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#!/usr/bin/env python3
import sys
import argparse
import shlex
import copy
import codecs
import os
import os.path
from collections import defaultdict
import _pathfix
from mhapi.db import MHDB, MHDBX
from mhapi.damage import MotionValueDB, WeaponMonsterDamage, WeaponType
from mhapi.model import SharpnessLevel, Weapon, ItemStars
from mhapi import skills
from mhapi.util import ELEMENTS, WEAPON_TYPES, WTYPE_ABBR, DAMAGE_TYPES
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)
ANY = object()
def parse_stars(arg):
if arg is None:
return None
arg = arg.lower()
if arg in ("*", "any"):
return ANY
if arg in ("none", ""):
return None
return int(arg)
def quest_level_tuple(arg):
parts = arg.split(",")
while len(parts) < 4:
parts.append(None)
return [parse_stars(p) for p in parts]
def _make_db_sharpness_string(level_string):
#print "level string", level_string
level_value = SharpnessLevel.__dict__[level_string.upper()]
#print "level value", level_value
values = []
for i in range(SharpnessLevel.PURPLE+1):
if i <= level_value:
values.append("1")
else:
values.append("0")
#print "sharp values %r" % values
return " ".join([".".join(values)] * 2)
def weapon_stats_tuple(arg):
parts = arg.split(",")
#print("parts %r" % parts)
if len(parts) < 4:
print("not enough parts")
raise ValueError("Bad arg, use 'name,weapon_type,sharpness,raw'")
weapon = {}
weapon["name"] = parts[0]
weapon["wtype"] = get_wtype_match(parts[1])
weapon["attack"] = int(parts[2])
weapon["affinity"] = parts[3]
weapon["sharpness"] = _make_db_sharpness_string(parts[4])
if len(parts) == 5:
weapon["element"] = None
weapon["element_attack"] = None
if len(parts) == 7:
weapon["element"] = get_element_match(parts[5])
weapon["element_attack"] = int(parts[6])
else:
#print "bad part number"
raise ValueError("Bad arg, use 'name,weapon_type,sharpness,raw'")
weapon["element_2"] = None
weapon["awaken"] = None
weapon["element_2_attack"] = None
weapon["_id"] = -1
#print "making model"
return Weapon(weapon)
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 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 +%d" % args.sharpness_plus
if args.sharpness_plus else "",
"Awaken" if args.awaken else "",
skills.AttackUp.name(args.attack_up),
skills.CriticalEye.name(args.critical_eye),
skills.ElementAttackUp.name(args.element_up),
"Blunt Power" if args.blunt_power else ""]
def percent_change(a, b):
if a == 0:
return b
return (100.0 * (b-a) / a)
def _add_skill_args(parser):
parser.add_argument("-s", "--sharpness-plus", type=int,
default=False,
help="add Sharpness +1 or +2 skill, default off")
parser.add_argument("-f", "--awaken", action="store_true",
default=False,
help="add Awaken (FreeElemnt), default off")
parser.add_argument("-a", "--attack-up",
type=int, choices=list(range(0, 5)), default=0,
help="1-4 for AuS, M, L, XL")
parser.add_argument("-c", "--critical-eye",
type=int, choices=list(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=list(range(0, 6)), default=0,
help="1-5 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("-z", "--frenzy",
help="With virus affinity boost, must be either"
+" 15 (normal) or 30 (with Frenzy Res skill)",
type=int, choices=[0, 15, 30], default=0)
parser.add_argument("-b", "--blunt-power", action="store_true",
default=False,
help="Blunt Power (MHX), default off")
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",
help="Limit analysis to specified parts"
+" (comma separated list)")
parser.add_argument("-o", "--motion", type=int,
help="Use specified motion value instead of weapon "
+"average")
parser.add_argument("-l", "--phial",
help="Show CB phial damage at the sepcified level"
+" (1, 2, 3, 5=ultra) instead of normal motion"
+" values.",
type=int, choices=[0, 1, 2, 3, 5], default=0)
parser.add_argument("-d", "--diff", action="store_true", default=False,
help="Show percent difference in damage to each part"
+" from first weapon in list.")
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("--mhw", "--monster-hunter-world", action="store_true",
default=False,
help="Adjusted attack, use MHWorld values")
parser.add_argument("--mhr", "--monster-hunter-rise", action="store_true",
default=False,
help="True attack, use MHRise values")
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=[],
action="append")
parser.add_argument("-w", "--weapon-custom", nargs="*",
help="NAME,WEAPON_TYPE,TRUE_RAW,AFFINITY,SHARPNESS"
+"ELEMENT_TYPE,ELEMENT_ATTACK"
+" Add weapon based on stats."
