Rename Value enumeration to Cost
This change better reflects the meaning of this enumeration: the cost of acquiring something is usually greater than the value that can be extracted from it.
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@ -25,7 +25,7 @@ MAXIMUM_EXHAUSTION = 4
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# The number of pennies needed to produce a quality.
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class Value(enum.Enum):
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class Cost(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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@ -449,7 +449,7 @@ class Action:
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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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cost = Cost.ACTION.value + Cost.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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@ -460,7 +460,7 @@ class Torso(enum.Enum):
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# Licentiate
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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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# cost = Cost.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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@ -470,7 +470,7 @@ class Torso(enum.Enum):
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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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cost = Cost.ACTION.value + Cost.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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@ -479,7 +479,7 @@ class Torso(enum.Enum):
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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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cost = Cost.ACTION.value + Cost.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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@ -491,7 +491,7 @@ class Torso(enum.Enum):
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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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cost = Cost.ACTION.value + Cost.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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@ -503,7 +503,7 @@ class Torso(enum.Enum):
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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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cost = Cost.ACTION.value + Cost.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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@ -514,7 +514,7 @@ class Torso(enum.Enum):
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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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cost = Cost.ACTION.value + Cost.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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@ -525,7 +525,7 @@ class Torso(enum.Enum):
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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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cost = Cost.ACTION.value + Cost.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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@ -536,7 +536,7 @@ class Torso(enum.Enum):
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)
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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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cost = Cost.ACTION.value + Cost.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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@ -548,7 +548,7 @@ class Torso(enum.Enum):
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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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cost = Cost.ACTION.value + Cost.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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@ -560,7 +560,7 @@ class Torso(enum.Enum):
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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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cost = Cost.ACTION.value + Cost.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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@ -577,7 +577,7 @@ class Torso(enum.Enum):
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class Skull(enum.Enum):
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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 = Value.ACTION.value + 500*Value.BONE_FRAGMENT.value + 10*Value.PEPPERCAPS.value,
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cost = Cost.ACTION.value + 500*Cost.BONE_FRAGMENT.value + 10*Cost.PEPPERCAPS.value,
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value = 1500,
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skulls_needed = -1,
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skulls = 1,
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@ -586,7 +586,7 @@ class Skull(enum.Enum):
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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 = Value.ACTION.value + Value.BRASS_SKULL.value + 200*Value.NEVERCOLD_BRASS.value,
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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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@ -595,7 +595,7 @@ class Skull(enum.Enum):
