Increase mana, xp, money, anvils and scrolls based on tile groups.

def apply_tile_groups(self, tile_groups):
        """Increase mana, xp, money, anvils and scrolls based on tile groups."""
        self_increase_types = ('r', 'g', 'b', 'y', 'x', 'm', 'h', 'c')
        attack_types = ('s', '*')
        total_attack = 0
        for tile_group in tile_groups:
            group_type = None
            type_count = 0
            type_multiplier = 1
            for tile in tile_group:
                # try to get the group type
                if not group_type:
                    # try to set the group type to a non-wildcard type
                    if tile._type in self_increase_types:
                        group_type = tile._type
                    elif tile._type in attack_types:
                        group_type = 's'  # always use base skull
                # handle special case of wildcard
                if tile.is_wildcard():
                    type_multiplier *= int(tile._type)
                    continue  # done with this tile
                # handle special case of skullbomb / skull
                elif tile.is_skullbomb():
                    total_attack += 5
                    continue
                elif tile.is_skull():
                    total_attack += 1
                    continue
                # handle standard case of normal tiles
                else:
                    type_count += 1
            if group_type is None:
                continue  # ignore this group. could be all wildcards or empty
            # adjust self value
            if type_count:
                new_value = type_count * type_multiplier
                original = getattr(self, group_type)
                setattr(self, group_type, original + new_value)
        # return any attack value
        return total_attack