File: unitTables.py

package info (click to toggle)
0ad 0.0.17-1
  • links: PTS, VCS
  • area: main
  • in suites: jessie, jessie-kfreebsd
  • size: 51,248 kB
  • ctags: 46,933
  • sloc: cpp: 223,208; ansic: 31,240; python: 16,343; perl: 4,083; sh: 1,011; makefile: 915; xml: 733; java: 621; ruby: 229; erlang: 53; sql: 40
file content (699 lines) | stat: -rw-r--r-- 33,771 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
import xml.etree.ElementTree as ET
import os
import glob

# What data to use
AttackTypes = ["Hack","Pierce","Crush"]
Resources = ["food", "wood", "stone", "metal"]

#Generic templates to load
Class = ["_champion",""]
Types = ["infantry","cavalry"];
Subtypes = ["spearman","pikeman","swordsman", "archer","javelinist","slinger"];
Fix = ["melee_","ranged_",""]
AddedTemplates = ["template_unit_champion_elephant_melee.xml"]

# Those describe Civs to analyze and buildings to consider.
# That way you can restrict to some buildings specifically.
Civs = ["athen", "mace", "spart", "cart", "rome", "pers", "maur", "brit", "gaul", "iber"]
#Civs = ["rome","pers"]
CivBuildings = ["civil_centre", "barracks","gymnasion", "stables", "elephant_stables", "fortress", "embassy_celtic", "embassy_italiote", "embassy_iberian"]
#CivBuildings = ["civil_centre", "barracks"]

# Remote Civ templates with those strings in their name.
FilterOut = ["hero", "mecha", "support", "barracks"]

# Graphic parameters: affects only how the data is shown
ComparativeSortByCav = True
ComparativeSortByChamp = True
SortTypes = ["Support","Pike","Spear","Sword", "Archer","Javelin","Sling","Elephant"];	# Classes
ShowCivLists = False

# Parameters: affects the data
paramIncludePopCost = False
paramFactorCounters = True;	# False means attack bonuses are not counted.
paramDPSImp = 5
paramHPImp = 3	# Decrease to make more important
paramRessImp = { "food" : 1.0, "wood" : 1.0, "stone" : 2.0, "metal" : 1.5 }
paramBuildTimeImp = 0.5	# Sane values are 0-1, though more is OK.
paramSpeedImp = 0.2		# Sane values are 0-1, anything else will be weird.
paramRangedCoverage = 1.0  	# Sane values are 0-1, though more is OK.
paramRangedMode = "Average"	#Anything but "Average" is "Max"
paramMicroAutoSpeed = 2.5	# Give a small advantage to ranged units faster than melee units (by at least this parameter). Making this too high will disable this advantage. This simulates the advantage a bit of micro would give
paramMicroPerfectSpeed = 5.0	# Likewise, only this assumes perfect micro. Thus a ranged unit a lot faster is invincible. For example chariot v Elephant is a large win for elephants without this, but a large win for chariots with, since chariots can easily outmaneuver elephants if microed perfectly.

# This is the path to the /templates/ folder to consider. Change this for mod support.
basePath = os.path.realpath(__file__).replace("unitTables.py","") + "../../../binaries/data/mods/public/simulation/templates/"


def htbout(file, balise, value):
	file.write("<" + balise + ">" + value + "</" + balise + ">\n" )
def htout(file, value):
	file.write("<p>" + value + "</p>\n" )

def CalcUnit(UnitName, existingUnit = None):
	unit = { 'HP' : "0", "BuildTime" : "0", "Cost" : { 'food' : "0", "wood" : "0", "stone" : "0", "metal" : "0", "population" : "0"},
	'Attack' : { "Melee" : { "Hack" : 0, "Pierce" : 0, "Crush" : 0 }, "Ranged" : { "Hack" : 0, "Pierce" : 0, "Crush" : 0 } },
	'RepeatRate' : {"Melee" : "0", "Ranged" : "0"},'PrepRate' : {"Melee" : "0", "Ranged" : "0"}, "Armour" : {},
	"Ranged" : "false", "Classes" : [], "AttackBonuses" : {}, "Restricted" : [],
	"Civ" : None };
	
	if (existingUnit != None):
		unit = existingUnit

	Template = ET.parse(UnitName)
	
	# Recursively get data from our parent which we'll override.
	if (Template.getroot().get("parent") != None):
		unit = CalcUnit(Template.getroot().get("parent") + ".xml", unit)
		unit["Parent"] = Template.getroot().get("parent") + ".xml"

	if (Template.find("./Identity/Civ") != None):
		unit['Civ'] = Template.find("./Identity/Civ").text

	if (Template.find("./Health/Max") != None):
		unit['HP'] = Template.find("./Health/Max").text

	if (Template.find("./Cost/BuildTime") != None):
		unit['BuildTime'] = Template.find("./Cost/BuildTime").text
	
	if (Template.find("./Cost/Resources") != None):
		for type in list(Template.find("./Cost/Resources")):
			unit['Cost'][type.tag] = type.text

