Show the number of attacks per second to show users some attack speed, without showing the actual timers, or calcualtion of the number of arrows. Fixes #2352
This was SVN commit r14555.
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@ -225,15 +225,29 @@ function displaySingle(entState, template)
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Math.round(range/4);
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if (Math.round((realRange - range)/4) > 0)
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{
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attack += " (+" + Math.round((realRange - range)/4) + ")";
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}
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else if (Math.round((realRange - range)/4) < 0)
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{
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attack += " (" + Math.round((realRange - range)/4) + ")";
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} // don't show when it's 0
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}
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attack += "\n[font=\"serif-bold-13\"]Rate:[/font] ";
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var hits = 0;
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if (entState.unitAI)
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hits++;
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if (entState.buildingAI)
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hits += entState.buildingAI.arrowCount;
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if (hits == 1)
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attack += hits + " attack per ";
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else
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attack += hits + " attacks per ";
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var time = entState.attack.repeatTime/1000;
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if (time == 1)
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attack += "second";
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else
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attack += time + " seconds";
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}
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Engine.GetGUIObjectByName("attackAndArmorStats").tooltip = attack + "\n[font=\"serif-bold-13\"]Armor:[/font] " + armorTypeDetails(entState.armour);
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@ -322,6 +322,9 @@ GuiInterface.prototype.GetExtendedEntityState = function(player, ent)
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ret.attack.type = type;
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ret.attack.minRange = range.min;
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ret.attack.maxRange = range.max;
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var timers = cmpAttack.GetTimers(type);
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ret.attack.prepareTime = timers.prepare;
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ret.attack.repeatTime = timers.repeat;
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if (type == "Ranged")
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{
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ret.attack.elevationBonus = range.elevationBonus;
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@ -359,6 +362,17 @@ GuiInterface.prototype.GetExtendedEntityState = function(player, ent)
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ret.armour = cmpArmour.GetArmourStrengths();
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}
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var cmpBuildingAI = Engine.QueryInterface(ent, IID_BuildingAI);
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if (cmpBuildingAI)
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{
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ret.buildingAI = {
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"defaultArrowCount": cmpBuildingAI.GetDefaultArrowCount(),
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"garrisonArrowMultiplier": cmpBuildingAI.GetGarrisonArrowMultiplier(),
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"garrisonArrowClasses": cmpBuildingAI.GetGarrisonArrowClasses(),
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"arrowCount": cmpBuildingAI.GetArrowCount()
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};
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}
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var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
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if (cmpObstruction)
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{
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