Module:Sandbox/Vergir: Difference between revisions

Test copy of Module:GameData with optional Street Brawl variant argument for get_prop (with help from vergir-bot LLM)
Vergir (talk | contribs)
Use {{Ss}} badge in the Spirit Scaling cell; add plain-text dump for review (with help from vergir-bot LLM)
 
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-- Provides generic access to game data files
-- Renders sortable wikitables of abilities filtered by a named stat.
 
local Lists    = require("Module:AbilityTable/Lists")
local Notes    = require("Module:AbilityTable/Notes")
local Renderers = require("Module:AbilityTable/ComplexRenderers")
local GameData  = require("Module:GameData")


local p = {}
local p = {}


-- Dataset descriptors. Values are the data file paths passed to mw.loadJsonData.
-- ============================================================
-- Callers should use these constants rather than raw strings.
-- TEST COPY of Module:AbilityTable with the proposed
p.Dataset = {
-- Module:AbilityTable/ComplexRenderers.RenderSpiritScaling inlined below,
     ITEMS     = "Data:ItemData.json",
-- so the whole change can be previewed from one sandbox module.
     ABILITIES = "Data:AbilityData.json",
-- ============================================================
    HEROES   = "Data:HeroData.json",
 
    CONVARS  = "Data:Convars.json",
-- ============================================================
}
-- 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


-- Street Brawl ships a partial overlay of ability properties rather than a full
-- Formats a scaling value to 3 significant figures, as the ability cards do.
-- dataset, so it is deliberately kept out of p.Dataset: its top-level keys are
local function format_spirit(v)
-- sections ("ability-changes", "item-buckets"), not entity records, and it is
    return string.format("%.3g", v)
-- not usable with get_entities. Only get_prop consults it.
end
local STREET_BRAWL = "Data:StreetBrawlData.json"


-- Returns true if a record represents an active, usable entity.
-- Formats one Spirit scaling for the table cell through the compact {{Ss}}
-- Applies consistently across all datasets:
-- form, the same way RenderBarrier does. The template is expanded via the
--   - IsDisabled must not be true
-- frame the surrounding #invoke runs under, since module return values are
--  - Name must not be nil
-- not re-expanded; the plain "×N" fallback covers a nil frame (module
--   - IsSelectable, if present, must not be false
-- 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


-- Specifically for hero abilities, some of them are split into two entities, eg. Vexing Bolt has a sub-ability: Redirect Bolt.
-- "A", "A and B", "A, B and C".
-- The secondary sub-abilities most often have nil name and get filtered out by this function
local function join_names(names)
local function is_active(record)
     if #names <= 1 then return names[1] or "" end
     if record["IsDisabled"] == true then return false end
     return table.concat(names, ", ", 1, #names - 1) .. " and " .. names[#names]
    if record["Name"] == nil then return false end
     if record["IsSelectable"] ~= nil and record["IsSelectable"] == false then return false end
    return true
end
end


-- Recursively searches a record for a match against prop, which may be:
-- Renders Spirit Power scaling.
--   - a key name: matches if the key exists with a non-zero/non-empty value
-- Lists every prop that scales with Spirit at base, one per line as an {{Ss}}
--  - a plain value: matches if the string appears as a value anywhere in the record
-- badge labelled with the prop's name from the ability card:
-- Returns true if a match is found, false otherwise.
-- "x0.55 (Base Damage)". Two
local function record_matches_prop(record, prop)
-- props sharing a name are told apart by the card's Title
     for k, v in pairs(record) do
-- ("Damage: Cost of Stay"); props the card does not list show their raw key.
         -- Key match: property name exists with a meaningful value
-- Upgrades are reported in Notes per prop, with the running total: additive
        if k == prop then
-- ones as "adds +×0.5 ... (total ×1.05)", ones that unlock scaling on a prop
             if type(v) == "table" then
-- as "grants ×1.3 ...", and Multiply upgrades as "multiplies ... by 1.15",
                 if v["Value"] ~= nil then
-- which is how the ability-upgrade gadget applies them.
                     v = v["Value"]
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
                 else
                     for _ in pairs(v) do return true end
                     table.insert(group.totals, "?")
                    return false
                 end
                 end
             end
             elseif current then
            if v ~= nil and v ~= 0 and v ~= "" and v ~= "0" and v ~= "0m" then
                running[up.key] = current + up.value
                return true
                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
         end
         end
         if type(v) == "table" and k ~= "DisabledStateMask" then
         for _, m in ipairs(group_order) do
            if record_matches_prop(v, prop) then return true end
            local group = groups[m]
        elseif type(v) == "string" then
            table.insert(notes, "T" .. i .. " upgrade multiplies " .. join_names(group.labels)
            -- Value match: prop string appears as a value (e.g. Scale.Type = "melee")
                .. " scaling by " .. format_spirit(m)
            if v == prop then return true end
                .. " (total " .. table.concat(group.totals, ", ") .. ")")
         end
         end
     end
     end
     return false
 
    if #notes > 0 then cells["Notes"] = table.concat(notes, ". ") end
     return cells
end
 
