add mhx weapon search, hammer data only

main
Bryce Allen 10 years ago
parent ca374fc036
commit 1d649ea8b7

1
.gitignore vendored

@ -1,3 +1,4 @@
*.pyc *.pyc
README.html README.html
RECOMMENDATIONS.html RECOMMENDATIONS.html
tmp/

File diff suppressed because it is too large Load Diff

@ -0,0 +1,15 @@
"""
Hack to get scripts to run from source checkout without having to set
PYTHONPATH.
"""
import sys
from os.path import dirname, join, abspath
bin_path = dirname(__file__)
project_path = abspath(join(bin_path, ".."))
sys.path.insert(0, project_path)
db_path = join(project_path, "db", "mh4u.db")
motion_values_path = join(project_path, "db", "motion_values.json")
web_path = join(project_path, "web")

@ -0,0 +1,161 @@
#!/usr/bin/env python
# vim: set fileencoding=utf8 :
import urllib
import os
import json
from lxml import etree
import _pathfix
_WEAPON_URLS = {
"Hammer": ["http://wiki.mhxg.org/data/1904.html",
"http://wiki.mhxg.org/data/2886.html"],
}
_ELEMENT_MAP = {
u"": "Fire",
u"": "Water",
u"": "Thunder",
u"": "Ice",
u"": "Dragon",
u"": "Poison",
u"麻痺": "Paralysis",
u"睡眠": "Sleep",
u"爆破": "Blast",
}
def extract_weapon_list(wtype, tree):
weapons = []
rows = tree.xpath('//*[@id="sorter"]/tbody/tr')
i = 0
parent_name = None
parent_href = None
for row in rows:
cells = list(row)
if len(cells) != 5:
continue
name, href, final = _parse_name_td(cells[0])
attack = int(cells[1].text)
affinity, defense, element, element_attack = _parse_extra_td(cells[2])
sharpness = _parse_sharpness_td(cells[3])
slots = _parse_slots_td(cells[4])
data = dict(name_jp=name, name=name, wtype=wtype, final=final,
sharpness=sharpness[0], sharpness_plus=sharpness[1],
attack=attack, num_slots=slots,
affinity=affinity, defense=defense,
element=element, element_attack=element_attack)
if href is None or href == parent_href:
data["parent"] = parent_name
data["href"] = parent_href
else:
data["href"] = href
data["parent"] = None
parent_name = name
parent_href = href
data["url"] = "http://wiki.mhxg.org" + data["href"]
weapons.append(data)
return weapons
def _parse_extra_td(td_element):
# 会心<span class="c_r">-20</span>%<br>
# 防御+5
spans = td_element.xpath('./span')
affinity = 0
defense = 0
element = None
element_attack = None
for span in spans:
span_class = span.attrib.get("class")
if span_class and span_class.startswith("type_"):
element, element_attack = _parse_element(span.text.strip())
else:
affinity = int(span.text.strip())
text_lines = td_element.text.strip().split("\n")
for line in text_lines:
if line.startswith(u"防御+"):
defense = int(line[3:])
return affinity, defense, element, element_attack
def _parse_element(text):
for jp_element in sorted(_ELEMENT_MAP.keys(), key=lambda s: len(s),
reverse=True):
if text.startswith(jp_element):
value = int(text[len(jp_element):])
element = _ELEMENT_MAP[jp_element]
return element, value
raise ValueError("Bad element: %r" % text)
def _parse_name_td(td_element):
href = None
name = None
final = 0
links = td_element.xpath('.//a')
if links:
assert len(links) == 1
href = links[0].attrib["href"]
name = links[0].text
style = td_element.xpath('./span[@class="b"]/@style')
if style and "background-color:#eec3e6;" in style:
final = 1
else:
img_element = td_element.xpath('./img')[0]
name = img_element.tail.strip()
if name.endswith("10"):
final = 1
return name, href, final
def _parse_slots_td(td_element):
text = td_element.text
if text:
return text.count(u"")
return 0
def _parse_sharpness_td(td_element):
div = td_element[0]
subs = list(div)
sharpness, sharpness_plus = [], []
current = sharpness
for sub in subs:
if sub.tag == "br":
current = sharpness_plus
continue
assert sub.tag == "span", sub.tag
if sub.attrib["class"] == "kr7":
continue
if sub.text is None:
continue
current.append(sub.text.count("."))
for i in xrange(len(sharpness), 6):
sharpness.append(0)
for i in xrange(len(sharpness_plus), 6):
sharpness_plus.append(0)
return sharpness, sharpness_plus
def _main():
tmp_path = os.path.join(_pathfix.project_path, "tmp")
weapon_list = []
parser = etree.HTMLParser()
for wtype, urls in _WEAPON_URLS.iteritems():
for i, url in enumerate(urls):
fpath = os.path.join(tmp_path, "%s-%d.html" % (wtype, i))
urllib.urlretrieve(url, fpath)
with open(fpath) as f:
tree = etree.parse(f, parser)
wlist = extract_weapon_list(wtype, tree)
weapon_list.extend(wlist)
print json.dumps(weapon_list, indent=2)
if __name__ == '__main__':
_main()

