Bone-Market-Solver/data/appendages.py

226 lines
6.8 KiB
Python

from enum import Enum
from data.costs import Cost
from objects.action import Action
class Appendage(Enum):
"""An action that is taken once all skulls are added to a skeleton."""
# Cost from this scales with limbs and is partially implemented separately
ADD_JOINTS = Action(
"Add four more joints to your skeleton",
cost = Cost.ACTION.value + Cost.TREMBLING_AMBER.value,
limbs_needed = 4,
amalgamy = 2
)
ALBATROSS_WING = Action(
"Put an Albatross Wing on your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.ALBATROSS_WING.value,
value = 1250,
limbs_needed = -1,
wings = 1,
amalgamy = 1
)
AMBER_FIN = Action(
"Attach the Amber-Crusted Fin to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.AMBER_FIN.value,
value = 1500,
limbs_needed = -1,
fins = 1,
amalgamy = 1,
menace = 1
)
BAT_WING = Action(
"Add a Bat Wing to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.BAT_WING.value,
value = 1,
limbs_needed = -1,
wings = 1,
menace = -1
)
BLACK_STINGER = Action(
"Apply a Jet Black Stinger to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.BLACK_STINGER.value,
value = 50,
tails_needed = -1,
tails = 1,
menace = 2
)
CRUSTACEAN_PINCER = Action(
"Apply a Crustacean Pincer to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.CRUSTACEAN_PINCER.value,
limbs_needed = -1,
arms = 1,
menace = 1
)
DEER_FEMUR = Action(
"Apply the Femur of a Surface Deer to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.DEER_FEMUR.value,
value = 10,
limbs_needed = -1,
legs = 1,
menace = -1
)
# Counter-Church theology from this scales with torso style and is implemented separately
FIACRE_THIGH = Action(
"Affix Saint Fiacre's Thigh Relic to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.FIACRE_THIGH.value,
value = 1250,
limbs_needed = -1,
legs = 1
)
FIN_BONES = Action(
"Put Fins on your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.FIN_BONES.value,
value = 50,
limbs_needed = -1,
fins = 1
)
FOSSILISED_FORELIMB = Action(
"Apply a Fossilised Forelimb to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.FOSSILISED_FORELIMB.value,
value = 2750,
limbs_needed = -1,
arms = 1,
antiquity = 2
)
HELICAL_THIGH = Action(
"Affix the Helical Thighbone to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.HELICAL_THIGH.value,
value = 300,
limbs_needed = -1,
legs = 1,
amalgamy = 2
)
HUMAN_ARM = Action(
"Join a Human Arm to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.HUMAN_ARM.value,
value = 250,
limbs_needed = -1,
arms = 1,
menace = -1
)
IVORY_FEMUR = Action(
"Apply an Ivory Femur to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.IVORY_FEMUR.value,
value = 6500,
limbs_needed = -1,
legs = 1
)
IVORY_HUMERUS = Action(
"Apply an Ivory Humerus to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.IVORY_HUMERUS.value,
value = 1500,
limbs_needed = -1,
arms = 1
)
JURASSIC_THIGH = Action(
"Apply a Jurassic Thigh Bone to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.JURASSIC_FEMUR.value,
value = 300,
limbs_needed = -1,
legs = 1,
antiquity = 1
)
KNOTTED_HUMERUS = Action(
"Apply a Knotted Humerus to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.KNOTTED_HUMERUS.value,
value = 300,
limbs_needed = -1,
arms = 1,
amalgamy = 1
)
OBSIDIAN_TAIL = Action(
"Apply an Obsidian Chitin Tail to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.OBSIDIAN_TAIL.value,
value = 500,
tails_needed = -1,
tails = 1,
amalgamy = 1
)
PLASTER_TAIL_BONES = Action(
"Apply Plaster Tail Bones to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.PLASTER_TAIL_BONES.value,
value = 250,
tails_needed = -1,
tails = 1,
implausibility = 1
)
TERROR_BIRD_WING = Action(
"Add the Wing of a Young Terror Bird to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.TERROR_BIRD_WING.value,
value = 250,
limbs_needed = -1,
wings = 1,
antiquity = 1,
menace = 1
)
TOMB_LION_TAIL = Action(
"Apply a Tomb-Lion's Tail to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.TOMB_LION_TAIL.value,
value = 250,
tails_needed = -1,
tails = 1,
antiquity = 1
)
UNIDENTIFIED_THIGH = Action(
"Apply an Unidentified Thigh Bone to your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.UNIDENTIFIED_THIGH.value,
value = 100,
limbs_needed = -1,
legs = 1
)
WITHERED_TAIL = Action(
"Apply a Withered Tentacle as a tail on your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.WITHERED_TENTACLE.value,
value = 250,
tails_needed = -1,
tails = 1,
antiquity = -1
)
WITHERED_TENTACLE = Action(
"Put a Withered Tentacle on your (Skeleton Type)",
cost = Cost.ACTION.value + Cost.WITHERED_TENTACLE.value,
value = 250,
limbs_needed = -1,
tentacles = 1,
antiquity = -1
)
REMOVE_TAIL = Action(
"Remove the tail from your (Skeleton Type)",
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 = Cost.ACTION.value
)
def __str__(self):
return str(self.value)