initial mhgen support

main
Bryce Allen 9 years ago
parent 7cebfe09ce
commit cbcf694106

@ -178,6 +178,9 @@ def parse_args(argv):
parser.add_argument("-x", "--monster-hunter-cross", action="store_true",
default=False,
help="Assume weapons are true attack, use MHX values")
parser.add_argument("-g", "--monster-hunter-gen", action="store_true",
default=False,
help="Assume weapons are true attack, use MHGen values")
parser.add_argument("-m", "--match", nargs="*",
help="WEAPON_TYPE,ELEMENT_OR_STATUS_OR_RAW"
+" Include all matching weapons in their final form."
@ -324,10 +327,15 @@ def print_damage_percent_diff(names, damage_map_base, weapon_damage_map, parts):
if __name__ == '__main__':
args = parse_args(None)
game_uses_true_raw = False
if args.monster_hunter_cross:
db = MHDBX()
game_uses_true_raw = True
elif args.monster_hunter_gen:
db = MHDB(game="gen")
game_uses_true_raw = True
else:
db = MHDB()
db = MHDB(game="4u")
motiondb = MotionValueDB(_pathfix.motion_values_path)
monster = db.get_monster_by_name(args.monster)
@ -409,7 +417,7 @@ if __name__ == '__main__':
artillery_level=skill_args.artillery,
limit_parts=args.parts,
frenzy_bonus=skill_args.frenzy,
is_true_attack=args.monster_hunter_cross,
is_true_attack=game_uses_true_raw,
blunt_power=skill_args.blunt_power)
print "%-20s: %4.0f %2.0f%%" % (name, wd.attack, wd.affinity),
if wd.etype:

@ -174,8 +174,8 @@ def weapon_json(db, path):
mkdirs_p(path)
write_list_file(path, weapons)
all_data = []
melodies = {}
indexes = {}
for w in weapons:
weapon_path = file_path(path, w)
@ -193,6 +193,8 @@ def weapon_json(db, path):
]
data["horn_melodies"] = melodies[w.horn_notes]
all_data.append(data)
with open(weapon_path, "w") as f:
json.dump(data, f, cls=model.ModelJSONEncoder, indent=2)
@ -205,6 +207,7 @@ def weapon_json(db, path):
json.dump(costs, f, cls=model.ModelJSONEncoder, indent=2)
write_index_file(path, indexes)
write_all_file(path, all_data)
def item_json(db, path):

Binary file not shown.

@ -2,7 +2,7 @@
Module for accessing the sqlite monster hunter db from
"""
import os.path
import os
import sqlite3
import json
@ -19,10 +19,10 @@ def field_model(key):
return model_fn
def _db_path():
def _db_path(game=None):
module_path = os.path.dirname(__file__)
project_path = os.path.abspath(os.path.join(module_path, ".."))
return os.path.join(project_path, "db", "mh4u.db")
return os.path.join(project_path, "db", "mh%s.db" % game)
class MHDB(object):
@ -46,7 +46,7 @@ class MHDB(object):
# sell has the a value, but not used at the moment
_decoration_select = """
SELECT items._id, items.type, items.name, items.name_jp,
SELECT items._id, items.type, items.name,
items.rarity, decorations.*
FROM decorations
LEFT JOIN items ON decorations._id = items._id
@ -54,13 +54,13 @@ class MHDB(object):
# buy has the armor cost, sell is empty
_armor_select = """
SELECT items._id, items.type, items.name, items.name_jp,
SELECT items._id, items.type, items.name,
items.rarity, items.buy, armor.*
FROM armor
LEFT JOIN items ON armor._id = items._id
"""
def __init__(self, path=None, use_cache=False,
def __init__(self, game=None, path=None, use_cache=False,
include_item_components=False):
"""
If use_cache=True, a lot of memory could be used. No attempt is
@ -70,8 +70,12 @@ class MHDB(object):
database should make in-memory caching unnecessary for most use
cases.
"""
if game is None:
game = os.environ.get("MHAPI_GAME")
assert game in ("4u", "gen")
self.game = game
if path is None:
path = _db_path()
path = _db_path(game)
self.conn = sqlite3.connect(path)
self.conn.row_factory = sqlite3.Row
self.use_cache = use_cache
@ -315,9 +319,10 @@ class MHDB(object):
def get_weapons(self):
# Note: weapons only available via JP DLC have no localized
# name, filter them out.
return self._query_all("weapons", MHDB._weapon_select + """
WHERE items.name != items.name_jp""",
model_cls=model.Weapon)
q = MHDB._weapon_select
if self.game == "4u":
q += "\nWHERE items.name != items.name_jp",
return self._query_all("weapons", q, model_cls=model.Weapon)
def get_weapons_by_query(self, wtype=None, element=None,
final=None):
@ -329,7 +334,11 @@ class MHDB(object):
@final should be string '1' or '0'
"""
q = MHDB._weapon_select
if self.game == "4u":
# filter out non-localized japanese DLC
where = ["items.name != items.name_jp"]
else:
where = []
args = []
if wtype is not None:
where.append("wtype = ?")
@ -365,8 +374,7 @@ class MHDB(object):
""", (parent_id,), model_cls=model.Weapon)
def get_armors(self):
return self._query_all("armors", MHDB._armor_select + """
WHERE items.name != items.name_jp""",
return self._query_all("armors", MHDB._armor_select,
model_cls=model.Armor)
def get_armor(self, armor_id):
@ -404,7 +412,7 @@ class MHDB(object):
def get_skill_trees(self):
return self._query_all("skill_trees", """
SELECT _id, name, name_jp FROM skill_trees
SELECT _id, name FROM skill_trees
""", model_cls=model.SkillTree)
def get_skill_tree_id(self, skill_tree_name):
@ -419,7 +427,7 @@ class MHDB(object):
def get_skills(self):
return self._query_all("skills", """
SELECT _id, skill_tree_id, required_skill_tree_points,
name, name_jp, description
name, description
FROM skills
""", model_cls=model.Skill)
@ -456,7 +464,6 @@ class MHDB(object):
AND item_to_skill_tree.skill_tree_id IN (%s)
AND item_to_skill_tree.point_value > 0
AND armor.hunter_type IN ('Both', ?)
AND items.name != items.name_jp
GROUP BY item_to_skill_tree.item_id
""" % placeholders, tuple(args), model_cls=model.Armor)