+" Examples: 'DinoSnS,SnS,190,0,Blue,Fire,30'"
+" 'AkantorHam,Hammer,240,25,Green'",
type=weapon_stats_tuple, default=[],
action="append")
parser.add_argument("-q", "--quest-level",
help="village,guild[,permit[,arena]]",
type=quest_level_tuple)
parser.add_argument("-r", "--rarity",
help="include weapons of given type with max rarity",
type=int, nargs="?")
parser.add_argument("--html-out",
help="Write table of values as HTML and save to path")
parser.add_argument("--html-site",
help="Write entire site of all monster & quest levels")
parser.add_argument("-n", "--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)
def print_sorted_phial_damage(names, damage_map_base, weapon_damage_map, parts,
level):
def cb_levelN(weapon):
return avg_phial(weapon_damage_map[weapon], level=level)
def avg_phial(wd, level=5):
total = 0.0
for part in parts:
total += sum(wd.cb_phial_damage[part][level])
return total / len(parts)
names_sorted = list(names)
names_sorted.sort(key=cb_levelN, reverse=True)
_print_headers(parts, damage_map_base)
for name in names_sorted:
print("%-20s:" % name, end=' ')
damage_map = weapon_damage_map[name]
print("%0.2f" % avg_phial(damage_map, level=level), end=' ')
for part in parts:
part_damage = damage_map[part]
#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], end=' ')
print()
def _print_headers(parts, damage_map_base):
print()
avg_hitbox = (sum(damage_map_base[part].hitbox for part in parts)
/ float(len(parts)))
cols = ["%s (%d)" % (part, damage_map_base[part].hitbox)
for part in parts]
cols = ["%s (%d)" % ("Avg", avg_hitbox)] + cols
print(" | ".join(cols))
def write_damage_html(path, monster, monster_damage, quest_level, names,
damage_map_base, weapon_damage_map, parts,
part_max_damage, monster_breaks, monster_stars):
print(path)
def uniform_average(weapon):
return weapon_damage_map[weapon].averages["uniform"]
names_sorted = list(names)
names_sorted.sort(key=uniform_average, reverse=True)
from mako.lookup import TemplateLookup
from mako.runtime import Context
tlookup = TemplateLookup(directories=["templates/damage"],
output_encoding="utf-8",
input_encoding="utf-8")
damage_template = tlookup.get_template("/monster_damage.html")
wtype = damage_map_base.weapon.wtype
weapon_damage_type = WeaponType.damage_type(wtype)
damage_types = list(DAMAGE_TYPES)
weapon_types = list(WEAPON_TYPES)
weapon_types.remove("Bow")
weapon_types.remove("Light Bowgun")
weapon_types.remove("Heavy Bowgun")
with codecs.open(path, "w", "utf8") as f:
template_args = dict(
monster=monster.name,
monster_damage=monster_damage,
damage_types=DAMAGE_TYPES,
weapon_types=weapon_types,
weapon_type=wtype,
weapon_damage_type=weapon_damage_type,
village_stars=quest_level[0],
guild_stars=quest_level[1],
part_names=parts,
part_max_damage=part_max_damage,
weapon_names=names_sorted,
weapon_damage_map=weapon_damage_map,
monster_breaks=set(monster_breaks),
monster_stars=monster_stars
)
ctx = Context(f, **template_args)
damage_template.render_context(ctx)
def write_damage_html_by_rarity(path, rarity, monster, monster_damage, names,
damage_map_base, weapon_damage_map, parts,
part_max_damage):
print(path)
def uniform_average(weapon):
return weapon_damage_map[weapon].averages["uniform"]
names_sorted = list(names)
names_sorted.sort(key=uniform_average, reverse=True)
from mako.lookup import TemplateLookup
from mako.runtime import Context
tlookup = TemplateLookup(directories=["templates/damage"],
output_encoding="utf-8",
input_encoding="utf-8")
damage_template = tlookup.get_template("/monster_damage_by_rarity.html")
