Module blaseball_mike.tables

Enum-like tables for static elements

Expand source code
"""Enum-like tables for static elements"""
from enum import Enum


class Tarot(Enum):
    INVALID = -2, "----"
    FOOL = -1, "Fool"
    MAGICIAN = 0, "I The Magician"
    HIGH_PRIESTESS = 1, "II The High Priestess"
    EMPRESS = 2, "III The Empress"
    EMPEROR = 3, "IIII The Emperor"
    POPE = 4, "V The Pope"
    LOVER = 5, "VI The Lover"
    CHARIOT = 6, "VII The Chariot"
    JUSTICE = 7, "VIII Justice"
    HERMIT = 8, "VIIII The Hermit"
    WHEEL_OF_FORTUNE = 9, "X The Wheel of Fortune"
    STRENGTH = 10, "XI Strength"
    HANGED_MAN = 11, "XII The Hanged Man"
    DEATH = 12, "XIII"
    TEMPERANCE = 13, "XIIII Temperance"
    DEVIL = 14, "XV The Devil"
    TOWER = 15, "XVI The Tower"
    STAR = 16, "XVII The Star"
    MOON = 17, "XVIII The Moon"
    SUN = 18, "XVIIII The Sun"
    JUDGMENT = 19, "XX Judgment"

    @classmethod
    def _missing_(cls, value):
        t = cls.INVALID
        t._value_ = value
        return t

    def __new__(cls, keycode, text):
        obj = object.__new__(cls)
        obj._value_ = keycode
        obj.text = text
        return obj


class DamageType(Enum):
    INVALID = -1
    STEAL = 0
    HOME_STEAL = 1
    RUN = 2
    HOME_RUN = 3
    STRIKE = 4
    FOUL_BALL = 5
    STRIKE_OUT = 6
    FLY_OUT = 7
    GROUND_OUT = 8
    SINGLE = 9
    DOUBLE = 10
    TRIPLE = 11
    QUADRUPLE = 12
    WALK = 13
    CAUGHT_STEALING = 14
    BALL = 15
    SACRIFICE_FLY = 16
    OUT = 17
    CURSE_OF_CROWS = 18
    GIVE_SPIRIT = 19
    BIG_PEANUT = 20
    BLOOD_DRAIN = 21
    PEANUT_SWALLOWED = 22
    INCINERATION = 23
    FEEDBACK = 24
    REVERB = 25
    UNSHELLED = 26
    PARTYING = 27
    LOVE_SPELL = 28
    PEANUT_YUMMY = 29
    SUPER_PEANUT_YUMMY = 30
    SUPER_PEANUT_ALLERGIC = 31
    REBIRTH = 32


class AdjustmentType(Enum):
    MOD = 0
    STAT_CHANGE = 1
    DURABILITY = 3


class StatType(Enum):
    TRAGICNESS = 0, "tragicness"
    BUOYANCY = 1, "buoyancy"
    THWACKABILITY = 2, "thwackability"
    MOXIE = 3, "moxie"
    DIVINITY = 4, "divinity"
    MUSCLITUDE = 5, "musclitude"
    PATHETICISM = 6, "patheticism"
    MARTYRDOM = 7, "martyrdom"
    CINNAMON = 8, "cinnamon"
    BASE_THIRST = 9, "base_thirst"
    LASERLIKENESS = 10, "laserlikeness"
    CONTINUATION = 11, "continuation"
    INDULGENCE = 12, "indulgence"
    GROUND_FRICTION = 13, "ground_friction"
    SHAKESPEARIANISM = 14, "shakespearianism"
    SUPPRESSION = 15, "suppression"
    UNTHWACKABILITY = 16, "unthwackability"
    COLDNESS = 17, "coldness"
    OVERPOWERMENT = 18, "overpowerment"
    RUTHLESSNESS = 19, "ruthlessness"
    PRESSURIZATION = 20, "pressurization"
    OMNISCIENCE = 21, "omniscience"
    TENACIOUSNESS = 22, "tenaciousness"
    WATCHFULNESS = 23, "watchfulness"
    ANTICAPITALISM = 24, "anticapitalism"
    CHASINESS = 25, "chasiness"

    def __new__(cls, keycode, stat_name):
        obj = object.__new__(cls)
        obj._value_ = keycode
        obj.stat_name = stat_name
        return obj


class SimPhase(Enum):
    """
    Simulation Data Phase number mapping
    """
    REST = 0
    PRESEASON = 1
    EARLSEASON = 2
    EARLSIESTA = 3
    MIDSEASON = 4
    LATESIESTA = 5
    LATESEASON = 6
    SEASON_END = 7
    PRE_POSTSEASON = 8
    EARLY_POSTSEASON = 9
    EARLY_POSTSEASON_END = 10
    POSTSEASON = 11
    POSTSEASON_END = 12
    ELECTION = 13


class SimPhaseDiscipline(Enum):
    """
    Simulation Data Phase number mapping for the Discipline Era (Season 1 - 11)
    Note: This is not the order they will appear in chronologically!
    """
    REST = 0
    SEASON_PREP = 1
    SEASON = 2
    SEASON_END = 3
    PLAYOFFS = 4
    PLAYOFFS_END = 5
    OFFSEASON = 6
    IDOL_RESULTS = 7
    BLOODBATH = 8
    BOSS_FIGHT = 9
    WILDCARD = 10
    WILDCARD_END = 11
    TOURNAMENT_START = 12
    TOURNAMENT_PLAY = 13
    TOURNAMENT_WAIT = 14
    TOURNAMENT_END = 15

Classes

class AdjustmentType (value, names=None, *, module=None, qualname=None, type=None, start=1)

An enumeration.

