convert to python3

main
Bryce Allen 5 years ago
parent e9c710ca99
commit 6b57d498b6

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
# Set PYTHONPATH in lighttpd or other server config.

@ -1,10 +1,10 @@
#!/usr/bin/env python2
#!/usr/bin/env python3
"""
Script to generate static rewards files for all items.
"""
import codecs
import urllib
import urllib.request, urllib.parse, urllib.error
import os.path
import _pathfix
@ -27,7 +27,7 @@ if __name__ == '__main__':
elif len(sys.argv) == 2:
outdir = sys.argv[1]
else:
print("Usage: %s [outdir]" % sys.argv[0])
print(("Usage: %s [outdir]" % sys.argv[0]))
sys.exit(os.EX_USAGE)
err_out = get_utf8_writer(sys.stderr)
@ -46,7 +46,7 @@ if __name__ == '__main__':
# write all names json to /items.json
items_file = os.path.join(outdir, "items.json")
print "Writing", items_file
print("Writing", items_file)
with open(items_file, "w") as f:
out = get_utf8_writer(f)
out.write("[")
@ -66,7 +66,7 @@ if __name__ == '__main__':
item_id = item.id
encoded_name = name.encode("utf8")
item_file = os.path.join(outdir, encoded_name + ".txt")
print "Writing", item_id, item_file
print("Writing", item_id, item_file)
with open(item_file, "w") as f:
out = get_utf8_writer(f)
item_row = rewards.find_item(db, name, err_out)

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
import sys
import argparse
@ -57,7 +57,7 @@ def find_armors(args):
matches = difflib.get_close_matches(skill_name, skill_tree_names,
1, 0.5)
if matches:
print "Fuzzy Match:", matches[0]
print("Fuzzy Match:", matches[0])
sid = skill_tree_id_map.get(matches[0])
skill_name = matches[0]
args.skills[i] = skill_name
@ -71,8 +71,8 @@ def find_armors(args):
d.set_skills(db.get_item_skills(d.id))
decoration_values = get_decoration_values(sid, ds)[1]
decorations[sid] = (ds, decoration_values)
print "%s[%s]:" % (skill_name, sid), ", ".join(d.name for d in ds), \
decoration_values
print("%s[%s]:" % (skill_name, sid), ", ".join(d.name for d in ds), \
decoration_values)
htype = "Gunner" if args.gunner else "Blade"
@ -82,7 +82,7 @@ def find_armors(args):
for a in armors:
skills = db.get_item_skills(a.id)
if not skills:
print "Error getting skills for '%s' (%d)" % (a.name, a.id)
print("Error getting skills for '%s' (%d)" % (a.name, a.id))
sys.exit(1)
a.set_skills(skills)
# calculate total using decorations for first skill only. This
@ -113,12 +113,12 @@ def find_armors(args):
if args.type and a.slot != args.type:
continue
total = skill_totals[a.id]
print skill_totals[a.id], a.one_line_u(),
print(skill_totals[a.id], a.one_line_u(), end=' ')
if args.resist:
print args.resist.title(), a[args.resist + "_res"]
print(args.resist.title(), a[args.resist + "_res"])
else:
print
print " ", a.one_line_skills_u(args.skills)
print()
print(" ", a.one_line_skills_u(args.skills))
def str_lower(x):

@ -1,4 +1,4 @@
#!/usr/bin/env python2
#!/usr/bin/env python3
import sys
import argparse
@ -54,7 +54,7 @@ def _make_db_sharpness_string(level_string):
level_value = SharpnessLevel.__dict__[level_string.upper()]
#print "level value", level_value
values = []
for i in xrange(SharpnessLevel.PURPLE+1):
for i in range(SharpnessLevel.PURPLE+1):
if i <= level_value:
values.append("1")
else:
@ -67,7 +67,7 @@ def weapon_stats_tuple(arg):
parts = arg.split(",")
#print "parts %r" % parts
if len(parts) < 4:
print "not enough parts"
print("not enough parts")
raise ValueError("Bad arg, use 'name,weapon_type,sharpness,raw'")
weapon = {}
weapon["name"] = parts[0]
@ -154,13 +154,13 @@ def _add_skill_args(parser):
default=False,
help="add Awaken (FreeElemnt), default off")
parser.add_argument("-a", "--attack-up",
type=int, choices=range(0, 5), default=0,
type=int, choices=list(range(0, 5)), default=0,
help="1-4 for AuS, M, L, XL")
parser.add_argument("-c", "--critical-eye",
type=int, choices=range(0, 5), default=0,
type=int, choices=list(range(0, 5)), default=0,
help="1-4 for CE+1, +2, +3 and Critical God")
parser.add_argument("-e", "--element-up",
type=int, choices=range(0, 5), default=0,
type=int, choices=list(range(0, 5)), default=0,
help="1-4 for (element) Atk +1, +2, +3 and"
" Element Attack Up")
parser.add_argument("-t", "--artillery",
@ -253,24 +253,24 @@ def print_sorted_phial_damage(names, damage_map_base, weapon_damage_map, parts,
_print_headers(parts, damage_map_base)
for name in names_sorted:
print "%-20s:" % name,
print("%-20s:" % name, end=' ')
damage_map = weapon_damage_map[name]
print "%0.2f" % avg_phial(damage_map, level=level),
print("%0.2f" % avg_phial(damage_map, level=level), end=' ')
for part in parts:
part_damage = damage_map[part]
#print "%0.2f" % sum(damage_map.cb_phial_damage[part][level]),
print "%0.2f:%0.2f:%0.2f" % damage_map.cb_phial_damage[part][level],
print
print("%0.2f:%0.2f:%0.2f" % damage_map.cb_phial_damage[part][level], end=' ')
print()
def _print_headers(parts, damage_map_base):
print
print()
avg_hitbox = (sum(damage_map_base[part].hitbox for part in parts)
/ float(len(parts)))
cols = ["%s (%d)" % (part, damage_map_base[part].hitbox)
for part in parts]
cols = ["%s (%d)" % ("Avg", avg_hitbox)] + cols
print " | ".join(cols)
print(" | ".join(cols))
def print_sorted_damage(names, damage_map_base, weapon_damage_map, parts):
@ -288,22 +288,22 @@ def print_sorted_damage(names, damage_map_base, weapon_damage_map, parts):
# for part in parts])
for name in names_sorted:
print "%-20s:" % name,
print("%-20s:" % name, end=' ')
damage_map = weapon_damage_map[name]
print "%0.2f" % damage_map.averages["uniform"],
print("%0.2f" % damage_map.averages["uniform"], end=' ')
for part in parts:
part_damage = damage_map[part]
print "% 2d" % part_damage.average(),
print
print("% 2d" % part_damage.average(), end=' ')
print()
if len(names) > 1:
w1 = weapon_damage_map[names_sorted[0]]
w2 = weapon_damage_map[names_sorted[1]]
m, ratio = w1.compare_break_even(w2)
print
print "Comparison of '%s' and '%s'" % (
names_sorted[0], names_sorted[1])
print "Hitbox ratio:", m, "%0.2f" % ratio
print()
print("Comparison of '%s' and '%s'" % (
names_sorted[0], names_sorted[1]))
print("Hitbox ratio:", m, "%0.2f" % ratio)
if w1.etype:
re_ratios = w1.get_raw_element_ratios()
@ -316,7 +316,7 @@ def print_sorted_damage(names, damage_map_base, weapon_damage_map, parts):
else:
line.append(names_sorted[1])
# (part, raw, element, ratio)
print "%-22s %02d %02d %0.2f %s" % tuple(line)
print("%-22s %02d %02d %0.2f %s" % tuple(line))
def print_damage_percent_diff(names, damage_map_base, weapon_damage_map, parts):
@ -340,7 +340,7 @@ def print_damage_percent_diff(names, damage_map_base, weapon_damage_map, parts):
ediff_s = ",".join("%+0.1f%%" % i for i in ediffs)
bdiff_s = ",".join("%+0.1f%%" % i for i in bdiffs)
damage = damage_map_base[part]
print "%22s%s h%02d %0.2f (%s) h%02d %0.2f (%s) %+0.2f (%s)" \
print("%22s%s h%02d %0.2f (%s) h%02d %0.2f (%s) %+0.2f (%s)" \
% (part, "*" if damage.is_breakable() else " ",
damage.hitbox,
damage.total,
@ -349,17 +349,17 @@ def print_damage_percent_diff(names, damage_map_base, weapon_damage_map, parts):
damage.element,
ediff_s,
damage.break_diff(),
bdiff_s)
bdiff_s))
if weapon_type == "Charge Blade":
for level in (0, 1, 2, 3, 5):
print " " * 20, level,
print(" " * 20, level, end=' ')
for wname in names:
wd = weapon_damage_map[wname]
damage = wd.cb_phial_damage[part][level]
print "(%0.f, %0.f, %0.f);" % damage,
print
print("(%0.f, %0.f, %0.f);" % damage, end=' ')
print()
print " --------------------"
print(" --------------------")
for avg_type in "uniform raw weakpart_raw element weakpart_element break_raw break_element break_only".split():
base = damage_map_base.averages[avg_type]
@ -371,7 +371,7 @@ def print_damage_percent_diff(names, damage_map_base, weapon_damage_map, parts):
diff_s = ",".join("%+0.1f%%" % i for i in diffs)
print "%22s %0.2f (%s)" % (avg_type, base, diff_s)
print("%22s %0.2f (%s)" % (avg_type, base, diff_s))
def match_quest_level(match_level, weapon_level):
@ -451,7 +451,7 @@ def main():
weapons.extend(args.weapon_custom)
if not weapons:
print "Err: no matching weapons"
print("Err: no matching weapons")
sys.exit(1)
names = [w.name for w in weapons]
@ -459,17 +459,17 @@ def main():
monster_breaks = db.get_monster_breaks(monster.id)
weapon_type = weapons[0]["wtype"]
if args.phial and weapon_type != "Charge Blade":
print "ERROR: phial option is only supported for Charge Blade"
print("ERROR: phial option is only supported for Charge Blade")
sys.exit(1)
motion = motiondb[weapon_type].average
print "Weapon Type: %s" % weapon_type
print "Average Motion: %0.1f" % motion
print("Weapon Type: %s" % weapon_type)
print("Average Motion: %0.1f" % motion)
if args.motion:
motion = args.motion
print "Specified Motion: %0.1f" % motion
print "Monster Breaks: %s" % ", ".join(monster_breaks)
print("Specified Motion: %0.1f" % motion)
print("Monster Breaks: %s" % ", ".join(monster_breaks))
skill_names = get_skill_names(args)
print "Common Skills:", ", ".join(skill for skill in skill_names if skill)
print("Common Skills:", ", ".join(skill for skill in skill_names if skill))
if args.parts:
limit_parts = args.parts.split(",")
@ -479,7 +479,7 @@ def main():
if args.quest_level:
item_stars = ItemStars(db)
village, guild, permit, arena = args.quest_level
print "Filter by Quest Levels:", args.quest_level
print("Filter by Quest Levels:", args.quest_level)
weapons2 = dict()
for w in weapons:
if "village_stars" in w:
@ -498,10 +498,10 @@ def main():
continue
weapons2[w.id] = w
parent_ids = set(w.parent_id for w in weapons2.values())
for wid in weapons2.keys():
for wid in list(weapons2.keys()):
if wid in parent_ids:
del weapons2[wid]
weapons = weapons2.values()
weapons = list(weapons2.values())
names = [w.name for w in weapons]
weapon_damage_map = dict()
@ -527,23 +527,23 @@ def main():
frenzy_bonus=skill_args.frenzy,
is_true_attack=game_uses_true_raw,
blunt_power=skill_args.blunt_power)
print "%-20s: %4.0f %2.0f%%" % (name, wd.attack, wd.affinity),
print("%-20s: %4.0f %2.0f%%" % (name, wd.attack, wd.affinity), end=' ')
if wd.etype:
if wd.etype2:
print "(%4.0f %s, %4.0f %s)" \
% (wd.eattack, wd.etype, wd.eattack2, wd.etype2),
print("(%4.0f %s, %4.0f %s)" \
% (wd.eattack, wd.etype, wd.eattack2, wd.etype2), end=' ')
else:
print "(%4.0f %s)" % (wd.eattack, wd.etype),
print SharpnessLevel.name(wd.sharpness),
print("(%4.0f %s)" % (wd.eattack, wd.etype), end=' ')
print(SharpnessLevel.name(wd.sharpness), end=' ')
if skill_args != args:
print "{%s}" % ",".join(sn
print("{%s}" % ",".join(sn
for sn in get_skill_names(skill_args)
if sn)
if sn))
else:
print
print()
weapon_damage_map[name] = wd
except ValueError as e:
print str(e)
print(str(e))
sys.exit(1)
damage_map_base = weapon_damage_map[names[0]]

