improve weapon list, mhx weapon scraper

main
Bryce Allen 10 years ago
parent d0173157b9
commit 43c9e6c79c

File diff suppressed because it is too large Load Diff

@ -4,6 +4,7 @@
import urllib
import os
import json
import sys
from lxml import etree
@ -17,6 +18,7 @@ _WEAPON_URLS = {
"Sword and Shield": ["/data/1902.html", "/data/2884.html"],
"Dual Blades": ["/data/1903.html", "/data/2885.html"],
"Hammer": ["/data/1904.html", "/data/2886.html"],
"Hunting Horn": ["/data/1905.html", "/data/2887.html"],
"Lance": ["/data/1906.html", "/data/2888.html"],
"Gunlance": ["/data/1907.html", "/data/2889.html"],
"Switch Axe": ["/data/1908.html", "/data/2890.html"],
@ -95,6 +97,18 @@ _BOW_COATINGS = {
}
_HORN_NOTES = {
"#f3f3f3;": "W",
"blue;": "B",
"#e0002a;": "R",
"#ff00ff;": "P",
"#eeee00;": "Y",
"#00cc00;": "G",
"#00eeee;": "C",
"#ef810f;": "O",
}
def extract_weapon_list(wtype, tree):
weapons = []
rows = tree.xpath('//*[@id="sorter"]/tbody/tr')
@ -102,8 +116,14 @@ def extract_weapon_list(wtype, tree):
parent_href = None
for row in rows:
cells = list(row)
if len(cells) < 5:
continue
if len(cells) == 4:
name, href, final = _parse_name_td(cells[0])
attack, affinity, defense, elements, slots = \
_parse_hh_attr_td(cells[1])
horn_notes = _parse_horn_notes_td(cells[2])
sharpness = _parse_sharpness_td(cells[3])
shots, ammo = None, None
elif len(cells) in (5, 6):
name, href, final = _parse_name_td(cells[0])
attack = int(cells[1].text)
affinity, defense, elements = _parse_elements_td(cells[2])
@ -115,13 +135,17 @@ def extract_weapon_list(wtype, tree):
if wtype == "Bow":
shots, ammo = _parse_bow_td(cells[-2])
slots = _parse_slots_td(cells[-1])
horn_notes = None
else:
continue
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=None, element_attack=None,
awaken=None, element_2=None, element_2_attack=None,
phial=None, shelling_type=None, horn_notes=None,
phial=None, shelling_type=None, horn_notes=horn_notes,
arc_type=None, ammo=ammo, shot_types=shots)
if elements:
data["element"] = elements[0][0]
@ -179,6 +203,42 @@ def _parse_bow_td(td_element):
return shots, coatings
def _parse_horn_notes_td(td_element):
notes = []
note_spans = td_element.xpath("./div/span")
for span in note_spans:
style = span.attrib["style"]
color = style[len("color:"):]
notes.append(_HORN_NOTES[color])
return "".join(notes)
def _parse_hh_attr_td(td_element):
spans = td_element.xpath('./span')
affinity = 0
defense = 0
attack = 0
elements = []
slots = 0
for span in spans:
span_class = span.attrib.get("class")
if span_class and span_class.startswith("type_"):
e = _parse_element(span.text.strip())
elements.append(e)
elif span_class and span_class == "b":
attack = int(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:])
if td_element.tail:
slots = td_element.tail.count(u"")
return attack, affinity, defense, elements, slots
def _parse_elements_td(td_element):
# 会心<span class="c_r">-20</span>%<br>
# 防御+5

@ -299,14 +299,41 @@ function set_bow_values(weapon_data) {
}
function set_horn_melodies_title(weapon_data) {
function set_horn_melodies_title(weapon_data, melody_map) {
if (! weapon_data["horn_notes"]) {
weapon_data["horn_melodies_title"] = ""
weapon_data["horn_melodies_title"] = "";
return;
}
var notes = weapon_data["horn_notes"];
var melodies;
if (melody_map) {
melodies = melody_map[notes];
if (! melodies) {
// Try flipping second two notes if not found, mhx data is
// either wrong or game itself is inconsistant about note
// order.
notes = notes.substring(0, 1) + notes.substring(2, 3)
+ notes.substring(1, 2);
melodies = melody_map[notes];
if (melodies) {
weapon_data["horn_notes"] = notes;
}
}
} else {
melodies = weapon_data["horn_melodies"];
}
if (! melodies) {
var msg = "Unknown melodies for " + notes;
weapon_data["horn_melodies_title"] = msg;
console.log(msg);
return;
}
var lines = [];
$.each(weapon_data["horn_melodies"], function(i, melody) {
$.each(melodies, function(i, melody) {
var space = Array(6 - melody["song"].length).join("&nbsp;");
lines.push(melody["song"] + space + melody["effect1"]);
});
@ -402,7 +429,7 @@ function cmp_arrays(alist, blist) {
for (var i=0; i<alist.length; i++) {
a = alist[i];
b = blist[i];
if (a == null && b == null) {
if (a == null || b == null) {
// ignore
} else if (typeof a == "object") {
cmp = cmp_arrays(a, b);

@ -99,6 +99,7 @@
<script type="text/javascript">
var WEAPON_LIST = null;
var HORN_MELODY_MAP = null;
$.ajax({
url: "/jsonapi/mhx/weapon_list.json",
@ -110,6 +111,16 @@
}
});
$.ajax({
url: "/jsonapi/horn_melody/_index_notes.json",
async: false,
dataType: "json",
success: function (data) {
HORN_MELODY_MAP = data;
}
});
var template_row = new EJS({ url: "/templates/weaponrow.ejs" });
$(document).ready(function(){
@ -236,7 +247,7 @@
match_count += 1;
set_sharpness_titles(weapon_data);
set_bow_values(weapon_data);
set_horn_melodies_title(weapon_data);
set_horn_melodies_title(weapon_data, HORN_MELODY_MAP);
weapon_data["wtype_short"] =
WEAPON_TYPE_ABBR[weapon_data["wtype"]];
weapon_data["ELEMENT_ABBR"] = ELEMENT_ABBR;

@ -71,5 +71,5 @@
title="<%= bow_coatings_text %>"><%= bow_shots_text %></td>
<% } %>
<td title="<%= horn_melodies_title %>"
style="text-align:right"><%= horn_notes %></td>
style="text-align:right; font-family:mono"><%= horn_notes %></td>
</tr>

@ -221,7 +221,10 @@
function update_weapon_list(state) {
var match_count = 0;
var cp_setups = [];
var comps = state["weapon_component_text"].split("|");
var comps = state["weapon_component_text"];
if (comps) {
comps = comps.split("|");
}
console.log("updating weapon list: " + JSON.stringify(state));
var results = [];
$.each(WEAPON_ID_IDX, function(weapon_id, weapon_list) {

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