Move Torso values to Value enumeration
The cost of each torso quality is now abstracted into the Value enumeration. Each step necessary is broken down until a penny value is assigned. This makes it much easier to understand and potentially customize later. The Torso enumeration now has its members broken across multiple lines, for ease of reading. The sources for Thorned Ribcages and Leviathan Frames were changed.
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@ -29,10 +29,107 @@ class Value(enum.Enum):
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# This is your baseline EPA: the pennies you could generate using an action for a generic grind.
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ACTION = 400
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# Antique Mystery
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ANTIQUE_MYSTERY = 1250
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# Bone Fragment
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BONE_FRAGMENT = 1
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# Cartographer's Hoard
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CARTOGRAPHERS_HOARD = 31250
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# Collection Note: There's a 'Package' in London
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# Station VIII Lab
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COLLECTION_NOTE = ACTION
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# Volume of Collated Research
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COLLATED_RESEARCH = 250
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# Five-Pointed Ribcage
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# Upwards
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FIVE_POINTED_RIBCAGE = 9*ACTION + CARTOGRAPHERS_HOARD
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# Headless Skeleton
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# These are accumulated while acquiring other qualities.
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HEADLESS_SKELETON = 0
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# Nevercold Brass Sliver
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NEVERCOLD_BRASS = 1
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# Knob of Scintillack
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SCINTILLACK = 250
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# Searing Enigma
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SEARING_ENIGMA = 6250
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# Preserved Surface Blooms
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SURFACE_BLOOMS = 250
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# Consignment of Scintillack Snuff
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# Laboratory Manufacturing
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SCINTILLACK_SNUFF = (ACTION + 8*SCINTILLACK + SURFACE_BLOOMS)/2
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# Elation at Feline Oration
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# Pinnock
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ELATION_AT_FELINE_ORATION = ACTION + 2*ANTIQUE_MYSTERY + COLLECTION_NOTE + 2*SCINTILLACK_SNUFF
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# Oil of Companionship
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# Station VIII Lab
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OIL_OF_COMPANIONSHIP = ACTION + ELATION_AT_FELINE_ORATION
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# Survey of the Neath's Bones
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# Laboratory Research
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SURVEY = 6*ACTION/25
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# Human Ribcage
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# Ealing Gardens
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HUMAN_RIBCAGE = ACTION + 15*SURVEY
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# Mammoth Ribcage
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# Laboratory Research
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MAMMOTH_RIBCAGE = 16*ACTION + HUMAN_RIBCAGE
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# Palaeontological Discovery
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# Plain of Thirsty Grasses
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PALAEONTOLOGICAL_DISCOVERY = (ACTION + 140*SURVEY)/6
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# Leviathan Frame
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# Results of Excavation
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LEVIATHAN_FRAME = 25*PALAEONTOLOGICAL_DISCOVERY
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# Thorned Ribcage
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# Iron-Toothed Terror Bird
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THORNED_RIBCAGE = 6*ACTION
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# Flourishing Ribcage
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# Helicon House
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FLOURISHING_RIBCAGE = ACTION + HUMAN_RIBCAGE + THORNED_RIBCAGE
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# Nodule of Trembling Amber
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TREMBLING_AMBER = 1250
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# Ribcage with a Bouquet of Eight Spines
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# Helicon House
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RIBCAGE_WITH_EIGHT_SPINES = ACTION + 3*SEARING_ENIGMA + THORNED_RIBCAGE + 3*TREMBLING_AMBER
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# Rumour of the Upper River
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RUMOUR_OF_THE_UPPER_RIVER = 250
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# Prismatic Frame
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# Expedition at Station VIII
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PRISMATIC_FRAME = ACTION + OIL_OF_COMPANIONSHIP + 98*RUMOUR_OF_THE_UPPER_RIVER
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# Nodule of Warm Amber
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WARM_AMBER = 10
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# Warbler Skeleton
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# Ealing Gardens Butcher
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WARBLER_SKELETON = ACTION + 130*BONE_FRAGMENT + 2*WARM_AMBER
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# Skeleton with Seven Necks
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# Laboratory Research
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SKELETON_WITH_SEVEN_NECKS = 16*ACTION + 1000*NEVERCOLD_BRASS + WARBLER_SKELETON
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# Adds a fully-reified implication using an intermediate Boolean variable.
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def NewIntermediateBoolVar(self, name, expression, domain):
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@ -162,38 +259,127 @@ class Action:
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# Actions that initiate a skeleton.