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

@ -0,0 +1,353 @@
<html>
<head>
<title>Poogie's Weapon List</title>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.3/jquery.min.js"></script>
<link rel="stylesheet" href="https://ajax.googleapis.com/ajax/libs/jqueryui/1.11.3/themes/smoothness/jquery-ui.css" />
<script src="https://ajax.googleapis.com/ajax/libs/jqueryui/1.11.3/jquery-ui.min.js"></script>
<script type="text/javascript" src="/js/ejs_production.js"></script>
<script type="text/javascript" src="/js/common.js"></script>
<style>
label {
font-weight: bold;
}
body {
font-family: sans, sans-serif;
}
td.plus {
background-color: LightCyan;
}
td.minus {
background-color: LightPink;
}
td.num {
text-align: right;
}
/*@media (max-width: 600) {*/
.flexbox {
display: flex;
flex-direction: row;
flex-wrap: wrap;
}
.sharpness-bar {
border: 1px #d3d3d3 solid;
min-width: 72px;
height: 10px;
background-color: #d3d3d3;
float: left;
clear: both;
}
.sharpness-bar span {
display: inline-block;
height: 100%;
float: left;
}
.sharpness-bar .red {
background-color: #C00C38 !important;
}
.sharpness-bar .orange {
background-color: #E85018 !important;
}
.sharpness-bar .yellow {
background-color: #F0C830 !important;
}
.sharpness-bar .green {
background-color: #58D000 !important;
}
.sharpness-bar .blue {
background-color: #3068E8 !important;
}
.sharpness-bar .white {
background-color: #F0F0F0 !important;
}
.sharpness-bar .purple {
/* no purple in mhx */
display: none;
}
#sharpness_popup {
position: absolute;
display: none;
border: 1px solid;
background: rgba(204, 204, 204, 0.9);
z-index: 10;
}
#cp_div {
display: none;
}
</style>
<script type="text/javascript">
var WEAPON_LIST = null;
$.ajax({
url: "/jsonapi/mhx/weapon_list.json",
async: false,
dataType: "json",
success: function (data) {
WEAPON_LIST = data;
console.log("weapon count " + WEAPON_LIST.length);
}
});
var template_row = new EJS({ url: "/templates/weaponrow.ejs" });
$(document).ready(function(){
init_page();
$("#sharpness_popup").on("click", function(evt) {
$(this).html("").offset({top:0, left:0}).hide();
});
$("#weapon_table").on("click", "#sharpness_td", function(evt) {
var td_obj = $(evt.currentTarget);
var offset = td_obj.offset();
var sharpness = td_obj.data("sharpness");
$("#sharpness_popup").html(sharpness).offset(offset).show();
});
});
function init_page() {
var qs = load_qs();
$(window).on("popstate", function(e) {
var oe = e.originalEvent;
if (oe.state !== null) {
console.log("popState:" + JSON.stringify(oe.state));
update_weapon_list(oe.state);
}
});
$("#search").click(function(evt) {
var state = get_ui_state();
save_state(state);
update_weapon_list(state);
});
if (qs) {
update_weapon_list(qs);
}
}
function load_qs() {
if ($.QueryString["weapon_type"]) {
load_state($.QueryString);
return $.QueryString;
}
return null;
}
function get_ui_state() {
return { "weapon_type": $("#weapon_type").val(),
"weapon_element": $("#weapon_element").val(),
"weapon_final": $("#weapon_final").is(":checked"),
"weapon_name_text": $("#weapon_name_text").val() };
}
function load_state(state) {
$("#weapon_type").val(state["weapon_type"]);
$("#weapon_element").val(state["weapon_element"]);
$("#weapon_final").prop("checked", state["weapon_final"]);
$("#weapon_name_text").val(state["weapon_name_text"]);
}
function save_state(state, replace) {
var url = "weaponlist.html?" + encode_qs(state);
if (replace) {
window.history.replaceState(state, "", url);
} else {
window.history.pushState(state, "", url);
}
}
function weapon_predicate(state, weapon_data) {
var weapon_type = state["weapon_type"];
var weapon_element = state["weapon_element"];
var final_only = state["weapon_final"];
var weapon_names = state["weapon_name_text"].split("|");
if (weapon_type == "Bow" || weapon_type == "Light Bowgun"
|| weapon_type == "Heavy Bowgun") {
// we only support blademaster weapons for now
return false;
}
console.log("check " + weapon_data["name"]);
if (final_only && weapon_data["final"] != 1) {
return false;
}
