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	<updated>2026-09-06T02:51:27Z</updated>
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	<entry>
		<id>https://deadlock.wiki/Module:AbilityTable?diff=91512</id>
		<title>Module:AbilityTable</title>
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		<updated>2026-07-11T22:52:49Z</updated>

		<summary type="html">&lt;p&gt;~2026-RegenSilencerGrey623: Extract list membership into public p.is_member() as the shared source of truth (exclusions + special rules); filter_abilities now delegates to it. Behavior-identical for tables (with help from vergir-bot LLM)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Renders sortable wikitables of abilities filtered by a named stat.&lt;br /&gt;
&lt;br /&gt;
local Lists     = require(&amp;quot;Module:AbilityTable/Lists&amp;quot;)&lt;br /&gt;
local Notes     = require(&amp;quot;Module:AbilityTable/Notes&amp;quot;)&lt;br /&gt;
local Renderers = require(&amp;quot;Module:AbilityTable/ComplexRenderers&amp;quot;)&lt;br /&gt;
local GameData  = require(&amp;quot;Module:GameData&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
-- ============================================================&lt;br /&gt;
-- Extra columns: maps stat names to their column headers and&lt;br /&gt;
-- cell renderer functions from ComplexRenderers.&lt;br /&gt;
-- Stats not listed here get a plain Hero + Ability + Notes table.&lt;br /&gt;
-- ============================================================&lt;br /&gt;
&lt;br /&gt;
local extra_columns = {&lt;br /&gt;
    [&amp;quot;charges&amp;quot;] = {&lt;br /&gt;
        headers   = { &amp;quot;Charges&amp;quot;, &amp;quot;Time Between Charges&amp;quot;, &amp;quot;Notes&amp;quot; },&lt;br /&gt;
        get_cells = Renderers.RenderCharges,&lt;br /&gt;
    },&lt;br /&gt;
    [&amp;quot;melee&amp;quot;] = {&lt;br /&gt;
        headers   = { &amp;quot;Base Damage&amp;quot;, &amp;quot;Light Melee Scaling&amp;quot;, &amp;quot;Notes&amp;quot; },&lt;br /&gt;
        get_cells = Renderers.RenderMelee,&lt;br /&gt;
    },&lt;br /&gt;
    [&amp;quot;heavymelee&amp;quot;] = {&lt;br /&gt;
        headers   = { &amp;quot;Base Damage&amp;quot;, &amp;quot;Heavy Melee Scaling&amp;quot;, &amp;quot;Notes&amp;quot; },&lt;br /&gt;
        get_cells = Renderers.RenderHeavyMelee,&lt;br /&gt;
    },&lt;br /&gt;
    [&amp;quot;healreduce&amp;quot;] = {&lt;br /&gt;
        headers   = { &amp;quot;Heal Reduction&amp;quot;, &amp;quot;Notes&amp;quot; },&lt;br /&gt;
        get_cells = Renderers.RenderHealReduce,&lt;br /&gt;
    },&lt;br /&gt;
    [&amp;quot;moveslow&amp;quot;] = {&lt;br /&gt;
        headers   = { &amp;quot;Move Slow&amp;quot;, &amp;quot;Notes&amp;quot; },&lt;br /&gt;
        get_cells = Renderers.RenderMoveSlow,&lt;br /&gt;
    },&lt;br /&gt;
    [&amp;quot;dashslow&amp;quot;] = {&lt;br /&gt;
        headers   = { &amp;quot;Dash Slow&amp;quot;, &amp;quot;Notes&amp;quot; },&lt;br /&gt;
        get_cells = Renderers.RenderDashSlow,&lt;br /&gt;
    },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- ============================================================&lt;br /&gt;
-- Note enrichment&lt;br /&gt;
-- ============================================================&lt;br /&gt;
&lt;br /&gt;
-- Merges auto-generated and human notes for full-table mode.&lt;br /&gt;
-- Capitalizes human note, joins with &amp;quot;. &amp;quot;, ensures trailing period.&lt;br /&gt;
local function enrich_notes_full(extra, human_note)&lt;br /&gt;
    if human_note then&lt;br /&gt;
        human_note = human_note:sub(1,1):upper() .. human_note:sub(2)&lt;br /&gt;
        extra[&amp;quot;Notes&amp;quot;] = extra[&amp;quot;Notes&amp;quot;] and (extra[&amp;quot;Notes&amp;quot;] .. &amp;quot;. &amp;quot; .. human_note) or human_note&lt;br /&gt;
    end&lt;br /&gt;
    if extra[&amp;quot;Notes&amp;quot;] and extra[&amp;quot;Notes&amp;quot;]:sub(-1) ~= &amp;quot;.&amp;quot; then&lt;br /&gt;
