X-Git-Url: http://git.shiar.nl/sheet.git/blobdiff_plain/16f2a98583d7b012ef0b488dac24a5dc99b161c1..1765f080901b6e821b148a4d6ad7b49aee5da03f:/sc.plp diff --git a/sc.plp b/sc.plp index 3f6b781..df78b8e 100644 --- a/sc.plp +++ b/sc.plp @@ -1,4 +1,5 @@ <(common.inc.plp)><: +use List::Util qw(max sum); my %scver = ( id => 'bw', @@ -46,13 +47,38 @@ die "Cannot open unit data: $_\n" for $@ || $! || (); my $patch = shift @{$units} or die "Cannot open unit data: metadata not found\n"; -print "

Unit properties as seen or measured in $scver{name}\n$patch.\n

\n\n"; +print "

Unit properties as seen or measured in $scver{name}\n$patch.\n"; +print "Also see the $_ table.\n" for join(', ', + ('StarCraft 2: HotS') x ($scver{major} < 2), + ('original SC: Brood War') x ($scver{major} > 1), +); +print "

\n\n"; + +sub addupgrade { + my ($ref, $increase) = @_; + if (ref $increase eq 'HASH') { + addupgrade(\${$ref}->{$_}, $increase->{$_}) for keys %{$increase}; + } + elsif (ref $increase eq 'ARRAY') { + addupgrade(\${$ref}->[$_], $increase->[$_]) for 0 .. $#{$increase}; + } + ${$ref} += $increase if $increase =~ /^-?[0-9.]+/; +} + +for my $unit (@{$units}) { + for my $upgrade (@{ $unit->{upgrade} }) { + while (my ($col, $increase) = each %{$upgrade}) { + defined $unit->{$col} or next; + addupgrade(\( $unit->{upgraded}->{$col} //= $unit->{$col} ), $increase); + } + } +} sub coltoggle { - my ($name, $id) = @_; + my ($name, $id, $nolink) = @_; return sprintf( (defined $get{order} ? $get{order} eq $id : !$id) ? '%2$s ▼' - : '%s', + : $nolink ? '%2$s' : '%s', $id && "order=$id", $name ); } @@ -67,11 +93,9 @@ sub coltoggle { HP shield ⛨ - ground - dps - air - dps - range + attack + <:= coltoggle(qw'dps attack 1') :> + range sight speed specials @@ -79,82 +103,80 @@ sub coltoggle { <: sub showrange { my ($min, $max) = @_; - $_ = int($_ + .5) for $min, $max; # round halves up - return $min == $max ? $min : "$min-$max"; -} - -sub showval { - my ($row, @elements) = @_; - my ($min, $max); - - my $value = $row; - $value = ref $value eq 'HASH' && $value->{$_} or last for @elements; - if (ref $value eq 'ARRAY') { - $min = $value->[0]; - $max = $value->[-1]; - } - else { - $min = $max = $value; - } - 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 $increase; - } - } - - if ($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 - my $type = $attack->{type} or next; - if ($type eq 'explosive') { - $min /= 2; - } - elsif ($type eq 'implosive') { - $min /= 4; - } - }} - return showrange($min, $max); + return '' if not defined $min; + $_ &&= int($_ + .5) for $min, $max; # round halves up + return $min if not defined $max or $min == $max; + return "$min-$max"; } sub showattack { my ($row, $area) = @_; - my $attack = $row->{attack}->{$area}; - if (not ref $attack) { - # reference to another area - $area = $attack; - $attack = $row->{attack}->{$area}; - } + my $attack = $row->{attack}->[$area] + or return ''; - return '' unless $attack; + 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 $tagbase = ''; + my $out = ''; + $out .= "$attack->{count}× " if $attack->{count} > 1; + $out .= '*' + if $attack->{type} eq 'explosive'; + $out .= '~' + if $attack->{type} eq 'implosive'; + $out .= sprintf('', + (map { + $_ =~ /^light/ ? 'unit-s' : + $_ eq 'armored' ? 'unit-l' : + $_ eq 'organic' ? 'unit-o' : + $_ =~ /^massive/ ? 'unit-h' : + $_ eq 'shields' ? 'unit-shield' : + '', + } join '_', keys %{ $attack->{bonus} }), + join(', ', map {( + sprintf('+%s vs %s', + (map { + ref $_ ? showrange($_->[0], $_->[-1]) : $_ + } $attack->{bonus}->{$_}), + $_, + ), + )} keys %{ $attack->{bonus} }), + ) if $attack->{bonus}; - my $out = showval($row, 'attack', $area, 'damage'); + $out .= sprintf '', $attack->{name} if $attack->{name}; + $out .= showrange($damage, $maxdamage); + $out .= '' if $attack->{name}; $out .