@ -1,10 +1,10 @@
#!/usr/bin/env python
#!/usr/bin/env python3
"""
Script to find the most lucrative monster parts to farm for money.
"""
import codecs
import urllib
import urllib.request, urllib.parse, urllib.error
import os.path
import sys
@ -55,8 +55,8 @@ def print_top_items(db, rank="G"):
value = item_value(item)
if value < min_value:
break
print " %-20s % 7.f % 6d (% 5.f)" % \
(item.name, value, int(item.sell), ev[item.id])
print(" %-20s % 7.f % 6d (% 5.f)" % \
(item.name, value, int(item.sell), ev[item.id]))
if __name__ == '__main__':

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
"""
Calculate probability of getting at least one of a monster part from one
@ -71,22 +71,22 @@ if __name__ == '__main__':
max_rewards = 8 - fixed_rewards
if min_rewards < 0:
print "Error: fixed_rewards (%d) must be less than or equal to " \
"guaranteeed_rewards (%d)" % (fixed_rewards, guarenteed_rewards)
print("Error: fixed_rewards (%d) must be less than or equal to " \
"guaranteeed_rewards (%d)" % (fixed_rewards, guarenteed_rewards))
sys.exit(1)
total_p = 0.0
expected_attempts = 0.0
for reward_count in xrange(min_rewards, max_rewards + 1):
for reward_count in range(min_rewards, max_rewards + 1):
p = stats._reward_count_p(reward_count, min_rewards, max_rewards,
extend_percent)
expected_attempts += p * reward_count
# probability of getting @reward_count rewards that could be the
# desired item
print "P(C = %d) = %0.4f" % (reward_count, p)
print("P(C = %d) = %0.4f" % (reward_count, p))
total_p += p
# expected value for number of rewards that could be the desired item
print "E(C) = %0.2f" % expected_attempts
print("E(C) = %0.2f" % expected_attempts)
# math check, make sure all possibilities add up to 1, allowing for
# some floating point precision loss.
@ -96,5 +96,5 @@ if __name__ == '__main__':
max_rewards, extend_percent)
expected = expected_attempts * reward_percent / 100.0
print "P(N > 0) = %0.2f%%" % p_at_least_one
print "E(N) = %0.4f" % expected
print("P(N > 0) = %0.2f%%" % p_at_least_one)
print("E(N) = %0.4f" % expected)

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
import _pathfix
@ -75,7 +75,7 @@ if __name__ == '__main__':
import os.path
if len(sys.argv) != 2:
print("Usage: %s 'item name'" % sys.argv[0])
print(("Usage: %s 'item name'" % sys.argv[0]))
sys.exit(os.EX_USAGE)
item_name = canonical_item_name(sys.argv[1])

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
import sys
import argparse
@ -40,8 +40,8 @@ if __name__ == '__main__':
else:
for cost in costs:
components = cost["components"]
print "=", ", ".join([w.name for w in cost["path"]])
print " Zenny", cost["zenny"]
for item_name in sorted(components.iterkeys()):
print "%20s %2d" % (item_name, components[item_name])
print
print("=", ", ".join([w.name for w in cost["path"]]))
print(" Zenny", cost["zenny"])
for item_name in sorted(components.keys()):
print("%20s %2d" % (item_name, components[item_name]))
print()

