sc: minor textual changes to legend
[sheet.git] / sc.plp
diff --git a/sc.plp b/sc.plp
index a1dc143746ea42faa616059409d253a9793a4b90..4dda40dbd64b46e96b1db8396aaf4ede70544456 100644 (file)
--- a/sc.plp
+++ b/sc.plp
@@ -114,11 +114,15 @@ sub coltoggle {
 sub showrange {
        my ($min, $max) = @_;
        return '' if not defined $min;
-       $_ &&= int($_ + .5) for $min, $max;  # round halves up
        return $min || '-' if !$max or $min == $max;
        return "$min-$max";
 }
 
+sub showrangeint {
+       $_ &&= int($_ + .5) for @_;  # round halves up
+       return showrange(@_);
+}
+
        sub showcost {
                my ($row, $unit) = @_;
                return join(' ',
@@ -151,7 +155,7 @@ sub showrange {
                $out .= sprintf '<span title="%s">¤</span> ', showcost($attack, $row)
                        if $attack->{cost};
                $out .= sprintf('<small>%s× </small>',
-                       showrange($attack->{count}, $upattack->{count}),
+                       showrangeint($attack->{count}, $upattack->{count}),
                ) if $attack->{count} > 1;
                $out .= '<span class="unit-l" title="explosive">*</span>'
                        if $attack->{type} eq 'explosive';
@@ -169,7 +173,7 @@ sub showrange {
                        } join '_', @bonus),
                        join(', ', map {(
                                sprintf('+%s vs %s',
-                                       showrange(
+                                       showrangeint(
                                                $attack->{bonus}->{$_},
                                                $attack->{bonus}->{$_} + $attack->{bonus}->{"-$_"} * 3,
                                        ),
@@ -182,7 +186,7 @@ sub showrange {
                        if $attack->{type} eq 'projectile';
 
                $out .= sprintf '<span title="%s">', $attack->{name} if $attack->{name};
-               $out .= showrange($damage, $maxdamage);
+               $out .= showrangeint($damage, $maxdamage);
                $out .= '</span>' if $attack->{name};
                $out .= sprintf('<span class="unit-splash" title="%s">%s</span>',
                        $attack->{splash} eq 'line' ? ('linear', '+') : ('splash', '⁜')
@@ -191,7 +195,7 @@ sub showrange {
                $out .= '<td class="val hurt hurtrel">';
                if ($attack->{dps}) {
                        # precalculated dps, do not touch
-                       $out .= showrange($attack->{dps}->[0],
+                       $out .= showrangeint($attack->{dps}->[0],
                                $upattack->{dps}->[-1] // $attack->{dps}->[-1]
                        );
                }
@@ -213,14 +217,14 @@ sub showrange {
                        }
                        $maxdamage *= ($upattack->{count} // $attack->{count} // 1)
                                    / ($upattack->{cooldown} // $attack->{cooldown});
-                       $out .= showrange($damage, $maxdamage);
+                       $out .= showrangeint($damage, $maxdamage);
                }
 
                $out .= '<td class="unit hurt-g">' . '▽' x !!($attack->{anti} & 1);
                $out .= '<td class="unit hurt-a">' . '△' x !!($attack->{anti} & 2);
 
                $out .= '<td class="val unit-range">' .
-                       showrange($attack->{range}, $upattack->{range});
+                       showrangeint($attack->{range}, $upattack->{range});
 
                return $out;
        }
@@ -303,14 +307,26 @@ sub showrange {
                                100 * $_->{shield} / $_->{hp}
                        ) : '<td colspan=2',
                        ' class="val unit-armor">' .
-                               showrange($_->{armor}, $_->{upgraded}->{armor}),
+                               showrangeint($_->{armor}, $_->{upgraded}->{armor}),
                        showattack($_, 0),
                        '<td class="val unit-sight">' . sprintf(
                                $_->{detect} ? '<strong class="unit-detect">%s</strong>' : '%s',
-                               showrange($_->{sight}, $_->{upgraded}->{sight})
+                               showrangeint($_->{sight}, $_->{upgraded}->{sight})
+                       ),
+                       sprintf('<td class="val unit-speed"%2$s>%s',
+                               showrange(
+                                       map { $_ && sprintf '%.1f', $_ }
+                                       $_->{speed}, $_->{upgraded}->{speed}
+                               ),
+                               defined $_->{creep} && sprintf(' title="%s on creep"',
+                                       $_->{creep} == 1 ? 'same' : showrange(
+                                               map { $_ && sprintf '%.1f', $_ }
+                                               $_->{speed} * $_->{creep},
+                                               $_->{upgraded}->{speed} && $_->{upgraded}->{speed} *
+                                                       ($_->{upgraded}->{creep} // $_->{creep}),
+                                       ),
+                               ),
                        ),
-                       '<td class="val unit-speed">' .
-                               showrange($_->{speed}, $_->{upgraded}->{speed}),
                        $_->{attr}->{jump}
                                && qq'<span class="unit unit-jump" title="$_->{attr}->{jump}">↕</span>',
                        '<td class="unit-magic">' . showmagic($_),
@@ -391,7 +407,7 @@ sub showrange {
 
