mhdamage: add output modes, matching, refactor

main
Bryce Allen 10 years ago
parent 12f1813d37
commit da1e0fe37e

@ -2,6 +2,8 @@
import sys import sys
import argparse import argparse
import shlex
import copy
import _pathfix import _pathfix
@ -49,19 +51,39 @@ def get_element_match(term):
raise ValueError("Unknown element or status: %s" % term) raise ValueError("Unknown element or status: %s" % term)
def parse_weapon_arg(arg, base_args):
"""
Return (name, skill_args), where skill_args is None if not specified.
"""
parts = arg.split(";")
if len(parts) == 1:
return parts[0], None
elif len(parts) == 2:
parser = argparse.ArgumentParser(description="Parse per-weapon skills")
_add_skill_args(parser)
skill_args = shlex.split(parts[1])
base_copy = copy.copy(base_args)
return parts[0], parser.parse_args(skill_args, namespace=base_copy)
else:
raise ValueError("invalid weapon-skills arg: " + arg)
def get_skill_names(args):
return ["Sharpness +1" if args.sharpness_plus_one else "",
"Awaken" if args.awaken else "",
skills.AttackUp.name(args.attack_up),
skills.CriticalEye.name(args.critical_eye),
skills.ElementAttackUp.name(args.element_up)]
def percent_change(a, b): def percent_change(a, b):
if a == 0: if a == 0:
return b return b
return (100.0 * (b-a) / a) return (100.0 * (b-a) / a)
def parse_args(argv): def _add_skill_args(parser):
parser = argparse.ArgumentParser(description=
"Calculate damage to monster from different weapons of the"
" same class. The average motion value for the weapon class"
" is used for raw damage calculations, to get a rough idea of"
" the relative damage from raw vs element when comparing."
)
parser.add_argument("-s", "--sharpness-plus-one", action="store_true", parser.add_argument("-s", "--sharpness-plus-one", action="store_true",
default=False, default=False,
help="add Sharpness +1 skill, default off") help="add Sharpness +1 skill, default off")
@ -85,6 +107,16 @@ def parse_args(argv):
help="With virus affinity boost, must be either" help="With virus affinity boost, must be either"
+" 15 (normal) or 30 (with Frenzy Res skill)", +" 15 (normal) or 30 (with Frenzy Res skill)",
type=int, choices=[0, 15, 30], default=0) type=int, choices=[0, 15, 30], default=0)
def parse_args(argv):
parser = argparse.ArgumentParser(description=
"Calculate damage to monster from different weapons of the"
" same class. The average motion value for the weapon class"
" is used for raw damage calculations, to get a rough idea of"
" the relative damage from raw vs element when comparing."
)
_add_skill_args(parser)
parser.add_argument("-p", "--parts", parser.add_argument("-p", "--parts",
help="Limit analysis to specified parts" help="Limit analysis to specified parts"
+" (comma separated list)") +" (comma separated list)")
@ -138,7 +170,8 @@ def print_sorted_phial_damage(names, damage_map_base, weapon_damage_map, parts,
print "%0.2f" % avg_phial(damage_map, level=level), print "%0.2f" % avg_phial(damage_map, level=level),
for part in parts: for part in parts:
part_damage = damage_map[part] part_damage = damage_map[part]
print "%0.2f" % sum(damage_map.cb_phial_damage[part][level]), #print "%0.2f" % sum(damage_map.cb_phial_damage[part][level]),
print "%0.2f:%0.2f:%0.2f" % damage_map.cb_phial_damage[part][level],
print print
@ -172,7 +205,7 @@ def print_sorted_damage(names, damage_map_base, weapon_damage_map, parts):
print "%0.2f" % damage_map.averages["uniform"], print "%0.2f" % damage_map.averages["uniform"],
for part in parts: for part in parts:
part_damage = damage_map[part] part_damage = damage_map[part]