        extra[&amp;quot;Notes&amp;quot;] = extra[&amp;quot;Notes&amp;quot;] .. &amp;quot;.&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Merges auto-generated and human notes for compact mode.&lt;br /&gt;
-- Decapitalizes human note (skips T{N} prefixes like &amp;quot;T1 slow&amp;quot;),&lt;br /&gt;
-- joins with &amp;quot;; &amp;quot;, strips trailing period.&lt;br /&gt;
local function enrich_notes_compact(extra, human_note)&lt;br /&gt;
    if human_note then&lt;br /&gt;
        local first = human_note:sub(1,1)&lt;br /&gt;
        if first:match(&amp;quot;%u&amp;quot;) and not human_note:sub(2,2):match(&amp;quot;%d&amp;quot;) then&lt;br /&gt;
            human_note = first:lower() .. human_note:sub(2)&lt;br /&gt;
        end&lt;br /&gt;
        if human_note:sub(-1) == &amp;quot;.&amp;quot; then human_note = human_note:sub(1, -2) end&lt;br /&gt;
        extra[&amp;quot;Notes&amp;quot;] = extra[&amp;quot;Notes&amp;quot;] and (extra[&amp;quot;Notes&amp;quot;] .. &amp;quot;; &amp;quot; .. human_note) or human_note&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- ============================================================&lt;br /&gt;
-- Membership&lt;br /&gt;
-- Shared source of truth for &amp;quot;is ability X a member of list Y&amp;quot;.&lt;br /&gt;
-- Also consumed by Module:AbilityInteractions to decide which&lt;br /&gt;
-- interaction icons to show on ability cards.&lt;br /&gt;
-- ============================================================&lt;br /&gt;
&lt;br /&gt;
-- Memoized name-exclusion set per list (from Lists.exclude_abilities).&lt;br /&gt;
local _excluded = {}&lt;br /&gt;
local function excluded_set(stat)&lt;br /&gt;
    if _excluded[stat] then return _excluded[stat] end&lt;br /&gt;
    local set = {}&lt;br /&gt;
    for _, name in ipairs(Lists.exclude_abilities[stat] or {}) do&lt;br /&gt;
        set[name] = true&lt;br /&gt;
    end&lt;br /&gt;
    _excluded[stat] = set&lt;br /&gt;
    return set&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Per-list rules that can&#039;t be expressed as prop lists or exclusions.&lt;br /&gt;
-- Returns true to keep the ability, false to drop it.&lt;br /&gt;
local function special_ok(stat, record, ability_num)&lt;br /&gt;
    if stat == &amp;quot;dispelmagic&amp;quot; and ability_num == 4 then return false end&lt;br /&gt;
    return true&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Public: does an ability record belong to list `stat`?&lt;br /&gt;
--   record       an entry from Data:AbilityData.json&lt;br /&gt;
--   ability_num  the ability&#039;s slot (1-4), used by special rules&lt;br /&gt;
function p.is_member(stat, record, ability_num)&lt;br /&gt;
    local props = Lists.lists[stat]&lt;br /&gt;
    if not props then return false end&lt;br /&gt;
    local name = record[&amp;quot;Name&amp;quot;]&lt;br /&gt;
    if name and excluded_set(stat)[name] then return false end&lt;br /&gt;
    if not special_ok(stat, record, ability_num) then return false end&lt;br /&gt;
    return GameData.entity_matches(record, props)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- ============================================================&lt;br /&gt;
-- Filtering&lt;br /&gt;
-- ============================================================&lt;br /&gt;
&lt;br /&gt;
local function filter_abilities(stat, abilities, key_lookup)&lt;br /&gt;
    local result = {}&lt;br /&gt;
    for _, ability in ipairs(abilities) do&lt;br /&gt;
        local info = ability[&amp;quot;Key&amp;quot;] and key_lookup[ability[&amp;quot;Key&amp;quot;]]&lt;br /&gt;
        if info and p.is_member(stat, ability, info.abilityNum) then&lt;br /&gt;
            table.insert(result, ability)&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return result&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- ============================================================&lt;br /&gt;
-- Hero lookup&lt;br /&gt;
