""" Damage calculation - Pure functions for damage computation. This module handles: - DEF reduction calculation - Damage application - Damage distribution INVARIANT: Same formulas for all experiments. """ from dataclasses import dataclass from typing import Dict, Optional, List, Tuple import random @dataclass class DamageConfig: """Configuration for damage calculation.""" reduction_factor: float = 0.5 # DEF to damage reduction ratio min_damage: int = 1 # Minimum damage after reduction max_reduction_percent: float = 0.9 # Maximum damage reduction (90%) def apply_def_reduction( raw_damage: int, def_value: int, reduction_factor: float = 0.5, min_damage: int = 1 ) -> int: """ Calculate actual damage after DEF reduction. Pure function: damage = max(min_damage, raw - def * factor) Args: raw_damage: Raw damage before reduction def_value: DEF value of the target reduction_factor: How much DEF reduces damage (default 0.5) min_damage: Minimum damage that always goes through Returns: Actual damage after DEF reduction """ reduction = int(def_value * reduction_factor) actual = raw_damage - reduction return max(min_damage, actual) def calculate_damage( raw_damage: int, def_value: int, config: Optional[DamageConfig] = None ) -> int: """ Calculate damage with full configuration. Args: raw_damage: Raw damage value def_value: DEF value for reduction config: Optional damage configuration Returns: Final damage value """ config = config or DamageConfig() # Calculate reduction reduction = int(def_value * config.reduction_factor) # Cap reduction at max_reduction_percent max_reduction = int(raw_damage * config.max_reduction_percent) reduction = min(reduction, max_reduction) # Apply reduction actual = raw_damage - reduction return max(config.min_damage, actual) class DamageCalculator: """ Stateful damage calculator with configuration. Provides methods for: - Single target damage - Multi-target damage distribution - Damage logging """ def __init__(self, config: Optional[DamageConfig] = None): """ Initialize DamageCalculator. Args: config: Damage calculation configuration """ self.config = config or DamageConfig() self._damage_log: List[str] = [] def calculate( self, component: str, raw_damage: int, def_value: int ) -> int: """ Calculate damage for a single component. Args: component: Target component name raw_damage: Raw damage value def_value: DEF value for reduction Returns: Actual damage after DEF """ actual = calculate_damage(raw_damage, def_value, self.config) self._damage_log.append( f"{component}: {raw_damage} raw - {int(def_value * self.config.reduction_factor)} DEF = {actual} actual" ) return actual def apply_damage( self, hp: Dict[str, int], damage_map: Dict[str, int], def_map: Dict[str, int] ) -> Dict[str, int]: """ Apply damage to HP with DEF reduction. Args: hp: Current HP values {component: hp} damage_map: Raw damage per component {component: damage} def_map: DEF values {component: def} Returns: New HP values after damage """ result = hp.copy() for component, raw_dmg in damage_map.items(): if component in result: def_value = def_map.get(component, 0) actual_dmg = self.calculate(component, raw_dmg, def_value) result[component] = max(0, result[component] - actual_dmg) return result def distribute_damage( self, total_damage: int, targets: List[str], weights: Optional[Dict[str, float]] = None ) -> Dict[str, int]: """ Distribute total damage across multiple targets. Args: total_damage: Total damage to distribute targets: List of target components weights: Optional weight per target (default: uniform) Returns: Damage per target {component: damage} """ if not targets: return {} if weights is None: # Uniform distribution base_damage = total_damage // len(targets) remainder = total_damage % len(targets) result = {t: base_damage for t in targets} # Distribute remainder randomly for i in range(remainder): target = random.choice(targets) result[target] += 1 return result else: # Weighted distribution total_weight = sum(weights.get(t, 1.0) for t in targets) result = {} remaining = total_damage for i, target in enumerate(targets): weight = weights.get(target, 1.0) if i == len(targets) - 1: # Last target gets remainder result[target] = remaining else: damage = int(total_damage * weight / total_weight) result[target] = damage remaining -= damage return result def get_damage_log(self) -> List[str]: """Get accumulated damage log.""" return self._damage_log.copy() def clear_log(self) -> None: """Clear damage log.""" self._damage_log.clear()