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.
This commit is contained in:
Jeremy Saklad 2021-06-13 12:43:52 -05:00
parent abd796f64d
commit fb4681d93e
Signed by: Jeremy Saklad
GPG Key ID: 9CA2149583EDBF84
1 changed files with 70 additions and 70 deletions

View File

@ -25,7 +25,7 @@ MAXIMUM_EXHAUSTION = 4
# The number of pennies needed to produce a quality. # The number of pennies needed to produce a quality.
class Value(enum.Enum): class Cost(enum.Enum):
# This is your baseline EPA: the pennies you could generate using an action for a generic grind. # This is your baseline EPA: the pennies you could generate using an action for a generic grind.
ACTION = 400 ACTION = 400
@ -449,7 +449,7 @@ class Action:
class Torso(enum.Enum): class Torso(enum.Enum):
HEADLESS_HUMANOID = Action( HEADLESS_HUMANOID = Action(
"Reassemble your Headless Humanoid", "Reassemble your Headless Humanoid",
cost = Value.ACTION.value + Value.HEADLESS_SKELETON.value, cost = Cost.ACTION.value + Cost.HEADLESS_SKELETON.value,
torso_style = 10, torso_style = 10,
value = 250, value = 250,
skulls_needed = 1, skulls_needed = 1,
@ -460,7 +460,7 @@ class Torso(enum.Enum):
# Licentiate # Licentiate
# VICTIM_SKELETON = Action( # VICTIM_SKELETON = Action(
# "Supply a skeleton of your own", # "Supply a skeleton of your own",
# cost = Value.ACTION.value, # cost = Cost.ACTION.value,
# torso_style = 10, # torso_style = 10,
# value = 250, # value = 250,
# skulls_needed = 1, # skulls_needed = 1,
@ -470,7 +470,7 @@ class Torso(enum.Enum):
HUMAN_RIBCAGE = Action( HUMAN_RIBCAGE = Action(
"Build on the Human Ribcage", "Build on the Human Ribcage",
cost = Value.ACTION.value + Value.HUMAN_RIBCAGE.value, cost = Cost.ACTION.value + Cost.HUMAN_RIBCAGE.value,
torso_style = 15, torso_style = 15,
value = 1250, value = 1250,
skulls_needed = 1, skulls_needed = 1,
@ -479,7 +479,7 @@ class Torso(enum.Enum):
THORNED_RIBCAGE = Action( THORNED_RIBCAGE = Action(
"Make something of your Thorned Ribcage", "Make something of your Thorned Ribcage",
cost = Value.ACTION.value + Value.THORNED_RIBCAGE.value, cost = Cost.ACTION.value + Cost.THORNED_RIBCAGE.value,
torso_style = 20, torso_style = 20,
value = 1250, value = 1250,
skulls_needed = 1, skulls_needed = 1,
@ -491,7 +491,7 @@ class Torso(enum.Enum):
SKELETON_WITH_SEVEN_NECKS = Action( SKELETON_WITH_SEVEN_NECKS = Action(
"Build on the Skeleton with Seven Necks", "Build on the Skeleton with Seven Necks",
cost = Value.ACTION.value + Value.SKELETON_WITH_SEVEN_NECKS.value, cost = Cost.ACTION.value + Cost.SKELETON_WITH_SEVEN_NECKS.value,
torso_style = 30, torso_style = 30,
value = 6250, value = 6250,
skulls_needed = 7, skulls_needed = 7,
@ -503,7 +503,7 @@ class Torso(enum.Enum):
FLOURISHING_RIBCAGE = Action( FLOURISHING_RIBCAGE = Action(
"Build on the Flourishing Ribcage", "Build on the Flourishing Ribcage",
cost = Value.ACTION.value + Value.FLOURISHING_RIBCAGE.value, cost = Cost.ACTION.value + Cost.FLOURISHING_RIBCAGE.value,
torso_style = 40, torso_style = 40,
value = 1250, value = 1250,