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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 = Value.ACTION.value + Value.CORAL_SKULL.value + Value.SCINTILLACK.value,
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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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@ -604,7 +604,7 @@ class Skull(enum.Enum):
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DOUBLED_SKULL = Action(
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"Affix a Doubled Skull to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.DOUBLED_SKULL.value,
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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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@ -615,7 +615,7 @@ class Skull(enum.Enum):
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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 = Value.ACTION.value + Value.ENGRAVED_SKULL.value,
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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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@ -624,7 +624,7 @@ class Skull(enum.Enum):
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EYELESS_SKULL = Action(
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"Affix an Eyeless Skull to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.EYELESS_SKULL.value,
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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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@ -633,7 +633,7 @@ class Skull(enum.Enum):
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HORNED_SKULL = Action(
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"Affix a Horned Skull to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.HORNED_SKULL.value,
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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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@ -644,7 +644,7 @@ class Skull(enum.Enum):
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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 = Value.ACTION.value + 1000*Value.BONE_FRAGMENT.value,
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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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@ -652,7 +652,7 @@ class Skull(enum.Enum):
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PENTAGRAMMIC_SKULL = Action(
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"Affix a Pentagrammic Skull to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.PENTAGRAMMIC_SKULL.value,
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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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@ -662,7 +662,7 @@ class Skull(enum.Enum):
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PLATED_SKULL = Action(
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"Affix a Plated Skull to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.PLATED_SKULL.value,
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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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@ -671,7 +671,7 @@ class Skull(enum.Enum):
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RUBBERY_SKULL = Action(
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"Affix a Rubbery Skull to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.RUBBERY_SKULL.value,
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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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@ -680,7 +680,7 @@ class Skull(enum.Enum):
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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 = Value.ACTION.value + Value.SABRE_TOOTHED_SKULL.value,
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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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@ -690,14 +690,14 @@ class Skull(enum.Enum):
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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 = Value.ACTION.value + Value.STYGIAN_IVORY.value,
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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 = Value.ACTION.value + 6000*Value.BONE_FRAGMENT.value,
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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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@ -707,7 +707,7 @@ class Skull(enum.Enum):
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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 = Value.ACTION.value,
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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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@ -721,14 +721,14 @@ class Appendage(enum.Enum):
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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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cost = Value.ACTION.value + Value.TREMBLING_AMBER.value,
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cost = Cost.ACTION.value + Cost.TREMBLING_AMBER.value,
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limbs_needed = 4,
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amalgamy = 2
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)
