from enum import Enum from ortools.sat.python import cp_model class Cost(Enum): """The number of pennies needed to produce a quality.""" # This is your baseline EPA: the pennies you could generate using an action for a generic grind. ACTION = 400 # Antique Mystery ANTIQUE_MYSTERY = 1250 # Favours: Bohemians # Various opportunity cards BOHEMIAN_FAVOURS = ACTION # Bone Fragment BONE_FRAGMENT = 1 # Cartographer's Hoard CARTOGRAPHERS_HOARD = 31250 # Favours: The Church # Various opportunity cards CHURCH_FAVOURS = ACTION # Collection Note: There's a 'Package' in London # Station VIII Lab COLLECTION_NOTE = ACTION # Volume of Collated Research COLLATED_RESEARCH = 250 # Deep-Zee Catch # Spear-fishing at the bottom of the Evenlode, 7 at a time DEEP_ZEE_CATCH = ACTION/7 # Crustacean Pincer # Ealing Gardens Butcher, 2 at a time CRUSTACEAN_PINCER = (ACTION + DEEP_ZEE_CATCH)/2 # Femur of a Surface Deer # Dumbwaiter of Balmoral, 25 at a time DEER_FEMUR = ACTION/25 # Favours: The Docks # Various opportunity cards DOCK_FAVOURS = ACTION # Extraordinary Implication EXTRAORDINARY_IMPLICATION = 250 # Eyeless Skull # No consistent source EYELESS_SKULL = cp_model.INT32_MAX/2 # Holy Relic of the Thigh of Saint Fiacre # Jericho Locks statue, 2 at a time FIACRE_THIGH = (ACTION + 4*CHURCH_FAVOURS)/2 # Fin Bones, Collected # Hunt and dissect Pinewood Shark, 40 at a time FIN_BONES = (11*ACTION)/40 # Amber-Crusted Fin # Helicon House AMBER_FIN = ACTION + 10*FIN_BONES # Five-Pointed Ribcage # Upwards FIVE_POINTED_RIBCAGE = 9*ACTION + CARTOGRAPHERS_HOARD # Esteem of the Guild # Jericho Parade, 2 at a time GUILD_ESTEEM = (ACTION + 5*DOCK_FAVOURS)/2 # Skull in Coral # Persephone, 1-2 at a time CORAL_SKULL = 1.5*(2*ACTION + 3*GUILD_ESTEEM) # Headless Skeleton # These are accumulated while acquiring other qualities. HEADLESS_SKELETON = 0 # Hinterland Scrip HINTERLAND_SCRIP = 50 # Fossilised Forelimb # Anning and Daughters FOSSILISED_FORELIMB = 55*HINTERLAND_SCRIP # Hedonist # Handsome Townhouse, 3cp at a time HEDONIST_CP = ACTION/3 # Human Arm # These are accumulated while acquiring other qualities. HUMAN_ARM = 0 # Incisive Observation INCISIVE_OBSERVATION = 50 # Crate of Incorruptible Biscuits INCORRUPTIBLE_BISCUITS = 250 # Inkling of Identity INKLING_OF_IDENTITY = 10 # A Custom-Engraved Skull # Feast of the Exceptional Rose, sent by one player and accepted by another ENGRAVED_SKULL = 2*ACTION + 200*INKLING_OF_IDENTITY # Ivory Humerus # Ealing Gardens statue, 2 at a time IVORY_HUMERUS = (ACTION + 4*BOHEMIAN_FAVOURS)/2 # Jade Fragment JADE_FRAGMENT = 1 # Femur of a Jurassic Beast # Brawling for yourself, large Bone Market crate, 12 at a time JURASSIC_FEMUR = (10*ACTION)/12 # Knotted Humerus # These are accumulated while acquiring other qualities. KNOTTED_HUMERUS = 0 # Nevercold Brass Sliver NEVERCOLD_BRASS = 1 # Obsidian Chitin Tail # No consistent source OBSIDIAN_TAIL = cp_model.INT32_MAX/2 # Parabolan Orange-apple # Parabolan Base-camp, electricity and hedonism, 2 at a time ORANGE_APPLE = (2*ACTION + 100*BONE_FRAGMENT + 21*HEDONIST_CP)/2 # Ivory Femur # Bohemian Sculptress IVORY_FEMUR = ACTION + 750*BONE_FRAGMENT + 3*ORANGE_APPLE # Penny PENNY = 1 # Bright Brass Skull # Merrigans Exchange BRASS_SKULL = 6250*PENNY # Pentagrammic Skull # Upwards PENTAGRAMMIC_SKULL = 9*ACTION # Hand-picked Peppercaps PEPPERCAPS = HINTERLAND_SCRIP # Revisionist Historical Narrative # Waswood REVISIONIST_NARRATIVE = ACTION + 4*EXTRAORDINARY_IMPLICATION + INCISIVE_OBSERVATION # Knob of Scintillack SCINTILLACK = 250 # Searing Enigma SEARING_ENIGMA = 6250 # Carved Ball of Stygian Ivory STYGIAN_IVORY = 250 # Preserved