@ -1,10 +1,10 @@
#!/usr/bin/env python2
#!/usr/bin/env python3
import os
import json
import sys
import errno
import urllib
import urllib.request, urllib.parse, urllib.error
import argparse
import _pathfix
@ -42,7 +42,7 @@ SAFE_CHARS = " &'+\""
def file_path(path, model_object, alt_name_field=None):
if alt_name_field:
key = urllib.quote(model_object[alt_name_field].encode("utf8"),
key = urllib.parse.quote(model_object[alt_name_field].encode("utf8"),
SAFE_CHARS)
else:
key = str(model_object.id)
@ -57,7 +57,7 @@ def write_list_file(path, model_list):
def write_index_file(path, indexes):
for key, data in indexes.iteritems():
for key, data in indexes.items():
index_path = os.path.join(path, "_index_%s.json" % key)
with open(index_path, "w") as f:
json.dump(data, f, cls=model.ModelJSONEncoder, indent=2)
@ -106,7 +106,7 @@ def armor_json(db, path):
a.update_indexes(indexes)
skills = db.get_item_skills(a.id)
if not skills:
print "WARN: armor '%s' (%d) has no skills" % (a.name, a.id)
print("WARN: armor '%s' (%d) has no skills" % (a.name, a.id))
a.set_skills(skills)
all_data.append(a.as_data())
@ -130,7 +130,7 @@ def decoration_json(db, path):
a.update_indexes(indexes)
skills = db.get_item_skills(a.id)
if not skills:
print "WARN: decoration '%s' (%d) has no skills" % (a.name, a.id)
print("WARN: decoration '%s' (%d) has no skills" % (a.name, a.id))
a.set_skills(skills)
all_data.append(a.as_data())
@ -254,7 +254,7 @@ def wyporium_json(db, path):
if not k.startswith("wyporium"):
continue
trade_map[item.id][k] = all_data[k]
print trade_map
print(trade_map)
mkdirs_p(path)
write_map_file(path, trade_map)
@ -282,7 +282,7 @@ def main():
if args.entities:
for entity in args.entities:
if entity not in ENTITIES:
print "Unknown entity: %s" % entity
print("Unknown entity: %s" % entity)
sys.exit(1)
else:
args.entities = ENTITIES

@ -12,11 +12,11 @@ from mhapi.util import get_utf8_writer
def print_header_nav(title, pid):
print """
print("""
<div data-role="header" data-position="fixed">
<a href="#page-menu" class="ui-btn-left ui-btn ui-btn-inline ui-mini ui-corner-all ui-btn-icon-left ui-icon-bars">Menu</a>
<h1>%s</h1>
""".strip() % title
""".strip() % title)
alt_pid = None
if pid.endswith("-en"):
@ -27,11 +27,11 @@ def print_header_nav(title, pid):
alt_title = "en"
if alt_pid is not None:
print """
print("""
<a href="#%s" class="ui-btn-right ui-btn ui-btn-inline ui-mini">%s</a>
""".strip() % (alt_pid, alt_title)
""".strip() % (alt_pid, alt_title))
print " </div>"
print(" </div>")
def mk_html_list(dict_list, keys, sort_keys, divider_fn="auto"):
@ -39,7 +39,7 @@ def mk_html_list(dict_list, keys, sort_keys, divider_fn="auto"):
print ('<ul data-role="listview" data-filter="true"'
' data-autodividers="true">')
else:
print '<ul data-role="listview" data-filter="true">'
print('<ul data-role="listview" data-filter="true">')
if isinstance(sort_keys, types.FunctionType):
sort_fn = sort_keys
@ -55,26 +55,26 @@ def mk_html_list(dict_list, keys, sort_keys, divider_fn="auto"):
if divider_fn not in (None, "auto"):
divider_text = divider_fn(d, prev_d)
if divider_text is not None:
print ' <li data-role="list-divider">%s</li>' % divider_text
print " <li>"
print(' <li data-role="list-divider">%s</li>' % divider_text)
print(" <li>")
for i, k in enumerate(keys):
value = d[k]
if k in ("section", "description"):
if value:
print ' <p class="ui-li-desc">%s</p>' % value
print(' <p class="ui-li-desc">%s</p>' % value)
continue
elif k == "title_jp" and i != 0:
# NB: for monster by title we want it to be a normal column
if value:
print ' <p class="ui-li-desc">Title: %s</p>' % value
print(' <p class="ui-li-desc">Title: %s</p>' % value)
continue
if value.endswith(".png"):
value = ('<img class="icon" src="../img/icons_items/%s" />'
% value)
print ' <span class="%s">%s</span>' % (k, value)
print " </li>"
print(' <span class="%s">%s</span>' % (k, value))
print(" </li>")
prev_d = d
print '</ul>'
print('</ul>')
def _main():
@ -87,7 +87,7 @@ def _main():
carve_items = db.get_items(item_types=("Flesh",))
print """<!DOCTYPE html>
print("""<!DOCTYPE html>
<html>
<head>
<title>Poogie Translate</title>
@ -133,26 +133,26 @@ def _main():
</ul>
</div>
</div>
"""
""")
stree_path = os.path.join(_pathfix.project_path, "db",
"mhx_skill_tree_list.json")
with open(stree_path) as f:
stree_list = json.load(f)
print '<div data-role="page" id="page-skilltrees-en">'
print('<div data-role="page" id="page-skilltrees-en">')
print_header_nav("Skill Trees (en)", "page-skilltrees-en")
print '<div data-role="main" class="ui-content">'
print('<div data-role="main" class="ui-content">')
mk_html_list(stree_list, ("name", "name_jp"), ("name",))
print '</div>'
print '</div>'
print('</div>')
print('</div>')
print '<div data-role="page" id="page-skilltrees-jp">'
print('<div data-role="page" id="page-skilltrees-jp">')
print_header_nav("Skill Trees (jp)", "page-skilltrees-jp")
print '<div data-role="main" class="ui-content">'
print('<div data-role="main" class="ui-content">')
mk_html_list(stree_list, ("name_jp", "name"), jplen_sort_fn,
divider_fn=jplen_divider_fn)
print '</div>'
print '</div>'
print('</div>')
print('</div>')
def item_divider_fn(d, prev_d):
prefix = _icon_prefix(d)
@ -160,29 +160,29 @@ def _main():
if prefix != prev_prefix:
return prefix
return None
print '<div data-role="page" id="page-item-usable">'
print('<div data-role="page" id="page-item-usable">')
print_header_nav("Items: Usable", "page-item-usable")
print '<div data-role="main" class="ui-content">'
print('<div data-role="main" class="ui-content">')
mk_html_list(items, ("icon_name", "name", "name_jp"),
("icon_name", "name"), divider_fn=item_divider_fn)
print '</div>'
print '</div>'
print('</div>')
print('</div>')
print '<div data-role="page" id="page-item-gather">'
print('<div data-role="page" id="page-item-gather">')
print_header_nav("Items: Gatherable", "page-item-gather")
print '<div data-role="main" class="ui-content">'
print('<div data-role="main" class="ui-content">')
mk_html_list(gather_items, ("icon_name", "name", "name_jp"),
("icon_name", "name"), divider_fn=item_divider_fn)
print '</div>'
print '</div>'
print('</div>')
print('</div>')
print '<div data-role="page" id="page-item-carve">'
print('<div data-role="page" id="page-item-carve">')
print_header_nav("Items: Carve", "page-item-carve")
print '<div data-role="main" class="ui-content">'
print('<div data-role="main" class="ui-content">')
mk_html_list(carve_items, ("icon_name", "name", "name_jp"),
("icon_name", "name"), divider_fn=item_divider_fn)
print '</div>'
print '</div>'
print('</div>')
print('</div>')
ha_path = os.path.join(_pathfix.project_path, "db", "hunter_arts.json")
with open(ha_path) as f:
@ -194,21 +194,21 @@ def _main():
elif d["section"] != prev_d["section"]:
return d["section"]
return None
print '<div data-role="page" id="page-hunterarts-en">'
print('<div data-role="page" id="page-hunterarts-en">')
print_header_nav("Hunter Arts (en)", "page-hunterarts-en")
print '<div data-role="main" class="ui-content">'
print('<div data-role="main" class="ui-content">')
mk_html_list(ha_list, ("name", "name_jp", "description"), None,
divider_fn=ha_divider_fn)
print '</div>'
print '</div>'
print('</div>')
print('</div>')
print '<div data-role="page" id="page-hunterarts-jp">'
print('<div data-role="page" id="page-hunterarts-jp">')
print_header_nav("Hunter Arts (jp)", "page-hunterarts-jp")
print '<div data-role="main" class="ui-content">'
print('<div data-role="main" class="ui-content">')
mk_html_list(ha_list, ("name_jp", "name", "section", "description"),
jplen_sort_fn, divider_fn=jplen_divider_fn)
print '</div>'
print '</div>'
print('</div>')
print('</div>')
monster_path = os.path.join(_pathfix.project_path, "db",
@ -216,35 +216,35 @@ def _main():
with open(monster_path) as f:
monster_list = json.load(f)
print '<div data-role="page" id="page-monsters-en">'
print('<div data-role="page" id="page-monsters-en">')
print_header_nav("Monsters (en)", "page-monsters-en")
print '<div data-role="main" class="ui-content">'
print('<div data-role="main" class="ui-content">')
mk_html_list(monster_list, ("name", "name_jp", "title_jp"), ("name",))
print '</div>'
print '</div>'
print('</div>')
print('</div>')
print '<div data-role="page" id="page-monsters-jp">'
print('<div data-role="page" id="page-monsters-jp">')
print_header_nav("Monsters (jp)", "page-monsters-jp")
print '<div data-role="main" class="ui-content">'
print('<div data-role="main" class="ui-content">')
mk_html_list(monster_list, ("name_jp", "name", "title_jp"), ("name_jp",))
print '</div>'
print '</div>'
print('</div>')
print('</div>')
titled_monster_list = [m for m in monster_list if m["title_jp"]]
print '<div data-role="page" id="page-monsters-title">'
print('<div data-role="page" id="page-monsters-title">')
print_header_nav("Monster Titles", "page-monsters-title")
print '<div data-role="main" class="ui-content">'
print('<div data-role="main" class="ui-content">')
mk_html_list(titled_monster_list, ("title_jp", "name"), ("title_jp",),
divider_fn=None)
print '</div>'
print '</div>'
print('</div>')
print('</div>')
print """
print("""
</body>
"""
""")
def _icon_prefix(d):
if d is None:

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
import sys
import json

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
# -*- coding: utf8 -*-
"""
Parse hunter arts name, name_jp, and description from wikia:
@ -10,7 +10,7 @@ Returns list of dict, e.g.:
"section": "Heavy Bowgun",
"description": "",
"name": "Acceleration Shower I",
"name_jp": "\u30a2\u30af\u30bb\u30eb\u30b7\u30e3\u30ef\u30fc I"
"name_jp": "\\u30a2\\u30af\\u30bb\\u30eb\\u30b7\\u30e3\\u30ef\\u30fc I"
},
...
]
@ -62,7 +62,7 @@ def parse_wikia_hunter_arts(f):
def _main():
with open(sys.argv[1]) as f:
data = parse_wikia_hunter_arts(f)
print json.dumps(data, indent=2)
print(json.dumps(data, indent=2))
if __name__ == '__main__':

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
# -*- coding: utf8 -*-
"""
Parse monster names and jp names for monster hunter X.
@ -55,7 +55,7 @@ def parse_wikia_monsters(f):
m = SECTION_RE.match(line)
if m:
section = m.group(1)
print >>sys.stderr, "section", section
print("section", section, file=sys.stderr)
continue
if section not in ["Large Monsters", "Small Monsters"]:
continue
@ -108,16 +108,16 @@ def _main():
name = m["name"]
names = get_jp_names(m["href"])
if len(names) == 0:
print >>sys.stderr, "ERROR: no names for %s" % name
print("ERROR: no names for %s" % name, file=sys.stderr)
names = ["", ""]
if len(names) == 1:
print >>sys.stderr, "ERROR: no title for %s" % name
print("ERROR: no title for %s" % name, file=sys.stderr)
names.append("")
m["name_jp"] = names[0]
m["title_jp"] = names[1]
if m["title_jp"] in ("None", "N/A", "(?)"):
m["title_jp"] = ""
print json.dumps(monster_list, indent=2)
print(json.dumps(monster_list, indent=2))
if __name__ == '__main__':

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
# -*- coding: utf8 -*-
"""
Parse skill tree names and jp names for monster hunter X.
@ -81,7 +81,7 @@ def parse_wikia_skill_trees(f):
def _main():
if len(sys.argv) != 4:
print "Usage: %s infile out_strees.json out_skills.json" % sys.argv[0]
print("Usage: %s infile out_strees.json out_skills.json" % sys.argv[0])
sys.exit(1)
with open(sys.argv[1]) as f:
strees, skills = parse_wikia_skill_trees(f)

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
import _pathfix
@ -15,4 +15,4 @@ if __name__ == '__main__':
try:
httpd.serve_forever()
except KeyboardInterrupt:
print "^C"
print("^C")

@ -1,4 +1,4 @@
#!/usr/bin/env python2
#!/usr/bin/env python3
import sys
import argparse
@ -21,7 +21,7 @@ def main():
if args.item:
item = db.get_item_by_name(args.item)
if item is None:
print "Item '%s' not found" % args.item
print("Item '%s' not found" % args.item)
sys.exit(1)
if item.type == "Materials":
stars = item_stars.get_material_stars(item.id)
@ -30,15 +30,15 @@ def main():
elif args.weapon:
weapon = db.get_weapon_by_name(args.weapon)
if weapon is None:
print "Weapon '%s' not found" % args.weapon
print("Weapon '%s' not found" % args.weapon)
sys.exit(1)
stars = item_stars.get_weapon_stars(weapon)
else:
print "Specify -w or -i"
print("Specify -w or -i")
sys.exit(1)
for k, v in stars.iteritems():
print k, v
for k, v in stars.items():
print(k, v)
if __name__ == '__main__':

@ -12,7 +12,7 @@ from mhapi.db import MHDB
def apply_update(db, row):
quest = db.get_quest(row["id"])
if quest.goal == row["goal"]:
print "quest", row["id"], row["name"], "already updated, skipping"
print("quest", row["id"], row["name"], "already updated, skipping")
return
cur = db.cursor()
cur.execute("""UPDATE quests SET
@ -21,9 +21,9 @@ def apply_update(db, row):
AND name=?""",
(row["goal"], row["id"], row["name"]))
if cur.rowcount == 1:
print "quest", row["id"], row["name"], "goal updated:", row["goal"]
print("quest", row["id"], row["name"], "goal updated:", row["goal"])
else:
print "ERROR", "quest", row["id"], row["name"], "update failed"
print("ERROR", "quest", row["id"], row["name"], "update failed")
if __name__ == '__main__':

@ -123,8 +123,8 @@ def _parse_monster(name):
name = rstrip(name, "'s")
name = rstrip(name, "'")
name = rstrip(name, u"")
name = rstrip(name, u"s")
name = rstrip(name, "")
name = rstrip(name, "s")
#print "=>", name
@ -202,7 +202,7 @@ def fuzzy_find(name):
def check_hunts(db, quest):
print ">", quest.id, quest.name,
print(">", quest.id, quest.name, end=' ')
monsters_match = False
@ -240,30 +240,30 @@ def check_hunts(db, quest):
if monsters_match and not errors:
# useful for doing grep -v on output
print " *OK*"
print(" *OK*")
elif monsters_match:
print " *MISSPELLING*"
print " goal:", quest.goal
print " sub:", quest.sub_goal
print(" *MISSPELLING*")
print(" goal:", quest.goal)
print(" sub:", quest.sub_goal)
for err in errors:
print " ", err
print(" ", err)
else:
print " *MISMATCH*",
print(" *MISMATCH*", end=' ')
if errors:
print " *MISSPELLING*",
print
print(" *MISSPELLING*", end=' ')
print()
for err in errors:
print " ", err
print " goal:", quest.goal
print " sub:", quest.sub_goal
print " parsed:", goal_expected
print(" ", err)
print(" goal:", quest.goal)
print(" sub:", quest.sub_goal)
print(" parsed:", goal_expected)
if sub_expected and not sub_expected < goal_expected:
# print if sub monster looks like it's not one of the
# main monsters. This will false positive when main quest
# is hunt all large monsters.
print " sub prsd:", sub_expected
print " db:", db_expected
print " db unstb:", db_expected_unstable
print(" sub prsd:", sub_expected)
print(" db:", db_expected)
print(" db unstb:", db_expected_unstable)
if __name__ == '__main__':

@ -12,7 +12,7 @@ stdout = get_utf8_writer(sys.stdout)
def set_weapon_final(db, weapon, value):
print >>stdout, "weapon_final", weapon.id, weapon.name, value
print("weapon_final", weapon.id, weapon.name, value, file=stdout)
cur = db.cursor()
cur.execute("""UPDATE weapons SET
final=? WHERE _id=?""",

