Editing Module:Sandbox/Vergir

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.
-- Audit: for every item stat that goes through Infobox item's append_label
 
-- with attribute styling enabled (Passive/Active Main stats), compute the
local Lists    = require("Module:AbilityTable/Lists")
-- label link target under the CURRENT priority (attr link > StatLinks)
local Notes    = require("Module:AbilityTable/Notes")
-- and the PROPOSED priority (StatLinks > attr link), and classify the change.
local Renderers = require("Module:AbilityTable/ComplexRenderers")
local GameData  = require("Module:GameData")
 
local p = {}
local p = {}
local lang = require "Module:Lang"
local data = mw.loadJsonData("Data:ItemCards.json")
local stat_links = mw.loadJsonData("Data:StatLinks.json")
local ATTR = require("Module:Icon/attr")


-- ============================================================
local LABEL_KEY_REMAP = { DotDuration = "DOTDuration" }
-- TEST COPY of Module:AbilityTable with the proposed
local IGNORED = { BuildUpPerShot = true }
-- Module:AbilityTable/ComplexRenderers.RenderSpiritScaling inlined below,
-- so the whole change can be previewed from one sandbox module.
-- ============================================================


-- ============================================================
-- Keys whose StatLinks entry is worse than the current type link.
-- Spirit scaling helpers
-- Proposed StatLinks fix noted alongside.
-- ============================================================
local STATLINKS_FIX = {
 
     SlowPercent = "Movement Slow",
-- Returns the Spirit scaling entry of a prop value, or nil. A prop's Scale is
     MaxSlowPercent = "Movement Slow",
-- either a single { Value, Type } table or an array of them (a duration that
}
-- scales with both Spirit and ability duration, for example).
local DEBATABLE = {
local function spirit_scale(v)
     GroundDashReductionPercent = true,
    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 get_pair(base, s1, s2)
local function format_spirit(v)
    local v = lang.get_string(base .. s1)
     return string.format("%.3g", v)
     if v and v ~= "" then return v end
    v = lang.get_string(base .. s2)
    if v and v ~= "" then return v end
    return ""
end
end


-- Formats one Spirit scaling for the table cell through the compact {{Ss}}
local function resolve_label_key(prop_key, loc_override)
-- form, the same way RenderBarrier does. The template is expanded via the
     local base = (loc_override or prop_key):gsub("^#", "")
-- frame the surrounding #invoke runs under, since module return values are
     return LABEL_KEY_REMAP[base] or base
-- 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
end


-- "A", "A and B", "A, B and C".
local function norm(s)
local function join_names(names)
     if s == nil or s == "" then return nil end
     if #names <= 1 then return names[1] or "" end
     return (tostring(s):gsub("_", " "))
     return table.concat(names, ", ", 1, #names - 1) .. " and " .. names[#names]
end
end


-- Renders Spirit Power scaling.
-- Resolve a title through one redirect hop; returns final page name
-- Lists every prop that scales with Spirit at base, one per line as an {{Ss}}
local resolve_cache = {}
-- badge labelled with the prop's name from the ability card:
local function resolve(t)
-- "x0.55 (Base Damage)". Two
     if t == nil then return nil end
-- props sharing a name are told apart by the card's Title
     if resolve_cache[t] == nil then
-- ("Damage: Cost of Stay"); props the card does not list show their raw key.
         local title = mw.title.new(t)
-- Upgrades are reported in Notes per prop, with the running total: additive
         local r = t
-- ones as "adds +×0.5 ... (total ×1.05)", ones that unlock scaling on a prop
        if title and title.exists and title.isRedirect then
-- as "grants ×1.3 ...", and Multiply upgrades as "multiplies ... by 1.15",
            local tgt = title.redirectTarget
-- which is how the ability-upgrade gadget applies them.
             if tgt then r = tgt.prefixedText end
function p.RenderSpiritScaling(ability, cardprops)
        elseif not title or not title.exists then
    local labels = cardprops or {}
            r = t .. " (MISSING)"
 
    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
        resolve_cache[t] = r
     end
     end
 
     return resolve_cache[t]
     -- 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 fmt_value(label_key, value, label)
-- `cardprops` maps the ability's prop keys to their display labels; most
    local n = tonumber(tostring(value):match("^-?%d+%.?%d*"))
-- renderers ignore it.
     if not n then return label end
local extra_columns = {
     local prefix = get_pair(label_key, "_prefix", "_Prefix")
    ["barrier"] = {
     local postfix = get_pair(label_key, "_postfix", "_Postfix")
        headers  = { "Barrier" },
     if prefix == "{s:sign}" then prefix = n >= 0 and "+" or "" end
        get_cells = Renderers.RenderBarrier,
     local s = tostring(n)
    },
     if prefix ~= "" then s = prefix .. s end
    ["bossdmgscale"] = {
     if postfix ~= "" then s = s .. (postfix == "HP/s" and " " or "") .. postfix end
        headers  = { "Damage to Objectives" },
     return s .. " " .. label
        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.
function p.audit(frame)
-- Decapitalizes human note (skips T{N} prefixes like "T1 slow"),
     local names = {}
-- joins with "; ", strips trailing period.
     for key, item in pairs(data) do
local function enrich_notes_compact(extra, human_note)
        if not item.IsDisabled then table.insert(names, key) end
     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
 