	if (Template.find("./Attack/Melee") != None):
		if (Template.find("./Attack/Melee/RepeatTime") != None):
			unit['RepeatRate']["Melee"] = Template.find("./Attack/Melee/RepeatTime").text
		if (Template.find("./Attack/Melee/PrepareTime") != None):
			unit['PrepRate']["Melee"] = Template.find("./Attack/Melee/PrepareTime").text
		for atttype in AttackTypes:
			if (Template.find("./Attack/Melee/"+atttype) != None):
				unit['Attack']['Melee'][atttype] = Template.find("./Attack/Melee/"+atttype).text
		if (Template.find("./Attack/Melee/Bonuses") != None):
			for Bonus in Template.find("./Attack/Melee/Bonuses"):
				Against = []
				CivAg = []
				if (Bonus.find("Classes") != None and Bonus.find("Classes").text != None):
					Against = Bonus.find("Classes").text.split(" ")
				if (Bonus.find("Civ") != None and Bonus.find("Civ").text != None):
					CivAg = Bonus.find("Civ").text.split(" ")
				Val = float(Bonus.find("Multiplier").text)
				unit["AttackBonuses"][Bonus.tag] = {"Classes" : Against, "Civs" : CivAg, "Multiplier" : Val}
		if (Template.find("./Attack/Melee/RestrictedClasses") != None):
			newClasses = Template.find("./Attack/Melee/RestrictedClasses").text.split(" ")
			for elem in newClasses:
				if (elem.find("-") != -1):
					newClasses.pop(newClasses.index(elem))
					if elem in unit["Restricted"]:
						unit["Restricted"].pop(newClasses.index(elem))
			unit["Restricted"] += newClasses


	if (Template.find("./Attack/Ranged") != None):
		unit['Ranged'] = "true"
		if (Template.find("./Attack/Ranged/MaxRange") != None):
			unit['Range'] = Template.find("./Attack/Ranged/MaxRange").text
		if (Template.find("./Attack/Ranged/RepeatTime") != None):
			unit['RepeatRate']["Ranged"] = Template.find("./Attack/Ranged/RepeatTime").text
		if (Template.find("./Attack/Ranged/PrepareTime") != None):
			unit['PrepRate']["Ranged"] = Template.find("./Attack/Ranged/PrepareTime").text
		for atttype in AttackTypes:
			if (Template.find("./Attack/Ranged/"+atttype) != None):
				unit['Attack']['Ranged'][atttype] = Template.find("./Attack/Ranged/"+atttype).text
		if (Template.find("./Attack/Ranged/Bonuses") != None):
			for Bonus in Template.find("./Attack/Ranged/Bonuses"):
				Against = []
				CivAg = []
				if (Bonus.find("Classes") != None and Bonus.find("Classes").text != None):
					Against = Bonus.find("Classes").text.split(" ")
				if (Bonus.find("Civ") != None and Bonus.find("Civ").text != None):
					CivAg = Bonus.find("Civ").text.split(" ")
				Val = float(Bonus.find("Multiplier").text)
				unit["AttackBonuses"][Bonus.tag] = {"Classes" : Against, "Civs" : CivAg, "Multiplier" : Val}
		if (Template.find("./Attack/Melee/RestrictedClasses") != None):
			newClasses = Template.find("./Attack/Melee/RestrictedClasses").text.split(" ")
			for elem in newClasses:
				if (elem.find("-") != -1):
					newClasses.pop(newClasses.index(elem))
					if elem in unit["Restricted"]:
						unit["Restricted"].pop(newClasses.index(elem))
			unit["Restricted"] += newClasses

	if (Template.find("./Armour") != None):
		for atttype in AttackTypes:
			if (Template.find("./Armour/"+atttype) != None):
				unit['Armour'][atttype] = Template.find("./Armour/"+atttype).text

	if (Template.find("./UnitMotion") != None):
		if (Template.find("./UnitMotion/WalkSpeed") != None):
				unit['WalkSpeed'] = Template.find("./UnitMotion/WalkSpeed").text

	if (Template.find("./Identity/VisibleClasses") != None):
		newClasses = Template.find("./Identity/VisibleClasses").text.split(" ")
		for elem in newClasses:
			if (elem.find("-") != -1):
				newClasses.pop(newClasses.index(elem))
				if elem in unit["Classes"]:
					unit["Classes"].pop(newClasses.index(elem))
		unit["Classes"] += newClasses
	
	if (Template.find("./Identity/Classes") != None):
		newClasses = Template.find("./Identity/Classes").text.split(" ")
		for elem in newClasses:
			if (elem.find("-") != -1):
				newClasses.pop(newClasses.index(elem))
				if elem in unit["Classes"]:
					unit["Classes"].pop(newClasses.index(elem))
		unit["Classes"] += newClasses


	return unit

def WriteUnit(Name, UnitDict):
	rstr = "<tr>"

	rstr += "<td style=\"text-align:right;\">" + Name + "</td>\n"
	
	rstr += "<td>" + UnitDict["HP"] + "</td>\n"

	rstr += "<td>" + UnitDict["BuildTime"] + "</td>\n"

	rstr += "<td>" + UnitDict["WalkSpeed"] + "</td>\n"
	
	rstr += "<td>" + UnitDict["Cost"]["food"] + "F / " + UnitDict["Cost"]["wood"] + "W / " + UnitDict["Cost"]["stone"] + "S / " + UnitDict["Cost"]["metal"] + "M</td>\n"

