Bone-Market-Solver/bonemarketsolver/data/skulls.py

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__all__ = ['Skull']
__author__ = "Jeremy Saklad"
from enum import Enum
from .costs import Cost
from ..objects.action import Action
class Skull(Enum):
"""An action that is taken immediately after starting a skeleton."""
__slots__ = '_value_', '_name_', '__objclass__'
BAPTIST_SKULL = Action(
"Duplicate the skull of John the Baptist, if you can call that a skull",
cost = Cost.ACTION.value + 500*Cost.BONE_FRAGMENT.value + 10*Cost.PEPPERCAPS.value,
value = 1250,
skulls_needed = -1,
skulls = 1,
counter_church = 1
)
BRASS_SKULL = Action(
"Affix a Bright Brass Skull to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.BRASS_SKULL.value + 200*Cost.NEVERCOLD_BRASS.value,
value = 6500,
skulls_needed = -1,
skulls = 1,
implausibility = 2
)
CORAL_SKULL = Action(
"Affix a Skull in Coral to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.CORAL_SKULL.value + Cost.SCINTILLACK.value,
value = 1750,
skulls_needed = -1,
skulls = 1,
amalgamy = 2
)
DOUBLED_SKULL = Action(
"Affix a Doubled Skull to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.DOUBLED_SKULL.value,
value = 6250,
skulls_needed = -1,
skulls = 2,
amalgamy = 1,
antiquity = 2
)
# Adds Exhaustion
ENGRAVED_SKULL = Action(
"Affix a Custom-Engraved Skull to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.ENGRAVED_SKULL.value,
value = 10000,
skulls_needed = -1,
skulls = 1,
exhaustion = 2
)
EYELESS_SKULL = Action(
"Affix an Eyeless Skull to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.EYELESS_SKULL.value,
value = 3000,
skulls_needed = -1,
skulls = 1,
menace = 2
)
HORNED_SKULL = Action(
"Affix a Horned Skull to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.HORNED_SKULL.value,
value = 1250,
skulls_needed = -1,
skulls = 1,
antiquity = 1,
menace = 2
)
# Seeking the Name of Mr. Eaten
OWN_SKULL = Action(
"Duplicate your own skull and affix it here",
cost = Cost.ACTION.value + 1000*Cost.BONE_FRAGMENT.value,
value = -250,
skulls_needed = -1,
skulls = 1
)
PENTAGRAMMIC_SKULL = Action(
"Affix a Pentagrammic Skull to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.PENTAGRAMMIC_SKULL.value,
value = 1250,
skulls_needed = -1,
skulls = 1,
amalgamy = 2,
menace = 1
)
PLATED_SKULL = Action(
"Affix a Plated Skull to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.PLATED_SKULL.value,
value = 2500,
skulls_needed = -1,
skulls = 1,
menace = 2
)
RUBBERY_SKULL = Action(
"Affix a Rubbery Skull to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.RUBBERY_SKULL.value,
value = 600,
skulls_needed = -1,
skulls = 1,
amalgamy = 1
)
SABRE_TOOTHED_SKULL = Action(
"Affix a Sabre-toothed Skull to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.SABRE_TOOTHED_SKULL.value,
value = 6250,
skulls_needed = -1,
skulls = 1,
antiquity = 1,
menace = 1
)
STYGIAN_IVORY = Action(
"Use a Carved Ball of Stygian Ivory to cap off your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.STYGIAN_IVORY.value,
value = 250,
skulls_needed = -1
)
# Value, implausibility, and partially menace scale with repetition and are implemented separately
VAKE_SKULL = Action(
"Duplicate the Vake's skull and use it to decorate your (Skeleton Type)",
cost = Cost.ACTION.value + 6000*Cost.BONE_FRAGMENT.value,
skulls_needed = -1,
skulls = 1,
menace = 1
)
# Licentiate
VICTIM_SKULL = Action(
"Cap this with a victims skull",
cost = Cost.ACTION.value,
value = 250,
skulls_needed = -1,
skulls = 1
)
def __str__(self):
return str(self.value)