= sprintf('%s', $attack->{splash} eq 'line' ? ('linear', '×') : ('splash', '+') ) if $attack->{splash}; - $attack->{dps} = $attack->{cooldown} && [ - map { $_ / $attack->{cooldown} * ($attack->{count} // 1) } - map { ref $_ ? @{$_} : $_ } - $attack->{damage} - #TODO: upgrade (zergling) - ]; - $out .= '' . showval($row, 'attack', $area, 'dps'); - return $tagbase . $out; + + $out .= ''; + if ($attack->{cooldown}) { + if (my $type = $attack->{type}) { + if ($type eq 'explosive') { + $damage /= 2; + } + elsif ($type eq 'implosive') { + $damage /= 4; + } + } + $damage *= ($attack->{count} // 1) / $attack->{cooldown}; + if (my $bonus = $upattack->{bonus} // $attack->{bonus}) { + $maxdamage += $_ for max( + map { ref $_ ? $_->[-1] : $_ } values %{$bonus} + ); + } + $maxdamage *= ($upattack->{count} // $attack->{count} // 1) + / ($upattack->{cooldown} // $attack->{cooldown}); + $out .= showrange($damage, $maxdamage); + } + + $out .= '' . '▽' x !!($attack->{anti} & 1); + $out .= '' . '△' x !!($attack->{anti} & 2); + + return $out; } sub showmagic { @@ -237,20 +259,25 @@ sub showval { $_->{shield} ? sprintf('%.0f%%{shield} / $_->{hp} ) : '' . showval($_, 'armor'), - showattack($_, 'ground'), - showattack($_, 'air'), - '' . showval($_, 'attack', 'range'), + ' class="val unit-armor">' . + showrange($_->{armor}, $_->{upgraded}->{armor}), + showattack($_, 0), + '' . + showrange(map { $_->{attack}->[0]->{range} } $_, $_->{upgraded}), '' . sprintf( $_->{detect} ? '%s' : '%s', - showval($_, 'sight') + showrange($_->{sight}, $_->{upgraded}->{sight}) ), - '' . showval($_, 'speed'), + '' . + showrange($_->{speed}, $_->{upgraded}->{speed}), $_->{attr}->{jump} && qq'↕', $_->{attr}->{flying} && qq'↑', '' . showmagic($_), + !$_->{attack}->[1] ? () : ( + '', showattack($_, 1), '' + ), "\n" ); } @@ -260,10 +287,26 @@ sub showval { $grouped = 0; $get{order} ||= ''; if ($get{order} eq 'size') { - $_->{order} = $_->{unit}*8 + $_->{suit} + $_->{hp}/512 + $_->{min}/8192 for @$units; + $_->{order} = ( + $_->{unit}*16 + ($_->{size} // $_->{suit}) + $_->{cargo}/8 + + $_->{hp}/512 + $_->{min}/8192 + ) for @$units; } elsif ($get{order} eq 'cost') { - $_->{order} = $_->{gas}*1.5 + $_->{min} + $_->{unit}/8 + $_->{build}/256/8 for @$units; + $_->{order} = ( + $_->{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; @@ -349,22 +392,31 @@ if ($scver{major} > 1) {
base unit armor
can be increased by upto 3 at various facilities
each point decreases damage per hit by one, upto a minimum of ½ -
reduction applies to initial damage, before size penalties (so a plasma hit of 12 to 4 armor large deals 2 damage, not ½) -
ground/air -
damage done per single attack against ground/air units -
2nd column indicates relative amount of damage done in - 1 second of fastest game time +
reduction applies to initial damage, before size penalties + (so a plasma hit of 12 to 4 armor large deals 2 damage, not ½) +
attack +
damage given per single hit +
dps indicates relative amount of damage + done in 1 second of in-game time
splash damage hits all objects nearby + or in a straight line ×. -
explosive damage does only +
<: +if ($scver{major} > 1) { + :>does not include bonus damage + dealt to susceptible unit types<: +} else { + :>*explosive damage does only 50% damage to small units, 75% to medium, 100% to large -
concussive/plasma damage does - 25% to large, 50% medium, 100% to small units +
~concussive/plasma damage does + 25% to large, 50% medium, 100% to small units<: +} :> +
targets ▽ ground + and/or △ air +
range +
maximum range of weapon (note siege tank also has a minimum range)
sight
range in which the unit detects other units
emphasis indicates ability to detect cloaked units -
range -
maximum range of weapon (note siege tank also has a minimum range)
speed
relative speed of movement (when in full motion, startup speed ignored)
specials