Editing Module:Sandbox/Vergir

Jump to navigation Jump to search
Warning: You are not logged in. Once you make an edit, a temporary account will be created for you. Learn more. Log in or create an account to continue receiving notifications after this account expires, and to access other features.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
-- Renders sortable wikitables of abilities filtered by a named stat.
-- Builds tables of hero base stats that scale with a given scaling type,
 
-- read from [[Data:HeroData.json]].
local Lists    = require("Module:AbilityTable/Lists")
--
local Notes    = require("Module:AbilityTable/Notes")
-- Each public function below renders one table. The shared work lives in
local Renderers = require("Module:AbilityTable/ComplexRenderers")
-- build_scaling_table(), so adding a table for another scaling type (Boons,
local GameData  = require("Module:GameData")
-- for instance) only takes a new wrapper naming its data key and caption.
 
--
-- {{#invoke:Sandbox/Vergir|write_spirit_scaling_table}}
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
-- Helpers
-- ============================================================
--------------------------------------------------------------------------------


-- Returns the Spirit scaling entry of a prop value, or nil. A prop's Scale is
-- next() ignores metamethods and mw.loadJsonData hands back proxy tables, so
-- either a single { Value, Type } table or an array of them (a duration that
-- keys always have to be collected through pairs() rather than tested with next().
-- scales with both Spirit and ability duration, for example).
local function sorted_keys(tbl)
local function spirit_scale(v)
local keys = {}
    if type(v) ~= "table" then return nil end
if (tbl == nil) then return keys end
    local scale = v["Scale"]
for key in pairs(tbl) do table.insert(keys, key) end
    if type(scale) ~= "table" then return nil end
table.sort(keys)
    if scale[1] == nil then
return keys
        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
end


-- Collects the non-zero Spirit scalings of one record layer (the base record
-- Comma or whitespace separated list to a set.
-- or one upgrade tier) as { key, value, multiply }, ordered the way the
local function to_set(list)
-- ability card lists its props; props the card does not list come last, in
local set = {}
-- key order. `labels` is the view's cardprops map (see Module:AbilityTable).
if (list == nil) then return set end
local function spirit_scalings(layer, labels)
for entry in string.gmatch(list, "[^,%s]+") do set[entry] = true end
    local out = {}
return set
    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
end


-- Formats a scaling value to 3 significant figures, as the ability cards do.
-- Localized name of a stat, resolved in three steps:
local function format_spirit(v)
--  1. [[Data:AttributeData.json]] label -> Valve's own translation
    return string.format("%.3g", v)
--  2. [[Data:Dictionary]] entry, for stats Valve has no label for
end
--  3. the raw key, spaced out, with a missing-translation tooltip
local function stat_label(stat)
for _, category in pairs(attributes_data) do
local attribute = category[stat]
if (attribute ~= nil and attribute["label"] ~= nil) then
local localized = lang_module.get_string(attribute["label"])
if (localized ~= nil and localized ~= '') then return localized end
end
end


-- Formats one Spirit scaling for the table cell through the compact {{Ss}}
local translated = dictionary_module.translate(stat)
-- form, the same way RenderBarrier does. The template is expanded via the
if (translated ~= nil and translated:sub(1, 5) ~= "Key '") then return translated end
-- 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".
return util_module.add_space_before_cap(stat) ..
local function join_names(names)
mw.getCurrentFrame():expandTemplate{title = "MissingValveTranslationTooltip"}
    if #names <= 1 then return names[1] or "" end
    return table.concat(names, ", ", 1, #names - 1) .. " and " .. names[#names]
end
end


