Module:Test: Difference between revisions

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require('Module:CommonFunctions');
-- pystart
require('Module:CommonFunctions')
local i18n = require('Module:I18n')
local getArgs = require('Module:Arguments').getArgs
local getArgs = require('Module:Arguments').getArgs
local inspect = require('Module:Inspect').inspect
local inspect = require('Module:Inspect').inspect
local getTranslations = i18n.getTranslations
local p = {}
local p = {}


Line 7: Line 10:
function p.main(frame)
function p.main(frame)
     local args = getArgs(frame)
     local args = getArgs(frame)
    local tr = getTranslations(frame, 'Template:Damage', args.lang, true)
    local out
    function translate(key)
        return i18n.translate(tr, key)
    end


     function inArgs(key)
     function inArgs(key)
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         end
         end
     end
     end
    local modes = { 'PvE', 'PvP' }


     -- Define the schema for the table
     -- Define the schema for the table
     local tableSchema = {
     local tableSchema = {}
         PvE = {},
    for _, mode in ipairs(modes) do
         PvP = {}
         tableSchema[mode] = {}
     }
    end
 
    function forEach(func)
        for _, mode in ipairs(modes) do
            func(mode)
        end
    end
 
    function forEachDamageType(func)
         for _, damage_type in ipairs({ 'min', 'max' }) do
            func(damage_type)
        end
     end


     -- Function to create a new table with the desired schema
     -- Function to create a new table with the desired schema
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         do_table = args[1] == 'true',
         do_table = args[1] == 'true',
         character = args[2] or args.char or 'Elsword',
         character = args[2] or args.char or 'Elsword',
        lang_suffix = args.lang and ('/' .. args.lang) or '',
        lang_append = args.lang ~= nil and args.lang ~= '',
         format = args.format ~= 'false',
         format = args.format ~= 'false',
         no_max = args.no_max == 'true',
         no_max = args.no_max == 'true',
Line 75: Line 100:
         {
         {
             key = '',
             key = '',
             name = 'Normal',
             name = translate('Normal'),
             value = 1
             value = 1
         },
         },
         {
         {
             key = 'enhanced',
             key = 'enhanced',
             name = 'Enhanced',
             name = translate('Enhanced (Trait)'),
             value = args.enhanced ~= nil and 0.8
             value = args.enhanced ~= nil and 0.8
         },
         },
         {
         {
             key = 'empowered',
             key = 'empowered',
             name = 'Empowered',
             name = translate('Empowered'),
             value = args.empowered == 'true' and 1.2 or tonumber(args.empowered) or false
             value = args.empowered == 'true' and 1.2 or tonumber(args.empowered) or false
         },
         },
         {
         {
             key = 'useful',
             key = 'useful',
             name = 'Useful',
             name = translate('Useful'),
             value = (args.hits_useful or args.avg_hits_useful) and (args.useful_penalty or args.useful or 0.7) or false
             value = (args.hits_useful or args.avg_hits_useful) and (args.useful_penalty or args.useful or 0.8) or false
         },
         },
         {
         {
             key = 'heavy',
             key = 'heavy',
             name = 'Heavy',
             name = translate('Heavy'),
             value = args.heavy ~= nil and 1.44
             value = args.heavy ~= nil and 1.44
         }
         }
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             |passive1=... |passive2=... -> { passive1, passive2 }
             |passive1=... |passive2=... -> { passive1, passive2 }
             --]]
             --]]
            local passive_name = v
            local passive_title = v .. OPTIONS.lang_suffix
            local is_custom = string.find(k, '_define') ~= nil
             local passive_index = string.match(k, "%d")
             local passive_index = string.match(k, "%d")
             local passive_values = split(frame:preprocess('{{:' .. v .. '}}{{#arrayprint:' .. v .. '}}'));
             local passive_values = split(is_custom and v or
                frame:preprocess('{{:' .. passive_name .. '}}{{#arrayprint:' .. passive_name .. '}}'));
            local display_title
 
            if is_custom then
                passive_name = passive_values[#passive_values]
                passive_values[#passive_values] = nil
            elseif OPTIONS.lang_append then
                --[[
                Translate page's display title to passive name.
                Customized will override this name, thus no need to perform the translation
                --]]
                display_title = i18n.getTranslatedTitle(passive_title)
            end
 
             PASSIVES[tonumber(passive_index)] = {
             PASSIVES[tonumber(passive_index)] = {
                 name = v,
                 name = passive_name,
                 value = passive_values[1],
                 value = passive_values[1],
                 value_pvp = passive_values[2],
                 value_pvp = passive_values[2],
                 alias = args['alias' .. passive_index] or (passive_index == OPTIONS.append_index and OPTIONS.append_name),
                 alias = args['alias' .. passive_index] or (passive_index == OPTIONS.append_index and OPTIONS.append_name) or display_title,
                 suffix = args['suffix' .. passive_index] and (' ' .. args['suffix' .. passive_index]) or '',
                 suffix = args['suffix' .. passive_index] and (' ' .. args['suffix' .. passive_index]) or '',
                prefix = args['prefix' .. passive_index] and (args['prefix' .. passive_index] .. ' ') or '',
                exist = frame:preprocess('{{#ifexist:' .. passive_name .. '|true|false}}') == 'true'
             }
             }
         elseif not string.find(v, '[a-hj-zA-HJ-Z]+') then
         elseif string.match(v, '^[()+%-*/%d%s,.i]+$') then
             --[[
             --[[
             Change how args are received.
             Change how args are received.
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         if not args.hits[k] then
         if not args.hits[k] then
             args.hits[k] = 1
             args.hits[k] = 1
        end
    end
    -- Set basic hit count to 1 for all cancel damage.
    if args.cancel_dmg then
        for k, v in ipairs(args.cancel_dmg) do
            if not args.cancel_hits then
                args.cancel_hits = {}
            end
            if not args.cancel_hits[k] then
                args.cancel_hits[k] = 1
            end
         end
         end
     end
     end
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     -- Store a configuration that will tell the main function how to behave given different inputs.
     -- Store a configuration that will tell the main function how to behave given different inputs.
     -- It will always take the first value if available. If not, fall back to the other (recursively).
     -- It will always take the first value if available. If not, fall back to the other (recursively).
     local DAMAGE_CONFIG = {
     local BASE_DAMAGE_CONFIG = {
         total_damage = {
         total_damage = {
             damage_numbers = { 'dmg' },
             damage_numbers = { 'dmg' },
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     }
     }


    local DAMAGE_CONFIG = {}
     function handleCancel()
     function handleCancel()
         for config_key, config_value in pairs(DAMAGE_CONFIG) do
        local processed_keys = {}
             local new_config_value = {}
         for config_key, config_value in pairs(BASE_DAMAGE_CONFIG) do
            for arg_table_key, arg_table in pairs(config_value) do
             if not config_key:match('cancel_') then
                local new_arg_table = {}
                local new_config_value = {}
                if type(arg_table) == 'table' then
                for arg_table_key, arg_table in pairs(config_value) do
                    local new_arg_table = {}
                     for _, arg in ipairs(arg_table) do
                     for _, arg in ipairs(arg_table) do
                         table.insert(new_arg_table, 'cancel_' .. arg)
                         table.insert(new_arg_table, 'cancel_' .. arg)
                     end
                     end
                     new_config_value = new_arg_table
                     new_config_value[arg_table_key] = new_arg_table
                 end
                 end
                local new_key = 'cancel_' .. config_key
                DAMAGE_CONFIG[new_key] = new_config_value
                processed_keys[new_key] = true
             end
             end
            DAMAGE_CONFIG['cancel_' .. config_key] = new_config_value
         end
         end
        return processed_keys
    end
    if args.cancel_dmg then
        handleCancel()
        DAMAGE_CONFIG = table.fuse(BASE_DAMAGE_CONFIG, DAMAGE_CONFIG)
    else
        DAMAGE_CONFIG = BASE_DAMAGE_CONFIG
    end
    -- Helper function to check if a table is not empty
    local function isTableNotEmpty(tbl)
        return next(tbl) ~= nil
    end
    -- Function to apply inheritance for a specific damage type and argument
    local function applyInheritance(mainArgValues, inheritArg, mainArgValue, inheritValue)
        if mainArgValue == '' then
            return inheritValue
        elseif mainArgValue and string.find(mainArgValue, 'i') and inheritValue then
            return eval(mainArgValue:gsub('i', inheritValue))
        end
        return mainArgValue
     end
     end


     handleCancel()
     -- Function to apply inheritance for a specific argument key
    local function applyInheritanceForKey(args, prefix, argTable, damageTypeIndex, damageType)
        local mainKey = argTable[1] .. damageType
        local mainKeyPrefixed = prefix .. mainKey
        local mainArgValues = args[mainKeyPrefixed]
 
        if mainArgValues then
            local i = 1
            local cancelDmgLen = args.cancel_dmg and #args.cancel_dmg or 0
 
            while i <= (#args.dmg + cancelDmgLen) do
                local mainArgValue = mainArgValues[i]
 
                for ix, inheritKey in ipairs(argTable) do
                    local inheritArg = args[prefix .. inheritKey .. damageType] or args[inheritKey .. damageType]
 
                    -- Basic damage/hits inheritance request detected. Ignore min/max.
                    if damageType and mainKey:gsub(damageType, "") == argTable[#argTable] then
                        inheritArg = args[prefix .. inheritKey] or args[inheritKey]
                    end
 
                    if inheritArg and inheritArg[i] and
                        (damageTypeIndex == 1 and ix ~= 1 or damageTypeIndex ~= 1) and tonumber(inheritArg[i])
                    then
                        mainArgValues[i] = applyInheritance(mainArgValues, inheritArg, mainArgValue, inheritArg[i])
                        break
                    end
                end
 
                i = i + 1
            end
        end
    end


     -- Inherits values from args if not provided, but usage suggests that they're meant to be generated.
     -- Inherits values from args if not provided, but usage suggests that they're meant to be generated.
     -- function inherit(mode)
     function inherit(mode)
    --    local prefix = mode == 'PvE' and '' or string.lower(mode .. '_')
        local prefix = mode == 'PvE' and '' or string.lower(mode .. '_')
    --    for config_key, config_value in pairs(DAMAGE_CONFIG) do
    --        for arg_table_key, arg_table in pairs(config_value) do
    --            if arg_table_key ~= 'provided' and arg_table then
    --                -- We only do this for the first (main) key
    --                local main_key = arg_table[1]
    --                local main_key_prefixed = prefix .. main_key
    --                local main_arg_values = args[main_key_prefixed]


    --                -- Only if the main argument values exist.
        for configKey, configValue in pairs(DAMAGE_CONFIG) do
    --                 if main_arg_values then
            for argTableKey, argTable in pairs(configValue) do
    --                     local i = 1
                 if argTableKey ~= 'provided' and isTableNotEmpty(argTable) then
    --                    --[[
                     for damageTypeIndex, damageType in ipairs({ '', '_min', '_max' }) do
    --                        Loop over all damage and attempt to inherit in chain.
                         applyInheritanceForKey(args, prefix, argTable, damageTypeIndex, damageType)
    --                         Break the loop if a match was found. Note: For this to work, the value must be an empty string.
                     end
    --                        Alternatively, it can contain an "i" to template the value to inherit.
                end
    --                     ]]
            end
    --                    while i <= #(args.dmg) do
        end
     --                        local main_arg_value = main_arg_values[i]
     end


     --                        for ix, inherit_key in ipairs(arg_table) do
     forEach(inherit)
    --                            local inherit_arg = args[prefix .. inherit_key] or args[inherit_key]
    --                            -- No inheritance from itself.
    --                            if inherit_arg and inherit_arg[i] and inherit_arg[i] ~= '' and ix ~= 1 then
    --                                -- Only inherit if empty or nil
    --                                if main_arg_value == '' then
    --                                    args[main_key_prefixed][i] = inherit_arg[i]
    --                                    break
    --                                elseif main_arg_value and string.find(main_arg_value, 'i') and inherit_arg[i] then
    --                                    args[main_key_prefixed][i] = eval(main_arg_value:gsub('i', inherit_arg[i]))
    --                                    break
    --                                end
    --                            end
    --                        end


     --                        i = i + 1
     local DAMAGE_PARSED = createDamageDataTable()
     --                    end
     function parseConfig(mode)
    --                end
        local prefix = mode == 'PvE' and '' or string.lower(mode .. '_')
    --            end
         for config_key, config_value in pairs(DAMAGE_CONFIG) do
    --         end
            for k, v in pairs(config_value) do
    --    end
                local output_value = {}
    -- end


    -- inherit('PvE')
                -- When both min and max are found, we need to break from the loop.
    -- inherit('PvP')
                local isValueFound = { min = false, max = false }


    -- local DAMAGE_PARSED = createDamageDataTable()
                for _, v2 in ipairs(v) do -- This array holds the argument names with fallbacks
    -- function parseConfig(mode)
                     forEachDamageType(function(damage_type)
    --    local prefix = mode == 'PvE' and '' or string.lower(mode .. '_')
                         -- If there already is a value for this damage type (min or max), do not continue.
    --    for config_key, config_value in pairs(DAMAGE_CONFIG) do
                         if isValueFound[damage_type] == true then
    --        for k, v in pairs(config_value) do
                            return
    --            local output_value = v
                        end
    --            for _, v2 in ipairs(v) do
    --                 local arg_from_template = args[prefix .. v2] or args[v2]
    --                if arg_from_template ~= nil then
    --                     output_value = arg_from_template
    --                    if k == 'provided' then
    --                        output_value = true
    --                         -- Do not generate total_damage values at all if the skill can't reach them.
    --                        if string.find(config_key, 'total_') and OPTIONS.no_max then
    --                            output_value = false
    --                        end
    --                    end
    --                    break
    --                else
    --                    if k == 'provided' then
    --                         output_value = false
    --                    end
    --                end
    --            end
    --            if DAMAGE_PARSED[mode][config_key] == nil then
    --                DAMAGE_PARSED[mode][config_key] = {}
    --            end
    --            DAMAGE_PARSED[mode][config_key][k] = output_value
    --        end
    --    end
    -- end


    -- parseConfig('PvE')
                        local arg_from_template =
    -- parseConfig('PvP')
                            args[prefix .. v2 .. '_' .. damage_type]
                            or args[v2 .. '_' .. damage_type]
                            or args[prefix .. v2]
                            or args[v2];


    -- -- Detected "count", for skills like Clementine, Enough Mineral, etc.
                        if arg_from_template ~= nil then
    -- function doEachDamage()
                            if k == 'provided' then
    --    for mode, mode_content in pairs(DAMAGE_PARSED) do
                                output_value = true
    --         for damage_key, damage_value in pairs(mode_content) do
                                -- Do not generate total_damage values at all if the skill can't reach them.
    --            if string.find(damage_key, 'total_') then
                                if string.find(config_key, 'total_') and OPTIONS.no_max then
    --                 local new_value = table.deep_copy(damage_value)
                                    output_value = false
                                end
                            else
                                if type(output_value) ~= "table" then
                                    output_value = {}
                                end
                                output_value[damage_type] = arg_from_template
                            end
                            -- Mark the value as found.
                            isValueFound[damage_type] = true
                        else
                            if k == 'provided' then
                                output_value = false
                            else
                                output_value[damage_type] = {}
                            end
                        end
                    end)


    --                 for k, hit_count in ipairs(new_value.hit_counts) do
                    -- Both values found, we can now break the loop.
    --                     hit_count = hit_count == '' and 1 or hit_count
                    if isValueFound.min and isValueFound.max then
    --                     new_value.hit_counts[k] = hit_count *
                        break
    --                        ((string.find(damage_key, 'awk_') and args.awk_count) and args.awk_count[1] or args.count[1])
                     end
     --                end
                end
                if DAMAGE_PARSED[mode][config_key] == nil then
                     DAMAGE_PARSED[mode][config_key] = {}
                end
                DAMAGE_PARSED[mode][config_key][k] = output_value
            end
        end
     end


     --                DAMAGE_PARSED[mode][damage_key:gsub("total_", "each_")] = damage_value
     forEach(parseConfig)
    --                DAMAGE_PARSED[mode][damage_key] = new_value
    --            end
    --        end
    --    end
    -- end


     -- if args.count then
     -- Detected "count", for skills like Clementine, Enough Mineral, etc.
     --    doEachDamage()
     function doEachDamage()
    -- end
        local WITH_EACH = table.deep_copy(DAMAGE_PARSED)
        for mode, mode_content in pairs(DAMAGE_PARSED) do
            for damage_key, damage_value in pairs(mode_content) do
                if string.find(damage_key, 'total_') then
                    local new_value = table.deep_copy(damage_value)


    -- function doBasicDamage()
                    forEachDamageType(function(damage_type)
    --    for mode, mode_content in pairs(DAMAGE_PARSED) do
                        for k, hit_count in ipairs(new_value.hit_counts[damage_type]) do
    --        for damage_key, damage_value in pairs(mode_content) do
                            hit_count = hit_count == '' and 1 or hit_count
    --            local i = 1
                            new_value.hit_counts[damage_type][k] = hit_count *
    --            local output = 0
                                ((string.find(damage_key, 'awk') and args.awk_count) and args.awk_count[1] or args.count[1])
    --            -- Check if to even generate the damage.
                        end
    --            if damage_value.provided then
                    end)
    --                -- Loop through damage numbers and multiply them with hits.
    --                for k, damage_number in ipairs(damage_value.damage_numbers) do
    --                    local hit_count = damage_value.hit_counts[i]
    --                    hit_count = hit_count == '' and 1 or hit_count
    --                    output = output + (damage_number * hit_count)
    --                    i = i + 1
    --                end
    --                -- Write the result to a separate object.
    --                BASIC_DAMAGE[mode][damage_key] = output
    --            end
    --        end
    --    end
    -- end


    -- doBasicDamage()
                    WITH_EACH[mode][damage_key:gsub("total_", "each_")] = damage_value
                    WITH_EACH[mode][damage_key] = new_value
                end
            end
        end
        return WITH_EACH
    end


     -- local WITH_TRAITS = createDamageDataTable()
     if args.count then
    -- function doTraits()
        DAMAGE_PARSED = doEachDamage()
    --    -- Handle traits here
     end
    --    for mode, mode_content in pairs(BASIC_DAMAGE) do
    --        for damage_key, damage_value in pairs(mode_content) do
    --            for _, trait in pairs(TRAITS) do
    --                --[[
    --                Suffix all damage values with existing traits.
    --                Useful already has the prefix, so only multiply with its value.
    --                Also, we don't want other traits to multiply with Useful,
    --                so we skip those situations, as impossible in-game.
    --                --]]
    --                if trait.value then
    --                    WITH_TRAITS[mode][damage_key .. ((trait.key == 'useful' or trait.key == '') and "" or ('_' .. trait.key))] =
    --                        damage_value * trait.value
    --                end
    --            end
    --        end
    --    end
     -- end


     -- doTraits()
     function doBasicDamage()
        for mode, mode_content in pairs(DAMAGE_PARSED) do
            for damage_key, damage_value in pairs(mode_content) do
                forEachDamageType(function(damage_type)
                    local i = 1
                    local output = 0
                    -- Check if to even generate the damage.
                    if damage_value.provided then
                        -- Loop through damage numbers and multiply them with hits.
                        for k, damage_number in ipairs(damage_value.damage_numbers[damage_type]) do
                            local hit_count = damage_value.hit_counts[damage_type][i]
                            hit_count = hit_count == '' and 1 or hit_count
                            output = output + (damage_number * hit_count)
                            i = i + 1
                        end
                        -- Write the result to a separate object.
                        if not BASIC_DAMAGE[mode][damage_key] then
                            BASIC_DAMAGE[mode][damage_key] = {}
                        end
                        BASIC_DAMAGE[mode][damage_key][damage_type] = output
                    end
                end)
            end
        end
    end


     -- local WITH_PASSIVES = createDamageDataTable()
     doBasicDamage()


