add weapon tree compare tool

main
Bryce Allen 11 years ago
parent e98f73f153
commit a62f60195e

@ -0,0 +1,77 @@
#!/usr/bin/env python
import sys
import argparse
import json
import _pathfix
from mhapi.db import MHDB
from mhapi.model import ModelJSONEncoder
def parse_args(argv):
parser = argparse.ArgumentParser(description=
"Determine the different paths for making a weapons and the cost"
" and parts required for each path."
)
parser.add_argument("-j", "--json", action="store_true",
default=False,
help="output as json instead of plaintext")
parser.add_argument("weapon",
help="Full name of weapon")
return parser.parse_args(argv)
def get_costs(db, weapon):
"""
Get a list of alternative ways of making a weapon, as a list of dicts
containing item counts. The dicts also contain special keys _zenny
for the total zenny needed, and _path for a list of weapons that
make up the upgrade path.
"""
costs = []
if weapon.parent_id:
parent_weapon = db.get_weapon(weapon.parent_id, True)
costs = get_costs(db, parent_weapon)
for cost in costs:
for item in weapon.upgrade_components:
if item.type == "Weapon":
continue
if item.name not in cost["components"]:
cost["components"][item.name] = 0
cost["components"][item.name] += item.quantity
cost["zenny"] += weapon.upgrade_cost
cost["path"] += [weapon]
if weapon.creation_cost:
create_cost = dict(zenny=weapon.creation_cost,
path=[weapon],
components={})
for item in weapon.create_components:
create_cost["components"][item.name] = item.quantity
costs = [create_cost] + costs
return costs
if __name__ == '__main__':
args = parse_args(None)
db = MHDB()
weapon = db.get_weapon_by_name(args.weapon, True)
if not weapon:
raise ValueError("Weapon '%s' not found" % name)
costs = get_costs(db, weapon)
if args.json:
for cost in costs:
cost["path"] = [dict(name=w.name, id=w.id)
for w in cost["path"]]
json.dump(costs, sys.stdout, cls=ModelJSONEncoder, indent=2)
else:
for cost in costs:
components = cost["components"]
print "=", ", ".join([w.name for w in cost["path"]])
print " Zenny", cost["zenny"]
for item_name in sorted(components.iterkeys()):
print "%20s %2d" % (item_name, components[item_name])
print

@ -290,20 +290,31 @@ class MHDB(object):
LEFT JOIN items ON weapons._id = items._id
""", model_cls=model.Weapon)
def get_weapon(self, weapon_id):
return self._query_one("weapon", """
def _add_components(self, item_data):
ccomps = self.get_item_components(item_data.id, "Create")
ucomps = self.get_item_components(item_data.id, "Improve")
item_data.set_components(ccomps, ucomps)
def get_weapon(self, weapon_id, get_components=False):
weapon = self._query_one("weapon", """
SELECT * FROM weapons
LEFT JOIN items ON weapons._id = items._id
WHERE weapons._id=?
""", (weapon_id,), model_cls=model.Weapon)
if weapon and get_components:
self._add_components(weapon)
return weapon
def get_weapon_by_name(self, name):
return self._query_one("weapon", """
def get_weapon_by_name(self, name, get_components=False):
weapon = self._query_one("weapon", """
SELECT items._id, items.name, items.buy, weapons.*
FROM weapons
LEFT JOIN items ON weapons._id = items._id
WHERE items.name=?
""", (name,), model_cls=model.Weapon)
if weapon and get_components:
self._add_components(weapon)
return weapon
def get_armors(self):
return self._query_all("armors", """
@ -427,3 +438,13 @@ class MHDB(object):
WHERE monster_id=?
AND (condition LIKE 'Break %' OR condition = 'Tail Carve')
""", (monster_id,), model_cls=model)
def get_item_components(self, item_id, method="Create"):
return self._query_all("item_components", """
SELECT items._id, items.name, items.type,
components.quantity, components.type AS method
FROM components
LEFT JOIN items
ON items._id = components.component_item_id
WHERE created_item_id=? AND components.type=?
""", (item_id, method), model_cls=model.ItemComponent)

