# 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),
}