skulls_needed = 2, skulls_needed = 2,
@ -514,7 +514,7 @@ class Torso(enum.Enum):
MAMMOTH_RIBCAGE = Action( MAMMOTH_RIBCAGE = Action(
"Build on the Mammoth Ribcage", "Build on the Mammoth Ribcage",
cost = Value.ACTION.value + Value.MAMMOTH_RIBCAGE.value, cost = Cost.ACTION.value + Cost.MAMMOTH_RIBCAGE.value,
torso_style = 50, torso_style = 50,
value = 6250, value = 6250,
skulls_needed = 1, skulls_needed = 1,
@ -525,7 +525,7 @@ class Torso(enum.Enum):
RIBCAGE_WITH_A_BOUQUET_OF_EIGHT_SPINES = Action( RIBCAGE_WITH_A_BOUQUET_OF_EIGHT_SPINES = Action(
"Build on the Ribcage with the Eight Spines", "Build on the Ribcage with the Eight Spines",
cost = Value.ACTION.value + Value.RIBCAGE_WITH_EIGHT_SPINES.value, cost = Cost.ACTION.value + Cost.RIBCAGE_WITH_EIGHT_SPINES.value,
torso_style = 60, torso_style = 60,
value = 31250, value = 31250,
skulls_needed = 8, skulls_needed = 8,
@ -536,7 +536,7 @@ class Torso(enum.Enum):
) )
LEVIATHAN_FRAME = Action("Build on the Leviathan Frame", LEVIATHAN_FRAME = Action("Build on the Leviathan Frame",
cost = Value.ACTION.value + Value.LEVIATHAN_FRAME.value, cost = Cost.ACTION.value + Cost.LEVIATHAN_FRAME.value,
torso_style = 70, torso_style = 70,
value = 31250, value = 31250,
skulls_needed = 1, skulls_needed = 1,
@ -548,7 +548,7 @@ class Torso(enum.Enum):
PRISMATIC_FRAME = Action( PRISMATIC_FRAME = Action(
"Build on the Prismatic Frame", "Build on the Prismatic Frame",
cost = Value.ACTION.value + Value.PRISMATIC_FRAME.value, cost = Cost.ACTION.value + Cost.PRISMATIC_FRAME.value,
torso_style = 80, torso_style = 80,
value = 31250, value = 31250,
skulls_needed = 3, skulls_needed = 3,
@ -560,7 +560,7 @@ class Torso(enum.Enum):
FIVE_POINTED_FRAME = Action( FIVE_POINTED_FRAME = Action(
"Build on the Five-Pointed Frame", "Build on the Five-Pointed Frame",
cost = Value.ACTION.value + Value.FIVE_POINTED_RIBCAGE.value, cost = Cost.ACTION.value + Cost.FIVE_POINTED_RIBCAGE.value,
torso_style = 100, torso_style = 100,
value = 31250, value = 31250,
skulls_needed = 5, skulls_needed = 5,
@ -577,7 +577,7 @@ class Torso(enum.Enum):
class Skull(enum.Enum): class Skull(enum.Enum):
BAPTIST_SKULL = Action( BAPTIST_SKULL = Action(
"Duplicate the skull of John the Baptist, if you can call that a skull", "Duplicate the skull of John the Baptist, if you can call that a skull",
cost = Value.ACTION.value + 500*Value.BONE_FRAGMENT.value + 10*Value.PEPPERCAPS.value, cost = Cost.ACTION.value + 500*Cost.BONE_FRAGMENT.value + 10*Cost.PEPPERCAPS.value,
value = 1500, value = 1500,
skulls_needed = -1, skulls_needed = -1,
skulls = 1, skulls = 1,
@ -586,7 +586,7 @@ class Skull(enum.Enum):
BRASS_SKULL = Action( BRASS_SKULL = Action(
"Affix a Bright Brass Skull to your (Skeleton Type)", "Affix a Bright Brass Skull to your (Skeleton Type)",
cost = Value.ACTION.value + Value.BRASS_SKULL.value + 200*Value.NEVERCOLD_BRASS.value, cost = Cost.ACTION.value + Cost.BRASS_SKULL.value + 200*Cost.NEVERCOLD_BRASS.value,
value = 6500, value = 6500,
skulls_needed = -1, skulls_needed = -1,