-- ============================================================&lt;br /&gt;
&lt;br /&gt;
local _key_lookup  = nil&lt;br /&gt;
local _name_to_key = nil&lt;br /&gt;
&lt;br /&gt;
local function build_lookup()&lt;br /&gt;
    if _key_lookup then return _key_lookup, _name_to_key end&lt;br /&gt;
    _key_lookup  = {}&lt;br /&gt;
    _name_to_key = {}&lt;br /&gt;
&lt;br /&gt;
    local hero_data = mw.loadJsonData(&amp;quot;Data:HeroData.json&amp;quot;)&lt;br /&gt;
    local active_heroes = {}&lt;br /&gt;
    for _, hero in pairs(hero_data) do&lt;br /&gt;
        if type(hero) == &amp;quot;table&amp;quot;&lt;br /&gt;
            and hero[&amp;quot;IsDisabled&amp;quot;] == false&lt;br /&gt;
            and type(hero[&amp;quot;Name&amp;quot;]) == &amp;quot;string&amp;quot;&lt;br /&gt;
            and (hero[&amp;quot;IsSelectable&amp;quot;] == nil or hero[&amp;quot;IsSelectable&amp;quot;] ~= false)&lt;br /&gt;
        then&lt;br /&gt;
            active_heroes[hero[&amp;quot;Name&amp;quot;]] = true&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    local cards = mw.loadJsonData(&amp;quot;Data:AbilityCards.json&amp;quot;)&lt;br /&gt;
    for _, hero_entry in pairs(cards) do&lt;br /&gt;
        if type(hero_entry) == &amp;quot;table&amp;quot; then&lt;br /&gt;
            local hero_name = hero_entry[&amp;quot;Name&amp;quot;]&lt;br /&gt;
            if hero_name and active_heroes[hero_name] then&lt;br /&gt;
                for slot_str, ability in pairs(hero_entry) do&lt;br /&gt;
                    local slot_num = tonumber(slot_str)&lt;br /&gt;
                    if slot_num and type(ability) == &amp;quot;table&amp;quot; then&lt;br /&gt;
                        local info = { heroName = hero_name, abilityNum = slot_num }&lt;br /&gt;
                        if ability[&amp;quot;Key&amp;quot;] then&lt;br /&gt;
                            _key_lookup[ability[&amp;quot;Key&amp;quot;]] = info&lt;br /&gt;
                        end&lt;br /&gt;
                        if ability[&amp;quot;Name&amp;quot;] and ability[&amp;quot;Key&amp;quot;] then&lt;br /&gt;
                            _name_to_key[ability[&amp;quot;Name&amp;quot;]] = ability[&amp;quot;Key&amp;quot;]&lt;br /&gt;
                        end&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return _key_lookup, _name_to_key&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- ============================================================&lt;br /&gt;
-- Entry point&lt;br /&gt;
-- ============================================================&lt;br /&gt;
&lt;br /&gt;
function p.render(frame)&lt;br /&gt;
    local stat = mw.text.trim(frame.args[1] or &amp;quot;&amp;quot;):lower()&lt;br /&gt;
&lt;br /&gt;
    local internal_keys = Lists.lists[stat]&lt;br /&gt;
    if not internal_keys then&lt;br /&gt;
        return &#039;&amp;lt;span class=&amp;quot;error&amp;quot;&amp;gt;AbilityTable: unknown list &amp;quot;&#039; .. stat .. &#039;&amp;quot;.&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    local hide_set = {}&lt;br /&gt;
    local hide_param = mw.text.trim(frame.args[&amp;quot;hide&amp;quot;] or &amp;quot;&amp;quot;)&lt;br /&gt;
    if hide_param ~= &amp;quot;&amp;quot; then&lt;br /&gt;
        for col in hide_param:gmatch(&amp;quot;[^,]+&amp;quot;) do hide_set[mw.text.trim(col)] = true end&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    local compact = mw.text.trim(frame.args[&amp;quot;compact&amp;quot;] or &amp;quot;&amp;quot;) ~= &amp;quot;&amp;quot;&lt;br /&gt;
    &lt;br /&gt;
    local collapsed = mw.text.trim(frame.args[&amp;quot;collapsed&amp;quot;] or &amp;quot;&amp;quot;):lower()&lt;br /&gt;
&lt;br /&gt;
    local key_lookup, _ = build_lookup()&lt;br /&gt;
    local spec       = extra_columns[stat]&lt;br /&gt;
    local headers    = spec and spec.headers or {}&lt;br /&gt;
    local get_cells  = spec and spec.get_cells or function() return {} end&lt;br /&gt;
