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#!/usr/bin/env python2
import sys
import argparse
import shlex
import copy
import _pathfix
from mhapi.db import MHDB, MHDBX
from mhapi.damage import MotionValueDB, WeaponMonsterDamage
from mhapi.model import SharpnessLevel, Weapon, ItemStars
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)
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 xrange(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=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("-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("-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("-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=[])
parser.add_argument("-q", "--quest-level",
help="village,guild[,permit[,arena]]",
type=quest_level_tuple)
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)
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,
damage_map = weapon_damage_map[name]
print "%0.2f" % avg_phial(damage_map, level=level),
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],
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 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,
damage_map = weapon_damage_map[name]
print "%0.2f" % damage_map.averages["uniform"],
for part in parts:
part_damage = damage_map[part]
print "% 2d" % part_damage.average(),
print
if 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
for line in w1.get_raw_element_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,
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)
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 main():
args = parse_args(None)
game_uses_true_raw = False
if args.monster_hunter_cross:
db = MHDBX()
game_uses_true_raw = True
elif args.monster_hunter_gen:
if args.quest_level:
comps = True
else:
comps = False
db = MHDB(game="gu", include_item_components=comps)
game_uses_true_raw = True
elif args.monster_hunter_world:
db = MHDBX(game="mhw")
game_uses_true_raw = False
else:
db = MHDB(game="4u")
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
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
for match_tuple in args.match:
# TODO: better validation
wtype, element = match_tuple
if args.quest_level:
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(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)
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 (not match_quest_level(village, w["village_stars"])
and not match_quest_level(guild, w["guild_stars"])):
continue
if not match_quest_level(permit, w["permit_stars"]):
continue
if not match_quest_level(arena, w["arena_stars"]):
continue
weapons2[w.id] = w
parent_ids = set(w.parent_id for w in weapons2.values())
for wid in weapons2.keys():
if wid in parent_ids:
del weapons2[wid]
weapons = weapons2.values()
names = [w.name for w in weapons]
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))
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)
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),
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
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 __name__ == '__main__':
main()