-- get_cells(ability, cardprops) -> { [column header] = cell text, Notes = ... }
-- `cardprops` maps the ability's prop keys to their display labels; most
-- renderers ignore it.
local extra_columns = {
    ["barrier"] = {
        headers  = { "Barrier" },
        get_cells = Renderers.RenderBarrier,
    },
    ["bossdmgscale"] = {
        headers  = { "Damage to Objectives" },
        get_cells = Renderers.RenderBossDamageScale,
    },
    ["charges"] = {
        headers  = { "Charges", "Time Between Charges", "Notes" },
        get_cells = Renderers.RenderCharges,
    },
    ["melee"] = {
        headers  = { "Base Damage", "Light Melee Scaling", "Notes" },
        get_cells = Renderers.RenderMelee,
    },
    ["heavymelee"] = {
        headers  = { "Base Damage", "Heavy Melee Scaling", "Notes" },
        get_cells = Renderers.RenderHeavyMelee,
    },
    ["scalingspirit"] = {
        headers  = { "Spirit Scaling", "Notes" },
        get_cells = p.RenderSpiritScaling,  -- TEST: inlined copy above
    },
    ["healreduce"] = {
        headers  = { "Heal Reduction", "Notes" },
        get_cells = Renderers.RenderHealReduce,
    },
    ["moveslow"] = {
        headers  = { "Move Slow", "Notes" },
        get_cells = Renderers.RenderMoveSlow,
    },
    ["dashslow"] = {
        headers  = { "Dash Slow", "Notes" },
        get_cells = Renderers.RenderDashSlow,
    },
    ["extradebuffresist"] = {
        headers  = { "Debuff Resist" },
        get_cells = Renderers.RenderExtraDebuffResist,
    },
}
 
-- ============================================================
-- Note enrichment
-- ============================================================
 
-- 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


-- Returns true if a record matches at least one of the given properties,
-- Merges auto-generated and human notes for compact mode.
-- using the same key-name-or-string-value semantics as get_entities.
-- Decapitalizes human note (skips T{N} prefixes like "T1 slow"),
-- Public so other modules (e.g. Module:AbilityTable membership) can reuse it.
-- joins with "; ", strips trailing period.
function p.entity_matches(record, properties)
local function enrich_notes_compact(extra, human_note)
     for _, prop in ipairs(properties) do
     if human_note then
         if record_matches_prop(record, prop) then
        local first = human_note:sub(1,1)
             return true
         if first:match("%u") and not human_note:sub(2,2):match("%d") then
             human_note = first:lower() .. human_note:sub(2)
         end
         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
    return false
end
end


-- Returns all active entities from a dataset that match at least one of the
-- ============================================================
-- given properties. A property may be matched either as a key name (the
-- Ability views
-- property exists with a non-zero value) or as a plain string value anywhere
--
-- in the record (e.g. "melee" matching Scale.Type = "melee").
-- In-game Ability may containe 1 or more records in AbilityData.json
-- @param  dataset    string  one of the GameData.Dataset constants
-- Example: Vexing Bolt is 2 records (Launch Bolt + Redirect Bolt).
-- @param  properties  table  array of property strings
 
-- @return              table  array of matching entity records
-- "Ability View" is a main-record + any relevant sub-ability records.
function p.get_entities(dataset, properties)
-- Each view entry also carries "cardprops", the display labels of the
    local data = mw.loadJsonData(dataset)
-- ability's props taken from its card (see card_prop_labels). They are kept
     local results = {}
-- 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


     for _, record in pairs(data) do
     local function walk(node)
        if is_active(record) and p.entity_matches(record, properties) then
        if type(node) ~= "table" then return end
             table.insert(results, record)
        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
     end
     end
    table.sort(rest, function(a, b) return tostring(a) < tostring(b) end)
    for _, k in ipairs(rest) do walk(card[k]) end


     return results
    -- 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 = ... }
-- Unified property lookup: get_prop
local _order = nil  -- array of card keys, sorted by hero then slot
-- Uses ResourceLookup to route directly to the correct dataset.
 