if (weapon_type != "All" && weapon_type != weapon_data["wtype"]) {
return false;
}
if (weapon_element != "All"
&& weapon_element != weapon_data["element"]
&& weapon_element != weapon_data["element_2"]
&& weapon_element != weapon_data["awaken"]) {
if (weapon_element != "None"
|| weapon_data["element"] != null
|| weapon_data["awaken"] != null) {
return false;
}
}
if (weapon_names && !list_match(weapon_names, [weapon_data["name"]])) {
return false;
}
return true;
}
function list_match(needles, string_list) {
var found = false;
for (var i=0; i<string_list.length; i++) {
for (var j=0; j<needles.length; j++) {
if (string_list[i].search(needles[j]) >= 0) {
found = true;
break;
}
if (found) {
break;
}
}
}
return found;
}
function update_weapon_list(state) {
var match_count = 0;
console.log("updating weapon list: " + JSON.stringify(state));
$("#weapon_table").empty();
var results = [];
$.each(WEAPON_LIST, function(i, weapon_data) {
if (weapon_predicate(state, weapon_data)) {
weapon_data["id"] = i;
weapon_data["awaken"] = null;
weapon_data["element_2"] = "";
weapon_data["element_2_attack"] = "";
weapon_data["phial"] = "";
weapon_data["shelling_type"] = "";
weapon_data["horn_notes"] = "";
match_count += 1;
set_sharpness_titles(weapon_data);
set_horn_melodies_title(weapon_data);
weapon_data["wtype_short"] =
WEAPON_TYPE_ABBR[weapon_data["wtype"]];
weapon_data["ELEMENT_ABBR"] = ELEMENT_ABBR;
var html = template_row.render(weapon_data);
results.push([weapon_data, html]);
}
});
results.sort(function (a, b) {
avals = get_sort_values(a[0]);
bvals = get_sort_values(b[0]);
if (avals > bvals) {
return -1;
}
if (avals < bvals) {
return 1;
}
return 0;
});
$.each(results, function(i, pair) {
$("#weapon_table").append(pair[1]);
});
console.log("match count: " + match_count);
}
function get_sort_values(weapon_data) {
var sharp_reverse = Array.prototype.slice.call(
weapon_data["sharpness"]);
sharp_reverse.reverse();
return [
weapon_data["attack"],
sharp_reverse,
weapon_data["element_attack"],
weapon_data["affinity"],
weapon_data["num_slots"],
weapon_data["defense"]
];
}
</script>
</head>
<body>
<div>
<table>
<tr>
<td><label for="weapon_type"
title="Only show weapons of this type"
>Type:</label></td>
<td><select id="weapon_type">
<option value="All">All</option>
<option value="Great Sword">Great Sword</option>
<option value="Long Sword">Long Sword</option>
<option value="Sword and Shield">Sword and Shield</option>
<option value="Dual Blades">Dual Blades</option>
<option value="Hammer">Hammer</option>
<option value="Hunting Horn">Hunting Horn</option>
<option value="Lance">Lance</option>
<option value="Gunlance">Gunlance</option>
<option value="Switch Axe">Switch Axe</option>
<option value="Charge Blade">Charge Blade</option>
<option value="Insect Glaive">Insect Glaive</option>
<option value="Light Bowgun">Light Bowgun</option>
<option value="Heavy Bowgun">Heavy Bowgun</option>
<option value="Bow">Bow</option>
</select></td>
<td><label for="weapon_element"
title="Only show weapons with this element (native or requiring awaken)"
>Element:</label></td>
<td><select id="weapon_element">
<option value="All">All</option>
<option value="None">None</option>
<option value="Fire">Fire</option>
<option value="Water">Water</option>
<option value="Thunder">Thunder</option>
<option value="Ice">Ice</option>
<option value="Dragon">Dragon</option>
<option value="Poison">Poison</option>
<option value="Paralysis">Paralysis</option>
<option value="Sleep">Sleep</option>
<option value="Blast">Blast</option>
</select></td>
<td><label for="weapon_final"
title="Only show weapons with no furthur upgrades"
>Final?</label></td>
<td><input id="weapon_final" type="checkbox" /></td>
<td><button id="search">Search</button></td>
</tr>
<tr>
<td colspan="7">
<label for="weapon_name_text"
title="Show only weapons with a match in the name. List of strings separated by '|' (vertical bar)."
>Name:</label>
<input id="weapon_name_text" size="15" />
</td>
</tr>
</table>
</div>
<table id="weapon_table">
</table>
<div id="sharpness_popup"></div>
</body>

