Move Skull to different file
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				@ -12,6 +12,7 @@ from os import cpu_count
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from ortools.sat.python import cp_model
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from data.costs import Cost
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from data.skulls import Skull
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from data.torsos import Torso
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from objects.action import Action
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@ -68,150 +69,6 @@ cp_model.CpModel.AddGeneralMultiplicationEquality = AddGeneralMultiplicationEqua
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del AddGeneralMultiplicationEquality
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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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    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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            value = 1250,
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            skulls_needed = -1,
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            skulls = 1,
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            counter_church = 1
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            )
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    BRASS_SKULL = Action(
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            "Affix a Bright Brass Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.BRASS_SKULL.value + 200*Cost.NEVERCOLD_BRASS.value,
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            value = 6500,
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            skulls_needed = -1,
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            skulls = 1,
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            implausibility = 2
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            )
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    CORAL_SKULL = Action(
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            "Affix a Skull in Coral to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.CORAL_SKULL.value + Cost.SCINTILLACK.value,
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            value = 1750,
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            skulls_needed = -1,
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            skulls = 1,
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            amalgamy = 2
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            )
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    DOUBLED_SKULL = Action(
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            "Affix a Doubled Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.DOUBLED_SKULL.value,
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            value = 6250,
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            skulls_needed = -1,
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            skulls = 2,
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            amalgamy = 1,
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            antiquity = 2
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            )
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    # Adds Exhaustion
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    # ENGRAVED_SKULL = Action(
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    #         "Affix a Custom-Engraved Skull to your (Skeleton Type)",
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    #         cost = Cost.ACTION.value + Cost.ENGRAVED_SKULL.value,
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    #         value = 10000,
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    #         skulls_needed = -1,
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    #         skulls = 1,
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    #         exhaustion = 2
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    #         )
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    EYELESS_SKULL = Action(
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            "Affix an Eyeless Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.EYELESS_SKULL.value,
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            value = 3000,
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            skulls_needed = -1,
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            skulls = 1,
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            menace = 2
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            )
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    HORNED_SKULL = Action(
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            "Affix a Horned Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.HORNED_SKULL.value,
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            value = 1250,
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            skulls_needed = -1,
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            skulls = 1,
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            antiquity = 1,
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            menace = 2
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            )
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    # Seeking the Name of Mr. Eaten
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    # OWN_SKULL = Action(
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    #         "Duplicate your own skull and affix it here",
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    #         cost = Cost.ACTION.value + 1000*Cost.BONE_FRAGMENT.value,
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    #         value = -250,
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    #         skulls_needed = -1,
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    #         skulls = 1
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    #         )
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    PENTAGRAMMIC_SKULL = Action(
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            "Affix a Pentagrammic Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.PENTAGRAMMIC_SKULL.value,
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            value = 1250,
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            skulls_needed = -1,
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            skulls = 1,
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            amalgamy = 2,
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            menace = 1
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            )
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    PLATED_SKULL = Action(
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            "Affix a Plated Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.PLATED_SKULL.value,
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            value = 2500,
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            skulls_needed = -1,
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            skulls = 1,
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            menace = 2
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            )
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    RUBBERY_SKULL = Action(
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            "Affix a Rubbery Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.RUBBERY_SKULL.value,
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            value = 600,
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            skulls_needed = -1,
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            skulls = 1,
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            amalgamy = 1
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            )
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    SABRE_TOOTHED_SKULL = Action(
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            "Affix a Sabre-toothed Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.SABRE_TOOTHED_SKULL.value,
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            value = 6250,
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            skulls_needed = -1,
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            skulls = 1,
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            antiquity = 1,
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            menace = 1
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            )
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    STYGIAN_IVORY = Action(
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            "Use a Carved Ball of Stygian Ivory to cap off your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.STYGIAN_IVORY.value,
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            value = 250,
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            skulls_needed = -1
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            )
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    VAKE_SKULL = Action(
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            "Duplicate the Vake's skull and use it to decorate your (Skeleton Type)",
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            cost = Cost.ACTION.value + 6000*Cost.BONE_FRAGMENT.value,
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            value = 6500,
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            skulls_needed = -1,
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            skulls = 1,
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            menace = 3
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            )
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    # Licentiate
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    # VICTIM_SKULL = Action(
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    #         "Cap this with a victim’s skull",
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    #         cost = Cost.ACTION.value,
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    #         value = 250,
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    #         skulls_needed = -1,
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    #         skulls = 1
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    #         )
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    def __str__(self):
