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- remove jquery minified from svn because: <pabs> also because they are minified, that means that the source code isn't included, which violates DFSG item 2: http://www.debian.org/social_contract#guidelines - Now we use curl to download these files if the user runs the setupDeps.sh script (mentioned in the header of the main pl file)
2698 lines
91 KiB
Perl
Executable File
2698 lines
91 KiB
Perl
Executable File
#!/usr/bin/perl -w
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# script to create HTML-pages and diagrams from the glest-factions techtree
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# 20110120, bugs & feedback to olaus@rupp.de
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# license: GPLv3 or newer
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our $version = "0.8 beta";
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# This tool requires jquery and the jquery dataTables plugin (run setupDeps.sh which uses curl to try to download these into the media folder).
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# These are NOT required to run the script but are used to display the resulting html.
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# general comments for running:
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# - developed on ubuntu linux 10.04 and with modules from ubuntu (install with "apt-get install libgraphviz-perl libconfig-inifiles-perl libxml-xpath-perl perlmagick")
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# - on non-ubuntu systems install "graphviz" using your package manager and try to also find the right perl modules with it.
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# - if the package manager doesn't work install the needed perl modules using "cpan" on the command line: (untested):
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# cpan> install XML::XPath;
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# cpan> install GraphViz;
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# cpan> install Config::IniFiles;
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#
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# - adjust the paths in the .ini-file to your system and run with f.e. "convert_faction_xml2html.pl mg.ini"
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# - won't work on windows without adjustments (search for "system", at least ... ) and i guess some of the modules used aren't easily available for active-state-perl (graphviz also runs on windows).
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# general comments for changing the code:
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# - as far as possible i used "pidgin-perl" and tried to avoid complicated functions and data-structures. so hopefully anybody with bare programming skills can adopt this code to his needs
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# - it runs with "use strict" and -w without any warnings. this makes coding a bit more complicated but saves lots of time in the long run, get used to it ;)
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# - watch out for singular & plural in the variable-names, $harvested_resources{} ne $harvested_resource
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# - if you need to read some new stuff from the XML-files, google the xpath-documentation. check if it's single- or multi-valued. use xpath.pl to check the location.
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# - if you want to rewrite this in your favorite language i recommend your local xpath-module, then you can reuse the xpath-locations from this script
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# - uses jquery.com and datatables.net for table sorting and searching. i recommend the firefox add-onswebdeveloper and firebug if touching these
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# TODO:
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# - requirement page per faction with all buildings and producing units and the units they produce (footnotes for requirements) (collect in $production{ $u } and $production_units{ $u }
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# DONE:
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# 0.8
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# - bugfix: missing requirements in building & units diagrams
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# - included all needed files in media-directory
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# - reworker directory-structure in generated html-directory (best to delete the old one before upgrading!)
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# - changed mg.ini and style.css to mg-webdesign (doesn't work with the wide tables because tiles are just made for narrow content in the middle)
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# 0.7
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# - big all and everything-table
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# 0.6:
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# - add png images rendered by g3d_viewer (by softcoder, thanks)
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# 0.5:
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# - allow relative & absolut path at the same time (relative can't start with / )
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# - show what levels (f.e. elite after x kills) add to sight, armor, ...
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# - show what available upgrades add to stats in each unit
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# 0.4:
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# - show updates available for each unit
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# - fix paths with spaces
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# 0.3
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# - @all_html_pages with with page-title, sort by faction, special pages (keys & armor/attack)
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# - fixed morph cost of thor/thortotem
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# - pass http://validator.w3.org
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# - images path per unit for romans (5 times guard.bmp with different content)
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# - <NOBR> in cost
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# - included levels
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# maybe someday ...
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# - compare units like http://www.imaging-resource.com/IMCOMP/COMPS01.HTM
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# - support GAE skills (patrol, guard)
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# - units commands in seperate table
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# - links to XML-files
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# - print -> &log
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# - generate some descriptive text for each unit, like "this is the unit with the most hitpoints/damage to air units/armor/movement speed/... of the tech faction"
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# - diff feature (CGI?) to show what changed in units if moving f.e. from vanila glest 3.2 to MG 3.4
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# - make overview tables sortable (javascript?)
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# - overview tables without border but different colors in odd/even rows
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# - list of units this one is strong/weak against (via armor- and attack-types)
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# - top-lists over all factions (units with most hit points, damage, ...)
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# - calculate a "bang for the buck" for 10 units including all cost for upgrades, buildings, ...
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# - multilanguage (use more icons, lng-files but unit names aren't multilanguage anyway)
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# - import bitmap-icons in SVG (doesn't work with perls graphviz-module, would need to parse and change SVG)
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# - map symbology below diagram
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# - single pages for units with animated gif, link to XML, mini-diagram of techtree just for this unit
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# - convert bmp-icons to png
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# - create PDF-handbook of all units
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# usefull for converting HTML-colors: http://www.yafla.com/yaflaColor/ColorRGBHSL.aspx
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# strange stuff in the techtrees:
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# - persian magician splash radius 0?
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# - tech workers move faster with load?
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# - tech upgrades piercing/blade weapon don't work for battle machine?
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# - f.e. battle machine with "hold" will only attack land units
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# - workers are able to help a technician build an aerodrome faster. is that wanted?
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####################################################################
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our $cfg;
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my $cfg_file;
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if ( $cfg_file = shift @ARGV ) {
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if ( ! -e $cfg_file ) {
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die "cfg_file not existing: $cfg_file\n";
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}
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}
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else {
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$cfg_file ="glest.ini";
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}
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if ( ! -e $cfg_file ) {
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die "\nusage: $0 [glest.ini]\n\n";
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}
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$cfg = new Config::IniFiles( -file => "./$cfg_file", -allowcontinue => 1 );
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use strict;
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use XML::XPath;
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use XML::XPath::XMLParser;
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use GraphViz;
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use Config::IniFiles;
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use FindBin;
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use File::Spec;
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use Cwd;
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use File::Glob ':glob';
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#use Image::Resize;
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use Image::Magick;
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BEGIN {
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$ENV{APP_ROOT} = Cwd::realpath(File::Spec->rel2abs($FindBin::Bin)) ;
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}
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our $use_relative_paths = $cfg->val( 'all', 'relative_paths');
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our $generate_g3d_images = $cfg->val( 'all', 'generate_g3d_images');
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our $debug = $cfg->val( 'all', 'debug');
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our $glest_version = $cfg->val( 'all', 'version');
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our $factions_path=$cfg->val( 'files' , 'factions_path');
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$factions_path = "$ENV{APP_ROOT}/$factions_path" if ( $use_relative_paths && $factions_path !~ /^\//);
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our $g3dviewer_path=$cfg->val( 'files' , 'g3dviewer_path');
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$g3dviewer_path = "$ENV{APP_ROOT}/$g3dviewer_path" if ( $use_relative_paths );
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our $resources_path=$cfg->val( 'files' , 'resources_path');
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$resources_path = "$ENV{APP_ROOT}/$resources_path" if ( $use_relative_paths && $resources_path !~ /^\// );
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our $out_path=$cfg->val( 'files' , 'out_path');
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$out_path = "$ENV{APP_ROOT}/$out_path" if ( $use_relative_paths && $out_path !~ /^\// );
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our $pack_file=$cfg->val( 'files' , 'pack_file');
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$pack_file = "$ENV{APP_ROOT}/$pack_file" if ( $use_relative_paths && $pack_file !~ /^\// );
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our $units_path=$cfg->val( 'files' , 'units_path');
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our $upgrades_path=$cfg->val( 'files' , 'upgrades_path');
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our $images_path=$cfg->val( 'files' , 'images_path');
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our $glestkeys=$cfg->val( 'files' , 'glestkeys');
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$glestkeys = "$ENV{APP_ROOT}/$glestkeys" if ( $use_relative_paths && $glestkeys !~ /^\// );
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our $summary = $cfg->val('files', 'summary');
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our $svg_fontcolor = $cfg->val( 'style', 'svg_fontcolor');
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our @armor_types;
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our @attack_types;
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our @resource_order = split(/:/, $cfg->val( 'style', 'resource_order') );
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my $now_string = localtime;
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my $me = $0;
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$me =~ s/^.+\///;
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our $footer=$cfg->val( 'style', 'footer');
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our $map_legend = $cfg->val('style', 'map_legend');
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$footer =~ s/VAR_CREATED_BY/<I><A HREF=\"http:\/\/rupp.de\/glest\/\">$me<\/A><\/I> version <I>$version<\/I> using config-file <I>$cfg_file<\/I> on <I>$now_string<\/I> /;
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our $level_hp = $cfg->val('all', 'level_hp');
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our $level_ep = $cfg->val('all', 'level_ep');
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our $level_sight = $cfg->val('all', 'level_sight');
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our $level_armor = $cfg->val('all', 'level_armor');
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$|=1;
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if ( ! -e $factions_path ) {
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die "ERROR: cant find factions_path: $factions_path, check $cfg_file\n";
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}
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if ( ! -e $resources_path ) {
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die "ERROR: cant find resources_path: $resources_path, check $cfg_file\n";
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}
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mkdir $out_path;
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mkdir "$out_path/images";
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if ( ! -w $out_path ) {
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die "cant find out_path: $out_path or no write permission\n";
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}
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#our @factions = bsd_glob("$factions_path/magi*");
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#our @factions = bsd_glob("$factions_path/norsemen");
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#our @factions = bsd_glob("$factions_path/tec*");
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#our @factions = bsd_glob("$factions_path/roma*");
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#our @factions = bsd_glob("$factions_path/egy*");
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our @factions = bsd_glob("$factions_path/*");
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our @resources = bsd_glob( "$resources_path/*");
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our @all_html_pages;
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our %h_all_html_pages;
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our @special_html_pages;
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push @special_html_pages, "compare.html;Compare Units";
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push @special_html_pages, "all.html;All Units of all Factions";
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our %damage_multiplier;
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our %icon;
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our %max_hp;
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our %max_ep;
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our %regeneration;
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our %regeneration_ep;
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our %building;
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our %armor;
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our %armor_type;
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our %sight;
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our %time;
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our %height;
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our %upgrade;
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our %upgrade_effects;
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our %upgrades_for;
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our %move_speed;
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our %production_speed;
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our %worker;
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our %combat;
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our %air_unit;
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our %land_unit;
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our %created_by_unit;
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our %c_unit_allows;
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our %c_unit_requires;
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our %c_all;
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our %c_resource_requirement;
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our %c_resource_store;
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our %c_harvested_resources;
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our %max_load;
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our %hits_per_unit;
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our %c_unit_requirements;
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our %c_upgrade_requirements;
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our %u_levels;
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our %graph_files;
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our %c_nodes;
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our %c_edges;
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our %c_edges_from;
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our %edges_relation;
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our %multi_hop;
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our %multi_hop_upgrade;
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# for storing skills:
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our %c_skill;
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our %c_command;
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our %speed;
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our %ep_cost;
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our %skill_type;
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our %attack_range;
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our %attack_strenght;
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our %attack_var;
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our %attack_type;
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our %attack_start_time;
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our %attack_land;
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our %attack_air;
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our %splash;
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our %splash_radius;
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our %splash_damage_all;
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# for storing commands:
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our %commands_of_unit;
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our %command_type;
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our %command_icon;
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our %morph_skill;
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our %morph_unit;
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our %morph_discount;
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our %move_skill;
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our %move_loaded_skill;
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our %attack_skill;
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our %repair_skill;
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our %build_skill;
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our %produce_skill;
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our %upgrade_skill;
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our %harvest_skill;
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our %produce_unit;
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our %c_produced_units;
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our %c_repaired_units;
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our $graph_all;
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our $graph_buildings;
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our $graph_buildings_units;
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our %tips;
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# create page with all keys
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if ( -f $glestkeys ) {
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&create_glestkey_page();
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}
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if ( $cfg->val('files', 'load_tips') ) {
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&load_tip_files();
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}
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if ( $pack_file ) {
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&create_armor_vs_attack( $pack_file );
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}
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################################################
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# built HTML for selecting faction
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our $all_faction_links_overview ="";
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foreach my $faction_path ( @factions ) {
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my $faction = $faction_path;
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$faction =~ s/.+\///;
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my $faction_pretty = &format_name( $faction );
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$all_faction_links_overview .= " <A HREF=${faction}_overview.html>$faction_pretty</a> | \n";
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}
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# remove last pipe
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$all_faction_links_overview =~ s/ \| $//;
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# built HTML-links for special pages:
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our $special_pages ="Special Pages: ";
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foreach my $page_tmp ( @special_html_pages ) {
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my ( $page, $title ) = split(/;/, $page_tmp );
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$page =~ s/$out_path\///;
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$special_pages .= "<A HREF=\"$page\">$title</a> |\n";
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}
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# remove last pipe
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chop $special_pages;
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chop $special_pages;
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chop $special_pages;
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################################################
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# copy resource images
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mkdir "$out_path/images";
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mkdir "$out_path/images/resources";
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foreach my $resource_path ( @resources ) {
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my $resource = $resource_path;
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$resource =~ s/.+\///;
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system "cp $resource_path/images/$resource.bmp $out_path/images/resources";
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}
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################################################
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# read all units and draw graphs
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foreach my $faction_path ( @factions ) {
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my $faction = $faction_path;
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$faction =~ s/.+\///;
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my $faction_pretty = &format_name( $faction );
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#my $graph = GraphViz->new( bgcolor => "0.5666,0,0.086", layout => "twopi" , overlap => "false");
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#my $graph = GraphViz->new( bgcolor => "0.5666,0,0.086", layout => "fdp", concentrate => 1 , overlap => 0, epsilon => 0.01 );
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$graph_all = GraphViz->new( bgcolor => "0.5666,0,0.086", layout => "dot", rankdir => 0 , overlap => 'false', concentrate => 1, epsilon => 0.01 );
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# layout twopi, doesn't "bend" edges around nodes so the result doesn't look as good as it could
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#$graph_all = GraphViz->new( bgcolor => "0.5666,0,0.086", layout => "twopi", rankdir => 0 , overlap => 'false', concentrate => 0, epsilon => 0.01 );
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$graph_buildings = GraphViz->new( bgcolor => "0.5666,0,0.086", layout => "dot", rankdir => 0 , overlap => 'false', concentrate => 1, epsilon => 0.01 );
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$graph_buildings_units = GraphViz->new( bgcolor => "0.5666,0,0.086", layout => "dot", rankdir => 0 , overlap => 'false', concentrate => 1, epsilon => 0.01 );
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# good, from left to right:, not exactly 16:9 ;)
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#my $graph = GraphViz->new( bgcolor => "0.5666,0,0.086", layout => "dot", rankdir => 1 , overlap => 0 );
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print ("doing faction: $faction in path: <$faction_path>/<$units_path>\n") if ($debug);
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mkdir ("$out_path/$images_path");
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mkdir ("$out_path/$images_path/${faction}");
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#system "cp $faction_path/loading_screen.jpg $out_path/$images_path/${faction}";
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# read XML-files for all units
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chdir ("$faction_path/$units_path");
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opendir(UNITS, "." ) || die "cant open directory $faction_path/$units_path\n";
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my @units = grep { !/\./ } readdir(UNITS);
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closedir(UNITS);
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foreach my $unit ( @units ) {
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push @{ $c_all{"$faction"} }, $unit;
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my $u = "$faction:$unit";
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print "reading unit: $faction:$unit in $faction_path\n" if ( $debug );
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my $unit_file ="$faction_path/$units_path/$unit/$unit.xml";
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mkdir ("$out_path/$images_path/${faction}/$unit");
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my ( $icon ) = &read_unit( $unit_file, $faction, $faction_path, $unit);
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system "cp $faction_path/$units_path/$unit/images/$icon $out_path/$images_path/${faction}/$unit";
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if ($generate_g3d_images == 1) {
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my $full_png = $icon;
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$full_png=~ s/\.[^.]+$//;
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# use the height from the units XML-file for a rough guess on zooming the model to the right size
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my $unit_height = $height{ $u };
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# max to 6
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$unit_height = 6 if ( $unit_height > 6 );
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my $zoom = $cfg->val('style', 'unit_png_unit_zoom') - ( $unit_height * 0.15 );
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# set buildings to config-value because some have just height=2 in XML
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$zoom = $cfg->val('style', 'unit_png_building_zoom') if ( $building{ $u } );
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my $save_as = "$out_path/$images_path/${faction}/$unit/$full_png-full.png";
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if ( ! -e $save_as ) {
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my $g3d_generate_cmd = "$g3dviewer_path --load-unit=$faction_path/$units_path/$unit,stop_skill,attack_skill --load-model-animation-value=0.5 --load-particle-loop-value=8 --zoom-value=$zoom --rotate-x-value=".$cfg->val('style', 'unit_png_rotate_x_value')." --rotate-y-value=".$cfg->val('style', 'unit_png_rotate_y_value')." --auto-screenshot=disable_grid,saveas-$save_as";
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print "generating G3D using: [$g3d_generate_cmd]\n" if ( $debug );
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my $ret = `$g3d_generate_cmd`;
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print "g3d_generate said: $ret\n";
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# if we need to resize the image the code below does it
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#
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my $image = new Image::Magick;
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$image->Read($save_as);
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#$image->Resize(
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#width =>$cfg->val('style', 'unit_png_width'),
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#height =>$cfg->val('style', 'unit_png_height')
|
|
#);
|
|
$image->Trim();
|
|
$image->Write($save_as);
|
|
#exit;
|
|
|
|
}
|
|
else {
|
|
print "g3d image already exist, skipping: $save_as\n";
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
# read XML-files for all upgrades
|
|
chdir ("$faction_path/$upgrades_path");
|
|
opendir(UPGRADES, "." ) || die "cant open directory $faction_path/$upgrades_path\n";
|
|
my @upgrades = grep { !/\./ } readdir(UPGRADES);
|
|
closedir(UPGRADES);
|
|
|
|
foreach my $upgrade ( @upgrades ) {
|
|
push @{ $c_all{"$faction"} }, $upgrade;
|
|
|
|
print "reading upgrade: $faction:$upgrade in $faction_path\n" if ( $debug );
|
|
my $upgrade_file ="$faction_path/$upgrades_path/$upgrade/$upgrade.xml";
|
|
|
|
mkdir ("$out_path/$images_path/${faction}/$upgrade");
|
|
|
|
my ( $icon ) = &read_unit( $upgrade_file, $faction, $faction_path, $upgrade );
|
|
|
|
system "cp $faction_path/$upgrades_path/$upgrade/images/$icon $out_path/$images_path/${faction}/$upgrade";
