parent
25bbc12275
commit
a579d0d299
@ -0,0 +1,106 @@
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<html>
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<head>
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<title>Poogie Recommends</title>
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<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.3/jquery.min.js"></script>
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||||
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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>
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||||
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||||
<script src="/js/common.js"></script>
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||||
|
||||
<style>
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.flex {
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width: 100%;
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height: 100%;
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display: flex;
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flex-direction: column;
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||||
}
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label {
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font-weight: bold;
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font-family: sans, sans-serif;
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}
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#output { flex: 99 1 auto; }
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</style>
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<script type="text/javascript">
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var DATA_PATH = get_base_path() + "/rewards/";
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$(document).ready(function(){
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$("#search").click(update_search);
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$("#item").keypress(function(e) {
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if (e.which == 13) { update_search(); }
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});
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setup_item_autocomplete("#item");
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var item_name = $.QueryString["item"];
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if (item_name) {
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console.log("qs item: " + item_name);
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if (history.state && history.state["item_name"]) {
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item_name = history.state["item_name"];
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console.log("override qs with state item: " + item_name);
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}
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var normalized_name = normalize_name(item_name);
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var encoded_name = encodeURIComponent(normalized_name);
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display_item(normalized_name);
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console.log("replaceState: " + normalized_name);
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window.history.replaceState({ "item_name": normalized_name }, "",
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"/recommends.html?item="
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+ encoded_name );
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}
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$(window).on("popstate", function(e) {
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var oe = e.originalEvent;
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if (oe.state !== null) {
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console.log("popState:" + JSON.stringify(oe.state));
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display_item(oe.state["item_name"]);
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}
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});
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});
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function update_search() {
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// 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
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&& 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);
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console.log("pushState: " + normalized_name);
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window.history.pushState({ "item_name": normalized_name }, "",
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"/recommends.html?item=" + encoded_name );
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}
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function display_item(normalized_name) {
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// display the exact item name if available; does not push state
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$("#item").val(normalized_name);
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var encoded_name = encodeURIComponent(normalized_name);
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$.get(DATA_PATH + encoded_name + ".txt",
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function(data) {
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$("#output").text(data);
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}).fail(
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function() {
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$("#output").text("Error: item '"
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+ normalized_name + "' not found");
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});
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}
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</script>
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</head>
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<body>
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<div class="flex">
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<div>
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<label for="item">Item:</label>
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<input id="item" type="text" size="20" />
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<button id="search">Ask Poogie</button>
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<a href="https://github.com/bd4/monster-hunter-scripts/blob/master/RECOMMENDATIONS.adoc">Understanding Results</a>
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(<a href="https://github.com/bd4/monster-hunter-scripts">source</a>)
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</div>
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<br />
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<textarea readonly="true" rows="10" cols="80" id="output"></textarea>
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</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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<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>
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<script type="text/javascript" src="/js/ejs_production.js"></script>
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<script type="text/javascript" src="/js/common.js"></script>
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<style>
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label {
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font-weight: bold;
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}
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body {
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font-family: sans, sans-serif;
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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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/*@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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.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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.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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.sharpness-bar .red {
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background-color: #C00C38 !important;
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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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.sharpness-bar .yellow {
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background-color: #F0C830 !important;
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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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.sharpness-bar .blue {
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background-color: #3068E8 !important;
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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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#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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#cp_div {
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display: none;
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}
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</style>
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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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$.ajax({
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url: "/jsonapi/mhgu/weapon/_all.json",
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async: false,
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dataType: "json",
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success: function (data) {
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WEAPON_LIST = data;
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console.log("weapon count " + WEAPON_LIST.length);
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}
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});
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$.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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var template_row = new EJS({ url: "/templates/weaponrow.ejs" });
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$(document).ready(function(){
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init_page();
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$("#sharpness_popup").on("click", function(evt) {
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$(this).html("").offset({top:0, left:0}).hide();
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});
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$("#weapon_table").on("click", "#sharpness_td", function(evt) {
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var td_obj = $(evt.currentTarget);
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var offset = td_obj.offset();
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var sharpness = td_obj.data("sharpness");
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$("#sharpness_popup").html(sharpness).offset(offset).show();
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});
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});
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function init_page() {
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var qs = load_qs();
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$(window).on("popstate", function(e) {