@ -19,7 +19,7 @@ def set_carve_counts(db, monster_carves):
for m in monsters:
rewards = db.get_monster_rewards(m.id)
mc = monster_carves.get(m.name)
print "===", m.name
print("===", m.name)
for r in rewards:
condition = r["condition"]
if "Carve" not in condition:
@ -34,13 +34,13 @@ def set_carve_counts(db, monster_carves):
elif condition == "Tail Carve":
stack_size = 1
else:
print "WARN: unknown condition %s.%s" \
% (m.name, condition)
print("WARN: unknown condition %s.%s" \
% (m.name, condition))
else:
assert False, "Unknown monster class: %s" % m["class"]
if r["stack_size"] == stack_size:
continue
print " ", condition, r["stack_size"], "=>", stack_size
print(" ", condition, r["stack_size"], "=>", stack_size)
cur = db.cursor()
cur.execute("""UPDATE hunting_rewards
SET stack_size=? WHERE _id=?""",

@ -23,7 +23,7 @@ def _add_column(cursor, table, column_spec):
def _set_stars(cursor, item_id, stars):
for k in stars.keys():
for k in list(stars.keys()):
col = k.lower() + "_stars"
q = "UPDATE items SET %s=? WHERE _id=?" % col
cursor.execute(q, (stars[k], item_id))
@ -45,7 +45,7 @@ def main():
items = db.get_items(exclude_types=["", "Armor", "Palico Weapon",
"Decoration"])
for item in items:
print item.id, item.type, item.name
print(item.id, item.type, item.name)
if item.type == "Materials":
stars = item_stars.get_material_stars(item.id)
elif item.type == "Weapon":

@ -21,7 +21,7 @@ def set_quest_ranks(db):
for quest in quests:
if not quest["name"]:
assert quest["hub"] == "Event"
print "WARN: skipping non localized event quest: %d" % quest.id
print("WARN: skipping non localized event quest: %d" % quest.id)
continue
set_quest_rank(db, quest)
@ -35,19 +35,19 @@ def set_quest_rank(db, quest):
rewards = db.get_quest_rewards(quest_id)
rank = guess_quest_rank_from_rewards(db, rewards)
if rank is None:
print "WARN: quest '%s' has no flesh rewards, assuming lower rank"\
% (quest.name.encode("utf8"),)
print("WARN: quest '%s' has no flesh rewards, assuming lower rank"\
% (quest.name.encode("utf8"),))
rank = rank_stars_guess[0]
elif rank not in rank_stars_guess:
print "ERROR: quest '%s' reward guess '%s' not in stars guess '%s'"\
% (quest.name, rank, rank_stars_guess)
print("ERROR: quest '%s' reward guess '%s' not in stars guess '%s'"\
% (quest.name, rank, rank_stars_guess))
else:
rank = rank_stars_guess
assert rank in "LR HR G".split()
quest.rank = rank
print quest.one_line_u()
print(quest.one_line_u())
cur = db.cursor()
cur.execute("UPDATE quests SET rank=? WHERE _id=?", (rank, quest_id))

@ -10,7 +10,7 @@ from mhapi.db import MHDB
def set_buy(db, item_id, buy):
print "buy", item_id, buy
print("buy", item_id, buy)
cur = db.cursor()
cur.execute("""UPDATE items SET
buy=? WHERE _id=?""",
@ -22,7 +22,7 @@ def set_buy_by_name(db, name, buy):
buy=? WHERE name=?""",
(buy, name))
rowid = cur.lastrowid
print "buy", rowid, name, buy
print("buy", rowid, name, buy)
if __name__ == '__main__':
db = MHDB(game="4u")

@ -10,7 +10,7 @@ from mhapi.db import MHDB
def set_upgrade_cost(db, item_id, upgrade_cost):
print "upgrade_cost", item_id, upgrade_cost
print("upgrade_cost", item_id, upgrade_cost)
cur = db.cursor()
cur.execute("""UPDATE weapons SET
upgrade_cost=? WHERE _id=?""",
@ -18,7 +18,7 @@ def set_upgrade_cost(db, item_id, upgrade_cost):
def set_creation_cost(db, item_id, creation_cost):
print "creation_cost", item_id, creation_cost
print("creation_cost", item_id, creation_cost)
cur = db.cursor()
cur.execute("""UPDATE weapons SET
creation_cost=? WHERE _id=?""",

@ -78,14 +78,14 @@ class WeaponTypeMotionValues(object):
self.motion_values[name] = MotionValue(name, d["type"], d["power"])
self.average = (sum(mv.average
for mv in self.motion_values.itervalues())
for mv in self.motion_values.values())
/ len(self))
def __len__(self):
return len(self.motion_values)
def keys(self):
return self.motion_values.keys()
return list(self.motion_values.keys())
def __getitem__(self, key):
return self.motion_values[key]
@ -109,7 +109,7 @@ class MotionValueDB(object):
return self.motion_values_map[weapon_type]
def keys(self):
return self.motion_values_map.keys()
return list(self.motion_values_map.keys())
def __len__(self):
return len(self.motion_values_map)
@ -158,7 +158,7 @@ class WeaponType(object):
@classmethod
def all(cls):
return cls._multiplier.keys()
return list(cls._multiplier.keys())
@classmethod
def damage_type(cls, weapon_type):
@ -230,7 +230,7 @@ class WeaponMonsterDamage(object):
self.sharpness = self.weapon.sharpness.max
#print "sharpness=", self.sharpness
if self.weapon["affinity"]:
if (isinstance(self.weapon["affinity"], basestring)
if (isinstance(self.weapon["affinity"], str)
and "/" in self.weapon["affinity"]):
self.chaotic = True
# Handle chaotic gore affinity, e.g. -35/10. This means that
@ -358,7 +358,7 @@ class WeaponMonsterDamage(object):
part_damage.part = part
if alt is None:
if (self.breakable_parts
and _break_find(part, self.monster_damage.parts.keys(),
and _break_find(part, list(self.monster_damage.parts.keys()),
self.breakable_parts)):
part_damage.breakable = True
if hitbox > self.max_raw_part[1]:
@ -366,15 +366,15 @@ class WeaponMonsterDamage(object):
if ehitbox > self.max_element_part[1]:
self.max_element_part = (part, ehitbox)
for part in self.damage_map.keys():
for part in list(self.damage_map.keys()):
if None not in self.damage_map[part].states:
#print "Failed to parse part:", part
del self.damage_map[part]
for part, d in self.damage_map.iteritems():
for part, d in self.damage_map.items():
if d.is_breakable():
self.break_count += 1
self.parts = self.damage_map.keys()
self.parts = list(self.damage_map.keys())
self.averages["uniform"] = self.uniform()
self.averages["raw"] = self.weighted_raw()
self.averages["element"] = self.weighted_element()
@ -405,7 +405,7 @@ class WeaponMonsterDamage(object):
def uniform(self):
average = 0.0
for part, damage in self.damage_map.iteritems():
for part, damage in self.damage_map.items():
average += damage.average()
return average / len(self.damage_map)
@ -417,7 +417,7 @@ class WeaponMonsterDamage(object):
"""
average = 0.0
total_hitbox = 0.0
for part, damage in self.damage_map.iteritems():
for part, damage in self.damage_map.items():
average += damage.average() * damage.hitbox
total_hitbox += damage.hitbox
if total_hitbox == 0:
@ -430,7 +430,7 @@ class WeaponMonsterDamage(object):
"""
average = 0.0
total_ehitbox = 0.0
for part, damage in self.damage_map.iteritems():
for part, damage in self.damage_map.items():
average += damage.average() * damage.ehitbox
total_ehitbox += damage.ehitbox
if total_ehitbox == 0:
@ -444,7 +444,7 @@ class WeaponMonsterDamage(object):
else:
other_weight = (1 - weak_weight) / (len(self.parts) - 1)
average = 0
for part, damage in self.damage_map.iteritems():
for part, damage in self.damage_map.items():
if part == self.max_raw_part[0]:
weight = weak_weight
else:
@ -459,7 +459,7 @@ class WeaponMonsterDamage(object):
else:
other_weight = (1 - weak_weight) / (len(self.parts) - 1)
average = 0
for part, damage in self.damage_map.iteritems():
for part, damage in self.damage_map.items():
if part == self.max_element_part[0]:
weight = weak_weight
else:
@ -475,7 +475,7 @@ class WeaponMonsterDamage(object):
return 0
average = 0.0
count = self.break_count + 1
for part, damage in self.damage_map.iteritems():
for part, damage in self.damage_map.items():
if part == self.max_raw_part[0]:
average += damage.average()
if damage.is_breakable():
@ -494,7 +494,7 @@ class WeaponMonsterDamage(object):
return 0
average = 0.0
count = self.break_count + 1
for part, damage in self.damage_map.iteritems():
for part, damage in self.damage_map.items():
if part == self.max_element_part[0]:
# If weakpart is also a break, assume continue attacking
# even after broken
@ -516,7 +516,7 @@ class WeaponMonsterDamage(object):
if not self.break_count:
return 0
average = 0.0
for part, damage in self.damage_map.iteritems():
for part, damage in self.damage_map.items():
if damage.is_breakable():
# attack until broken, then move to next break
average += damage.total