-- Renders Spirit Power scaling.
-- Heroes are listed as they are read, so "The Doorman" sorts under D.
-- Lists every prop that scales with Spirit at base, one per line as an {{Ss}}
local function sort_name(hero_data, hero_key)
-- badge labelled with the prop's name from the ability card:
return (hero_data["Name"] or hero_key):gsub("^The ", "")
-- "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
        local lines = {}
        for _, prop in ipairs(base) do
            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
        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 = ... }
local function hero_icon(hero_key, hero_data)
-- `cardprops` maps the ability's prop keys to their display labels; most
return mw.getCurrentFrame():expandTemplate{
-- renderers ignore it.
title = "HeroIcon",
local extra_columns = {
args = {[1] = hero_data["Name"] or hero_key, l1 = lang_module.get_string(hero_key)},
    ["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
-- ============================================================
 
-- 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.
-- "6.3 + x0.0084", or just the scaling for stats that have no base value
-- Decapitalizes human note (skips T{N} prefixes like "T1 slow"),
-- (percentage stats such as Fire Rate and the resistances).
-- joins with "; ", strips trailing period.
local function scaling_cell(hero_data, stat, value, scaling_type)
local function enrich_notes_compact(extra, human_note)
local scaling_str = hero_data_module.write_scalar_str(value, scaling_type)
    if human_note then
local base = hero_data_module.get_stat(hero_data, stat)
        local first = human_note:sub(1,1)
if (type(base) ~= "number") then return scaling_str end
        if first:match("%u") and not human_note:sub(2,2):match("%d") then
return base .. ' + ' .. scaling_str
            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


-- ============================================================
-- Every scaling a hero has of one type, minus the excluded stats and any
-- Ability views
-- zeroes, ordered by localized stat name:
--
--   { { stat = , label = , value = }, ... }
-- In-game Ability may containe 1 or more records in AbilityData.json
local function hero_scalings(hero_data, scaling_key, excluded_stats)
-- Example: Vexing Bolt is 2 records (Launch Bolt + Redirect Bolt).
local scalings = {}
 
local hero_scaling_data = hero_data[scaling_key]
-- "Ability View" is a main-record + any relevant sub-ability records.
for _, stat in ipairs(sorted_keys(hero_scaling_data)) do
-- Each view entry also carries "cardprops", the display labels of the
local value = hero_scaling_data[stat]
-- ability's props taken from its card (see card_prop_labels). They are kept
if (not excluded_stats[stat] and type(value) == "number" and value ~= 0) then
-- beside the record rather than inside it so that membership matching, which
table.insert(scalings, {stat = stat, label = stat_label(stat), value = value})
-- walks the whole record, never sees them.
end
-- ============================================================
end
 
table.sort(scalings, function(a, b)
-- Display labels for a card's props: prop key -> { name, title, order }, read
if (a.label == b.label) then return a.stat < b.stat end
-- from the Info sections of the card in AbilityCards.json. The flat
return a.label < b.label
-- AbilityData records carry no display names, and a key such as "Damage" is
end)
-- reused across abilities under different labels, so the map is built per
return scalings
-- 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
end


local _views = nil  -- card key -> { view = record, heroName = ..., abilityNum = ..., cardprops = ... }
--------------------------------------------------------------------------------
local _order = nil  -- array of card keys, sorted by hero then slot
-- Shared table builder
--------------------------------------------------------------------------------


local function build_views()
-- options:
    if _views then return _views, _order end
--  scaling_type: "Spirit" or "Level", picks both the <type>Scaling data key
    _views, _order = {}, {}
--                and the scaling template ({{Ss}} or {{PI}})
--  caption_key:  [[Data:Dictionary]] key for the table caption
--  excluded_stats: set of stat keys to leave out
local function build_scaling_table(options)
local scaling_key = options.scaling_type .. "Scaling"


