mhgu: add html files

main
Bryce Allen 5 years ago
parent 25bbc12275
commit a579d0d299

@ -0,0 +1,106 @@
<html>
<head>
<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);
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;
if (oe.state !== null) {
console.log("popState:" + JSON.stringify(oe.state));
display_item(oe.state["item_name"]);
}
});
});
function update_search() {
// update the item search based on the text field, and also push
// the state to history
var item_name = $.trim($("#item").val());
var normalized_name = normalize_name(item_name);
if (window.history.state
&& window.history.state["item_name"] == normalized_name) {
console.log("item not changed, skipping update");
return;
}
var encoded_name = encodeURIComponent(normalized_name);
display_item(normalized_name);
console.log("pushState: " + normalized_name);
window.history.pushState({ "item_name": normalized_name }, "",
"/recommends.html?item=" + encoded_name );
}
function display_item(normalized_name) {
// display the exact item name if available; does not push state
$("#item").val(normalized_name);
var encoded_name = encodeURIComponent(normalized_name);
$.get(DATA_PATH + encoded_name + ".txt",
function(data) {
$("#output").text(data);
}).fail(
function() {
$("#output").text("Error: item '"
+ normalized_name + "' not found");
});
}
</script>
</head>
<body>
<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>)
</div>
<br />
<textarea readonly="true" rows="10" cols="80" id="output"></textarea>
</div>
</body>

@ -0,0 +1,445 @@
<html>
<head>
<title>Poogie's Weapon List (MHGen)</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 #a9a9a9 solid;
min-width: 90px;
height: 7px;
background-color: #a9a9a9;
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;
}
#sharpness_popup {
position: absolute;
display: none;
border: 1px solid;
background: rgba(204, 204, 204, 0.9);
z-index: 10;
}
#cp_div {
display: none;
}
</style>
<script type="text/javascript">
var WEAPON_LIST = null;
var HORN_MELODY_MAP = null;
$.ajax({
url: "/jsonapi/mhgu/weapon/_all.json",
async: false,
dataType: "json",
success: function (data) {
WEAPON_LIST = data;
console.log("weapon count " + WEAPON_LIST.length);
}
});
$.ajax({
url: "/jsonapi/mhgu/horn_melody/_index_notes.json",
async: false,
dataType: "json",
success: function (data) {
HORN_MELODY_MAP = data;
}
});
var template_row = new EJS({ url: "/templates/weaponrow.ejs" });
$(document).ready(function(){
init_page();
$("#sharpness_popup").on("click", function(evt) {
$(this).html("").offset({top:0, left:0}).hide();
});
$("#weapon_table").on("click", "#sharpness_td", function(evt) {
var td_obj = $(evt.currentTarget);
var offset = td_obj.offset();
var sharpness = td_obj.data("sharpness");
$("#sharpness_popup").html(sharpness).offset(offset).show();
});
});
function init_page() {
var qs = load_qs();
$(window).on("popstate", function(e) {
var oe = e.originalEvent;
if (oe.state !== null) {
console.log("popState:" + JSON.stringify(oe.state));
update_weapon_list(oe.state);
}
});
$("#search").click(function(evt) {
var state = get_ui_state();
save_state(state);
update_weapon_list(state);
});
if (qs) {
update_weapon_list(qs);
}
}
function load_qs() {
if ($.QueryString["weapon_type"]) {
load_state($.QueryString);
return $.QueryString;
}
return null;
}
function get_ui_state() {
return { "weapon_type": $("#weapon_type").val(),
"weapon_element": $("#weapon_element").val(),
"weapon_final": $("#weapon_final").is(":checked"),
"weapon_name_text": $("#weapon_name_text").val(),
"village_stars": $("#village_stars").val(),
"guild_stars": $("#guild_stars").val(),
"permit_stars": $("#permit_stars").val(),
"arena_stars": $("#arena_stars").val() };
}
function load_state(state) {
$("#weapon_type").val(state["weapon_type"]);
$("#weapon_element").val(state["weapon_element"]);
final = state["weapon_final"];
if (typeof final == "string") {
final = final.toLowerCase();
state["weapon_final"] = (final == "true" || final == "1");
}
$("#weapon_final").prop("checked", state["weapon_final"]);
$("#weapon_name_text").val(state["weapon_name_text"]);
$("#village_stars").val(state["village_stars"] || "Any");
$("#guild_stars").val(state["guild_stars"] || "Any");
$("#permit_stars").val(state["permit_stars"] || "Any");
$("#arena_stars").val(state["arena_stars"] || "Any");
}
function save_state(state, replace) {
var url = "weaponlist.html?" + encode_qs(state);
if (replace) {
window.history.replaceState(state, "", url);
} else {
window.history.pushState(state, "", url);
}
}
function match_stars(match_value, weapon_value) {
// NOTE: a null weapon_value can be not available, or no data
// available (should probably fix this)
if (match_value == "Any" || match_value == ""
|| match_value == undefined || match_value == null) {
return true;
}
if (match_value == "None") {
// for None, allow null values, because null can be no requirements
// or no data available
if (weapon_value != null) {
return false;
}
return true;
}
// if matching a specific value, require a non-null weapon value
if (weapon_value == null) {
return false;
}
match_value = parseInt(match_value);
if (weapon_value > match_value) {
return false;
}
return true;
}
function weapon_predicate(state, weapon_data) {
var weapon_type = state["weapon_type"];
var weapon_element = state["weapon_element"];
var final_only = state["weapon_final"];
var weapon_names = state["weapon_name_text"].split("|");
var village_stars = state["village_stars"];
var guild_stars = state["guild_stars"];
var permit_stars = state["permit_stars"];
var arena_stars = state["arena_stars"];
// 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"])
&& ! 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 += " -&gt; ";
}
path_string += path["path"][j]["name"];
}
path["path_string"] = path_string.replace(/"/g,
'&quot;');
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>
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