@ -152,13 +152,14 @@ class SharpnessLevel(EnumBase):
PURPLE: "Purple",
}
# source: http://kiranico.com/en/mh4u/wiki/weapons
_modifier = {
RED: (0.50, 0.25),
ORANGE: (0.75, 0.50),
YELLOW: (1.00, 0.75),
GREEN: (1.05, 1.00),
BLUE: (1.20, 1.06),
WHITE: (1.32, 1.12),
GREEN: (1.125, 1.00),
BLUE: (1.25, 1.0625),
WHITE: (1.32, 1.125),
PURPLE: (1.44, 1.20),
}
@ -303,13 +304,19 @@ class SkillTree(RowModel):
class Weapon(RowModel):
_list_fields = ["id", "wtype", "name"]
_indexes = { "name": ["id"],
_indexes = { "name": "id",
"wtype": ["id", "name"] }
def __init__(self, weapon_item_row):
super(Weapon, self).__init__(weapon_item_row)
self._parse_sharpness()
self.create_components = []
self.upgrade_components = []
def set_components(self, create_components, upgrade_components):
self.create_components = create_components
self.upgrade_components = upgrade_components
def _parse_sharpness(self):
"""
@ -327,6 +334,17 @@ class Weapon(RowModel):
self._data["sharpness"] = WeaponSharpness(normal)
self._data["sharpness_plus"] = WeaponSharpness(plus)
def as_data(self):
data = super(Weapon, self).as_data()
if self.create_components is not None:
data["create_components"] = dict((item.name, item.quantity)
for item in self.create_components)
if self.upgrade_components is not None:
data["upgrade_components"] = dict((item.name, item.quantity)
for item in self.upgrade_components)
return data
class Monster(RowModel):
_list_fields = ["id", "class", "name"]
@ -338,6 +356,12 @@ class Item(RowModel):
"type": ["id", "name"] }
class ItemComponent(RowModel):
_list_fields = ["id", "name"]
_indexes = { "method": ["id", "name"] }
class Location(RowModel):
pass

@ -0,0 +1,23 @@
<fieldset>
<legend title="<%= path_string %>"
><%= path[0]["name"] %> (<%= path.length %>)</legend>
<table>
<tr>
<td colspan="2"><%= zenny %>z</td>
</tr>
<% for(var i=0; i<all_components.length; i++) { %>
<tr>
<% if (all_components[i] in components) { %>
<td class="<%= delta[all_components[i]] < 0 ? 'plus' :
delta[all_components[i]] > 0 ? 'minus' :
'neutral' %>"
><%= all_components[i] %></td>
<td class="num"><%= components[all_components[i]] %></td>
<% } else { %>
<td>&nbsp;</td>
<td>&nbsp;</td>
<% } %>
</tr>
<% } %>
</table>
</fieldset>

@ -0,0 +1,124 @@
<html>
<head>
<title>Poogie's Weapon Tree</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>
<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;
}
</style>
<script type="text/javascript">
var DATA_PATH = get_base_path() + "/jsonapi/";
var WEAPON_NAME_IDX = {};
var template_path = new EJS({ url: "templates/weaponpath.ejs" });
$(document).ready(function(){
$.getJSON(DATA_PATH + "weapon/_index_name.json",
function(data) {
WEAPON_NAME_IDX = data;
setup_autocomplete();
});
});
function get_base_path() {
var path = document.location.pathname;
return path.substring(0, path.lastIndexOf('/'));
}
function setup_autocomplete() {
$("#weapon").autocomplete(
{ source: Object.keys(WEAPON_NAME_IDX),
change: function (event, ui) {
show_trees(ui.item["value"]);
}
}
);
$("#weapon").keypress(function(e) {
if (e.which == 13) {
show_trees($("#weapon").val());
}
});
}
function show_trees(weapon_name) {
weapon_id = WEAPON_NAME_IDX[weapon_name][0];
$("#results").html("");
$.getJSON(DATA_PATH + "weapon/" + weapon_id + "_tree.json",
function(data) {
all_components = Object.keys(
data[data.length-1]["components"]);
all_components.sort();
for (i=0; i<data.length; i++) {
delta = {};
path = data[i];
components = path["components"]
path["path_string"] = "";
for (j=0; j<path["path"].length; j++) {
if (j != 0) {
path["path_string"] += " -> ";
}
path["path_string"] += path["path"][j]["name"];
}
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>
<label for="weapon">Weapon:</label>
<input id="weapon" type="text" size="20" />
<button id="search">Ask Poogie</button>
</div>
<div id="results" class="flexbox"></div>
</body>
</body>
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