    local stat_notes = Notes[stat]&lt;br /&gt;
&lt;br /&gt;
    local abilities = GameData.get_entities(GameData.Dataset.ABILITIES, internal_keys)&lt;br /&gt;
    local filtered  = filter_abilities(stat, abilities, key_lookup)&lt;br /&gt;
&lt;br /&gt;
    if #filtered == 0 then&lt;br /&gt;
        return &amp;quot;No abilities found for list: &amp;quot; .. stat&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    table.sort(filtered, function(a, b)&lt;br /&gt;
        local ia = key_lookup[a[&amp;quot;Key&amp;quot;]]&lt;br /&gt;
        local ib = key_lookup[b[&amp;quot;Key&amp;quot;]]&lt;br /&gt;
        if not ia and not ib then return (a[&amp;quot;Name&amp;quot;] or &amp;quot;&amp;quot;) &amp;lt; (b[&amp;quot;Name&amp;quot;] or &amp;quot;&amp;quot;) end&lt;br /&gt;
        if not ia then return false end&lt;br /&gt;
        if not ib then return true end&lt;br /&gt;
        if ia.heroName ~= ib.heroName then return ia.heroName &amp;lt; ib.heroName end&lt;br /&gt;
        return ia.abilityNum &amp;lt; ib.abilityNum&lt;br /&gt;
    end)&lt;br /&gt;
&lt;br /&gt;
    local lists_url = mw.uri.fullUrl(&amp;quot;Module:AbilityTable/Lists&amp;quot;)&lt;br /&gt;
    local notes_url = mw.uri.fullUrl(&amp;quot;Module:AbilityTable/Notes&amp;quot;, { action = &amp;quot;edit&amp;quot; })&lt;br /&gt;
    local disclaimer = frame:preprocess(&lt;br /&gt;
        &#039;&amp;lt;div class=&amp;quot;ability-table-disclaimer&amp;quot;&amp;gt;&#039;&lt;br /&gt;
        .. &#039;This is a dynamic list &#039;&lt;br /&gt;
        .. &#039;&amp;lt;span class=&amp;quot;ability-table-list-name&amp;quot;&amp;gt;&amp;quot;&#039; .. stat .. &#039;&amp;quot;&amp;lt;/span&amp;gt;. &#039;&lt;br /&gt;
        .. &#039;[&#039; .. tostring(lists_url) .. &#039; Edit contents]&#039;&lt;br /&gt;
        .. &#039; · &#039;&lt;br /&gt;
        .. &#039;[&#039; .. tostring(notes_url) .. &#039; Edit notes].&#039;&lt;br /&gt;
        .. &#039;&amp;lt;/div&amp;gt;&#039;&lt;br /&gt;
    )&lt;br /&gt;
&lt;br /&gt;
    if compact then&lt;br /&gt;
        local hero_order     = {}&lt;br /&gt;
        local hero_abilities = {}&lt;br /&gt;
        for _, ability in ipairs(filtered) do&lt;br /&gt;
            local info = key_lookup[ability[&amp;quot;Key&amp;quot;]]&lt;br /&gt;
            local hero = info and info.heroName or &amp;quot;—&amp;quot;&lt;br /&gt;
            if not hero_abilities[hero] then&lt;br /&gt;
                table.insert(hero_order, hero)&lt;br /&gt;
                hero_abilities[hero] = {}&lt;br /&gt;
            end&lt;br /&gt;
            table.insert(hero_abilities[hero], ability)&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        local items = {}&lt;br /&gt;
        for _, hero in ipairs(hero_order) do&lt;br /&gt;
            local hero_cell = frame:expandTemplate{ title = &amp;quot;HeroIcon&amp;quot;, args = { hero } }&lt;br /&gt;
            local ability_parts = {}&lt;br /&gt;
            for _, ability in ipairs(hero_abilities[hero]) do&lt;br /&gt;
                local name = ability[&amp;quot;Name&amp;quot;]&lt;br /&gt;
                local ability_cell = frame:expandTemplate{ title = &amp;quot;AbilityIcon&amp;quot;, args = { name } }&lt;br /&gt;
&lt;br /&gt;
                local extra = get_cells(ability)&lt;br /&gt;
                enrich_notes_compact(extra, stat_notes and stat_notes[name])&lt;br /&gt;
&lt;br /&gt;
                local note = extra[&amp;quot;Notes&amp;quot;]&lt;br /&gt;
                if note then&lt;br /&gt;
                    table.insert(ability_parts, ability_cell .. &amp;quot; (&amp;quot; .. note .. &amp;quot;)&amp;quot;)&lt;br /&gt;
                else&lt;br /&gt;
