initial mhgen support
This commit is contained in:
@@ -178,6 +178,9 @@ def parse_args(argv):
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parser.add_argument("-x", "--monster-hunter-cross", action="store_true",
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default=False,
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help="Assume weapons are true attack, use MHX values")
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parser.add_argument("-g", "--monster-hunter-gen", action="store_true",
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default=False,
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help="Assume weapons are true attack, use MHGen values")
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parser.add_argument("-m", "--match", nargs="*",
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help="WEAPON_TYPE,ELEMENT_OR_STATUS_OR_RAW"
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+" Include all matching weapons in their final form."
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@@ -324,10 +327,15 @@ def print_damage_percent_diff(names, damage_map_base, weapon_damage_map, parts):
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if __name__ == '__main__':
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args = parse_args(None)
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game_uses_true_raw = False
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if args.monster_hunter_cross:
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db = MHDBX()
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game_uses_true_raw = True
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elif args.monster_hunter_gen:
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db = MHDB(game="gen")
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game_uses_true_raw = True
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else:
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db = MHDB()
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db = MHDB(game="4u")
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motiondb = MotionValueDB(_pathfix.motion_values_path)
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monster = db.get_monster_by_name(args.monster)
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@@ -409,7 +417,7 @@ if __name__ == '__main__':
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artillery_level=skill_args.artillery,
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limit_parts=args.parts,
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frenzy_bonus=skill_args.frenzy,
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is_true_attack=args.monster_hunter_cross,
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is_true_attack=game_uses_true_raw,
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blunt_power=skill_args.blunt_power)
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print "%-20s: %4.0f %2.0f%%" % (name, wd.attack, wd.affinity),
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if wd.etype:
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@@ -174,8 +174,8 @@ def weapon_json(db, path):
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mkdirs_p(path)
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write_list_file(path, weapons)
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all_data = []
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melodies = {}
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indexes = {}
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for w in weapons:
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weapon_path = file_path(path, w)
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@@ -193,6 +193,8 @@ def weapon_json(db, path):
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]
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data["horn_melodies"] = melodies[w.horn_notes]
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all_data.append(data)
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with open(weapon_path, "w") as f:
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json.dump(data, f, cls=model.ModelJSONEncoder, indent=2)
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@@ -205,6 +207,7 @@ def weapon_json(db, path):
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json.dump(costs, f, cls=model.ModelJSONEncoder, indent=2)
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write_index_file(path, indexes)
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write_all_file(path, all_data)
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def item_json(db, path):
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BIN
db/mhgen.db
Normal file
BIN
db/mhgen.db
Normal file
Binary file not shown.
39
mhapi/db.py
39
mhapi/db.py
@@ -2,7 +2,7 @@
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Module for accessing the sqlite monster hunter db from
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"""
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import os.path
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import os
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import sqlite3
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import json
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@@ -19,10 +19,10 @@ def field_model(key):
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return model_fn
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def _db_path():
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def _db_path(game=None):
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module_path = os.path.dirname(__file__)
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project_path = os.path.abspath(os.path.join(module_path, ".."))
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return os.path.join(project_path, "db", "mh4u.db")
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return os.path.join(project_path, "db", "mh%s.db" % game)
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class MHDB(object):
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@@ -46,7 +46,7 @@ class MHDB(object):
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# sell has the a value, but not used at the moment
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_decoration_select = """
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SELECT items._id, items.type, items.name, items.name_jp,
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SELECT items._id, items.type, items.name,
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items.rarity, decorations.*
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FROM decorations
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LEFT JOIN items ON decorations._id = items._id
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@@ -54,13 +54,13 @@ class MHDB(object):
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# buy has the armor cost, sell is empty
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_armor_select = """
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SELECT items._id, items.type, items.name, items.name_jp,
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SELECT items._id, items.type, items.name,
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items.rarity, items.buy, armor.*
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FROM armor
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LEFT JOIN items ON armor._id = items._id
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"""
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def __init__(self, path=None, use_cache=False,
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def __init__(self, game=None, path=None, use_cache=False,
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include_item_components=False):
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"""
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If use_cache=True, a lot of memory could be used. No attempt is
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@@ -70,8 +70,12 @@ class MHDB(object):
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database should make in-memory caching unnecessary for most use
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cases.
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"""
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if game is None:
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game = os.environ.get("MHAPI_GAME")
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assert game in ("4u", "gen")
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self.game = game
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if path is None:
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path = _db_path()
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path = _db_path(game)
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self.conn = sqlite3.connect(path)
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self.conn.row_factory = sqlite3.Row
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self.use_cache = use_cache
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@@ -315,9 +319,10 @@ class MHDB(object):
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def get_weapons(self):
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# Note: weapons only available via JP DLC have no localized
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# name, filter them out.
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return self._query_all("weapons", MHDB._weapon_select + """
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WHERE items.name != items.name_jp""",
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model_cls=model.Weapon)
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q = MHDB._weapon_select
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if self.game == "4u":
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q += "\nWHERE items.name != items.name_jp",
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return self._query_all("weapons", q, model_cls=model.Weapon)
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def get_weapons_by_query(self, wtype=None, element=None,
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final=None):
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@@ -329,7 +334,11 @@ class MHDB(object):
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@final should be string '1' or '0'
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"""
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q = MHDB._weapon_select
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where = ["items.name != items.name_jp"]
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if self.game == "4u":
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# filter out non-localized japanese DLC
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where = ["items.name != items.name_jp"]
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else:
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where = []
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args = []
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if wtype is not None:
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where.append("wtype = ?")
