Add __slots__ to data enumerations
These types still have a __dict__, since they inherit from Enum, but using __slots__ for the inherited properties can still improve access times.
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@ -9,6 +9,8 @@ from ..objects.action import Action
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class Adjustment(Enum):
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"""An action that is taken after all parts have been added to a skeleton."""
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__slots__ = '_value_', '_name_', '__objclass__'
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CARVE_AWAY_AGE = Action(
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"Carve away some evidence of age",
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cost = Cost.ACTION.value,
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@ -9,6 +9,8 @@ from ..objects.action import Action
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class Appendage(Enum):
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"""An action that is taken once all skulls are added to a skeleton."""
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__slots__ = '_value_', '_name_', '__objclass__'
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# Cost from this scales with limbs and is partially implemented separately
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ADD_JOINTS = Action(
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"Add four more joints to your skeleton",
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@ -9,6 +9,8 @@ from ..objects.action import Action
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class Buyer(Enum):
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"""An action that converts a skeleton into revenue."""
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__slots__ = '_value_', '_name_', '__objclass__'
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A_PALAEONTOLOGIST_WITH_HOARDING_PROPENSITIES = Action(
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"Sell a complete skeleton to the Bone Hoarder",
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cost = Cost.ACTION.value
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@ -8,6 +8,8 @@ from ortools.sat.python import cp_model
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class Cost(Enum):
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"""The number of pennies needed to produce a quality."""
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__slots__ = '_value_', '_name_', '__objclass__'
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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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@ -9,6 +9,8 @@ from ..objects.action import Action
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class Declaration(Enum):
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"""An action that is taken after all adjustments have been made to a skeleton."""
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__slots__ = '_value_', '_name_', '__objclass__'
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AMPHIBIAN = Action(
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"Declare your (Skeleton Type) a completed Amphibian",
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cost = Cost.ACTION.value
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@ -12,3 +12,4 @@ DiplomatFascination = Enum(
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module = __name__
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)
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DiplomatFascination.__doc__ = "The current fascination of the Trifling Diplomat."
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DiplomatFascination.__slots__ = '_value_', '_name_', '__objclass__'
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@ -9,6 +9,8 @@ from ..objects.action import Action
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class Embellishment(Enum):
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"""An action is taken after a declaration has been made for a skeleton."""
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__slots__ = '_value_', '_name_', '__objclass__'
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MORE_PLAUSIBLE = Action(
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"Make it seem just a bit more plausible",
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cost = Cost.ACTION.value + Cost.REVISIONIST_NARRATIVE.value,
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@ -6,6 +6,8 @@ from enum import Enum
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class Fluctuation(Enum):
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"""Which skeleton attribute is currently boosted."""
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__slots__ = '_value_', '_name_', '__objclass__'
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ANTIQUITY = 1
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AMALGAMY = 2
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MENACE = 3
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@ -8,6 +8,8 @@ from .buyers import Buyer
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class OccasionalBuyer(Enum):
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"""Which of several unusual buyers are available."""
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__slots__ = '_value_', '_name_', '__objclass__'
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AN_ENTHUSIAST_IN_SKULLS = [Buyer.AN_ENTHUSIAST_IN_SKULLS]
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A_DREARY_MIDNIGHTER = [Buyer.A_DREARY_MIDNIGHTER]
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@ -9,6 +9,8 @@ from ..objects.action import Action
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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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__slots__ = '_value_', '_name_', '__objclass__'
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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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@ -9,6 +9,8 @@ from ..objects.action import Action
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class Torso(Enum):
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"""An action that initiates a skeleton."""
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__slots__ = '_value_', '_name_', '__objclass__'
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HEADLESS_HUMANOID = Action(
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"Reassemble your Headless Humanoid",
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cost = Cost.ACTION.value + Cost.HEADLESS_SKELETON.value,
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