 <dl>
 <dt>cost
-       <dd>minerals+gas required to create one unit
+       <dd>minerals and gas required to create one unit
        <dd>includes total expenses if based on existing units
 <dt>build
        <dd>relative time needed to create at least one unit
@@ -399,9 +415,8 @@ sub showrange {
                and <span class="unit-composed">+</span>parent units
 <dt>size
        <dd><span class="unit unit-supply">T</span>ransports can fit upto
-               <span class="unit unit-s">8</span>
-               non-<span class="unit unit-air">F</span>lying units
-       <dd>number of command points taken per unit
+               8 non-<span class="unit unit-air">F</span>lying cargo units
+       <dd>number of command points taken while alive
        <dd><:
 if ($scver{major} > 1) {
                :>received damage depends on
@@ -414,10 +429,11 @@ if ($scver{major} > 1) {
        <dd>massive <span class="unit-massive">⚓</span> units
                cannot be lifted or slowed and can break force fields<:
 } else {
-               :><span class="unit unit-o">o</span>rganic/<span class="unit unit-u">m</span>echanic unit
+               :>abilities may hit only <span class="unit unit-o">o</span>rganic
+               or <span class="unit unit-u">m</span>echanic targets
        <dd>affected by <span class="unit unit-s">S</span>mall,
                <span class="unit unit-m">M</span>edium, or
-               <span class="unit unit-l">L</span>arge unit damage<:
+               <span class="unit unit-l">L</span>arge damage<:
 } :>
 <dt>HP<dd>
        total number of hitpoints (including shields)
@@ -432,9 +448,8 @@ if ($scver{major} > 1) {
        <dd>reduction applies to initial damage, before size penalties
                <small>(so a plasma hit of 12 to 4 armor large deals 2 damage, not ½)</small>
 <dt>attack
-       <dd>damage given per single hit
-       <dd><span class="hurtrel">dps</span> indicates relative amount of damage
-               done in 1 second of in-game time
+       <dd>damage per single hit
+       <dd>some weapons fire multiple × times, multiplying armor penalties
        <dd>splash damage hits all objects nearby <span class="unit-splash">⁜</span>
                or in a straight line <span class="unit-splash">+</span>.
        <dd><:
@@ -445,30 +460,38 @@ if ($scver{major} > 1) {
                Point Defense Drones<:
 } else {
                :><span class="unit-l">*</span>explosive damage does only
-               50% damage to small units, 75% to medium, 100% to large
+               50% damage to <span class="unit unit-s">S</span>mall units,
+               75% to <span class="unit unit-m">M</span>edium,
+               100% to <span class="unit unit-l">L</span>arge
        <dd><span class="unit-s">~</span>concussive/plasma damage does
-               25% to large, 50% medium, 100% to small units<:
+               25% to <span class="unit unit-l">L</span>arge,
+               50% <span class="unit unit-m">M</span>edium,
+               100% to <span class="unit unit-s">S</span>mall units<:
 } :>
+       <dd><span class="hurtrel">dps</span> indicates relative total amount of damage
+               done in 1 second of <:= $scver{major} > 1 ? '<em>Normal</em> in-game time' :
+               'time on <em>Fast</em> game speed' :>
        <dd>targets <span class="hurt-g">▽</span>&nbsp;ground
                and/or  <span class="hurt-a">△</span>&nbsp;air
 <dt>range
-       <dd>maximum range of weapon (note Sieged Tank also has a minimum range)
+       <dd>maximum hex distance a weapon can fire (note Sieged Tank also has a minimum)
 <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>speed
-       <dd>relative speed of movement (when in full motion, startup speed ignored)
+       <dd>top movement speed in hex per second
+       <dd>acceleration and deceleration ignored
 <dt>specials
        <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 energy loss percentage on spawn and when fully charged
+       <dd>range is maximum distance allowed to activate
+       <dd>cost describes energy loss percentage on spawn and when fully charged
 </dl>
 
 <p>
-When two values are given (1-2), second value indicates attribute after all
-possible upgrades.
+When two values are given (1-2), the second value indicates the attribute
+after all possible upgrades.
 </p>
 
 </div>