|
|
|
|
}
|
|
|
|
# don't clutter the diagram with direct links (mostly "requirement") if there's an indirect link with 2 hops.
|
|
# f.e. don't show a link that the technodrom is a requirement of the defense-tower because there's a link from
|
|
# technodrom to advanced architecture and a link from there to defense tower.
|
|
&check_multi_hops($faction);
|
|
|
|
# now the graphviz-nodes are set, do the edges
|
|
foreach my $edge ( @{$c_edges{"$faction"}} ) {
|
|
|
|
my ( $unit_from, $unit_to, $style, $relation ) = split(/:/, $edge );
|
|
|
|
print "dedge: deciding edge for $faction:$unit_from:$unit_to - $relation -style: $style\n";
|
|
|
|
|
|
# only show requirement-link of there's no build, morph or produce link
|
|
# otherwise graphviz would show a dotted line where a solid one makes more sense
|
|
if (
|
|
(
|
|
$relation eq "Requirement" ||
|
|
$relation eq "Upgrade-Requirement"
|
|
) && (
|
|
$edges_relation{"$faction:$unit_from:$unit_to:Build"} ||
|
|
$edges_relation{"$faction:$unit_from:$unit_to:Morph"} ||
|
|
$edges_relation{"$faction:$unit_from:$unit_to:Produce"}
|
|
)
|
|
) {
|
|
}
|
|
else {
|
|
|
|
my $dont_link_in_all=0;
|
|
if (
|
|
$multi_hop{"$faction:$unit_from:$unit_to"} &&
|
|
$relation ne "Build" &&
|
|
$relation ne "Morph" &&
|
|
$relation ne "Produce"
|
|
) {
|
|
$dont_link_in_all=1;
|
|
print "dedge: not showing edge $faction:$unit_from:$unit_to\n";
|
|
}
|
|
|
|
|
|
if ( $relation eq "Requirement" && $building{"$faction:$unit_to"} ) {
|
|
$graph_all -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor ) if (!$dont_link_in_all);
|
|
|
|
# only draw in the buildings-only-map if the requirement is also a building (f.e. in egypt a priest is needed for the obelisk)
|
|
if ( $building{"$faction:$unit_from"} ) {
|
|
$graph_buildings -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
}
|
|
}
|
|
elsif (
|
|
$relation eq "Requirement" ||
|
|
$relation eq "Upgrade-Requirement"
|
|
) {
|
|
$graph_all -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor ) if (!$dont_link_in_all);
|
|
print "dedge: SHOWING edge $faction:$unit_from:$unit_to\n";
|
|
|
|
if ( !$upgrade{"$faction:$unit_from"} ) {
|
|
$graph_buildings_units -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
}
|
|
}
|
|
elsif ( $relation eq "Build" ) {
|
|
$graph_all -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor ) if (!$dont_link_in_all);
|
|
$graph_buildings_units -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
#$graph_buildings -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
}
|
|
elsif ( $relation eq "Upgrade" ) {
|
|
$graph_all -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor ) if (!$dont_link_in_all);
|
|
##$graph_buildings_units -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
##$graph_buildings -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
}
|
|
elsif ( $relation eq "Morph" ) {
|
|
$graph_all -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor ) if (!$dont_link_in_all);
|
|
$graph_buildings_units -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
##$graph_buildings -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
}
|
|
elsif ( $relation eq "Produce" ) {
|
|
$graph_all -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor ) if (!$dont_link_in_all);
|
|
$graph_buildings_units -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
##$graph_buildings -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
}
|
|
else {
|
|
die "shouldnt happen, grep me 545454545: $relation\n";
|
|
}
|
|
}
|
|
}
|
|
|
|
# create edges in diagrams which don't show the upgrades but go via an upgrade
|
|
# f.e. edge from technodrome to defense tower via advanced architecture
|
|
foreach my $multihop ( keys %multi_hop_upgrade ) {
|
|
my ( $faction_hop, $unit_from, $unit_to ) = split(/:/, $multihop );
|
|
|
|
if ( $faction eq $faction_hop ) {
|
|
print "found multihop from building to building $unit_from to $unit_to\n";
|
|
my $style="dotted";
|
|
$graph_buildings_units -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
$graph_buildings -> add_edge("$unit_from" => "$unit_to", style => $style, color => $svg_fontcolor );
|
|
}
|
|
}
|
|
|
|
&export_graphs($faction);
|
|
|
|
if (
|
|
$cfg->val('all', 'build_clickable_map') &&
|
|
$cfg->val('all', 'export_graph') =~ /as_png/ &&
|
|
$cfg->val('all', 'export_graph') =~ /as_cmapx/
|
|
) {
|
|
&build_clickable_map( $faction );
|
|
}
|
|
}
|
|
|
|
####################################################################################
|
|
# now that we have all the unit- and upgrade-requirements: export HTML
|
|
####################################################################################
|
|
|
|
# for all and everything table:
|
|
my $all_html_table="";
|
|
|
|
my $col_order_tmp = $cfg->val('style', 'columns_all_table');
|
|
$col_order_tmp =~ s/\s//g;
|
|
my ( @col_order ) =split(/,/, $col_order_tmp );
|
|
|
|
foreach my $faction_path ( @factions ) {
|
|
|
|
my $faction = $faction_path;
|
|
$faction =~ s/.+\///;
|
|
|
|
my $faction_pretty = &format_name( $faction );
|
|
|
|
|
|
my $full_all = "<P> <P><HR><H1>Unit Details for Faction $faction_pretty</H1>\n";
|
|
my $overview_all = "<TABLE BORDER=1 WIDTH=\"100%\"><TR> <TH> Name
|
|
<TH> Total Cost
|
|
<TH> Hit Points
|
|
<TH> Rege- nerate
|
|
<TH> Armor Strength
|
|
<TH> Armor Type
|
|
<TH> Sight Range
|
|
";
|
|
|
|
my $overview_combat = "<H3>Combat Units</H3> $overview_all
|
|
<TH> Move Speed
|
|
<TH> Air / Ground
|
|
<TH> Attack Strength Land
|
|
<TH> Attack Strength Air
|
|
<TH> Attack Range
|
|
";
|
|
|
|
my $overview_worker = "<H3>Worker Units</H3> $overview_all
|
|
<TH> Move Speed
|
|
<TH> Air / Ground
|
|
";
|
|
|
|
my $overview_building = "<H3>Buildings</H3> $overview_all
|
|
<TH>Storage
|
|
";
|
|
|
|
my $overview_upgrades = "<H3>Upgrades</H3><TABLE BORDER=1><TR> <TH WIDTH=200> Name
|
|
<TH> Cost
|
|
<TH> Increases
|
|
<TH> Affects
|
|
<TH> Enables to build
|
|
";
|
|
|
|
# now we have read all the XMLs, loop again over all units and export them to HTML
|
|
foreach my $unit ( sort @{$c_all{"$faction"}} ) {
|
|
|
|
my $full = "";
|
|
|
|
# collect all columns seperatly and build tables in the end as configured
|
|
my %col = ();
|
|
|
|
my $u = "$faction:$unit";
|
|
print "doing HTML for $u\n" if ( $debug );
|
|
|
|
my $full_tmp = "";
|
|
my $found = 0;
|
|
|
|
my $unit_pretty = &format_name( $unit );
|
|
|
|
$col{'name'} = $unit;
|
|
$col{'name_pretty'} = $unit_pretty;
|
|
$col{'name_link'} = &link_unit($faction, $unit);
|
|
$col{'faction'} = $faction;
|
|
$col{'faction_pretty'} = &format_name( $faction );
|
|
|
|
# FULL
|
|
$full .= "\n<TABLE BORDER=1>";
|
|
$full .= "<TR><TD WIDTH=250><A NAME=\"${unit}_full\"></A>".&html_icon( $u, 64 )."</TD><TD WIDTH=500> <B>$unit_pretty</B></TD></TR>\n";
|
|
|
|
if ($generate_g3d_images == 1) {
|
|
$full .= "<TR><TD COLSPAN=2 WIDTH=750><A NAME=\"${unit}_G3Dfull\"></A>".&html_icon_png( $u, $cfg->val('style', 'unit_png_width'), $cfg->val('style', 'unit_png_height') )."</TD></TR>\n";
|
|
}
|
|
|
|
if ( $upgrade{$u} ) {
|
|
$full .= "<TR><TD>Type:</TD><TD>Upgrade</TD></TR>\n";
|
|
$col{'type'} = "Upgrade";
|
|
}
|
|
elsif ( $building{$u} ) {
|
|
$full .= "<TR><TD>Type:</TD><TD>Building</TD></TR>\n";
|
|
$col{'type'} = "Building";
|
|
}
|
|
else {
|
|
|
|
$full .= "<TR><TD>Type:</TD><TD>";
|
|
if ( $worker{$u} ) {
|
|
$full .= "Worker Unit<br>\n";
|
|
$col{'type'} = "Worker Unit";
|
|
}
|
|
# a unit might fight and build so no elsif!
|
|
if ( $combat{$u} ) {
|
|
$full .= "Combat Unit\n";
|
|
$col{'type'} = "Combat Unit";
|
|
|
|
|
|
}
|
|
$full .= "</TD></TR>\n";
|
|
}
|
|
|
|
if ( $tips{ $unit } ) {
|
|
$full .= "<TR><TD>Description:</TD><TD> ".$tips{ "${unit}_info" }."</TD></TR>\n";
|
|
$col{'tip'} = $tips{ "${unit}_info" };
|
|
}
|
|
|
|
# put cost together
|
|
|
|
my $full_tmp_cost;
|
|
|
|
my ( $cost, $cost_icon, $cost_icon_overview );
|
|
# loop over creation-methods because f.e. guard might be produced in barracks or upgraded from swordman
|
|
|
|
my $num_creation_methods =@{$created_by_unit{ $u }};
|
|
my $num_method=0;
|
|
$full .= "<TR><TD>Creation:</TD><TD>";
|
|
|
|
foreach my $created_by_unit_tmp ( @{$created_by_unit{ $u }} ) {
|
|
|
|
$num_method++;
|
|
|
|
my ( $created_by_u, $method, $discount ) = split(/:/, $created_by_unit_tmp );
|
|
|
|
my ( $cost_tmp, $cost_icon_tmp, $cost_icon_overview_tmp ) = &calc_cost_of_unit( $u, $created_by_u, $method, $discount );
|
|
$cost_icon .= $cost_icon_tmp;
|
|
|
|
my %cost_hash;
|
|
my ( @cost_resources ) = split(/,/, $cost_tmp );
|
|
foreach my $cost_res ( @cost_resources ) {
|
|
my ( $resource, $amount ) = split(/:/, $cost_res );
|
|
$col{"${resource}_${num_method}"} = $amount;
|
|
$cost_hash{ $resource } = $amount;
|
|
}
|
|
|
|
|
|
my $created;
|
|
if ( $method eq "morph" ) {
|
|
$created = "upgraded from";
|
|
$full .= "Morphing from ".&link_unit($faction, ${created_by_u})."<BR>\n";
|
|
$col{"creation_${num_method}"} = "Morphed from ".&link_unit( $faction, ${created_by_u});
|
|
}
|
|
elsif ( $method eq "produce" ) {
|
|
$created = "produced by";
|
|
$full .= "Produced by ".&link_unit($faction, ${created_by_u})."<BR>\n";
|
|
$col{"creation_${num_method}"} = "Produced by ".&link_unit( $faction, ${created_by_u});
|
|
}
|
|
elsif ( $method eq "build" ) {
|
|
$created = "built by";
|
|
$full .= "Built by ".&link_unit($faction, ${created_by_u})."<BR>\n";
|
|
$col{"creation_${num_method}"} = "Built by ".&link_unit( $faction, ${created_by_u});
|
|
}
|
|
elsif ( $method eq "upgrade" ) {
|
|
$created = "upgraded by";
|
|
$full .= "Upgraded by ".&link_unit($faction, ${created_by_u})."<BR>\n";
|
|
$col{"creation_${num_method}"} = "Upgraded by ".&link_unit( $faction, ${created_by_u});
|
|
}
|
|
else {
|
|
print "method: $method for $u $created_by_u\n";
|
|
}
|
|
|
|
|
|
if ( $num_creation_methods == 1 ) {
|
|
$full_tmp_cost .= "<TR><TD>Total Cost: </TD><TD> $cost_icon_tmp\n";
|
|
}
|
|
else {
|
|
# f.e. guard might be produced in barracks or upgraded from swordman
|
|
$full_tmp_cost .= "<TR><TD>Total Cost when ${created} ".&format_name($created_by_u).": </TD><TD> $cost_icon_tmp\n";
|
|
}
|
|
|
|
# prefer cost for produce-method in overview if more than one method (guard) because that's less micromanagement for player
|
|
if (
|
|
$num_creation_methods == 1 ||
|
|
$num_creation_methods >= 2 &&
|
|
$method eq "produce"
|
|
) {
|
|
$cost_icon_overview = $cost_icon_overview_tmp;
|
|
}
|
|
}
|
|
|
|
$full .= "</TD></TR>\n";
|
|
|
|
|
|
# put storage of resources together
|
|
my $storage="";
|
|
my $storage_icon="";
|
|
foreach my $resource_stored ( @{$c_resource_store{"$faction:$unit"}} ) {
|
|
my ( $resource, $amount ) = split(/:/, $resource_stored );
|
|
|
|
$storage .= &format_name($resource).": $amount, ";
|
|
$storage_icon .= &html_icon_resource($resource, 16)." $amount ";
|
|
|
|
}
|
|
# remove trailing ", "
|
|
chop $storage;
|
|
chop $storage;
|
|
print "storage: $storage\n";
|
|
|
|
$col{"storage"} = $storage;
|
|
|
|
# do commands & skills
|
|
|
|
my $commands="";
|
|
|
|
my $full_attack_tmp="";
|
|
my $full_move_tmp="";
|
|
my $full_morph_tmp="";
|
|
my $full_repair_tmp="";
|
|
my $full_harvest_tmp="";
|
|
|
|
my $max_strength_vs_land = 0;
|
|
my $max_strength_vs_land_var = 0;
|
|
my $max_strength_vs_air = 0;
|
|
my $max_strength_vs_air_var = 0;
|
|
my $max_range = 0;
|
|
my $max_move_speed = 0;
|
|
|
|
my $num_move_command=0;
|
|
|
|
foreach my $c ( @{$commands_of_unit{"$u:move"}} ) {
|
|
$num_move_command++;
|
|
################################################################
|
|
# MOVE-command
|
|
################################################################
|
|
my ( $faction, $unit, $command ) = split(/:/, $c );
|
|
|
|
my $skill = $move_skill{ $c };
|
|
my $s = "$faction:$unit:$skill";
|
|
|
|
$full_move_tmp .= "<TR><TD> Move Command: ".&format_name($command)." </TD><TD> Speed: ".$speed{ $s }."</TD></TR>\n";
|
|
|
|
$col{"move_speed_${num_move_command}"} = $speed{ $s };
|
|
|
|
if ( $speed{ $s } > $max_move_speed ) {
|
|
$max_move_speed = $speed{ $s };
|
|
}
|
|
|
|
}
|
|
|
|
|
|
my $skill_on_hold_position="";