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class Torso(enum.Enum):
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HEADLESS_HUMANOID = Action(
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"Reassemble your Headless Humanoid",
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cost = Value.ACTION.value + Value.HEADLESS_SKELETON.value,
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torso_style = 10,
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value = 250,
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skulls_needed = 1,
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arms = 2,
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legs = 2
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)
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# Licentiate
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# LICENTIATE_SKELETON = Action("Supply a skeleton of your own", cost = Value.ACTION.value, torso_style = 10, value = 250, skulls_needed = 1, arms = 2, legs = 2)
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# LICENTIATE_SKELETON = Action(
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# "Supply a skeleton of your own",
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# cost = Value.ACTION.value,
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# torso_style = 10,
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# value = 250,
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# skulls_needed = 1,
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# arms = 2,
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# legs = 2
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# )
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# Accumulated while trying to get other things
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HEADLESS_HUMANOID = Action("Reassemble your Headless Humanoid", cost = Value.ACTION.value, torso_style = 10, value = 250, skulls_needed = 1, arms = 2, legs = 2)
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HUMAN_RIBCAGE = Action(
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"Build on the Human Ribcage",
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cost = Value.ACTION.value + Value.HUMAN_RIBCAGE.value,
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torso_style = 15,
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value = 1250,
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skulls_needed = 1,
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limbs_needed = 4
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)
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# Ealing Gardens
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HUMAN_RIBCAGE = Action("Build on the Human Ribcage", cost = Value.ACTION.value*2 + Value.SURVEY.value*15, torso_style = 15, value = 1250, skulls_needed = 1, limbs_needed = 4)
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THORNED_RIBCAGE = Action(
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"Make something of your Thorned Ribcage",
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cost = Value.ACTION.value + Value.THORNED_RIBCAGE.value,
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torso_style = 20,
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value = 1250,
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skulls_needed = 1,
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limbs_needed = 4,
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tails_needed = 1,
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amalgamy = 1,
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menace = 1
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)
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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 + Value.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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SKELETON_WITH_SEVEN_NECKS = Action(
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"Build on the Skeleton with Seven Necks",
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cost = Value.ACTION.value + Value.SKELETON_WITH_SEVEN_NECKS.value,
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torso_style = 30,
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value = 6250,
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skulls_needed = 7,
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limbs_needed = 2,
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legs = 2,
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amalgamy = 2,
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menace = 1
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)
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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 + Value.ACTION.value*18, torso_style = 30, value = 6250, skulls_needed = 7, limbs_needed = 2, legs = 2, amalgamy = 2, menace = 1)
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FLOURISHING_RIBCAGE = Action(
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"Build on the Flourishing Ribcage",
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cost = Value.ACTION.value + Value.FLOURISHING_RIBCAGE.value,
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torso_style = 40,
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value = 1250,
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skulls_needed = 2,
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limbs_needed = 6,
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tails_needed = 1,
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amalgamy = 2
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)
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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 + Value.ACTION.value*16 + Value.SURVEY.value*15, torso_style = 40, value = 1250, skulls_needed = 2, limbs_needed = 6, tails_needed = 1, amalgamy = 2)
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MAMMOTH_RIBCAGE = Action(
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"Build on the Mammoth Ribcage",
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cost = Value.ACTION.value + Value.MAMMOTH_RIBCAGE.value,
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torso_style = 50,
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value = 6250,
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skulls_needed = 1,
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limbs_needed = 4,
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tails_needed = 1,
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antiquity = 2
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)
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# Human Ribcage and Betrayer of Measures
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MAMMOTH_RIBCAGE = Action("Build on the Mammoth Ribcage", cost = Value.ACTION.value*18 + Value.SURVEY.value*15, torso_style = 50, value = 6250, skulls_needed = 1, limbs_needed = 4, tails_needed = 1, antiquity = 2)
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RIBCAGE_WITH_A_BOUQUET_OF_EIGHT_SPINES = Action(
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"Build on the Ribcage with the Eight Spines",
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cost = Value.ACTION.value + Value.RIBCAGE_WITH_EIGHT_SPINES.value,
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torso_style = 60,
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value = 31250,
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skulls_needed = 8,
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limbs_needed = 4,
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tails_needed = 1,
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amalgamy = 1,
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menace = 2
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)
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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 + Value.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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LEVIATHAN_FRAME = Action("Build on the Leviathan Frame",
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cost = Value.ACTION.value + Value.LEVIATHAN_FRAME.value,
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torso_style = 70,
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value = 31250,
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skulls_needed = 1,
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limbs_needed = 2,
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tails = 1,
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antiquity = 1,
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menace = 1
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)
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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 + Value.ACTION.value*33, torso_style = 70, value = 31250, skulls_needed = 1, limbs_needed = 2, tails = 1, antiquity = 1, menace = 1)
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PRISMATIC_FRAME = Action(
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"Build on the Prismatic Frame",
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cost = Value.ACTION.value + Value.PRISMATIC_FRAME.value,
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torso_style = 80,
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value = 31250,
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skulls_needed = 3,
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limbs_needed = 3,
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tails_needed = 3,
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amalgamy = 2,
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antiquity = 2
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)
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# Expedition at Station VII
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PRISMATIC_FRAME = Action("Build on the Prismatic Frame", cost = 29250 + Value.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 + Value.ACTION.value*10, torso_style = 100, value = 31250, skulls_needed = 5, limbs_needed = 5, amalgamy = 2, menace = 1)
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FIVE_POINTED_FRAME = Action(
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"Build on the Five-Pointed Frame",
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cost = Value.ACTION.value + Value.FIVE_POINTED_RIBCAGE.value,
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torso_style = 100,
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value = 31250,
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skulls_needed = 5,
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limbs_needed = 5,
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amalgamy = 2,
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menace = 1
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)
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def __str__(self):
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return str(self.value)
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