                    table.insert(ability_parts, ability_cell)&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            table.insert(items, &amp;quot;&amp;lt;li&amp;gt;&amp;quot; .. hero_cell .. &amp;quot;: &amp;quot; .. table.concat(ability_parts, &amp;quot;, &amp;quot;) .. &amp;quot;&amp;lt;/li&amp;gt;&amp;quot;)&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        return disclaimer .. &amp;quot;&amp;lt;ul&amp;gt;&amp;quot; .. table.concat(items) .. &amp;quot;&amp;lt;/ul&amp;gt;&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    local has_notes_header = false&lt;br /&gt;
    local final_headers = {}&lt;br /&gt;
    for _, h in ipairs(headers) do&lt;br /&gt;
        if h == &amp;quot;Notes&amp;quot; then&lt;br /&gt;
            has_notes_header = true&lt;br /&gt;
        elseif not hide_set[h] then&lt;br /&gt;
            table.insert(final_headers, h)&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    local needs_notes = (has_notes_header or stat_notes ~= nil) and not hide_set[&amp;quot;Notes&amp;quot;]&lt;br /&gt;
    if needs_notes then table.insert(final_headers, &amp;quot;Notes&amp;quot;) end&lt;br /&gt;
&lt;br /&gt;
    local table_class = &#039;wikitable sortable ability-table&#039;&lt;br /&gt;
    if collapsed ~= &amp;quot;&amp;quot; then&lt;br /&gt;
        table_class = table_class .. &#039; mw-collapsible&#039;&lt;br /&gt;
        if collapsed == &amp;quot;yes&amp;quot; or collapsed == &amp;quot;true&amp;quot; or collapsed == &amp;quot;1&amp;quot; then&lt;br /&gt;
            table_class = table_class .. &#039; mw-collapsed&#039;&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    local out = {}&lt;br /&gt;
    table.insert(out, disclaimer)&lt;br /&gt;
    table.insert(out, &#039;{| class=&amp;quot;&#039; .. table_class .. &#039;&amp;quot;&#039;)&lt;br /&gt;
&lt;br /&gt;
    local header_row = &#039;! class=&amp;quot;ability-table-col-hero&amp;quot; | Hero&#039;&lt;br /&gt;
                    .. &#039; !! class=&amp;quot;ability-table-col-ability&amp;quot; | Ability&#039;&lt;br /&gt;
    for _, h in ipairs(final_headers) do&lt;br /&gt;
        header_row = header_row .. &#039; !! class=&amp;quot;ability-table-col-&#039;&lt;br /&gt;
            .. h:lower():gsub(&amp;quot;%s+&amp;quot;, &amp;quot;-&amp;quot;) .. &#039;&amp;quot; | &#039; .. h&lt;br /&gt;
    end&lt;br /&gt;
    table.insert(out, header_row)&lt;br /&gt;
&lt;br /&gt;
    for _, ability in ipairs(filtered) do&lt;br /&gt;
        local info = key_lookup[ability[&amp;quot;Key&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
        local hero_cell&lt;br /&gt;
        if info then&lt;br /&gt;
            hero_cell = frame:expandTemplate{ title = &amp;quot;HeroIcon&amp;quot;, args = { info.heroName } }&lt;br /&gt;
        else&lt;br /&gt;
            hero_cell = &amp;quot;—&amp;quot;&lt;br /&gt;
        end&lt;br /&gt;
        local ability_cell = frame:expandTemplate{ title = &amp;quot;AbilityIcon&amp;quot;, args = { ability[&amp;quot;Name&amp;quot;] } }&lt;br /&gt;
&lt;br /&gt;
        local extra = get_cells(ability)&lt;br /&gt;
        enrich_notes_full(extra, stat_notes and stat_notes[ability[&amp;quot;Name&amp;quot;]])&lt;br /&gt;
&lt;br /&gt;
        local row = &#039;| class=&amp;quot;ability-table-cell-hero&amp;quot; | &#039;     .. hero_cell&lt;br /&gt;
                 .. &#039; || class=&amp;quot;ability-table-cell-ability&amp;quot; | &#039; .. ability_cell&lt;br /&gt;
        for _, header in ipairs(final_headers) do&lt;br /&gt;
            local value = extra[header]&lt;br /&gt;
            local cls   = &amp;quot;ability-table-cell-&amp;quot; .. header:lower():gsub(&amp;quot;%s+&amp;quot;, &amp;quot;-&amp;quot;)&lt;br /&gt;
            local content = value ~= nil and tostring(value) or &amp;quot;—&amp;quot;&lt;br /&gt;
            row = row .. &#039; || class=&amp;quot;&#039; .. cls .. &#039;&amp;quot; | &#039; .. content&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        table.insert(out, &amp;quot;|-&amp;quot;)&lt;br /&gt;
        table.insert(out, row)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    table.insert(out, &amp;quot;|}&amp;quot;)&lt;br /&gt;