	if UnitDict["Ranged"] == "True":
		rstr += "<td>" + str(UnitDict["Attack"]["Ranged"]["Hack"]) + " / " + str(UnitDict["Attack"]["Ranged"]["Pierce"]) + " / " + str(UnitDict["Attack"]["Ranged"]["Crush"]) + "</td>\n"
	else:
		rstr += "<td>" + str(UnitDict["Attack"]["Melee"]["Hack"]) + " / " + str(UnitDict["Attack"]["Melee"]["Pierce"]) + " / " + str(UnitDict["Attack"]["Melee"]["Crush"]) + "</td>\n"
	
	rstr += "<td>" + str(UnitDict["Armour"]["Hack"]) + " / " + str(UnitDict["Armour"]["Pierce"]) + " / " + str(UnitDict["Armour"]["Crush"]) + "</td>\n"

	rstr += "<td style=\"text-align:left;\">"
	for classe in UnitDict["Classes"]:
		rstr += classe + " "
	rstr += "</td>"
	
	rstr += "<td style=\"text-align:left;\">"
	for Bonus in UnitDict["AttackBonuses"]:
		rstr += "["
		for classe in UnitDict["AttackBonuses"][Bonus]["Classes"]:
			rstr += classe + " "
		rstr += ': ' + str(UnitDict["AttackBonuses"][Bonus]["Multiplier"]) + "]  "
	rstr += "</td>"

	rstr += "<td>"
	for classe in UnitDict["Restricted"]:
		rstr += classe + " "
	rstr += "</td>"

	return "</tr>" + rstr

def CalcValue(UnitDict):
	Worth = {};

	# Try to estimate how "worth it" a unit is.
	# We can't really differentiate between attack types and armor types and counters here, so values might fluctuate
	# But this can be used to quickly estimate if some units are too costly.

	Attack = "Melee"
	if (UnitDict["Ranged"] == "true"):
		Attack = "Ranged"

	DPS = 0
	for att in AttackTypes:
		DPS += float(UnitDict['Attack'][Attack][att])
	if (Attack == "Ranged"):
		DPS += float(UnitDict["Range"]) / 10
	DPS /= (float(UnitDict['RepeatRate'][Attack])+float(UnitDict['PrepRate'][Attack])+1)/1000

	Worth["Attack"] = DPS * paramDPSImp;

	if "Infantry" in UnitDict["Restricted"]:
		Worth["Attack"] /= 5.0;
	if "Cavalry" in UnitDict["Restricted"]:
		Worth["Attack"] /= 5.0;

	armorTotal = float(UnitDict['Armour']["Hack"]) + float(UnitDict['Armour']["Pierce"]) + float(UnitDict['Armour']["Crush"])/2.0

	Worth["Defence"] = int(UnitDict['HP']) / (0.9**armorTotal)/paramHPImp;

	TotalCost = 0
	for ress in paramRessImp:
		TotalCost += int(UnitDict['Cost'][ress]) * paramRessImp[ress]
	
	if (paramIncludePopCost):
		TotalCost *= (int(UnitDict['Cost']["population"])+1)/2.0

	Worth["Cost"] = TotalCost/400.0;

	Worth["Cost"] = Worth["Cost"] * int(UnitDict['BuildTime'])/12.0 * paramBuildTimeImp + (1.0-paramBuildTimeImp) * Worth["Cost"];

	# Speed makes you way less evasive, and you can chase less.
	# It's not really a cost so just decrease Attack and Defence
	Worth["Attack"] = Worth["Attack"] * float(UnitDict["WalkSpeed"])/10.0 * paramSpeedImp + (1.0-paramSpeedImp) * Worth["Attack"];
	Worth["Defence"] = Worth["Defence"] * float(UnitDict["WalkSpeed"])/10.0 * paramSpeedImp + (1.0-paramSpeedImp) * Worth["Defence"];

	Worth["Total"] = (Worth["Attack"] + Worth["Defence"])/Worth["Cost"]

	return Worth

def canAttack(Attacker, Defender):
	ARestrictions = Attacker["Restricted"]
	BClasses = Defender["Classes"]

	for Classes in ARestrictions:
		if Classes in BClasses:
			return False
	return True

def GetAttackBonus(Attacker, Defender):
	if not canAttack(Attacker, Defender):
		return 0.0
	Abonuses = Attacker["AttackBonuses"]
	BClasses = Defender["Classes"]

	Bonus = 1.0;

	for BonusTypes in Abonuses:
		found = True
		for classe in Abonuses[BonusTypes]["Classes"]:
			if classe not in BClasses:
				found = False;
		for civi in Abonuses[BonusTypes]["Civs"]:
			if Defender["Civ"] not in civi:
				found = False;
		if found:
			Bonus *= Abonuses[BonusTypes]["Multiplier"]

	return Bonus;

# Returns how much stronger unit A is compared to unit B in a direct fight. Uses counters, speed. Not perfect, but not widely inaccurate either.
def Compare2(UnitDictA,UnitDictB):
	AWorth = 1.0;
	BWorth = 1.0;

	output = 1.0;

	# Get some DPS up in here. Use only melee or Ranged if available.
	AAttack = "Melee"
	if (UnitDictA["Ranged"] == "true"):
		AAttack = "Ranged"
	BAttack = "Melee"
	if (UnitDictB["Ranged"] == "true"):
		BAttack = "Ranged"