skulls = 1, skulls = 1,
@ -595,7 +595,7 @@ class Skull(enum.Enum):
CORAL_SKULL = Action( CORAL_SKULL = Action(
"Affix a Skull in Coral to your (Skeleton Type)", "Affix a Skull in Coral to your (Skeleton Type)",
cost = Value.ACTION.value + Value.CORAL_SKULL.value + Value.SCINTILLACK.value, cost = Cost.ACTION.value + Cost.CORAL_SKULL.value + Cost.SCINTILLACK.value,
value = 1750, value = 1750,
skulls_needed = -1, skulls_needed = -1,
skulls = 1, skulls = 1,
@ -604,7 +604,7 @@ class Skull(enum.Enum):
DOUBLED_SKULL = Action( DOUBLED_SKULL = Action(
"Affix a Doubled Skull to your (Skeleton Type)", "Affix a Doubled Skull to your (Skeleton Type)",
cost = Value.ACTION.value + Value.DOUBLED_SKULL.value, cost = Cost.ACTION.value + Cost.DOUBLED_SKULL.value,
value = 6250, value = 6250,
skulls_needed = -1, skulls_needed = -1,
skulls = 2, skulls = 2,
@ -615,7 +615,7 @@ class Skull(enum.Enum):
# Adds Exhaustion # Adds Exhaustion
# ENGRAVED_SKULL = Action( # ENGRAVED_SKULL = Action(
# "Affix a Custom-Engraved Skull to your (Skeleton Type)", # "Affix a Custom-Engraved Skull to your (Skeleton Type)",
# cost = Value.ACTION.value + Value.ENGRAVED_SKULL.value, # cost = Cost.ACTION.value + Cost.ENGRAVED_SKULL.value,
# value = 10000, # value = 10000,
# skulls_needed = -1, # skulls_needed = -1,
# skulls = 1, # skulls = 1,
@ -624,7 +624,7 @@ class Skull(enum.Enum):
EYELESS_SKULL = Action( EYELESS_SKULL = Action(
"Affix an Eyeless Skull to your (Skeleton Type)", "Affix an Eyeless Skull to your (Skeleton Type)",
cost = Value.ACTION.value + Value.EYELESS_SKULL.value, cost = Cost.ACTION.value + Cost.EYELESS_SKULL.value,
value = 3000, value = 3000,
skulls_needed = -1, skulls_needed = -1,
skulls = 1, skulls = 1,
@ -633,7 +633,7 @@ class Skull(enum.Enum):
HORNED_SKULL = Action( HORNED_SKULL = Action(
"Affix a Horned Skull to your (Skeleton Type)", "Affix a Horned Skull to your (Skeleton Type)",
cost = Value.ACTION.value + Value.HORNED_SKULL.value, cost = Cost.ACTION.value + Cost.HORNED_SKULL.value,
value = 1250, value = 1250,
skulls_needed = -1, skulls_needed = -1,
skulls = 1, skulls = 1,
@ -644,7 +644,7 @@ class Skull(enum.Enum):
# Seeking the Name of Mr. Eaten # Seeking the Name of Mr. Eaten
# OWN_SKULL = Action( # OWN_SKULL = Action(
# "Duplicate your own skull and affix it here", # "Duplicate your own skull and affix it here",
# cost = Value.ACTION.value + 1000*Value.BONE_FRAGMENT.value, # cost = Cost.ACTION.value + 1000*Cost.BONE_FRAGMENT.value,
# value = -250, # value = -250,
# skulls_needed = -1, # skulls_needed = -1,
# skulls = 1 # skulls = 1
@ -652,7 +652,7 @@ class Skull(enum.Enum):
PENTAGRAMMIC_SKULL = Action( PENTAGRAMMIC_SKULL = Action(
"Affix a Pentagrammic Skull to your (Skeleton Type)", "Affix a Pentagrammic Skull to your (Skeleton Type)",
cost = Value.ACTION.value + Value.PENTAGRAMMIC_SKULL.value, cost = Cost.ACTION.value + Cost.PENTAGRAMMIC_SKULL.value,
value = 1250, value = 1250,
skulls_needed = -1, skulls_needed = -1,
skulls = 1, skulls = 1,
@ -662,7 +662,7 @@ class Skull(enum.Enum):