wtype = damage_map_base.weapon.wtype
weapon_damage_type = WeaponType.damage_type(wtype)
damage_types = list(DAMAGE_TYPES)
weapon_types = list(WEAPON_TYPES)
weapon_types.remove("Bow")
weapon_types.remove("Light Bowgun")
weapon_types.remove("Heavy Bowgun")
with codecs.open(path, "w", "utf8") as f:
template_args = dict(
monster=monster.name,
monster_damage=monster_damage,
rarity=rarity,
damage_types=DAMAGE_TYPES,
weapon_types=weapon_types,
weapon_type=wtype,
weapon_damage_type=weapon_damage_type,
part_names=parts,
part_max_damage=part_max_damage,
weapon_names=names_sorted,
weapon_damage_map=weapon_damage_map,
)
ctx = Context(f, **template_args)
damage_template.render_context(ctx)
def print_sorted_damage(names, damage_map_base, weapon_damage_map, parts):
def uniform_average(weapon):
return weapon_damage_map[weapon].averages["uniform"]
names_sorted = list(names)
names_sorted.sort(key=uniform_average, reverse=True)
_print_headers(parts, damage_map_base)
#print
#print " | ".join(["%-15s" % "Avg"] + parts)
#print " | ".join([" "] + [str(damage_map_base[part].hitbox)
# for part in parts])
for name in names_sorted:
print("%-20s:" % name, end=' ')
damage_map = weapon_damage_map[name]
print("%0.2f" % damage_map.averages["uniform"], end=' ')
for part in parts:
part_damage = damage_map[part]
print("% 2d" % part_damage.average(), end=' ')
print()
# this is super buggy
if False and len(names) > 1:
w1 = weapon_damage_map[names_sorted[0]]
w2 = weapon_damage_map[names_sorted[1]]
m, ratio = w1.compare_break_even(w2)
print()
print("Comparison of '%s' and '%s'" % (
names_sorted[0], names_sorted[1]))
print("Hitbox ratio:", m, "%0.2f" % ratio)
if w1.etype:
re_ratios = w1.get_raw_element_ratios()
else:
re_ratios = w2.get_raw_element_ratios()
for line in re_ratios:
line = list(line)
if m*line[3] > m*ratio:
line.append(names_sorted[0])
else:
line.append(names_sorted[1])
# (part, raw, element, ratio)
print("%-22s %02d %02d %0.2f %s" % tuple(line))
def print_damage_percent_diff(names, damage_map_base, weapon_damage_map, 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, end=' ')
for wname in names:
wd = weapon_damage_map[wname]
damage = wd.cb_phial_damage[part][level]
print("(%0.f, %0.f, %0.f);" % damage, end=' ')
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))
def match_quest_level(match_level, weapon_level):
#print match_level, weapon_level
if match_level is ANY:
return True
if match_level is None:
if weapon_level is not None:
return False
return True
if weapon_level is None or weapon_level > match_level:
return False
return True
def run_comparison(args, db, motiondb, game_uses_true_raw, item_stars=None):
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)
if not monster_damage.is_valid():
print("WARN: invalid damage data for monster '%s'" % args.monster)
return
if item_stars is None:
item_stars = ItemStars(db)
weapons = []
weapon_type = None
names_set = set()
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)
if not weapon:
raise ValueError("Weapon '%s' not found" % name)
names_set.add(name)
weapons.append(weapon)
if skill_args:
skill_args_map[name] = skill_args
#print("args match", args.match)
for match_tuple in args.match:
# TODO: better validation
if isinstance(match_tuple, list):
# TODO: is this a bug in argparse!!!????
match_tuple = match_tuple[0]
wtype, element = match_tuple
if args.quest_level or args.rarity:
final=None
else:
final=1
match_weapons = db.get_weapons_by_query(wtype=wtype, element=element,
final=final)
for w in match_weapons:
# skip weapons already explicitly names in arg list.
# Especially useful in diff mode.
if w.name in names_set:
continue
weapons.append(w)
names_set.add(w.name)
if args.weapon_custom:
weapons.extend([w[0] for w in args.weapon_custom])
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)
part_names = monster_damage.keys()
for i in range(len(monster_breaks)):
if monster_breaks[i] not in monster_damage:
plural = monster_breaks[i] + "s"
if plural in monster_damage:
monster_breaks[i] = plural
states = monster_damage.state_names()
print("States:", states)
print("%-20s" % monster.name, " | ".join(monster_damage.keys()))
for dtype in DAMAGE_TYPES:
print(dtype[:2], ":", end=" ")
for part_name, part_damage in monster_damage.items():
if part_damage.state_diff(dtype):
print("% 2d (% 2d)"
% (part_damage[dtype],
part_damage.get_alt_state(dtype)),
end=" ")
else:
print("% 2d" % part_damage[dtype], end=" ")
print()
weapon_type = weapons[0]["wtype"]
if args.phial and weapon_type != "Charge Blade":
print("ERROR: phial option is only supported for Charge Blade")
sys.exit(1)
motion = motiondb[weapon_type].average
print("Weapon Type: %s" % weapon_type)
print("Average Motion: %0.1f" % motion)
if args.motion:
motion = args.motion
print("Specified Motion: %0.1f" % motion)
print("Monster Breaks: %s" % ", ".join(monster_breaks))
skill_names = get_skill_names(args)
print("Common Skills:", ", ".join(skill for skill in skill_names if skill))
if args.parts:
limit_parts = args.parts.split(",")
else:
limit_parts = None
if args.quest_level:
village, guild, permit, arena = args.quest_level
print("Filter by Quest Levels:", args.quest_level)
weapons2 = dict()
for w in weapons:
if "village_stars" in w:
stars = dict(Village=w["village_stars"],
Guild=w["guild_stars"],
Permit=w["permit_stars"],
Arena=w["arena_stars"])
else:
stars = item_stars.get_weapon_stars(w)
if (not match_quest_level(village, stars["Village"])
and not match_quest_level(guild, stars["Guild"])):
continue
if not match_quest_level(permit, stars["Permit"]):
continue
if not match_quest_level(arena, stars["Arena"]):
continue
weapons2[w.id] = w
parent_ids = set(w.parent_id for w in weapons2.values())
for wid in list(weapons2.keys()):
if wid in parent_ids:
del weapons2[wid]
weapons = list(weapons2.values())
names = [w.name for w in weapons]
if args.rarity:
print("Filter by max rarity:", args.rarity)
weapons2 = dict()
by_name = dict()
for w in weapons:
if w.rarity <= args.rarity:
weapons2[w.id] = w
by_name[w.name] = w
# TODO: don't have parent ids for mhrise yet
if False and args.mhr:
# hack to remove most common dups
for wname in list(by_name.keys()):
if wname.endswith("+"):
base = wname[:-1]
suffix = "+"
else:
parts = wname.rsplit(" ", maxsplit=1)
if len(parts) == 1:
continue
base, suffix = parts
parent_name = None
if suffix == "+" or base.endswith("+"):
parent_name = base.rstrip("+")
elif suffix in ("II", "III", "VI", "VII"):
parent_name = wname[:-1]
elif suffix == "IV":
parent_name = base + " III"
elif suffix == "V":
parent_name = base + " IV"
if parent_name:
print("parent", parent_name)
if parent_name in by_name:
del weapons2[by_name[parent_name].id]
else:
parent_ids = set(w.parent_id for w in weapons2.values())
for wid in list(weapons2.keys()):
if wid in parent_ids:
del weapons2[wid]
weapons = list(weapons2.values())
names = [w.name for w in weapons]
part_max_damage = defaultdict(int)
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, got '%s' expected '%s'"
% (name, row_type, weapon_type))
#print(name, row)
try:
skill_args = skill_args_map.get(name, args)
wd = WeaponMonsterDamage(row,
monster, monster_damage,
motion, skill_args.sharpness_plus,
monster_breaks,
attack_skill=skill_args.attack_up,
critical_eye_skill=skill_args.critical_eye,
element_skill=skill_args.element_up,
awaken=skill_args.awaken,
artillery_level=skill_args.artillery,
limit_parts=args.parts,
frenzy_bonus=skill_args.frenzy,
is_true_attack=game_uses_true_raw,
blunt_power=skill_args.blunt_power,
game=db.game)
print("%-20s: %4.0f %2.0f%%" % (name, wd.attack, wd.affinity), end=' ')
if wd.etype:
if wd.etype2:
print("(%4.0f %s, %4.0f %s)" \
% (wd.eattack, wd.etype, wd.eattack2, wd.etype2), end=' ')
else:
print("(%4.0f %s)" % (wd.eattack, wd.etype), end=' ')
print(SharpnessLevel.name(wd.sharpness), wd.sharpness_points, end=' ')
if skill_args != args:
print("{%s}" % ",".join(sn
for sn in get_skill_names(skill_args)
if sn))
else:
print()
for part in wd.parts:
if wd[part].average() > part_max_damage[part]:
part_max_damage[part] = wd[part].average()
weapon_damage_map[name] = wd
except ValueError as e:
print(str(e))
sys.exit(1)
damage_map_base = weapon_damage_map[names[0]]
if limit_parts:
parts = limit_parts
else:
parts = damage_map_base.parts
if args.diff:
print_damage_percent_diff(names, damage_map_base,
weapon_damage_map, parts)
elif args.phial:
print_sorted_phial_damage(names, damage_map_base,
weapon_damage_map, parts,
level=args.phial)
else:
print_sorted_damage(names, damage_map_base,
weapon_damage_map, parts)
if args.html_out:
if args.mhr:
if not args.rarity:
print("Error: --html-out with --mrh requires --rarity")
sys.exit(1)
write_damage_html_by_rarity(args.html_out, args.rarity,
monster, monster_damage,
names, damage_map_base,
weapon_damage_map, parts,
part_max_damage)
else:
if not args.quest_level:
print("Error: --html-out requires quest level (-q)")
sys.exit(1)
monster_stars = item_stars.get_monster_stars(monster.id)
write_damage_html(args.html_out, monster, monster_damage,
args.quest_level, names,
damage_map_base, weapon_damage_map, parts,
part_max_damage, monster_breaks,
monster_stars)
def write_html_site(args, db, motiondb, game_uses_true_raw):
if db.game == "4u":
village_max = 5
guild_max = 2
else:
raise ValueError("Not implemented")
monsters = db.get_monsters("Boss")
monster_names = [monster.name for monster in monsters]
weapon_types = db.get_weapon_types()
item_stars = ItemStars(db)
monster_stars = {}
for monster in monsters:
monster_stars[monster.id] = item_stars.get_monster_stars(monster.id)
n = 0
base_dir = args.html_site
for monster in monsters:
stars = monster_stars[monster.id]
if stars["Village"] is None:
vrange = [0]
else:
if stars["Village"] > 2:
start = stars["Village"] - 1
else:
start = stars["Village"]
vrange = list(range(start, 11))
if start > 2:
vrange = [0] + vrange
if stars["Guild"] is None:
grange = [0]
else:
if stars["Guild"] > 1:
start = stars["Guild"] - 1
else:
start = stars["Guild"]
grange = list(range(start, 11))
if start > 1:
grange = [0] + grange
for v in vrange:
for g in grange:
if v == 0:
if g == 0:
continue
v = 1
if g == 0:
g = 1
quest_dir = "v{}g{}".format(v, g)
quest_path = os.path.join(base_dir, monster.name, quest_dir)
if not os.path.isdir(quest_path):
os.makedirs(quest_path)
for wtype in weapon_types:
if "Bowgun" in wtype or wtype == "Bow":
continue
args.html_out = os.path.join(quest_path, wtype + ".html")
if os.path.isfile(args.html_out):
print(args.html_out, " exists, skipping")
continue
args.html_site = None
n += 1
args.monster = monster.name
args.quest_level = (v if v else 1, g if g else 1,
None, None)
args.match = [(wtype, None)]
run_comparison(args, db, motiondb, game_uses_true_raw,
item_stars=item_stars)
print("n =", n)
def write_html_site_rise(args, db, motiondb, game_uses_true_raw=True):
monsters = db.get_monsters()
weapon_types = db.get_weapon_types()
n = 0
base_dir = args.html_site
for monster in monsters:
for rarity in range(1, 11):
args.rarity = rarity
rarity_dir = "r{}".format(rarity)
mpath = os.path.join(base_dir, monster.name, rarity_dir)
if not os.path.isdir(mpath):
os.makedirs(mpath)
for wtype in weapon_types:
if "Bowgun" in wtype or wtype == "Bow":
continue
args.html_out = os.path.join(mpath, wtype + ".html")
if os.path.isfile(args.html_out):
print(args.html_out, " exists, skipping")
continue
args.html_site = None
n += 1
args.monster = monster.name
args.match = [(wtype, None)]
print(rarity, wtype)
run_comparison(args, db, motiondb, game_uses_true_raw)
print("n =", n)
def main():
args = parse_args(None)
game_uses_true_raw = False
if args.quest_level or args.html_site:
comps = True
else:
comps = False
if args.monster_hunter_cross:
db = MHDBX()
game_uses_true_raw = True
elif args.monster_hunter_gen:
db = MHDB(game="gu", include_item_components=comps)
game_uses_true_raw = True
elif args.mhw:
db = MHDBX(game="mhw")
game_uses_true_raw = False
SharpnessLevel._modifier = SharpnessLevel._modifier_mhw
elif args.mhr:
db = MHDBX(game="mhr")
game_uses_true_raw = True
SharpnessLevel._modifier = SharpnessLevel._modifier_mhw
else:
db = MHDB(game="4u", include_item_components=comps)
motiondb = MotionValueDB(_pathfix.motion_values_path)
if args.html_site:
if args.mhr:
write_html_site_rise(args, db, motiondb, game_uses_true_raw)
else:
write_html_site(args, db, motiondb, game_uses_true_raw)
else:
run_comparison(args, db, motiondb, game_uses_true_raw)
if __name__ == '__main__':
main()