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definitions.py
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from enum import StrEnum, auto
class CombatTier(StrEnum):
NORMAL = 'Normal'
ELITE = 'Elite'
BOSS = 'Boss'
class EncounterType(StrEnum):
START = auto()
NORMAL = auto()
ELITE = auto()
REST_SITE = auto()
BOSS = auto()
SHOP = auto()
UNKNOWN = auto()
class Rarity(StrEnum):
BASIC = 'Basic'
STARTER = 'Starter'
COMMON = 'Common'
UNCOMMON = 'Uncommon'
RARE = 'Rare'
SPECIAL = 'Special'
CURSE = 'Curse'
STATUS = 'Status'
BOSS = 'Boss'
EVENT = 'Event'
SHOP = 'Shop'
class CardType(StrEnum):
ATTACK = 'Attack'
SKILL = 'Skill'
POWER = 'Power'
CURSE = 'Curse'
STATUS = 'Status'
class PlayerClass(StrEnum):
IRONCLAD = 'Ironclad'
SILENT = 'Silent'
DEFECT = 'Defect'
WATCHER = 'Watcher'
COLORLESS = 'Colorless'
ANY = 'Any'
class TargetType(StrEnum):
ANY = 'Any'
AREA = 'Area' # Also use for cards that target a random enemy
ENEMY = 'Enemy' # Only for use in enemy moves when the enemy targets another enemy
NOTHING = 'Nothing'
SINGLE = 'Single'
YOURSELF = 'Yourself'
class CardCategory(StrEnum):
CARD = 'Card'
POTION = 'Potion'
RELIC = 'Relic'
class State(StrEnum):
ALIVE = 'alive'
DEAD = 'dead'
ESCAPED = 'escaped'
INTANGIBLE = 'intangible' # Enemies that revive have a period where they cannot be attacked and have no intent.
class StackType(StrEnum):
DURATION = 'duration'
INTENSITY = 'intensity'
COUNTER = 'counter'
NONE = 'none'
DURATION_AND_INTENSITY = 'Duration and Intensity'
STACK_TYPE_COLOR_MAPPING = {
StackType.DURATION: 'light-blue',
StackType.INTENSITY: 'orange',
StackType.COUNTER: 'magenta',
StackType.NONE: 'white',
StackType.DURATION_AND_INTENSITY: 'yellow'
}
class EffectType(StrEnum):
DEBUFF = 'debuff'
BUFF = 'buff'
class Actions(StrEnum):
ATTACK = "Attack"
BUFF = "Buff"
DEBUFF = "Debuff"
REMOVE_EFFECT = "Remove Effect"
STATUS = "Status"
BLOCK = "Block"