<(common.inc.plp)><:
+use List::Util qw(max sum);
my %scver = (
id => 'bw',
my $patch = shift @{$units}
or die "Cannot open unit data: metadata not found\n";
-print "<p>Unit properties as seen or measured in $scver{name}\n$patch.\n</p>\n\n";
+print "<p>Unit properties as seen or measured in $scver{name}\n$patch.\n";
+print "Also see the $_ table.\n" for join(', ',
+ ('<a href="/sc/2">StarCraft 2: HotS</a>') x ($scver{major} < 2),
+ ('<a href="/sc">original SC: Brood War</a>') x ($scver{major} > 1),
+);
+print "</p>\n\n";
+
+sub addupgrade {
+ my ($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 ▼'
- : '<a href="?%s">%s</a>',
+ : $nolink ? '%2$s' : '<a href="?%s">%s</a>',
$id && "order=$id", $name
);
}
<th class="val unit-shield">shield</th>
<th class="val unit-armor" title="armor">⛨</th>
<th class="val hurt" colspan=3>attack</th>
- <th class="hurt hurtrel">dps</th>
+ <th class="hurt hurtrel"><:= coltoggle(qw'dps attack 1') :></th>
<th class="val unit-range">range</th>
<th class="val unit-sight">sight</th>
<th class="val unit-speed">speed</th>
<:
sub showrange {
my ($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' ? $value->{$_}
- : ref $value eq 'ARRAY' && $value->[$_] 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' ? $increase->{$_}
- : ref $increase eq 'ARRAY' && $increase->[$_] or last for @elements;
- $increase = $increase->[-1] if ref $increase eq 'ARRAY';
- $max += $increase if $increase;
- }
- }
-
- if ($elements[0] eq 'attack' and $elements[2] eq 'dps') {{
- my $attack = $row->{ $elements[0] }->[ $elements[1] ];
- 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 $attack = $row->{attack}->[$area]
or return '<td colspan=4 class="hurt">';
- my $tagbase = '';
- $tagbase .= '<td class="unit hurt-g">' . '▽' x !!($attack->{anti} & 1);
- $tagbase .= '<td class="unit hurt-a">' . '△' x !!($attack->{anti} & 2);
- $tagbase .= '<td class="val hurt';
- if (ref $attack and $attack->{type}) {
- if ($attack->{type} eq 'explosive') {
- $tagbase .= ' unit-l';
- }
- elsif ($attack->{type} eq 'implosive') {
- $tagbase .= ' unit-s';
- }
- }
- $tagbase .= '">';
+ my $out = '';
+ $out .= '<td class="unit hurt-g">' . '▽' x !!($attack->{anti} & 1);
+ $out .= '<td class="unit hurt-a">' . '△' x !!($attack->{anti} & 2);
+ $out .= '<td class="val hurt">';
- my $out = showval($row, 'attack', $area, 'damage');
+ 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;
+
+ $out .= "<small>$attack->{count}× </small>" if $attack->{count} > 1;
+ $out .= '<span class="unit-l" title="explosive">*</span>'
+ if $attack->{type} eq 'explosive';
+ $out .= '<span class="unit-s" title="implosive">~</span>'
+ if $attack->{type} eq 'implosive';
+ $out .= sprintf('<span class="%s" title="%s">≥</span>',
+ (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};
+ $out .= showrange($damage, $maxdamage);
$out .= sprintf('<span class="unit-splash" title="%s">%s</span>',
$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)
- ];
- $out .= '<td class="val hurt hurtrel">' . showval($row, 'attack', $area, 'dps');
- return $tagbase . $out;
+
+ $out .= '<td class="val hurt hurtrel">';
+ if ($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);
+ }
+
+ return $out;
}
sub showmagic {
$_->{shield} ? sprintf('<td class="val unit-shield">%.0f%%<td',
100 * $_->{shield} / $_->{hp}
) : '<td colspan=2',
- ' class="val unit-armor">' . showval($_, 'armor'),
+ ' class="val unit-armor">' .
+ showrange($_->{armor}, $_->{upgraded}->{armor}),
showattack($_, 0),
- '<td class="val unit-range">' . showval($_, 'attack', 0, 'range'),
+ '<td class="val unit-range">' .
+ showrange(map { $_->{attack}->[0]->{range} } $_, $_->{upgraded}),
'<td class="val unit-sight">' . sprintf(
$_->{detect} ? '<strong class="unit-detect">%s</strong>' : '%s',
- showval($_, 'sight')
+ showrange($_->{sight}, $_->{upgraded}->{sight})
),
- '<td class="val unit-speed">' . showval($_, 'speed'),
+ '<td class="val unit-speed">' .
+ showrange($_->{speed}, $_->{upgraded}->{speed}),
$_->{attr}->{jump}
&& qq'<span class="unit unit-jump" title="$_->{attr}->{jump}">↕</span>',
$_->{attr}->{flying}
$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;
<dd>targets <span class="hurt-g">▽</span> ground
and/or <span class="hurt-a">△</span> air
<dd>damage given per single hit
- <dd><em>dps</em> indicates relative amount of damage done in
- 1 second of in-game time
+ <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><span class="hurt unit-l">explosive</span> damage does only
+ <dd><:
+if ($scver{major} > 1) {
+ :>does not include <span>≥</span>bonus damage
+ dealt to susceptible unit types<:
+} else {
+ :><span class="unit-l">*</span>explosive damage does only
50% damage to small units, 75% to medium, 100% to large
- <dd><span class="hurt unit-s">concussive/plasma</span> damage does
- 25% to large, 50% medium, 100% to small units
+ <dd><span class="unit-s">~</span>concussive/plasma damage does
+ 25% to large, 50% medium, 100% to small units<:
+} :>
<dt>sight
<dd>range in which the unit detects other units
<dd><strong class="unit-detect">emphasis</strong> indicates ability to detect cloaked units