|
|
|
|
# don't ask me why this doesn't work ???????????
|
|
#$num_of_attacks = @{$commands_of_unit{"$u:attack"}};
|
|
# so do workaround:
|
|
my $num_of_attacks = 0;
|
|
foreach my $x ( @{$commands_of_unit{"$u:attack"}} ) {
|
|
$num_of_attacks++;
|
|
}
|
|
|
|
foreach my $c ( @{$commands_of_unit{"$u:attack_stopped"}} ) {
|
|
|
|
my ( $faction, $unit, $command ) = split(/:/, $c );
|
|
my $command_pretty = &format_name( $command );
|
|
|
|
$commands .= "$command_pretty, ";
|
|
|
|
# defensive-buildings like defense tower don't have an attack skill but just an attack_stopped skill
|
|
# so show this as main attack
|
|
if ( !$num_of_attacks ) {
|
|
my $full_attack_tmp_tmp;
|
|
|
|
( $full_attack_tmp_tmp, $max_strength_vs_land, $max_strength_vs_land_var, $max_strength_vs_air, $max_strength_vs_air_var, $max_range, $max_move_speed ) =
|
|
&show_attack( $c, $max_strength_vs_land, $max_strength_vs_land_var, $max_strength_vs_air, $max_strength_vs_air_var, $max_range, $max_move_speed );
|
|
|
|
$full_attack_tmp .= $full_attack_tmp_tmp;
|
|
}
|
|
else {
|
|
$skill_on_hold_position= $attack_skill{ $c };
|
|
if ( $c_upgrade_requirements{ $c } ) {
|
|
print "skill requires: $c_upgrade_requirements{ $c }\n";
|
|
$skill_on_hold_position .= ";$c_upgrade_requirements{ $c }";
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
# do all commands with <type value=attack>
|
|
my $num_attack=0;
|
|
foreach my $c ( @{$commands_of_unit{"$u:attack"}} ) {
|
|
|
|
my ( $faction, $unit, $command ) = split(/:/, $c );
|
|
my $command_pretty = &format_name( $command );
|
|
$commands .= "$command_pretty, ";
|
|
|
|
$num_move_command++;
|
|
$num_attack++;
|
|
|
|
my ($strength, $var, $range, $type, $speed, $start_time, $ep_cost ) ="";
|
|
|
|
my $full_attack_tmp_tmp;
|
|
|
|
(
|
|
$full_attack_tmp_tmp,
|
|
$max_strength_vs_land,
|
|
$max_strength_vs_land_var,
|
|
$max_strength_vs_air,
|
|
$max_strength_vs_air_var,
|
|
$max_range,
|
|
$max_move_speed,
|
|
$col{"attack_strength_$num_attack"},
|
|
$col{"attack_var_$num_attack"},
|
|
$col{"attack_range_$num_attack"},
|
|
$col{"attack_type_$num_attack"},
|
|
$col{"attack_speed_$num_attack"},
|
|
$col{"attack_start_time_$num_attack"},
|
|
$col{"attack_ep_cost_$num_attack"},
|
|
$col{"used_on_hold_position_$num_attack"},
|
|
$col{"target_$num_attack"},
|
|
) =
|
|
&show_attack( $c, $max_strength_vs_land, $max_strength_vs_land_var, $max_strength_vs_air, $max_strength_vs_air_var, $max_range, $max_move_speed, $skill_on_hold_position );
|
|
|
|
|
|
$full_attack_tmp .= $full_attack_tmp_tmp;
|
|
|
|
my $move_skill = $move_skill{ $c };
|
|
if ( $move_skill) {
|
|
my $ms = "$faction:$unit:$move_skill";
|
|
$col{"move_speed_${num_move_command}"} = $speed{ $ms };
|
|
|
|
}
|
|
}
|
|
|
|
$col{"max_move_speed"} = $max_move_speed;
|
|
|
|
|
|
# show levels
|
|
if ( defined @{ $u_levels{ $u }} ) {
|
|
|
|
my $level_num = 0;
|
|
|
|
$full_attack_tmp .= "<TR><TD>Level(s):</TD><TD>\n";
|
|
|
|
|
|
foreach my $level ( @{ $u_levels{ $u }} ) {
|
|
$level_num++;
|
|
$col{"max_level"} = $level_num;
|
|
|
|
my ( $name, $kills ) = split(/:/, $level );
|
|
$full_attack_tmp .= "<B>".&format_name($name)."</b> at $kills kills<BR>\n";
|
|
|
|
# let do some mathz:
|
|
$full_attack_tmp .= "Hitpoints: ".int( $max_hp{ $u } * $level_hp ** ( $level_num - 1))." -> ". int( $max_hp{ $u } * ( $level_hp ** $level_num) )."<BR>\n";
|
|
|
|
if ( $max_ep{ $u } ) {
|
|
$full_attack_tmp .= "Energy Points: ".int( $max_ep{ $u } * $level_ep ** ( $level_num -1))." -> ".int( $max_ep{ $u } * $level_ep ** $level_num)."<BR>\n";
|
|
}
|
|
|
|
$full_attack_tmp .= "Armor Strength: ".int($armor{ $u } * $level_armor ** ($level_num-1))." -> ".int( $armor{ $u } * $level_armor ** $level_num )."<BR>\n";
|
|
$full_attack_tmp .= "Sight: ".int($sight{ $u } * $level_sight ** ( $level_num -1))." -> ".int( $sight{ $u } * $level_sight ** $level_num )."<BR>\n";
|
|
|
|
# as specified in the code, thanks titi for digging it out
|
|
#maxHp+= ut->getMaxHp()*50/100;
|
|
#maxEp+= ut->getMaxEp()*50/100;
|
|
#sight+= ut->getSight()*20/100;
|
|
#armor+= ut->getArmor()*50/100;
|
|
}
|
|
$full_attack_tmp .= "</TD></TR>\n";
|
|
}
|
|
|
|
# show available upgrades for this unit
|
|
if ( defined @{ $upgrades_for{ $u }} ) {
|
|
|
|
$full_attack_tmp .= "<TR><TD>Upgrades Available:</TD><TD>";
|
|
|
|
foreach my $upgrade_tmp ( @{ $upgrades_for{ $u }} ) {
|
|
my ( $u_faction, $u_upgrade ) = split(/:/, $upgrade_tmp );
|
|
|
|
my ( $upgrade_benefits, $upgrade_benefits_html ) = &do_upgrade_benefits( $upgrade_tmp );
|
|
|
|
my $str_tmp = &link_unit($faction, $u_upgrade);
|
|
$str_tmp .= " ($upgrade_benefits)" if ( $upgrade_benefits );
|
|
$str_tmp .= "<BR>\n";
|
|
$full_attack_tmp .= $str_tmp;
|
|
$col{"available_upgrades"} .= $str_tmp;
|
|
|
|
|
|
}
|
|
|
|
$full_attack_tmp .= "</TD></TR>\n";
|
|
}
|
|
|
|
# morphing
|
|
my $num_morph_skill=0;
|
|
foreach my $c ( @{$commands_of_unit{"$u:morph"}} ) {
|
|
|
|
my ( $faction, $unit, $command ) = split(/:/, $c );
|
|
|
|
my $skill = $morph_skill{ $c };
|
|
my $s = "$faction:$unit:$skill";
|
|
my $skill_short = $skill;
|
|
$skill_short =~ s/_skill$//;
|
|
|
|
print "morph_command: $command $c\n";
|
|
|
|
$full_morph_tmp .= "<TR><TD> Morph Skill: ".&format_name($skill_short)." </TD><TD>";
|
|
|
|
# since f.e. the technician can morph into different units, find the one for this skill
|
|
foreach my $command ( @{$c_command{ $u }} ) {
|
|
my $c = "$u:$command";
|
|
print "comparing command: $skill of $c\n";
|
|
if ( $morph_skill{ $c } && $morph_skill{ $c } eq $skill ) {
|
|
print "fitting morph_skill and command $skill of $c\n";
|
|
$full_morph_tmp .= "Morphing to: ".&link_unit($faction, $morph_unit{ $c }).&html_icon($faction.":".$morph_unit{ $c }, 64)."<BR>\n";
|
|
$full_morph_tmp .= "Refund (Discount): ".$morph_discount{ $c }." %<BR>\n";
|
|
$full_morph_tmp .="Morph Speed: ".$speed{ $s }."<BR>\n";
|
|
|
|
$num_morph_skill++;
|
|
$col{"morphing_to_$num_morph_skill"} = &link_unit($faction, $morph_unit{ $c });
|
|
$col{"morphing_discount_$num_morph_skill"} = $morph_discount{ $c }." %<BR>\n";
|
|
$col{"morphing_speed_$num_morph_skill"} = $speed{ $s }."<BR>\n";
|
|
|
|
}
|
|
}
|
|
$full_morph_tmp .= "</TD></TR>\n";
|
|
|
|
}
|
|
|
|
# repairing
|
|
my $num_heal=0;
|
|
foreach my $c ( @{$commands_of_unit{"$u:repair"}} ) {
|
|
$num_heal++;
|
|
my ( $faction, $unit, $command ) = split(/:/, $c );
|
|
|
|
my $skill = $repair_skill{ $c };
|
|
my $s = "$faction:$unit:$skill";
|
|
my $skill_short = $skill;
|
|
$skill_short =~ s/_skill$//;
|
|
|
|
print "repair_command: $command $c\n";
|
|
$full_repair_tmp .= "<TR><TD> Repair/Heal Skill: ".&format_name($skill_short)." </TD><TD>".&format_name($skill_short)."ing: ";
|
|
$col{"heal_skill_$num_heal"} = &format_name($skill_short);
|
|
|
|
foreach my $uu ( @{$c_repaired_units{$c}} ) {
|
|
$full_repair_tmp .= &link_unit($faction, $uu).", ";
|
|
$col{"heal_units_$num_heal"} .= &link_unit($faction, $uu).", ";
|
|
}
|
|
chop $full_repair_tmp;
|
|
chop $full_repair_tmp;
|
|
chop $col{"heal_units_$num_heal"};
|
|
chop $col{"heal_units_$num_heal"};
|
|
$full_repair_tmp .="<BR>\n";
|
|
|
|
$full_repair_tmp .="Repair/Heal Speed: ".$speed{ $s }."<BR>\n";
|
|
$full_repair_tmp .= "</TD></TR>\n";
|
|
$col{"heal_speed_$num_heal"} = $speed{ $s };
|
|
|
|
}
|
|
|
|
# harvesting/mining
|
|
my $num_mine=0;
|
|
foreach my $c ( @{$commands_of_unit{"$u:harvest"}} ) {
|
|
$num_mine++;
|
|
my ( $faction, $unit, $command ) = split(/:/, $c );
|
|
|
|
my $skill = $harvest_skill{ $c };
|
|
my $s = "$faction:$unit:$skill";
|
|
my $skill_short = $skill;
|
|
$skill_short =~ s/_skill$//;
|
|
|
|
print "harvest_command: $command $c\n";
|
|
$full_harvest_tmp .= "<TR><TD> Harvest/Mine Skill: ".&format_name($skill_short)." </TD><TD>";
|
|
$col{"mine_speed_$num_heal"} = $speed{ $s };
|
|
|
|
$col{"mine_resource_$num_mine"} = "";
|
|
foreach my $resource ( @{$c_harvested_resources{$c}} ) {
|
|
$full_harvest_tmp .= &html_icon_resource( $resource, 32 );
|
|
$col{"mine_resource_$num_mine"} .= &format_name( $resource ).", ";
|
|
}
|
|
chop $col{"mine_resource_$num_mine"};
|
|
chop $col{"mine_resource_$num_mine"};
|
|
|
|
$full_harvest_tmp .="<BR>\n";
|
|
|
|
$full_harvest_tmp .="Speed: ".$speed{ $s }."<BR>\n";
|
|
$full_harvest_tmp .="Max Load: ".$max_load{ $c }."<BR>\n";
|
|
$full_harvest_tmp .="Hits per Unit: ".$hits_per_unit{ $c }."<BR>\n";
|
|
$full_harvest_tmp .= "</TD></TR>\n";
|
|
|
|
$col{"mine_speed_$num_mine"} = $speed{ $s };
|
|
$col{"mine_max_load_$num_mine"} = $max_load{ $c };
|
|
$col{"mine_hits_per_unit_$num_mine"} = $hits_per_unit{ $c };
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
# finnished with commands & skills
|
|
##########################################################
|
|
|
|
|
|
# first do name & costs, thats the same for all
|
|
my $overview_tmp = "<TR>";
|
|
$overview_tmp .= "<TD> ".&html_icon($u, 32).&link_unit($faction, $unit)."</TD>";
|
|
|
|
$overview_tmp .= "<TD>$cost_icon_overview\n";
|
|
$full .= $full_tmp_cost;
|
|
|
|
if ( $storage ) {
|
|
$full .= "<TR><TD>Storage:</TD><TD>$storage_icon\n";
|
|
|
|
if ( $storage =~ /wood/i && $storage !~ /gold/i ) {
|
|
$full .= "(Hint: This also means a worker can drop of his harvested wood into this building so it's useful to build it near trees.)";
|
|
|
|
}
|
|
$full .= "</TD></TR>\n";
|
|
}
|
|
|
|
$full .= "<TR><TD>Production Time:</TD><TD>".$time{$u}."</TD></TR>\n";
|
|
$col{"production_time"} = $time{$u};
|
|
|
|
if ( !$upgrade{$u} ) {
|
|
# OVERVIEW
|
|
$overview_tmp .= "<TD ALIGN=CENTER>".$max_hp{$u}."</TD>";
|
|
$overview_tmp .= "<TD ALIGN=CENTER>".( $regeneration{$u} || "-")."</TD>";
|
|
$overview_tmp .= "<TD ALIGN=CENTER>".( $armor{$u} || "-")."</TD>";
|
|
$overview_tmp .= "<TD ALIGN=CENTER>".( &link_attack_and_armor_types($armor_type{$u} ) )."</TD>";
|
|
$overview_tmp .= "<TD ALIGN=CENTER>".( $sight{$u} || "-")."</TD>";
|
|
|
|
$full .= "<TR><TD>Maximum Hitpoints:</TD><TD>".$max_hp{$u}."</TD></TR>\n";
|
|
$full .= "<TR><TD>Regeneration of Hitpoints:</TD><TD>".($regeneration{$u} || "-")."</TD></TR>\n";
|
|
$full .= "<TR><TD>Maximum Energy Points:</TD><TD>".$max_ep{$u}."</TD></TR>\n" if ( $max_ep{$u});
|
|
$full .= "<TR><TD>Regeneration Energy Points:</TD><TD>".$regeneration_ep{$u}."</TD></TR>\n" if ( $regeneration_ep{$u});
|
|
$full .= "<TR><TD>Armor-Strength:</TD><TD>".($armor{$u} || "-")."</TD></TR>\n";
|
|
$full .= "<TR><TD>Armor-Type:</TD><TD>".&link_attack_and_armor_types($armor_type{$u})."</TD></TR>\n";
|
|
$full .= "<TR><TD>Sight-Range:</TD><TD>".($sight{$u} || "-")."</TD></TR>\n";
|
|
|
|
$col{"max_hp"} = $max_hp{$u};
|
|
$col{"regeneration"} = $regeneration{$u};
|
|
$col{"max_ep"} = $max_ep{$u} if ( $max_ep{$u});
|
|
$col{"regeneration_ep"} = $regeneration_ep{$u} if ( $regeneration_ep{$u});
|
|
$col{"armor"} = $armor{$u};
|
|
$col{"armor_type"} = &link_attack_and_armor_types($armor_type{$u});
|
|
$col{"sight"} = $sight{$u};
|
|
|
|
}
|
|
else {
|
|
# handle upgrades
|
|
print "handling upgrade $u - $production_speed{$u} - $armor{$u}\n";
|
|
|
|
# do Increases:
|
|
my ( $upgrade_benefits, $upgrade_benefits_html ) = &do_upgrade_benefits( $u );