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        return str(self.value)
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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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										148
									
								
								data/skulls.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										148
									
								
								data/skulls.py
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,148 @@
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from enum import Enum
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from data.costs import Cost
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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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    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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            value = 1250,
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            skulls_needed = -1,
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            skulls = 1,
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            counter_church = 1
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            )
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    BRASS_SKULL = Action(
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            "Affix a Bright Brass Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.BRASS_SKULL.value + 200*Cost.NEVERCOLD_BRASS.value,
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            value = 6500,
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            skulls_needed = -1,
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            skulls = 1,
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            implausibility = 2
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            )
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    CORAL_SKULL = Action(
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            "Affix a Skull in Coral to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.CORAL_SKULL.value + Cost.SCINTILLACK.value,
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            value = 1750,
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            skulls_needed = -1,
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            skulls = 1,
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            amalgamy = 2
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            )
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    DOUBLED_SKULL = Action(
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            "Affix a Doubled Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.DOUBLED_SKULL.value,
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            value = 6250,
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            skulls_needed = -1,
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            skulls = 2,
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            amalgamy = 1,
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            antiquity = 2
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            )
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    # Adds Exhaustion
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    # ENGRAVED_SKULL = Action(
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    #         "Affix a Custom-Engraved Skull to your (Skeleton Type)",
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    #         cost = Cost.ACTION.value + Cost.ENGRAVED_SKULL.value,
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    #         value = 10000,
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    #         skulls_needed = -1,
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    #         skulls = 1,
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    #         exhaustion = 2
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    #         )
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    EYELESS_SKULL = Action(
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            "Affix an Eyeless Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.EYELESS_SKULL.value,
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            value = 3000,
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            skulls_needed = -1,
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            skulls = 1,
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            menace = 2
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            )
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    HORNED_SKULL = Action(
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            "Affix a Horned Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.HORNED_SKULL.value,
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            value = 1250,
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            skulls_needed = -1,
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            skulls = 1,
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            antiquity = 1,
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            menace = 2
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            )
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    # Seeking the Name of Mr. Eaten
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    # OWN_SKULL = Action(
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    #         "Duplicate your own skull and affix it here",
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    #         cost = Cost.ACTION.value + 1000*Cost.BONE_FRAGMENT.value,
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    #         value = -250,
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    #         skulls_needed = -1,
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    #         skulls = 1
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    #         )
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    PENTAGRAMMIC_SKULL = Action(
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            "Affix a Pentagrammic Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.PENTAGRAMMIC_SKULL.value,
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            value = 1250,
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            skulls_needed = -1,
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            skulls = 1,
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            amalgamy = 2,
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            menace = 1
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            )
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    PLATED_SKULL = Action(
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            "Affix a Plated Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.PLATED_SKULL.value,
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            value = 2500,
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            skulls_needed = -1,
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            skulls = 1,
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            menace = 2
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            )
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    RUBBERY_SKULL = Action(
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            "Affix a Rubbery Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.RUBBERY_SKULL.value,
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            value = 600,
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            skulls_needed = -1,
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            skulls = 1,
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            amalgamy = 1
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            )
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    SABRE_TOOTHED_SKULL = Action(
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            "Affix a Sabre-toothed Skull to your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.SABRE_TOOTHED_SKULL.value,
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            value = 6250,
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            skulls_needed = -1,
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            skulls = 1,
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            antiquity = 1,
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            menace = 1
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            )
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    STYGIAN_IVORY = Action(
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            "Use a Carved Ball of Stygian Ivory to cap off your (Skeleton Type)",
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            cost = Cost.ACTION.value + Cost.STYGIAN_IVORY.value,
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            value = 250,
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            skulls_needed = -1
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            )
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    VAKE_SKULL = Action(
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            "Duplicate the Vake's skull and use it to decorate your (Skeleton Type)",
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            cost = Cost.ACTION.value + 6000*Cost.BONE_FRAGMENT.value,
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            value = 6500,
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            skulls_needed = -1,
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            skulls = 1,
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            menace = 3
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            )
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    # Licentiate
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    # VICTIM_SKULL = Action(
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    #         "Cap this with a victim’s skull",
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    #         cost = Cost.ACTION.value,
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    #         value = 250,
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    #         skulls_needed = -1,
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    #         skulls = 1
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    #         )
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    def __str__(self):
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        return str(self.value)
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