{#if isVisible}
{#if unit}
{unit.unit_type.toUpperCase()} {isOwn ? 'Ally' : 'Enemy'}

{UNIT_DESCRIPTIONS[unit.unit_type]}

HP
{Math.ceil(unit.hp)} / {unit.max_hp}
Status {statusLabel(unit.status)}
{#if unit.is_sieged}
๐Ÿ”’ Siege mode active
{/if} {#if unit.is_cloaked}
๐Ÿซฅ Cloaked
{/if} {:else if building} {@const label = BUILDING_LABELS[building.building_type]}
{building.building_type.replace(/_/g, ' ').toUpperCase()} {isOwn ? 'Ally' : 'Enemy'}
HP
{Math.ceil(building.hp)} / {building.max_hp}
{#if building.status === 'constructing'}
Building {secFromTicks(building.construction_ticks_remaining)} remaining
{#if isOwn} {/if} {/if} {#if building.production_queue.length > 0}
Production Queue
{#each building.production_queue as item, i}
{i === 0 ? 'โ–ถ' : 'ยท'} {item.unit_type.toUpperCase()} {#if i === 0} {secFromTicks(item.ticks_remaining)} {/if}
{/each} {/if} {/if}
{/if}