|
<:= coltoggle('name', '') :> |
- |
- |
+ cost |
+ gas |
<:= coltoggle(qw'build cost') :> |
- <:= coltoggle(qw'size size') :> |
+ <:= coltoggle(qw'size size') :> |
+ attr |
HP |
shield |
⨠|
- ground |
- dps |
- air |
- dps |
- range |
+ attack |
+ <:= coltoggle(qw'dps attack 1') :> |
+ range |
sight |
speed |
specials |
@@ -79,82 +113,120 @@ sub coltoggle {
<:
sub showrange {
my ($min, $max) = @_;
- $_ = int($_ + .5) for $min, $max; # round halves up
- return $min == $max ? $min : "$min-$max";
+ return '' if not defined $min;
+ return $min || '-' if !$max or $min == $max;
+ return "$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 '';
+sub showrangeint {
+ $_ &&= int($_ + .5) for @_; # round halves up
+ return showrange(@_);
+}
- 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 $increase;
- }
+ sub showcost {
+ my ($row, $unit) = @_;
+ return join(' ',
+ sprintf('cost %s%%', join '-',
+ map { $_ && sprintf '%.0f', 100 * $row->{cost} / $_ } grep { defined $_ }
+ $unit->{energy},
+ $unit->{upgraded}->{energy},
+ $unit->{capacity},
+ $unit->{upgraded}->{capacity},
+ ),
+ !defined $row->{maint} ? () : sprintf('+%s%%/s', join '-',
+ map { sprintf '%.1f', 100 * $row->{maint} / $_ } grep $_,
+ $unit->{capacity},
+ $unit->{upgraded}->{capacity},
+ ),
+ );
}
- if ($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, $max);
-}
-
sub showattack {
my ($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 '';
+
+ my $upattack = $row->{upgraded}->{attack}->[$area];
+ my $damage = $attack->{damage};
+ my $maxdamage = $upattack->{damage} // $damage;
+ $maxdamage += ($upattack->{upgrade} // $attack->{upgrade}) * 3;
+
+ my $out = ' | ';
+ $out .= sprintf '¤ ', showcost($attack, $row)
+ if $attack->{cost};
+ $out .= sprintf('%sà ',
+ showrangeint($attack->{count}, $upattack->{count}),
+ ) if $attack->{count} > 1;
+ $out .= '*'
+ if $attack->{type} eq 'explosive';
+ $out .= '~'
+ if $attack->{type} eq 'implosive';
+ if (my @bonus = sort grep { !/^-/ } keys %{ $attack->{bonus} }) {
+ $out .= sprintf('≥',
+ (map {
+ $_ eq 'light' ? 'unit-s' :
+ $_ eq 'armored' ? 'unit-l' :
+ $_ eq 'organic' ? 'unit-o' :
+ $_ eq 'massive' ? 'unit-h' :
+ $_ eq 'shields' ? 'unit-shield' :
+ '',
+ } join '_', @bonus),
+ join(', ', map {(
+ sprintf('+%s vs %s',
+ showrangeint(
+ $attack->{bonus}->{$_},
+ $attack->{bonus}->{$_} + $attack->{bonus}->{"-$_"} * 3,
+ ),
+ $_,
+ ),
+ )} @bonus),
+ );
+ }
+ $out .= 'â¢'
+ if $attack->{type} eq 'projectile';
- return ' | ' unless $attack;
+ $out .= sprintf '', $attack->{name} if $attack->{name};
+ $out .= showrangeint($damage, $maxdamage);
+ $out .= '' if $attack->{name};
+ $out .= sprintf('%s',
+ $attack->{splash} eq 'line' ? ('linear', '+') : ('splash', 'â')
+ ) if $attack->{splash};
- my $tagbase = ' | ';
+ if ($attack->{dps}) {
+ # precalculated dps, do not touch
+ $out .= showrangeint($attack->{dps}->[0],
+ $upattack->{dps}->[-1] // $attack->{dps}->[-1]
+ );
+ }
+ elsif ($attack->{cooldown}) {
+ if (my $type = $attack->{type}) {
+ if ($type eq 'explosive') {
+ $damage /= 2;
+ }
+ elsif ($type eq 'implosive') {
+ $damage /= 4;
+ }
}
- elsif ($attack->{type} eq 'implosive') {
- $tagbase .= ' unit-s';
+ $damage *= ($attack->{count} // 1) / $attack->{cooldown};
+ if (my $bonus = $upattack->{bonus} // $attack->{bonus}) {
+ $maxdamage += $_ for max(
+ map { $bonus->{$_} + $bonus->{"-$_"} * 3 }
+ grep { !/^-/ } keys %{$bonus}
+ );
}
+ $maxdamage *= ($upattack->{count} // $attack->{count} // 1)
+ / ($upattack->{cooldown} // $attack->{cooldown});
+ $out .= showrangeint($damage, $maxdamage);
}
- $tagbase .= '">';
- my $out = showval($row, 'attack', $area, 'damage');
- $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;
+ $out .= ' | ' . 'â½' x !!($attack->{anti} & 1);
+ $out .= ' | ' . 'â³' x !!($attack->{anti} & 2);
+
+ $out .= ' | ' .