	ADPS = 0.0
	BDPS = 0.0
	# Exponential armor
	for att in AttackTypes:
		ADPS += float(UnitDictA['Attack'][AAttack][att]) * 0.9**float(UnitDictB['Armour'][att])
		BDPS += float(UnitDictB['Attack'][BAttack][att]) * 0.9**float(UnitDictA['Armour'][att])
	#Check if A is bonused against B and vice versa
	if (paramFactorCounters == True):
		ADPS *= GetAttackBonus(UnitDictA,UnitDictB)
		BDPS *= GetAttackBonus(UnitDictB,UnitDictA)

	if (AAttack == "Ranged"):
		ADPS += float(UnitDictA["Range"]) / float(UnitDictB["WalkSpeed"])
	if (BAttack == "Ranged"):
		BDPS += float(UnitDictB["Range"]) / float(UnitDictA["WalkSpeed"])

	ADPS /= (float(UnitDictA['RepeatRate'][AAttack])+float(UnitDictA['PrepRate'][AAttack])+1)/1000
	BDPS /= (float(UnitDictB['RepeatRate'][BAttack])+float(UnitDictB['PrepRate'][BAttack])+1)/1000

	#Ranged units can get a real advantage against slower enemy units.
	if AAttack == "Ranged" and BAttack != "Ranged" and float(UnitDictA["WalkSpeed"]) - paramMicroAutoSpeed > float(UnitDictB["WalkSpeed"]):
		ADPS += 20
	elif BAttack == "Ranged" and AAttack != "Ranged" and float(UnitDictB["WalkSpeed"]) - paramMicroAutoSpeed > float(UnitDictA["WalkSpeed"]):
		BDPS += 20

	if AAttack == "Ranged" and BAttack != "Ranged" and float(UnitDictA["WalkSpeed"]) - paramMicroPerfectSpeed > float(UnitDictB["WalkSpeed"]):
		ADPS += 5000
	elif BAttack == "Ranged" and AAttack != "Ranged" and float(UnitDictB["WalkSpeed"]) - paramMicroPerfectSpeed > float(UnitDictA["WalkSpeed"]):
		BDPS += 5000

	AWorth += int(UnitDictA['HP']) / (BDPS+1);
	BWorth += int(UnitDictB['HP']) / (ADPS+1);

	SpeedRatio = 1.0-paramSpeedImp + paramSpeedImp * float(UnitDictA["WalkSpeed"]) / float(UnitDictB["WalkSpeed"])

	return AWorth / BWorth * SpeedRatio

# Sort the templates dictionary.
def SortFn(A):
	sortVal = 0
	for classe in SortTypes:
		sortVal += 1
		if classe in A[1]["Classes"]:
			break
	if (ComparativeSortByChamp == True and A[0].find("champion") == -1):
		sortVal -= 20
	if (ComparativeSortByCav == True and A[0].find("cavalry") == -1):
		sortVal -= 10
	if (A[1]["Civ"] != None):
		sortVal += 100 * Civs.index(A[1]["Civ"])
	return sortVal

# Output a matrix of each units against one another, where the square is greener if the unit is stronger, redder if weaker.
def WriteComparisonTable(Units, OtherUnits = None):
	f.write("<table class=\"ComparisonTable\">")

	if OtherUnits == None:
		OtherUnits = Units

	sortedDict = sorted(Units.items(), key=SortFn)
	sortedOtherDict = sorted(OtherUnits.items(), key=SortFn)

	# First column: write them all
	f.write ("<tr class=\"vertical-text\">")
	f.write("<td></td>")
	for unitName in sortedOtherDict:
		f.write("<th>" + unitName[0] + "</th>")
	f.write("<td class=\"Separator\"></td>")
	for unitName in sortedOtherDict:
		f.write("<th>" + unitName[0] + "</th>")	
	f.write("</tr>")

	# Write the comparisons
	for unitName in sortedDict:
		f.write("<tr>\n<th>" + unitName[0] + "</th>")
		
		for otherUnitName in sortedOtherDict:
			outcome = Compare2(unitName[1],otherUnitName[1])
			green = max(0.0, min(4.0,outcome))
			if (green > 1.0):
				f.write("<td style=\"background-color: rgb(" + str(int(85*(4.0-green))) + ",255,0)\"></td>")
			else:
				f.write("<td style=\"background-color: rgb(255," + str(int(255*green)) + ",0" + ")\"></td>")

		f.write("<td class=\"Separator\"></td>")

		for otherUnitName in sortedOtherDict:
			outcome = GetAttackBonus(unitName[1],otherUnitName[1])
			green = max(0.0, min(3.0,outcome))
			if (green > 1.0):
				f.write("<td style=\"background-color: rgb(" + str(int(126*(3.0-green))) + ",255,"  + str(int(126*(3.0-green))) + ")\"></td>")
			else:
				f.write("<td style=\"background-color: rgb(255," + str(int(255*green)) + "," + str(int(255*green)) + ")\"></td>")
		f.write("</tr>")

	f.write("</table>")


def WriteWorthList(Units):

	def SortFn(A):
		return CalcValue(A[1])["Total"]

	sortedDict = sorted(Units.items(), key=SortFn, reverse=True)