Expand source code
class AdjustmentType(Enum):
    MOD = 0
    STAT_CHANGE = 1
    DURABILITY = 3

Ancestors

  • enum.Enum

Class variables

var DURABILITY
var MOD
var STAT_CHANGE
class DamageType (value, names=None, *, module=None, qualname=None, type=None, start=1)

An enumeration.

Expand source code
class DamageType(Enum):
    INVALID = -1
    STEAL = 0
    HOME_STEAL = 1
    RUN = 2
    HOME_RUN = 3
    STRIKE = 4
    FOUL_BALL = 5
    STRIKE_OUT = 6
    FLY_OUT = 7
    GROUND_OUT = 8
    SINGLE = 9
    DOUBLE = 10
    TRIPLE = 11
    QUADRUPLE = 12
    WALK = 13
    CAUGHT_STEALING = 14
    BALL = 15
    SACRIFICE_FLY = 16
    OUT = 17
    CURSE_OF_CROWS = 18
    GIVE_SPIRIT = 19
    BIG_PEANUT = 20
    BLOOD_DRAIN = 21
    PEANUT_SWALLOWED = 22
    INCINERATION = 23
    FEEDBACK = 24
    REVERB = 25
    UNSHELLED = 26
    PARTYING = 27
    LOVE_SPELL = 28
    PEANUT_YUMMY = 29
    SUPER_PEANUT_YUMMY = 30
    SUPER_PEANUT_ALLERGIC = 31
    REBIRTH = 32

Ancestors

  • enum.Enum

Class variables

var BALL
var BIG_PEANUT
var BLOOD_DRAIN
var CAUGHT_STEALING
var CURSE_OF_CROWS
var DOUBLE
var FEEDBACK
var FLY_OUT
var FOUL_BALL
var GIVE_SPIRIT
var GROUND_OUT
var HOME_RUN
var HOME_STEAL
var INCINERATION
var INVALID
var LOVE_SPELL
var OUT
var PARTYING
var PEANUT_SWALLOWED
var PEANUT_YUMMY
var QUADRUPLE
var REBIRTH
var REVERB
var RUN
var SACRIFICE_FLY
var SINGLE
var STEAL
var STRIKE
var STRIKE_OUT
var SUPER_PEANUT_ALLERGIC
var SUPER_PEANUT_YUMMY
var TRIPLE
var UNSHELLED
var WALK
class SimPhase (value, names=None, *, module=None, qualname=None, type=None, start=1)

Simulation Data Phase number mapping

Expand source code
class SimPhase(Enum):
    """
    Simulation Data Phase number mapping
    """
    REST = 0
    PRESEASON = 1
    EARLSEASON = 2
    EARLSIESTA = 3
    MIDSEASON = 4
    LATESIESTA = 5
    LATESEASON = 6
    SEASON_END = 7
    PRE_POSTSEASON = 8
    EARLY_POSTSEASON = 9
    EARLY_POSTSEASON_END = 10
    POSTSEASON = 11
    POSTSEASON_END = 12
    ELECTION = 13

Ancestors

  • enum.Enum

Class variables

var EARLSEASON
var EARLSIESTA
var EARLY_POSTSEASON
var EARLY_POSTSEASON_END
var ELECTION
var LATESEASON
var LATESIESTA
var MIDSEASON
var POSTSEASON
var POSTSEASON_END
var PRESEASON
var PRE_POSTSEASON
var REST
var SEASON_END
class SimPhaseDiscipline (value, names=None, *, module=None, qualname=None, type=None, start=1)

Simulation Data Phase number mapping for the Discipline Era (Season 1 - 11) Note: This is not the order they will appear in chronologically!