+ showrangeint($attack->{range}, $upattack->{range});
+
+ return $out;
}
sub showmagic {
@@ -166,15 +238,12 @@ sub showval {
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},
- ),
- ) : (),
- ) : '',
+ $_->{cost} ? showcost($_, $row) :
+ $_->{cooldown} ? "cooldown $_->{cooldown}s" : (),
+ ),
),
sprintf($_->{build} ? '(%s)' : '%s', $_->{abbr}),
} grep { defined $_->{abbr} } @{$specials};
@@ -184,25 +253,6 @@ sub showval {
my ($row) = @_;
local $_ = $row;
$_->{hp} += $_->{shield} if $_->{shield};
- my $suitchar = '';
- if ($_->{attr}->{structure}) {
- $suitchar = 'b';
- }
- elsif ($_->{suit}) {
- $suitchar = [qw/? s m l/]->[$_->{suit}];
- }
- elsif ($_->{cargo} > 0) {
- $suitchar = [qw/? s m l l h h h h/]->[abs $_->{cargo}];
- }
- elsif ($_->{size}) {
- $suitchar = [qw/s m l h h h/]->[$_->{size}];
- }
- elsif ($_->{attr} and $_->{attr}->{light}) {
- $suitchar = 's';
- }
- elsif ($_->{attr} and $_->{attr}->{armored}) {
- $suitchar = 'l';
- }
return (
' | ' . ($_->{min} // ''),
@@ -211,9 +261,21 @@ sub showval {
!!$_->{base} && '+',
$_->{build} || '0',
),
- !$suitchar ? ' | ' : sprintf(' | %s', $suitchar, ucfirst $suitchar),
- ' | ' . (
- defined $_->{unit} && $_->{unit} == .5 ? '½' : $_->{unit}
+ sprintf(' | %s',
+ $_-> {cargo} < 0 ? ('supply', T => 'transport') :
+ $_->{upgraded}->{cargo} < 0 ? ('supply magic-opt', T => 'optional transport') :
+ $_->{attr}->{flying} ? ('air', F => 'flying') :
+ $_->{attr}->{structure} ? ('x', B => 'building') :
+ (
+ [qw( x s m l l h h h h )]->[ $_->{cargo} ],
+ $_->{cargo} || '-',
+ $_->{cargo} ? 'transportable' : 'untransportable',
+ ),
+ defined $_->{size} && sprintf('â%.1f ', $_->{size}),
+ ),
+ sprintf(' | %s',
+ defined $_->{pop} && $_->{pop} < 0 && ' unit-supply',
+ defined $_->{pop} && $_->{pop} == .5 ? '½' : $_->{pop},
),
' | ' . join('', grep { $_ }
(defined $_->{organic} ? !$_->{organic} : $_->{attr}->{mech})
@@ -228,23 +290,52 @@ sub showval {
&& 'A',
$_->{attr}->{light}
&& 'L',
+ $_->{suit} && sprintf(
+ '%s',
+ map { @{$_} } [
+ [qw( x ? unknown )],
+ [qw( s S small )],
+ [qw( m M medium )],
+ [qw( l L large )],
+ ]->[ $_->{suit} ],
+ ),
+ $_->{attr}->{massive}
+ && 'â',
),
' | ' . $_->{hp} // '',
$_->{shield} ? sprintf(' | %.0f%% | {shield} / $_->{hp}
) : ' | ' . showval($_, 'armor'),
- showattack($_, 'ground'),
- showattack($_, 'air'),
- ' | ' . showval($_, 'attack', 'range'),
+ ' class="val unit-armor">' .