-- Returns raw values for use in templates and expressions.
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")


-- Find an entity by display name or internal key.
    local card_of = {}
-- Uses ResourceLookup type field to go directly to the right dataset.
    for _, hero_entry in pairs(cards) do
-- Returns (entity_record, type_string, internal_key) or (nil, nil, nil).
        if type(hero_entry) == "table" then
local function find_entity(identifier)
            local hero_name = hero_entry["Name"]
    local resource = mw.loadJsonData("Data:ResourceLookup.json")[identifier:lower()]
            if hero_name and active_heroes[hero_name] then
    if resource then
                for slot_str, ability in pairs(hero_entry) do
        local data
                    local slot_num = tonumber(slot_str)
        if resource.type == "ability" then
                    local key = type(ability) == "table" and ability["Key"] or nil
            data = mw.loadJsonData(p.Dataset.ABILITIES)
                    if slot_num and key and ability_data[key] then
        elseif resource.type == "hero" then
                        card_of[key] = { heroName = hero_name, abilityNum = slot_num, card = ability }
            data = mw.loadJsonData(p.Dataset.HEROES)
                    end
        elseif resource.type == "item" then
                end
             data = mw.loadJsonData(p.Dataset.ITEMS)
             end
         end
         end
         if data and data[resource.key] then
    end
             return data[resource.key], resource.type, resource.key
 
    -- Attach each non-card record to the longest card key it prefixes.
    local subs = {}
    for key, record in pairs(ability_data) do
         if not card_of[key] and record["IsDisabled"] ~= true then
            local parent = nil
            for card_key in pairs(card_of) do
                if key:sub(1, #card_key + 1) == card_key .. "_"
                    and (parent == nil or #card_key > #parent)
                then
                    parent = card_key
                end
            end
             if parent then
                subs[parent] = subs[parent] or {}
                table.insert(subs[parent], record)
            end
         end
         end
     end
     end


     -- Fallback: try as direct internal key
     for key, info in pairs(card_of) do
    local datasets = {
        local view = {}
         { p.Dataset.ABILITIES, "ability" },
         for k, v in pairs(ability_data[key]) do view[k] = v end
         { p.Dataset.HEROES,    "hero" },
        view["_subabilities"] = subs[key]
        { p.Dataset.ITEMS,    "item" },
         _views[key] = {
    }
            view      = view,
    for _, ds in ipairs(datasets) do
            heroName  = info.heroName,
         local data = mw.loadJsonData(ds[1])
            abilityNum = info.abilityNum,
        if data[identifier] then return data[identifier], ds[2], identifier end
            cardprops  = card_prop_labels(info.card),
        }
         table.insert(_order, key)
     end
     end


     return nil, nil, nil
     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


-- Traverse a table using dot notation, unwrap tables with a .Value field.
-- ============================================================
-- Supports numeric indices for arrays (e.g. "Upgrades.1.WeaponDamageBonus").
-- Membership
local function resolve_prop(tbl, prop)
-- Pieces of code that help in telling  "is ability X a member of list Y".
     if not prop or prop == "" then return nil end
-- main function is: p.is_member()
     local element = tbl
-- ============================================================
     for segment in string.gmatch(prop, "[^%.]+") do
 
         if type(element) ~= "table" then return nil end
-- Memoized name-exclusion set per list (from Lists.exclude_abilities).
        local next = element[segment]
local _excluded = {}
        if next == nil then
local function excluded_set(stat)
            local num = tonumber(segment)
     if _excluded[stat] then return _excluded[stat] end
            if num then next = element[num] end
     local set = {}
        end
     for _, name in ipairs(Lists.exclude_abilities[stat] or {}) do
        element = next
         set[name] = true
        if element == nil then return nil end
     end
     end
     if type(element) == "table" then
     _excluded[stat] = set
         return element.Value or ""
    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
     end
     return element
 
    local name = view["Name"]
    if name and excluded_set(stat)[name] then return false end
 
    ability_num = ability_num or (entry and entry.abilityNum)
    if not special_ok(stat, view, ability_num) then return false end
 
     return GameData.entity_matches(view, props)
end
end


-- Looks up a console variable in Data:Convars.json. A convar value is stored
-- ============================================================
-- either as a plain scalar (e.g. "adsp_alley_min": 122) or as a table holding
-- Entry point
-- the value plus a description (e.g. { value = 75, description = "..." }), in
-- ============================================================
-- which case only the value is returned. The exact key is tried first, then a
 
-- lower-case form. Returns (value, found).
function p.render(frame)
local function lookup_convar(key)
    local stat = mw.text.trim(frame.args[1] or ""):lower()
     local data = mw.loadJsonData(p.Dataset.CONVARS)
 
    local entry = data[key]
    local internal_keys = Lists.lists[stat]
     if entry == nil then
    if not internal_keys then
         entry = data[mw.ustring.lower(key)]
        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
     end
     if entry == nil then
 
         return nil, false
    local compact = mw.text.trim(frame.args["compact"] or "") ~= ""
 
    local collapsed = mw.text.trim(frame.args["collapsed"] or ""):lower()
 
    local views, order = build_views()
    local spec      = extra_columns[stat]
     local headers    = spec and spec.headers or {}
    local get_cells  = spec and spec.get_cells or function() return {} end
    local stat_notes = Notes[stat]
 
    local filtered = {}
    for _, key in ipairs(order) do
        if p.is_member(stat, key) then
            table.insert(filtered, key)
         end
     end
     end
     if type(entry) == "table" then
 
         return entry.value, true
     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
     end
    return entry, true
end