@ -662,13 +662,13 @@ class MHDBX(object):
self._monsters_by_name[d["name"]] = model.Monster(d)
with open(hitboxes_path) as f:
damage_map = json.load(f)
for name, damage in damage_map.iteritems():
for name, damage in damage_map.items():
mid = self._monsters_by_name[name].id
damage_rows = []
for part, data in damage.iteritems():
for part, data in damage.items():
if part.startswith("_"):
continue
row = dict((k.lower(), v) for k, v in data.iteritems())
row = dict((k.lower(), v) for k, v in data.items())
row["body_part"] = part
row["ko"] = 100 if part == "Head" else 0
row["_id"] = 0

@ -1,6 +1,6 @@
import string
import json
import urllib
import urllib.request, urllib.parse, urllib.error
import re
import difflib
@ -57,7 +57,7 @@ class RowModel(ModelBase):
return key in self._data
def fields(self):
return self._data.keys()
return list(self._data.keys())
def as_data(self):
return self._data
@ -69,7 +69,7 @@ class RowModel(ModelBase):
return list_data
def update_indexes(self, data):
for key_field, value_fields in self._indexes.iteritems():
for key_field, value_fields in self._indexes.items():
if key_field not in data:
data[key_field] = {}
self.update_index(key_field, value_fields, data[key_field])
@ -86,7 +86,7 @@ class RowModel(ModelBase):
def __str__(self):
if "name" in self._data and self.name is not None:
name = urllib.quote(self.name, safe=" ")
name = urllib.parse.quote(self.name, safe=" ")
else:
name = str(self.id)
return "%s '%s'" % (self.__class__.__name__, name)
@ -139,7 +139,7 @@ class SharpnessLevel(EnumBase):
WHITE = 5
PURPLE = 6
ALL = range(0, PURPLE + 1)
ALL = list(range(0, PURPLE + 1))
_names = {
RED: "Red",
@ -203,7 +203,7 @@ class WeaponSharpness(ModelBase):
def max(self):
if self._max is None:
self._max = SharpnessLevel.RED
for i in xrange(SharpnessLevel.PURPLE+1):
for i in range(SharpnessLevel.PURPLE+1):
if self.value_list[i] == 0:
break
else:
@ -304,7 +304,7 @@ class Armor(ItemWithSkills):
assert self.skills is not None
total = self.skills.get(skill_id_or_name, 0)
slots_left = self.num_slots
for slots in xrange(len(decoration_values), 0, -1):
for slots in range(len(decoration_values), 0, -1):
if slots_left == 0:
break
decoration_value = decoration_values[slots-1]
@ -529,7 +529,7 @@ class MonsterDamage(ModelBase):
Set breakable flag on parts based on the breakable list from
rewards (use MHDB.get_monster_breaks).
"""
for name, part_damage in self.parts.iteritems():
for name, part_damage in self.parts.items():
if _break_find(name, self.parts, breakable_list):
#print "part %s is breakable [by rewards]" % name
part_damage.breakable = True
@ -610,13 +610,13 @@ def get_costs(db, weapon):
upgrade_cost = int(weapon.upgrade_cost)
except ValueError:
upgrade_cost = 0
print "WARN: bad upgrade cost for '%s' (%s): '%s'" \
% (weapon.name, weapon.id, weapon.upgrade_cost)
print("WARN: bad upgrade cost for '%s' (%s): '%s'" \
% (weapon.name, weapon.id, weapon.upgrade_cost))
except UnicodeError:
upgrade_cost = 0
cost_display = urllib.quote(weapon.upgrade_cost)
print "WARN: bad upgrade cost for '%s' (%s): '%s'" \
% (weapon.name, weapon.id, cost_display)
cost_display = urllib.parse.quote(weapon.upgrade_cost)
print("WARN: bad upgrade cost for '%s' (%s): '%s'" \
% (weapon.name, weapon.id, cost_display))
parent_weapon = db.get_weapon(weapon.parent_id)
costs = get_costs(db, parent_weapon)
for cost in costs:
@ -632,8 +632,8 @@ def get_costs(db, weapon):
try:
zenny = int(weapon.creation_cost)
except ValueError:
print "WARN: bad creation cost for '%s': '%s'" \
% (weapon.name, weapon.creation_cost)
print("WARN: bad creation cost for '%s': '%s'" \
% (weapon.name, weapon.creation_cost))
zenny = weapon.upgrade_cost or 0
create_cost = dict(zenny=zenny,
path=[weapon],
@ -688,7 +688,7 @@ class ItemStars(object):
if not c["components"]:
continue
current_stars = self._get_component_stars(c)
for k, v in current_stars.iteritems():
for k, v in current_stars.items():
if v is None:
continue
if stars[k] is None or v < stars[k]:
@ -743,7 +743,7 @@ class ItemStars(object):
if "Scrap" in item.name:
continue
istars = self.get_item_stars(item.id)
for k, v in stars.items():
for k, v in list(stars.items()):
if istars[k] > v:
stars[k] = istars[k]
break
@ -774,7 +774,7 @@ class ItemStars(object):
gather_locations = set()
for gather in gathering:
gather_locations.add((gather["location_id"], gather["rank"]))
for location_id, rank in list(gather_locations):
for location_id, rank in gather_locations:
gather_quests = self.db.get_location_quests(location_id, rank)
quests.extend(gather_quests)
@ -782,7 +782,7 @@ class ItemStars(object):
monster_ranks = set()
for monster in monsters:
monster_ranks.add((monster["monster_id"], monster["rank"]))
for monster_id, rank in list(monster_ranks):
for monster_id, rank in monster_ranks:
monster_quests = self.db.get_monster_quests(monster_id, rank)
quests.extend(monster_quests)
@ -794,15 +794,15 @@ class ItemStars(object):
if quest.stars == 0:
# ignore training quests
if "Training" not in quest.name:
print "Error: non training quest has 0 stars", \
quest.id, quest.name
print("Error: non training quest has 0 stars", \
quest.id, quest.name)
continue
if quest.hub in stars:
current = stars[quest.hub]
if current is None or quest.stars < current:
stars[quest.hub] = quest.stars
else:
print "Error: unknown hub", quest.hub
print("Error: unknown hub", quest.hub)
# if available guild or village, then null out permit/arena values,
# because they are more useful for filtering if limited to items