print "%0.2f" % part_damage.total, print "% 2d" % part_damage.average(),
print print
@ -246,12 +279,17 @@ if __name__ == '__main__':
weapon_type = None weapon_type = None
names_set = set() names_set = set()
for name in args.weapon: skill_args_map = {}
for name_skills in args.weapon:
name, skill_args = parse_weapon_arg(name_skills, args)
weapon = db.get_weapon_by_name(name) weapon = db.get_weapon_by_name(name)
if not weapon: if not weapon:
raise ValueError("Weapon '%s' not found" % name) raise ValueError("Weapon '%s' not found" % name)
names_set.add(name) names_set.add(name)
weapons.append(weapon) weapons.append(weapon)
if skill_args:
skill_args_map[name] = skill_args
for match_tuple in args.match: for match_tuple in args.match:
# TODO: better validation # TODO: better validation
@ -264,6 +302,7 @@ if __name__ == '__main__':
if w.name in names_set: if w.name in names_set:
continue continue
weapons.append(w) weapons.append(w)
names_set.add(w.name)
if not weapons: if not weapons:
print "Err: no matching weapons" print "Err: no matching weapons"
@ -280,12 +319,8 @@ if __name__ == '__main__':
print "Weapon Type: %s" % weapon_type print "Weapon Type: %s" % weapon_type
print "Average Motion: %0.1f" % motion print "Average Motion: %0.1f" % motion
print "Monster Breaks: %s" % ", ".join(monster_breaks) print "Monster Breaks: %s" % ", ".join(monster_breaks)
skill_names = ["Sharpness +1" if args.sharpness_plus_one else "", skill_names = get_skill_names(args)
"Awaken" if args.awaken else "", print "Common Skills:", ", ".join(skill for skill in skill_names if skill)
skills.AttackUp.name(args.attack_up),
skills.CriticalEye.name(args.critical_eye),
skills.ElementAttackUp.name(args.element_up)]
print "Skills:", ", ".join(skill for skill in skill_names if skill)
if args.parts: if args.parts:
limit_parts = args.parts.split(",") limit_parts = args.parts.split(",")
@ -299,17 +334,18 @@ if __name__ == '__main__':
if row_type != weapon_type: if row_type != weapon_type:
raise ValueError("Weapon '%s' is different type" % name) raise ValueError("Weapon '%s' is different type" % name)
try: try:
skill_args = skill_args_map.get(name, args)
wd = WeaponMonsterDamage(row, wd = WeaponMonsterDamage(row,
monster, monster_damage, monster, monster_damage,
motion, args.sharpness_plus_one, motion, skill_args.sharpness_plus_one,
monster_breaks, monster_breaks,
attack_skill=args.attack_up, attack_skill=skill_args.attack_up,
critical_eye_skill=args.critical_eye, critical_eye_skill=skill_args.critical_eye,
element_skill=args.element_up, element_skill=skill_args.element_up,
awaken=args.awaken, awaken=skill_args.awaken,
artillery_level=args.artillery, artillery_level=skill_args.artillery,
limit_parts=args.parts, limit_parts=args.parts,
frenzy_bonus=args.frenzy) frenzy_bonus=skill_args.frenzy)
print "%-20s: %4.0f %2.0f%%" % (name, wd.attack, wd.affinity), print "%-20s: %4.0f %2.0f%%" % (name, wd.attack, wd.affinity),
if wd.etype: if wd.etype:
if wd.etype2: if wd.etype2:
@ -317,7 +353,13 @@ if __name__ == '__main__':
% (wd.eattack, wd.etype, wd.eattack2, wd.etype2), % (wd.eattack, wd.etype, wd.eattack2, wd.etype2),
else: else:
print "(%4.0f %s)" % (wd.eattack, wd.etype), print "(%4.0f %s)" % (wd.eattack, wd.etype),
print SharpnessLevel.name(wd.sharpness) print SharpnessLevel.name(wd.sharpness),
if skill_args != args:
print "{%s}" % ",".join(sn
for sn in get_skill_names(skill_args)
if sn)
else:
print
weapon_damage_map[name] = wd weapon_damage_map[name] = wd
except ValueError as e: except ValueError as e:
print str(e) print str(e)

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