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ALBATROSS_WING = Action(
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"Put an Albatross Wing on your (Skeleton Type)",
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cost = Value.ACTION.value + Value.ALBATROSS_WING.value,
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cost = Cost.ACTION.value + Cost.ALBATROSS_WING.value,
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value = 1250,
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limbs_needed = -1,
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wings = 1,
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@ -737,7 +737,7 @@ class Appendage(enum.Enum):
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AMBER_FIN = Action(
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"Attach the Amber-Crusted Fin to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.AMBER_FIN.value,
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cost = Cost.ACTION.value + Cost.AMBER_FIN.value,
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value = 1500,
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limbs_needed = -1,
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fins = 1,
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@ -747,7 +747,7 @@ class Appendage(enum.Enum):
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BAT_WING = Action(
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"Add a Bat Wing to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.BAT_WING.value,
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cost = Cost.ACTION.value + Cost.BAT_WING.value,
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value = 1,
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limbs_needed = -1,
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wings = 1,
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@ -755,7 +755,7 @@ class Appendage(enum.Enum):
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)
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BLACK_STINGER = Action("Apply a Jet Black Stinger to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.BLACK_STINGER.value,
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cost = Cost.ACTION.value + Cost.BLACK_STINGER.value,
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value = 50,
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tails_needed = -1,
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tails = 1,
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@ -764,7 +764,7 @@ class Appendage(enum.Enum):
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CRUSTACEAN_PINCER = Action(
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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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cost = Cost.ACTION.value + Cost.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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@ -772,7 +772,7 @@ class Appendage(enum.Enum):
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DEER_FEMUR = Action(
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"Apply the Femur of a Surface Deer to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.DEER_FEMUR.value,
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cost = Cost.ACTION.value + Cost.DEER_FEMUR.value,
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value = 10,
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limbs_needed = -1,
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legs = 1,
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@ -782,7 +782,7 @@ class Appendage(enum.Enum):
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# Counter-Church theology from this scales with torso style and is implemented separately
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FIACRE_THIGH = Action(
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"Affix Saint Fiacre's Thigh Relic to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.FIACRE_THIGH.value,
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cost = Cost.ACTION.value + Cost.FIACRE_THIGH.value,
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value = 1250,
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limbs_needed = -1,
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legs = 1
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@ -790,7 +790,7 @@ class Appendage(enum.Enum):
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FIN_BONES = Action(
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"Put Fins on your (Skeleton Type)",
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cost = Value.ACTION.value + Value.FIN_BONES.value,
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cost = Cost.ACTION.value + Cost.FIN_BONES.value,
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value = 50,
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limbs_needed = -1,
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fins = 1
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@ -798,7 +798,7 @@ class Appendage(enum.Enum):
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FOSSILISED_FORELIMB = Action(
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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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cost = Cost.ACTION.value + Cost.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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@ -807,7 +807,7 @@ class Appendage(enum.Enum):