@ -192,6 +192,10 @@ class WeaponSharpness(ModelBase):
self.value_list = db_string_or_list
else:
self.value_list = [int(s) for s in db_string_or_list.split(".")]
# For MHX, Gen, no purple sharpness, but keep model the same for
# simplicity
if len(self.value_list) < SharpnessLevel.PURPLE + 1:
self.value_list.append(0)
self._max = None
@property
@ -210,7 +214,7 @@ class WeaponSharpness(ModelBase):
class ItemCraftable(RowModel):
_list_fields = ["id", "name", "name_jp"]
_list_fields = ["id", "name"]
def __init__(self, item_row):
super(ItemCraftable, self).__init__(item_row)
@ -320,7 +324,7 @@ class ItemSkill(RowModel):
class SkillTree(RowModel):
_list_fields = ["id", "name", "name_jp"]
_list_fields = ["id", "name"]
def __init__(self, skill_tree_row):
super(SkillTree, self).__init__(skill_tree_row)
@ -343,7 +347,7 @@ class SkillTree(RowModel):
class Skill(RowModel):
_list_fields = ["id", "name", "name_jp"]
_list_fields = ["id", "name"]
_indexes = { "skill_tree_id":
["id", "required_skill_tree_points", "name", "description"] }
@ -386,26 +390,30 @@ class Weapon(ItemCraftable):
self.sharpness_plus2 = WeaponSharpness(
self._row["sharpness_plus2"] + [0])
else:
# 4U data from db
# 4U or gen data from db
parts = self._row["sharpness"].split(" ")
if len(parts) != 2:
if len(parts) == 2:
normal, plus = parts
plus2 = plus
elif len(parts) == 3:
normal, plus, plus2 = parts
else:
raise ValueError("Bad sharpness value in db: '%s'"
% self._row["sharpness"])
normal, plus = parts
self._data["sharpness"] = WeaponSharpness(normal)
self._data["sharpness_plus"] = WeaponSharpness(plus)
self._data["sharpness_plus2"] = WeaponSharpness(plus)
self._data["sharpness_plus2"] = WeaponSharpness(plus2)
def is_not_localized(self):
return (self.name == self.name_jp)
class Monster(RowModel):
_list_fields = ["id", "class", "name", "name_jp"]
_list_fields = ["id", "class", "name"]
class Item(RowModel):
_list_fields = ["id", "type", "name", "name_jp"]
_list_fields = ["id", "type", "name"]
_indexes = { "name": ["id"],
"type": ["id", "name"] }

@ -0,0 +1,337 @@
<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 {
/* no purple in mhx */
display: none;
}
#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/mhgen/weapon/_all.json",
async: false,
dataType: "json",
success: function (data) {
WEAPON_LIST = data;
console.log("weapon count " + WEAPON_LIST.length);
}
});
$.ajax({
url: "/jsonapi/mhgen/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() };
}
function load_state(state) {
$("#weapon_type").val(state["weapon_type"]);
$("#weapon_element").val(state["weapon_element"]);
$("#weapon_final").prop("checked", state["weapon_final"]);
$("#weapon_name_text").val(state["weapon_name_text"]);
}
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 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("|");
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;
}
}
if (weapon_names && !list_match(weapon_names, [weapon_data["name"]])) {
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;
// TODO: link to planner
weapon_data["url"] = null;
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="Blast">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 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 +1,267 @@
<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 = get_base_path() + "/jsonapi/";
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 = "/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) {
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);
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>

@ -1,6 +1,6 @@
<html>
<head>
<title>Poogie's Weapon List</title>
<title>Poogie's Weapon List (MHX)</title>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.3/jquery.min.js"></script>

Loading…
Cancel
Save