     -- --[[
     -- Adding missing cancel part damage to full, so that repetition wouldn't be a problem.
    -- Generates passives with every possible combinations of all subsets.
     function addCancelDamage()
    -- For example: 3 passives are given, so it will generate the following:
        for mode, mode_content in pairs(BASIC_DAMAGE) do
    -- (1), (2), (3), (1, 2), (1, 3), (1, 2, 3), (2, 3)
            for damage_key, damage_value in pairs(mode_content) do
     -- ]]
                 local cancel_candidate = BASIC_DAMAGE[mode]['cancel_' .. damage_key]
    -- function doPassives()
                 forEachDamageType(function(damage_type)
    --    for mode, mode_content in pairs(WITH_TRAITS) do
                    if not string.find(damage_key, 'cancel_') and cancel_candidate then
    --        for damage_key, damage_value in pairs(mode_content) do
                         BASIC_DAMAGE[mode][damage_key][damage_type] = damage_value[damage_type] +
    --            local combinations = { {} }
                            cancel_candidate[damage_type]
    --            for passive_key, passive in pairs(PASSIVES) do
                     end
    --                 local count = #combinations
                 end)
    --                for i = 1, count do
             end
    --                    local new_combination = { unpack(combinations[i]) }
         end
    --                    table.insert(new_combination, passive_key)
     end
    --                    table.insert(combinations, new_combination)
    --                 end
    --            end
    --            for _, combination in pairs(combinations) do
    --                local passive_multiplier = 1
    --                local name_suffix = ''
    --                if #combination > 0 then
    --                    table.sort(combination)
    --                    for _, passive_key in pairs(combination) do
    --                         passive_multiplier = passive_multiplier *
    --                            tonumber(PASSIVES[passive_key][mode == 'PvE' and 'value' or 'value_pvp'])
    --                        name_suffix = name_suffix .. '_passive' .. passive_key
    --                     end
    --                 end
    --                WITH_PASSIVES[mode][damage_key .. name_suffix] = damage_value * passive_multiplier
    --             end
    --         end
     --    end
    -- end


     -- doPassives()
     if args.cancel_dmg then
        addCancelDamage()
    end


     -- local RANGE = {
     local WITH_TRAITS = createDamageDataTable()
     --     min_count = args.range_min_count and args.range_min_count[1] or 1,
     function doTraits()
    --     max_count = args.range_max_count and args.range_max_count[1] or 1,
        -- Handle traits here
    --    PvE = {
        for mode, mode_content in pairs(BASIC_DAMAGE) do
    --         min = args.range_min and args.range_min[1] or 1,
            for damage_key, damage_value in pairs(mode_content) do
    --        max = args.range_max and args.range_max[1] or 1
                for _, trait in pairs(TRAITS) do
    --    },
                    --[[
    --    PvP = {
                    Suffix all damage values with existing traits.
    --        min = args.range_min and (args.range_min[2] or args.range_min[1]) or 1,
                    Useful already has the prefix, so only multiply with its value.
    --        max = args.range_max and (args.range_max[2] or args.range_max[1]) or 1
                    Also, we don't want other traits to multiply with Useful,
    --    }
                    so we skip those situations, as impossible in-game.
     -- }
                    --]]
                    if (trait.value and trait.key ~= 'useful') or (string.find(damage_key, 'useful') and trait.key == 'useful') then
                        forEachDamageType(function(damage_type)
                            local new_key = damage_key ..
                                ((trait.key == 'useful' or trait.key == '') and "" or ('_' .. trait.key));
                            if not WITH_TRAITS[mode][new_key] then
                                WITH_TRAITS[mode][new_key] = {}
                            end
                            WITH_TRAITS[mode][new_key][damage_type] = damage_value[damage_type] * trait.value
                        end)
                    end
                end
            end
        end
     end


     -- local WITH_RANGE = createDamageDataTable()
     doTraits()
    -- function doDamageBuffRange()
    --    -- Handle damage range here
    --    for mode, mode_content in pairs(WITH_PASSIVES) do
    --        for damage_key, damage_value in pairs(mode_content) do
    --            WITH_RANGE[mode][damage_key] = { min = 0, max = 0 }
    --            for _, range in ipairs({ 'min', 'max' }) do
    --                local final_damage_value = damage_value * (1 + ((RANGE[mode][range] - 1) * RANGE[range .. '_count'])) *
    --                    OPTIONS.perm_buff[mode]
    --                WITH_RANGE[mode][damage_key][range] = not OPTIONS.format and final_damage_value or
    --                    formatDamage(final_damage_value)
    --            end
    --        end
    --    end
    -- end


     -- doDamageBuffRange()
     local WITH_PASSIVES = createDamageDataTable()


     -- local FINAL_DAMAGE = WITH_RANGE
     --[[
    Generates passives with every possible combinations of all subsets.
    For example: 3 passives are given, so it will generate the following:
    (1), (2), (3), (1, 2), (1, 3), (1, 2, 3), (2, 3)
    ]]
    function doPassives()
        for mode, mode_content in pairs(WITH_TRAITS) do
            for damage_key, damage_value in pairs(mode_content) do
                forEachDamageType(function(damage_type)
                    local combinations = { {} }
                    for passive_key, passive in pairs(PASSIVES) do
                        local count = #combinations
                        for i = 1, count do
                            local new_combination = { unpack(combinations[i]) }
                            table.insert(new_combination, passive_key)
                            table.insert(combinations, new_combination)
                        end
                    end
                    for _, combination in pairs(combinations) do
                        local passive_multiplier = 1
                        local name_suffix = ''
                        if #combination > 0 then
                            table.sort(combination)
                            for _, passive_key in pairs(combination) do
                                passive_multiplier = passive_multiplier *
                                    tonumber(PASSIVES[passive_key][mode == 'PvE' and 'value' or 'value_pvp'])
                                name_suffix = name_suffix .. '_passive' .. passive_key
                            end
                        end
                        local new_damage_key = damage_key .. name_suffix;
                        if not WITH_PASSIVES[mode][new_damage_key] then
                            WITH_PASSIVES[mode][new_damage_key] = {}
                        end
                        WITH_PASSIVES[mode][new_damage_key][damage_type] = damage_value[damage_type] * passive_multiplier
                    end
                end)
            end
        end
    end


     -- -- Helper function to iterate over traits.
     doPassives()
    -- function checkTraits(settings)
    --    local output
    --    if not settings then
    --        output = false
    --    else
    --        output = settings.output or {}
    --    end


     --    for trait_index, trait in ipairs(TRAITS) do
     local RANGE = {
    --         if trait.value ~= false and trait_index ~= 1 then
        min_count = args.range_min_count and args.range_min_count[1],
    --             if settings and type(settings.action) == 'function' then
         max_count = args.range_max_count and args.range_max_count[1],
    --                settings.action(trait, output, settings)
        PvE = {
    --            else
            min = args.range_min and args.range_min[1],
    --                return true
            max = args.range_max and args.range_max[1]
    --            end
        },
    --         end
        PvP = {
    --    end
             min = args.range_min and (args.range_min[2] or args.range_min[1]),
    --    return output
            max = args.range_max and (args.range_max[2] or args.range_max[1])
     -- end
         }
     }


     -- -- Helper function to iterate over passives.
     local WITH_RANGE = createDamageDataTable()
    -- function checkPassives(settings)
    function doDamageBuffRange()
    --    local output = settings.output or {}
        -- Handle damage range here
    --     local PASSIVES_WITH_COMBINED = table.deep_copy(PASSIVES)
        for mode, mode_content in pairs(WITH_PASSIVES) do
            for damage_key, damage_value in pairs(mode_content) do
                WITH_RANGE[mode][damage_key] = { min = 0, max = 0 }
                forEachDamageType(function(damage_type)
                    local range_count = RANGE[damage_type .. '_count'] or 1;
                    -- If min count preset, use range_max for the multiplier.
                    local range_multiplier = RANGE[mode][damage_type] or (damage_type == 'min' and RANGE.min_count and RANGE[mode].max) or 1;
                    local final_range_multiplier = (1 + ((range_multiplier - 1) * range_count));
                    local perm_buff = OPTIONS.perm_buff[mode];


    --    -- Handle combined passives properly.
                    local final_damage_value = damage_value[damage_type] * final_range_multiplier * perm_buff;
    --    if OPTIONS.combine then
                    WITH_RANGE[mode][damage_key][damage_type] = not OPTIONS.format and final_damage_value or
    --        table.insert(PASSIVES_WITH_COMBINED, {
                        formatDamage(final_damage_value)
    --             is_combined = true
                end)
    --         })
             end
    --     end
         end
     end


     --    for passive_index, passive in ipairs(PASSIVES_WITH_COMBINED) do
     doDamageBuffRange()
    --        if (not OPTIONS.is_append or (OPTIONS.is_append and OPTIONS.append_index ~= passive_index)) and (not inArrayHasValue(passive_index, OPTIONS.combine or {}) or inArrayHasValue(passive_index, args.display_separated or {})) then
    --            if type(settings.action) == 'function' then
    --                settings.action(passive, output, passive_index)
    --            else
    --                return true
    --            end
    --        end
    --    end
    --    return output
    -- end


     -- -- Generate the table
     local FINAL_DAMAGE = WITH_RANGE
    -- local TABLE = mw.html.create('table'):attr({
    --    cellpadding = 5,
    --    border = 1,
    --    style = 'border-collapse: collapse; text-align: center',
    --    class = 'colortable-' .. OPTIONS.character
    -- })