-- {{#invoke:GameData|get_prop|...}}
    local has_notes_header = false
-- Two modes:
    local final_headers = {}
--  Entity:  {{#invoke:GameData|get_prop|ENTITY_NAME|PROPERTY|VARIANT}}
    for _, h in ipairs(headers) do
--            Finds entity via ResourceLookup, returns the raw value (no
        if h == "Notes" then
--            formatting). Supports dot notation for nested properties
            has_notes_header = true
--            (e.g. "Scale.Value"); tables with a .Value field are unwrapped.
        elseif not hide_set[h] then
--            The optional VARIANT selects a game mode variant. "Street Brawl"
            table.insert(final_headers, h)
--            (case and spacing insensitive) returns the value changed for
        end
--            Street Brawl, falling back to the base value when Street Brawl
     end
--            does not change that property.
     local needs_notes = (has_notes_header or stat_notes ~= nil) and not hide_set["Notes"]
--  Convar:  {{#invoke:GameData|get_prop|Convar|CONVAR_NAME}}
     if needs_notes then table.insert(final_headers, "Notes") end
--            Looks up the convar in Data:Convars.json and returns its value,
--            unwrapping the { value, description } form when present.
function p.get_prop(frame)
     local arg1 = frame.args[1]
     local arg2 = frame.args[2]
    local arg3 = frame.args[3]
     if not arg1 then return "" end


     -- Convar mode: first argument is the literal keyword "Convar".
     local table_class = 'wikitable sortable ability-table'
     if mw.ustring.lower(arg1) == "convar" then
     if collapsed ~= "" then
         if not arg2 or arg2 == "" then return "" end
        table_class = table_class .. ' mw-collapsible'
        local value, found = lookup_convar(arg2)
         if collapsed == "yes" or collapsed == "true" or collapsed == "1" then
        if not found then
             table_class = table_class .. ' mw-collapsed'
             return '<span style="color:red;">Convar not found: ' .. arg2 .. '</span>'
         end
         end
        if value == nil then return "" end
        return value
     end
     end


    -- Entity mode: search abilities, heroes, and items.
     local out = {}
     local name = arg1
     table.insert(out, disclaimer)
     local prop = arg2
     table.insert(out, '{| class="' .. table_class .. '"')
     if not prop then return "" end


     local entity, etype, ekey = find_entity(name)
     local header_row = '! class="ability-table-col-hero" | Hero'
    if not entity then
                    .. ' !! class="ability-table-col-ability" | Ability'
         return '<span style="color:red;">Entity not found: ' .. name .. '</span>'
    for _, h in ipairs(final_headers) do
         header_row = header_row .. ' !! class="ability-table-col-'
            .. h:lower():gsub("%s+", "-") .. '" | ' .. h
     end
     end
    table.insert(out, header_row)


     -- Street Brawl changes a handful of ability properties. The overlay lists
        local hero_counts = {}
     -- only what changed, so a miss here just means "unchanged" and the base
     for _, key in ipairs(filtered) do
     -- record answers instead. That includes the empty string resolve_prop
        local hero = views[key].heroName
     -- returns for a table with no Value field: the overlay records are partial,
        hero_counts[hero] = (hero_counts[hero] or 0) + 1
    -- so an overridden table often holds nothing but a nested Scale.
     end
    if arg3 and arg3 ~= "" then
 
         local mode = mw.ustring.lower(mw.text.trim(arg3))
     local hero_seen = {}
         mode = mode:gsub("%s+", "")
 
        if mode ~= "streetbrawl" then
     for _, key in ipairs(filtered) do
             return '<span style="color:red;">Unknown variant: ' .. arg3 .. '</span>'
        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
         end
         if etype == "ability" then
 
            local changed = mw.loadJsonData(STREET_BRAWL)["ability-changes"][ekey]
         for _, header in ipairs(final_headers) do
             if changed then
            local value = extra[header]
                local value = resolve_prop(changed, prop)
            local cls  = "ability-table-cell-" .. header:lower():gsub("%s+", "-")
                if value ~= nil and value ~= "" then return value end
             local content = value ~= nil and tostring(value) or ""
             end
             row = row .. ' || class="' .. cls .. '" | ' .. content
         end
         end
        table.insert(out, "|-")
        table.insert(out, row)
     end
     end


     local result = resolve_prop(entity, prop)
     table.insert(out, "|}")
     if result ~= nil then return result end
     return table.concat(out, "\n")
end


     return '<span style="color:red;">Prop not found: ' .. name .. '/' .. prop .. '</span>'
-- 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