sc: add best case bonus damage to maximum dps
[sheet.git] / sc.plp
diff --git a/sc.plp b/sc.plp
index 4481b920c7f664aa7c88ed4620c64ffdc8cb9c4f..e5a5b44b6a6af851496a74fa528230a00f6a531c 100644 (file)
--- a/sc.plp
+++ b/sc.plp
@@ -1,4 +1,5 @@
 <(common.inc.plp)><:
+use List::Util qw(max);
 
 my %scver = (
        id => 'bw',
@@ -157,6 +158,11 @@ sub showrange {
                                }
                        }
                        $damage *= ($attack->{count} // 1) / $attack->{cooldown};
+                       if (my $bonus = $upattack->{bonus} // $attack->{bonus}) {
+                               $maxdamage += $_ for max(
+                                       map { ref $_ ? $_->[-1] : $_ } values %{$bonus}
+                               );
+                       }
                        $maxdamage *= ($upattack->{count} // $attack->{count} // 1)
                                    / ($upattack->{cooldown} // $attack->{cooldown});
                        $out .= showrange($damage, $maxdamage);
@@ -368,14 +374,20 @@ if ($scver{major} > 1) {
        <dd>targets <span class="hurt-g">▽</span>&nbsp;ground
                and/or  <span class="hurt-a">△</span>&nbsp;air
        <dd>damage given per single hit
-       <dd><em>dps</em> indicates relative amount of damage done in
-               1 second of in-game time
+       <dd><span class="hurtrel">dps</span> indicates relative amount of damage
+               done in 1 second of in-game time
        <dd>splash damage hits all objects nearby <span class="unit-splash">+</span>
                or in a straight line <span class="unit-splash">×</span>.
-       <dd><span class="unit-l">*</span>explosive damage does only
+       <dd><:
+if ($scver{major} > 1) {
+               :>does not include <span>&ge;</span>bonus damage
+               dealt to susceptible unit types<:
+} else {
+               :><span class="unit-l">*</span>explosive damage does only
                50% damage to small units, 75% to medium, 100% to large
        <dd><span class="unit-s">~</span>concussive/plasma damage does
-               25% to large, 50% medium, 100% to small units
+               25% to large, 50% medium, 100% to small units<:
+} :>
 <dt>sight
        <dd>range in which the unit detects other units
        <dd><strong class="unit-detect">emphasis</strong> indicates ability to detect cloaked units