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