Expand source code
class SimPhaseDiscipline(Enum):
    """
    Simulation Data Phase number mapping for the Discipline Era (Season 1 - 11)
    Note: This is not the order they will appear in chronologically!
    """
    REST = 0
    SEASON_PREP = 1
    SEASON = 2
    SEASON_END = 3
    PLAYOFFS = 4
    PLAYOFFS_END = 5
    OFFSEASON = 6
    IDOL_RESULTS = 7
    BLOODBATH = 8
    BOSS_FIGHT = 9
    WILDCARD = 10
    WILDCARD_END = 11
    TOURNAMENT_START = 12
    TOURNAMENT_PLAY = 13
    TOURNAMENT_WAIT = 14
    TOURNAMENT_END = 15

Ancestors

  • enum.Enum

Class variables

var BLOODBATH
var BOSS_FIGHT
var IDOL_RESULTS
var OFFSEASON
var PLAYOFFS
var PLAYOFFS_END
var REST
var SEASON
var SEASON_END
var SEASON_PREP
var TOURNAMENT_END
var TOURNAMENT_PLAY
var TOURNAMENT_START
var TOURNAMENT_WAIT
var WILDCARD
var WILDCARD_END
class StatType (value, names=None, *, module=None, qualname=None, type=None, start=1)

An enumeration.

Expand source code
class StatType(Enum):
    TRAGICNESS = 0, "tragicness"
    BUOYANCY = 1, "buoyancy"
    THWACKABILITY = 2, "thwackability"
    MOXIE = 3, "moxie"
    DIVINITY = 4, "divinity"
    MUSCLITUDE = 5, "musclitude"
    PATHETICISM = 6, "patheticism"
    MARTYRDOM = 7, "martyrdom"
    CINNAMON = 8, "cinnamon"
    BASE_THIRST = 9, "base_thirst"
    LASERLIKENESS = 10, "laserlikeness"
    CONTINUATION = 11, "continuation"
    INDULGENCE = 12, "indulgence"
    GROUND_FRICTION = 13, "ground_friction"
    SHAKESPEARIANISM = 14, "shakespearianism"
    SUPPRESSION = 15, "suppression"
    UNTHWACKABILITY = 16, "unthwackability"
    COLDNESS = 17, "coldness"
    OVERPOWERMENT = 18, "overpowerment"
    RUTHLESSNESS = 19, "ruthlessness"
    PRESSURIZATION = 20, "pressurization"
    OMNISCIENCE = 21, "omniscience"
    TENACIOUSNESS = 22, "tenaciousness"
    WATCHFULNESS = 23, "watchfulness"
    ANTICAPITALISM = 24, "anticapitalism"
    CHASINESS = 25, "chasiness"

    def __new__(cls, keycode, stat_name):
        obj = object.__new__(cls)
        obj._value_ = keycode
        obj.stat_name = stat_name
        return obj

Ancestors

  • enum.Enum

Class variables

var ANTICAPITALISM
var BASE_THIRST
var BUOYANCY
var CHASINESS
var CINNAMON
var COLDNESS
var CONTINUATION
var DIVINITY
var GROUND_FRICTION
var INDULGENCE
var LASERLIKENESS
var MARTYRDOM
var MOXIE
var MUSCLITUDE
var OMNISCIENCE
var OVERPOWERMENT
var PATHETICISM
var PRESSURIZATION
var RUTHLESSNESS
var SHAKESPEARIANISM
var SUPPRESSION
var TENACIOUSNESS
var THWACKABILITY
var TRAGICNESS
var UNTHWACKABILITY
var WATCHFULNESS
class Tarot (value, names=None, *, module=None, qualname=None, type=None, start=1)

An enumeration.

Expand source code
class Tarot(Enum):
    INVALID = -2, "----"
    FOOL = -1, "Fool"
    MAGICIAN = 0, "I The Magician"
    HIGH_PRIESTESS = 1, "II The High Priestess"
    EMPRESS = 2, "III The Empress"
    EMPEROR = 3, "IIII The Emperor"
    POPE = 4, "V The Pope"
    LOVER = 5, "VI The Lover"
    CHARIOT = 6, "VII The Chariot"
    JUSTICE = 7, "VIII Justice"
    HERMIT = 8, "VIIII The Hermit"
    WHEEL_OF_FORTUNE = 9, "X The Wheel of Fortune"
    STRENGTH = 10, "XI Strength"
    HANGED_MAN = 11, "XII The Hanged Man"
    DEATH = 12, "XIII"
    TEMPERANCE = 13, "XIIII Temperance"
    DEVIL = 14, "XV The Devil"
    TOWER = 15, "XVI The Tower"
    STAR = 16, "XVII The Star"
    MOON = 17, "XVIII The Moon"
    SUN = 18, "XVIIII The Sun"
    JUDGMENT = 19, "XX Judgment"

    @classmethod
    def _missing_(cls, value):
        t = cls.INVALID
        t._value_ = value
        return t

    def __new__(cls, keycode, text):
        obj = object.__new__(cls)
        obj._value_ = keycode
        obj.text = text
        return obj

Ancestors

  • enum.Enum

Class variables

var CHARIOT
var DEATH
var DEVIL
var EMPEROR
var EMPRESS
var FOOL
var HANGED_MAN
var HERMIT
var HIGH_PRIESTESS
var INVALID
var JUDGMENT
var JUSTICE
var LOVER
var MAGICIAN
var MOON
var POPE
var STAR
var STRENGTH
var SUN
var TEMPERANCE
var TOWER
var WHEEL_OF_FORTUNE