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@@ -365,8 +374,7 @@ class MHDB(object):
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""", (parent_id,), model_cls=model.Weapon)
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def get_armors(self):
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return self._query_all("armors", MHDB._armor_select + """
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WHERE items.name != items.name_jp""",
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return self._query_all("armors", MHDB._armor_select,
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model_cls=model.Armor)
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def get_armor(self, armor_id):
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@@ -404,7 +412,7 @@ class MHDB(object):
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def get_skill_trees(self):
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return self._query_all("skill_trees", """
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SELECT _id, name, name_jp FROM skill_trees
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SELECT _id, name FROM skill_trees
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""", model_cls=model.SkillTree)
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def get_skill_tree_id(self, skill_tree_name):
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@@ -419,7 +427,7 @@ class MHDB(object):
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def get_skills(self):
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return self._query_all("skills", """
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SELECT _id, skill_tree_id, required_skill_tree_points,
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name, name_jp, description
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name, description
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FROM skills
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""", model_cls=model.Skill)
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@@ -456,7 +464,6 @@ class MHDB(object):
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AND item_to_skill_tree.skill_tree_id IN (%s)
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AND item_to_skill_tree.point_value > 0
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AND armor.hunter_type IN ('Both', ?)
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AND items.name != items.name_jp
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GROUP BY item_to_skill_tree.item_id
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""" % placeholders, tuple(args), model_cls=model.Armor)
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@@ -192,6 +192,10 @@ class WeaponSharpness(ModelBase):
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self.value_list = db_string_or_list
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else:
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self.value_list = [int(s) for s in db_string_or_list.split(".")]
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# For MHX, Gen, no purple sharpness, but keep model the same for
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# simplicity
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if len(self.value_list) < SharpnessLevel.PURPLE + 1:
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self.value_list.append(0)
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self._max = None
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@property
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@@ -210,7 +214,7 @@ class WeaponSharpness(ModelBase):
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class ItemCraftable(RowModel):
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_list_fields = ["id", "name", "name_jp"]
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_list_fields = ["id", "name"]
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def __init__(self, item_row):
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super(ItemCraftable, self).__init__(item_row)
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@@ -320,7 +324,7 @@ class ItemSkill(RowModel):
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class SkillTree(RowModel):
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_list_fields = ["id", "name", "name_jp"]
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_list_fields = ["id", "name"]
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def __init__(self, skill_tree_row):
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super(SkillTree, self).__init__(skill_tree_row)
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@@ -343,7 +347,7 @@ class SkillTree(RowModel):
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class Skill(RowModel):
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_list_fields = ["id", "name", "name_jp"]
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_list_fields = ["id", "name"]
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_indexes = { "skill_tree_id":
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["id", "required_skill_tree_points", "name", "description"] }
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@@ -386,26 +390,30 @@ class Weapon(ItemCraftable):
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self.sharpness_plus2 = WeaponSharpness(
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self._row["sharpness_plus2"] + [0])
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else:
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# 4U data from db
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# 4U or gen data from db
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parts = self._row["sharpness"].split(" ")
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if len(parts) != 2:
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if len(parts) == 2:
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normal, plus = parts
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plus2 = plus
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elif len(parts) == 3:
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normal, plus, plus2 = parts
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else:
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raise ValueError("Bad sharpness value in db: '%s'"
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% self._row["sharpness"])
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normal, plus = parts
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self._data["sharpness"] = WeaponSharpness(normal)
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self._data["sharpness_plus"] = WeaponSharpness(plus)
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self._data["sharpness_plus2"] = WeaponSharpness(plus)
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self._data["sharpness_plus2"] = WeaponSharpness(plus2)
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def is_not_localized(self):
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return (self.name == self.name_jp)
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class Monster(RowModel):
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_list_fields = ["id", "class", "name", "name_jp"]
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_list_fields = ["id", "class", "name"]
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class Item(RowModel):
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_list_fields = ["id", "type", "name", "name_jp"]
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_list_fields = ["id", "type", "name"]
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_indexes = { "name": ["id"],
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"type": ["id", "name"] }
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337
web/mhgen/weaponlist.html
Normal file
337
web/mhgen/weaponlist.html
Normal file
@@ -0,0 +1,337 @@
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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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/* no purple in mhx */
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display: none;
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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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$.ajax({
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url: "/jsonapi/mhgen/weapon/_all.json",
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async: false,
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dataType: "json",
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success: function (data) {
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WEAPON_LIST = data;
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console.log("weapon count " + WEAPON_LIST.length);
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}
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});
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$.ajax({
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url: "/jsonapi/mhgen/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": $("#weapon_name_text").val() };
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}
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function load_state(state) {
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$("#weapon_type").val(state["weapon_type"]);
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$("#weapon_element").val(state["weapon_element"]);
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$("#weapon_final").prop("checked", state["weapon_final"]);
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$("#weapon_name_text").val(state["weapon_name_text"]);
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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 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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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"
|
||||
|| (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>
|
||||
267
web/mhgen/weaponplanner.html
Normal file
267
web/mhgen/weaponplanner.html
Normal file
@@ -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 += " -> ";
|
||||
}
|
||||
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>
|
||||
@@ -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>
|
||||
|
||||
|
||||
Reference in New Issue
Block a user