<(common.inc.plp)><:
-use List::Util qw(max);
+use List::Util qw(max sum);
my %scver = (
id => 'bw',
}
sub coltoggle {
- my ($name, $id) = @_;
+ my ($name, $id, $nolink) = @_;
return sprintf(
(defined $get{order} ? $get{order} eq $id : !$id) ? '%2$s ▼'
- : '<a href="?%s">%s</a>',
+ : $nolink ? '%2$s' : '<a href="?%s">%s</a>',
$id && "order=$id", $name
);
}
<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" colspan=3>attack</th>
- <th class="hurt hurtrel">dps</th>
- <th class="val unit-range">range</th>
+ <th class="val hurt">attack</th>
+ <th class="hurt hurtrel"><:= coltoggle(qw'dps attack 1') :></th>
+ <th class="val unit-range" colspan=3>range</th>
<th class="val unit-sight">sight</th>
<th class="val unit-speed">speed</th>
<th class="unit-magic">specials</th>
my $attack = $row->{attack}->[$area]
or return '<td colspan=4 class="hurt">';
- my $out = '';
- $out .= '<td class="unit hurt-g">' . '▽' x !!($attack->{anti} & 1);
- $out .= '<td class="unit hurt-a">' . '△' x !!($attack->{anti} & 2);
- $out .= '<td class="val hurt">';
-
my $upattack = $row->{upgraded}->{attack}->[$area];
my $damage = $attack->{damage};
my $maxdamage = $upattack->{damage} // $damage;
$damage = $damage->[0] if ref $damage;
$maxdamage = $maxdamage->[-1] if ref $maxdamage;
+ my $out = '<td class="val hurt">';
$out .= "<small>$attack->{count}× </small>" if $attack->{count} > 1;
$out .= '<span class="unit-l" title="explosive">*</span>'
if $attack->{type} eq 'explosive';
),
)} keys %{ $attack->{bonus} }),
) if $attack->{bonus};
+
$out .= showrange($damage, $maxdamage);
$out .= sprintf('<span class="unit-splash" title="%s">%s</span>',
$attack->{splash} eq 'line' ? ('linear', '×') : ('splash', '+')
$out .= showrange($damage, $maxdamage);
}
+ $out .= '<td class="unit hurt-g">' . '▽' x !!($attack->{anti} & 1);
+ $out .= '<td class="unit hurt-a">' . '△' x !!($attack->{anti} & 2);
+
return $out;
}
$_->{gas}*1.5 + $_->{min} + $_->{unit}/8 + $_->{build}/256/8
) for @$units;
}
+ elsif ($get{order} eq 'attack') {
+ $_->{order} = $_->{hp} / 1024 + $_->{shield} / 1008 + max(
+ map {
+ ((map { ref $_ ? $_->[-1] : $_ } $_->{damage})[0])
+ * ($_->{count} // 1) / ($_->{cooldown} // 1)
+ * ($_->{splash} ? 1.01 : 1)
+ * ($_->{type} eq 'implosive' ? .96 : 1)
+ * ($_->{type} eq 'explosive' ? .98 : 1)
+ } @{ $_->{attack} }
+ ) for @$units;
+ }
else {
$units->[$_]->{order} = $_ for 0 .. $#$units;
}
<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><span class="hurtrel">dps</span> indicates relative amount of damage
done in 1 second of in-game time
<dd><span class="unit-s">~</span>concussive/plasma damage does
25% to large, 50% medium, 100% to small units<:
} :>
+ <dd>targets <span class="hurt-g">▽</span> ground
+ and/or <span class="hurt-a">△</span> air
+<dt>range
+ <dd>maximum range of weapon (note siege tank also has a minimum range)
<dt>sight
<dd>range in which the unit detects other units
<dd><strong class="unit-detect">emphasis</strong> indicates ability to detect cloaked units
-<dt>range
- <dd>maximum range of weapon (note siege tank also has a minimum range)
<dt>speed
<dd>relative speed of movement (when in full motion, startup speed ignored)
<dt>specials