2021-08-03 17:53:25 +00:00
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__all__ = ['Skull']
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__author__ = "Jeremy Saklad"
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2021-08-03 17:19:21 +00:00
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from enum import Enum
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2021-08-03 19:48:42 +00:00
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from .costs import Cost
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from ..objects.action import Action
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2021-08-03 17:19:21 +00:00
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class Skull(Enum):
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"""An action that is taken immediately after starting a skeleton."""
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BAPTIST_SKULL = Action(
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"Duplicate the skull of John the Baptist, if you can call that a skull",
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cost = Cost.ACTION.value + 500*Cost.BONE_FRAGMENT.value + 10*Cost.PEPPERCAPS.value,
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value = 1250,
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skulls_needed = -1,
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skulls = 1,
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counter_church = 1
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)
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BRASS_SKULL = Action(
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"Affix a Bright Brass Skull to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.BRASS_SKULL.value + 200*Cost.NEVERCOLD_BRASS.value,
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value = 6500,
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skulls_needed = -1,
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skulls = 1,
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implausibility = 2
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)
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CORAL_SKULL = Action(
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"Affix a Skull in Coral to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.CORAL_SKULL.value + Cost.SCINTILLACK.value,
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value = 1750,
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skulls_needed = -1,
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skulls = 1,
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amalgamy = 2
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)
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DOUBLED_SKULL = Action(
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"Affix a Doubled Skull to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.DOUBLED_SKULL.value,
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value = 6250,
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skulls_needed = -1,
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skulls = 2,
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amalgamy = 1,
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antiquity = 2
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)
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# Adds Exhaustion
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2021-08-13 14:45:27 +00:00
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ENGRAVED_SKULL = Action(
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"Affix a Custom-Engraved Skull to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.ENGRAVED_SKULL.value,
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value = 10000,
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skulls_needed = -1,
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skulls = 1,
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exhaustion = 2
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)
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2021-08-03 17:19:21 +00:00
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EYELESS_SKULL = Action(
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"Affix an Eyeless Skull to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.EYELESS_SKULL.value,
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value = 3000,
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skulls_needed = -1,
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skulls = 1,
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menace = 2
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)
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HORNED_SKULL = Action(
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"Affix a Horned Skull to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.HORNED_SKULL.value,
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value = 1250,
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skulls_needed = -1,
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skulls = 1,
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antiquity = 1,
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menace = 2
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)
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# Seeking the Name of Mr. Eaten
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2021-08-13 14:45:27 +00:00
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OWN_SKULL = Action(
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"Duplicate your own skull and affix it here",
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cost = Cost.ACTION.value + 1000*Cost.BONE_FRAGMENT.value,
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value = -250,
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skulls_needed = -1,
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skulls = 1
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)
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2021-08-03 17:19:21 +00:00
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PENTAGRAMMIC_SKULL = Action(
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"Affix a Pentagrammic Skull to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.PENTAGRAMMIC_SKULL.value,
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value = 1250,
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skulls_needed = -1,
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skulls = 1,
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amalgamy = 2,
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menace = 1
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)
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PLATED_SKULL = Action(
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"Affix a Plated Skull to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.PLATED_SKULL.value,
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value = 2500,
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skulls_needed = -1,
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skulls = 1,
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menace = 2
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)
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RUBBERY_SKULL = Action(
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"Affix a Rubbery Skull to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.RUBBERY_SKULL.value,
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value = 600,
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skulls_needed = -1,
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skulls = 1,
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amalgamy = 1
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)
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SABRE_TOOTHED_SKULL = Action(
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"Affix a Sabre-toothed Skull to your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.SABRE_TOOTHED_SKULL.value,
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value = 6250,
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skulls_needed = -1,
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skulls = 1,
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antiquity = 1,
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menace = 1
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)
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STYGIAN_IVORY = Action(
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"Use a Carved Ball of Stygian Ivory to cap off your (Skeleton Type)",
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cost = Cost.ACTION.value + Cost.STYGIAN_IVORY.value,
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value = 250,
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skulls_needed = -1
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)
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2021-09-01 17:03:53 +00:00
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# Value scales with repetition and is implemented separately
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2021-08-03 17:19:21 +00:00
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VAKE_SKULL = Action(
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"Duplicate the Vake's skull and use it to decorate your (Skeleton Type)",
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cost = Cost.ACTION.value + 6000*Cost.BONE_FRAGMENT.value,
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skulls_needed = -1,
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skulls = 1,
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menace = 3
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)
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# Licentiate
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2021-08-13 14:45:27 +00:00
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VICTIM_SKULL = Action(
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"Cap this with a victim’s skull",
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cost = Cost.ACTION.value,
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value = 250,
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skulls_needed = -1,
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skulls = 1
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)
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2021-08-03 17:19:21 +00:00
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def __str__(self):
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return str(self.value)
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