key` belong to list `stat`?
-- Every Spirit scaling a hero has, minus the excluded stats and any zeroes,
function p.is_member(stat, ability_key, ability_num)
-- ordered by localized stat name: { { stat = , label = , value = }, ... }
    local props = Lists.lists[stat]
local function hero_scalings(hero_data, excluded_stats)
    if not props then return false end
local scalings = {}
 
for _, stat in ipairs(sorted_keys(hero_data["SpiritScaling"])) do
    local views = build_views()
local value = hero_data["SpiritScaling"][stat]
    local entry = views[ability_key]
if (not excluded_stats[stat] and type(value) == "number" and value ~= 0) then
    local view  = entry and entry.view
table.insert(scalings, {stat = stat, label = stat_label(stat), value = value})
 
end
    if not view then
end
        view = mw.loadJsonData(GameData.Dataset.ABILITIES)[ability_key]
table.sort(scalings, function(a, b)
        if not view then return false end
if (a.label == b.label) then return a.stat < b.stat end
    end
return a.label < b.label
 
end)
    local name = view["Name"]
return scalings
    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
-- Wikitext entry point
-- ============================================================
--------------------------------------------------------------------------------
 
function p.render(frame)
    local stat = mw.text.trim(frame.args[1] or ""):lower()
 
    local internal_keys = Lists.lists[stat]
    if not internal_keys then
        return '<span class="error">AbilityTable: unknown list "' .. stat .. '".</span>'
    end
 
    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
 
    if #filtered == 0 then
        return "No abilities found for list: " .. stat
    end
 
    local lists_url = mw.uri.fullUrl("Module:AbilityTable/Lists")
    local notes_url = mw.uri.fullUrl("Module:AbilityTable/Notes", { action = "edit" })
    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 hero_order    = {}
        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 = {}
        for _, hero in ipairs(hero_order) do
            local hero_cell = frame:expandTemplate{ title = "HeroIcon", args = { hero } }
            local ability_parts = {}
            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)
                enrich_notes_compact(extra, stat_notes and stat_notes[name])


                local note = extra["Notes"]
--{{#invoke:Sandbox/Vergir|write_spirit_scaling_table|exclude=|include_unreleased=}}
                if note then
-- exclude:            comma separated stat keys to leave out, defaults to
                     table.insert(ability_parts, ability_cell .. " (" .. note .. ")")
--                     "DPS,SustainedDPS". Pass an empty value to list every stat.
                else
-- include_unreleased: "yes" to also list heroes flagged InDevelopment or IsDisabled.
                    table.insert(ability_parts, ability_cell)
function p.write_spirit_scaling_table(frame)
                end
local args = frame.args or {}
            end
local excluded_stats = to_set(args["exclude"] or DEFAULT_EXCLUDED_STATS)
            table.insert(items, "<li>" .. hero_cell .. ": " .. table.concat(ability_parts, ", ") .. "</li>")
local include_unreleased = (args["include_unreleased"] == "yes" or args["include_unreleased"] == "true")
        end


        return disclaimer .. "<ul>" .. table.concat(items) .. "</ul>"
-- Collect the heroes that have anything left to show
    end
local rows = {}
for _, hero_key in ipairs(sorted_keys(heroes_data)) do
local hero_data = heroes_data[hero_key]
local released = not hero_data["InDevelopment"] and not hero_data["IsDisabled"]
if (released or include_unreleased) then
local scalings = hero_scalings(hero_data, excluded_stats)
if (#scalings > 0) then
table.insert(rows, {
key = hero_key,
data = hero_data,
sort_name = sort_name(hero_data, hero_key),
scalings = scalings,
})
end
end
end
if (#rows == 0) then return '' end
table.sort(rows, function(a, b) return a.sort_name < b.sort_name end)


    local has_notes_header = false
-- Build the table
    local final_headers = {}
local output = {
    for _, h in ipairs(headers) do
'{| class="wikitable"',
        if h == "Notes" then
'|+ ' .. dictionary_module.translate("SpiritScalingTableCaption"),
            has_notes_header = true
'! ' .. dictionary_module.translate("Hero"),
        elseif not hide_set[h] then
'! ' .. dictionary_module.translate("Stats"),
            table.insert(final_headers, h)
'! ' .. dictionary_module.translate("Scaling"),
        end
}
    end
for _, row in ipairs(rows) do
    local needs_notes = (has_notes_header or stat_notes ~= nil) and not hide_set["Notes"]
for index, scaling in ipairs(row.scalings) do
    if needs_notes then table.insert(final_headers, "Notes") end
table.insert(output, '|-')
 
if (index == 1) then
    local table_class = 'wikitable sortable ability-table'
local rowspan = ''
    if collapsed ~= "" then
if (#row.scalings > 1) then rowspan = ' rowspan="' .. #row.scalings .. '" |' end
        table_class = table_class .. ' mw-collapsible'
table.insert(output, '|' .. rowspan .. ' ' .. hero_icon(row.key, row.data))
        if collapsed == "yes" or collapsed == "true" or collapsed == "1" then
end
            table_class = table_class .. ' mw-collapsed'
table.insert(output, '| ' .. scaling.label)
        end
table.insert(output, '| ' .. hero_data_module.write_scalar_str(scaling.value, "Spirit"))
    end
end
 
end
    local out = {}
table.insert(output, '|}')
    table.insert(out, disclaimer)
    table.insert(out, '{| class="' .. table_class .. '"')
 
    local header_row = '! class="ability-table-col-hero" | Hero'
                    .. ' !! class="ability-table-col-ability" | Ability'
    for _, h in ipairs(final_headers) do
        header_row = header_row .. ' !! class="ability-table-col-'
            .. h:lower():gsub("%s+", "-") .. '" | ' .. h
    end
    table.insert(out, header_row)
 
        local hero_counts = {}
    for _, key in ipairs(filtered) do
        local hero = views[key].heroName
        hero_counts[hero] = (hero_counts[hero] or 0) + 1
    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
 
            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
 
        table.insert(out, "|-")
        table.insert(out, row)
    end
 
    table.insert(out, "|}")
    return table.concat(out, "\n")
end


-- TEST ONLY: plain-text dump of a list for review, one line per ability.
return table.concat(output, '\n')
function p.dump(frame)
    local stat = mw.text.trim(frame.args[1] or ""):lower()
    local views, order = build_views()
    local spec = extra_columns[stat]
    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
    return "<pre>" .. mw.text.nowiki(table.concat(out, "\n")) .. "</pre>"
end
end


return p
return p
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