Пример #1
0
def repair_armor_data():
    data = load_data()

    armor_map = data.armor_map
    armorset_map = data.armorset_map

    new_armor_map = DataMap()

    # Copy all items in armorset order
    for set_entry in armorset_map.values():
        # All armor pieces in the set
        armor_names = [set_entry[part] for part in cfg.armor_parts]
        armor_names = list(filter(None, armor_names))

        armor_lang = set_entry['armor_lang']
        for armor_name in armor_names:
            armor_id = armor_map.id_of(armor_lang, armor_name)
            armor = armor_map.pop(armor_id)
            new_armor_map.insert(armor)

    # Copy over remaining items
    for remaining_item in armor_map:
        new_armor_map.insert(remaining_item)

    # Save results (todo: refactor, move to writer)
    armor_schema = schema.ArmorBaseSchema()
    result_list = new_armor_map.to_list()
    result, errors = armor_schema.dump(result_list, many=True)
    writer.save_csv("armors/armor_base.csv", result)
Пример #2
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def update_tools(mhdata):
    tool_data = ToolCollection()

    new_tools = DataMap(start_id=mhdata.tool_map.max_id + 1)
    for tool in tool_data.tools:
        name_en = tool.name_upgraded['en']
        existing_entry = mhdata.tool_map.entry_of('en', name_en)

        new_entry = {}
        if existing_entry:
            new_entry = {**existing_entry}

        new_entry['name'] = tool.name_upgraded
        new_entry['name_base'] = tool.name
        new_entry['description'] = tool.description
        new_entry['tool_type'] = 'booster' if 'booster' in tool.name[
            'en'].lower() else 'mantle'
        new_entry.setdefault('duration', 0)
        new_entry.setdefault('duration_upgraded', None)
        new_entry.setdefault('recharge', 0)
        new_entry['slot_1'] = tool.slots[0]
        new_entry['slot_2'] = tool.slots[1]
        new_entry['slot_3'] = tool.slots[2]
        new_entry.setdefault('icon_color', None)

        new_tools.insert(new_entry)

    writer = create_writer()

    writer.save_base_map_csv(
        "tools/tool_base.csv",
        new_tools,
        schema=schema.ToolSchema(),
        translation_filename="tools/tool_base_translations.csv",
        translation_extra=['name_base', 'description'])
Пример #3
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def test_can_lookup_entry_by_name():
    map = DataMap()
    map.insert(create_test_entry_en("test1"))
    map.insert(create_test_entry_en("test2"))
    map.insert(create_test_entry_en("test3"))

    entry = map.entry_of("en", "test2")
    assert entry.name('en') == 'test2', "expected entry name to match"
Пример #4
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def test_save_base_csv_symmetric(writer: DataReaderWriter):
    data = DataMap()
    data.insert(create_entry_en('test1'))
    data.insert(create_entry_en('test2'))

    groups = ['name', 'description']
    writer.save_base_map_csv('testbase.csv', data, groups=groups)
    new_data = writer.load_base_csv('testbase.csv', groups=groups)

    assert data.to_list() == new_data.to_list(), "saved data didn't match"
Пример #5
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def test_save_base_csv_symmetric(writer: DataReaderWriter):
    # Note: CSVs do not save typing info, so everything is strings
    data = DataMap()
    data.insert(create_entry_en('test1', {'id': '1'}))
    data.insert(create_entry_en('test2', {'id': '2'}))

    groups = ['name', 'description']
    writer.save_base_map_csv('testbase.csv', data, groups=groups)
    new_data = writer.load_base_csv('testbase.csv', languages, groups=groups)

    assert data.to_list() == new_data.to_list(), "saved data didn't match"
Пример #6
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def test_to_dict_correct_data():
    data = {
        25: create_test_entry_en('test1', { 'id': 25, 'somedata': {'nested': 5}}),
        28: create_test_entry_en('test2', { 'id': 28, 'somedata': {'alsonested': 'hey'}})
    }

    datamap = DataMap()
    for row in data.values():
        datamap.insert(row)

    serialized = datamap.to_dict()
    assert serialized == data, "expected serialized data to match original data"
Пример #7
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def test_manual_id_resets_sequence():
    datamap = DataMap()

    datamap.add_entry(25, create_test_entry_en('test1'))
    new_entry = datamap.insert(create_test_entry_en('test2'))

    assert new_entry.id > 25, "new id should have been higher"
Пример #8
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def update_kinsects(mhdata, item_updater: ItemUpdater):
    print('Loading kinsect info')
    kinsect_tree = load_kinsect_tree()

    def resolve_parent_name(entry):
        if entry.parent:
            return entry.parent.name['en']
        return ''