PLATED_SKULL = Action( PLATED_SKULL = Action(
"Affix a Plated Skull to your (Skeleton Type)", "Affix a Plated Skull to your (Skeleton Type)",
cost = Value.ACTION.value + Value.PLATED_SKULL.value, cost = Cost.ACTION.value + Cost.PLATED_SKULL.value,
value = 2500, value = 2500,
skulls_needed = -1, skulls_needed = -1,
skulls = 1, skulls = 1,
@ -671,7 +671,7 @@ class Skull(enum.Enum):
RUBBERY_SKULL = Action( RUBBERY_SKULL = Action(
"Affix a Rubbery Skull to your (Skeleton Type)", "Affix a Rubbery Skull to your (Skeleton Type)",
cost = Value.ACTION.value + Value.RUBBERY_SKULL.value, cost = Cost.ACTION.value + Cost.RUBBERY_SKULL.value,
value = 600, value = 600,
skulls_needed = -1, skulls_needed = -1,
skulls = 1, skulls = 1,
@ -680,7 +680,7 @@ class Skull(enum.Enum):
SABRE_TOOTHED_SKULL = Action( SABRE_TOOTHED_SKULL = Action(
"Affix a Sabre-toothed Skull to your (Skeleton Type)", "Affix a Sabre-toothed Skull to your (Skeleton Type)",
cost = Value.ACTION.value + Value.SABRE_TOOTHED_SKULL.value, cost = Cost.ACTION.value + Cost.SABRE_TOOTHED_SKULL.value,
value = 6250, value = 6250,
skulls_needed = -1, skulls_needed = -1,
skulls = 1, skulls = 1,
@ -690,14 +690,14 @@ class Skull(enum.Enum):
STYGIAN_IVORY = Action( STYGIAN_IVORY = Action(
"Use a Carved Ball of Stygian Ivory to cap off your (Skeleton Type)", "Use a Carved Ball of Stygian Ivory to cap off your (Skeleton Type)",
cost = Value.ACTION.value + Value.STYGIAN_IVORY.value, cost = Cost.ACTION.value + Cost.STYGIAN_IVORY.value,
value = 250, value = 250,
skulls_needed = -1 skulls_needed = -1
) )
VAKE_SKULL = Action( VAKE_SKULL = Action(
"Duplicate the Vake's skull and use it to decorate your (Skeleton Type)", "Duplicate the Vake's skull and use it to decorate your (Skeleton Type)",
cost = Value.ACTION.value + 6000*Value.BONE_FRAGMENT.value, cost = Cost.ACTION.value + 6000*Cost.BONE_FRAGMENT.value,
value = 6500, value = 6500,
skulls_needed = -1, skulls_needed = -1,
skulls = 1, skulls = 1,
@ -707,7 +707,7 @@ class Skull(enum.Enum):
# Licentiate # Licentiate
# VICTIM_SKULL = Action( # VICTIM_SKULL = Action(
# "Cap this with a victims skull", # "Cap this with a victims skull",
# cost = Value.ACTION.value, # cost = Cost.ACTION.value,
# value = 250, # value = 250,
# skulls_needed = -1, # skulls_needed = -1,
# skulls = 1 # skulls = 1
@ -721,14 +721,14 @@ class Appendage(enum.Enum):
# Cost from this scales with limbs and is partially implemented separately # Cost from this scales with limbs and is partially implemented separately
ADD_JOINTS = Action( ADD_JOINTS = Action(
"Add four more joints to your skeleton", "Add four more joints to your skeleton",
cost = Value.ACTION.value + Value.TREMBLING_AMBER.value, cost = Cost.ACTION.value + Cost.TREMBLING_AMBER.value,
limbs_needed = 4, limbs_needed = 4,
amalgamy = 2 amalgamy = 2
) )
ALBATROSS_WING = Action( ALBATROSS_WING = Action(
"Put an Albatross Wing on your (Skeleton Type)", "Put an Albatross Wing on your (Skeleton Type)",