|
|
|
|
$full .= $upgrade_benefits_html;
|
|
|
|
|
|
|
|
$overview_tmp .= "<TD ALIGN=CENTER > ".$upgrade_benefits;
|
|
|
|
$overview_tmp .= "<TD ALIGN=CENTER> ";
|
|
|
|
$col{"upgrade_affects"} ="";
|
|
|
|
my $units="";
|
|
foreach my $unit_tmp ( @{$upgrade_effects{$u}} ) {
|
|
$units .= &link_unit($faction, $unit_tmp).", ";
|
|
$col{"upgrade_affects"} .= &link_unit($faction, $unit_tmp).", ";
|
|
}
|
|
chop ($units);
|
|
chop ($units);
|
|
chop $col{"upgrade_affects"};
|
|
chop $col{"upgrade_affects"};
|
|
$overview_tmp .= ($units || "")."\n";
|
|
|
|
$full .= "<TR><TD>Affects Units:</TD><TD> ".($units || "")."</TD></TR>\n" if ( $units );
|
|
}
|
|
|
|
# handle requirements. this won't go into $col for the all-table because that's not usefull in a 2D-sheet
|
|
my $req_overview_tmp;
|
|
for my $relation ('Build', 'Produce', 'Upgrade', 'Requirement', 'Upgrade-Requirement', 'Command' ) {
|
|
|
|
$found = 0;
|
|
|
|
if ( $relation =~ /Require/i ) {
|
|
$full_tmp = "<TR><TD>$unit_pretty is a $relation for:</TD><TD>";
|
|
}
|
|
elsif ( $relation =~ /Command/i ) {
|
|
$full_tmp = "<TR><TD>$unit_pretty enables commands:</TD><TD>";
|
|
}
|
|
else {
|
|
$full_tmp = "<TR><TD>$unit_pretty is able to $relation:</TD><TD>";
|
|
}
|
|
|
|
my $last_command="";
|
|
foreach my $unit_allows ( @{$c_unit_allows{"$faction:$unit:$relation"}} ) {
|
|
my ( $faction, $req_unit, $command ) = split(/:/, $unit_allows );
|
|
my $req_unit_pretty = &format_name( $req_unit );
|
|
$found = 1;
|
|
|
|
if ( $command ) {
|
|
$full_tmp .= &format_name($command)." : ".&link_unit($faction, $req_unit)."<br>\n";
|
|
if ( $command ne $last_command ) {
|
|
$req_overview_tmp .= "Enables command <i>".&format_name($command)."</i> for: ";
|
|
}
|
|
$req_overview_tmp .= &link_unit($faction, $req_unit).", ";
|
|
$last_command=$command;
|
|
}
|
|
else {
|
|
$full_tmp .= &link_unit($faction, $req_unit)."<br>\n";
|
|
$req_overview_tmp .= &link_unit($faction, $req_unit).", ";
|
|
}
|
|
}
|
|
|
|
$full_tmp .= "</TD></TR>\n";
|
|
|
|
if ( $found ) {
|
|
print "found enables for $u\n";
|
|
$full .= $full_tmp;
|
|
chop $req_overview_tmp;
|
|
chop $req_overview_tmp;
|
|
$req_overview_tmp = "<TD>$req_overview_tmp";
|
|
}
|
|
|
|
}
|
|
|
|
$req_overview_tmp = $req_overview_tmp || "<TD> ";
|
|
|
|
|
|
|
|
# print what's needed to build this unit and what is enabled to built by this unit
|
|
$found = 0;
|
|
$full_tmp = "<TR><TD>Needed to build $unit_pretty:</TD><TD>";
|
|
foreach my $unit_requirement ( @{$c_unit_requires{"$faction:$unit"}} ) {
|
|
my ( $faction, $req_unit ) = split(/:/, $unit_requirement );
|
|
my $req_unit_pretty = &format_name( $req_unit );
|
|
$full_tmp .= &link_unit($faction, $req_unit)."<br>\n";
|
|
$found = 1;
|
|
}
|
|
$full_tmp .= "</TD></TR>\n";
|
|
|
|
if ( $found ) {
|
|
$full .= $full_tmp;
|
|
}
|
|
|
|
|
|
if ( $building{$u} ) {
|
|
$overview_building .= $overview_tmp;
|
|
$overview_building .= "<TD>$storage_icon</TD>\n";
|
|
|
|
}
|
|
elsif ( $upgrade{$u} ) {
|
|
$overview_tmp .= $req_overview_tmp;
|
|
$overview_upgrades .= $overview_tmp;
|
|
}
|
|
|
|
if ( $worker{$u} ) {
|
|
$overview_worker .= $overview_tmp;
|
|
$overview_worker .= "<TD ALIGN=CENTER>".($max_move_speed || "--" )."</TD>\n";
|
|
my ( $o_tmp, $f_tmp ) = &do_air_ground( $u );
|
|
$overview_worker .= $o_tmp;
|
|
$col{"air_ground"} = $o_tmp;
|
|
$full .= $f_tmp;
|
|
}
|
|
|
|
if ( $combat{$u} ) {
|
|
$overview_combat .= $overview_tmp;
|
|
|
|
|
|
$overview_combat .= "<TD ALIGN=CENTER>".($max_move_speed || "--" )."\n";
|
|
my ( $o_tmp, $f_tmp ) = &do_air_ground( $u );
|
|
$overview_combat .= $o_tmp;
|
|
$col{"air_ground"} = $o_tmp;
|
|
|
|
# avoid writting the movement-type twice into technician (worker+combat unit)
|
|
if ( !$worker{$u} ) {
|
|
$full .= $f_tmp;
|
|
}
|
|
|
|
|
|
|
|
$overview_combat .= "<TD ALIGN=CENTER>";
|
|
if ($max_strength_vs_land ) {
|
|
# next line is showing damage as plus/minus, e.g. 300+-150 (which i prefer because otherwise everybody has to calculate the
|
|
# average to tell that 200-400 is stronger than 50-450)
|
|
$overview_combat .= "$max_strength_vs_land +- $max_strength_vs_land_var";
|
|
|
|
$col{"max_strength_vs_land"} = $max_strength_vs_land;
|
|
$col{"max_strength_vs_land_var"} = $max_strength_vs_land_var;
|
|
|
|
# next line is showing damage as range, e.g. 150-450
|
|
#$overview_combat .= ($max_strength_vs_land - $max_strength_vs_land_var )."-".($max_strength_vs_land + $max_strength_vs_land_var );
|
|
}
|
|
else {
|
|
$overview_combat .= "--\n";
|
|
}
|
|
$overview_combat .= "</TD>";
|
|
|
|
$overview_combat .= "<TD ALIGN=CENTER>";
|
|
if ($max_strength_vs_air ) {
|
|
$overview_combat .= "$max_strength_vs_air +- $max_strength_vs_air_var";
|
|
#$overview_combat .= ($max_strength_vs_air - $max_strength_vs_air_var )."-".($max_strength_vs_air + $max_strength_vs_air_var );
|
|
|
|
$col{"max_strength_vs_air"} = $max_strength_vs_air;
|
|
$col{"max_strength_vs_air_var"} = $max_strength_vs_air_var;
|
|
}
|
|
else {
|
|
$overview_combat .= "--\n";
|
|
}
|
|
$overview_combat .= "</TD>";
|
|
|
|
$overview_combat .= "<TD ALIGN=CENTER>".($max_range || "--" )."</TD>\n";
|
|
$col{"max_range"} = $max_range;
|
|
}
|
|
|
|
$full .= $full_move_tmp;
|
|
$full .= $full_morph_tmp;
|
|
$full .= $full_attack_tmp;
|
|
$full .= $full_repair_tmp;
|
|
$full .= $full_harvest_tmp;
|
|
$full .= "</TABLE><P>\n";
|
|
|
|
$full_all .= $full;
|
|
|
|
my $unit_html = "$out_path/${faction}_${unit}_full.html";
|
|
push @all_html_pages, $unit_html;
|
|
my $unit_title = &format_name( $unit )." - of the $faction_pretty Faction";
|
|
$h_all_html_pages{"$faction:units"} .= "$unit_html:$unit_title;";
|
|
|
|
open (UNIT, "> $unit_html") || die "cant write unit-html: $unit_html\n";
|
|
print UNIT &header($unit_title);
|
|
print UNIT &choose_faction_html( $faction )."<P>\n";
|
|
print UNIT $full;
|
|
print UNIT $footer;
|
|
close UNIT;
|
|
|
|
# do all all everything table
|
|
$all_html_table .= "<TR>\n";
|
|
foreach my $co ( @col_order ) {
|
|
|
|
# align everything centered except numbers
|
|
my $align ="CENTER";
|
|
if ( $col{"$co"} && $col{"$co"} =~ /^\d+$/ ) {
|
|
$align="RIGHT";
|
|
}
|
|
$all_html_table .= " <TD ALIGN=$align>".($col{"$co"} || "")."</TD>\n";
|
|
|
|
}
|
|
$all_html_table .= "</TR>\n";
|
|
}
|
|
|
|
$overview_combat .= "</TABLE>\n";
|
|
$overview_worker .= "</TABLE>\n";
|
|
$overview_building .= "</TABLE>\n";
|
|
$overview_upgrades .= "</TABLE>\n";
|
|
|
|
my $overview_html = "<H1>Overview for Faction: $faction_pretty</H1>\n\n";
|
|
$overview_html .= $overview_combat;
|
|
$overview_html .= $overview_worker;
|
|
$overview_html .= $overview_building;
|
|
$overview_html .= $overview_upgrades;
|
|
|
|
|
|
# create full-page for this faction
|
|
my $html_page = "${faction}_techtree.html";
|
|
my $outfile = "$out_path/$html_page";
|
|
open (HTML, "> $outfile") || die "can't write outfile: $outfile\n";
|
|
push @all_html_pages, $html_page;
|
|
my $title = "$faction_pretty Techtree of Glest - Version $version\n";
|
|
$h_all_html_pages{"$faction:techtree"} .= "$outfile:$title";
|
|
|
|
print HTML &header( $title, $faction );
|
|
print HTML &choose_faction_html( $faction )."<P>\n";
|
|
print HTML &diagram_links_html( $faction )."<P>\n";
|
|
|
|
print HTML $overview_html;
|
|
print HTML $full_all;
|
|
|
|
print HTML $footer;
|
|
close (HTML);
|
|
|
|
# create overview-page for this faction
|
|
$outfile = "$out_path/${faction}_overview.html";
|
|
open (HTML, "> $outfile") || die "can't write faction overview $outfile\n";
|
|
push @all_html_pages, $outfile;
|
|
|
|
$title = "$faction_pretty Overview\n";
|
|
|
|
$h_all_html_pages{"$faction:overview"} = "$outfile:$title";
|
|
|
|
print HTML &header( $title, $faction );
|
|
print HTML &choose_faction_html( $faction )."<P>\n";
|
|
print HTML &diagram_links_html( $faction )."<P>\n";
|
|
print HTML &show_special_pages()."<P>\n";
|
|
|
|
print HTML $overview_html;
|
|
print HTML $footer;
|
|
close (HTML);
|
|
|
|
}
|
|
|
|
print "creating all and everything table\n";
|
|
my $outfile = "$out_path/all.html";
|
|
open (HTML_ALL, "> $outfile") || die "can't write all table $outfile\n";
|
|
push @all_html_pages, $outfile;
|
|
|
|
my $title = "All Units of all Factions\n";
|
|
|
|
$h_all_html_pages{"all"} = "$outfile:$title";
|
|
|
|
print HTML_ALL &header( $title );
|
|
print HTML_ALL &choose_faction_html()."<P>\n";
|
|
print HTML_ALL &show_special_pages()."<P>\n";
|
|
|
|
print HTML_ALL "<TABLE BORDER=0 ID=table_all><THEAD><TR>";
|
|
|
|
# do table header
|
|
foreach my $co ( @col_order ) {
|
|
print HTML_ALL "<TH>".&format_name( $co )."</TH>";
|
|
}
|
|
|
|
print HTML_ALL "</THEAD><TBODY>";
|
|
print HTML_ALL $all_html_table;
|
|
print HTML_ALL "</TBODY></TABLE>\n";
|
|
|
|
print HTML_ALL $footer;
|
|
close (HTML_ALL);
|
|
|
|
print "creating global summary page\n";
|
|
|
|
$outfile = "$out_path/$summary";
|
|
|
|
open (HTML, "> $outfile") || die "can't write summary page $outfile\n";
|
|
|
|
print HTML &header("Glest Autodocumentation Summary");
|
|
print HTML &choose_faction_html()."<P>\n";
|
|
print HTML &show_special_pages()."<P>\n";
|
|
|
|
|
|
print HTML "<A NAME=factions></a><H2>Factions:</H2>\n";
|
|
|
|
foreach my $faction_path ( @factions ) {
|
|
my $faction = $faction_path;
|
|
$faction =~ s/.+\///;
|
|
|
|
my ( @units ) =split(/;/, $h_all_html_pages{"$faction:units"} );
|
|
|
|
print HTML "<A NAME=$faction></a>\n";
|
|
print HTML "<H3>".&format_name($faction).":</H3>\n";
|
|
|
|
|
|
my ( $overview_page, $overview_title ) = split(/:/, $h_all_html_pages{"$faction:overview"} );
|
|
$overview_page =~ s/$out_path\///;
|
|
print HTML "<B>Overview:</B> <a href=\"$overview_page\">$overview_title</a><BR>\n";
|
|
|
|
my ( $full_page, $full_title ) = split(/:/, $h_all_html_pages{"$faction:techtree"} );
|
|
$full_page =~ s/$out_path\///;
|
|
print HTML "<B>All in one Page:</B> <a href=\"$full_page\">$full_title</a><BR>\n";
|
|
|
|
print HTML "<H4>Techtree Diagrams:</H4>\n";
|
|
print HTML "<UL>\n";
|
|
|
|
foreach my $map ('all', 'buildings', 'buildings_units') {
|
|
if ( $cfg->val('all', 'build_clickable_map') ) {
|
|
my ( $page, $title ) = split(/:/, $h_all_html_pages{"$faction:$map"} );
|
|
$page =~ s/$out_path\///;
|
|
print HTML "<LI><a href=\"$page\">$title</a>\n";
|
|
}
|
|
else {
|
|
# do SVG-diagrams
|
|
my $page = $graph_files{ "$faction:svg:$map" };
|
|
$page =~ s/$out_path\///;
|
|
my $title = "Techtree Diagram for ".&format_name( $faction )." - ".&format_name($map) ;
|
|
print HTML "<LI><a href=\"$page\">$title</a>\n";
|
|
}
|
|
}
|
|
print HTML "</UL>\n";
|
|
|
|
|
|
print HTML "<H4>Units, Buildings & Upgrades:</H4>\n";
|
|
print HTML "<UL>\n";
|
|
|
|
foreach my $unit ( @units ) {
|
|
my ( $page, $title ) = split(/:/, $unit );
|
|
$page =~ s/$out_path\///;
|
|
print HTML "<LI><a href=\"$page\">$title</a>\n";
|
|
}
|
|
print HTML "</UL>\n";
|
|
|
|
}
|
|
print HTML $footer;
|
|
close HTML;
|
|
|
|
# copy static files to outpath
|
|
mkdir "$out_path/js";
|
|
mkdir "$out_path/css";
|
|
system "cp $ENV{APP_ROOT}/media/*.html $out_path";
|
|
system "cp $ENV{APP_ROOT}/media/*.ico $out_path";
|
|
