Move skull actions to Skull enumeration
This continues the transition away from a monolithic action list. Like Torso, the members of Skull are being added to the action list as a temporary measure. Torso.LICENTIATE_SKELETON has been renamed Torso.VICTIM_SKELETON to better align with the corresponding Skull.
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@ -270,7 +270,7 @@ class Torso(enum.Enum):
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# Licentiate
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# LICENTIATE_SKELETON = Action(
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# VICTIM_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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@ -385,6 +385,48 @@ class Torso(enum.Enum):
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return str(self.value)
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# Actions that are taken immediately after starting a skeleton.
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class Skull(enum.Enum):
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BRASS_SKULL = Action("Affix a Bright Brass Skull to your (Skeleton Type)", cost = 6450 + Value.ACTION.value, value = 6500, skulls_needed = -1, skulls = 1, implausibility = 2)
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# No consistent source
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# EYELESS_SKULL = Action("Affix an Eyeless Skull to your (Skeleton Type)", cost = cp_model.INT32_MAX, value = 3000, skulls_needed = -1, skulls = 1, menace = 2)
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# Feast of the Exceptional Rose, 200 Inklings of Identity, action to send and receive it
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# ENGRAVED_SKULL = Action("Affix a Custom-Engraved Skull to your (Skeleton Type)", cost = 2000 + Value.ACTION.value*2, value = 10000, skulls_needed = -1, skulls = 1, exhaustion = 2)
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HORNED_SKULL = Action("Affix a Horned Skull to your (Skeleton Type)", cost = 1050 + Value.ACTION.value*2, value = 1250, skulls_needed = -1, skulls = 1, antiquity = 1, menace = 2)
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SABRE_TOOTHED_SKULL = Action("Affix a Sabre-toothed Skull to your (Skeleton Type)", cost = 6150 + Value.ACTION.value*2, value = 6250, skulls_needed = -1, skulls = 1, antiquity = 1, menace = 1)
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# Upwards
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PENTAGRAMMIC_SKULL = Action("Affix a Pentagrammic Skull to your (Skeleton Type)", cost = Value.ACTION.value*10, value = 1250, skulls_needed = -1, skulls = 1, amalgamy = 2, menace = 1)
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PLATED_SKULL = Action("Affix a Plated Skull to your (Skeleton Type)", cost = 2250 + Value.ACTION.value*2, value = 2500, skulls_needed = -1, skulls = 1, menace = 2)
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# Flute Street, including travel due to quality cap
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RUBBERY_SKULL = Action("Affix a Rubbery Skull to your (Skeleton Type)", cost = Value.ACTION.value*26, value = 600, skulls_needed = -1, skulls = 1, amalgamy = 1)
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# OWN_SKULL = Action("Duplicate your own skull and affix it here", cost = 1000 + Value.ACTION.value, value = -250, skulls_needed = -1, skulls = 1)
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BAPTIST_SKULL = Action("Duplicate the skull of John the Baptist, if you can call that a skull", cost = 1000 + Value.ACTION.value, value = 1500, skulls_needed = -1, skulls = 1, counter_church = 2)
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# Persephone, 6 actions (Favours: the Docks) for 2 Esteem of the Guild
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CORAL_SKULL = Action("Affix a Skull in Coral to your (Skeleton Type)", cost = Value.ACTION.value*25/3, value = 1750, skulls_needed = -1, skulls = 1, amalgamy = 2)
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VAKE_SKULL = Action("Duplicate the Vake's skull and use it to decorate your (Skeleton Type)", cost = 6000 + Value.ACTION.value, value = 6500, skulls_needed = -1, skulls = 1, menace = 3)
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# VICTIM_SKULL = Action("Cap this with a victim’s skull", cost = Value.ACTION.value, value = 250, skulls_needed = -1, skulls = 1)
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# Balmoral Woods (also gives Thorned Ribcage)
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DOUBLED_SKULL = Action("Affix a Doubled Skull to your (Skeleton Type)", cost = 2000 + Value.ACTION.value*14, value = 6250, skulls_needed = -1, skulls = 2, amalgamy = 1, antiquity = 2)
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STYGIAN_IVORY = Action("Use a Carved Ball of Stygian Ivory to cap off your (Skeleton Type)", cost = 250 + Value.ACTION.value, value = 250, skulls_needed = -1)
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def __str__(self):
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return str(self.value)
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# Which kind of skeleton is to be declared.