cost = Value.ACTION.value + Value.ALBATROSS_WING.value, cost = Cost.ACTION.value + Cost.ALBATROSS_WING.value,
value = 1250, value = 1250,
limbs_needed = -1, limbs_needed = -1,
wings = 1, wings = 1,
@ -737,7 +737,7 @@ class Appendage(enum.Enum):
AMBER_FIN = Action( AMBER_FIN = Action(
"Attach the Amber-Crusted Fin to your (Skeleton Type)", "Attach the Amber-Crusted Fin to your (Skeleton Type)",
cost = Value.ACTION.value + Value.AMBER_FIN.value, cost = Cost.ACTION.value + Cost.AMBER_FIN.value,
value = 1500, value = 1500,
limbs_needed = -1, limbs_needed = -1,
fins = 1, fins = 1,
@ -747,7 +747,7 @@ class Appendage(enum.Enum):
BAT_WING = Action( BAT_WING = Action(
"Add a Bat Wing to your (Skeleton Type)", "Add a Bat Wing to your (Skeleton Type)",
cost = Value.ACTION.value + Value.BAT_WING.value, cost = Cost.ACTION.value + Cost.BAT_WING.value,
value = 1, value = 1,
limbs_needed = -1, limbs_needed = -1,
wings = 1, wings = 1,
@ -755,7 +755,7 @@ class Appendage(enum.Enum):
) )
BLACK_STINGER = Action("Apply a Jet Black Stinger to your (Skeleton Type)", BLACK_STINGER = Action("Apply a Jet Black Stinger to your (Skeleton Type)",
cost = Value.ACTION.value + Value.BLACK_STINGER.value, cost = Cost.ACTION.value + Cost.BLACK_STINGER.value,
value = 50, value = 50,
tails_needed = -1, tails_needed = -1,
tails = 1, tails = 1,
@ -764,7 +764,7 @@ class Appendage(enum.Enum):
CRUSTACEAN_PINCER = Action( CRUSTACEAN_PINCER = Action(
"Apply a Crustacean Pincer to your (Skeleton Type)", "Apply a Crustacean Pincer to your (Skeleton Type)",
cost = Value.ACTION.value + Value.CRUSTACEAN_PINCER.value, cost = Cost.ACTION.value + Cost.CRUSTACEAN_PINCER.value,
limbs_needed = -1, limbs_needed = -1,
arms = 1, arms = 1,
menace = 1 menace = 1
@ -772,7 +772,7 @@ class Appendage(enum.Enum):
DEER_FEMUR = Action( DEER_FEMUR = Action(
"Apply the Femur of a Surface Deer to your (Skeleton Type)", "Apply the Femur of a Surface Deer to your (Skeleton Type)",
cost = Value.ACTION.value + Value.DEER_FEMUR.value, cost = Cost.ACTION.value + Cost.DEER_FEMUR.value,
value = 10, value = 10,
limbs_needed = -1, limbs_needed = -1,
legs = 1, legs = 1,
@ -782,7 +782,7 @@ class Appendage(enum.Enum):
# Counter-Church theology from this scales with torso style and is implemented separately # Counter-Church theology from this scales with torso style and is implemented separately
FIACRE_THIGH = Action( FIACRE_THIGH = Action(
"Affix Saint Fiacre's Thigh Relic to your (Skeleton Type)", "Affix Saint Fiacre's Thigh Relic to your (Skeleton Type)",
cost = Value.ACTION.value + Value.FIACRE_THIGH.value, cost = Cost.ACTION.value + Cost.FIACRE_THIGH.value,
value = 1250, value = 1250,
limbs_needed = -1, limbs_needed = -1,
legs = 1 legs = 1
@ -790,7 +790,7 @@ class Appendage(enum.Enum):
FIN_BONES = Action( FIN_BONES = Action(
"Put Fins on your (Skeleton Type)", "Put Fins on your (Skeleton Type)",
cost = Value.ACTION.value + Value.FIN_BONES.value, cost = Cost.ACTION.value + Cost.FIN_BONES.value,
value = 50, value = 50,
limbs_needed = -1, limbs_needed = -1,
fins = 1 fins = 1
