Source code for tuxemon.technique.effects.local_damage

# SPDX-License-Identifier: GPL-3.0
# Copyright (c) 2014-2023 William Edwards <shadowapex@gmail.com>, Benjamin Bean <superman2k5@gmail.com>
from __future__ import annotations

from dataclasses import dataclass
from typing import TYPE_CHECKING

from tuxemon import formula
from tuxemon.technique.techeffect import TechEffect, TechEffectResult

if TYPE_CHECKING:
    from tuxemon.monster import Monster
    from tuxemon.technique.technique import Technique


[docs]class LocalDamageEffectResult(TechEffectResult): damage: int element_multiplier: float should_tackle: bool
[docs]@dataclass class LocalDamageEffect(TechEffect): """ Apply damage, but it allows different output depending on the technique used. Originally "particular_damage", but it was too verbose. Parameters: user: The Monster object that used this technique. target: The Monster object that we are using this technique on. Returns: Dict summarizing the result. """ name = "local_damage"
[docs] def apply( self, tech: Technique, user: Monster, target: Monster ) -> LocalDamageEffectResult: player = self.session.player value = float(player.game_variables["random_tech_hit"]) hit = tech.accuracy >= value if hit: tech.hit = True tech.advance_counter_success() damage, mult = formula.simple_damage_calculate(tech, user, target) # land of ifs # tech: panjandrum if tech.slug == "panjandrum": damage = formula.damage_full_hp(target, 4) target.current_hp -= damage else: tech.hit = False damage = 0 mult = 1.0 return { "damage": damage, "element_multiplier": mult, "should_tackle": bool(damage), "success": bool(damage), }