parent
							
								
									25bbc12275
								
							
						
					
					
						commit
						a579d0d299
					
				@ -0,0 +1,106 @@
 | 
				
			||||
<html>
 | 
				
			||||
<head>
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			||||
  <title>Poogie Recommends</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 src="/js/common.js"></script>
 | 
				
			||||
 | 
				
			||||
  <style>
 | 
				
			||||
      .flex {
 | 
				
			||||
          width: 100%;
 | 
				
			||||
          height: 100%;
 | 
				
			||||
          display: flex;
 | 
				
			||||
          flex-direction: column;
 | 
				
			||||
      }
 | 
				
			||||
 | 
				
			||||
      label {
 | 
				
			||||
          font-weight: bold;
 | 
				
			||||
          font-family: sans, sans-serif;
 | 
				
			||||
      }
 | 
				
			||||
 | 
				
			||||
      #output { flex: 99 1 auto; }
 | 
				
			||||
  </style>
 | 
				
			||||
 | 
				
			||||
  <script type="text/javascript">
 | 
				
			||||
      var DATA_PATH = get_base_path() + "/rewards/";
 | 
				
			||||
 | 
				
			||||
      $(document).ready(function(){
 | 
				
			||||
          $("#search").click(update_search);
 | 
				
			||||
          $("#item").keypress(function(e) {
 | 
				
			||||
              if (e.which == 13) { update_search(); }
 | 
				
			||||
          });
 | 
				
			||||
          setup_item_autocomplete("#item");
 | 
				
			||||
          var item_name = $.QueryString["item"];
 | 
				
			||||
          if (item_name) {
 | 
				
			||||
              console.log("qs item: " + item_name);
 | 
				
			||||
              if (history.state && history.state["item_name"]) {
 | 
				
			||||
                  item_name = history.state["item_name"];
 | 
				
			||||
                  console.log("override qs with state item: " + item_name);
 | 
				
			||||
              }
 | 
				
			||||
              var normalized_name = normalize_name(item_name);
 | 
				
			||||
              var encoded_name = encodeURIComponent(normalized_name);
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			||||
              display_item(normalized_name);
 | 
				
			||||
              console.log("replaceState: " + normalized_name);
 | 
				
			||||
              window.history.replaceState({ "item_name": normalized_name }, "",
 | 
				
			||||
                                          "/recommends.html?item="
 | 
				
			||||
                                          + encoded_name );
 | 
				
			||||
          }
 | 
				
			||||
          $(window).on("popstate", function(e) {
 | 
				
			||||
              var oe = e.originalEvent;
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			||||
              if (oe.state !== null) {
 | 
				
			||||
                  console.log("popState:" + JSON.stringify(oe.state));
 | 
				
			||||
                  display_item(oe.state["item_name"]);
 | 
				
			||||
              }
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			||||
          });
 | 
				
			||||
      });
 | 
				
			||||
 | 
				
			||||
      function update_search() {
 | 
				
			||||
          // update the item search based on the text field, and also push
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			||||
          // the state to history
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			||||
          var item_name = $.trim($("#item").val());
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			||||
          var normalized_name = normalize_name(item_name);
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			||||
          if (window.history.state
 | 
				
			||||
          &&  window.history.state["item_name"] == normalized_name) {
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			||||
              console.log("item not changed, skipping update");
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			||||
              return;
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			||||
          }
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			||||
          var encoded_name = encodeURIComponent(normalized_name);
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			||||
          display_item(normalized_name);
 | 
				
			||||
          console.log("pushState: " + normalized_name);
 | 
				
			||||
          window.history.pushState({ "item_name": normalized_name }, "",
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			||||
                                   "/recommends.html?item=" + encoded_name );
 | 
				
			||||
      }
 | 
				
			||||
 | 
				
			||||
      function display_item(normalized_name) {
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			||||
          // display the exact item name if available; does not push state
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			||||
          $("#item").val(normalized_name);
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			||||
          var encoded_name = encodeURIComponent(normalized_name);
 | 
				
			||||
 | 
				
			||||
          $.get(DATA_PATH + encoded_name + ".txt",
 | 
				
			||||
                function(data) {
 | 
				
			||||
                    $("#output").text(data);
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			||||
                }).fail(
 | 
				
			||||
                function() {
 | 
				
			||||
                    $("#output").text("Error: item '"
 | 
				
			||||
                                      + normalized_name + "' not found");
 | 
				
			||||
                });
 | 
				
			||||
      }
 | 
				
			||||
  </script>
 | 
				
			||||
</head>
 | 
				
			||||
<body>
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			||||
<div class="flex">
 | 
				
			||||
  <div>
 | 
				
			||||
    <label for="item">Item:</label>
 | 
				
			||||
    <input id="item" type="text" size="20" />
 | 
				
			||||
    <button id="search">Ask Poogie</button>
 | 
				
			||||
    <a href="https://github.com/bd4/monster-hunter-scripts/blob/master/RECOMMENDATIONS.adoc">Understanding Results</a> 
 | 
				
			||||
    (<a href="https://github.com/bd4/monster-hunter-scripts">source</a>)
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			||||
  </div>
 | 
				
			||||
  <br />
 | 
				
			||||
  <textarea readonly="true" rows="10" cols="80" id="output"></textarea>
 | 
				
			||||
</div>
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			||||
</body>
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@ -0,0 +1,445 @@
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<html>
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<head>
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			||||
  <title>Poogie's Weapon List (MHGen)</title>
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			||||
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			||||
  <script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.3/jquery.min.js"></script>
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			||||
 | 
				
			||||
  <link rel="stylesheet" href="https://ajax.googleapis.com/ajax/libs/jqueryui/1.11.3/themes/smoothness/jquery-ui.css" />
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			||||
  <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 {
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			||||
          font-weight: bold;
 | 
				
			||||
      }
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			||||
 | 
				
			||||
      body {
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			||||
          font-family: sans, sans-serif;
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			||||
      }
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			||||
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			||||
      td.plus {
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          background-color: LightCyan;
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			||||
      }
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      td.minus {
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          background-color: LightPink;
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      }
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      td.num {
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          text-align: right;
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			||||
      }
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			||||
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			||||
      /*@media (max-width: 600) {*/
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			||||
      .flexbox {
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			||||
          display: flex;
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			||||
          flex-direction: row;
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			||||
          flex-wrap: wrap;
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			||||
      }
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			||||
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			||||
      .sharpness-bar {
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			||||
          border: 1px #a9a9a9 solid;
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          min-width: 90px;
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          height: 7px;
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			||||
          background-color: #a9a9a9;
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			||||
          float: left;
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			||||
          clear: both;
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			||||
      }
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			||||
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      .sharpness-bar span {
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			||||
          display: inline-block;
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			||||
          height: 100%;
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			||||
          float: left;
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			||||
      }
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			||||
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			||||
      .sharpness-bar .red {
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          background-color: #C00C38 !important;
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			||||
      }
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			||||
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			||||
      .sharpness-bar .orange {
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			||||
          background-color: #E85018 !important;
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			||||
      }
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			||||
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			||||
      .sharpness-bar .yellow {
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			||||
          background-color: #F0C830 !important;
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			||||
      }
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			||||
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			||||
      .sharpness-bar .green {
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			||||
          background-color: #58D000 !important;
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			||||
      }
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			||||
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			||||
      .sharpness-bar .blue {
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			||||
          background-color: #3068E8 !important;
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			||||
      }
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			||||
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			||||
      .sharpness-bar .white {
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			||||
          background-color: #F0F0F0 !important;
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			||||
      }
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			||||
      .sharpness-bar .purple {
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          background-color: #c3c !important;
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			||||
      }
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			||||
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      #sharpness_popup {
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          position: absolute;
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          display: none;
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			||||
          border: 1px solid;
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          background: rgba(204, 204, 204, 0.9);
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			||||
          z-index: 10;
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			||||
      }
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			||||
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			||||
      #cp_div {
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          display: none;
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			||||
      }
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			||||
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			||||
  </style>
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			||||
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			||||
  <script type="text/javascript">
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    var WEAPON_LIST = null;
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			||||
    var HORN_MELODY_MAP = null;
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			||||
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    $.ajax({
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			||||
        url: "/jsonapi/mhgu/weapon/_all.json",
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        async: false,
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			||||
        dataType: "json",
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        success: function (data) {
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            WEAPON_LIST = data;
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            console.log("weapon count " + WEAPON_LIST.length);
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        }
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			||||
    });
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    $.ajax({
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			||||
        url: "/jsonapi/mhgu/horn_melody/_index_notes.json",
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			||||
        async: false,
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			||||
        dataType: "json",
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			||||
        success: function (data) {
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			||||
            HORN_MELODY_MAP = data;
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			||||
        }
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			||||
    });
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			||||
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			||||
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			||||
    var template_row = new EJS({ url: "/templates/weaponrow.ejs" });
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			||||
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			||||
    $(document).ready(function(){
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			||||
        init_page();
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			||||
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			||||
        $("#sharpness_popup").on("click", function(evt) {
 | 
				
			||||
            $(this).html("").offset({top:0, left:0}).hide();
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			||||
        });
 | 
				
			||||
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			||||
        $("#weapon_table").on("click", "#sharpness_td", function(evt) {
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			||||
            var td_obj = $(evt.currentTarget);
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			||||
            var offset = td_obj.offset();
 | 
				
			||||
            var sharpness = td_obj.data("sharpness");
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			||||
            $("#sharpness_popup").html(sharpness).offset(offset).show();
 | 
				
			||||
        });
 | 
				
			||||
    });
 | 
				
			||||
 | 
				
			||||
    function init_page() {
 | 
				
			||||
        var qs = load_qs();
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			||||
        $(window).on("popstate", function(e) {
 | 
				
			||||
            var oe = e.originalEvent;
 | 
				
			||||
            if (oe.state !== null) {
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			||||
                console.log("popState:" + JSON.stringify(oe.state));
 | 
				
			||||
                update_weapon_list(oe.state);
 | 
				
			||||
            }
 | 
				
			||||
        });
 | 
				
			||||
        $("#search").click(function(evt) {
 | 
				
			||||
            var state = get_ui_state();
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			||||
            save_state(state);
 | 
				
			||||
            update_weapon_list(state);
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			||||
        });
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			||||
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			||||
        if (qs) {
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			||||
            update_weapon_list(qs);
 | 
				
			||||
        }
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			||||
    }
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			||||
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			||||
    function load_qs() {
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			||||
        if ($.QueryString["weapon_type"]) {
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			||||
            load_state($.QueryString);
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			||||
            return $.QueryString;
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			||||
        }
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			||||
        return null;
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			||||
    }
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			||||
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			||||
    function get_ui_state() {
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			||||
        return { "weapon_type": $("#weapon_type").val(),
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			||||
                 "weapon_element": $("#weapon_element").val(),
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			||||
                 "weapon_final": $("#weapon_final").is(":checked"),
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                 "weapon_name_text": $("#weapon_name_text").val(),
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			||||
                 "village_stars": $("#village_stars").val(),
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                 "guild_stars": $("#guild_stars").val(),
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                 "permit_stars": $("#permit_stars").val(),
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                 "arena_stars": $("#arena_stars").val() };
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    }
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    function load_state(state) {
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        $("#weapon_type").val(state["weapon_type"]);
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        $("#weapon_element").val(state["weapon_element"]);
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        final = state["weapon_final"];
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        if (typeof final == "string") {
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            final = final.toLowerCase();
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            state["weapon_final"] = (final == "true" || final == "1");
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			||||
        }
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        $("#weapon_final").prop("checked", state["weapon_final"]);
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        $("#weapon_name_text").val(state["weapon_name_text"]);
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        $("#village_stars").val(state["village_stars"] || "Any");
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        $("#guild_stars").val(state["guild_stars"] || "Any");
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        $("#permit_stars").val(state["permit_stars"] || "Any");
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        $("#arena_stars").val(state["arena_stars"] || "Any");
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    }
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    function save_state(state, replace) {
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        var url = "weaponlist.html?" + encode_qs(state);
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        if (replace) {
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            window.history.replaceState(state, "", url);
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        } else {
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            window.history.pushState(state, "", url);
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			||||
        }
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			||||
    }
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			||||
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			||||
    function match_stars(match_value, weapon_value) {
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        // NOTE: a null weapon_value can be not available, or no data
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        // available (should probably fix this)
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        if (match_value == "Any" || match_value == ""
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			||||
                || match_value == undefined || match_value == null) {
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			||||
            return true;
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			||||
        }
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			||||
        if (match_value == "None") {
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			||||
            // for None, allow null values, because null can be no requirements
 | 
				
			||||
            // or no data available
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			||||
            if (weapon_value != null) {
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			||||
                return false;
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			||||
            }
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            return true;
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			||||
        }
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			||||
        // if matching a specific value, require a non-null weapon value
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			||||
        if (weapon_value == null) {
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			||||
            return false;
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			||||
        }
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			||||
        match_value = parseInt(match_value);
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			||||
        if (weapon_value > match_value) {
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			||||
            return false;
 | 
				
			||||
        }
 | 
				
			||||
        return true;
 | 
				
			||||
    }
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			||||
 | 
				
			||||
    function weapon_predicate(state, weapon_data) {
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			||||
        var weapon_type = state["weapon_type"];
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			||||
        var weapon_element = state["weapon_element"];
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			||||
        var final_only = state["weapon_final"];
 | 
				
			||||
        var weapon_names = state["weapon_name_text"].split("|");
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			||||
        var village_stars = state["village_stars"];
 | 
				
			||||
        var guild_stars = state["guild_stars"];
 | 
				
			||||
        var permit_stars = state["permit_stars"];
 | 
				
			||||
        var arena_stars = state["arena_stars"];
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			||||
 | 
				
			||||
        // do this first to simplify debugging specific weapons that aren't
 | 
				
			||||
        // matching when they should via breakpoints
 | 
				
			||||
        if (weapon_names && !list_match(weapon_names, [weapon_data["name"]])) {
 | 
				
			||||
            return false;
 | 
				
			||||
        }
 | 
				
			||||
 | 
				
			||||
        // allow satisfying quest filter with village or guild, since they
 | 
				
			||||
        // involve essentially the same quests, rewards, and mosnters,
 | 
				
			||||
        // but if permit or arena filters are set, they must be satisfied
 | 
				
			||||
        // independently
 | 
				
			||||
        if (! match_stars(village_stars, weapon_data["village_stars"])
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			||||
                && ! match_stars(guild_stars, weapon_data["guild_stars"])) {
 | 
				
			||||
            return false;
 | 
				
			||||
        }
 | 
				
			||||
        if (! match_stars(permit_stars, weapon_data["permit_stars"])) {
 | 
				
			||||
            return false;
 | 
				
			||||
        }
 | 
				
			||||
        if (! match_stars(arena_stars, weapon_data["arena_stars"])) {
 | 
				
			||||
            return false;
 | 
				
			||||
        }
 | 
				
			||||
 | 
				
			||||
        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"]
 | 
				
			||||
        &&  weapon_element != weapon_data["phial"]) {
 | 
				
			||||
            if (weapon_element != "None"
 | 
				
			||||
            || (weapon_data["element"] != null && weapon_data["element"] != "")
 | 
				
			||||
            || (weapon_data["awaken"] != null && weapon_data["awaken"] != "")) {
 | 
				
			||||
                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));
 | 
				
			||||
        var results = [];
 | 
				
			||||
        $.each(WEAPON_LIST, function(i, weapon_data) {
 | 
				
			||||
            if (weapon_predicate(state, weapon_data)) {
 | 
				
			||||
                weapon_data["id"] = i;
 | 
				
			||||
                weapon_data["sharpness_width"] = 2;
 | 
				
			||||
                weapon_data["url"] = "weaponplanner.html?weapon="
 | 
				
			||||
                                     + encodeURIComponent(weapon_data["name"]);
 | 
				
			||||
                weapon_data["bug_type"] = null;
 | 
				
			||||
                weapon_data["arc_type"] = null;
 | 
				
			||||
                match_count += 1;
 | 
				
			||||
                set_sharpness_titles(weapon_data);
 | 
				
			||||
                set_bow_values(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;
 | 
				
			||||
                var html = template_row.render(weapon_data);
 | 
				
			||||
                results.push([weapon_data, html]);
 | 
				
			||||
            }
 | 
				
			||||
        });
 | 
				
			||||
        results.sort(function (a, b) {
 | 
				
			||||
            avals = get_weapon_sort_values(a[0]);
 | 
				
			||||
            bvals = get_weapon_sort_values(b[0]);
 | 
				
			||||
            return cmp_arrays(bvals, avals);
 | 
				
			||||
        });
 | 
				
			||||
        $("#weapon_table").empty();
 | 
				
			||||
        $.each(results, function(i, pair) {
 | 
				
			||||
            $("#weapon_table").append(pair[1]);
 | 
				
			||||
        });
 | 
				
			||||
        console.log("match count: " + match_count);
 | 
				
			||||
 | 
				
			||||
    }
 | 
				
			||||
  </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="Blastblight">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>Quest Level:</label>
 | 
				
			||||
      <select id="village_stars">
 | 
				
			||||
       <option value="Any">Village Any</option>
 | 
				
			||||
       <option value="1">Village 1*</option>
 | 
				
			||||
       <option value="2">Village 2*</option>
 | 
				
			||||
       <option value="3">Village 3*</option>
 | 
				
			||||
       <option value="4">Village 4*</option>
 | 
				
			||||
       <option value="5">Village 5*</option>
 | 
				
			||||
       <option value="6">Village 6*</option>
 | 
				
			||||
      </select>
 | 
				
			||||
      <select id="guild_stars">
 | 
				
			||||
       <option value="Any">Guild Any</option>
 | 
				
			||||
       <option value="1">Guild 1*</option>
 | 
				
			||||
       <option value="2">Guild 2*</option>
 | 
				
			||||
       <option value="3">Guild 3*</option>
 | 
				
			||||
       <option value="4">Guild 4*</option>
 | 
				
			||||
       <option value="5">Guild 5*</option>
 | 
				
			||||
       <option value="6">Guild 6*</option>
 | 
				
			||||
       <option value="7">Guild 7*</option>
 | 
				
			||||
      </select>
 | 
				
			||||
      <select id="permit_stars">
 | 
				
			||||
       <option value="Any">Permit Any</option>
 | 
				
			||||
       <option value="None">Permit None</option>
 | 
				
			||||
       <option value="1">Permit 1*</option>
 | 
				
			||||
       <option value="2">Permit 2*</option>
 | 
				
			||||
       <option value="3">Permit 3*</option>
 | 
				
			||||
       <option value="4">Permit 4*</option>
 | 
				
			||||
       <option value="5">Permit 5*</option>
 | 
				
			||||
       <option value="6">Permit 6*</option>
 | 
				
			||||
       <option value="7">Permit 7*</option>
 | 
				
			||||
       <option value="8">Permit 8*</option>
 | 
				
			||||
       <option value="9">Permit 9*</option>
 | 
				
			||||
       <option value="10">Permit 10*</option>
 | 
				
			||||
      </select>
 | 
				
			||||
      <select id="arena_stars">
 | 
				
			||||
       <option value="Any">Arena Any</option>
 | 
				
			||||
       <option value="None">Arena None</option>
 | 
				
			||||
       <option value="1">Arena 1*</option>
 | 
				
			||||
       <option value="2">Arena 2*</option>
 | 
				
			||||
       <option value="3">Arena 3*</option>
 | 
				
			||||
       <option value="4">Arena 4*</option>
 | 
				
			||||
       <option value="5">Arena 5*</option>
 | 
				
			||||
       <option value="6">Arena 6*</option>
 | 
				
			||||
       <option value="7">Arena 7*</option>
 | 
				
			||||
      </select>
 | 
				
			||||
    </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>
 | 
				
			||||
@ -0,0 +1,275 @@
 | 
				
			||||
<html>
 | 
				
			||||
<head>
 | 
				
			||||
  <title>Poogie's Weapon Planner</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: 92px;
 | 
				
			||||
          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 {
 | 
				
			||||
          background-color: #c3c !important;
 | 
				
			||||
      }
 | 
				
			||||
 | 
				
			||||
  </style>
 | 
				
			||||
 | 
				
			||||
  <script type="text/javascript">
 | 
				
			||||
    var DATA_PATH = "/jsonapi/mhgu/";
 | 
				
			||||
 | 
				
			||||
    var template_path = new EJS({ url: "/templates/weaponpath.ejs" });
 | 
				
			||||
    var template_stats = new EJS({ url: "/templates/weaponstats.ejs" });
 | 
				
			||||
 | 
				
			||||
    $(document).ready(function(){
 | 
				
			||||
        setup_weapon_autocomplete("#weapon", autocomplete_predicate,
 | 
				
			||||
                                  init_page, update_search);
 | 
				
			||||
    });
 | 
				
			||||
 | 
				
			||||
    function init_page() {
 | 
				
			||||
        load_qs();
 | 
				
			||||
        $("#search").click(update_search);
 | 
				
			||||
        $(window).on("popstate", function(e) {
 | 
				
			||||
            var oe = e.originalEvent;
 | 
				
			||||
            if (oe.state !== null) {
 | 
				
			||||
                console.log("popState:" + JSON.stringify(oe.state));
 | 
				
			||||
                $("#weapon_type").val(oe.state["weapon_type"]);
 | 
				
			||||
                $("#weapon_type").change();
 | 
				
			||||
                show_trees(oe.state["weapon"]);
 | 
				
			||||
            }
 | 
				
			||||
        });
 | 
				
			||||
        $("#weapon_type").change(function(evt) {
 | 
				
			||||
            update_weapon_autocomplete("#weapon", autocomplete_predicate,
 | 
				
			||||
                                       update_search);
 | 
				
			||||
            $("#weapon").val("");
 | 
				
			||||
        });
 | 
				
			||||
    }
 | 
				
			||||
 | 
				
			||||
    function load_qs() {
 | 
				
			||||
        var wtype = $.QueryString["weapon_type"];
 | 
				
			||||
        var weapon = $.QueryString["weapon"];
 | 
				
			||||
        if (!wtype) {
 | 
				
			||||
            wtype = "All";
 | 
				
			||||
        }
 | 
				
			||||
        $("#weapon_type").val(wtype);
 | 
				
			||||
        $("#weapon_type").change();
 | 
				
			||||
        if (weapon) {
 | 
				
			||||
            show_trees(weapon);
 | 
				
			||||
            console.log("replaceState: " + weapon);
 | 
				
			||||
            save_state(get_state(), true);
 | 
				
			||||
        }
 | 
				
			||||
    }
 | 
				
			||||
 | 
				
			||||
    function get_state() {
 | 
				
			||||
        return { "weapon": $("#weapon").val(),
 | 
				
			||||
                 "weapon_type": $("#weapon_type").val() };
 | 
				
			||||
    }
 | 
				
			||||
 | 
				
			||||
    function save_state(state, replace) {
 | 
				
			||||
        var url = "/mhgu/weaponplanner.html?" + encode_qs(state);
 | 
				
			||||
        if (replace) {
 | 
				
			||||
            window.history.replaceState(state, "", url);
 | 
				
			||||
        } else {
 | 
				
			||||
            window.history.pushState(state, "", url);
 | 
				
			||||
        }
 | 
				
			||||
    }
 | 
				
			||||
 | 
				
			||||
    function autocomplete_predicate(weapon_data) {
 | 
				
			||||
        var weapon_type = $("#weapon_type").val();
 | 
				
			||||
 | 
				
			||||
        if (weapon_type != "All" && weapon_type != weapon_data["wtype"]) {
 | 
				
			||||
            return false;
 | 
				
			||||
        }
 | 
				
			||||
 | 
				
			||||
        return true;
 | 
				
			||||
    }
 | 
				
			||||
 | 
				
			||||
    function update_search() {
 | 
				
			||||
        var weapon_name = $("#weapon").val();
 | 
				
			||||
 | 
				
			||||
        if (!weapon_name) return;
 | 
				
			||||
 | 
				
			||||
        if (window.history.state
 | 
				
			||||
            && window.history.state["weapon"] == weapon_name) {
 | 
				
			||||
            console.log("weapon not changed, skipping update");
 | 
				
			||||
            return;
 | 
				
			||||
        }
 | 
				
			||||
 | 
				
			||||
        show_trees(weapon_name);
 | 
				
			||||
        console.log("pushState: " + weapon_name);
 | 
				
			||||
        save_state(get_state(), false);
 | 
				
			||||
    }
 | 
				
			||||
 | 
				
			||||
    function show_trees(weapon_name) {
 | 
				
			||||
        console.log("show_trees '" + weapon_name + "'");
 | 
				
			||||
        if (!weapon_name) return;
 | 
				
			||||
        weapon_id = WEAPON_NAME_IDX[weapon_name][0];
 | 
				
			||||
        console.log("show_trees(" + weapon_name + "): " + weapon_id);
 | 
				
			||||
        $("#weapon").val(weapon_name);
 | 
				
			||||
        $("#results").html("");
 | 
				
			||||
        $("#weapon_stats").html("");
 | 
				
			||||
        $.getJSON(DATA_PATH + "weapon/" + weapon_id + ".json",
 | 
				
			||||
                  function(data) {
 | 
				
			||||
                      set_sharpness_titles(data);
 | 
				
			||||
                      set_horn_melodies_title(data);
 | 
				
			||||
                      if (data["parent_id"]) {
 | 
				
			||||
                          var parent_obj = WEAPON_ID_IDX[data["parent_id"]][0];
 | 
				
			||||
                          data["parent_name"] = parent_obj["name"];
 | 
				
			||||
                      } else {
 | 
				
			||||
                          data["parent_name"] = null;
 | 
				
			||||
                      }
 | 
				
			||||
                      data["sharpness_width"] = 2;
 | 
				
			||||
                      var html = template_stats.render(data);
 | 
				
			||||
                      $("#weapon_stats").html(html);
 | 
				
			||||
                  });
 | 
				
			||||
 | 
				
			||||
        $.getJSON(DATA_PATH + "weapon/" + weapon_id + "_tree.json",
 | 
				
			||||
                  function(data) {
 | 
				
			||||
                      // first pass: collect all components and sort them
 | 
				
			||||
                      var all_dict = {};
 | 
				
			||||
                      for (i=0; i<data.length; i++) {
 | 
				
			||||
                          var components = Object.keys(data[i]["components"]);
 | 
				
			||||
                          for (j=0; j<components.length; j++) {
 | 
				
			||||
                              all_dict[components[j]] = 0;
 | 
				
			||||
                          }
 | 
				
			||||
                      }
 | 
				
			||||
                      var all_components = Object.keys(all_dict);
 | 
				
			||||
                      all_components.sort();
 | 
				
			||||
                      // second pass: generate the fieldset for each weapon
 | 
				
			||||
                      //  path. Note that the template uses all components
 | 
				
			||||
                      //  to order the components and make them line up
 | 
				
			||||
                      for (i=0; i<data.length; i++) {
 | 
				
			||||
                          delta = {};
 | 
				
			||||
                          path = data[i];
 | 
				
			||||
                          components = path["components"]
 | 
				
			||||
                          path_string = "";
 | 
				
			||||
                          for (j=0; j<path["path"].length; j++) {
 | 
				
			||||
                              if (j != 0) {
 | 
				
			||||
                                  path_string += " -> ";
 | 
				
			||||
                              }
 | 
				
			||||
                              path_string += path["path"][j]["name"];
 | 
				
			||||
                          }
 | 
				
			||||
                          path["path_string"] = path_string.replace(/"/g,
 | 
				
			||||
                                                                    '"');
 | 
				
			||||
                          path["all_components"] = all_components;
 | 
				
			||||
                          path["component_list"] = Object.keys(components);
 | 
				
			||||
                          if (i > 0) {
 | 
				
			||||
                              prev_comps = data[i-1]["components"];
 | 
				
			||||
                              $.each(components, function(name, quantity) {
 | 
				
			||||
                                   if (name in prev_comps) {
 | 
				
			||||
                                       delta[name] = components[name]
 | 
				
			||||
                                                     - prev_comps[name];
 | 
				
			||||
                                   }
 | 
				
			||||
                              });
 | 
				
			||||
                          }
 | 
				
			||||
                          path["delta"] = delta;
 | 
				
			||||
                          path["component_list"].sort();
 | 
				
			||||
                          var html = template_path.render(path);
 | 
				
			||||
                          $("#results").append(html);
 | 
				
			||||
                      }
 | 
				
			||||
                  });
 | 
				
			||||
    }
 | 
				
			||||
  </script>
 | 
				
			||||
</head>
 | 
				
			||||
<body>
 | 
				
			||||
<div>
 | 
				
			||||
  <table>
 | 
				
			||||
  <tr>
 | 
				
			||||
    <td><label for="weapon_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>
 | 
				
			||||
  </tr>
 | 
				
			||||
  <tr>
 | 
				
			||||
    <td><label for="weapon">Weapon:</label></td>
 | 
				
			||||
    <td><input id="weapon" name="weapon" size="20" />
 | 
				
			||||
    <button id="search">Ask Poogie</button></td>
 | 
				
			||||
  </tr>
 | 
				
			||||
  </table>
 | 
				
			||||
</div>
 | 
				
			||||
<div id="weapon_stats"></div>
 | 
				
			||||
<div id="results" class="flexbox"></div>
 | 
				
			||||
</body>
 | 
				
			||||
					Loading…
					
					
				
		Reference in new issue