@ -798,7 +798,7 @@ class Appendage(enum.Enum):
FOSSILISED_FORELIMB = Action( FOSSILISED_FORELIMB = Action(
"Apply a Fossilised Forelimb to your (Skeleton Type)", "Apply a Fossilised Forelimb to your (Skeleton Type)",
cost = Value.ACTION.value + Value.FOSSILISED_FORELIMB.value, cost = Cost.ACTION.value + Cost.FOSSILISED_FORELIMB.value,
value = 2750, value = 2750,
limbs_needed = -1, limbs_needed = -1,
arms = 1, arms = 1,
@ -807,7 +807,7 @@ class Appendage(enum.Enum):
HELICAL_THIGH = Action( HELICAL_THIGH = Action(
"Affix the Helical Thighbone to your (Skeleton Type)", "Affix the Helical Thighbone to your (Skeleton Type)",
cost = Value.ACTION.value + Value.HELICAL_THIGH.value, cost = Cost.ACTION.value + Cost.HELICAL_THIGH.value,
value = 300, value = 300,
limbs_needed = -1, limbs_needed = -1,
legs = 1, legs = 1,
@ -816,7 +816,7 @@ class Appendage(enum.Enum):
HUMAN_ARM = Action( HUMAN_ARM = Action(
"Join a Human Arm to your (Skeleton Type)", "Join a Human Arm to your (Skeleton Type)",
cost = Value.ACTION.value + Value.HUMAN_ARM.value, cost = Cost.ACTION.value + Cost.HUMAN_ARM.value,
value = 250, value = 250,
limbs_needed = -1, limbs_needed = -1,
arms = 1, arms = 1,
@ -825,7 +825,7 @@ class Appendage(enum.Enum):
IVORY_FEMUR = Action( IVORY_FEMUR = Action(
"Apply an Ivory Femur to your (Skeleton Type)", "Apply an Ivory Femur to your (Skeleton Type)",
cost = Value.ACTION.value + Value.IVORY_FEMUR.value, cost = Cost.ACTION.value + Cost.IVORY_FEMUR.value,
value = 6500, value = 6500,
limbs_needed = -1, limbs_needed = -1,
legs = 1 legs = 1
@ -833,7 +833,7 @@ class Appendage(enum.Enum):
IVORY_HUMERUS = Action( IVORY_HUMERUS = Action(
"Apply an Ivory Humerus to your (Skeleton Type)", "Apply an Ivory Humerus to your (Skeleton Type)",
cost = Value.ACTION.value + Value.IVORY_HUMERUS.value, cost = Cost.ACTION.value + Cost.IVORY_HUMERUS.value,
value = 1500, value = 1500,
limbs_needed = -1, limbs_needed = -1,
arms = 1 arms = 1
@ -841,7 +841,7 @@ class Appendage(enum.Enum):
JURASSIC_THIGH = Action( JURASSIC_THIGH = Action(
"Apply a Jurassic Thigh Bone to your (Skeleton Type)", "Apply a Jurassic Thigh Bone to your (Skeleton Type)",
cost = Value.ACTION.value + Value.JURASSIC_FEMUR.value, cost = Cost.ACTION.value + Cost.JURASSIC_FEMUR.value,
value = 300, value = 300,
limbs_needed = -1, limbs_needed = -1,
legs = 1, legs = 1,
@ -850,7 +850,7 @@ class Appendage(enum.Enum):
KNOTTED_HUMERUS = Action( KNOTTED_HUMERUS = Action(
"Apply a Knotted Humerus to your (Skeleton Type)", "Apply a Knotted Humerus to your (Skeleton Type)",
cost = Value.ACTION.value + Value.KNOTTED_HUMERUS.value, cost = Cost.ACTION.value + Cost.KNOTTED_HUMERUS.value,
value = 150, value = 150,
limbs_needed = -1, limbs_needed = -1,
arms = 1, arms = 1,
@ -859,7 +859,7 @@ class Appendage(enum.Enum):
OBSIDIAN_TAIL = Action( OBSIDIAN_TAIL = Action(
"Apply an Obsidian Chitin Tail to your (Skeleton Type)", "Apply an Obsidian Chitin Tail to your (Skeleton Type)",
cost = Value.ACTION.value + Value.OBSIDIAN_TAIL.value, cost = Cost.ACTION.value + Cost.OBSIDIAN_TAIL.value,
