print "<p>Unit properties as seen or measured in $scver{name}\n$patch.\n</p>\n\n";
+for my $unit (@{$units}) {
+ for my $upgrade (@{ $unit->{upgrade} // $unit->{update} // [] }) {
+ while (my ($col, $increase) = each %{$upgrade}) {
+ defined $unit->{$col} or next;
+
+ if (ref $increase eq 'ARRAY') {
+ for my $incrow (0 .. $#{$increase}) {
+ while (my ($inccol, $subinc) = each %{ $increase->[$incrow] }) {
+ $unit->{upgraded}->{$col}->[$incrow]->{$inccol}
+ //= ref $unit->{$col}->[$incrow]->{$inccol}
+ ? $unit->{$col}->[$incrow]->{$inccol}->[-1]
+ : $unit->{$col}->[$incrow]->{$inccol};
+ $unit->{upgraded}->{$col}->[$incrow]->{$inccol}
+ += ref $subinc ? $subinc->[-1] : $subinc;
+ }
+ }
+ }
+ elsif ($increase =~ /^-?[0-9.]+/) {
+ $unit->{upgraded}->{$col} //= $unit->{$col};
+ $unit->{upgraded}->{$col} += $increase;
+ }
+ }
+ }
+}
+
sub coltoggle {
my ($name, $id) = @_;
return sprintf(
<th class="val unit-hp">HP</th>
<th class="val unit-shield">shield</th>
<th class="val unit-armor" title="armor">⛨</th>
- <th class="val hurt">ground</th>
- <th class="hurt hurtrel">dps</th>
- <th class="val hurt">air</th>
+ <th class="val hurt" colspan=3>attack</th>
<th class="hurt hurtrel">dps</th>
<th class="val unit-range">range</th>
<th class="val unit-sight">sight</th>
my ($min, $max);
my $value = $row;
- $value = ref $value eq 'HASH' && $value->{$_} or last for @elements;
+ $value = ref $value eq 'HASH' ? $value->{$_}
+ : ref $value eq 'ARRAY' && $value->[$_] or last for @elements;
if (ref $value eq 'ARRAY') {
$min = $value->[0];
$max = $value->[-1];
}
defined $min or return '';
- if ($row->{upgrade}) {
- for (@{ $row->{upgrade} }) {
- my $increase = $_ or next;
- $increase = ref $increase eq 'HASH' && $increase->{$_} or last for @elements;
- $increase = $increase->[-1] if ref $increase eq 'ARRAY';
- $max += $increase if $increase;
- }
+ if (my $increase = $row->{upgraded}) {
+ $increase = ref $increase eq 'HASH' ? $increase->{$_}
+ : ref $increase eq 'ARRAY' && $increase->[$_] or last for @elements;
+ $max = $increase if $increase;
}
- if ($elements[0] eq 'attack' and $elements[1] ne 'range' and $elements[2] eq 'dps') {{
- my $attack = $row->{ $elements[0] }->{ $elements[1] };
- ref $attack or $attack = $row->{ $elements[0] }->{$attack}; # follow
+ if ($elements[0] eq 'attack' and $elements[2] eq 'dps') {{
+ my $attack = $row->{ $elements[0] }->[ $elements[1] ];
my $type = $attack->{type} or next;
if ($type eq 'explosive') {
$min /= 2;
sub showattack {
my ($row, $area) = @_;
- my $attack = $row->{attack}->{$area};
- if (not ref $attack) {
- # reference to another area
- $area = $attack;
- $attack = $row->{attack}->{$area};
- }
-
- return '<td colspan="2" class="hurt">' unless $attack;
+ my $attack = $row->{attack}->[$area]
+ or return '<td colspan=4 class="hurt">';
- my $tagbase = '<td class="val hurt';
+ my $tagbase = '';
+ $tagbase .= '<td class="unit hurt-g">' . '▽' x !!($attack->{anti} & 1);
+ $tagbase .= '<td class="unit hurt-a">' . '△' x !!($attack->{anti} & 2);
+ $tagbase .= '<td class="val hurt';
if (ref $attack and $attack->{type}) {
if ($attack->{type} eq 'explosive') {
$tagbase .= ' unit-l';
100 * $_->{shield} / $_->{hp}
) : '<td colspan=2',
' class="val unit-armor">' . showval($_, 'armor'),
- showattack($_, 'ground'),
- showattack($_, 'air'),
- '<td class="val unit-range">' . showval($_, 'attack', 'range'),
+ showattack($_, 0),
+ '<td class="val unit-range">' . showval($_, 'attack', 0, 'range'),
'<td class="val unit-sight">' . sprintf(
$_->{detect} ? '<strong class="unit-detect">%s</strong>' : '%s',
showval($_, 'sight')
$_->{attr}->{flying}
&& qq'<span class="unit unit-jump" title="flying">↑</span>',
'<td class="unit-magic">' . showmagic($_),
+ !$_->{attack}->[1] ? () : (
+ '<tr><td colspan=12>', showattack($_, 1), '<td colspan=4>'
+ ),
"\n"
);
}
for my $subrow (@{ $_->{special} }) {
$subrow->{alt} or next;
print(
- '<tr class="alt"><td class="cat"><td>', $subrow->{alt},
+ '<tr class="alt"><th class="cat"><td>', $subrow->{alt},
showunitcols($subrow),
);
}
4 <span class="unit unit-m">M</span>edium,
2 <span class="unit unit-l">L</span>arge,
or a single <span class="unit unit-h">H</span>uge unit
- <dd>massive <span class="unit-massive">⚓</span> units are immune to certain spells<:
+ <dd>massive <span class="unit-massive">⚓</span> units
+ cannot be lifted or slowed and can break force fields<:
} else {
:>affected by <span class="unit unit-s">S</span>mall,
<span class="unit unit-m">M</span>edium, or
<dd>base unit armor
<dd>can be increased by upto 3 at various facilities
<dd>each point decreases damage per hit by one, upto a minimum of ½
- <dd>reduction applies to initial damage, before size penalties <small>(so a plasma hit of 12 to 4 armor large deals 2 damage, not ½)</small>
-<dt>ground/air
- <dd>damage done per single attack against ground/air units
- <dd>2nd column indicates relative amount of damage done in
- 1 second of fastest game time
+ <dd>reduction applies to initial damage, before size penalties
+ <small>(so a plasma hit of 12 to 4 armor large deals 2 damage, not ½)</small>
+<dt>attack
+ <dd>targets <span class="hurt-g">▽</span> ground
+ and/or <span class="hurt-a">△</span> air
+ <dd>damage given per single hit
+ <dd><em>dps</em> indicates relative amount of damage done in
+ 1 second of in-game time
<dd>splash damage hits all objects nearby <span class="unit-splash">+</span>
or in a straight line <span class="unit-splash">×</span>.
<dd><span class="hurt unit-l">explosive</span> damage does only