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class Declaration(enum.Enum):
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CHIMERA = Action("Declare your (Skeleton Type) a completed Chimera", cost = Value.ACTION.value, implausibility = 3)
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@ -418,29 +460,7 @@ def create_data_model():
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# The current value of Zoological Mania, which grants a 10% bonus to value for a certain declaration.
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data['zoological_mania'] = Declaration.AMPHIBIAN
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data['actions'] = [torso.value for torso in Torso] + [
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Action("Affix a Bright Brass Skull to your (Skeleton Type)", cost = 6450 + Value.ACTION.value, value = 6500, skulls_needed = -1, skulls = 1, implausibility = 2),
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# No consistent source
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# Action("Affix an Eyeless Skull to your (Skeleton Type)", cost = cp_model.INT32_MAX, value = 3000, skulls_needed = -1, skulls = 1, menace = 2),
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# Feast of the Exceptional Rose, 200 Inklings of Identity, action to send and receive it
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#Action("Affix a Custom-Engraved Skull to your (Skeleton Type)", cost = 2000 + Value.ACTION.value*2, value = 10000, skulls_needed = -1, skulls = 1, exhaustion = 2),
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Action("Affix a Horned Skull to your (Skeleton Type)", cost = 1050 + Value.ACTION.value*2, value = 1250, skulls_needed = -1, skulls = 1, antiquity = 1, menace = 2),
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Action("Affix a Sabre-toothed Skull to your (Skeleton Type)", cost = 6150 + Value.ACTION.value*2, value = 6250, skulls_needed = -1, skulls = 1, antiquity = 1, menace = 1),
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# Upwards
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Action("Affix a Pentagrammic Skull to your (Skeleton Type)", cost = Value.ACTION.value*10, value = 1250, skulls_needed = -1, skulls = 1, amalgamy = 2, menace = 1),
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Action("Affix a Plated Skull to your (Skeleton Type)", cost = 2250 + Value.ACTION.value*2, value = 2500, skulls_needed = -1, skulls = 1, menace = 2),
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# Flute Street, including travel due to quality cap
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Action("Affix a Rubbery Skull to your (Skeleton Type)", cost = Value.ACTION.value*26, value = 600, skulls_needed = -1, skulls = 1, amalgamy = 1),
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# Action("Duplicate your own skull and affix it here", cost = 1000 + Value.ACTION.value, value = -250, skulls_needed = -1, skulls = 1),
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Action("Duplicate the skull of John the Baptist, if you can call that a skull", cost = 1000 + Value.ACTION.value, value = 1500, skulls_needed = -1, skulls = 1, counter_church = 2),
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# Persephone, 6 actions (Favours: the Docks) for 2 Esteem of the Guild
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Action("Affix a Skull in Coral to your (Skeleton Type)", cost = Value.ACTION.value*25/3, value = 1750, skulls_needed = -1, skulls = 1, amalgamy = 2),
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Action("Duplicate the Vake's skull and use it to decorate your (Skeleton Type)", cost = 6000 + Value.ACTION.value, value = 6500, skulls_needed = -1, skulls = 1, menace = 3),
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# Action("Cap this with a victim’s skull", cost = Value.ACTION.value, value = 250, skulls_needed = -1, skulls = 1),
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# Balmoral Woods (also gives Thorned Ribcage)
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Action("Affix a Doubled Skull to your (Skeleton Type)", cost = 2000 + Value.ACTION.value*14, value = 6250, skulls_needed = -1, skulls = 2, amalgamy = 1, antiquity = 2),
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Action("Use a Carved Ball of Stygian Ivory to cap off your (Skeleton Type)", cost = 250 + Value.ACTION.value, value = 250, skulls_needed = -1),
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data['actions'] = [torso.value for torso in Torso] + [skull.value for skull in Skull] + [
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# 2 pincers at once
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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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# Accumulated while trying to get other things
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