@ -3,7 +3,7 @@ Calculate expected values for monster hunter items and find the best quests
and hunts for getting an item with specified skills.
"""
from __future__ import print_function
from collections import OrderedDict
from mhapi import stats
@ -105,7 +105,7 @@ class GatherLocation(object):
for gr in self._rewards:
gr.print(out, indent)
def __nonzero__(self):
def __bool__(self):
return bool(len(self._rewards))
def __len__(self):
@ -146,7 +146,7 @@ class QuestReward(object):
* (LuckSkill.AMAZING - LuckSkill.NONE + 1))
else:
counts = [stats.quest_reward_expected_c(self.slot, skill)
for skill in xrange(LuckSkill.NONE,
for skill in range(LuckSkill.NONE,
LuckSkill.AMAZING+1)]
@ -218,7 +218,7 @@ class QuestItemExpectedValue(object):
# chances there are to get other rewards.
fixed_seen = dict(A=set(), B=set(), Sub=set())
dups = dict()
for i in xrange(len(rewards)):
for i in range(len(rewards)):
reward = rewards[i]
slot = reward["reward_slot"]
if reward["percentage"] == 100:
@ -251,7 +251,7 @@ class QuestItemExpectedValue(object):
self.slot_rewards[reward.slot].append(reward)
evs = reward.expected_values()
for i in xrange(len(evs)):
for i in range(len(evs)):
self.total_expected_values[i] += evs[i]
def print(self, out, indent=2):
@ -320,10 +320,10 @@ class HuntReward(object):
shiny=self.shiny)
kill_ev = dict()
cap_ev = dict()
for skill in xrange(CarvingSkill.NONE, CarvingSkill.GOD+1):
for skill in range(CarvingSkill.NONE, CarvingSkill.GOD+1):
kill_ev[CarvingSkill.name(skill)] = \
self.expected_value(STRAT_CAP, carving_skill=skill)
for skill in xrange(CapSkill.NONE, CapSkill.GOD+1):
for skill in range(CapSkill.NONE, CapSkill.GOD+1):
cap_ev[CapSkill.name(skill)] = self.expected_value(STRAT_CAP,
cap_skill=skill)
@ -357,7 +357,7 @@ class HuntReward(object):
self.kill = False
counts = [
stats.capture_reward_expected_c(skill)
for skill in xrange(CapSkill.NONE,
for skill in range(CapSkill.NONE,
CapSkill.GOD+1)
]
elif self.condition == "Virus Reward":
@ -393,7 +393,7 @@ class HuntReward(object):
if self.skill == SKILL_CARVING:
counts = [
self.stack_size + stats.carve_delta_expected_c(skill)
for skill in xrange(CarvingSkill.NONE,
for skill in range(CarvingSkill.NONE,
CarvingSkill.GOD+1)
]
@ -624,7 +624,7 @@ class HuntItemExpectedValue(object):
carving_skill=carving_skill)
return ev
def __nonzero__(self):
def __bool__(self):
return bool(len(self.matching_rewards))
def __len__(self):
@ -640,10 +640,10 @@ class HuntItemExpectedValue(object):
rewards=[r.as_data() for r in self.matching_rewards])
kill_ev = dict()
cap_ev = dict()
for skill in xrange(CarvingSkill.NONE, CarvingSkill.GOD+1):
for skill in range(CarvingSkill.NONE, CarvingSkill.GOD+1):
kill_ev[CarvingSkill.name(skill)] = \
self.expected_value(STRAT_CAP, carving_skill=skill)
for skill in xrange(CapSkill.NONE, CapSkill.GOD+1):
for skill in range(CapSkill.NONE, CapSkill.GOD+1):
cap_ev[CapSkill.name(skill)] = self.expected_value(STRAT_CAP,
cap_skill=skill)
@ -737,8 +737,8 @@ class ItemRewards(object):
key = (mid, rank)
self._hunt_items[key] = hunt_item
for rank, skill_sets in self.rank_skill_sets.iteritems():
for s in skill_sets.itervalues():
for rank, skill_sets in self.rank_skill_sets.items():
for s in skill_sets.values():
s.add_hunt_option(hunt_item)
def get_hunt_item(self, monster_id, monster_rank):
@ -777,15 +777,15 @@ class ItemRewards(object):
gather_key = (quest_item.quest.location_id, quest_item.quest.rank)
gather_location = self._gather_items.get(gather_key)
for rank, skill_sets in self.rank_skill_sets.iteritems():
for s in skill_sets.itervalues():
for rank, skill_sets in self.rank_skill_sets.items():
for s in skill_sets.values():
s.add_quest_option(quest_item, hunt_items, gather_location)
def print_gather_locations(self, out):
if not self._gather_items:
return
for gl in self._gather_items.itervalues():
for gl in self._gather_items.values():
out.write("(GATHER) %s %s\n"
% (gl.location_name, gl.rank))
gl.print(out, indent=2)
@ -798,7 +798,7 @@ class ItemRewards(object):
if not self._hunt_items:
return
for hunt_item in self._hunt_items.itervalues():
for hunt_item in self._hunt_items.values():
out.write("(HUNT) %s %s\n"
% (hunt_item.monster_name, hunt_item.monster_rank))
hunt_item.print(out, indent=2)
@ -826,13 +826,13 @@ class ItemRewards(object):
def print_recommended_hunts(self, out):
out.write("*** Poogie Recommends ***\n")
for rank, skill_sets in self.rank_skill_sets.iteritems():
for rank, skill_sets in self.rank_skill_sets.items():
no_skill_best = skill_sets["No skills"].best
if no_skill_best is None:
# not available at this rank
continue
out.write("> " + rank + "\n")
for name, skill_set in skill_sets.iteritems():
for name, skill_set in skill_sets.items():
if skill_set.best is None:
# Don't print out a rank with no options
continue
@ -850,8 +850,8 @@ class ItemRewards(object):
Get a list of the quests for acquiring a given item and the probability
of getting the item, depending on cap or kill and luck skills.
"""
for quest_item in self._quest_items.itervalues():
out.write("(QUEST) " + unicode(quest_item.quest) + "\n")
for quest_item in self._quest_items.values():
out.write("(QUEST) " + str(quest_item.quest) + "\n")
out.write(" %20s" % "= Quest\n")
quest_item.print(out, indent=2)
@ -921,7 +921,7 @@ class ItemRewards(object):
item_name = self.item_row["name"]
out.write("*** Wyporium trade for '%s'\n" % item_name)
out.write(" Unlocked by quest '%s'\n"
% unicode(self.trade_unlock_quest).split("\n")[0])
% str(self.trade_unlock_quest).split("\n")[0])
out.write("\n")
self.print_recommended_hunts(out)

@ -42,7 +42,7 @@ def _reward_count_p(reward_count, min_rewards, max_rewards, extend_percent):
p = 1.0
extend_p = extend_percent / 100.0
stop_p = 1.0 - extend_p
for i in xrange(min_rewards+1, reward_count+1):
for i in range(min_rewards+1, reward_count+1):
p *= extend_p
if reward_count < max_rewards:
p *= stop_p
@ -56,7 +56,7 @@ def quest_reward_p(reward_percent, min_rewards, max_rewards, extend_percent=69):
extra attempt.
"""
p = 0.0
for reward_count in xrange(min_rewards, max_rewards + 1):
for reward_count in range(min_rewards, max_rewards + 1):
p += (_reward_count_p(reward_count, min_rewards, max_rewards,
extend_percent)
* _quest_reward_p(reward_percent, reward_count))
@ -71,7 +71,7 @@ def reward_expected_c(min_rewards, max_rewards, extend_percent):
"""
total_p = 0.0
expected_attempts = 0.0
for reward_count in xrange(min_rewards, max_rewards + 1):
for reward_count in range(min_rewards, max_rewards + 1):
p = _reward_count_p(reward_count, min_rewards, max_rewards,
extend_percent)
expected_attempts += p * reward_count