system "cp $ENV{APP_ROOT}/media/*.css $out_path";
|
|
system "cp $ENV{APP_ROOT}/media/*.js $out_path/js";
|
|
system "cp -r $ENV{APP_ROOT}/media/datatables $out_path/images";
|
|
|
|
exit 0;
|
|
|
|
###############################################################################
|
|
# end of main(), now subs
|
|
###############################################################################
|
|
|
|
|
|
sub create_glestkey_page {
|
|
my $html_page = "glestkeys.html";
|
|
my $title = "Keyboard Assingment";
|
|
push @special_html_pages, "$html_page;$title";
|
|
my $outfile = "$out_path/$html_page";
|
|
open (HTML, "> $outfile") || die "can't write $outfile\n";
|
|
|
|
print HTML header($title);
|
|
print HTML "Note: Keyboard assingment can be changed in glestuserkeys.ini.<P>\n";
|
|
|
|
print HTML "<TABLE BORDER=1><TH>Name<TH>Key\n";
|
|
|
|
open (KEYS, "< $glestkeys") || die "can't read glestkeys: $glestkeys\n";
|
|
while (my $line =<KEYS>) {
|
|
next if ( $line =~ /^;/ );
|
|
if ( $line =~ /(.+)=(.+)/ ) {
|
|
my $name = $1;
|
|
my $key = $2;
|
|
|
|
$name =~ s/^hotkey//gi;
|
|
|
|
my $name_pretty = $name;
|
|
# make name pretty, e.g. CameraRotateUp => Camera Rotate Up
|
|
# spaces before uppercase-chars, expect if preceeded by uppercase, then it's an abbreviation like GUI
|
|
$name_pretty =~ s/(?<![[:upper:]])([[:upper:]])/ $1/g;
|
|
# SaveGUILayout => Save GUI Layout
|
|
$name_pretty =~ s/([[:upper:]])([[:upper:]])([[:upper:]])([[:lower:]])/$1$2 $3$4/g;
|
|
|
|
# space before numbers:
|
|
$name_pretty =~ s/(\d)/ $1/;
|
|
|
|
$key =~ s/^vk//;
|
|
$key =~ s/\'//g;
|
|
|
|
print HTML "<TR><TD>$name_pretty</TD><TD ALIGN=CENTER>$key</TD></TR>\n";
|
|
}
|
|
|
|
}
|
|
|
|
print HTML "</TABLE>\n";
|
|
print HTML $footer;
|
|
close HTML;
|
|
close KEYS;
|
|
}
|
|
|
|
sub read_unit {
|
|
|
|
my ($xml_file, $faction, $faction_path, $unit, $graph) = @_;
|
|
|
|
my $xpath = XML::XPath->new( $xml_file );
|
|
|
|
my $unit_pretty = &format_name ( $unit );
|
|
|
|
# index for all assoc arrays
|
|
my $u = "$faction:$unit";
|
|
print "reading XML for $u\n" if ( $debug );
|
|
|
|
$upgrade{$u} = get_value($xpath, "/upgrade");
|
|
|
|
my $resource_requirements = "";
|
|
|
|
if ( $upgrade{$u} ) {
|
|
$icon{$u} = get_value($xpath, "/upgrade/image/\@path");
|
|
# where to find resource-requirements, used below
|
|
$resource_requirements = $xpath->find("/upgrade/resource-requirements/resource");
|
|
|
|
# effects is a typo in the original glest-XML, i'll keep it in some variables
|
|
my $effects = $xpath->find("/upgrade/effects/unit");
|
|
foreach my $effected ( $effects->get_nodelist ) {
|
|
XML::XPath::XMLParser::as_string( $effected ) =~ /name=\"(.+?)\"/;
|
|
my $unit_tmp = $1;
|
|
push @{ $upgrade_effects{ $u } }, $unit_tmp;
|
|
push @{ $upgrades_for{ "$faction:$unit_tmp" } }, $u;
|
|
}
|
|
|
|
$max_hp{$u} = get_value($xpath, "/upgrade/max-hp" );
|
|
$max_ep{$u} = get_value($xpath, "/upgrade/max-ep" );
|
|
$sight{$u} = get_value($xpath, "/upgrade/sight" );
|
|
$attack_strenght{$u} = get_value($xpath, "/upgrade/attack-strenght" );
|
|
$attack_range{$u} = get_value($xpath, "/upgrade/attack-range" );
|
|
$armor{$u} = get_value($xpath, "/upgrade/armor" );
|
|
$move_speed{$u} = get_value($xpath, "/upgrade/move-speed" );
|
|
$production_speed{$u} = get_value($xpath, "/upgrade/production-speed" );
|
|
$time{$u} = get_value($xpath, "/upgrade/time/\@value");
|
|
|
|
}
|
|
else {
|
|
# do units and buildings ...
|
|
|
|
$icon{$u} = get_value($xpath, "/unit/parameters/image/\@path");
|
|
# where to find resource-requirements, used below
|
|
$resource_requirements = $xpath->find("/unit/parameters/resource-requirements/resource");
|
|
|
|
# basic unit stats:
|
|
$max_hp{$u} = get_value($xpath, "/unit/parameters/max-hp/\@value");
|
|
$regeneration{$u} = get_value($xpath, "/unit/parameters/max-hp/\@regeneration" );
|
|
$max_ep{$u} = get_value($xpath, "/unit/parameters/max-ep/\@value");
|
|
$regeneration_ep{$u} = get_value($xpath, "/unit/parameters/max-ep/\@regeneration" );
|
|
$armor{$u} = get_value($xpath, "/unit/parameters/armor/\@value");
|
|
$armor_type{$u} = get_value($xpath, "/unit/parameters/armor-type/\@value");
|
|
$sight{$u} = get_value($xpath, "/unit/parameters/sight/\@value");
|
|
$time{$u} = get_value($xpath, "/unit/parameters/time/\@value");
|
|
$height{$u} = get_value($xpath, "/unit/parameters/height/\@value");
|
|
|
|
if ( get_value($xpath, "/unit/parameters/fields/field[\@value='land']") ) {
|
|
$land_unit{ $u } = 1;
|
|
}
|
|
# no elsif because some units are land & air, f.e. genie
|
|
if ( get_value($xpath, "/unit/parameters/fields/field[\@value='air']") ) {
|
|
$air_unit{ $u } = 1;
|
|
}
|
|
|
|
# decide if it's a worker unit by checking if it can built something
|
|
$building{$u} = get_value($xpath, "/unit/skills/skill/name[\@value='be_built_skill']");
|
|
if ( get_value($xpath, "/unit/skills/skill/type[\@value='build']") ) {
|
|
$worker{ $u } = "1";
|
|
}
|
|
else {
|
|
$worker{ $u } = "0";
|
|
}
|
|
|
|
|
|
# now the multi-value stuff:
|
|
|
|
# skills:
|
|
my $skills_path = $xpath->find("/unit/skills/skill/name/\@value");
|
|
foreach my $skill_xml ( $skills_path->get_nodelist ) {
|
|
XML::XPath::XMLParser::as_string( $skill_xml ) =~ /value=\"(.+?)\"/;
|
|
my $skill = $1;
|
|
|
|
# ignore useless skills
|
|
if ( $skill !~ /stop/i && $skill !~ /die/i && $skill !~ /loaded/i && $skill !~ /be_built/i ) {
|
|
|
|
print "skill: $skill\n";
|
|
push @{ $c_skill{ $u } }, $skill;
|
|
|
|
# index-var for storing all skills:
|
|
my $s = "$u:$skill";
|
|
|
|
$speed{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/speed/\@value");
|
|
$ep_cost{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/ep-cost/\@value");
|
|
|
|
$skill_type{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/type/\@value");
|
|
print "skill-type: <".$skill_type{ $s }.">\n";
|
|
if ( $skill_type{ $s } =~ /attack/i ) {
|
|
$combat{ $u } = 1;
|
|
$attack_range{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/attack-range/\@value");
|
|
$attack_strenght{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/attack-strenght/\@value");
|
|
$attack_var{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/attack-var/\@value");
|
|
$attack_type{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/attack-type/\@value");
|
|
$attack_start_time{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/attack-start-time/\@value");
|
|
$attack_land{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/attack-fields/field[\@value='land']");
|
|
$attack_air{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/attack-fields/field[\@value='air']");
|
|
my $splash = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/splash/\@value");
|
|
$splash{ $s } = 1 if ( $splash =~ /true/ );
|
|
if ( $splash{ $s } ) {
|
|
$splash_radius{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/splash/radius/\@value");
|
|
$splash_damage_all{ $s } = get_value($xpath, "/unit/skills/skill/name[\@value='$skill']/parent::*/splash/damage-all/\@value");
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
##########################################
|
|
# COMMANDS:
|
|
##########################################
|
|
my $commands_path = $xpath->find("/unit/commands/command/name/\@value");
|
|
foreach my $command_xml ( $commands_path->get_nodelist ) {
|
|
XML::XPath::XMLParser::as_string( $command_xml ) =~ /value=\"(.+?)\"/;
|
|
my $command = $1;
|
|
|
|
print "command: $command\n";
|
|
push @{ $c_command{ $u } }, $command;
|
|
|
|
# index-var for storing all skills:
|
|
my $c = "$u:$command";
|
|
|
|
my $command_icon_tmp = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/image/\@path");
|
|
$command_icon{ $c } = $command_icon_tmp;
|
|
$command_icon{ $c } =~ s/.+\///;
|
|
if ( $command_icon{ $c }) {
|
|
print "command icon: ".$command_icon{ $c }." for $c\n" ;
|
|
# commented to save time, not used anyway yet
|
|
system "cp $faction_path/$units_path/$unit/$command_icon_tmp $out_path/$images_path/${faction}/$unit";
|
|
}
|
|
|
|
$move_skill{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/move-skill/\@value");
|
|
$move_loaded_skill{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/move-loaded-skill/\@value");
|
|
$attack_skill{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/attack-skill/\@value");
|
|
$repair_skill{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/repair-skill/\@value");
|
|
$build_skill{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/build-skill/\@value");
|
|
$upgrade_skill{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/upgrade-skill/\@value");
|
|
$harvest_skill{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/harvest-skill/\@value");
|
|
|
|
|
|
$command_type{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/type/\@value");
|
|
print "command-type: <".$command_type{ $c }.">\n";
|
|
|
|
push @{ $commands_of_unit{ "$u:$command_type{ $c }" } }, $c;
|
|
|
|
my $unit_requirements = $xpath->find("/unit/commands/command/name[\@value='$command']/parent::*/unit-requirements/*");
|
|
foreach my $unit_requirement ( $unit_requirements->get_nodelist ) {
|
|
print "req: ".XML::XPath::XMLParser::as_string( $unit_requirement ) . "\n";
|
|
XML::XPath::XMLParser::as_string( $unit_requirement ) =~ /name=\"(.+?)\"/;
|
|
my $req_name = $1;
|
|
print "FFF unit-req: $c of $u - $req_name\n";
|
|
|
|
# this can be multivalued, but not used yet so i'll be lazy
|
|
$c_unit_requirements{ $c } = $req_name;
|
|
}
|
|
|
|
my $upgrade_requirements = $xpath->find("/unit/commands/command/name[\@value='$command']/parent::*/upgrade-requirements/*");
|
|
foreach my $upgrade_requirement ( $upgrade_requirements->get_nodelist ) {
|
|
print "req: ".XML::XPath::XMLParser::as_string( $upgrade_requirement ) . "\n";
|
|
XML::XPath::XMLParser::as_string( $upgrade_requirement ) =~ /name=\"(.+?)\"/;
|
|
my $req_name = $1;
|
|
print "FFF-upgrade-req: $c of $u - $req_name\n";
|
|
|
|
# this can be multivalued, but not used yet so i'll be lazy
|
|
$c_upgrade_requirements{ $c } = $req_name;
|
|
push @{ $c_unit_allows{"$faction:$req_name:Command"} }, "$c";
|
|
}
|
|
|
|
|
|
if ( $command_type{ $c } =~ /morph/i ) {
|
|
print "found morph command: $command\n";
|
|
$morph_skill{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/morph-skill/\@value");
|
|
|
|
my $morph_to_unit = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/morph-unit/\@name");
|
|
$morph_unit{ $c } = $morph_to_unit;
|
|
|
|
$morph_discount{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/discount/\@value");
|
|
|
|
# a guard my be produced in a barrack and morphed from a swordman so %created_by_unit has to be multivalued for each unit
|
|
push @{$created_by_unit{ "$faction:$morph_to_unit" } } , "$unit:morph:$morph_discount{ $c }";
|
|
}
|
|
elsif ( $command_type{ $c } =~ /produce/i ) {
|
|
$produce_skill{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/produce-skill/\@value");
|
|
my $produce_unit_tmp = get_value($xpath, "/unit/commands/command/type[\@value='produce']/parent::*/produced-unit");
|
|
$produce_unit{ $c } = $produce_unit_tmp;
|
|
push @{ $c_produced_units{ $u } }, $produce_unit_tmp;
|
|
}
|
|