+ showrangeint($_->{armor}, $_->{upgraded}->{armor}),
+ showattack($_, 0),
' | ' . sprintf(
$_->{detect} ? '%s' : '%s',
- showval($_, 'sight')
+ showrangeint($_->{sight}, $_->{upgraded}->{sight})
),
- ' | ' . showval($_, 'speed'),
- $_->{attr}->{massive}
- && 'â',
+ sprintf(' | %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}),
+ ),
+ ),
+ ),
+ $_->{attr}->{jump}
+ && qq'â',
' | ' . showmagic($_),
+ !$_->{attack}->[1] ? () : (
+ ' |
| ', $subrow->{alt},
showunitcols($subrow),
);
}
@@ -300,25 +407,16 @@ sub showval {
- cost
-
- minerals+gas required to create one unit
+
- minerals and gas required to create one unit
- includes total expenses if based on existing units
- build
- relative time needed to create at least one unit
- excludes construction of dependencies such as buildings
and +parent units
- size
-
- <:
-if ($scver{major} > 1) {
- :>transports can fit 8 Small,
- 4 Medium,
- 2 Large,
- or a single Huge unit<:
-} else {
- :>affected by Small,
- Medium, or
- Large unit damage<:
-} :>
-
- number of command points taken per unit
+
- Transports can fit upto
+ 8 non-Flying cargo units
+
- number of command points taken while alive
- <:
if ($scver{major} > 1) {
:>received damage depends on
@@ -327,49 +425,86 @@ if ($scver{major} > 1) {
Ï(ps)ionic,
Light, and
Armored
- attributes<:
+ attributes
+
- massive â units
+ cannot be lifted or slowed and can break force fields<:
} else {
- :>organic/mechanic unit<:
+ :>abilities may hit only organic
+ or mechanic targets
+
- affected by Small,
+ Medium, or
+ Large damage<:
} :>
-
- HP
-
- total number of hitpoints (including shields)
+
- HP
+
- total number of hitpoints (including shields)
+
- everything zerg (except for eggs) regenerates one point every
+ <:= $scver{major} == 1 ? '4½' : '3.7' :> seconds
- shield
- percentage of HP in shields
-
- shields always take full damage, irrelevant of unit size
-
- does not take armor bonuses, but upgrades can decrease damage to any shield hit by upto 3
+
- <:
+if ($scver{major} > 1) {
+ :>shields always take full damage, irrelevant of unit size
+
- <:
+}
+ :>does not take armor bonuses,
+ but upgrades can decrease damage to any shield hit by upto 3
+
- <:
+if ($scver{major} > 1) {
+ :>after 10 seconds out of combat, 2 points are recharged per game second<:
+} else {
+ :>recharges one point every 2½ seconds<:
+} :>
- armor
- base unit armor
- can be increased by upto 3 at various facilities
- each point decreases damage per hit by one, upto a minimum of ½
-
- reduction applies to initial damage, before size penalties (so a plasma hit of 12 to 4 armor large deals 2 damage, not ½)
-
- ground/air
-
- damage done per single attack against ground/air units
-
- 2nd column indicates relative amount of damage done in
- 1 second of fastest game time
-
- splash damage hits all objects nearby +
- or in a straight line Ã.
-
- explosive damage does only
- 50% damage to small units, 75% to medium, 100% to large
-
- concussive/plasma damage does
- 25% to large, 50% medium, 100% to small units
+
- reduction applies to initial damage, before size penalties
+ (so a plasma hit of 12 to 4 armor large deals 2 damage, not ½)
+
- attack
+
- damage per single hit
+
- some weapons fire multiple à times, multiplying armor penalties
+
- splash damage hits all objects nearby â
+ or in a straight line +.
+
- <:
+if ($scver{major} > 1) {
+ :>does not include ≥bonus damage
+ dealt to susceptible unit types
+
- â¢projectile shots are negated by
+ Point Defense Drones<:
+} 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<:
+} :>
+
- dps indicates relative total amount of damage
+ done in 1 second of <:= $scver{major} > 1 ? 'Normal in-game time' :
+ 'time on Fast game speed' :>
+
- targets â½ ground
+ and/or â³ air
+
- range
+
- maximum hex distance a weapon can fire (note Sieged Tank also has a minimum)
- 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)
+
- top movement speed in hex per second
+
- acceleration and deceleration ignored
- specials
-
- special abilities are usually casted manually, but some are always active
- parentheses () indicate that it needs to be researched first
+
- passive abilities are always enabled
- hover for description
-
- range is maximum range required to activate
-
- cost is percentage of total energy lost
+
- range is maximum distance allowed to activate
+
- cost describes energy loss percentage on spawn and when fully charged
-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.
|
---|