    return table.concat(out, &amp;quot;\n&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>~2026-RegenSilencerGrey623</name></author>
	</entry>
	<entry>
		<id>https://deadlock.wiki/Module:GameData?diff=91511</id>
		<title>Module:GameData</title>
		<link rel="alternate" type="text/html" href="https://deadlock.wiki/Module:GameData?diff=91511"/>
		<updated>2026-07-11T22:49:05Z</updated>

		<summary type="html">&lt;p&gt;~2026-RegenSilencerGrey623: Add public entity_matches() and refactor get_entities to reuse it, so ability-list membership can share one matching implementation (with help from vergir-bot LLM)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
-- Provides generic access to game data files&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
-- Dataset descriptors. Values are the data file paths passed to mw.loadJsonData.&lt;br /&gt;
-- Callers should use these constants rather than raw strings.&lt;br /&gt;
p.Dataset = {&lt;br /&gt;
    ITEMS     = &amp;quot;Data:ItemData.json&amp;quot;,&lt;br /&gt;
    ABILITIES = &amp;quot;Data:AbilityData.json&amp;quot;,&lt;br /&gt;
    HEROES    = &amp;quot;Data:HeroData.json&amp;quot;,&lt;br /&gt;
    CONVARS   = &amp;quot;Data:Convars.json&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Returns true if a record represents an active, usable entity.&lt;br /&gt;
-- Applies consistently across all datasets:&lt;br /&gt;
--   - IsDisabled must not be true&lt;br /&gt;
--   - Name must not be nil&lt;br /&gt;
--   - IsSelectable, if present, must not be false&lt;br /&gt;
local function is_active(record)&lt;br /&gt;
    if record[&amp;quot;IsDisabled&amp;quot;] == true then return false end&lt;br /&gt;
    if record[&amp;quot;Name&amp;quot;] == nil then return false end&lt;br /&gt;
    if record[&amp;quot;IsSelectable&amp;quot;] ~= nil and record[&amp;quot;IsSelectable&amp;quot;] == false then return false end&lt;br /&gt;
    return true&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Recursively searches a record for a match against prop, which may be:&lt;br /&gt;
--   - a key name: matches if the key exists with a non-zero/non-empty value&lt;br /&gt;
--   - a plain value: matches if the string appears as a value anywhere in the record&lt;br /&gt;
-- Returns true if a match is found, false otherwise.&lt;br /&gt;
local function record_matches_prop(record, prop)&lt;br /&gt;
    for k, v in pairs(record) do&lt;br /&gt;
        -- Key match: property name exists with a meaningful value&lt;br /&gt;
        if k == prop then&lt;br /&gt;
            if type(v) == &amp;quot;table&amp;quot; then&lt;br /&gt;
                if v[&amp;quot;Value&amp;quot;] ~= nil then&lt;br /&gt;
                    v = v[&amp;quot;Value&amp;quot;]&lt;br /&gt;
                else&lt;br /&gt;
                    for _ in pairs(v) do return true end&lt;br /&gt;
                    return false&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            if v ~= nil and v ~= 0 and v ~= &amp;quot;&amp;quot; and v ~= &amp;quot;0&amp;quot; and v ~= &amp;quot;0m&amp;quot; then&lt;br /&gt;
                return true&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
        if type(v) == &amp;quot;table&amp;quot; and k ~= &amp;quot;DisabledStateMask&amp;quot; then&lt;br /&gt;
            if record_matches_prop(v, prop) then return true end&lt;br /&gt;
        elseif type(v) == &amp;quot;string&amp;quot; then&lt;br /&gt;
            -- Value match: prop string appears as a value (e.g. Scale.Type = &amp;quot;melee&amp;quot;)&lt;br /&gt;
            if v == prop then return true end&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return false&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Returns true if a record matches at least one of the given properties,&lt;br /&gt;
-- using the same key-name-or-string-value semantics as get_entities.&lt;br /&gt;
-- Public so other modules (e.g. Module:AbilityTable membership) can reuse it.&lt;br /&gt;