     -- -- Our table structure
     -- Helper function to iterate over traits.
    -- local TABLE_CONTENT = {
     function checkTraits(settings)
    --    {
        local output
    --        type = 'extra',
         if not settings then
    --        text = { 'Average' },
             output = false
    --        is_visible = OPTIONS.no_max,
         else
     --        no_damage = true
             output = settings.output or {}
    --    },
         end
    --    {
    --        type = 'passives',
    --        text = checkPassives({
    --            output = { 'Base' },
    --            action = function(passive, output)
    --                if passive.is_combined then
    --                    -- Handling combined passive header name.
    --                    local combo = {}
    --                    for _, passive_key in ipairs(OPTIONS.combine) do
    --                        passive = PASSIVES[passive_key]
    --                        table.insert(combo, link(passive.name, passive.alias) .. passive.suffix)
    --                    end
    --                    table.insert(output, table.concat(combo, '/') .. OPTIONS.combine_suffix)
    --                else
    --                    table.insert(output, link(passive.name, passive.alias) .. passive.suffix)
    --                end
    --            end
    --        }),
    --         keywords = checkPassives({
    --            action = function(passive, output, passive_index)
    --                if passive.is_combined then
    --                    -- Handling combined passive damage cells.
    --                    table.insert(output, sortPassives('passive' .. table.concat(OPTIONS.combine, '_passive')))
    --                else
    --                    table.insert(output, 'passive' .. passive_index)
    --                end
    --            end
    --        }),
    --        is_visible = not OPTIONS.no_max or #PASSIVES > 0
    --    },
    --    {
    --        type = 'passive_appended',
    --        text = { 'Normal',
    --            OPTIONS.is_append and
    --            link(PASSIVES[OPTIONS.append_index].name, PASSIVES[OPTIONS.append_index].alias or OPTIONS.append_name) },
    --        keywords = { OPTIONS.is_append and ('passive' .. OPTIONS.append_index) or nil },
    --        is_visible = OPTIONS.is_append or false
    --    },
    --    {
    --        type = 'awakening',
    --        text = { 'Regular', (function()
    --            if OPTIONS.dmp then
    --                return link('Dynamo Point System', 'Dynamo Configuration',
    --                    OPTIONS.dmp ~= 'false' and ('(' .. OPTIONS.dmp .. ' DMP)'))
    --             elseif args.awk_alias then
    --                return link(unpack(args.awk_alias))
    --            end
    --            return link('Awakening Mode')
    --        end)()
    --        },
    --        keywords = { 'awk' },
    --        keyword_next_to_main_key = true,
    --        is_visible = inArgs('awk_dmg') or inArgs('awk_hits') or inArgs('avg_awk_hits') or false
    --    },
    --    {
    --         type = 'traits',
    --        text = checkTraits({
    --             output = { 'Normal' },
    --            action = function(trait, output)
    --                table.insert(output, trait.name)
    --            end
    --        }),
    --        keywords = checkTraits({
    --            action = function(trait, output)
    --                table.insert(output, trait.key)
    --            end
    --        }),
    --        is_visible = checkTraits()
    --    },
    --    {
    --        type = 'hit_count',
    --        text = {
    --            (inArgs('count') and not OPTIONS.use_avg) and
    --            (table.concat({ 'Per', args.count_name or 'Instance' }, ' ')) or 'Average',
    --            'Max'
    --        },
    --        keywords = (function()
    --            if inArgs('avg_hits') or inArgs('count') then
    --                return { (inArgs('count') and not OPTIONS.use_avg) and 'each' or 'avg', 'total' }
    --            end
    --            return { 'total' }
    --         end)(),
    --        is_visible = ((inArgs('avg_hits') or inArgs('count')) and not OPTIONS.no_max) or false
    --    }
    -- }


    -- function TABLE:new()
        for trait_index, trait in ipairs(TRAITS) do
    --    return self:tag('tr')
            if trait.value ~= false and trait_index ~= 1 then
     -- end
                if settings and type(settings.action) == 'function' then
                    settings.action(trait, output, settings)
                else
                    return true
                end
            end
        end
        return output
     end


     -- function returnDamageInOrder()
     -- Helper function to iterate over passives.
    --    local main_key = 'damage'
    function checkPassives(settings)
    --    local all_list = {}
        local output = settings.output or {}
        local PASSIVES_WITH_COMBINED = table.deep_copy(PASSIVES)


    --     -- Initialize current list with main key
        -- Handle combined passives properly.
    --    local current_list = { main_key }
        if OPTIONS.combine then
            table.insert(PASSIVES_WITH_COMBINED, {
                is_combined = true
            })
        end


    --    for i = #TABLE_CONTENT, 1, -1 do
        for passive_index, passive in ipairs(PASSIVES_WITH_COMBINED) do
    --         local current_row = TABLE_CONTENT[i]
            if (not OPTIONS.is_append or (OPTIONS.is_append and OPTIONS.append_index ~= passive_index)) and (not inArrayHasValue(passive_index, OPTIONS.combine or {}) or inArrayHasValue(passive_index, args.display_separated or {})) then
     --        local new_list = {}
                if type(settings.action) == 'function' then
                    settings.action(passive, output, passive_index)
                else
                    return true
                end
            end
        end
         return output
     end


     --         -- Check if it's the first iteration. If so, append phrases.
     -- Generate the table
     --        if not current_row.no_damage then
     local TABLE = mw.html.create('table'):attr({
    --            if i == #TABLE_CONTENT then
        cellpadding = 5,
    --                for _, keyword in ipairs(current_row.keywords) do
        border = 1,
    --                    if not OPTIONS.no_max or (OPTIONS.no_max and keyword ~= 'total') then
        style = 'border-collapse: collapse; text-align: center',
    --                        local new_key = keyword .. '_' .. main_key
        class = 'colortable-' .. OPTIONS.character
    --                        table.insert(new_list, new_key)
     })
    --                    end
    --                end
    --            elseif current_row.is_visible then
    --                -- Append suffix for each keyword in current row
    --                for _, keyword in ipairs(current_row.keywords) do
    --                    -- Iterate through previous keys
    --                    for _, prev_key in ipairs(all_list) do
    --                        local new_key = prev_key .. '_' .. keyword
    --                         -- If needed, move the suffix to the rightmost of main_key.
    --                        if current_row.keyword_next_to_main_key then
    --                            new_key = prev_key:gsub(main_key, main_key .. '_' .. keyword)
    --                        end
     --                        table.insert(new_list, new_key)
    --                    end
    --                end
    --            end


     --            -- Append new_list to all_list
     -- Our table structure
    --            for _, new_key in ipairs(new_list) do
    local TABLE_CONTENT = {
    --                 table.insert(all_list, sortPassives(new_key))
        {
    --             end
            type = 'extra',
    --         end
            text = { translate('Average') },
     --    end
            is_visible = OPTIONS.no_max,
            no_damage = true
        },
        {
            type = 'passives',
             text = checkPassives({
                output = { translate('Base') },
                action = function(passive, output)
                    if passive.is_combined then
                        -- Handling combined passive header name.
                        local combo = {}
                        for _, passive_key in ipairs(OPTIONS.combine) do
                            passive = PASSIVES[passive_key]
                            table.insert(combo,
                                link(passive.name, passive.alias, passive.prefix, passive.suffix, passive.exist))
                        end
                        table.insert(output, table.concat(combo, '/') .. OPTIONS.combine_suffix)
                    else
                        table.insert(output,
                            link(passive.name, passive.alias, passive.prefix, passive.suffix, passive.exist))
                    end
                end
            }),
            keywords = checkPassives({
                action = function(passive, output, passive_index)
                    if passive.is_combined then
                        -- Handling combined passive damage cells.
                        table.insert(output, sortPassives('passive' .. table.concat(OPTIONS.combine, '_passive')))
                    else
                        table.insert(output, 'passive' .. passive_index)
                    end
                end
            }),
            is_visible = not OPTIONS.no_max or #PASSIVES > 0
        },
        {
            type = 'passive_appended',
            text = {
                translate('Normal'),
                OPTIONS.is_append and
                link(PASSIVES[OPTIONS.append_index].name,
                    PASSIVES[OPTIONS.append_index].alias or OPTIONS.append_name or nil,
                    PASSIVES[OPTIONS.append_index].prefix,
                    PASSIVES[OPTIONS.append_index].suffix,
                    PASSIVES[OPTIONS.append_index].exist
                )
            },
            keywords = { OPTIONS.is_append and ('passive' .. OPTIONS.append_index) or nil },
            is_visible = OPTIONS.is_append or false
        },
        {
            type = 'awakening',
            text = { translate('Regular'), (function()
                if OPTIONS.dmp then
                    return link('Dynamo Point System' .. OPTIONS.lang_suffix, 'Dynamo Configuration', args.awk_prefix,
                    OPTIONS.dmp ~= 'false' and (fillTemplate('({1} DMP)', { OPTIONS.dmp })) .. (args.awk_suffix and (' ' .. args.awk_suffix) or ''))
                elseif args.awk_alias then
                    return link(args.awk_alias[1], args.awk_alias[2], args.awk_prefix, args.awk_suffix)
                end
                return link('Awakening Mode' .. OPTIONS.lang_suffix, translate('Awakening Mode'), args.awk_prefix, args.awk_suffix)
            end)()
            },
            keywords = { 'awk' },
            keyword_next_to_main_key = true,
            is_visible = inArgs('awk_dmg') or inArgs('awk_hits') or inArgs('avg_awk_hits') or false
        },
        {
            type = 'traits',
            text = checkTraits({
                output = { translate('Normal') },
                action = function(trait, output)
                    table.insert(output, trait.name)
                end
            }),
             keywords = checkTraits({
                action = function(trait, output)
                    table.insert(output, trait.key)
                end
            }),
            is_visible = checkTraits()
        },
        {
            type = 'cancel',
            text = {
                translate('Cancel'),
                translate('Full'),
            },
            keywords = { 'cancel' },
            keyword_first = true,
            is_visible = inArgs('cancel_dmg')
        },
         {
            type = 'hit_count',
            text = {
                (inArgs('count') and not OPTIONS.use_avg) and
                (fillTemplate(translate('Per {1}'), { args.count_name or translate('Group') })) or
                translate('Average'),
                translate('Max')
            },
            keywords = (function()
                if inArgs('avg_hits') or inArgs('count') then
                    return { (inArgs('count') and not OPTIONS.use_avg) and 'each' or 'avg', 'total' }
                end
                return { 'total' }
            end)(),
            is_visible = ((inArgs('avg_hits') or inArgs('count')) and not OPTIONS.no_max) or false
        }
     }


     --    return all_list
     function TABLE:new()
     -- end
        return self:tag('tr')
     end


     -- function doInitialCell(new_row)
     function returnDamageInOrder()
    --    return new_row:tag('th'):wikitext('Mode')
        local main_key = 'damage'
    -- end
        local all_list = {}


    -- function doHeaders()
        -- Initialize current list with main key
    --    local current_multiplier = 0 -- Keeps track of the number of cells to spawn
        local current_list = { main_key }
    --    local initial_header_cell    -- The leftmost cell that says "Mode"
    --    local iterations = 0        -- Keeps track of iterations that successfully rendered something. Required to tell the initial cell how many columns to span.


    --    for row_index, row in ipairs(TABLE_CONTENT) do
        for i = #TABLE_CONTENT, 1, -1 do
    --        if row.is_visible then
             local current_row = TABLE_CONTENT[i]
    --             local new_row = TABLE:new()
             local new_list = {}
    --             local next_multiplier = 0


    --             -- Only spawn the initial cell in the first generated row.
             -- Check if it's the first iteration. If so, append phrases.
    --             if iterations == 0 and not initial_header_cell then
             if not current_row.no_damage then
    --                 initial_header_cell = doInitialCell(new_row)
                if i == #TABLE_CONTENT then
    --             end
                    for _, keyword in ipairs(current_row.keywords) do
                        if not OPTIONS.no_max or (OPTIONS.no_max and keyword ~= 'total') then
                            local new_key = keyword .. '_' .. main_key
                            table.insert(new_list, new_key)
                        end
                    end
                elseif current_row.is_visible then
                    -- Append suffix for each keyword in current row
                    for _, keyword in ipairs(current_row.keywords) do
                        -- Iterate through previous keys
                        for _, prev_key in ipairs(all_list) do
                            local new_key = prev_key .. '_' .. keyword
                            -- If needed, move the suffix to the rightmost of main_key.
                            if current_row.keyword_next_to_main_key then
                                new_key = prev_key:gsub(main_key, main_key .. '_' .. keyword)
                            elseif current_row.keyword_first then
                                new_key = keyword .. '_' .. prev_key
                            end
                            table.insert(new_list, new_key)
                        end
                    end
                end


    --            --[[
                -- Append new_list to all_list
    --             We need to know how the colspan will look like.
                for _, new_key in ipairs(new_list) do
    --            So the solution is to loop through the table again and check how many cells will be spawned.
                     table.insert(all_list, sortPassives(new_key))
    --            And also multiply everything, because it is exponential.
                 end
    --            ]]
             end
    --            local colspan_value = 1
        end
    --            for k, v in ipairs(TABLE_CONTENT) do
    --                if k > row_index and v.is_visible then
    --                     colspan_value = colspan_value * #v.text
    --                 end
    --             end


    --            -- Now we can spawn our header cells depending on what is known.
        -- Sort the list once more, in order to swap the order of cancel & full.
    --             for i = 1, (current_multiplier == 0 and 1 or current_multiplier), 1 do
        if inArgs('cancel_dmg') then
    --                for _, text in ipairs(row.text) do
             local new_list = {}
    --                    local new_cell = new_row:tag('th')
             local cancel_counter = 1
    --                     new_cell:attr('colspan', colspan_value):wikitext(text)
            local full_counter = 2
    --                     next_multiplier = next_multiplier + 1
            for i, damage_key in ipairs(all_list) do
    --                 end
                local regex = "^(%w+_)"
    --             end
                local prefix = 'cancel_'
    --            current_multiplier = next_multiplier
                local match = string.match(damage_key, regex)
    --             iterations = iterations + 1
                if (match == prefix) then
    --         end
                     new_list[i] = damage_key:gsub(prefix, "")
    --    end
                else
    --    -- Apply rowspan of the same value as iteration count.
                     new_list[i] = prefix .. damage_key
    --    initial_header_cell:attr('rowspan', iterations)
                 end
    -- end
             end
             all_list = new_list
         end


    -- -- Helper function to display ranges.
         return all_list
    -- function doRangeText(damage_number)
     end
    --    if damage_number and damage_number.min == damage_number.max then
    --        damage_number = damage_number.min
    --    elseif damage_number then
    --         damage_number = damage_number.min ..
    --            '<span style="white-space: nowrap;"> ~</span> ' .. damage_number.max
    --    end
    --    return damage_number
     -- end


     -- function doContentByMode(mode)
     function doInitialCell(new_row)
    --    local mode_row = TABLE:new()
        return new_row:tag('th'):wikitext(translate('Mode'))
    --    mode_row:tag('td'):wikitext(frame:expandTemplate { title = mode })
     end
     --    local damage_entries = returnDamageInOrder()


     --    for _, damage_key in ipairs(damage_entries) do
     function doHeaders()
    --        if args.dump_names ~= 'true' then
        local current_multiplier = 0 -- Keeps track of the number of cells to spawn
    --             local damage_number = FINAL_DAMAGE[mode][damage_key]
         local initial_header_cell    -- The leftmost cell that says "Mode"
        local iterations = 0        -- Keeps track of iterations that successfully rendered something. Required to tell the initial cell how many columns to span.


    --             -- Display ranges.
        for row_index, row in ipairs(TABLE_CONTENT) do
    --            damage_number = doRangeText(damage_number)
             if row.is_visible then
                local new_row = TABLE:new()
                local next_multiplier = 0


    --             mode_row:tag('td'):wikitext(damage_number
                -- Only spawn the initial cell in the first generated row.
    --                 -- Error out if it doesn't exist
                 if iterations == 0 and not initial_header_cell then
    --                or frame:expandTemplate {
                     initial_header_cell = doInitialCell(new_row)
    --                    title = 'color',
                end
    --                     args = { 'red', '&#35;ERROR' }
    --                })
    --        else
    --            mode_row:tag('td'):wikitext(damage_key)
    --        end
    --    end
    -- end


    -- function doTable()
                --[[
    --    doHeaders()
                We need to know how the colspan will look like.
    --    doContentByMode('PvE')
                So the solution is to loop through the table again and check how many cells will be spawned.
    --    doContentByMode('PvP')
                And also multiply everything, because it is exponential.
    -- end
                ]]
                local colspan_value = 1
                for k, v in ipairs(TABLE_CONTENT) do
                    if k > row_index and v.is_visible then
                        colspan_value = colspan_value * #v.text
                    end
                end


     -- doTable()
                -- Now we can spawn our header cells depending on what is known.
                for i = 1, (current_multiplier == 0 and 1 or current_multiplier), 1 do
                    for _, text in ipairs(row.text) do
                        local new_cell = new_row:tag('th')
                        new_cell:attr('colspan', colspan_value):wikitext(text)
                        next_multiplier = next_multiplier + 1
                    end
                end
                current_multiplier = next_multiplier
                iterations = iterations + 1
            end
        end
        -- Apply rowspan of the same value as iteration count.
        initial_header_cell:attr('rowspan', iterations)
    end
 
     -- Helper function to display ranges.
    function doRangeText(damage_number)
        if damage_number and damage_number.min == damage_number.max then
            damage_number = damage_number.min
        elseif damage_number then
            damage_number = damage_number.min ..
                '<span style="white-space: nowrap;"> ~</span> ' .. damage_number.max
        end
        return damage_number
    end
 
    function doContentByMode(mode)
        local mode_row = TABLE:new()
        mode_row:tag('td'):wikitext(frame:expandTemplate { title = translate(mode) })
        local damage_entries = returnDamageInOrder()
        local last_number
        local last_unique_cell
 
        for _, damage_key in ipairs(damage_entries) do
            if args.dump_names ~= 'true' then
                local damage_number = FINAL_DAMAGE[mode][damage_key]
                damage_number = doRangeText(damage_number)
 
                if last_number ~= damage_number then
                    -- Display ranges.
                    local new_cell = mode_row:tag('td'):wikitext(damage_number
                        -- Error out if it doesn't exist
                        or frame:expandTemplate {
                            title = 'color',
                            args = { 'red', '&#35;ERROR' }
                        })
                    last_unique_cell = new_cell
                else
                    last_unique_cell:attr('colspan', (last_unique_cell:getAttr('colspan') or 1) + 1)
                end
                last_number = damage_number
            else
                mode_row:tag('td'):wikitext(damage_key)
            end
        end
    end
 
    function doTable()
        doHeaders()
        forEach(doContentByMode)
    end
 
    if OPTIONS.do_table then
        doTable()
    end


     -- Dump all values if wanted.
     -- Dump all values if wanted.
Line 734: Line 938:
         return inspect_dump(frame, DAMAGE_PARSED)
         return inspect_dump(frame, DAMAGE_PARSED)
     end
     end
   


     local bug = ''
     local bug = ''
     if OPTIONS.bug then
     if OPTIONS.bug then
         bug = frame:expandTemplate {
         bug = frame:expandTemplate {
             title = 'SkillText',
             title = translate('SkillText'),
             args = { 'FreeTraining' }
             args = { 'FreeTraining' }
         }
         }
Line 748: Line 950:
     local variables = doVariables(frame, FINAL_DAMAGE, OPTIONS.prefix)
     local variables = doVariables(frame, FINAL_DAMAGE, OPTIONS.prefix)


     return inspect_dump(frame, DAMAGE_CONFIG)
     if out ~= nil then
     --return variables .. bug .. (OPTIONS.do_table and tostring(TABLE) or '')
        return inspect_dump(frame, out)
     end
 
    return variables .. bug .. (OPTIONS.do_table and tostring(TABLE) or '')
end
end


return p
return p
-- pyend

Latest revision as of 16:55, 18 March 2024

Documentation for this module may be created at Module:Test/doc

-- pystart
require('Module:CommonFunctions')
local i18n = require('Module:I18n')
local getArgs = require('Module:Arguments').getArgs
local inspect = require('Module:Inspect').inspect
local getTranslations = i18n.getTranslations
local p = {}

-- Main process
function p.main(frame)
    local args = getArgs(frame)
    local tr = getTranslations(frame, 'Template:Damage', args.lang, true)
    local out

    function translate(key)
        return i18n.translate(tr, key)
    end

    function inArgs(key)
        if args[key] ~= nil then
            return true
        end
    end

    local modes = { 'PvE', 'PvP' }

    -- Define the schema for the table
    local tableSchema = {}
    for _, mode in ipairs(modes) do
        tableSchema[mode] = {}
    end

    function forEach(func)
        for _, mode in ipairs(modes) do
            func(mode)
        end
    end

    function forEachDamageType(func)
        for _, damage_type in ipairs({ 'min', 'max' }) do
            func(damage_type)
        end
    end

    -- Function to create a new table with the desired schema
    function createDamageDataTable()
        local newTable = {}
        for key, value in pairs(tableSchema) do
            if type(value) == "table" then
                newTable[key] = {}
            end
        end
        return newTable
    end

    -- User requested options
    local OPTIONS = {
        do_table = args[1] == 'true',
        character = args[2] or args.char or 'Elsword',
        lang_suffix = args.lang and ('/' .. args.lang) or '',
        lang_append = args.lang ~= nil and args.lang ~= '',
        format = args.format ~= 'false',
        no_max = args.no_max == 'true',
        is_append = args.append ~= nil,
        append_index = args.append and tonumber(split(args.append)[1]),
        append_name = args.append and split(args.append)[2],
        combine_suffix = args.combine_suffix and (' ' .. args.combine_suffix) or '',
        combine = (function()
            local output = {}
            if not args.combine then
                return nil
            end
            for _, passive_key in ipairs(split(args.combine)) do
                table.insert(output, tonumber(passive_key))
            end
            if #output == 0 then
                return nil
            end
            return output
        end)(),
        perm_buff = {
            PvE = args.perm_buff or 1,
            PvP = args.pvp_perm_buff or args.perm_buff or 1
        },
        bug = args.bug == 'true',
        dump = args.dump == 'true',
        dump_table_data = args.dump_table_data == 'true',
        dump_parsed = args.dump_parsed == 'true',
        prefix = args.prefix,
        use_avg = args.use_avg == 'true',
        dmp = args.dmp == 'true' and 3 or args.dmp
    }

    -- Define a table with parsed damage information of all kind.
    local BASIC_DAMAGE = createDamageDataTable()

    -- Define a table with trait names and their values to apply.
    local TRAITS = {
        -- An empty trait so we keep the original values there.
        {
            key = '',
            name = translate('Normal'),
            value = 1
        },
        {
            key = 'enhanced',
            name = translate('Enhanced (Trait)'),
            value = args.enhanced ~= nil and 0.8
        },
        {
            key = 'empowered',
            name = translate('Empowered'),
            value = args.empowered == 'true' and 1.2 or tonumber(args.empowered) or false
        },
        {
            key = 'useful',
            name = translate('Useful'),
            value = (args.hits_useful or args.avg_hits_useful) and (args.useful_penalty or args.useful or 0.8) or false
        },
        {
            key = 'heavy',
            name = translate('Heavy'),
            value = args.heavy ~= nil and 1.44
        }
    }

    function eval(s)
        return frame:preprocess('{{#expr:' .. s .. '}}')
    end

    -- A table with user-requested passive skills (empty by default).
    local PASSIVES = {}
    -- A table with non-numeric arguments to split.
    local TO_SPLIT = { 'append', 'awk_alias' }

    for k, v in pairs(args) do
        if string.find(k, 'passive') then
            --[[
            Fix up the passives and put them into a separate table.
            |passive1=... |passive2=... -> { passive1, passive2 }
            --]]
            local passive_name = v
            local passive_title = v .. OPTIONS.lang_suffix
            local is_custom = string.find(k, '_define') ~= nil
            local passive_index = string.match(k, "%d")
            local passive_values = split(is_custom and v or
                frame:preprocess('{{:' .. passive_name .. '}}{{#arrayprint:' .. passive_name .. '}}'));
            local display_title

            if is_custom then
                passive_name = passive_values[#passive_values]
                passive_values[#passive_values] = nil
            elseif OPTIONS.lang_append then
                --[[
                Translate page's display title to passive name.
                Customized will override this name, thus no need to perform the translation
                --]]
                display_title = i18n.getTranslatedTitle(passive_title)
            end

            PASSIVES[tonumber(passive_index)] = {
                name = passive_name,
                value = passive_values[1],
                value_pvp = passive_values[2],
                alias = args['alias' .. passive_index] or (passive_index == OPTIONS.append_index and OPTIONS.append_name) or display_title,
                suffix = args['suffix' .. passive_index] and (' ' .. args['suffix' .. passive_index]) or '',
                prefix = args['prefix' .. passive_index] and (args['prefix' .. passive_index] .. ' ') or '',
                exist = frame:preprocess('{{#ifexist:' .. passive_name .. '|true|false}}') == 'true'
            }
        elseif string.match(v, '^[()+%-*/%d%s,.i]+$') then
            --[[
            Change how args are received.
            dmg = 500, 700, 800 (string) -> dmg = { 500, 700, 800 } (table)
            --]]
            local split_values = split(v)
            -- Perform automatic math on each value.
            for k2, v2 in pairs(split_values) do
                if not string.find(v, '[a-zA-Z]+') then
                    split_values[k2] = eval(v2)
                end
            end
            args[k] = split_values
        elseif inArrayHasValue(k, TO_SPLIT) then
            args[k] = split(v)
        end
    end

    -- Set basic hit count to 1 for all damage.
    for k, v in ipairs(args.dmg) do
        if not args.hits then
            args.hits = {}
        end
        if not args.hits[k] then
            args.hits[k] = 1
        end
    end

    -- Set basic hit count to 1 for all cancel damage.
    if args.cancel_dmg then
        for k, v in ipairs(args.cancel_dmg) do
            if not args.cancel_hits then
                args.cancel_hits = {}
            end
            if not args.cancel_hits[k] then
                args.cancel_hits[k] = 1
            end
        end
    end

    -- Store a configuration that will tell the main function how to behave given different inputs.
    -- It will always take the first value if available. If not, fall back to the other (recursively).
    local BASE_DAMAGE_CONFIG = {
        total_damage = {
            damage_numbers = { 'dmg' },
            hit_counts = { 'hits' },
            provided = { 'dmg' }
        },
        total_damage_awk = {
            damage_numbers = { 'awk_dmg', 'dmg' },
            hit_counts = { 'awk_hits', 'hits' },
            provided = { 'awk_dmg', 'awk_hits' }
        },
        avg_damage = {
            damage_numbers = { 'dmg' },
            hit_counts = { 'avg_hits', 'hits' },
            provided = { 'avg_hits' }
        },
        avg_damage_awk = {
            damage_numbers = { 'awk_dmg', 'dmg' },
            hit_counts = { 'avg_awk_hits', 'awk_hits', 'avg_hits', 'hits' },
            provided = { 'avg_awk_hits', args.awk_dmg and 'avg_hits' or nil }
        },
        -- Store the logic for Useful traits
        total_damage_useful = {
            damage_numbers = { 'dmg' },
            hit_counts = { 'hits_useful', 'hits' },
            provided = { 'hits_useful' }
        },
        total_damage_awk_useful = {
            damage_numbers = { 'awk_dmg', 'dmg' },
            hit_counts = { 'awk_hits_useful', 'awk_hits', 'hits_useful', 'hits' },
            provided = { 'awk_hits_useful' }
        },
        avg_damage_useful = {
            damage_numbers = { 'dmg' },
            hit_counts = { 'avg_hits_useful', 'hits_useful', 'avg_hits', 'hits' },
            provided = { 'avg_hits_useful' }
        },
        avg_damage_awk_useful = {
            damage_numbers = { 'awk_dmg', 'dmg' },
            hit_counts = { 'avg_awk_hits_useful', 'avg_awk_hits', 'hits_useful', 'hits' },
            provided = { 'avg_awk_hits_useful' }
        },
    }

    local DAMAGE_CONFIG = {}
    function handleCancel()
        local processed_keys = {}
        for config_key, config_value in pairs(BASE_DAMAGE_CONFIG) do
            if not config_key:match('cancel_') then
                local new_config_value = {}
                for arg_table_key, arg_table in pairs(config_value) do
                    local new_arg_table = {}
                    for _, arg in ipairs(arg_table) do
                        table.insert(new_arg_table, 'cancel_' .. arg)
                    end
                    new_config_value[arg_table_key] = new_arg_table
                end
                local new_key = 'cancel_' .. config_key
                DAMAGE_CONFIG[new_key] = new_config_value
                processed_keys[new_key] = true
            end
        end
        return processed_keys
    end

    if args.cancel_dmg then
        handleCancel()
        DAMAGE_CONFIG = table.fuse(BASE_DAMAGE_CONFIG, DAMAGE_CONFIG)
    else
        DAMAGE_CONFIG = BASE_DAMAGE_CONFIG
    end

    -- Helper function to check if a table is not empty
    local function isTableNotEmpty(tbl)
        return next(tbl) ~= nil
    end

    -- Function to apply inheritance for a specific damage type and argument
    local function applyInheritance(mainArgValues, inheritArg, mainArgValue, inheritValue)
        if mainArgValue == '' then
            return inheritValue
        elseif mainArgValue and string.find(mainArgValue, 'i') and inheritValue then
            return eval(mainArgValue:gsub('i', inheritValue))
        end
        return mainArgValue
    end

    -- Function to apply inheritance for a specific argument key
    local function applyInheritanceForKey(args, prefix, argTable, damageTypeIndex, damageType)
        local mainKey = argTable[1] .. damageType
        local mainKeyPrefixed = prefix .. mainKey
        local mainArgValues = args[mainKeyPrefixed]

        if mainArgValues then
            local i = 1
            local cancelDmgLen = args.cancel_dmg and #args.cancel_dmg or 0

            while i <= (#args.dmg + cancelDmgLen) do
                local mainArgValue = mainArgValues[i]

                for ix, inheritKey in ipairs(argTable) do
                    local inheritArg = args[prefix .. inheritKey .. damageType] or args[inheritKey .. damageType]

                    -- Basic damage/hits inheritance request detected. Ignore min/max.
                    if damageType and mainKey:gsub(damageType, "") == argTable[#argTable] then
                        inheritArg = args[prefix .. inheritKey] or args[inheritKey]
                    end

                    if inheritArg and inheritArg[i] and
                        (damageTypeIndex == 1 and ix ~= 1 or damageTypeIndex ~= 1) and tonumber(inheritArg[i])
                    then
                        mainArgValues[i] = applyInheritance(mainArgValues, inheritArg, mainArgValue, inheritArg[i])
                        break
                    end
                end

                i = i + 1
            end
        end
    end

    -- Inherits values from args if not provided, but usage suggests that they're meant to be generated.
    function inherit(mode)
        local prefix = mode == 'PvE' and '' or string.lower(mode .. '_')

        for configKey, configValue in pairs(DAMAGE_CONFIG) do
            for argTableKey, argTable in pairs(configValue) do
                if argTableKey ~= 'provided' and isTableNotEmpty(argTable) then
                    for damageTypeIndex, damageType in ipairs({ '', '_min', '_max' }) do
                        applyInheritanceForKey(args, prefix, argTable, damageTypeIndex, damageType)
                    end
                end
            end
        end
    end

    forEach(inherit)

    local DAMAGE_PARSED = createDamageDataTable()
    function parseConfig(mode)
        local prefix = mode == 'PvE' and '' or string.lower(mode .. '_')
        for config_key, config_value in pairs(DAMAGE_CONFIG) do
            for k, v in pairs(config_value) do
                local output_value = {}

                -- When both min and max are found, we need to break from the loop.
                local isValueFound = { min = false, max = false }

                for _, v2 in ipairs(v) do -- This array holds the argument names with fallbacks
                    forEachDamageType(function(damage_type)
                        -- If there already is a value for this damage type (min or max), do not continue.
                        if isValueFound[damage_type] == true then
                            return
                        end

                        local arg_from_template =
                            args[prefix .. v2 .. '_' .. damage_type]
                            or args[v2 .. '_' .. damage_type]
                            or args[prefix .. v2]
                            or args[v2];

                        if arg_from_template ~= nil then
                            if k == 'provided' then
                                output_value = true
                                -- Do not generate total_damage values at all if the skill can't reach them.
                                if string.find(config_key, 'total_') and OPTIONS.no_max then
                                    output_value = false
                                end
                            else
                                if type(output_value) ~= "table" then
                                    output_value = {}
                                end
                                output_value[damage_type] = arg_from_template
                            end
                            -- Mark the value as found.
                            isValueFound[damage_type] = true
                        else
                            if k == 'provided' then
                                output_value = false
                            else
                                output_value[damage_type] = {}
                            end
                        end
                    end)

                    -- Both values found, we can now break the loop.
                    if isValueFound.min and isValueFound.max then
                        break
                    end
                end
                if DAMAGE_PARSED[mode][config_key] == nil then
                    DAMAGE_PARSED[mode][config_key] = {}
                end
                DAMAGE_PARSED[mode][config_key][k] = output_value
            end
        end
    end

    forEach(parseConfig)

    -- Detected "count", for skills like Clementine, Enough Mineral, etc.
    function doEachDamage()
        local WITH_EACH = table.deep_copy(DAMAGE_PARSED)
        for mode, mode_content in pairs(DAMAGE_PARSED) do
            for damage_key, damage_value in pairs(mode_content) do
                if string.find(damage_key, 'total_') then
                    local new_value = table.deep_copy(damage_value)

                    forEachDamageType(function(damage_type)
                        for k, hit_count in ipairs(new_value.hit_counts[damage_type]) do
                            hit_count = hit_count == '' and 1 or hit_count
                            new_value.hit_counts[damage_type][k] = hit_count *
                                ((string.find(damage_key, 'awk') and args.awk_count) and args.awk_count[1] or args.count[1])
                        end
                    end)

                    WITH_EACH[mode][damage_key:gsub("total_", "each_")] = damage_value
                    WITH_EACH[mode][damage_key] = new_value
                end
            end
        end
        return WITH_EACH
    end

    if args.count then
        DAMAGE_PARSED = doEachDamage()
    end

    function doBasicDamage()
        for mode, mode_content in pairs(DAMAGE_PARSED) do
            for damage_key, damage_value in pairs(mode_content) do
                forEachDamageType(function(damage_type)
                    local i = 1
                    local output = 0
                    -- Check if to even generate the damage.
                    if damage_value.provided then
                        -- Loop through damage numbers and multiply them with hits.
                        for k, damage_number in ipairs(damage_value.damage_numbers[damage_type]) do
                            local hit_count = damage_value.hit_counts[damage_type][i]
                            hit_count = hit_count == '' and 1 or hit_count
                            output = output + (damage_number * hit_count)
                            i = i + 1
                        end
                        -- Write the result to a separate object.
                        if not BASIC_DAMAGE[mode][damage_key] then
                            BASIC_DAMAGE[mode][damage_key] = {}
                        end
                        BASIC_DAMAGE[mode][damage_key][damage_type] = output
                    end
                end)
            end
        end
    end

    doBasicDamage()

    -- Adding missing cancel part damage to full, so that repetition wouldn't be a problem.
    function addCancelDamage()
        for mode, mode_content in pairs(BASIC_DAMAGE) do
            for damage_key, damage_value in pairs(mode_content) do
                local cancel_candidate = BASIC_DAMAGE[mode]['cancel_' .. damage_key]
                forEachDamageType(function(damage_type)
                    if not string.find(damage_key, 'cancel_') and cancel_candidate then
                        BASIC_DAMAGE[mode][damage_key][damage_type] = damage_value[damage_type] +
                            cancel_candidate[damage_type]
                    end
                end)
            end
        end
    end

    if args.cancel_dmg then
        addCancelDamage()
    end

    local WITH_TRAITS = createDamageDataTable()
    function doTraits()
        -- Handle traits here
        for mode, mode_content in pairs(BASIC_DAMAGE) do
            for damage_key, damage_value in pairs(mode_content) do
                for _, trait in pairs(TRAITS) do
                    --[[
                    Suffix all damage values with existing traits.
                    Useful already has the prefix, so only multiply with its value.
                    Also, we don't want other traits to multiply with Useful,
                    so we skip those situations, as impossible in-game.
                    --]]
                    if (trait.value and trait.key ~= 'useful') or (string.find(damage_key, 'useful') and trait.key == 'useful') then
                        forEachDamageType(function(damage_type)
                            local new_key = damage_key ..
                                ((trait.key == 'useful' or trait.key == '') and "" or ('_' .. trait.key));
                            if not WITH_TRAITS[mode][new_key] then
                                WITH_TRAITS[mode][new_key] = {}
                            end
                            WITH_TRAITS[mode][new_key][damage_type] = damage_value[damage_type] * trait.value
                        end)
                    end
                end
            end
        end
    end

    doTraits()

    local WITH_PASSIVES = createDamageDataTable()

    --[[
    Generates passives with every possible combinations of all subsets.
    For example: 3 passives are given, so it will generate the following:
    (1), (2), (3), (1, 2), (1, 3), (1, 2, 3), (2, 3)
    ]]
    function doPassives()
        for mode, mode_content in pairs(WITH_TRAITS) do
            for damage_key, damage_value in pairs(mode_content) do
                forEachDamageType(function(damage_type)
                    local combinations = { {} }
                    for passive_key, passive in pairs(PASSIVES) do
                        local count = #combinations
                        for i = 1, count do
                            local new_combination = { unpack(combinations[i]) }
                            table.insert(new_combination, passive_key)
                            table.insert(combinations, new_combination)
                        end
                    end
                    for _, combination in pairs(combinations) do
                        local passive_multiplier = 1
                        local name_suffix = ''
                        if #combination > 0 then
                            table.sort(combination)
                            for _, passive_key in pairs(combination) do
                                passive_multiplier = passive_multiplier *
                                    tonumber(PASSIVES[passive_key][mode == 'PvE' and 'value' or 'value_pvp'])
                                name_suffix = name_suffix .. '_passive' .. passive_key
                            end
                        end
                        local new_damage_key = damage_key .. name_suffix;
                        if not WITH_PASSIVES[mode][new_damage_key] then
                            WITH_PASSIVES[mode][new_damage_key] = {}
                        end
                        WITH_PASSIVES[mode][new_damage_key][damage_type] = damage_value[damage_type] * passive_multiplier
                    end
                end)
            end
        end
    end

    doPassives()

    local RANGE = {
        min_count = args.range_min_count and args.range_min_count[1],
        max_count = args.range_max_count and args.range_max_count[1],
        PvE = {
            min = args.range_min and args.range_min[1],
            max = args.range_max and args.range_max[1]
        },
        PvP = {
            min = args.range_min and (args.range_min[2] or args.range_min[1]),
            max = args.range_max and (args.range_max[2] or args.range_max[1])
        }
    }

    local WITH_RANGE = createDamageDataTable()
    function doDamageBuffRange()
        -- Handle damage range here
        for mode, mode_content in pairs(WITH_PASSIVES) do
            for damage_key, damage_value in pairs(mode_content) do
                WITH_RANGE[mode][damage_key] = { min = 0, max = 0 }
                forEachDamageType(function(damage_type)
                    local range_count = RANGE[damage_type .. '_count'] or 1;
                    -- If min count preset, use range_max for the multiplier.
                    local range_multiplier = RANGE[mode][damage_type] or (damage_type == 'min' and RANGE.min_count and RANGE[mode].max) or 1;
                    local final_range_multiplier = (1 + ((range_multiplier - 1) * range_count));
                    local perm_buff = OPTIONS.perm_buff[mode];

                    local final_damage_value = damage_value[damage_type] * final_range_multiplier * perm_buff;
                    WITH_RANGE[mode][damage_key][damage_type] = not OPTIONS.format and final_damage_value or
                        formatDamage(final_damage_value)
                end)
            end
        end
    end

    doDamageBuffRange()

    local FINAL_DAMAGE = WITH_RANGE

    -- Helper function to iterate over traits.
    function checkTraits(settings)
        local output
        if not settings then
            output = false
        else
            output = settings.output or {}
        end

        for trait_index, trait in ipairs(TRAITS) do
            if trait.value ~= false and trait_index ~= 1 then
                if settings and type(settings.action) == 'function' then
                    settings.action(trait, output, settings)
                else
                    return true
                end
            end
        end
        return output
    end

    -- Helper function to iterate over passives.
    function checkPassives(settings)
        local output = settings.output or {}
        local PASSIVES_WITH_COMBINED = table.deep_copy(PASSIVES)

        -- Handle combined passives properly.
        if OPTIONS.combine then
            table.insert(PASSIVES_WITH_COMBINED, {
                is_combined = true
            })
        end

        for passive_index, passive in ipairs(PASSIVES_WITH_COMBINED) do
            if (not OPTIONS.is_append or (OPTIONS.is_append and OPTIONS.append_index ~= passive_index)) and (not inArrayHasValue(passive_index, OPTIONS.combine or {}) or inArrayHasValue(passive_index, args.display_separated or {})) then
                if type(settings.action) == 'function' then
                    settings.action(passive, output, passive_index)
                else
                    return true
                end
            end
        end
        return output
    end

    -- Generate the table
    local TABLE = mw.html.create('table'):attr({
        cellpadding = 5,
        border = 1,
        style = 'border-collapse: collapse; text-align: center',
        class = 'colortable-' .. OPTIONS.character
    })

    -- Our table structure
    local TABLE_CONTENT = {
        {
            type = 'extra',
            text = { translate('Average') },
            is_visible = OPTIONS.no_max,
            no_damage = true
        },
        {
            type = 'passives',
            text = checkPassives({
                output = { translate('Base') },
                action = function(passive, output)
                    if passive.is_combined then
                        -- Handling combined passive header name.
                        local combo = {}
                        for _, passive_key in ipairs(OPTIONS.combine) do
                            passive = PASSIVES[passive_key]
                            table.insert(combo,
                                link(passive.name, passive.alias, passive.prefix, passive.suffix, passive.exist))
                        end
                        table.insert(output, table.concat(combo, '/') .. OPTIONS.combine_suffix)
                    else
                        table.insert(output,
                            link(passive.name, passive.alias, passive.prefix, passive.suffix, passive.exist))
                    end
                end
            }),
            keywords = checkPassives({
                action = function(passive, output, passive_index)
                    if passive.is_combined then
                        -- Handling combined passive damage cells.
                        table.insert(output, sortPassives('passive' .. table.concat(OPTIONS.combine, '_passive')))
                    else
                        table.insert(output, 'passive' .. passive_index)
                    end
                end
            }),
            is_visible = not OPTIONS.no_max or #PASSIVES > 0
        },
        {
            type = 'passive_appended',
            text = {
                translate('Normal'),
                OPTIONS.is_append and
                link(PASSIVES[OPTIONS.append_index].name,
                    PASSIVES[OPTIONS.append_index].alias or OPTIONS.append_name or nil,
                    PASSIVES[OPTIONS.append_index].prefix,
                    PASSIVES[OPTIONS.append_index].suffix,
                    PASSIVES[OPTIONS.append_index].exist
                )
            },
            keywords = { OPTIONS.is_append and ('passive' .. OPTIONS.append_index) or nil },
            is_visible = OPTIONS.is_append or false
        },
        {
            type = 'awakening',
            text = { translate('Regular'), (function()
                if OPTIONS.dmp then
                    return link('Dynamo Point System' .. OPTIONS.lang_suffix, 'Dynamo Configuration', args.awk_prefix,
                    OPTIONS.dmp ~= 'false' and (fillTemplate('({1} DMP)', { OPTIONS.dmp })) .. (args.awk_suffix and (' ' .. args.awk_suffix) or ''))
                elseif args.awk_alias then
                    return link(args.awk_alias[1], args.awk_alias[2], args.awk_prefix, args.awk_suffix)
                end
                return link('Awakening Mode' .. OPTIONS.lang_suffix, translate('Awakening Mode'), args.awk_prefix, args.awk_suffix)
            end)()
            },
            keywords = { 'awk' },
            keyword_next_to_main_key = true,
            is_visible = inArgs('awk_dmg') or inArgs('awk_hits') or inArgs('avg_awk_hits') or false
        },
        {
            type = 'traits',
            text = checkTraits({
                output = { translate('Normal') },
                action = function(trait, output)
                    table.insert(output, trait.name)
                end
            }),
            keywords = checkTraits({
                action = function(trait, output)
                    table.insert(output, trait.key)
                end
            }),
            is_visible = checkTraits()
        },
        {
            type = 'cancel',
            text = {
                translate('Cancel'),
                translate('Full'),
            },
            keywords = { 'cancel' },
            keyword_first = true,
            is_visible = inArgs('cancel_dmg')
        },
        {
            type = 'hit_count',
            text = {
                (inArgs('count') and not OPTIONS.use_avg) and
                (fillTemplate(translate('Per {1}'), { args.count_name or translate('Group') })) or
                translate('Average'),
                translate('Max')
            },
            keywords = (function()
                if inArgs('avg_hits') or inArgs('count') then
                    return { (inArgs('count') and not OPTIONS.use_avg) and 'each' or 'avg', 'total' }
                end
                return { 'total' }
            end)(),
            is_visible = ((inArgs('avg_hits') or inArgs('count')) and not OPTIONS.no_max) or false
        }
    }

    function TABLE:new()
        return self:tag('tr')
    end

    function returnDamageInOrder()
        local main_key = 'damage'
        local all_list = {}

        -- Initialize current list with main key
        local current_list = { main_key }

        for i = #TABLE_CONTENT, 1, -1 do
            local current_row = TABLE_CONTENT[i]
            local new_list = {}

            -- Check if it's the first iteration. If so, append phrases.
            if not current_row.no_damage then
                if i == #TABLE_CONTENT then
                    for _, keyword in ipairs(current_row.keywords) do
                        if not OPTIONS.no_max or (OPTIONS.no_max and keyword ~= 'total') then
                            local new_key = keyword .. '_' .. main_key
                            table.insert(new_list, new_key)
                        end
                    end
                elseif current_row.is_visible then
                    -- Append suffix for each keyword in current row
                    for _, keyword in ipairs(current_row.keywords) do
                        -- Iterate through previous keys
                        for _, prev_key in ipairs(all_list) do
                            local new_key = prev_key .. '_' .. keyword
                            -- If needed, move the suffix to the rightmost of main_key.
                            if current_row.keyword_next_to_main_key then
                                new_key = prev_key:gsub(main_key, main_key .. '_' .. keyword)
                            elseif current_row.keyword_first then
                                new_key = keyword .. '_' .. prev_key
                            end
                            table.insert(new_list, new_key)
                        end
                    end
                end

                -- Append new_list to all_list
                for _, new_key in ipairs(new_list) do
                    table.insert(all_list, sortPassives(new_key))
                end
            end
        end

        -- Sort the list once more, in order to swap the order of cancel & full.
        if inArgs('cancel_dmg') then
            local new_list = {}
            local cancel_counter = 1
            local full_counter = 2
            for i, damage_key in ipairs(all_list) do
                local regex = "^(%w+_)"
                local prefix = 'cancel_'
                local match = string.match(damage_key, regex)
                if (match == prefix) then
                    new_list[i] = damage_key:gsub(prefix, "")
                else
                    new_list[i] = prefix .. damage_key
                end
            end
            all_list = new_list
        end

        return all_list
    end

    function doInitialCell(new_row)
        return new_row:tag('th'):wikitext(translate('Mode'))
    end

    function doHeaders()
        local current_multiplier = 0 -- Keeps track of the number of cells to spawn
        local initial_header_cell    -- The leftmost cell that says "Mode"
        local iterations = 0         -- Keeps track of iterations that successfully rendered something. Required to tell the initial cell how many columns to span.

        for row_index, row in ipairs(TABLE_CONTENT) do
            if row.is_visible then
                local new_row = TABLE:new()
                local next_multiplier = 0

                -- Only spawn the initial cell in the first generated row.
                if iterations == 0 and not initial_header_cell then
                    initial_header_cell = doInitialCell(new_row)
                end

                --[[
                We need to know how the colspan will look like.
                So the solution is to loop through the table again and check how many cells will be spawned.
                And also multiply everything, because it is exponential.
                ]]
                local colspan_value = 1
                for k, v in ipairs(TABLE_CONTENT) do
                    if k > row_index and v.is_visible then
                        colspan_value = colspan_value * #v.text
                    end
                end

                -- Now we can spawn our header cells depending on what is known.
                for i = 1, (current_multiplier == 0 and 1 or current_multiplier), 1 do
                    for _, text in ipairs(row.text) do
                        local new_cell = new_row:tag('th')
                        new_cell:attr('colspan', colspan_value):wikitext(text)
                        next_multiplier = next_multiplier + 1
                    end
                end
                current_multiplier = next_multiplier
                iterations = iterations + 1
            end
        end
        -- Apply rowspan of the same value as iteration count.
        initial_header_cell:attr('rowspan', iterations)
    end

    -- Helper function to display ranges.
    function doRangeText(damage_number)
        if damage_number and damage_number.min == damage_number.max then
            damage_number = damage_number.min
        elseif damage_number then
            damage_number = damage_number.min ..
                '<span style="white-space: nowrap;"> ~</span> ' .. damage_number.max
        end
        return damage_number
    end

    function doContentByMode(mode)
        local mode_row = TABLE:new()
        mode_row:tag('td'):wikitext(frame:expandTemplate { title = translate(mode) })
        local damage_entries = returnDamageInOrder()
        local last_number
        local last_unique_cell

        for _, damage_key in ipairs(damage_entries) do
            if args.dump_names ~= 'true' then
                local damage_number = FINAL_DAMAGE[mode][damage_key]
                damage_number = doRangeText(damage_number)

                if last_number ~= damage_number then
                    -- Display ranges.
                    local new_cell = mode_row:tag('td'):wikitext(damage_number
                        -- Error out if it doesn't exist
                        or frame:expandTemplate {
                            title = 'color',
                            args = { 'red', '&#35;ERROR' }
                        })
                    last_unique_cell = new_cell
                else
                    last_unique_cell:attr('colspan', (last_unique_cell:getAttr('colspan') or 1) + 1)
                end
                last_number = damage_number
            else
                mode_row:tag('td'):wikitext(damage_key)
            end
        end
    end

    function doTable()
        doHeaders()
        forEach(doContentByMode)
    end

    if OPTIONS.do_table then
        doTable()
    end

    -- Dump all values if wanted.
    if OPTIONS.dump_table_data then
        return inspect_dump(frame, TABLE_CONTENT)
    elseif OPTIONS.dump then
        return inspect_dump(frame, FINAL_DAMAGE)
    elseif OPTIONS.dump_parsed then
        return inspect_dump(frame, DAMAGE_PARSED)
    end

    local bug = ''
    if OPTIONS.bug then
        bug = frame:expandTemplate {
            title = translate('SkillText'),
            args = { 'FreeTraining' }
        }
    end

    -- Transform into variables
    local variables = doVariables(frame, FINAL_DAMAGE, OPTIONS.prefix)

    if out ~= nil then
        return inspect_dump(frame, out)
    end

    return variables .. bug .. (OPTIONS.do_table and tostring(TABLE) or '')
end

return p
-- pyend