	f.write("<table class=\"WorthList\">")
	for unitName in sortedDict:
		value = CalcValue(unitName[1])
		valueAtt = int(2*value["Attack"]/value["Cost"])
		valueDef = int(2*value["Defence"]/value["Cost"])
		f.write("<tr><th>" + unitName[0] + ": </th><td><span style=\"text-align:right; float:right; background-color:#DA0000; width:" + str(30 + valueAtt/5) + "px;\">" + str(valueAtt) + "</span></td>")
		f.write("<td><span style=\"background-color:#0000DD; width:" + str(30 + valueDef/5) + "px;\">" + str(valueDef) + "</span></td>")
		f.write("</tr>")

	f.write("</table>")

def CivUnitComparisons(CivA, CivB):
	averageEffNoCost = 0
	MaxMinEffNoCost = 0
	MinMaxEffNoCost = 999999
	averageEff = 0
	MaxMinEff = 0
	MinMaxEff = 999999
	MaxMinEffUnit = ""
	MinMaxEffUnit = ""

	for theirUnit in CivB["Units"]:
		unitAverageNoCost = 0
		unitMaxNoCost = 0
		unitAverage = 0
		unitMax = 0
		for myUnit in CivA["Units"]:
			eff = Compare2(CivA["Units"][myUnit],CivB["Units"][theirUnit])
			eff = (eff * CivA["RangedUnitsWorth"] / CivB["RangedUnitsWorth"] * paramRangedCoverage) + eff * (1.0-paramRangedCoverage)
			unitAverageNoCost += eff
			if (eff > unitMaxNoCost): unitMaxNoCost = eff
			eff /= CalcValue(CivA["Units"][myUnit])["Cost"] / CalcValue(CivB["Units"][theirUnit])["Cost"]
			unitAverage += eff
			if (eff > unitMax): unitMax = eff
		unitAverageNoCost /= len(CivB["Units"])
		unitAverage /= len(CivB["Units"])
		averageEffNoCost += unitAverageNoCost
		averageEff += unitAverage
		if (unitMax < MinMaxEff):
			MinMaxEff = unitMax
			MinMaxEffUnit = theirUnit
		if (unitMaxNoCost < MinMaxEffNoCost): MinMaxEffNoCost = unitMaxNoCost

	for myUnit in CivA["Units"]:
		unitMinNoCost = 9999999
		unitMin = 9999999
		for theirUnit in CivB["Units"]:
			eff = Compare2(CivA["Units"][myUnit],CivB["Units"][theirUnit])
			eff = (eff * CivA["RangedUnitsWorth"] / CivB["RangedUnitsWorth"] * paramRangedCoverage) + eff * (1.0-paramRangedCoverage)
			if (eff < unitMinNoCost): unitMinNoCost = eff
			eff /= CalcValue(CivA["Units"][myUnit])["Cost"] / CalcValue(CivB["Units"][theirUnit])["Cost"]
			if (eff < unitMin): unitMin = eff
		if (unitMin > MaxMinEff):
			MaxMinEff = unitMin
			MaxMinEffUnit = myUnit
		if (unitMinNoCost > MaxMinEffNoCost): MaxMinEffNoCost = unitMinNoCost

	f.write("<tr><th>" + oCiv + "</th>")
	averageEffNoCost /= len(CivA["Units"])
	averageEff /= len(CivA["Units"])
	f.write("<td style=\"background-color:rgba(" + str(int(255 - (averageEffNoCost-1) * 90)) + "," + str(int((averageEffNoCost-1) * 90)) 	+ ",0,0.7);\">" + str("%.2f" % averageEffNoCost) + "</td>")
	f.write("<td style=\"background-color:rgba(" + str(int(255 - (MaxMinEffNoCost-0.3) * 360)) + "," + str(int((MaxMinEffNoCost-0.3) * 360))+ ",0,0.7);\">" + str("%.2f" % MaxMinEffNoCost) + "</td>")
	f.write("<td style=\"background-color:rgba(" + str(int(255 - (MinMaxEffNoCost-1) * 130)) + "," + str(int((MinMaxEffNoCost-1) * 130)) 	+ ",0,0.7);\">" + str("%.2f" % MinMaxEffNoCost) + "</td>")
	f.write("<td style=\"background-color:rgba(" + str(int(255 - (averageEff-0.5) * 110)) + "," + str(int((averageEff-0.5) * 110)) 			+ ",0,0.7);\">" + str("%.2f" % averageEff) + "</td>")
	f.write("<td style=\"background-color:rgba(" + str(int(255 - (MaxMinEff-0.3) * 360)) + "," + str(int((MaxMinEff-0.3) * 360)) 			+ ",0,0.7);\">" + str("%.2f" % MaxMinEff) + "</td>")
	f.write("<td style=\"background-color:rgba(" + str(int(255 - (MinMaxEff-1) * 130)) + "," + str(int((MinMaxEff-1) * 130)) 				+ ",0,0.7);\">" + str("%.2f" % MinMaxEff) + "</td>")
	if MaxMinEff <= MinMaxEff and abs(MaxMinEff * MinMaxEff - 1.0) < 0.1:
		f.write("<td style=\"background-color:rgb(0,255,0);\">Surely</td>")
	elif MaxMinEff <= MinMaxEff and abs(MaxMinEff * MinMaxEff - 1.0) < 0.2:
		f.write("<td style=\"background-color:rgb(255,160,0);\">Probably</td>")
	elif MaxMinEff > MinMaxEff or MaxMinEff * MinMaxEff > 1.0:
		f.write("<td style=\"background-color:rgb(255,0,0);\">No, too strong</td>")
	else:
		f.write("<td style=\"background-color:rgb(255,0,0);\">No, too weak</td>")
	f.write("<td class=\"Separator\">" + str(int(CivA["RangedUnitsWorth"] / CivB["RangedUnitsWorth"]*100)) + "%</td><td class=\"UnitTd\">" + MaxMinEffUnit + "</td><td class=\"UnitTd\">" + MinMaxEffUnit + "</td></tr>")