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HELICAL_THIGH = Action(
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"Affix the Helical Thighbone to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.HELICAL_THIGH.value,
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cost = Cost.ACTION.value + Cost.HELICAL_THIGH.value,
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value = 300,
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limbs_needed = -1,
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legs = 1,
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@ -816,7 +816,7 @@ class Appendage(enum.Enum):
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HUMAN_ARM = Action(
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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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cost = Cost.ACTION.value + Cost.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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@ -825,7 +825,7 @@ class Appendage(enum.Enum):
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IVORY_FEMUR = Action(
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"Apply an Ivory Femur to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.IVORY_FEMUR.value,
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cost = Cost.ACTION.value + Cost.IVORY_FEMUR.value,
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value = 6500,
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limbs_needed = -1,
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legs = 1
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@ -833,7 +833,7 @@ class Appendage(enum.Enum):
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IVORY_HUMERUS = Action(
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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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cost = Cost.ACTION.value + Cost.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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@ -841,7 +841,7 @@ class Appendage(enum.Enum):
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JURASSIC_THIGH = Action(
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"Apply a Jurassic Thigh Bone to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.JURASSIC_FEMUR.value,
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cost = Cost.ACTION.value + Cost.JURASSIC_FEMUR.value,
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value = 300,
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limbs_needed = -1,
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legs = 1,
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@ -850,7 +850,7 @@ class Appendage(enum.Enum):
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KNOTTED_HUMERUS = Action(
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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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cost = Cost.ACTION.value + Cost.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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@ -859,7 +859,7 @@ class Appendage(enum.Enum):
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OBSIDIAN_TAIL = Action(
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"Apply an Obsidian Chitin Tail to your (Skeleton Type)",
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cost = Value.ACTION.value + Value.OBSIDIAN_TAIL.value,
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cost = Cost.ACTION.value + Cost.OBSIDIAN_TAIL.value,
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value = 500,
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tails_needed = -1,
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tails = 1,
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@ -868,7 +868,7 @@ class Appendage(enum.Enum):
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PLASTER_TAIL_BONES = Action(
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"Apply Plaster Tail Bones to your (Skeleton Type)",
|
||||
cost = Value.ACTION.value + Value.PLASTER_TAIL_BONES.value,
|
||||
cost = Cost.ACTION.value + Cost.PLASTER_TAIL_BONES.value,
|
||||
value = 250,
|
||||
tails_needed = -1,
|
||||
tails = 1,
|
||||
|
@ -877,7 +877,7 @@ class Appendage(enum.Enum):
|
|||
|
||||
TERROR_BIRD_WING = Action(
|
||||
"Add the Wing of a Young Terror Bird to your (Skeleton Type)",
|
||||
cost = Value.ACTION.value + Value.TERROR_BIRD_WING.value,
|
||||
cost = Cost.ACTION.value + Cost.TERROR_BIRD_WING.value,
|
||||
value = 250,
|
||||
limbs_needed = -1,
|
||||
wings = 1,
|
||||
|
@ -887,7 +887,7 @@ class Appendage(enum.Enum):
|
|||
|
||||
TOMB_LION_TAIL = Action(
|
||||
"Apply a Tomb-Lion's Tail to your (Skeleton Type)",
|
||||
cost = Value.ACTION.value + Value.TOMB_LION_TAIL.value,
|
||||
cost = Cost.ACTION.value + Cost.TOMB_LION_TAIL.value,
|
||||
value = 250,
|
||||
tails_needed = -1,
|
||||
tails = 1,
|
||||
|
@ -896,7 +896,7 @@ class Appendage(enum.Enum):
|
|||
|
||||
UNIDENTIFIED_THIGH = Action(
|
||||
"Apply an Unidentified Thigh Bone to your (Skeleton Type)",
|
||||
cost = Value.ACTION.value + Value.UNIDENTIFIED_THIGH.value,
|
||||
cost = Cost.ACTION.value + Cost.UNIDENTIFIED_THIGH.value,
|
||||
value = 100,
|
||||
limbs_needed = -1,
|
||||
legs = 1
|
||||
|
@ -904,7 +904,7 @@ class Appendage(enum.Enum):
|
|||
|
||||
WITHERED_TAIL = Action(
|
||||
"Apply a Withered Tentacle as a tail on your (Skeleton Type)",
|
||||
cost = Value.ACTION.value + Value.WITHERED_TENTACLE.value,