value = 500, value = 500,
tails_needed = -1, tails_needed = -1,
tails = 1, tails = 1,
@ -868,7 +868,7 @@ class Appendage(enum.Enum):
PLASTER_TAIL_BONES = Action( PLASTER_TAIL_BONES = Action(
"Apply Plaster Tail Bones to your (Skeleton Type)", "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, value = 250,
tails_needed = -1, tails_needed = -1,
tails = 1, tails = 1,
@ -877,7 +877,7 @@ class Appendage(enum.Enum):
TERROR_BIRD_WING = Action( TERROR_BIRD_WING = Action(
"Add the Wing of a Young Terror Bird to your (Skeleton Type)", "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, value = 250,
limbs_needed = -1, limbs_needed = -1,
wings = 1, wings = 1,
@ -887,7 +887,7 @@ class Appendage(enum.Enum):
TOMB_LION_TAIL = Action( TOMB_LION_TAIL = Action(
"Apply a Tomb-Lion's Tail to your (Skeleton Type)", "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, value = 250,
tails_needed = -1, tails_needed = -1,
tails = 1, tails = 1,
@ -896,7 +896,7 @@ class Appendage(enum.Enum):
UNIDENTIFIED_THIGH = Action( UNIDENTIFIED_THIGH = Action(
"Apply an Unidentified Thigh Bone to your (Skeleton Type)", "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, value = 100,
limbs_needed = -1, limbs_needed = -1,
legs = 1 legs = 1
@ -904,7 +904,7 @@ class Appendage(enum.Enum):
WITHERED_TAIL = Action( WITHERED_TAIL = Action(
"Apply a Withered Tentacle as a tail on your (Skeleton Type)", "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, value = 250,
tails_needed = -1, tails_needed = -1,
tails = 1, tails = 1,
@ -913,7 +913,7 @@ class Appendage(enum.Enum):
WITHERED_TENTACLE = Action( WITHERED_TENTACLE = Action(
"Put a Withered Tentacle on your (Skeleton Type)", "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, value = 250,
limbs_needed = -1, limbs_needed = -1,
tentacles = 1, tentacles = 1,
@ -922,14 +922,14 @@ class Appendage(enum.Enum):
REMOVE_TAIL = Action( REMOVE_TAIL = Action(
"Remove the tail from your (Skeleton Type)", "Remove the tail from your (Skeleton Type)",
cost = Value.ACTION.value, cost = Cost.ACTION.value,
tails = -1 tails = -1
) )
# This sets Skeleton: Tails Needed to 0 and is implemented separately # This sets Skeleton: Tails Needed to 0 and is implemented separately
SKIP_TAILS = Action( SKIP_TAILS = Action(
"Decide your Tailless Animal needs no tail", "Decide your Tailless Animal needs no tail",
cost = Value.ACTION.value cost = Cost.ACTION.value
) )
def __str__(self): def __str__(self):
@ -940,19 +940,19 @@ class Appendage(enum.Enum):
class Adjustment(enum.Enum): class Adjustment(enum.Enum):
CARVE_AWAY_AGE = Action( CARVE_AWAY_AGE = Action(
"Carve away some evidence of age", "Carve away some evidence of age",
cost = Value.ACTION.value, cost = Cost.ACTION.value,
antiquity = -2 antiquity = -2
) )
DISGUISE_AMALGAMY = Action( DISGUISE_AMALGAMY = Action(
"Disguise the amalgamy of this piece", "Disguise the amalgamy of this piece",
cost = Value.ACTION.value + Value.JADE_FRAGMENT.value, cost = Cost.ACTION.value + Cost.JADE_FRAGMENT.value,