f = open(os.path.realpath(__file__).replace("unitTables.py","") + 'unit_summary_table.html', 'w')

f.write("<!DOCTYPE html PUBLIC \"-//W3C//DTD HTML 4.01//EN\">\n<html>\n<head>\n	<title>Unit Tables</title>\n	<link rel=\"stylesheet\" href=\"style.css\">\n</head>\n<body>")
htbout(f,"h1","Unit Summary Table")
f.write("\n")

os.chdir(basePath)

#Load values up.
templates = {};	# Values

############################################################
#Whilst loading I also write them.
htbout(f,"h2", "Units")
f.write("<table class=\"UnitList\">")
f.write("<tr><th></th><th>HP</th><th>BuildTime</th><th>Speed</th><th>Costs</th><th>Attack (H/P/C)</th><th>Armour(H/P/C)</th><th>Classes</th><th>Efficient against</th><th>Cannot Attack</th></tr>")
for clss in Class:
	for tp in Types:
		for sbt in Subtypes:
			for x in Fix:
				template = "template_unit" + clss + "_" + tp + "_" + x + sbt + ".xml"
				if (os.path.isfile(template)):
					templates[template] = CalcUnit(template)
					f.write(WriteUnit(template, templates[template]))
for Tmp in AddedTemplates:
	if (os.path.isfile(Tmp)):
		templates[Tmp] = CalcUnit(Tmp)
		f.write(WriteUnit(Tmp, templates[Tmp]))
f.write("</table>")

f.write("<h2>Unit Comparison Table</h2>\n")
f.write("<p class=\"desc\">The first table shows how strong a unit is against another one. Full green means 4 times as strong, Yellow means equal, Full red means infinitely worse.<br/>The second table shows hardcoded attack counters. Full Green is 3.0. White is 1.0. Red is 0.0.</p>")
if (not paramFactorCounters):
	f.write("<p class=\"desc\">The left graph does not account for hardcoded counters here.</p>")
WriteComparisonTable(templates)

f.write("<h2>Worthiness</h2>\n")
f.write("<p class=\"desc\">This gives a representation of how efficient a unit is cost-wise.<br/>Red bars are offensive capabilities, blue bars defensive capabilites.</p>")
f.write("<p class=\"desc\">Costs are estimated as the sum of Food*" + str(paramRessImp["food"]) + " / Wood*" + str(paramRessImp["wood"]) + " / Stone*" + str(paramRessImp["stone"]) + " / Metal*" + str(paramRessImp["metal"]) + "<br/>")
f.write("Population cost is " + ("counted" if paramIncludePopCost else "not counted") + " in the costs.<br/>")
WriteWorthList(templates)

############################################################
# Load Civ specific templates
# Will be loaded by loading buildings, and templates will be set the Civ building, the Civ and in general.
# Allows to avoid special units.
CivData = {};
CivTemplates = {};

for Civ in Civs:
	if ShowCivLists:
		htbout(f,"h2", Civ)
		f.write("<table class=\"UnitList\">")
	CivData[Civ] = { "Units" : {}, "Buildings" : {}, "RangedUnits" : {} }
	for building in CivBuildings:
		CivData[Civ]["Buildings"][building] = {}
		bdTemplate = "./structures/" + Civ + "_" + building + ".xml"
		TrainableUnits = []
		if (os.path.isfile(bdTemplate)):
			Template = ET.parse(bdTemplate)
			if (Template.find("./ProductionQueue/Entities") != None):
				TrainableUnits = Template.find("./ProductionQueue/Entities").text.replace(" ","").replace("\t","").split("\n")
		# We have the templates this building can train.
		for UnitFile in TrainableUnits:
			breakIt = False
			for filter in FilterOut:
				if UnitFile.find(filter) != -1: breakIt = True
			if breakIt: continue

			if (os.path.isfile(UnitFile + ".xml")):
				templates[UnitFile + ".xml"] = CalcUnit(UnitFile + ".xml")	# Parse
				CivData[Civ]["Buildings"][building][UnitFile + ".xml"] = templates[UnitFile + ".xml"]
				if UnitFile + ".xml" not in CivData[Civ]["Units"]:
					CivTemplates[UnitFile + ".xml"] = templates[UnitFile + ".xml"]
					CivData[Civ]["Units"][UnitFile + ".xml"] = templates[UnitFile + ".xml"]
					if ShowCivLists:
						f.write(WriteUnit(UnitFile + ".xml", templates[UnitFile + ".xml"]))
					if "Ranged" in templates[UnitFile + ".xml"]["Classes"]:
						CivData[Civ]["RangedUnits"][UnitFile + ".xml"] = templates[UnitFile + ".xml"]
	f.write("</table>")

############################################################
f.write("\n\n<h2>Units Specializations</h2>\n")
f.write("<p class=\"desc\">This table compares each template to its parent, showing the differences between the two.<br/>Note that like any table, you can copy/paste this in Excel (or Numbers or ...) and sort it.</p>")
TemplatesByParent = {}