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var oe = e.originalEvent;
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if (oe.state !== null) {
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console.log("popState:" + JSON.stringify(oe.state));
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update_weapon_list(oe.state);
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}
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});
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$("#search").click(function(evt) {
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var state = get_ui_state();
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save_state(state);
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update_weapon_list(state);
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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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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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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
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// 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;
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}
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return true;
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}
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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"];
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var weapon_names = state["weapon_name_text"].split("|");
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var village_stars = state["village_stars"];
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var guild_stars = state["guild_stars"];
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var permit_stars = state["permit_stars"];
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var arena_stars = state["arena_stars"];
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// do this first to simplify debugging specific weapons that aren't
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// matching when they should via breakpoints
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if (weapon_names && !list_match(weapon_names, [weapon_data["name"]])) {
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return false;
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}
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// allow satisfying quest filter with village or guild, since they
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// involve essentially the same quests, rewards, and mosnters,
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// but if permit or arena filters are set, they must be satisfied
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// independently
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if (! match_stars(village_stars, weapon_data["village_stars"])
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&& ! match_stars(guild_stars, weapon_data["guild_stars"])) {
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return false;
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}
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if (! match_stars(permit_stars, weapon_data["permit_stars"])) {
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return false;
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}
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if (! match_stars(arena_stars, weapon_data["arena_stars"])) {
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return false;
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}
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if (final_only && weapon_data["final"] != 1) {
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return false;
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}
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if (weapon_type != "All" && weapon_type != weapon_data["wtype"]) {
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return false;
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}
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if (weapon_element != "All"
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&& weapon_element != weapon_data["element"]
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&& weapon_element != weapon_data["element_2"]
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&& weapon_element != weapon_data["awaken"]
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&& weapon_element != weapon_data["phial"]) {
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if (weapon_element != "None"
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|| (weapon_data["element"] != null && weapon_data["element"] != "")
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|| (weapon_data["awaken"] != null && weapon_data["awaken"] != "")) {
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return false;
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}
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}
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return true;
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}
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function list_match(needles, string_list) {
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var found = false;
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for (var i=0; i<string_list.length; i++) {
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for (var j=0; j<needles.length; j++) {
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if (string_list[i].search(needles[j]) >= 0) {
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found = true;
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break;
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}
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if (found) {
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break;
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}
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}
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}
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return found;
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}
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function update_weapon_list(state) {
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var match_count = 0;
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console.log("updating weapon list: " + JSON.stringify(state));
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var results = [];
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$.each(WEAPON_LIST, function(i, weapon_data) {
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if (weapon_predicate(state, weapon_data)) {
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weapon_data["id"] = i;
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weapon_data["sharpness_width"] = 2;
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weapon_data["url"] = "weaponplanner.html?weapon="
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+ encodeURIComponent(weapon_data["name"]);
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weapon_data["bug_type"] = null;
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weapon_data["arc_type"] = null;
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match_count += 1;
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set_sharpness_titles(weapon_data);
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set_bow_values(weapon_data);
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set_horn_melodies_title(weapon_data, HORN_MELODY_MAP);
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weapon_data["wtype_short"] =
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WEAPON_TYPE_ABBR[weapon_data["wtype"]];
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weapon_data["ELEMENT_ABBR"] = ELEMENT_ABBR;
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var html = template_row.render(weapon_data);
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results.push([weapon_data, html]);
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}
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});
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results.sort(function (a, b) {
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avals = get_weapon_sort_values(a[0]);
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bvals = get_weapon_sort_values(b[0]);
|
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return cmp_arrays(bvals, avals);
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});
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$("#weapon_table").empty();
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$.each(results, function(i, pair) {
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$("#weapon_table").append(pair[1]);
|
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});
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console.log("match count: " + match_count);
|
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|
||||
}
|
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</script>
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||||
</head>
|
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<body>
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<div>
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<table>
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<tr>
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<td><label for="weapon_type"
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title="Only show weapons of this type"
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>Type:</label></td>
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<td><select id="weapon_type">
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<option value="All">All</option>
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<option value="Great Sword">Great Sword</option>
|
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<option value="Long Sword">Long Sword</option>
|
||||
<option value="Sword and Shield">Sword and Shield</option>
|
||||
<option value="Dual Blades">Dual Blades</option>
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<option value="Hammer">Hammer</option>
|
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<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-->
|
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<option value="Bow">Bow</option>
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</select></td>
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<td><label for="weapon_element"
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title="Only show weapons with this element (native or requiring awaken)"
|
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>Element:</label></td>
|
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<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>
|
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<option value="Thunder">Thunder</option>
|
||||
<option value="Ice">Ice</option>
|
||||
<option value="Dragon">Dragon</option>
|
||||
<option value="Poison">Poison</option>
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<option value="Paralysis">Paralysis</option>
|
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<option value="Sleep">Sleep</option>
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<option value="Blastblight">Blast</option>
|
||||
</select></td>
|
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<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