#!/usr/bin/env python import sys import argparse import _pathfix from mhapi.db import MHDB from mhapi.damage import MotionValueDB, WeaponMonsterDamage from mhapi.model import SharpnessLevel from mhapi import skills from mhapi.util import ELEMENTS, WEAPON_TYPES, WTYPE_ABBR def weapon_match_tuple(arg): parts = arg.split(",") if len(parts) == 1: wtype = parts[0] element = None elif len(parts) == 2: wtype = parts[0] element = parts[1] else: raise ValueError("Bad arg, use 'weapon_type,element_or_status'") wtype = get_wtype_match(wtype) if element is not None: element = get_element_match(element) return (wtype, element) def get_wtype_match(term): abbr_result = WTYPE_ABBR.get(term.upper()) if abbr_result is not None: return abbr_result term = term.title() for wtype in WEAPON_TYPES: if wtype.startswith(term): return wtype raise ValueError("Unknown weapon type: %s" % term) def get_element_match(term): term = term.title() for element in ELEMENTS: if element.startswith(term): return element if term.lower() == "raw": return "Raw" raise ValueError("Unknown element or status: %s" % term) def percent_change(a, b): if a == 0: return b return (100.0 * (b-a) / a) 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." ) parser.add_argument("-s", "--sharpness-plus-one", action="store_true", default=False, help="add Sharpness +1 skill, default off") parser.add_argument("-f", "--awaken", action="store_true", default=False, help="add Awaken (FreeElement), default off") parser.add_argument("-a", "--attack-up", type=int, choices=range(0, 5), default=0, help="1-4 for AuS, M, L, XL") parser.add_argument("-c", "--critical-eye", type=int, choices=range(0, 5), default=0, help="1-4 for CE+1, +2, +3 and Critical God") parser.add_argument("-e", "--element-up", type=int, choices=range(0, 5), default=0, help="1-4 for (element) Atk +1, +2, +3 and" " Element Attack Up") parser.add_argument("-t", "--artillery", type=int, choices=[0,1,2], default=0, help="0-2 for no artillery, novice, god") parser.add_argument("-p", "--parts", help="Limit analysis to specified parts" +" (comma separated list)") parser.add_argument("-m", "--match", nargs="*", help="WEAPON_TYPE,ELEMENT_OR_STATUS_OR_RAW" +" Include all matching weapons in their final form." +" Supports abbreviations like LS for Long Sword" +" and Para for Paralysis or Blast for Blastblight." +" If just WEAPON_TYPE is given, include all final" +" weapons of that type." +" Examples: 'Great Sword,Raw'" +" 'Sword and Shield,Para'" +" 'HH,Blast' 'Hammer'", type=weapon_match_tuple, default=[]) parser.add_argument("monster", help="Full name of monster") parser.add_argument("weapon", nargs="*", help="One or more weapons of same class to compare," " full names") return parser.parse_args(argv) if __name__ == '__main__': args = parse_args(None) db = MHDB(_pathfix.db_path) motiondb = MotionValueDB(_pathfix.motion_values_path) monster = db.get_monster_by_name(args.monster) if not monster: raise ValueError("Monster '%s' not found" % args.monster) monster_damage = db.get_monster_damage(monster.id) weapons = [] weapon_type = None for match_tuple in args.match: # TODO: better validation wtype, element = match_tuple match_weapons = db.get_weapons_by_query(wtype=wtype, element=element, final=1) weapons.extend(match_weapons) for name in args.weapon: weapon = db.get_weapon_by_name(name) if not weapon: raise ValueError("Weapon '%s' not found" % name) weapons.append(weapon) if not weapons: print "Err: no matching weapons" sys.exit(1) names = [w.name for w in weapons] monster_breaks = db.get_monster_breaks(monster.id) weapon_type = weapons[0]["wtype"] motion = motiondb[weapon_type].average print "Weapon Type: %s" % weapon_type print "Average Motion: %0.1f" % motion print "Monster Breaks: %s" % ", ".join(monster_breaks) skill_names = ["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)] print "Skills:", ", ".join(skill for skill in skill_names if skill) if args.parts: limit_parts = args.parts.split(",") else: limit_parts = None weapon_damage_map = dict() for row in weapons: name = row["name"] row_type = row["wtype"] if row_type != weapon_type: raise ValueError("Weapon '%s' is different type" % name) try: wd = WeaponMonsterDamage(row, monster, monster_damage, motion, args.sharpness_plus_one, monster_breaks, attack_skill=args.attack_up, critical_eye_skill=args.critical_eye, element_skill=args.element_up, awaken=args.awaken, artillery_level=args.artillery, limit_parts=args.parts) print "%-20s: %4.0f %2.0f%%" % (name, wd.attack, wd.affinity), if wd.etype: if wd.etype2: print "(%4.0f %s, %4.0f %s)" \ % (wd.eattack, wd.etype, wd.eattack2, wd.etype2), else: print "(%4.0f %s)" % (wd.eattack, wd.etype), print SharpnessLevel.name(wd.sharpness) weapon_damage_map[name] = wd except ValueError as e: print str(e) sys.exit(1) damage_map_base = weapon_damage_map[weapons[0].name] if limit_parts: parts = limit_parts else: parts = damage_map_base.parts for part in parts: tdiffs = [percent_change( damage_map_base[part].total, weapon_damage_map[w][part].total ) for w in names[1:]] ediffs = [percent_change( damage_map_base[part].element, weapon_damage_map[w][part].element ) for w in names[1:]] bdiffs = [percent_change( damage_map_base[part].break_diff(), weapon_damage_map[w][part].break_diff() ) for w in names[1:]] tdiff_s = ",".join("%+0.1f%%" % i for i in tdiffs) ediff_s = ",".join("%+0.1f%%" % i for i in ediffs) bdiff_s = ",".join("%+0.1f%%" % i for i in bdiffs) damage = damage_map_base[part] print "%22s%s h%02d %0.2f (%s) h%02d %0.2f (%s) %+0.2f (%s)" \ % (part, "*" if damage.is_breakable() else " ", damage.hitbox, damage.total, tdiff_s, damage.ehitbox, damage.element, ediff_s, damage.break_diff(), bdiff_s) if weapon_type == "Charge Blade": for level in (0, 1, 2, 3, 5): print " " * 20, level, for wname in names: wd = weapon_damage_map[wname] damage = wd.cb_phial_damage[part][level] print "(%0.f, %0.f, %0.f);" % damage, print print " --------------------" for avg_type in "uniform raw weakpart_raw element weakpart_element break_raw break_element break_only".split(): base = damage_map_base.averages[avg_type] diffs = [percent_change( base, weapon_damage_map[w].averages[avg_type] ) for w in names[1:]] diff_s = ",".join("%+0.1f%%" % i for i in diffs) print "%22s %0.2f (%s)" % (avg_type, base, diff_s)