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in_construction = data[1]
cost = const.price(const.buildings.fusion_plant, level=level)
class metal_storage_class:
level = levels[5]
data = OGame.collect_status(status[7])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.metal_storage, level=level)
class crystal_storage_class:
level = levels[6]
data = OGame.collect_status(status[8])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.crystal_storage, level=level)
class deuterium_storage_class:
level = levels[7]
data = OGame.collect_status(status[9])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.deuterium_storage, level=level)
class supply_buildings(object):
metal_mine = metal_mine_class
crystal_mine = crystal_mine_class
deuterium_mine = deuterium_mine_class
solar_plant = solar_plant_class
fusion_plant = fusion_plant_class
metal_storage = metal_storage_class
crystal_storage = crystal_storage_class
def build(): return ogame.build(const.buildings.research_laboratory, id)
def build(): return ogame.build(const.buildings.terraformer, id)
levels = [int(level) for level in html.find_all('class', 'level', 'attribute', 'data-value', exact=True)]
status = html.find_all('data-technology', '', 'attribute', 'data-status')
class robotics_factory_class:
level = levels[0]
data = OGame.collect_status(status[0])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.robotics_factory, level=level)
class shipyard_class:
level = levels[1]
data = OGame.collect_status(status[1])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.shipyard, level=level)
class moon_base_class:
level = levels[2]
data = OGame.collect_status(status[2])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.moon_base, level=level)
class sensor_phalanx_class:
level = levels[3]
data = OGame.collect_status(status[3])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.sensor_phalanx, level=level)
class jump_gate_class:
in_construction = data[1]
cost = const.price(const.buildings.deuterium_mine, level=level)
class solar_plant_class:
level = levels[3]
data = OGame.collect_status(status[3])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.solar_plant, level=level)
class fusion_plant_class:
level = levels[4]
data = OGame.collect_status(status[4])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.fusion_plant, level=level)
class metal_storage_class:
level = levels[5]
data = OGame.collect_status(status[7])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.metal_storage, level=level)
class crystal_storage_class:
level = levels[6]
data = OGame.collect_status(status[8])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.crystal_storage, level=level)
class deuterium_storage_class:
def build(): return ogame.build(const.buildings.repair_dock, id)
def build(): return ogame.build(const.buildings.deuterium_storage, id)
in_construction = data[1]
cost = const.price(const.buildings.nanite_factory, level=level)
class terraformer_class:
level = levels[6]
data = OGame.collect_status(status[6])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.terraformer, level=level)
class repair_dock_class:
level = levels[7]
data = OGame.collect_status(status[7])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.repair_dock, level=level)
class facilities_buildings(object):
robotics_factory = robotics_factory_class
shipyard = shipyard_class
research_laboratory = research_laboratory_class
alliance_depot = alliance_depot_class
missile_silo = missile_silo_class
nanite_factory = nanite_factory_class
terraformer = terraformer_class
repair_dock = repair_dock_class
return facilities_buildings
in_construction = data[1]
cost = const.price(const.buildings.missile_silo, level=level)
class nanite_factory_class:
level = levels[5]
data = OGame.collect_status(status[5])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.nanite_factory, level=level)
class terraformer_class:
level = levels[6]
data = OGame.collect_status(status[6])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.terraformer, level=level)
class repair_dock_class:
level = levels[7]
data = OGame.collect_status(status[7])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.repair_dock, level=level)
class facilities_buildings(object):
robotics_factory = robotics_factory_class
shipyard = shipyard_class
research_laboratory = research_laboratory_class
alliance_depot = alliance_depot_class
missile_silo = missile_silo_class
nanite_factory = nanite_factory_class
terraformer = terraformer_class
in_construction = data[1]
cost = const.price(const.buildings.moon_base, level=level)
class sensor_phalanx_class:
level = levels[3]
data = OGame.collect_status(status[3])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.sensor_phalanx, level=level)
class jump_gate_class:
level = levels[4]
data = OGame.collect_status(status[4])
is_possible = data[0]
in_construction = data[1]
cost = const.price(const.buildings.jump_gate, level=level)
class moon_facilities_buildings(object):
robotics_factory = robotics_factory_class
shipyard = shipyard_class
moon_base = moon_base_class
sensor_phalanx = sensor_phalanx_class
jump_gate = jump_gate_class
return moon_facilities_buildings