    local hero_data = mw.loadJsonData("Data:HeroData.json")
-- Collect the heroes that have anything left to show
    local active_heroes = {}
local rows = {}
    for _, hero in pairs(hero_data) do
for _, hero_key in ipairs(sorted_keys(heroes_data)) do
        if type(hero) == "table"
local hero_data = heroes_data[hero_key]
            and hero["IsDisabled"] == false
if (not hero_data["InDevelopment"] and not hero_data["IsDisabled"]) then
            and type(hero["Name"]) == "string"
local scalings = hero_scalings(hero_data, scaling_key, options.excluded_stats)
            and (hero["IsSelectable"] == nil or hero["IsSelectable"] ~= false)
if (#scalings > 0) then
        then
table.insert(rows, {
            active_heroes[hero["Name"]] = true
key = hero_key,
        end
data = hero_data,
    end
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 ability_data = mw.loadJsonData(GameData.Dataset.ABILITIES)
-- Build the table
    local cards        = mw.loadJsonData("Data:AbilityCards.json")
local output = {
'{| class="wikitable"',
'|+ ' .. dictionary_module.translate(options.caption_key),
'! ' .. dictionary_module.translate("Hero"),
'! ' .. dictionary_module.translate("Stats"),
'! ' .. dictionary_module.translate("Scaling"),
}
for _, row in ipairs(rows) do
for index, scaling in ipairs(row.scalings) do
table.insert(output, '|-')
if (index == 1) then
local rowspan = ''
if (#row.scalings > 1) then rowspan = ' rowspan="' .. #row.scalings .. '" |' end
table.insert(output, '|' .. rowspan .. ' ' .. hero_icon(row.key, row.data))
end
table.insert(output, '| ' .. scaling.label)
table.insert(output, '| ' ..
scaling_cell(row.data, scaling.stat, scaling.value, options.scaling_type))
end
end
table.insert(output, '|}')


    local card_of = {}
return table.concat(output, '\n')
    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 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


-- ============================================================
--------------------------------------------------------------------------------
-- Membership
-- Wikitext entry points
-- 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 _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
 
-- Per-list rules that can't be expressed as prop lists or exclusions.
-- Returns true to keep the ability, false to drop it.
local function special_ok(stat, record, ability_num)
    if stat == "dispelmagic" and ability_num == 4 then return false end
    return true
end
 
-- Public: does ability `ability_key` belong to list `stat`?
function p.is_member(stat, ability_key, ability_num)
    local props = Lists.lists[stat]
    if not props then return false end
 
    local views = build_views()
    local entry = views[ability_key]
    local view  = entry and entry.view
 
    if not view then
        view = mw.loadJsonData(GameData.Dataset.ABILITIES)[ability_key]
        if not view then return false end
    end
 
    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
 
-- ============================================================
-- 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"]
                if note then
                    table.insert(ability_parts, ability_cell .. " (" .. note .. ")")
                else
                    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>"
    end
 
    local has_notes_header = false
    local final_headers = {}
    for _, h in ipairs(headers) do
        if h == "Notes" then
            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 = {}
    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.
-- Hero base stats that scale with Spirit Power.
function p.dump(frame)
--{{#invoke:Sandbox/Vergir|write_spirit_scaling_table|exclude=}}
    local stat = mw.text.trim(frame.args[1] or ""):lower()
-- exclude: comma separated stat keys to leave out. Defaults to DPS and
    local views, order = build_views()
--          SustainedDPS, which are both derived from stats already listed.
    local spec = extra_columns[stat]
--          Pass an empty value to list every stat.
    local get_cells = spec and spec.get_cells or function() return {} end
function p.write_spirit_scaling_table(frame)
    local out = {}
local args = frame.args or {}
    for _, key in ipairs(order) do
return build_scaling_table{
        if p.is_member(stat, key) then
scaling_type = "Spirit",
            local entry = views[key]
caption_key = "HeroSpiritScalingCaption",
            local extra = get_cells(entry.view, entry.cardprops)
excluded_stats = to_set(args["exclude"] or "DPS,SustainedDPS"),
            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
Please note that all contributions to The Deadlock Wiki are considered to be released under the Creative Commons Attribution-NonCommercial-ShareAlike (see Deadlock:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)
Preview page with this template

Page included on this page: