Move torso actions to Torso enumeration
For the sake of readability and organization, all of the actions are going to be moved into enumerations instead of being lumped into a massive list literal. Until every action is transitioned, enumerations will simply be prepended onto the current list. Some of the torso comments have been cleaned up or expanded.
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@ -156,6 +156,45 @@ class Action:
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return str(self.name)
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# Actions that initiate a skeleton.
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class Torso(enum.Enum):
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# Licentiate
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# LICENTIATE_SKELETON = Action("Supply a skeleton of your own", cost = ACTION_VALUE, torso_style = 10, value = 250, skulls_needed = 1, arms = 2, legs = 2)
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# Accumulated while trying to get other things
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HEADLESS_HUMANOID = Action("Reassemble your Headless Humanoid", cost = ACTION_VALUE, torso_style = 10, value = 250, skulls_needed = 1, arms = 2, legs = 2)
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# Ealing Gardens
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HUMAN_RIBCAGE = Action("Build on the Human Ribcage", cost = ACTION_VALUE*2 + SURVEY_VALUE*15, torso_style = 15, value = 1250, skulls_needed = 1, limbs_needed = 4)
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# Balmoral Woods (also gives Doubled Skull)
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THORNED_RIBCAGE = Action("Make something of your Thorned Ribcage", cost = 2000 + ACTION_VALUE*14, torso_style = 20, value = 1250, skulls_needed = 1, limbs_needed = 4, tails_needed = 1, amalgamy = 1, menace = 1)
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# Warbler Skeleton and Betrayer of Measures
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SKELETON_WITH_SEVEN_NECKS = Action("Build on the Skeleton with Seven Necks", cost = 1150 + ACTION_VALUE*18, torso_style = 30, value = 6250, skulls_needed = 7, limbs_needed = 2, legs = 2, amalgamy = 2, menace = 1)
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# Combination of Human Ribcage and Thorned Ribcage
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FLOURISHING_RIBCAGE = Action("Build on the Flourishing Ribcage", cost = 2000 + ACTION_VALUE*16 + SURVEY_VALUE*15, torso_style = 40, value = 1250, skulls_needed = 2, limbs_needed = 6, tails_needed = 1, amalgamy = 2)
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# Human Ribcage and Betrayer of Measures
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MAMMOTH_RIBCAGE = Action("Build on the Mammoth Ribcage", cost = ACTION_VALUE*18 + SURVEY_VALUE*15, torso_style = 50, value = 6250, skulls_needed = 1, limbs_needed = 4, tails_needed = 1, antiquity = 2)
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# Combination of Skeleton with Seven Necks and Thorned Ribcage
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RIBCAGE_WITH_A_BOUQUET_OF_EIGHT_SPINES = Action("Build on the Ribcage with the Eight Spines", cost = 25650 + ACTION_VALUE*32, torso_style = 60, value = 31250, skulls_needed = 8, limbs_needed = 4, tails_needed = 1, amalgamy = 1, menace = 2)
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# Skeleton with Seven Necks, 2 x Severed Chimaerical Head of the Vake, 2 x Counterfeit Head of John the Baptist, Carved Ball of Stygian Ivory, 2 x Plated Skull, 2 x Albatross Wing
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LEVIATHAN_FRAME = Action("Build on the Leviathan Frame", cost = 22150 + ACTION_VALUE*33, torso_style = 70, value = 31250, skulls_needed = 1, limbs_needed = 2, tails = 1, antiquity = 1, menace = 1)
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# Expedition at Station VII
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PRISMATIC_FRAME = Action("Build on the Prismatic Frame", cost = 29250 + ACTION_VALUE*5, torso_style = 80, value = 31250, skulls_needed = 3, limbs_needed = 3, tails_needed = 3, amalgamy = 2, antiquity = 2)
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# Upwards
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FIVE_POINTED_FRAME = Action("Build on the Five-Pointed Frame", cost = 31250 + ACTION_VALUE*10, torso_style = 100, value = 31250, skulls_needed = 5, limbs_needed = 5, amalgamy = 2, menace = 1)
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def __str__(self):
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return str(self.value)
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# Which kind of skeleton is to be declared.
