X-Git-Url: http://git.shiar.nl/sheet.git/blobdiff_plain/5ab99079a9d50d78ea0ae1fead2a8d30910f1733..4046ca0415407613a8e641945f4a77368dfe50a6:/sc.plp?ds=sidebyside
diff --git a/sc.plp b/sc.plp
index 7f927ca..3174511 100644
--- a/sc.plp
+++ b/sc.plp
@@ -48,6 +48,31 @@ my $patch = shift @{$units}
print "
Unit properties as seen or measured in $scver{name}\n$patch.\n
\n\n";
+for my $unit (@{$units}) {
+ for my $upgrade (@{ $unit->{upgrade} }) {
+ while (my ($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, $id) = @_;
return sprintf(
@@ -67,9 +92,7 @@ sub coltoggle {
HP |
shield |
⨠|
- ground |
- dps |
- air |
+ attack |
dps |
range |
sight |
@@ -79,82 +102,60 @@ sub coltoggle {
<:
sub showrange {
my ($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};
- }
-
- return '' unless $attack;
+ my $attack = $row->{attack}->[$area]
+ or return ' | ';
- my $tagbase = ' | ' . 'â½' x !!($attack->{anti} & 1);
+ $out .= ' | ' . 'â³' x !!($attack->{anti} & 2);
+ $out .= ' | ';
+ $out .= '">';
- my $out = showval($row, 'attack', $area, 'damage');
+ my $upattack = $row->{upgraded}->{attack}->[$area];
+ my $maxdamage =
+ my $damage = $attack->{damage};
+ ($damage, $maxdamage) = ($damage->[0], $upattack->{damage} // $damage->[-1])
+ if ref $damage;
+
+ $out .= "$attack->{count}Ã " if $attack->{count} > 1;
+ $out .= showrange($damage, $maxdamage);
$out .= sprintf('%s',
$attack->{splash} eq 'line' ? ('linear', 'Ã') : ('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};
+ $maxdamage *= ($upattack->{count} // $attack->{count} // 1)
+ / ($upattack->{cooldown} // $attack->{cooldown});
+ $out .= showrange($damage, $maxdamage);
+ }
+
+ return $out;
}
sub showmagic {
@@ -237,16 +238,25 @@ 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'â',
+ $_->{attr}->{flying}
+ && qq'â',
' | ' . showmagic($_),
+ !$_->{attack}->[1] ? () : (
+ ' | ', showattack($_, 1), ' | '
+ ),
"\n"
);
}
@@ -289,7 +299,7 @@ sub showval {
for my $subrow (@{ $_->{special} }) {
$subrow->{alt} or next;
print(
- ' |
| ', $subrow->{alt},
+ ' |
| ', $subrow->{alt},
showunitcols($subrow),
);
}
@@ -315,7 +325,8 @@ if ($scver{major} > 1) {
4 Medium,
2 Large,
or a single Huge unit
- massive â units are immune to certain spells<:
+ massive â units
+ cannot be lifted or slowed and can break force fields<:
} else {
:>affected by Small,
Medium, or
@@ -344,11 +355,14 @@ if ($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
+ targets â½ ground
+ and/or â³ air
+ 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 Ã.
explosive damage does only
|
---|