function p.entity_matches(record, properties)&lt;br /&gt;
    for _, prop in ipairs(properties) do&lt;br /&gt;
        if record_matches_prop(record, prop) then&lt;br /&gt;
            return true&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return false&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Returns all active entities from a dataset that match at least one of the&lt;br /&gt;
-- given properties. A property may be matched either as a key name (the&lt;br /&gt;
-- property exists with a non-zero value) or as a plain string value anywhere&lt;br /&gt;
-- in the record (e.g. &amp;quot;melee&amp;quot; matching Scale.Type = &amp;quot;melee&amp;quot;).&lt;br /&gt;
-- @param   dataset     string  one of the GameData.Dataset constants&lt;br /&gt;
-- @param   properties  table   array of property strings&lt;br /&gt;
-- @return              table   array of matching entity records&lt;br /&gt;
function p.get_entities(dataset, properties)&lt;br /&gt;
    local data = mw.loadJsonData(dataset)&lt;br /&gt;
    local results = {}&lt;br /&gt;
&lt;br /&gt;
    for _, record in pairs(data) do&lt;br /&gt;
        if is_active(record) and p.entity_matches(record, properties) then&lt;br /&gt;
            table.insert(results, record)&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return results&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
-- Unified property lookup: get_prop&lt;br /&gt;
-- Uses ResourceLookup to route directly to the correct dataset.&lt;br /&gt;
-- Returns raw values for use in templates and expressions.&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
-- Find an entity by display name or internal key.&lt;br /&gt;
-- Uses ResourceLookup type field to go directly to the right dataset.&lt;br /&gt;
-- Returns (entity_record, type_string) or (nil, nil).&lt;br /&gt;
local function find_entity(identifier)&lt;br /&gt;
    local resource = mw.loadJsonData(&amp;quot;Data:ResourceLookup.json&amp;quot;)[identifier:lower()]&lt;br /&gt;
    if resource then&lt;br /&gt;
        local data&lt;br /&gt;
        if resource.type == &amp;quot;ability&amp;quot; then&lt;br /&gt;
            data = mw.loadJsonData(p.Dataset.ABILITIES)&lt;br /&gt;
        elseif resource.type == &amp;quot;hero&amp;quot; then&lt;br /&gt;
            data = mw.loadJsonData(p.Dataset.HEROES)&lt;br /&gt;
        elseif resource.type == &amp;quot;item&amp;quot; then&lt;br /&gt;
            data = mw.loadJsonData(p.Dataset.ITEMS)&lt;br /&gt;
        end&lt;br /&gt;
        if data and data[resource.key] then&lt;br /&gt;
            return data[resource.key], resource.type&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Fallback: try as direct internal key&lt;br /&gt;
    local datasets = {&lt;br /&gt;
        { p.Dataset.ABILITIES, &amp;quot;ability&amp;quot; },&lt;br /&gt;
        { p.Dataset.HEROES,    &amp;quot;hero&amp;quot; },&lt;br /&gt;
        { p.Dataset.ITEMS,     &amp;quot;item&amp;quot; },&lt;br /&gt;
    }&lt;br /&gt;
    for _, ds in ipairs(datasets) do&lt;br /&gt;
        local data = mw.loadJsonData(ds[1])&lt;br /&gt;
        if data[identifier] then return data[identifier], ds[2] end&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return nil, nil&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Traverse a table using dot notation, unwrap tables with a .Value field.&lt;br /&gt;
-- Supports numeric indices for arrays (e.g. &amp;quot;Upgrades.1.WeaponDamageBonus&amp;quot;).&lt;br /&gt;
local function resolve_prop(tbl, prop)&lt;br /&gt;
    if not prop or prop == &amp;quot;&amp;quot; then return nil end&lt;br /&gt;
    local element = tbl&lt;br /&gt;
    for segment in string.gmatch(prop, &amp;quot;[^%.]+&amp;quot;) do&lt;br /&gt;
        if type(element) ~= &amp;quot;table&amp;quot; then return nil end&lt;br /&gt;
        local next = element[segment]&lt;br /&gt;
        if next == nil then&lt;br /&gt;