-- ============================================================
-- Ability views
--
-- In-game Ability may containe 1 or more records in AbilityData.json
-- 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
 
    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
     end
    table.sort(names, function(a, b)
        return (data[a].Name or a) < (data[b].Name or b)
    end)


     return labels
     local rows = {}
end
    local counts = {}
 
    local n_items, n_stats, n_same = 0, 0, 0
local _views = nil  -- card key -> { view = record, heroName = ..., abilityNum = ..., cardprops = ... }
    for _, key in ipairs(names) do
local _order = nil  -- array of card keys, sorted by hero then slot
        local item = data[key]
 
        n_items = n_items + 1
local function build_views()
        local i = 1
    if _views then return _views, _order end
        while item["Info" .. i] do
    _views, _order = {}, {}
            local sec = item["Info" .. i]
 
            if sec.Type ~= "Innate" then
    local hero_data = mw.loadJsonData("Data:HeroData.json")
                local seen = {}
    local active_heroes = {}
                for _, obj in ipairs(sec.Main or {}) do
    for _, hero in pairs(hero_data) do
                    local pk = obj.Key
        if type(hero) == "table"
                    if not seen[pk] and not IGNORED[pk] and not pk:match("^StatusEffect") then
            and hero["IsDisabled"] == false
                        seen[pk] = true
            and type(hero["Name"]) == "string"
                        local label_key = resolve_label_key(pk, obj.LocTokenOverride)
            and (hero["IsSelectable"] == nil or hero["IsSelectable"] ~= false)
                        local label = get_pair(label_key, "_label", "_Label")
        then
                        if label ~= "" then
            active_heroes[hero["Name"]] = true
                            n_stats = n_stats + 1
        end
                            local attr = obj.Type and ATTR[obj.Type] or nil
    end
                            local attr_link = norm(attr and attr.link)
 
                            local sl = norm(stat_links[label_key])
    local ability_data = mw.loadJsonData(GameData.Dataset.ABILITIES)
                            local cur = attr_link or sl
    local cards        = mw.loadJsonData("Data:AbilityCards.json")
                            local new = sl or attr_link
 
                            if (cur or "") == (new or "") then
    local card_of = {}
                                n_same = n_same + 1
    for _, hero_entry in pairs(cards) do
                            else
        if type(hero_entry) == "table" then
                                local kind
            local hero_name = hero_entry["Name"]
                                if STATLINKS_FIX[label_key] then
            if hero_name and active_heroes[hero_name] then
                                    kind = "Regression → fixed via StatLinks (" .. label_key .. " = " .. STATLINKS_FIX[label_key] .. ")"
                for slot_str, ability in pairs(hero_entry) do
                                elseif DEBATABLE[label_key] then
                    local slot_num = tonumber(slot_str)
                                    kind = "Debatable"
                    local key = type(ability) == "table" and ability["Key"] or nil
                                elseif resolve(cur) == resolve(new) then
                    if slot_num and key and ability_data[key] then
                                    kind = "NOP (redirect to same page)"
                        card_of[key] = { heroName = hero_name, abilityNum = slot_num, card = ability }
                                else
                                    kind = "Fix"
                                end
                                counts[kind] = (counts[kind] or 0) + 1
                                table.insert(rows, string.format(
                                    "|-\n| [[%s]] || %s || [[%s]] || [[%s]] || %s",
                                    item.Name or key, fmt_value(label_key, obj.Value, label),
                                    cur or "", new or "", kind))
                            end
                        end
                     end
                     end
                 end
                 end
             end
             end
        end
             i = i + 1
    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
 
-- ============================================================
-- Membership
-- 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
     end
     end


     local out = {}
     local out = {}
     table.insert(out, disclaimer)
     table.insert(out, string.format(
    table.insert(out, '{| class="' .. table_class .. '"')
         "Items scanned: %d. Passive/Active main stats with a label: %d. Unchanged: %d. Changed: %d.\n",
 
        n_items, n_stats, n_same, #rows))
    local header_row = '! class="ability-table-col-hero" | Hero'
    local ks = {}
                    .. ' !! class="ability-table-col-ability" | Ability'
     for k in pairs(counts) do table.insert(ks, k) end
    for _, h in ipairs(final_headers) do
     table.sort(ks)
         header_row = header_row .. ' !! class="ability-table-col-'
     for _, k in ipairs(ks) do table.insert(out, string.format("* %s: %d", k, counts[k])) end
            .. h:lower():gsub("%s+", "-") .. '" | ' .. h
    table.insert(out, '{| class="wikitable sortable"\n! Item !! Label !! Current target !! Proposed target !! Type')
    end
    for _, r in ipairs(rows) do table.insert(out, r) 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, "|}")
     table.insert(out, "|}")
     return table.concat(out, "\n")
     return table.concat(out, "\n")
end
-- TEST ONLY: plain-text dump of a list for review, one line per ability.
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
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: