Module:Test

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Revision as of 22:08, 10 October 2023 by Ritsu (talk | contribs)

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

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

-- Main process
function p.main(frame)
    local args = getArgs(frame)
    local out

    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',
        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 = 'Normal',
            value = 1
        },
        {
            key = 'enhanced',
            name = 'Enhanced (Trait)',
            value = args.enhanced ~= nil and 0.8
        },
        {
            key = 'empowered',
            name = 'Empowered',
            value = args.empowered == 'true' and 1.2 or tonumber(args.empowered) or false
        },
        {
            key = 'useful',
            name = '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 = '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 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 .. '}}'));

            if is_custom then
                passive_name = passive_values[#passive_values]
                passive_values[#passive_values] = nil
            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),
                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
            --[[
            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, mainKeyPrefixed, inheritKeyPrefixed)
        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, damageType, damageTypeIndex, argTable)
        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 = (inheritKey .. damageType) ~= mainKey and (args[prefix .. inheritKey .. damageType] or args[inheritKey .. damageType]) or (args[prefix .. inheritKey] or args[inheritKey])

                    if inheritArg and inheritArg[i] and inheritArg[i] ~= '' and ix ~= 1 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, damageType, damageTypeIndex, argTable)
                    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] or 1,
    --     max_count = args.range_max_count and args.range_max_count[1] or 1,
    --     PvE = {
    --         min = args.range_min and args.range_min[1] or 1,
    --         max = args.range_max and args.range_max[1] or 1
    --     },
    --     PvP = {
    --         min = args.range_min and (args.range_min[2] or args.range_min[1]) or 1,
    --         max = args.range_max and (args.range_max[2] or args.range_max[1]) or 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'];
    --                 local range_multiplier = RANGE[mode][damage_type];
    --                 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 = { 'Average' },
    --         is_visible = OPTIONS.no_max,
    --         no_damage = true
    --     },
    --     {
    --         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.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 = {
    --             '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 = { 'Regular', (function()
    --             if OPTIONS.dmp then
    --                 return link('Dynamo Point System', 'Dynamo Configuration', nil,
    --                     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 = 'cancel',
    --         text = {
    --             'Cancel', 'Full'
    --         },
    --         keywords = { 'cancel' },
    --         keyword_first = true,
    --         is_visible = inArgs('cancel_dmg')
    --     },
    --     {
    --         type = 'hit_count',
    --         text = {
    --             (inArgs('count') and not OPTIONS.use_avg) and
    --             (table.concat({ 'Per', args.count_name or 'Group' }, ' ')) 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()
    --     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('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 = 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 = '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