Move arm values to Value enumeration

The cost of applying each arm has been broken down and moved to Value.

Arms have been cleaned up and ordered lexicographically.
This commit is contained in:
Jeremy Saklad 2021-06-11 14:04:48 -05:00
parent 614598130a
commit 333f08efc4
Signed by: Jeremy Saklad
GPG Key ID: 9CA2149583EDBF84

View File

@ -32,6 +32,10 @@ class Value(enum.Enum):
# Antique Mystery
ANTIQUE_MYSTERY = 1250
# Favours: Bohemians
# Various opportunity cards
BOHEMIAN_FAVOURS = ACTION
# Bone Fragment
BONE_FRAGMENT = 1
@ -49,6 +53,14 @@ class Value(enum.Enum):
# Volume of Collated Research
COLLATED_RESEARCH = 250
# Deep-Zee Catch
# Spear-fishing at the bottom of the Evenlode, 7 at a time
DEEP_ZEE_CATCH = ACTION/7
# Crustacean Pincer
# Ealing Gardens Butcher, 2 at a time
CRUSTACEAN_PINCER = (ACTION + DEEP_ZEE_CATCH)/2
# Favours: The Docks
# Various opportunity cards
DOCK_FAVOURS = ACTION
@ -76,6 +88,14 @@ class Value(enum.Enum):
# Hinterland Scrip
HINTERLAND_SCRIP = 50
# Fossilised Forelimb
# Anning and Daughters
FOSSILISED_FORELIMB = 50*HINTERLAND_SCRIP
# Human Arm
# These are accumulated while acquiring other qualities.
HUMAN_ARM = 0
# Crate of Incorruptible Biscuits
INCORRUPTIBLE_BISCUITS = 250
@ -86,6 +106,14 @@ class Value(enum.Enum):
# Feast of the Exceptional Rose, sent by one player and accepted by another
ENGRAVED_SKULL = 2*ACTION + 200*INKLING_OF_IDENTITY
# Ivory Humerus
# Ealing Gardens statue, 2 at a time
IVORY_HUMERUS = (ACTION + 4*BOHEMIAN_FAVOURS)/2
# Knotted Humerus
# These are accumulated while acquiring other qualities.
KNOTTED_HUMERUS = 0
# Nevercold Brass Sliver
NEVERCOLD_BRASS = 1
@ -601,20 +629,48 @@ class Skull(enum.Enum):
# Actions that are taken once all skulls are added to a skeleton.
class Appendage(enum.Enum):
# 2 pincers at once
CRUSTACEAN_PINCER = Action("Apply a Crustacean Pincer to your (Skeleton Type)", cost = 25 + Value.ACTION.value*1.5, limbs_needed = -1, arms = 1, menace = 1)
CRUSTACEAN_PINCER = Action(
"Apply a Crustacean Pincer to your (Skeleton Type)",
cost = Value.ACTION.value + Value.CRUSTACEAN_PINCER.value,
limbs_needed = -1,
arms = 1,
menace = 1
)
# Accumulated while trying to get other things
KNOTTED_HUMERUS = Action("Apply a Knotted Humerus to your (Skeleton Type)", cost = Value.ACTION.value, value = 150, limbs_needed = -1, arms = 1, amalgamy = 1)
FOSSILISED_FORELIMB = Action(
"Apply a Fossilised Forelimb to your (Skeleton Type)",
cost = Value.ACTION.value + Value.FOSSILISED_FORELIMB.value,
value = 2750,
limbs_needed = -1,
arms = 1,
antiquity = 2
)
# Ealing Gardens, 5 actions (Favours: Bohemians) for 2
IVORY_HUMERUS = Action("Apply an Ivory Humerus to your (Skeleton Type)", cost = Value.ACTION.value*3.5, value = 1500, limbs_needed = -1, arms = 1)
HUMAN_ARM = Action(
"Join a Human Arm to your (Skeleton Type)",
cost = Value.ACTION.value + Value.HUMAN_ARM.value,
value = 250,
limbs_needed = -1,
arms = 1,
menace = -1
)
# Accumulated while trying to get other things
HUMAN_ARM = Action("Join a Human Arm to your (Skeleton Type)", cost = Value.ACTION.value, value = 250, limbs_needed = -1, arms = 1, menace = -1)
IVORY_HUMERUS = Action(
"Apply an Ivory Humerus to your (Skeleton Type)",
cost = Value.ACTION.value + Value.IVORY_HUMERUS.value,
value = 1500,
limbs_needed = -1,
arms = 1
)
# Anning and Daughters
FOSSILISED_FORELIMB = Action("Apply a Fossilised Forelimb to your (Skeleton Type)", cost = 2500 + Value.ACTION.value, value = 2750, limbs_needed = -1, arms = 1, antiquity = 2)
KNOTTED_HUMERUS = Action(
"Apply a Knotted Humerus to your (Skeleton Type)",
cost = Value.ACTION.value + Value.KNOTTED_HUMERUS.value,
value = 150,
limbs_needed = -1,
arms = 1,
amalgamy = 1
)
def __str__(self):
return str(self.value)