print "</p>\n\n";
sub addupgrade {
- my ($ref, $increase) = @_;
+ my ($ref, $increase, $org) = @_;
if (ref $increase eq 'HASH') {
- addupgrade(\${$ref}->{$_}, $increase->{$_}) for keys %{$increase};
+ addupgrade(\${$ref}->{$_}, $increase->{$_}, $org->{$_}) for keys %{$increase};
}
elsif (ref $increase eq 'ARRAY') {
- addupgrade(\${$ref}->[$_], $increase->[$_]) for 0 .. $#{$increase};
+ addupgrade(\${$ref}->[$_], $increase->[$_], $org->[$_]) for 0 .. $#{$increase};
}
+ ${$ref} //= $org;
${$ref} += $increase if $increase =~ /^-?[0-9.]+/;
}
for my $upgrade (@{ $unit->{upgrade} }) {
while (my ($col, $increase) = each %{$upgrade}) {
defined $unit->{$col} or next;
- addupgrade(\( $unit->{upgraded}->{$col} //= $unit->{$col} ), $increase);
+ addupgrade(\$unit->{upgraded}->{$col}, $increase, $unit->{$col});
+ }
+ }
+ for my $special (@{ $unit->{special} }) {
+ for my $upgrade (@{ $special->{upgrade} }) {
+ while (my ($col, $increase) = each %{$upgrade}) {
+ defined $special->{$col} or next;
+ addupgrade(\$special->{upgraded}->{$col}, $increase, $special->{$col});
+ }
}
}
}
sub showattack {
my ($row, $area) = @_;
my $attack = $row->{attack}->[$area]
- or return '<td colspan=4 class="hurt">';
+ or return '<td colspan=5 class="hurt">';
my $upattack = $row->{upgraded}->{attack}->[$area];
my $damage = $attack->{damage};
),
)} keys %{ $attack->{bonus} }),
) if $attack->{bonus};
+ $out .= '<span class="unit-pdd" title="projectile">•</span>'
+ if $attack->{type} eq 'projectile';
+ $out .= sprintf '<span title="%s">', $attack->{name} if $attack->{name};
$out .= showrange($damage, $maxdamage);
+ $out .= '</span>' if $attack->{name};
$out .= sprintf('<span class="unit-splash" title="%s">%s</span>',
- $attack->{splash} eq 'line' ? ('linear', '×') : ('splash', '+')
+ $attack->{splash} eq 'line' ? ('linear', '+') : ('splash', '⁜')
) if $attack->{splash};
$out .= '<td class="val hurt hurtrel">';
$out .= '<td class="unit hurt-g">' . '▽' x !!($attack->{anti} & 1);
$out .= '<td class="unit hurt-a">' . '△' x !!($attack->{anti} & 2);
+ $out .= '<td class="val unit-range">' .
+ showrange($attack->{range}, $upattack->{range});
+
return $out;
}
join('',
$_->{name},
$_->{desc} ? ": $_->{desc}" : '',
- $_->{range} || $_->{cost} ? sprintf(' (%s)', join ', ',
+ (map { $_ && " ($_)" } join ', ',
+ #TODO: apply upgrades
$_->{range} ? "range $_->{range}" : (),
$_->{cost} ? sprintf('cost %.0f%%%s',
100 * $_->{cost} / $row->{energy},
defined $_->{maint} && sprintf('+%.1f%%/s',
100 * $_->{maint} / $row->{energy},
),
- ) : (),
- ) : '',
+ ) :
+ $_->{cooldown} ? "cooldown $_->{cooldown}s" : (),
+ ),
),
sprintf($_->{build} ? '(%s)' : '%s', $_->{abbr}),
} grep { defined $_->{abbr} } @{$specials};
' class="val unit-armor">' .
showrange($_->{armor}, $_->{upgraded}->{armor}),
showattack($_, 0),
- '<td class="val unit-range">' .
- showrange(map { $_->{attack}->[0]->{range} } $_, $_->{upgraded}),
'<td class="val unit-sight">' . sprintf(
$_->{detect} ? '<strong class="unit-detect">%s</strong>' : '%s',
showrange($_->{sight}, $_->{upgraded}->{sight})
&& qq'<span class="unit unit-jump" title="flying">↑</span>',
'<td class="unit-magic">' . showmagic($_),
!$_->{attack}->[1] ? () : (
- '<tr><td colspan=12>', showattack($_, 1), '<td colspan=4>'
+ '<tr><td colspan=12>', showattack($_, 1), '<td colspan=3>'
+ ),
+ !$_->{attack}->[2] ? () : (
+ '<tr><td colspan=12>', showattack($_, 2), '<td colspan=3>'
),
"\n"
);
<dd>damage given per single hit
<dd><span class="hurtrel">dps</span> indicates relative amount of damage
done in 1 second of in-game time
- <dd>splash damage hits all objects nearby <span class="unit-splash">+</span>
- or in a straight line <span class="unit-splash">×</span>.
+ <dd>splash damage hits all objects nearby <span class="unit-splash">⁜</span>
+ or in a straight line <span class="unit-splash">+</span>.
<dd><:
if ($scver{major} > 1) {
:>does not include <span>≥</span>bonus damage
- dealt to susceptible unit types<:
+ dealt to susceptible unit types
+ <dd><span class="unit-pdd">•</span>projectile shots are negated by
+ Point Defense Drones<:
} else {
:><span class="unit-l">*</span>explosive damage does only
50% damage to small units, 75% to medium, 100% to large
<dt>speed
<dd>relative speed of movement (when in full motion, startup speed ignored)
<dt>specials
- <dd>special abilities are usually casted manually, but some are <span class="magic-perma">always active</span>
<dd>parentheses () indicate that it needs to be researched first
+ <dd><span class="magic-perma">passive</span> abilities are always enabled
<dd>hover for description
<dd>range is maximum range required to activate
<dd>cost is percentage of total energy lost