amalgamy = -2 amalgamy = -2
) )
MAKE_LESS_DREADFUL = Action( MAKE_LESS_DREADFUL = Action(
"Make your skeleton less dreadful", "Make your skeleton less dreadful",
cost = Value.ACTION.value, cost = Cost.ACTION.value,
menace = -2 menace = -2
) )
@ -964,58 +964,58 @@ class Adjustment(enum.Enum):
class Declaration(enum.Enum): class Declaration(enum.Enum):
AMPHIBIAN = Action( AMPHIBIAN = Action(
"Declare your (Skeleton Type) a completed Amphibian", "Declare your (Skeleton Type) a completed Amphibian",
cost = Value.ACTION.value cost = Cost.ACTION.value
) )
APE = Action( APE = Action(
"Declare your (Skeleton Type) a completed Ape", "Declare your (Skeleton Type) a completed Ape",
cost = Value.ACTION.value cost = Cost.ACTION.value
) )
BIRD = Action( BIRD = Action(
"Declare your (Skeleton Type) a completed Bird", "Declare your (Skeleton Type) a completed Bird",
cost = Value.ACTION.value cost = Cost.ACTION.value
) )
CHIMERA = Action( CHIMERA = Action(
"Declare your (Skeleton Type) a completed Chimera", "Declare your (Skeleton Type) a completed Chimera",
cost = Value.ACTION.value, cost = Cost.ACTION.value,
implausibility = 3 implausibility = 3
) )
CURATOR = Action( CURATOR = Action(
"Declare your (Skeleton Type) a completed Curator", "Declare your (Skeleton Type) a completed Curator",
cost = Value.ACTION.value cost = Cost.ACTION.value
) )
FISH = Action( FISH = Action(
"Declare your (Skeleton Type) a completed Fish", "Declare your (Skeleton Type) a completed Fish",
cost = Value.ACTION.value cost = Cost.ACTION.value
) )
HUMANOID = Action( HUMANOID = Action(
"Declare your (Skeleton Type) a completed Humanoid", "Declare your (Skeleton Type) a completed Humanoid",
cost = Value.ACTION.value cost = Cost.ACTION.value
) )
INSECT = Action( INSECT = Action(
"Declare your (Skeleton Type) a completed Insect", "Declare your (Skeleton Type) a completed Insect",
cost = Value.ACTION.value cost = Cost.ACTION.value
) )
MONKEY = Action( MONKEY = Action(
"Declare your (Skeleton Type) a completed Monkey", "Declare your (Skeleton Type) a completed Monkey",
cost = Value.ACTION.value cost = Cost.ACTION.value
) )
REPTILE = Action( REPTILE = Action(
"Declare your (Skeleton Type) a completed Reptile", "Declare your (Skeleton Type) a completed Reptile",
cost = Value.ACTION.value cost = Cost.ACTION.value
) )
SPIDER = Action( SPIDER = Action(
"Declare your (Skeleton Type) a completed Spider", "Declare your (Skeleton Type) a completed Spider",
cost = Value.ACTION.value cost = Cost.ACTION.value
) )
def __str__(self): def __str__(self):
@ -1160,11 +1160,11 @@ def Solve():
model.AddMaxEquality(non_zero_difficulty_level, [difficulty_level, 1]) 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') 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') 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') 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 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 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 del add_joints, add_joints_amber_cost_multiple