<(common.inc.plp)><:
-use List::Util qw(max);
+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, $increase) = @_;
}
sub coltoggle {
- my ($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-hp">HP</th>
<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="val unit-range">range</th>
+ <th class="val hurt">attack</th>
+ <th class="hurt hurtrel"><:= coltoggle(qw'dps attack 1') :></th>
+ <th class="val unit-range" colspan=3>range</th>
<th class="val unit-sight">sight</th>
<th class="val unit-speed">speed</th>
<th class="unit-magic">specials</th>
my $attack = $row->{attack}->[$area]
or return '<td colspan=4 class="hurt">';
- 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 $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 $out = '<td class="val hurt">';
$out .= "<small>$attack->{count}× </small>" if $attack->{count} > 1;
$out .= '<span class="unit-l" title="explosive">*</span>'
if $attack->{type} eq 'explosive';
),
)} keys %{ $attack->{bonus} }),
) if $attack->{bonus};
+ $out .= '<span class="unit-pdd" title="projectile">•</span>'
+ if $attack->{type} eq 'projectile';
+
+ $out .= sprintf '<span title="%s">', $attack->{name} if $attack->{name};
$out .= showrange($damage, $maxdamage);
+ $out .= '</span>' if $attack->{name};
$out .= sprintf('<span class="unit-splash" title="%s">%s</span>',
$attack->{splash} eq 'line' ? ('linear', '×') : ('splash', '+')
) if $attack->{splash};
$out .= showrange($damage, $maxdamage);
}
+ $out .= '<td class="unit hurt-g">' . '▽' x !!($attack->{anti} & 1);
+ $out .= '<td class="unit hurt-a">' . '△' x !!($attack->{anti} & 2);
+
return $out;
}
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},
),
- ) : (),
- ) : '',
+ ) :
+ $_->{cooldown} ? "cooldown $_->{cooldown}s" : (),
+ ),
),
sprintf($_->{build} ? '(%s)' : '%s', $_->{abbr}),
} grep { defined $_->{abbr} } @{$specials};
$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>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>targets <span class="hurt-g">▽</span> ground
- and/or <span class="hurt-a">△</span> air
<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><:
if ($scver{major} > 1) {
:>does not include <span>≥</span>bonus damage
- dealt to susceptible unit types<:
+ dealt to susceptible unit types
+ <dd><span class="unit-pdd">•</span>projectile shots are negated by
+ Point Defense Drones<:
} else {
:><span class="unit-l">*</span>explosive damage does only
50% damage to small units, 75% to medium, 100% to large
<dd><span class="unit-s">~</span>concussive/plasma damage does
25% to large, 50% medium, 100% to small units<:
} :>
+ <dd>targets <span class="hurt-g">▽</span> ground
+ and/or <span class="hurt-a">△</span> air
+<dt>range
+ <dd>maximum range of weapon (note siege tank also has a minimum range)
<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>range
- <dd>maximum range of weapon (note siege tank also has a minimum range)
<dt>speed
<dd>relative speed of movement (when in full motion, startup speed ignored)
<dt>specials
- <dd>special abilities are usually casted manually, but some are <span class="magic-perma">always active</span>
<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 percentage of total energy lost