#Get them in the array
for CivUnitTemplate in CivTemplates:
	parent = CivTemplates[CivUnitTemplate]["Parent"]
	if parent in templates and templates[parent]["Civ"] == None:
		if parent not in TemplatesByParent:
			TemplatesByParent[parent] = []
		TemplatesByParent[parent].append( (CivUnitTemplate,CivTemplates[CivUnitTemplate]))

#Sort them by civ and write them in a table.
f.write("<table class=\"TemplateParentComp\">\n")
f.write("<tr class=\"Label\"><td></td><td></td><td style=\"border-left:1px black solid;\">HP</td><td style=\"border-left:1px black solid;\">BuildTime</td><td style=\"border-left:1px black solid;\">Speed(walk)</td><td colspan=\"3\" style=\"border-left:1px black solid;\">Armour</td><td colspan=\"3\" style=\"border-left:1px black solid;\">Attack</td><td colspan=\"5\" style=\"border-left:1px black solid;\">Costs</td><td style=\"border-left:1px black solid;\">Civ</td><td style=\"border-left:1px black solid;\">Worth</td></tr>\n")
f.write("<tr class=\"Label\" style=\"border-bottom:1px black solid;\"><td></td><td></td><td style=\"border-left:1px black solid;\"></td><td style=\"border-left:1px black solid;\"></td><td style=\"border-left:1px black solid;\"></td><td style=\"border-left:1px black solid;\">H</td><td>P</td><td>C</td><td style=\"border-left:1px black solid;\">H</td><td>P</td><td>C</td><td style=\"border-left:1px black solid;\">F</td><td>W</td><td>S</td><td>M</td><td>P</td><td style=\"border-left:1px black solid;\"></td><td style=\"border-left:1px black solid;\"></td></tr>\n<tr>")
for parent in TemplatesByParent:
	TemplatesByParent[parent].sort(key=lambda x : Civs.index(x[1]["Civ"]))
	f.write("<th rowspan=\"" + str(len(TemplatesByParent[parent])) + "\">" + parent + "</th>")
	for tp in TemplatesByParent[parent]:
		f.write("<td class=\"Sub\">" + tp[0] + "</td>")
		diff = int(tp[1]["HP"]) - int(templates[parent]["HP"])
		f.write("<td><span style=\"color:rgb(" +("200,200,200" if diff == 0 else ("180,0,0" if diff < 0 else "0,150,0")) + ");\">" + str(int(diff)) + "</span></td>")
		diff = int(tp[1]["BuildTime"]) - int(templates[parent]["BuildTime"])
		f.write("<td><span style=\"color:rgb(" +("200,200,200" if diff == 0 else ("180,0,0" if diff > 0 else "0,150,0")) + ");\">" + str(int(diff)) + "</span></td>")

		diff = float(tp[1]["WalkSpeed"]) - float(templates[parent]["WalkSpeed"])
		f.write("<td><span style=\"color:rgb(" +("200,200,200" if diff == 0 else ("180,0,0" if diff < 0 else "0,150,0")) + ");\">" + str("%.1f" % diff) + "</span></td>")

		for atype in AttackTypes:
			diff = float(tp[1]["Armour"][atype]) - float(templates[parent]["Armour"][atype])
			f.write("<td><span style=\"color:rgb(" +("200,200,200" if diff == 0 else ("180,0,0" if diff < 0 else "0,150,0")) + ");\">" + str(int(diff)) + "</span></td>")

		attType = ("Ranged" if tp[1]["Ranged"] else "Melee")
		for atype in AttackTypes:
			diff = float(tp[1]["Attack"][attType][atype]) - float(templates[parent]["Attack"][attType][atype])
			f.write("<td><span style=\"color:rgb(" +("200,200,200" if diff == 0 else ("180,0,0" if diff < 0 else "0,150,0")) + ");\">" + str(int(diff)) + "</span></td>")

		for rtype in Resources:
			diff = float(tp[1]["Cost"][rtype]) - float(templates[parent]["Cost"][rtype])
			f.write("<td><span style=\"color:rgb(" +("200,200,200" if diff == 0 else ("180,0,0" if diff > 0 else "0,150,0")) + ");\">" + str(int(diff)) + "</span></td>")
		
		diff = float(tp[1]["Cost"]["population"]) - float(templates[parent]["Cost"]["population"])
		f.write("<td><span style=\"color:rgb(" +("200,200,200" if diff == 0 else ("180,0,0" if diff > 0 else "0,150,0")) + ");\">" + str(int(diff)) + "</span></td>")

		f.write("<td>" + tp[1]["Civ"] + "</td>")

		diff = float(CalcValue(tp[1])["Total"]) / float(CalcValue(templates[parent])["Total"])-1.0
		f.write("<td><span style=\"color:rgb(" +("200,200,200" if diff == 0 else ("180,0,0" if diff < 0.0 else "0,150,0")) + ");\">" + str(int(100*diff)) + "%</span></td>")

		f.write("</tr>\n<tr>")
f.write("<table/>")

# Table of unit having or not having some units.
f.write("\n\n<h2>Roster Variety</h2>\n")
f.write("<p class=\"desc\">This table show which civilizations have units who derive from each loaded generic template.<br/>Green means 1 deriving unit, blue means 2, black means 3 or more.<br/>The total is the total number of loaded units for this civ, which may be more than the total of units inheriting from loaded templates.</p>")
f.write("<table class=\"CivRosterVariety\">\n")
f.write("<tr><th>Template</th>\n")
for civ in Civs:
	f.write("<td class=\"vertical-text\">" + civ + "</td>\n")
f.write("</tr>\n")

sortedDict = sorted(templates.items(), key=SortFn)

for tp in sortedDict:
	if tp[0] not in TemplatesByParent:
		continue
	f.write("<tr><th>" + tp[0] +"</th>\n")
	for civ in Civs:
		found = 0
		for temp in TemplatesByParent[tp[0]]:
			if temp[1]["Civ"] == civ:
				found += 1
		if found == 1:
			f.write("<td style=\"background-color:rgb(0,230,0);\"></td>")
		elif found == 2:
			f.write("<td style=\"background-color:rgb(0,0,200);\"></td>")
		elif found >= 3:
			f.write("<td style=\"background-color:rgb(0,0,0);\"></td>")
		else:
			f.write("<td style=\"background-color:rgb(235,0,0);\"></td>")
	f.write("</tr>\n")
f.write("<tr style=\"margin-top:2px;border-top:2px #aaa solid;\"><th style=\"text-align:right; padding-right:10px;\">Total:</th>\n")
for civ in Civs:
	f.write("<td style=\"text-align:center;\">" + str(len(CivData[civ]["Units"])) + "</td>\n")
f.write("</tr>\n")
f.write("<table/>")

############################################################
# Writing Civ Specific Comparisons.
f.write("<h2>Civilisation Comparisons</h2>\n")

f.write("<p class=\"desc\">The following graphs attempt to do some analysis of civilizations against each other. ")
f.write("Different kinds of data: A matrix of units efficiency in a 1v1 fight, a graph of unit worthiness (power/cost), and a statistical analysis of civilizations against each other:<br/>")
f.write("In this last one in particular, \"Minimal Maximal Efficiency\" is low if there is a unit this civ cannot counter, and \"Maximal Minimal Efficiency\" is high if there is a unit that cannot be countered. If the (minimal) maximal efficiency and the average maximal efficiency are close, this means there are several units for that civ that counter the enemy civ's unit.<br/>The Balance column analyses those two to give some verdict (consider the average effectiveness too though)<br/><br/>Note that \"Counter\" in this data means \"Any unit that is strong against another unit\", so a unit that's simply way stronger than another counts as \"countering it\".<br/>If a civ's average efficiency and average efficiency disregarding costs are very different, this can mean that its costly units are particularly strong (Mauryans fit the bill with elephants).</p>")

for Civ in Civs:
	CivData[Civ]["RangedUnitsWorth"] = 0
	for unit in CivData[Civ]["RangedUnits"]:
		value = CalcValue(CivData[Civ]["RangedUnits"][unit])["Total"]
		if paramRangedMode == "Average": CivData[Civ]["RangedUnitsWorth"] += value
		elif value > CivData[Civ]["RangedUnitsWorth"]: CivData[Civ]["RangedUnitsWorth"] = value
	if (paramRangedMode == "Average" and len(CivData[Civ]["RangedUnits"]) > 0):
		CivData[Civ]["RangedUnitsWorth"] /= len(CivData[Civ]["RangedUnits"])

for Civ in Civs:
	f.write("<h3>" + Civ + "</h3>")

	z = {}
	for oCiv in Civs:
		if (oCiv != Civ):
			z.update(CivData[oCiv]["Units"])
	WriteComparisonTable(CivData[Civ]["Units"],z)

	WriteWorthList(CivData[Civ]["Units"])

	f.write("<p>This Civilization has " + str(len(CivData[Civ]["RangedUnits"])) + " ranged units for a worth of " + str(CivData[Civ]["RangedUnitsWorth"]) + " (method " + ("Average" if paramRangedMode == "Average" else "Max") + "), individually:<br/>")
	for unit in CivData[Civ]["RangedUnits"]:
		value = CalcValue(CivData[Civ]["RangedUnits"][unit])["Total"]
		f.write(unit + " : " + str(value) + "<br/>")

	f.write("<p class=\"desc\"><br/>The following table uses the value in the comparison matrix above, factoring in costs (on the 3 columns on the right), and the average efficiency of its ranged units (per ParamRangedCoverage - " + str(paramRangedCoverage) + " right now).</p>")
	f.write("<table class=\"AverageComp\">")
	f.write("<tr><td></td><td>Average Efficiency<br/><span style=\"font-size:10px\">(disregards costs)</span></td><td>Maximal Minimal Efficiency<br/><span style=\"font-size:10px\">(disregards costs)</span></td><td>Minimal Maximal Efficiency<br/><span style=\"font-size:10px\">(disregards costs)</span></td><td>Average Efficiency</td><td>Maximal Minimal Efficiency</td><td>Minimal Maximal Efficiency</td><td>Balance</td><td>Ranged Efficiency</td><td>Countered the least</td><td>Counters the least</td></tr>")
	for oCiv in Civs:
		if (oCiv == Civ):
			continue
		CivUnitComparisons(CivData[Civ],CivData[oCiv])
	f.write("</table>")

f.write("</body>\n</html>")