@ -1,7 +1,7 @@
#!/usr/bin/env python2
# vim: set fileencoding=utf8 :
import urllib
import urllib.request, urllib.parse, urllib.error
import os
import json
import sys
@ -34,74 +34,74 @@ _RANGED_TYPES = ["Bow", "Light Bowgun", "Heavy Bowgun"]
_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",
"": "Fire",
"": "Water",
"": "Thunder",
"": "Ice",
"": "Dragon",
"": "Poison",
"麻痺": "Paralysis",
"睡眠": "Sleep",
"爆破": "Blast",
}
_GL_SHOT_TYPES = {
u"通常": "Normal",
u"放射": "Long",
u"拡散": "Wide",
"通常": "Normal",
"放射": "Long",
"拡散": "Wide",
}
_SA_PHIAL_TYPES = {
u"強撃ビン": "Power",
u"減気ビン": "Exhaust",
u"滅龍ビン": "Dragon",
u"強属性ビン": "Element",
u"毒ビン": "Poison",
u"麻痺ビン": "Paralysis",
"強撃ビン": "Power",
"減気ビン": "Exhaust",
"滅龍ビン": "Dragon",
"強属性ビン": "Element",
"毒ビン": "Poison",
"麻痺ビン": "Paralysis",
}
_CB_PHIAL_TYPES = {
u"榴弾ビン": "Impact",
u"強属性ビン": "Element",
"榴弾ビン": "Impact",
"強属性ビン": "Element",
}
_BUG_TYPES = {
u"切断": "Cutting",
u"打撃": "Impact",
"切断": "Cutting",
"打撃": "Impact",
}
_BOW_ARC_TYPES = {
u"集中型": "Focus",
u"放散型": "Wide",
u"爆裂型": "Blast",
"集中型": "Focus",
"放散型": "Wide",
"爆裂型": "Blast",
}
_BOW_SHOT_TYPES = {
u"連射": "Rapid",
u"拡散": "Spread",
u"貫通": "Pierce",
u"重射": "Heavy",
"連射": "Rapid",
"拡散": "Spread",
"貫通": "Pierce",
"重射": "Heavy",
}
_BOW_COATINGS = {
u"強1": "Power 1",
u"強2": "Power 2",
u"属1": "Element 1",
u"属2": "Element 2",
u"": "C. Range",
u"": "Paint",
u"": "Poison",
u"": "Paralysis",
u"": "Sleep",
u"": "Exhaust",
u"": "Blast",
"強1": "Power 1",
"強2": "Power 2",
"属1": "Element 1",
"属2": "Element 2",
"": "C. Range",
"": "Paint",
"": "Poison",
"": "Paralysis",
"": "Sleep",
"": "Exhaust",
"": "Blast",
}
@ -195,8 +195,8 @@ def _add_phial_or_shot_data(data, td_element):
elif data["wtype"] == "Bow":
data["arc_type"] = _BOW_ARC_TYPES[text]
else:
msg = u"Unexpected element for wtype '%s'" % data["wtype"]
print >>sys.stderr, msg, text
msg = "Unexpected element for wtype '%s'" % data["wtype"]
print(msg, text, file=sys.stderr)
raise ValueError(msg)
@ -223,7 +223,7 @@ def _get_detailed_sharpness(name, href, parser):
weapon_level = 1
tmp_path = os.path.join(_pathfix.project_path, "tmp")
fpath = os.path.join(tmp_path, "details-%s.html" % (base_name))
urllib.urlretrieve(href, fpath)
urllib.request.urlretrieve(href, fpath)
with open(fpath) as f:
tree = etree.parse(f, parser)
data1 = tree.xpath('//*/div[@class="data1"]')
@ -252,7 +252,7 @@ def _get_detailed_sharpness(name, href, parser):
heads = tr.xpath('./th')
if heads:
for j, th in enumerate(heads):
if u"斬れ味" in th.text:
if "斬れ味" in th.text:
sharpness_col = j
continue
@ -265,8 +265,8 @@ def _get_detailed_sharpness(name, href, parser):
name = names[i]
try:
sharpness_levels = _parse_sharpness_td(sharpness_cell)
except KeyError, ValueError:
print >>sys.stderr, "bad sharpness:", href, name
except KeyError as ValueError:
print("bad sharpness:", href, name, file=sys.stderr)
raise
SHARPNESS[name] = sharpness_levels
#print name, sharpness_levels
@ -322,11 +322,11 @@ def _parse_hh_attr_td(td_element):
affinity = int(span.text.strip())
text_lines = td_element.text.strip().split("\n")
for line in text_lines:
if line.startswith(u"防御+"):
if line.startswith("防御+"):
defense = int(line[3:])
if td_element.tail:
slots = td_element.tail.count(u"")
slots = td_element.tail.count("")
return attack, affinity, defense, elements, slots
@ -347,13 +347,13 @@ def _parse_elements_td(td_element):
affinity = int(span.text.strip())
text_lines = td_element.text.strip().split("\n")
for line in text_lines:
if line.startswith(u"防御+"):
if line.startswith("防御+"):
defense = int(line[3:])
return affinity, defense, elements
def _parse_element(text):
for jp_element in sorted(_ELEMENT_MAP.keys(), key=lambda s: len(s),
for jp_element in sorted(list(_ELEMENT_MAP.keys()), key=lambda s: len(s),
reverse=True):
if text.startswith(jp_element):
value = int(text[len(jp_element):])
@ -385,7 +385,7 @@ def _parse_name_td(td_element):
def _parse_slots_td(td_element):
text = td_element.text
if text:
return text.count(u"")
return text.count("")
return 0
@ -406,9 +406,9 @@ def _parse_sharpness_td(td_element):
if sub.text is None:
continue
current.append(sub.text.count("."))
for level in xrange(3):
for level in range(3):
sharpness = sharpness_levels[level]
for i in xrange(len(sharpness), 6):
for i in range(len(sharpness), 6):
sharpness.append(0)
return sharpness_levels
@ -422,27 +422,27 @@ def _main():
raise
weapon_list = []
parser = etree.HTMLParser()
for wtype, urls in _WEAPON_URLS.iteritems():
for wtype, urls in _WEAPON_URLS.items():
for i, url in enumerate(urls):
fpath = os.path.join(tmp_path, "%s-%d.html" % (wtype, i))
urllib.urlretrieve(_BASE_URL + url, fpath)
urllib.request.urlretrieve(_BASE_URL + url, fpath)
with open(fpath) as f:
tree = etree.parse(f, parser)
wlist = extract_weapon_list(wtype, tree, parser)
weapon_list.extend(wlist)
print json.dumps(weapon_list, indent=2)
print(json.dumps(weapon_list, indent=2))
def _test_details():
parser = etree.HTMLParser()
# final level has same name
_get_detailed_sharpness(u"ベルダーハンマー",
_get_detailed_sharpness("ベルダーハンマー",
"http://wiki.mhxg.org/ida/219225.html", parser)
# final level has different name
_get_detailed_sharpness(u"テッケン",
_get_detailed_sharpness("テッケン",
"http://wiki.mhxg.org/ida/230575.html", parser)
# final level >= 10 (two chars)
_get_detailed_sharpness(u"ウィルガシェルプレス",
_get_detailed_sharpness("ウィルガシェルプレス",
"http://wiki.mhxg.org/ida/228545.html", parser)

@ -1,7 +1,7 @@
#!/usr/bin/env python2
# vim: set fileencoding=utf8 :
import urllib
import urllib.request, urllib.parse, urllib.error
import os
import json
import sys
@ -17,7 +17,7 @@ _PAGES = {
"items": "MHX:_Item_List",
}
_CIRCLE = u"\u26ab"
_CIRCLE = "\u26ab"
def extract_names_and_icons(tree):
@ -90,11 +90,11 @@ def _translate_icon_name(s):
def _main():
tmp_path = os.path.join(_pathfix.project_path, "tmp")
outdir = os.path.join(_pathfix.project_path, "db", "mhx")
for name, page in _PAGES.iteritems():
for name, page in _PAGES.items():
fpath = os.path.join(tmp_path, "wikia-%s.html" % name)
opath = os.path.join(outdir, name.replace("-", "_") + ".json")
parser = etree.HTMLParser()
urllib.urlretrieve(_BASE_URL + page, fpath)
urllib.request.urlretrieve(_BASE_URL + page, fpath)
with open(fpath) as f:
tree = etree.parse(f, parser)
data = extract_names_and_icons(tree)

@ -1,7 +1,7 @@
#!/usr/bin/env python2
# vim: set fileencoding=utf8 :
import urllib
import urllib.request, urllib.parse, urllib.error
import os
import json
import sys
@ -14,7 +14,7 @@ _BASE_URL = "http://monsterhunter.wikia.com/wiki/"
_PAGE = "MHX:_Palico_Skills"
_CIRCLE = u"\u26ab"
_CIRCLE = "\u26ab"
def extract_arts_and_skills(tree):
@ -29,7 +29,7 @@ def extract_arts_and_skills(tree):
rows = list(table)
for row in rows:
cols, is_header = _get_column_cells_texts(row)
print is_header, cols
print(is_header, cols)
continue
if is_header:
if len(cols) == 1:
@ -100,13 +100,13 @@ def _main():
tmp_path = os.path.join(_pathfix.project_path, "tmp")
fpath = os.path.join(tmp_path, "wikia-palico-skills.html")
parser = etree.HTMLParser()
urllib.urlretrieve(_BASE_URL + _PAGE, fpath)
urllib.request.urlretrieve(_BASE_URL + _PAGE, fpath)
with open(fpath) as f:
tree = etree.parse(f, parser)
arts, skills = extract_arts_and_skills(tree)
#print json.dumps(weapon_list, indent=2)
print json.dumps(arts, indent=2)
print json.dumps(skills, indent=2)
print(json.dumps(arts, indent=2))
print(json.dumps(skills, indent=2))
if __name__ == '__main__':

Loading…
Cancel
Save