elsif ( $command_type{ $c } =~ /repair/i ) {
|
|
my $repaired_units = $xpath->find("/unit/commands/command/name[\@value='$command']/parent::*/repaired-units/*");
|
|
foreach my $repaired_unit ( $repaired_units->get_nodelist ) {
|
|
XML::XPath::XMLParser::as_string( $repaired_unit ) =~ /name=\"(.+?)\"/;
|
|
push @{ $c_repaired_units{ $c } }, $1;
|
|
}
|
|
}
|
|
elsif ( $command_type{ $c } =~ /harvest/i ) {
|
|
my $harvested_resources = $xpath->find("/unit/commands/command/name[\@value='$command']/parent::*/harvested-resources/*");
|
|
foreach my $harvested_resource ( $harvested_resources->get_nodelist ) {
|
|
XML::XPath::XMLParser::as_string( $harvested_resource ) =~ /name=\"(.+?)\"/;
|
|
push @{ $c_harvested_resources{ $c } }, $1;
|
|
}
|
|
$max_load{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/max-load/\@value");
|
|
$hits_per_unit{ $c } = get_value($xpath, "/unit/commands/command/name[\@value='$command']/parent::*/hits-per-unit/\@value");
|
|
}
|
|
}
|
|
}
|
|
|
|
# now read $resource_requirements as set above
|
|
foreach my $resource_requirement ( $resource_requirements->get_nodelist ) {
|
|
print "req: ".XML::XPath::XMLParser::as_string( $resource_requirement ) . "\n";
|
|
XML::XPath::XMLParser::as_string( $resource_requirement ) =~ /name=\"(.+?)\" amount=\"(.+?)\"/;
|
|
my $req_name = $1;
|
|
my $req_amount = $2;
|
|
print "cost: $u $req_name:$req_amount\n";
|
|
|
|
if ( $req_amount ) {
|
|
push @{ $c_resource_requirement{ $u } }, "$req_name:$req_amount";
|
|
|
|
# sort cows to workers but avoid buildings giving food
|
|
if ( $req_amount < 0 && $req_name eq "food" && !$building{ $u } ) {
|
|
$worker{ $u } = "1";
|
|
}
|
|
}
|
|
}
|
|
|
|
# now read resources stored
|
|
my $resources_stored = $xpath->find("/unit/parameters/resources-stored/resource");
|
|
foreach my $resource_stored ( $resources_stored->get_nodelist ) {
|
|
print "req: ".XML::XPath::XMLParser::as_string( $resource_stored ) . "\n";
|
|
XML::XPath::XMLParser::as_string( $resource_stored ) =~ /name=\"(.+?)\" amount=\"(.+?)\"/;
|
|
my $res_name = $1;
|
|
my $res_amount = $2;
|
|
print "resource store: $u $res_name:$res_amount\n";
|
|
|
|
if ( $res_amount ) {
|
|
push @{ $c_resource_store{ $u } }, "$res_name:$res_amount";
|
|
|
|
}
|
|
}
|
|
|
|
# read levels
|
|
my $levels_path = $xpath->find("/unit/parameters/levels/level");
|
|
foreach my $level_xml ( $levels_path->get_nodelist ) {
|
|
XML::XPath::XMLParser::as_string( $level_xml ) =~ /name=\"(.+?)\" kills=\"(.+?)\"/;
|
|
my $name = $1;
|
|
my $kills = $2;
|
|
|
|
push @{ $u_levels{ $u } }, "$name:$kills";
|
|
|
|
}
|
|
|
|
my $url = &link_unit($faction, $unit, undef, undef, "file_only" );
|
|
|
|
# no /g to avoid spreading "shield level 2" in 3 rows
|
|
$unit_pretty =~ s/ /\n/;
|
|
|
|
# create graphviz-node
|
|
&g_add_node( $faction, $unit, $unit_pretty, $url, $building{$u}, $upgrade{$u} );
|
|
|
|
# definition of
|
|
# a. where to find requiremtns in the XML-data
|
|
# 1. if it's stored as parent-child or child-parent (REQUIREMENT, COMMAND)
|
|
# 2. which style of arrow should be used in graph (see cpan.org for graphviz-documentation)
|
|
# 3. relation between units (Produce, Build, ...)
|
|
my %req_data;
|
|
$req_data{"/unit/parameters/unit-requirements/*"} = "REQUIREMENT:dotted:Requirement";
|
|
$req_data{"/unit/parameters/upgrade-requirements/*"} = "REQUIREMENT:dotted:Upgrade-Requirement";
|
|
$req_data{"/unit/commands/command/type[\@value='upgrade']/parent::*/produced-upgrade"} = "COMMAND:solid:Upgrade";
|
|
$req_data{"/unit/commands/command/type[\@value='morph']/parent::*/morph-unit"} = "COMMAND:dashed:Morph";
|
|
$req_data{"/unit/commands/command/type[\@value='produce']/parent::*/produced-unit"} = "COMMAND:solid:Produce";
|
|
$req_data{"/unit/commands/command/type[\@value='build']/parent::*/buildings/building"} = "COMMAND:bold:Build";
|
|
|
|
foreach my $location ( keys %req_data ) {
|
|
|
|
my ( $order, $style, $relation ) = split(/:/, $req_data{"$location"} );
|
|
|
|
my $unit_requirements = $xpath->find("$location");
|
|
foreach my $unit_requirement ( $unit_requirements->get_nodelist ) {
|
|
print "req: ".XML::XPath::XMLParser::as_string( $unit_requirement ) . "\n";
|
|
XML::XPath::XMLParser::as_string( $unit_requirement ) =~ /name=\"(.+?)\"/;
|
|
my $req_name = $1;
|
|
|
|
# generating an hash of an array
|
|
if ( $order eq "COMMAND" ) {
|
|
|
|
&g_add_edge($faction, $unit, $req_name, $style, $relation );
|
|
|
|
if ( $relation eq "Morph" ) {
|
|
# dealt with in section skills
|
|
}
|
|
elsif ( $relation eq "Build" ) {
|
|
push @{$created_by_unit{ "$faction:$req_name" } } , "$unit:build";
|
|
push @{ $c_unit_allows{"$u:Build"} }, "$faction:$req_name";
|
|
print "build: $u = $req_name:build\n";
|
|
}
|
|
elsif ( $relation eq "Produce" ) {
|
|
push @{$created_by_unit{ "$faction:$req_name" } } , "$unit:produce";
|
|
push @{ $c_unit_allows{"$u:Produce"} }, "$faction:$req_name";
|
|
print "produce: $u = $req_name:produce\n";
|
|
}
|
|
elsif ( $relation eq "Upgrade" ) {
|
|
push @{$created_by_unit{ "$faction:$req_name" } } , "$unit:upgrade";
|
|
push @{ $c_unit_allows{"$u:Upgrade"} }, "$faction:$req_name";
|
|
push @{ $c_unit_requires{"$faction:$req_name"} }, $u;
|
|
print "upgrade: $u = $req_name:upgrade\n";
|
|
|
|
# some commands to upgrade of the egypt faction contain unit-requirements and upgrade-requirements
|
|
# f.e. research_scarab of the temple
|
|
my $command = get_value($xpath, "$location/parent::*/produced-upgrade[\@name='$req_name']/parent::*/name");
|
|
my $c = "$faction:$unit:$command";
|
|
my $req_name_upgrade = $c_upgrade_requirements{ $c };
|
|
|
|
if ( $req_name_upgrade ) {
|
|
print "FFF-found upgrade-req command $c to get $req_name requires: $faction:$req_name_upgrade\n";
|
|
push @{ $c_unit_requires{"$faction:$req_name"} }, "$faction:$req_name_upgrade";
|
|
&g_add_edge($faction, $req_name_upgrade, $req_name, "dotted", "Upgrade-Requirement" );
|
|
}
|
|
|
|
my $req_name_unit = $c_unit_requirements{ $c };
|
|
|
|
if ( $req_name_unit ) {
|
|
print "FFF-found unit-req command: $c to get $req_name requires: $faction:$req_name_unit\n";
|
|
push @{ $c_unit_requires{"$faction:$req_name"} }, "$faction:$req_name_unit";
|
|
&g_add_edge($faction, $req_name_unit, $req_name, "dotted", "Requirement" );
|
|
}
|
|
}
|
|
else {
|
|
die "grep me: ererrerrrerere\n";
|
|
#push @{ $c_unit_allows{$u} }, "$faction:$req_name";
|
|
#push @{ $c_unit_requires{"$faction:$req_name"} }, $u;
|
|
}
|
|
}
|
|
elsif ( $order eq "REQUIREMENT" ) {
|
|
&g_add_edge($faction, $req_name, $unit, $style, $relation );
|
|
push @{ $c_unit_allows{"$faction:$req_name:$relation"} }, $u;
|
|
push @{ $c_unit_requires{$u} }, "$faction:$req_name";
|
|
|
|
}
|
|
else {
|
|
die "unknown order: $order . grep me <sadsaasdsas\n";
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
$icon{ $u } =~ s/^.+\///;
|
|
|
|
return ( $icon{$u} );
|
|
}
|
|
|
|
sub header {
|
|
|
|
my ( $title, $faction ) = @_;
|
|
|
|
$title .= " (".$glest_version.") ";
|
|
|
|
my $header = $cfg->val('style', 'header' );
|
|
$header =~ s/VAR_TITLE/$title/g;
|
|
$header =~ s/VAR_SUMMARY/$summary/g;
|
|
|
|
return $header;
|
|
}
|
|
|
|
|
|
sub format_name {
|
|
|
|
# make "shield_level_1" => "Shield Level 1"
|
|
my ( $name ) = @_;
|
|
|
|
$name =~ s/_/ /g;
|
|
$name =~ s/(.)/\u$1/;
|
|
$name =~ s/( )(.)/$1\u$2/g;
|
|
|
|
return $name;
|
|
}
|
|
|
|
sub get_value {
|
|
|
|
|
|
my ( $xpath, $location ) = @_;
|
|
my $nodeset = $xpath->find("$location");
|
|
print "doing location $location\n";
|
|
my ($node) = $nodeset->get_nodelist;
|
|
|
|
my $value;
|
|
if ( $node ) {
|
|
my $attribute = XML::XPath::XMLParser::as_string( $node );
|
|
|
|
# get only the value of an attribute, XML::Xpath returns f.e. regeneration="3", we want just 3
|
|
if ( $attribute =~ /\"(.+?)\"/ ) {
|
|
$value = $1;
|
|
}
|
|
else {
|
|
$value = $attribute;
|
|
}
|
|
}
|
|
return $value;
|
|
|
|
}
|
|
|
|
|
|
sub g_add_node {
|
|
|
|
my ( $faction, $unit, $unit_pretty, $url, $building, $upgrade ) = @_;
|
|
#print "g_add_node: $unit, <$url>, $building, $upgrade\n";
|
|
|
|
push @{ $c_nodes{"$faction"} }, "$unit:$unit_pretty:$url:".($building || "").":".($upgrade || "");
|
|
|
|
if ( $building ) {
|
|
$graph_all -> add_node($unit, shape => 'house', color=> 'red', label => $unit_pretty, URL => $url, fontcolor => $svg_fontcolor );
|
|
$graph_buildings_units-> add_node($unit, shape => 'house', color=> 'red', label => $unit_pretty, URL => $url, fontcolor => $svg_fontcolor );
|
|
$graph_buildings -> add_node($unit, shape => 'house', color=> 'red', label => $unit_pretty, URL => $url, fontcolor => $svg_fontcolor );
|
|
}
|
|
elsif ( $upgrade ) {
|
|
$graph_all -> add_node($unit, shape => 'parallelogram', color=> 'green' , label => $unit_pretty, URL => $url, fontcolor => $svg_fontcolor);
|
|
##$graph_buildings_units -> add_node($unit, shape => 'parallelogram', color=> 'green' , label => $unit_pretty, URL => $url, fontcolor => $svg_fontcolor);
|
|
##$graph_buildings -> add_node($unit, shape => 'parallelogram', color=> 'green' , label => $unit_pretty, URL => $url, fontcolor => $svg_fontcolor);
|
|
}
|
|
# combat or work unit
|
|
else {
|
|
$graph_all -> add_node($unit, color => 'magenta', label => $unit_pretty, URL => $url, fontcolor => $svg_fontcolor);
|
|
$graph_buildings_units -> add_node($unit, color => 'magenta', label => $unit_pretty, URL => $url, fontcolor => $svg_fontcolor);
|
|
##$graph_buildings -> add_node($unit, color => 'magenta', label => $unit_pretty, URL => $url, fontcolor => $svg_fontcolor);
|
|
}
|
|
|
|
}
|
|
|
|
sub g_add_edge {
|
|
my ( $faction, $unit_from, $unit_to, $style, $relation ) = @_;
|
|
|
|
push @{ $c_edges{"$faction"} }, "$unit_from:$unit_to:$style:$relation";
|
|
push @{ $c_edges_from{"$faction:$unit_from"} }, "$unit_from:$unit_to:$style:$relation";
|
|
|
|
$edges_relation{"$faction:$unit_from:$unit_to:$relation"}=1;
|
|
}
|
|
|
|
|
|
sub check_multi_hops {
|
|
|
|
my ( $faction ) = @_;
|
|
|
|
# loop over all edges and check each
|
|
foreach my $edge ( @{$c_edges{"$faction"}} ) {
|
|
|
|
my ( $unit_from, $unit_to, $style, $relation ) = split(/:/, $edge );
|
|
|
|
print "#################edge_check1: $unit_from -> $unit_to\n";
|
|
|
|
# only check for Requirement and Upgrade-Requirement
|
|
if ( $relation =~ /Requirement/i ) {
|
|
# do recursion in check_edges:
|
|
if ( &check_edges( $faction, $unit_from, $unit_to, 0 ) ) {
|
|
$multi_hop{"$faction:$unit_from:$unit_to"}=1;
|
|
print "edge_check5: $faction:$unit_from:$unit_to =1\n";
|
|
}
|
|
}
|
|
# find multihop from building via upgrade to building to include in graphs without upgrades
|
|
# f.e. techndrome via advanced architecture to defense tower
|
|
elsif (
|
|
$relation eq "Upgrade" &&
|
|
$building{"$faction:$unit_from"}
|
|
) {
|
|
# in our example, check all edges from advanced architecture for links to buildings
|
|
REC: foreach my $edge ( @{$c_edges_from{"$faction:$unit_to"}} ) {
|
|
my ( $o_unit_from, $o_unit_to, $o_style, $o_relation ) = split(/:/, $edge );
|
|
if ( $building{ "$faction:$o_unit_to"} ) {
|
|
print "upgrade-multihop: $unit_from to $o_unit_to\n";
|
|