@ -6,8 +6,12 @@
<% } %> <% } %>
</td> </td>
<td> <td>
<% if (url) { %>
<a href="<%= url %>"><%= name %></a>
<% } else { %>
<a href="weaponplanner.html?weapon=<%= encodeURIComponent(name) %>" <a href="weaponplanner.html?weapon=<%= encodeURIComponent(name) %>"
><%= name %></a> ><%= name %></a>
<% } %>
</td> </td>
<td><%= wtype_short %></td> <td><%= wtype_short %></td>
<td style="text-align:right"><%= attack %></td> <td style="text-align:right"><%= attack %></td>
@ -15,15 +19,15 @@
<td> <td>
<% if (awaken) { %> <% if (awaken) { %>
(<img style="height:.8em" title="Awaken <%= awaken %>" (<img style="height:.8em" title="Awaken <%= awaken %>"
src="img/<%= awaken %>.png" /><%= awaken_attack %> src="/img/<%= awaken %>.png" /><%= awaken_attack %>
<%= ELEMENT_ABBR[awaken] %>) <%= ELEMENT_ABBR[awaken] %>)
<% } else if (element) { %> <% } else if (element) { %>
<img style="height:.8em" title="<%= element %>" <img style="height:.8em" title="<%= element %>"
src="img/<%= element %>.png" /> <%= element_attack %> src="/img/<%= element %>.png" /> <%= element_attack %>
<%= ELEMENT_ABBR[element] %> <%= ELEMENT_ABBR[element] %>
<% if (element_2) { %> <% if (element_2) { %>
<img style="height:.8em" title="<%= element_2 %>" <img style="height:.8em" title="<%= element_2 %>"
src="img/<%= element_2 %>.png" /> <%= element_2_attack %> src="/img/<%= element_2 %>.png" /> <%= element_2_attack %>
<%= ELEMENT_ABBR[element_2] %> <%= ELEMENT_ABBR[element_2] %>
<% } %> <% } %>
<% } %> <% } %>
@ -41,7 +45,9 @@
<span style="width:<%= sharpness[3] %>px" class="green"></span> <span style="width:<%= sharpness[3] %>px" class="green"></span>
<span style="width:<%= sharpness[4] %>px" class="blue"></span> <span style="width:<%= sharpness[4] %>px" class="blue"></span>
<span style="width:<%= sharpness[5] %>px" class="white"></span> <span style="width:<%= sharpness[5] %>px" class="white"></span>
<% if (sharpness.length > 6) { %>
<span style="width:<%= sharpness[6] %>px" class="purple"></span> <span style="width:<%= sharpness[6] %>px" class="purple"></span>
<% } %>
</div> </div>
<div class="sharpness-bar" title="<%= sharpness_all_title %>"> <div class="sharpness-bar" title="<%= sharpness_all_title %>">
<span style="width:<%= sharpness_plus[0] %>px" class="red"></span> <span style="width:<%= sharpness_plus[0] %>px" class="red"></span>
@ -50,7 +56,9 @@
<span style="width:<%= sharpness_plus[3] %>px" class="green"></span> <span style="width:<%= sharpness_plus[3] %>px" class="green"></span>
<span style="width:<%= sharpness_plus[4] %>px" class="blue"></span> <span style="width:<%= sharpness_plus[4] %>px" class="blue"></span>
<span style="width:<%= sharpness_plus[5] %>px" class="white"></span> <span style="width:<%= sharpness_plus[5] %>px" class="white"></span>
<% if (sharpness.length > 6) { %>
<span style="width:<%= sharpness_plus[6] %>px" class="purple"></span> <span style="width:<%= sharpness_plus[6] %>px" class="purple"></span>
<% } %>
</div> </div>
<% } %> <% } %>
</td> </td>

@ -246,6 +246,7 @@
data["wtype_short"] = data["wtype_short"] =
WEAPON_TYPE_ABBR[data["wtype"]]; WEAPON_TYPE_ABBR[data["wtype"]];
data["ELEMENT_ABBR"] = ELEMENT_ABBR; data["ELEMENT_ABBR"] = ELEMENT_ABBR;
data["url"] = null;
var html = template_row.render(data); var html = template_row.render(data);
$("#weapon_table").append(html); $("#weapon_table").append(html);
var setup = get_calculating_palico_setup(data); var setup = get_calculating_palico_setup(data);

Loading…
Cancel
Save