Surface Blooms SURFACE_BLOOMS = 250 # Consignment of Scintillack Snuff # Laboratory Manufacturing SCINTILLACK_SNUFF = (ACTION + 8*SCINTILLACK + SURFACE_BLOOMS)/2 # Elation at Feline Oration # Pinnock ELATION_AT_FELINE_ORATION = ACTION + 2*ANTIQUE_MYSTERY + COLLECTION_NOTE + 2*SCINTILLACK_SNUFF # Oil of Companionship # Station VIII Lab OIL_OF_COMPANIONSHIP = ACTION + ELATION_AT_FELINE_ORATION # Survey of the Neath's Bones # Laboratory Research SURVEY = 6*ACTION/25 # Plaster Tail Bones # Carpenter's Granddaughter, 2 at a time PLASTER_TAIL_BONES = (ACTION + 10*SURVEY)/2 # Human Ribcage # Ealing Gardens HUMAN_RIBCAGE = ACTION + 15*SURVEY # Palaeontological Discovery # Plain of Thirsty Grasses PALAEONTOLOGICAL_DISCOVERY = (ACTION + 140*SURVEY)/6 # Helical Thighbone # Results of Excavation, 6 at a time HELICAL_THIGH = (2*PALAEONTOLOGICAL_DISCOVERY)/6 # Leviathan Frame # Results of Excavation LEVIATHAN_FRAME = 25*PALAEONTOLOGICAL_DISCOVERY # Thorned Ribcage # Iron-Toothed Terror Bird THORNED_RIBCAGE = 6*ACTION # Flourishing Ribcage # Helicon House FLOURISHING_RIBCAGE = ACTION + HUMAN_RIBCAGE + THORNED_RIBCAGE # Time Remaining in the Woods # Compel Ghillie, 7 at a time TIME_REMAINING_IN_THE_WOODS = (ACTION + 4*COLLATED_RESEARCH)/7 # Observation: Red Deer # Balmoral Woods DEER_OBSERVATION = 13*ACTION + 12*TIME_REMAINING_IN_THE_WOODS # Mammoth Ribcage # Keeper of the Marigold Menagerie MAMMOTH_RIBCAGE = ACTION + DEER_OBSERVATION # Observation: Fox # Balmoral Woods FOX_OBSERVATION = 10*ACTION + 8*TIME_REMAINING_IN_THE_WOODS # Doubled Skull # Keeper of the Marigold Menagerie DOUBLED_SKULL = ACTION + FOX_OBSERVATION # Observation: Grouse # Balmoral Woods GROUSE_OBSERVATION = 9*ACTION + 8*TIME_REMAINING_IN_THE_WOODS # Skeleton with Seven Necks # Keeper of the Marigold Menagerie SKELETON_WITH_SEVEN_NECKS = ACTION + GROUSE_OBSERVATION # Nodule of Trembling Amber TREMBLING_AMBER = 1250 # Ribcage with a Bouquet of Eight Spines # Helicon House RIBCAGE_WITH_EIGHT_SPINES = ACTION + 3*SEARING_ENIGMA + SKELETON_WITH_SEVEN_NECKS + THORNED_RIBCAGE + 3*TREMBLING_AMBER # Rubbery Skull # Flute Street, including travel due to quality cap RUBBERY_SKULL = 25*ACTION # Rumour of the Upper River RUMOUR_OF_THE_UPPER_RIVER = 250 # Jet Black Stinger # Hunting with Sophia's, 5 at a time BLACK_STINGER = (ACTION + 5*RUMOUR_OF_THE_UPPER_RIVER)/5 # Prismatic Frame # Expedition at Station VIII PRISMATIC_FRAME = ACTION + OIL_OF_COMPANIONSHIP + 98*RUMOUR_OF_THE_UPPER_RIVER # Unidentified Thigh Bone # These are accumulated while acquiring other qualities. UNIDENTIFIED_THIGH = 0 # Nodule of Warm Amber WARM_AMBER = 10 # Albatross Wing # Ealing Gardens Butcher, 2 at a time ALBATROSS_WING = (ACTION + 2000*BONE_FRAGMENT + 25*WARM_AMBER)/2 # Bat Wing # Ealing Gardens Butcher, 2 at a time BAT_WING = (ACTION + 100*BONE_FRAGMENT + 2*WARM_AMBER)/2 # Horned Skull # Ealing Gardens Butcher HORNED_SKULL = ACTION + 1000*BONE_FRAGMENT + 5*WARM_AMBER # Plated Skull # Ealing Gardens Butcher PLATED_SKULL = ACTION + 1750*BONE_FRAGMENT + INCORRUPTIBLE_BISCUITS + 25*WARM_AMBER # Sabre-toothed Skull # Ealing Gardens Butcher SABRE_TOOTHED_SKULL = ACTION + 4900*BONE_FRAGMENT + 125*WARM_AMBER # Wing of a Young Terror Bird # Ealing Gardens Butcher, 2 at a time TERROR_BIRD_WING = (ACTION + 100*BONE_FRAGMENT + 25*WARM_AMBER)/2 # Tomb-Lion's Tail # Ealing Gardens Butcher TOMB_LION_TAIL = ACTION + 200*BONE_FRAGMENT + 2*WARM_AMBER # Warbler Skeleton # Ealing Gardens Butcher WARBLER_SKELETON = ACTION + 130*BONE_FRAGMENT + 2*WARM_AMBER # Withered Tentacle # Helicon House, 3 at a time WITHERED_TENTACLE = (ACTION + 5*WARM_AMBER)/3