$multi_hop_upgrade{"$faction:$unit_from:$o_unit_to"}=1;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
sub check_edges {
|
|
|
|
# recursive function to walk thru the branch of the tree and find a multi_hop
|
|
|
|
my ( $faction, $unit_from, $unit_to, $recursion_depth ) = @_;
|
|
|
|
$recursion_depth++;
|
|
|
|
my $found_multihop=0;
|
|
|
|
print "edge_check2: $faction, $unit_from, $unit_to, $recursion_depth\n";
|
|
|
|
REC: foreach my $edge ( @{$c_edges_from{"$faction:$unit_from"}} ) {
|
|
my ( $o_unit_from, $o_unit_to, $o_style, $o_relation ) = split(/:/, $edge );
|
|
|
|
print "edge_check3: $o_unit_from -> $o_unit_to\n";
|
|
if (
|
|
$unit_to eq $o_unit_to &&
|
|
# skip the record we're just checking
|
|
$recursion_depth > 1
|
|
) {
|
|
$found_multihop=1;
|
|
print "edge_check4: found an end at $o_unit_from to $unit_to\n";
|
|
last REC;
|
|
}
|
|
else {
|
|
# here &check_edges() recursivly calls itself until it finds something or $recursion_depth ==4:
|
|
if ( $recursion_depth < 4 ) {
|
|
$found_multihop = &check_edges( $faction, $o_unit_to, $unit_to, $recursion_depth );
|
|
}
|
|
}
|
|
last REC if ( $found_multihop );
|
|
}
|
|
return $found_multihop;
|
|
}
|
|
|
|
|
|
sub export_graphs {
|
|
|
|
my ( $faction ) = @_;
|
|
|
|
my ( @as_functions ) = split(/;/, $cfg->val('all', 'export_graph'));
|
|
|
|
foreach my $as_function ( @as_functions ) {
|
|
|
|
my $extension = $as_function;
|
|
if ( $extension =~ s/^as_// ) {
|
|
|
|
# all
|
|
my $graph_file ="$out_path/$images_path/$faction/${faction}_techtree_graph_all.$extension";
|
|
$graph_files{ "$faction:$extension:all" } = $graph_file;
|
|
open (OUTGRAPH, "> $graph_file") || die "cant write graph-file: $graph_file\n";
|
|
print OUTGRAPH $graph_all->$as_function;
|
|
close OUTGRAPH;
|
|
|
|
# buildings & units
|
|
$graph_file ="$out_path/$images_path/$faction/${faction}_techtree_graph_buildings.$extension";
|
|
$graph_files{ "$faction:$extension:buildings" } = $graph_file;
|
|
open (OUTGRAPH, "> $graph_file") || die "cant write graph-file: $graph_file\n";
|
|
print OUTGRAPH $graph_buildings->$as_function;
|
|
close OUTGRAPH;
|
|
|
|
# buildings
|
|
$graph_file ="$out_path/$images_path/$faction/${faction}_techtree_graph_buildings_units.$extension";
|
|
$graph_files{ "$faction:$extension:buildings_units" } = $graph_file;
|
|
open (OUTGRAPH, "> $graph_file") || die "cant write graph-file: $graph_file\n";
|
|
print OUTGRAPH $graph_buildings_units->$as_function;
|
|
close OUTGRAPH;
|
|
|
|
|
|
}
|
|
else {
|
|
die "ERROR: wrong function in ini-files: export_graph: $as_function\n\n";
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
sub build_clickable_map {
|
|
my ( $faction ) = @_;
|
|
|
|
my %cmapx;
|
|
$cmapx{'all'} = $graph_all->as_cmapx;
|
|
$cmapx{'buildings'} = $graph_buildings->as_cmapx;
|
|
$cmapx{'buildings_units'} = $graph_buildings_units->as_cmapx;
|
|
|
|
foreach my $map ('buildings', 'buildings_units', 'all') {
|
|
|
|
my $png = $graph_files{"$faction:png:map"};
|
|
|
|
my $graph_file = "$out_path/${faction}_techtree_clickable_map_${map}.html";
|
|
$graph_files{ "$faction:click_map:${map}" } = $graph_file;
|
|
|
|
open (OUTHTML, "> $graph_file") || die "cant write graph-file: $graph_file\n";
|
|
|
|
my $title = "Clickable Techtree Diagram for ".&format_name($faction)." - ".&format_name( $map );
|
|
|
|
push @all_html_pages, $graph_file;
|
|
$h_all_html_pages{"$faction:$map"} = "$graph_file:$title";
|
|
|
|
print OUTHTML &header($title);
|
|
print OUTHTML &choose_faction_html( $faction )."<P>\n";
|
|
print OUTHTML &diagram_links_html( $faction )."<P>\n";
|
|
|
|
print OUTHTML "<img src=\"images/$faction/${faction}_techtree_graph_${map}.png\" usemap=#test>\n";
|
|
print OUTHTML $cmapx{$map};
|
|
|
|
print OUTHTML $map_legend;
|
|
close OUTHTML;
|
|
}
|
|
|
|
}
|
|
|
|
sub calc_cost_of_unit {
|
|
|
|
# calculate amount for morphed units, f.e. battemachine morphed from technician
|
|
# technician costs 150 gold
|
|
# battlemachine costs 150 gold, 300 wood with 40% discount = 90 gold + 180 wood
|
|
# = 240 gold + 180 wood total (food = 1 from battlemachine because technician is gone)
|
|
# note: the "discount" is actually a refund, you pay 150 gold at morphing to the battlemachine and get 60 back when it's done
|
|
|
|
my ( $u, $created_by_u, $method, $discount, $ignore_food ) = @_;
|
|
|
|
print "\ncalc_cost_of_unit: $u\n";
|
|
my ( $faction, $unit ) = split(/:/, $u );
|
|
|
|
my ( $cost, $cost_icon, $cost_icon_overview );
|
|
my ( $morph_cost, $morph_cost_icon, $morph_cost_icon_overview );
|
|
|
|
my $cost_icon_discount;
|
|
|
|
my %morph_cost_resource;
|
|
|
|
if ( $method eq "morph" ) {
|
|
foreach my $created_by_unit_tmp ( @{$created_by_unit{ "$faction:$created_by_u" }} ) {
|
|
|
|
my ( $o_created_by_u, $o_method, $o_discount ) = split(/:/, $created_by_unit_tmp );
|
|
|
|
# here calc_cost_of_unit recusivly calls itself:
|
|
( $morph_cost, $morph_cost_icon, $morph_cost_icon_overview ) = &calc_cost_of_unit("$faction:$created_by_u", $o_created_by_u, $o_method, $o_discount, "ignore_food" );
|
|
|
|
my (@res_amounts) = split(/,/, $morph_cost );
|
|
foreach my $res_amount ( @res_amounts ) {
|
|
my ( $res, $amount ) = split(/:/, $res_amount );
|
|
$morph_cost_resource{ $res } = $amount;
|
|
print "morph_cost_resource of $u res: $res = $amount\n";
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
# loop over @resource_order to get it in the proper order (medival programmig ;)
|
|
foreach my $resource_now ( @resource_order ) {
|
|
|
|
# part 1: stupid fix for thortotem (250 stone )+ thor (gold + wood) so loop again over all resources ( @resource_order )
|
|
foreach my $resource_requirement ( @{$c_resource_requirement{$u}}, @resource_order ) {
|
|
my ( $resource, $amount ) = split(/:/, $resource_requirement );
|
|
|
|
# ignore food, housing, energy if i have to calculate the cost of a unit morphed from
|
|
if (
|
|
!$ignore_food ||
|
|
$ignore_food && (
|
|
$resource eq "gold" ||
|
|
$resource eq "wood" ||
|
|
$resource eq "stone"
|
|
)
|
|
) {
|
|
|
|
my ($amount_with_discount, $amount_total);
|
|
|
|
# part 2: stupid fix for thortotem + thor: add cost of stone in this case:
|
|
if (
|
|
!$amount &&
|
|
$resource eq $resource_now
|
|
) {
|
|
if (
|
|
$morph_cost_resource{ $resource } &&
|
|
# and check it's not in @{c_resource_requirement}, this is really stupid but i don't come up with a good solution at this
|
|
# time of the day ;)
|
|
( join(":", @{$c_resource_requirement{$u}} ) !~ /$resource/ )
|
|
) {
|
|
$amount_total = $morph_cost_resource{ $resource_now };
|
|
|
|
my ( $cost_tmp, $cost_icon_tmp, $cost_icon_overview_tmp ) = &add_costs( $resource, $amount_total );
|
|
$cost .= $cost_tmp;
|
|
$cost_icon .= $cost_icon_tmp;
|
|
$cost_icon_overview .= $cost_icon_overview_tmp;
|
|
}
|
|
}
|
|
elsif ( $resource eq $resource_now ) {
|
|
# oly use 1st letter in uppercase
|
|
my $resource_char = $resource;
|
|
$resource_char =~ s/^(.).+/\u$1/;
|
|
|
|
if ( $method && $method eq "morph" ) {
|
|
# get discount/refund and add cost of unit morphed from
|
|
if ( $resource eq "gold" || $resource eq "wood" || $resource eq "stone" ) {
|
|
$amount_with_discount = int($amount * (100-$discount)/100);
|
|
}
|
|
else {
|
|
# no discount for food, energy, housing, ...
|
|
$amount_with_discount = $amount;
|
|
}
|
|
|
|
$amount_total = $amount_with_discount + ($morph_cost_resource{ $resource } || 0 );
|
|
$cost_icon_discount .= &html_icon_resource($resource, 16)." $amount_with_discount ";
|
|
}
|
|
else {
|
|
$amount_total = $amount;
|
|
}
|
|
|
|
my ( $cost_tmp, $cost_icon_tmp, $cost_icon_overview_tmp ) = &add_costs( $resource, $amount_total );
|
|
$cost .= $cost_tmp;
|
|
$cost_icon .= $cost_icon_tmp;
|
|
$cost_icon_overview .= $cost_icon_overview_tmp;
|
|
}
|
|
}
|
|
}
|
|
|
|
# handle f.e. thor where
|
|
if ( $morph_cost_resource{ $resource_now } ) {
|
|
}
|
|
}
|
|
# remove trailing ","
|
|
chop $cost;
|
|
|
|
my $cost_icon_total;
|
|
|
|
if ( $method && $method eq "morph" ) {
|
|
$cost_icon_total = "$cost_icon <BR>(Cost for ".&format_name($unit);
|
|
if ( $discount ) {
|
|
$cost_icon_total .= " with $discount % discount = $cost_icon_discount";
|
|
}
|
|
else {
|
|
$cost_icon_total .= " = $cost_icon_discount";
|
|
}
|
|
$cost_icon_total .= "<BR> + cost for ".&link_unit($faction, $created_by_u)." = $morph_cost_icon )";
|
|
}
|
|
else {
|
|
$cost_icon_total= $cost_icon;
|
|
}
|
|
print "cost for $u: $cost\n";
|
|
return ( $cost, $cost_icon_total, $cost_icon_overview );
|
|
}
|
|
|
|
sub add_costs {
|
|
my ( $resource, $amount_total ) = @_;
|
|
print "amount_total: $resource: $amount_total \n";
|
|
my $cost .= "$resource:$amount_total,";
|
|
|
|
my $add_nbsp = "";
|
|
if ( $amount_total < 100 && ( $resource eq "gold" || $resource eq "wood" || $resource eq "stone" ) ) {
|
|
$add_nbsp = " ";
|
|
}
|
|
|
|
my $cost_icon .= "<NOBR>".&html_icon_resource($resource, 16)."$amount_total</NOBR> ";
|
|
my $cost_icon_overview .= "<NOBR>".&html_icon_resource($resource, 16)."$add_nbsp$amount_total</NOBR> ";
|
|
return ( $cost, $cost_icon, $cost_icon_overview );
|
|
}
|
|
|
|
|
|
sub html_icon {
|
|
my ( $u, $size ) = @_;
|
|
my ( $faction, $unit ) = split(/:/, $u );
|
|
|
|
return "<IMG SRC=\"$images_path/$faction/$unit/".$icon{$u}."\" HEIGHT=$size WIDTH=$size ALT=\"".&format_name( $unit )."\">";
|
|
}
|
|
|
|
sub html_icon_png {
|
|
my ( $u, $width, $height ) = @_;
|
|
my ( $faction, $unit ) = split(/:/, $u );
|
|
|
|
my $full_png = $icon{$u};
|
|
$full_png=~ s/\.[^.]+$//;
|
|
|
|
$full_png = $full_png."-full.png";
|
|
#print("==================> USING G3D image [$unit_full_image]\n");
|
|
|
|
return "<IMG SRC=\"$images_path/$faction/$unit/".$full_png."\" ALT=\"".&format_name( $unit )."\">";
|
|
#return "<IMG SRC=\"$images_path/$faction/$unit/".$full_png."\" HEIGHT=$height WIDTH=$width ALT=\"".&format_name( $unit )."\">";
|
|
}
|
|
|
|
|
|
sub html_icon_command {
|
|
my ( $c, $size ) = @_;
|
|
my ( $faction, $unit, $command ) = split(/:/, $c );
|
|
|
|
if ( !$command_icon{$c} ) {
|
|
print "WARNING: no command icon for $c\n";
|
|
}
|
|
return "<IMG SRC=\"$images_path/$faction/$unit/".$command_icon{$c}."\" HEIGHT=$size WIDTH=$size ALT=\"".&format_name( $command )."\">";
|
|
}
|
|
|
|
sub link_unit {
|
|
|
|
# create HTML-link to a unit
|
|
my ($faction, $unit, $link_text, $link_to_single_units, $file_only ) = @_;
|
|
|
|
# default to pretty unit name if no link_text passed
|
|
if ( !$link_text ) {
|
|
$link_text = &format_name($unit);
|
|
}
|
|
|
|
my $link;
|
|
|
|
if (
|
|
$cfg->val('all', 'link_to_single_units') ||
|
|
$link_to_single_units
|
|
) {
|
|
my $file = "${faction}_${unit}_full.html";
|
|
if ( $file_only ) {
|
|
$link = $file;
|
|
}
|
|
else {
|
|
$link = "<A HREF=\"${file}\">$link_text</A>";
|
|
}
|
|
}
|
|
else {
|
|
my $file = "${faction}_techtree.html#${unit}_full";
|
|
if ( $file_only ) {
|
|
$link = $file;
|
|
}
|
|
else {
|
|
$link = "<A HREF=\"$file\">$link_text</A>";
|
|
}
|
|
}
|
|
|
|
return $link;
|
|
}
|
|
|
|
sub link_attack_and_armor_types {
|
|
my ( $link_to ) = @_;
|
|
my $html = "<a href=\"attack_and_armor_types.html#$link_to\">".&format_name($link_to)."</A>" if ( $link_to );
|
|
return $html;
|
|
}
|
|
|
|
sub show_attack {
|
|
|
|
my ( $c, $max_strength_vs_land, $max_strength_vs_land_var, $max_strength_vs_air, $max_strength_vs_air_var, $max_range, $max_move_speed, $skill_on_hold_position ) = @_;
|
|
|
|
my ( $faction, $unit, $command ) = split(/:/, $c );
|
|
my $command_pretty = &format_name( $command );
|
|
|
|
my $used_on_hold_position=0;
|
|
my $target;
|
|
|
|
|
|
my $full_attack_tmp = "<TR><TD>Attack Command: $command_pretty".&html_icon_command( $c, 32 )."</TD><TD>\n";
|
|
|
|
my $skill = $attack_skill{ $c };
|
|
# attacks have own move_skills (charge)
|
|
my $move_skill = $move_skill{ $c };
|
|
my $s = "$faction:$unit:$skill";
|
|
my $ms = "$faction:$unit:$move_skill" if ( $move_skill);
|
|
|
|
my $skill_short = $skill;
|
|
$skill_short =~ s/_skill$//;
|
|
my $skill_pretty = &format_name( $skill_short );
|
|
|
|
if ( $attack_land{ $s } ) {
|
|
|
|
if ( $attack_strenght{ $s } > $max_strength_vs_land ) {
|
|
$max_strength_vs_land = $attack_strenght{ $s };
|
|
$max_strength_vs_land_var = $attack_var{ $s };
|
|
}
|
|
}
|
|
if ( $attack_air{ $s } ) {
|
|
|
|
if ( $attack_strenght{ $s } > $max_strength_vs_air ) {
|
|
$max_strength_vs_air = $attack_strenght{ $s };
|
|
$max_strength_vs_air_var = $attack_var{ $s };
|
|
}
|
|
}
|
|
|
|
if (
|
|
$attack_land{ $s } &&
|
|
$attack_air{ $s }
|
|
) {
|
|
$target .= "Ground and air";
|
|
$full_attack_tmp .= "Target: $target units<BR>\n";
|
|
}
|
|
elsif (
|
|
$attack_air{ $s }
|
|
) {
|
|
$target .= "Only air";
|
|
$full_attack_tmp .= "Target: $target units<BR>\n";
|
|
}
|
|
elsif (
|
|
$attack_land{ $s }
|
|
) {
|
|
$target .= "Only ground";
|
|
$full_attack_tmp .= "Target: $target units<BR>\n";
|
|
}
|
|
|
|
|
|
if ( $attack_range{ $s } > $max_range ) {
|
|
$max_range = $attack_range{ $s };
|
|
}
|
|
|
|
|
|
$full_attack_tmp .= "Strength: $attack_strenght{ $s }+-$attack_var{ $s }<BR>\n";
|
|
|
|
# show attack as range ( 100-200)
|
|
#$full_attack_tmp .= "Strength: ".($attack_strenght{ $s }-$attack_var{ $s })."-".($attack_strenght{ $s }+$attack_var{ $s })."<BR>\n";
|
|
|
|
#$full_attack_tmp .= "Strength-Variance: ".$attack_var{ $s }."<BR>\n";
|
|
#$full_attack_tmp .= "Strength: ".$attack_strenght{ $s }."<BR>\n";
|
|
#$full_attack_tmp .= "Strength-Variance: ".$attack_var{ $s }."<BR>\n";
|
|
|
|
$full_attack_tmp .= "Range: ".$attack_range{ $s }."<BR>\n";
|
|
if ( $splash{ $s } ) {
|
|
$full_attack_tmp .= "Splash-Radius: $splash_radius{ $s }<BR>\n";
|
|
$full_attack_tmp .= "Splash also damages own units!<BR>\n" if ($splash_damage_all{ $s });
|
|
}
|
|
$full_attack_tmp .= "Type: ".&link_attack_and_armor_types($attack_type{ $s })." <BR>\n";
|
|
$full_attack_tmp .= "Attack Speed: ".$speed{ $s }."<BR>\n";
|
|
$full_attack_tmp .= "Start Time: ".$attack_start_time{ $s }."<BR>\n";
|
|
$full_attack_tmp .= "Energy-Cost: ".$ep_cost{ $s }."<BR>\n" if ( $ep_cost{ $s });
|
|
if ( $skill_on_hold_position ) {
|
|
my ( $s, $requirement ) = split(/;/, $skill_on_hold_position );
|
|
if ( $skill eq $s ) {
|
|
$used_on_hold_position="true";
|
|
$full_attack_tmp .= "This Attack Skill is used on \"Hold Position\"<BR>\n";
|
|
$full_attack_tmp .= "(\"Hold Position\" requires ".&link_unit($faction, $requirement).")<BR>\n" if ( $requirement);
|
|
}
|
|
}
|
|
|
|
if ( $ms) {
|
|
print "speed: $speed{ $ms } of $ms\n" ;
|
|
if ( $speed{ $ms } > $max_move_speed ) {
|
|
$max_move_speed = $speed{ $ms };
|
|
$full_attack_tmp .= "Special Move Speed: ".$speed{ $ms }." (".&format_name( $move_skill).")<BR>\n";
|
|
}
|
|
}
|
|
|
|
$full_attack_tmp .= "</TD></TR>\n";
|
|
|
|
return (
|
|
$full_attack_tmp,
|
|
$max_strength_vs_land,
|
|
$max_strength_vs_land_var,
|
|
$max_strength_vs_air,
|
|
$max_strength_vs_air_var,
|
|
$max_range,
|
|
$max_move_speed,
|
|
$attack_strenght{ $s },
|
|
$attack_var{ $s },
|
|
$attack_range{ $s },
|
|
$attack_type{ $s },
|
|
$speed{ $s },
|
|
$attack_start_time{ $s },
|
|
$ep_cost{ $s },
|
|
$used_on_hold_position,
|
|
$target,
|
|
);
|
|
}
|
|
|
|
sub html_icon_resource {
|
|
# return <IMG SRC=...> for resource (gold, wood, stone, ...)
|
|
my ($resource, $size) = @_;
|
|
return "<IMG SRC=\"images/resources/$resource.bmp\" HEIGHT=$size WIDTH=$size ALT=\"".&format_name( $resource )."\">";
|
|
}
|
|
|
|
sub load_tip_files {
|
|
|
|
foreach my $faction_path ( @factions ) {
|
|
my $faction = $faction_path;
|
|
$faction =~ s/.+\///;
|
|
my $faction_pretty = &format_name( $faction );
|
|
|
|
my $tip_file = "$faction_path/lang/${faction}_en.lng";
|
|
print "tip-file: $tip_file\n";
|
|
|
|
open (TIPS, "< $tip_file") || die "can't read tip-file: $tip_file\n";
|
|
while (my $line =<TIPS>) {
|
|
next if ( $line =~ /^;/ );
|
|
if ( $line =~ /(.+)=(.+)/ ) {
|
|
my $name = $1;
|
|
my $key = $2;
|
|
|
|
$tips{ $name } = $key;
|
|
|
|
}
|
|
}
|
|
close TIPS;
|
|
}
|
|
|
|
}
|
|
|
|
sub choose_faction_html {
|
|
my ( $faction ) = @_;
|
|
|
|
my $tmp_links = $all_faction_links_overview;
|
|
|
|
if ( $faction ) {
|
|
my $faction_pretty = &format_name( $faction );
|
|
$tmp_links =~ s/>($faction_pretty)</><I>$1<\/I></;
|
|
}
|
|
|
|
return "<H4>Choose faction: $tmp_links </H4><P>\n";
|
|
}
|
|
|
|
sub diagram_links_html {
|
|
|
|
|
|
my ( $faction ) = @_;
|
|
|
|
my $graph_file;
|
|
|
|
my $html="<H4>Techtree Diagrams: ";
|
|
|
|
for my $type ('buildings', 'buildings_units', 'all') {
|
|
|
|
#if ( $graph_files{ "$faction:click_map:$type" } ) {
|
|
if ( $cfg->val('all', 'build_clickable_map') ) {
|
|
$graph_file = "${faction}_techtree_clickable_map_${type}.html";
|
|
#$graph_file = $graph_files{ "$faction:click_map:$type" };
|
|
}
|
|
elsif ( $graph_files{ "$faction:svg:$type" } ) {
|
|
$graph_file = "${faction}_techtree_graph_${type}.svg";
|
|
}
|
|
$graph_file =~ s/.+\///;
|
|
$html .= "<a href=\"$graph_file\">".&format_name($type)."</a> |\n";
|
|
}
|
|
chop $html;
|
|
chop $html;
|
|
chop $html;
|
|
$html .="</H4>\n";
|
|
return $html;
|
|
}
|
|
|
|
sub create_armor_vs_attack {
|
|
my ( $pack_file ) = @_;
|
|
|
|
my $xpath = XML::XPath->new( $pack_file );
|
|
|
|
my $armor_types_xml = $xpath->find("/tech-tree/armor-types/armor-type");
|
|
|
|
foreach my $armor_type ( $armor_types_xml->get_nodelist ) {
|
|
XML::XPath::XMLParser::as_string( $armor_type ) =~ /name=\"(.+?)\"/;
|
|
my $armor_type_tmp = $1;
|
|
push @armor_types, $armor_type_tmp;
|
|
print "armor-type: $armor_type_tmp\n";
|
|
}
|
|
|
|
my $attack_types_xml = $xpath->find("/tech-tree/attack-types/attack-type");
|
|
|
|
foreach my $attack_type ( $attack_types_xml->get_nodelist ) {
|
|
XML::XPath::XMLParser::as_string( $attack_type ) =~ /name=\"(.+?)\"/;
|
|
my $attack_type_tmp = $1;
|
|
push @attack_types, $attack_type_tmp;
|
|
print "attack-type: $attack_type_tmp\n";
|
|
}
|
|
|
|
my $damage_multipliers_xml = $xpath->find("/tech-tree/damage-multipliers/damage-multiplier");
|
|
|
|
foreach my $damage_multiplier_tmp ( $damage_multipliers_xml->get_nodelist ) {
|
|
XML::XPath::XMLParser::as_string( $damage_multiplier_tmp ) =~ /attack=\"(.+?)\" armor=\"(.+?)\" value=\"(.+?)\"/;
|
|
my $attack = $1;
|
|
my $armor = $2;
|
|
my $value = $3;
|
|
$damage_multiplier{"$attack:$armor"} = $value;
|
|
print "damage_multiplier for $attack vs $armor = $value\n";
|
|
}
|
|
|
|
|
|
|
|
my $table = "";
|
|
|
|
$table .= "<TABLE BORDER=1><TR><TH> </TH>\n";
|
|
foreach my $armor ( @armor_types ) {
|
|
$table .= "<TH> ".format_name($armor)." </TH>\n";
|
|
}
|
|
$table .= "</TR>\n";
|
|
|
|
foreach my $attack ( @attack_types ) {
|
|
$table .= "<TR><TH> ".&format_name( $attack)." </TH>\n";
|
|
foreach my $armor ( @armor_types ) {
|
|
my $mul = ($damage_multiplier{"$attack:$armor"} || 1);
|
|
if ( $mul > 1 ) {
|
|
#$table .= "<TD BGCOLOR=LIGHTGREEN>";
|
|
$table .= "<TD>";
|
|
}
|
|
elsif ( $mul < 1 ) {
|
|
#$table .= "<TD BGCOLOR=ORANGE>";
|
|
$table .= "<TD>";
|
|
}
|
|
else {
|
|
$table .= "<TD>";
|
|
}
|
|
|
|
|
|
$table .= " ".$mul;
|
|
$table .= "</TD>";
|
|
}
|
|
$table .= "</TR>\n";
|
|
}
|
|
$table .= "</TABLE>\n";
|
|
|
|
my $html_page = "attack_and_armor_types.html";
|
|
my $outfile = "$out_path/$html_page";
|
|
open (HTML, "> $outfile") || die "can't write outfile: $outfile\n";
|
|
my $title = "Damage Multipliers for Attack Types versus Armor Types";
|
|
push @special_html_pages, "$html_page;$title";
|
|
print HTML &header($title);
|
|
print HTML "<H5>Values larger than 1 mean more damage, smaller than 1 less damage.</H5><P>\n";
|
|
|
|
print HTML $table;
|
|
|
|
my $pack_file_short = $pack_file;
|
|
$pack_file =~ s/.+\///;
|
|
print HTML "<H5>This information is extracted from $pack_file.</H5><P>\n";
|
|
print HTML $footer;
|
|
close HTML;
|
|
}
|
|
|
|
sub do_air_ground {
|
|
|
|
# show if unit is on field air,ground or both
|
|
my ( $u ) = @_;
|
|
|
|
my $overview_tmp .= "<TD ALIGN=CENTER>";
|
|
my $full_tmp .= "<TR><TD>Movement Type:</TD><TD>";
|
|
|
|
# air + land means land (f.e. tech archer)
|
|
# units can't be both, although that would seem ok for the genie
|
|
if (
|
|
$land_unit{ $u } ||
|
|
(
|
|
$air_unit{ $u } &&
|
|
$land_unit{ $u }
|
|
)
|
|
) {
|
|
$overview_tmp .= "Ground";
|
|
$full_tmp .= "Ground Unit";
|
|
}
|
|
elsif ( $air_unit{ $u } ) {
|
|
$overview_tmp .= "Air";
|
|
$full_tmp .= "Air Unit";
|
|
}
|
|
else {
|
|
print "WARNING: unit neither air nor ground: $u\n";
|
|
}
|
|
|
|
$overview_tmp .= "</TD>\n";
|
|
$full_tmp .= "</TD>\n";
|
|
|
|
return ( $overview_tmp, $full_tmp );
|
|
}
|
|
|
|
sub show_special_pages {
|
|
return "<H4>$special_pages</H4>";
|
|
}
|
|
|
|
sub do_upgrade_benefits {
|
|
|
|
# show the benefit of an upgrade
|
|
my ( $u ) = @_;
|
|
|
|
my $upgrade_benefits="";
|
|
my $upgrade_benefits_html="";
|
|
|
|
$upgrade_benefits_html .= "<TR><TD>Increase Hitpoints: </TD><TD>+".$max_hp{$u}."</TD></TR>\n" if ( $max_hp{$u} );
|
|
$upgrade_benefits_html .= "<TR><TD>Increase Energy-Points: </TD><TD>+".$max_ep{$u}."</TD></TR>\n" if ( $max_ep{$u} );
|
|
$upgrade_benefits_html .= "<TR><TD>Increase Sight: </TD><TD>+".$sight{$u}."</TD></TR>\n" if ( $sight{$u} );
|
|
$upgrade_benefits_html .= "<TR><TD>Increase Attack Strength: </TD><TD>+".$attack_strenght{$u}."</TD></TR>\n" if ( $attack_strenght{$u} );
|
|
$upgrade_benefits_html .= "<TR><TD>Increase Attack Range: </TD><TD>+".$attack_range{$u}."</TD></TR>\n" if ( $attack_range{$u} );
|
|
$upgrade_benefits_html .= "<TR><TD>Increase Armor: </TD><TD>+".$armor{$u}."</TD></TR>\n" if ( $armor{$u} );
|
|
$upgrade_benefits_html .= "<TR><TD>Increase Move: </TD><TD>+".$move_speed{$u}."</TD></TR>\n" if ( $move_speed{$u} );
|
|
$upgrade_benefits_html .= "<TR><TD>Increase Production Speed: </TD><TD>+".$production_speed{$u}."</TD></TR>\n" if ( $production_speed{$u} );
|
|
|
|
$upgrade_benefits = $upgrade_benefits_html;
|
|
# for overview remove HTML-tags
|
|
$upgrade_benefits =~ s/<\/?TD>//gi;
|
|
$upgrade_benefits =~ s/<TR>//gi;
|
|
$upgrade_benefits =~ s/<\/TR>/, /gi;
|
|
$upgrade_benefits =~ s/Increase //gi;
|
|
|
|
# remove last coma
|
|
$upgrade_benefits =~ s/, $//g;
|
|
# remove trailing whitespace
|
|
$upgrade_benefits =~ s/\s+$//g;
|
|
|
|
return ( $upgrade_benefits, $upgrade_benefits_html );
|
|
}
|