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class Declaration(enum.Enum):
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CHIMERA = Action("Declare your (Skeleton Type) a completed Chimera", cost = ACTION_VALUE, implausibility = 3)
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@ -189,29 +228,7 @@ def create_data_model():
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# The current value of Zoological Mania, which grants a 10% bonus to value for a certain declaration.
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data['zoological_mania'] = Declaration.AMPHIBIAN
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data['actions'] = [
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# Action("Supply a skeleton of your own", cost = ACTION_VALUE, torso_style = 10, value = 250, skulls_needed = 1, arms = 2, legs = 2),
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# Accumulated while trying to get other things
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Action("Reassemble your Headless Humanoid", cost = ACTION_VALUE, torso_style = 10, value = 250, skulls_needed = 1, arms = 2, legs = 2),
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# Ealing Gardens
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Action("Build on the Human Ribcage", cost = ACTION_VALUE*2 + SURVEY_VALUE*15, torso_style = 15, value = 1250, skulls_needed = 1, limbs_needed = 4),
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# Balmoral Woods, (also gives Doubled Skull)
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Action("Make something of your Thorned Ribcage", cost = 2000 + ACTION_VALUE*14, torso_style = 20, value = 1250, skulls_needed = 1, limbs_needed = 4, tails_needed = 1, amalgamy = 1, menace = 1),
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# Combination of Human Ribcage and Thorned Ribcage
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Action("Build on the Flourishing Ribcage", cost = 2000 + ACTION_VALUE*16 + SURVEY_VALUE*15, torso_style = 40, value = 1250, skulls_needed = 2, limbs_needed = 6, tails_needed = 1, amalgamy = 2),
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Action("Build on the Skeleton with Seven Necks", cost = 1150 + ACTION_VALUE*18, torso_style = 30, value = 6250, skulls_needed = 7, limbs_needed = 2, legs = 2, amalgamy = 2, menace = 1),
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# Human Ribcage and Betrayer of Measures
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Action("Build on the Mammoth Ribcage", cost = ACTION_VALUE*18 + SURVEY_VALUE*15, torso_style = 50, value = 6250, skulls_needed = 1, limbs_needed = 4, tails_needed = 1, antiquity = 2),
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# Skeleton with Seven Necks, 2 x Severed Chimaerical Head of the Vake, 2 x Counterfeit Head of John the Baptist, Carved Ball of Stygian Ivory, 2 x Plated Skull, 2 x Albatross Wing
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Action("Build on the Leviathan Frame", cost = 22150 + ACTION_VALUE*33, torso_style = 70, value = 31250, skulls_needed = 1, limbs_needed = 2, tails = 1, antiquity = 1, menace = 1),
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# Combination of Skeleton with Seven Necks and Thorned Ribcage
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Action("Build on the Ribcage with the Eight Spines", cost = 25650 + ACTION_VALUE*32, torso_style = 60, value = 31250, skulls_needed = 8, limbs_needed = 4, tails_needed = 1, amalgamy = 1, menace = 2),
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# Expedition
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Action("Build on the Prismatic Frame", cost = 29250 + ACTION_VALUE*5, torso_style = 80, value = 31250, skulls_needed = 3, limbs_needed = 3, tails_needed = 3, amalgamy = 2, antiquity = 2),
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# Upwards
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Action("Build on the Five-Pointed Frame", cost = 31250 + ACTION_VALUE*10, torso_style = 100, value = 31250, skulls_needed = 5, limbs_needed = 5, amalgamy = 2, menace = 1),
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data['actions'] = [torso.value for torso in Torso] + [
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Action("Affix a Bright Brass Skull to your (Skeleton Type)", cost = 6450 + ACTION_VALUE, value = 6500, skulls_needed = -1, skulls = 1, implausibility = 2),
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# No consistent source
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# Action("Affix an Eyeless Skull to your (Skeleton Type)", cost = cp_model.INT32_MAX, value = 3000, skulls_needed = -1, skulls = 1, menace = 2),
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