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#!/usr/bin/env python
import sys
import argparse
import codecs
import _pathfix
from mhapi.db import MHDB
def get_utf8_writer(writer):
return codecs.getwriter("utf8")(writer)
def parse_args(argv):
parser = argparse.ArgumentParser(description=
"Find armor with the specified skills and sort by"
" (max points, defense). Takes into account native points"
" and slots that fit decorations for the first skill."
)
parser.add_argument("-g", "--gunner", action="store_true",
default=False,
help="search for gunner instead of blademaster")
parser.add_argument("-d", "--min-defense", type=int,
help="Only include armors with min defense")
parser.add_argument("-t", "--type",
help="Head, Body, Arms, Waist, or Legs")
parser.add_argument("skills", nargs="+",
help="One or more armor skills to search for")
return parser.parse_args(argv)
def find_armors(args):
db = MHDB(_pathfix.db_path)
skills = {}
skill_ids = [] # preserve arg order
decorations = {}
for skill_name in args.skills:
sid = db.get_skill_tree_id(skill_name)
if sid is None:
raise ValueError("Skill '%s' not found" % skill_name)
skills[skill_name] = sid
skill_ids.append(sid)
#print skill_name, sid
ds = db.get_decorations_by_skills([sid])
for d in ds:
d.set_skills(db.get_item_skills(d.id))
decoration_values = get_decoration_values(sid, ds)
decorations[sid] = (ds, decoration_values)
print "%s[%s]:" % (skill_name, sid), ", ".join(d.name for d in ds), \
decoration_values
htype = "Gunner" if args.gunner else "Blade"
armors = db.get_armors_by_skills(skill_ids, htype)
skill_totals = {}
for a in armors:
skills = db.get_item_skills(a.id)
if not skills:
print "Error getting skills for '%s' (%d)" % (a.name, a.id)
sys.exit(1)
a.set_skills(skills)
# calculate total using decorations for first skill only. This
# works great if all skill shave same slot values; if not it's
# very messy to figure out what is 'best'
total = 0
first = True
for sid in skill_ids:
if first:
dv = decorations[sid][1]
first = False
else:
dv = []
total += a.skill(sid, dv)
skill_totals[a.id] = total
armors.sort(key=lambda a: (skill_totals[a.id], a.defense), reverse=True)
for a in armors:
if args.min_defense and a.defense < args.min_defense:
continue
if args.type and a.slot != args.type:
continue
total = skill_totals[a.id]
print a.id, skill_totals[a.id], a.one_line_u()
print " ", a.one_line_skills_u(args.skills)
def get_decoration_values(skill_id, decorations):
# TODO: write script to compute this and shove innto skill_tree table
values = [0, 0, 0]
for d in decorations:
assert d.num_slots is not None
# some skills like Handicraft have multiple decorations with
# same number of slots - use the best one
new = d.skills[skill_id]
current = values[d.num_slots-1]
if new > current:
values[d.num_slots-1] = new
return values
if __name__ == '__main__':
args = parse_args(None)
sys.stdout = get_utf8_writer(sys.stdout)
find_armors(args)