(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
52 lines
1.6 KiB
Perl
52 lines
1.6 KiB
Perl
.TH Command SSTAT
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.NA sstat "Report statistics of ship, fleet or ships in a given area"
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.LV Basic
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.SY "sstat [<SHIP/FLEET> | <SECTS>]"
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The sstat command is a report of the varying statistics of your ships and
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lists the info in a readable format. Since your ships' statistics vary by
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tech level, this is a very useful way to see what the attack, defense, etc.
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modifiers are on a per-ship basis.
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.s1
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The <SHIP/FLEET> and <SECTS> arguments are provided in case you only
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wish to look at one ship
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or one fleet or all ships within a given area.
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.s1
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Sstat expects an argument. To see every ship you own, give it
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the argument '*', or type "sstat *".
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.s1
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The report format contains the following fields:
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.s1
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.in \w'ship-type\0\0'u
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.L shp#
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the ship number
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.L ship-type
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the type of ship; \*Qpatrol boat\*U, \*Qsubmarine\*U, etc,
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.L x,y
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the ship's current location (relative to your capital),
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.L eff
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the ship's efficiency,
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.L tech
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the tech level of the ship
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.L def
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the armor value of the ship (i.e. how strong is the hull)
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.L spd
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the speed of the ship
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.L vis
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the visibility of the ship (i.e. how easy is it to see)
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.L rng
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twice the distance the guns can fire,
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The range formula is (rng/2) * ((tech + 50) / (tech + 200))
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.L fir
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the number of guns the ship can fire at once
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.in
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.s1
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For example:
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.EX ship *
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.NF
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shp# ship-type x,y eff tech def spd vis rng fir
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0 dd destroyer 1,1 100% 140 51 41 19 9 2
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1 bb battleship 1,1 100% 200 129 35 34 17 7
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2 ships
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.FI
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.s1
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.SA "ship, build, cargo, fleetadd, navigate, load, lookout, scrap, sonar, torpedo, upgrade, land, Ships"
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