            local num = tonumber(segment)&lt;br /&gt;
            if num then next = element[num] end&lt;br /&gt;
        end&lt;br /&gt;
        element = next&lt;br /&gt;
        if element == nil then return nil end&lt;br /&gt;
    end&lt;br /&gt;
    if type(element) == &amp;quot;table&amp;quot; then&lt;br /&gt;
        return element.Value or &amp;quot;&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
    return element&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Looks up a console variable in Data:Convars.json. A convar value is stored&lt;br /&gt;
-- either as a plain scalar (e.g. &amp;quot;adsp_alley_min&amp;quot;: 122) or as a table holding&lt;br /&gt;
-- the value plus a description (e.g. { value = 75, description = &amp;quot;...&amp;quot; }), in&lt;br /&gt;
-- which case only the value is returned. The exact key is tried first, then a&lt;br /&gt;
-- lower-case form. Returns (value, found).&lt;br /&gt;
local function lookup_convar(key)&lt;br /&gt;
    local data = mw.loadJsonData(p.Dataset.CONVARS)&lt;br /&gt;
    local entry = data[key]&lt;br /&gt;
    if entry == nil then&lt;br /&gt;
        entry = data[mw.ustring.lower(key)]&lt;br /&gt;
    end&lt;br /&gt;
    if entry == nil then&lt;br /&gt;
        return nil, false&lt;br /&gt;
    end&lt;br /&gt;
    if type(entry) == &amp;quot;table&amp;quot; then&lt;br /&gt;
        return entry.value, true&lt;br /&gt;
    end&lt;br /&gt;
    return entry, true&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- {{#invoke:GameData|get_prop|...}}&lt;br /&gt;
-- Two modes:&lt;br /&gt;
--   Entity:  {{#invoke:GameData|get_prop|ENTITY_NAME|PROPERTY}}&lt;br /&gt;
--            Finds entity via ResourceLookup, returns the raw value (no&lt;br /&gt;
--            formatting). Supports dot notation for nested properties&lt;br /&gt;
--            (e.g. &amp;quot;Scale.Value&amp;quot;); tables with a .Value field are unwrapped.&lt;br /&gt;
--   Convar:  {{#invoke:GameData|get_prop|Convar|CONVAR_NAME}}&lt;br /&gt;
--            Looks up the convar in Data:Convars.json and returns its value,&lt;br /&gt;
--            unwrapping the { value, description } form when present.&lt;br /&gt;
function p.get_prop(frame)&lt;br /&gt;
    local arg1 = frame.args[1]&lt;br /&gt;
    local arg2 = frame.args[2]&lt;br /&gt;
    if not arg1 then return &amp;quot;&amp;quot; end&lt;br /&gt;
&lt;br /&gt;
    -- Convar mode: first argument is the literal keyword &amp;quot;Convar&amp;quot;.&lt;br /&gt;
    if mw.ustring.lower(arg1) == &amp;quot;convar&amp;quot; then&lt;br /&gt;
        if not arg2 or arg2 == &amp;quot;&amp;quot; then return &amp;quot;&amp;quot; end&lt;br /&gt;
        local value, found = lookup_convar(arg2)&lt;br /&gt;
        if not found then&lt;br /&gt;
            return &#039;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Convar not found: &#039; .. arg2 .. &#039;&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
        end&lt;br /&gt;
        if value == nil then return &amp;quot;&amp;quot; end&lt;br /&gt;
        return value&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Entity mode: search abilities, heroes, and items.&lt;br /&gt;
    local name = arg1&lt;br /&gt;
    local prop = arg2&lt;br /&gt;
    if not prop then return &amp;quot;&amp;quot; end&lt;br /&gt;
&lt;br /&gt;
    local entity, etype = find_entity(name)&lt;br /&gt;
    if not entity then&lt;br /&gt;
        return &#039;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Entity not found: &#039; .. name .. &#039;&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    local result = resolve_prop(entity, prop)&lt;br /&gt;
    if result ~= nil then return result end&lt;br /&gt;
&lt;br /&gt;
    return &#039;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Prop not found: &#039; .. name .. &#039;/&#039; .. prop .. &#039;&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>~2026-RegenSilencerGrey623</name></author>
	</entry>
</feed>