|
||||
cost = Cost.ACTION.value + Cost.WITHERED_TENTACLE.value,
|
||||
value = 250,
|
||||
tails_needed = -1,
|
||||
tails = 1,
|
||||
|
@ -913,7 +913,7 @@ class Appendage(enum.Enum):
|
|||
|
||||
WITHERED_TENTACLE = Action(
|
||||
"Put a Withered Tentacle on your (Skeleton Type)",
|
||||
cost = Value.ACTION.value + Value.WITHERED_TENTACLE.value,
|
||||
cost = Cost.ACTION.value + Cost.WITHERED_TENTACLE.value,
|
||||
value = 250,
|
||||
limbs_needed = -1,
|
||||
tentacles = 1,
|
||||
|
@ -922,14 +922,14 @@ class Appendage(enum.Enum):
|
|||
|
||||
REMOVE_TAIL = Action(
|
||||
"Remove the tail from your (Skeleton Type)",
|
||||
cost = Value.ACTION.value,
|
||||
cost = Cost.ACTION.value,
|
||||
tails = -1
|
||||
)
|
||||
|
||||
# This sets Skeleton: Tails Needed to 0 and is implemented separately
|
||||
SKIP_TAILS = Action(
|
||||
"Decide your Tailless Animal needs no tail",
|
||||
cost = Value.ACTION.value
|
||||
cost = Cost.ACTION.value
|
||||
)
|
||||
|
||||
def __str__(self):
|
||||
|
@ -940,19 +940,19 @@ class Appendage(enum.Enum):
|
|||
class Adjustment(enum.Enum):
|
||||
CARVE_AWAY_AGE = Action(
|
||||
"Carve away some evidence of age",
|
||||
cost = Value.ACTION.value,
|
||||
cost = Cost.ACTION.value,
|
||||
antiquity = -2
|
||||
)
|
||||
|
||||
DISGUISE_AMALGAMY = Action(
|
||||
"Disguise the amalgamy of this piece",
|
||||
cost = Value.ACTION.value + Value.JADE_FRAGMENT.value,
|
||||
cost = Cost.ACTION.value + Cost.JADE_FRAGMENT.value,
|
||||
amalgamy = -2
|
||||
)
|
||||
|
||||
MAKE_LESS_DREADFUL = Action(
|
||||
"Make your skeleton less dreadful",
|
||||
cost = Value.ACTION.value,
|
||||
cost = Cost.ACTION.value,
|
||||
menace = -2
|
||||
)
|
||||
|
||||
|
@ -964,58 +964,58 @@ class Adjustment(enum.Enum):
|
|||
class Declaration(enum.Enum):
|
||||
AMPHIBIAN = Action(
|
||||
"Declare your (Skeleton Type) a completed Amphibian",
|
||||
cost = Value.ACTION.value
|
||||
cost = Cost.ACTION.value
|
||||
)
|
||||
|
||||
APE = Action(
|
||||
"Declare your (Skeleton Type) a completed Ape",
|
||||
cost = Value.ACTION.value
|
||||
cost = Cost.ACTION.value
|
||||
)
|
||||
|
||||
BIRD = Action(
|
||||
"Declare your (Skeleton Type) a completed Bird",
|
||||
cost = Value.ACTION.value
|
||||
cost = Cost.ACTION.value
|
||||
)
|
||||
|
||||
CHIMERA = Action(
|
||||
"Declare your (Skeleton Type) a completed Chimera",
|
||||
cost = Value.ACTION.value,
|
||||
cost = Cost.ACTION.value,
|
||||
implausibility = 3
|
||||
)
|
||||
|
||||
CURATOR = Action(
|
||||
"Declare your (Skeleton Type) a completed Curator",
|
||||
cost = Value.ACTION.value
|
||||
cost = Cost.ACTION.value
|
||||
)
|
||||
|
||||
FISH = Action(
|
||||
"Declare your (Skeleton Type) a completed Fish",
|
||||
cost = Value.ACTION.value
|
||||
cost = Cost.ACTION.value
|
||||
)
|
||||
|
||||
HUMANOID = Action(
|
||||
"Declare your (Skeleton Type) a completed Humanoid",
|
||||
cost = Value.ACTION.value
|
||||
cost = Cost.ACTION.value
|
||||
)
|
||||
|
||||
INSECT = Action(
|
||||
"Declare your (Skeleton Type) a completed Insect",
|
||||
cost = Value.ACTION.value
|
||||
cost = Cost.ACTION.value
|
||||
)
|
||||
|
||||
MONKEY = Action(
|
||||
"Declare your (Skeleton Type) a completed Monkey",
|
||||
cost = Value.ACTION.value
|
||||
cost = Cost.ACTION.value
|
||||
)
|
||||
|
||||
REPTILE = Action(
|
||||
"Declare your (Skeleton Type) a completed Reptile",
|
||||
cost = Value.ACTION.value
|
||||
cost = Cost.ACTION.value
|
||||
)
|
||||
|
||||
SPIDER = Action(
|
||||
"Declare your (Skeleton Type) a completed Spider",
|
||||
cost = Value.ACTION.value
|
||||
cost = Cost.ACTION.value
|
||||
)
|
||||
|
||||
def __str__(self):
|
||||
|
@ -1160,11 +1160,11 @@ def Solve():
|
|||
model.AddMaxEquality(non_zero_difficulty_level, [difficulty_level, 1])
|
||||
|
||||
sale_actions_times_action_value = model.NewIntVar(0, cp_model.INT32_MAX, 'sale actions times action value')
|
||||
model.AddDivisionEquality(sale_actions_times_action_value, model.NewConstant(round(DIFFICULTY_SCALER*SHADOWY_LEVEL*Value.ACTION.value)), non_zero_difficulty_level)
|
||||
model.AddDivisionEquality(sale_actions_times_action_value, model.NewConstant(round(DIFFICULTY_SCALER*SHADOWY_LEVEL*Cost.ACTION.value)), non_zero_difficulty_level)
|
||||
abstract_sale_cost = model.NewIntVar(0, cp_model.INT32_MAX, 'abstract sale cost')
|
||||
model.AddDivisionEquality(abstract_sale_cost, Value.ACTION.value**2, sale_actions_times_action_value)
|
||||
model.AddDivisionEquality(abstract_sale_cost, Cost.ACTION.value**2, sale_actions_times_action_value)
|
||||
sale_cost = model.NewIntVar(0, cp_model.INT32_MAX, 'sale cost')
|
||||
model.AddMaxEquality(sale_cost, [abstract_sale_cost, Value.ACTION.value])
|
||||
model.AddMaxEquality(sale_cost, [abstract_sale_cost, Cost.ACTION.value])
|
||||
|
||||
del non_zero_difficulty_level, sale_actions_times_action_value, abstract_sale_cost
|
||||
|
||||
|
@ -1204,7 +1204,7 @@ def Solve():
|
|||
|
||||
del add_joints_amber_cost_multiple_first_term, add_joints_amber_cost_multiple_second_term, add_joints_amber_cost_multiple_third_term, add_joints_amber_cost_multiple_fourth_term, add_joints_amber_cost_multiple_fifth_term
|
||||
|
||||
model.AddGeneralMultiplicationEquality(add_joints_amber_cost, add_joints, add_joints_amber_cost_multiple, Value.WARM_AMBER.value)
|
||||
model.AddGeneralMultiplicationEquality(add_joints_amber_cost, add_joints, add_joints_amber_cost_multiple, Cost.WARM_AMBER.value)
|
||||
|
||||
del add_joints, add_joints_amber_cost_multiple
|
||||
|
||||
|
|
Loading…
Reference in New Issue