    items = [
        f"{r.id},{r.name['en']},{resolve_parent_name(r)}"
        for r in kinsect_tree.crafted()
    ]
    artifacts.write_artifact('kinsect_all.txt', *items)
    items = [f"{r.id},{r.name['en']}" for r in kinsect_tree.roots]
    artifacts.write_artifact('kinsect_roots.txt', *items)

    kinsect_map = DataMap(languages=['en'])
    for kinsect_node in kinsect_tree.crafted():
        binary = kinsect_node.binary
        new_entry = kinsect_map.insert({
            'id':
            binary.id + 1,
            'name':
            kinsect_node.name,
            'previous_en':
            resolve_parent_name(kinsect_node),
            'rarity':
            binary.rarity + 1,
            'attack_type':
            kinsect_attack_types[binary.attack_type],
            'dust_effect':
            kinsect_dusts[binary.dust_type],
            'power':
            binary.power,
            'speed':
            binary.speed,
            'heal':
            binary.heal
        })

        if kinsect_node.upgrade:
            new_entry['craft'] = convert_recipe(item_updater,
                                                kinsect_node.upgrade)

    # Write new data
    writer = create_writer()

    writer.save_base_map_csv(
        "weapons/kinsect_base.csv",
        kinsect_map,
        schema=schema.KinsectBaseSchema(),
        translation_filename="weapons/kinsect_base_translations.csv")

    writer.save_data_csv("weapons/kinsect_craft_ext.csv",
                         kinsect_map,
                         key="craft",
                         schema=schema.RecipeSchema())

    print("Kinsect files updated\n")
Пример #9
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def test_row_add_value_in_middle():
    test_keys = ['id', 'test1', 'test2', 'test3']
    test_dict = {k: 1 for k in test_keys}
    test_dict['name'] = {'en': 'a test'}  # required field

    datamap = DataMap()
    entry = datamap.insert(test_dict)

    entry.set_value('NEW', 1, after='test2')

    # note: name exists because it was manually added to test_dict
    expected_keys = ['id', 'test1', 'test2', 'NEW', 'test3', 'name']
    entry_keys = list(entry.keys())
    assert entry_keys == expected_keys, "Expected new to be after test2"
Пример #10
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def update_weapons():
    mhdata = load_data()
    print("Existing Data loaded. Using to update weapon info")

    weapon_loader = WeaponDataLoader()
    item_text_handler = ItemTextHandler()
    skill_text_handler = SkillTextHandler()
    notes_data = load_schema(wep_wsl.WepWsl,
                             "common/equip/wep_whistle.wep_wsl")
    sharpness_reader = SharpnessDataReader()
    ammo_reader = WeaponAmmoLoader()
    coating_data = load_schema(bbtbl.Bbtbl, "common/equip/bottle_table.bbtbl")

    print("Loaded initial weapon binary data data")

    def bind_weapon_blade_ext(weapon_type: str, existing_entry,
                              binary: wp_dat.WpDatEntry):
        for key in [
                'kinsect_bonus', 'phial', 'phial_power', 'shelling',
                'shelling_level', 'notes'
        ]:
            existing_entry[key] = None
        if weapon_type == cfg.CHARGE_BLADE:
            existing_entry['phial'] = cb_phials[binary.wep1_id]
        if weapon_type == cfg.SWITCH_AXE:
            (phial, power) = s_axe_phials[binary.wep1_id]
            existing_entry['phial'] = phial
            existing_entry['phial_power'] = power
        if weapon_type == cfg.GUNLANCE:
            # first 5 are normals, second 5 are wide, third 5 are long
            shelling = ['normal', 'wide', 'long'][binary.wep1_id // 5]
            level = (binary.wep1_id % 5) + 1
            existing_entry['shelling'] = shelling
            existing_entry['shelling_level'] = level
        if weapon_type == cfg.INSECT_GLAIVE:
            existing_entry['kinsect_bonus'] = glaive_boosts[binary.wep1_id]
        if weapon_type == cfg.HUNTING_HORN:
            note_entry = notes_data[binary.wep1_id]
            notes = [note_entry.note1, note_entry.note2, note_entry.note3]
            notes = [str(note_colors[n]) for n in notes]
            existing_entry['notes'] = "".join(notes)

    # Store new weapon entries
    new_weapon_map = DataMap(languages="en",
                             start_id=mhdata.weapon_map.max_id + 1)

    # Iterate over weapon types
    for weapon_type in cfg.weapon_types:
        print(f"Processing {weapon_type}")

        # Note: weapon data ordering is unknown. order field and tree_id asc are sometimes wrong
        # Therefore its unsorted, we have to work off the spreadsheet order
        weapon_tree = weapon_loader.load_tree(weapon_type)
        print(f"Loaded {weapon_type} weapon tree binary data")

        multiplier = cfg.weapon_multiplier[weapon_type]

        # Iterate over nodes in the weapon tree (does depth first search)
        for weapon_node in weapon_tree:
            binary = weapon_node.binary
            name = weapon_node.name
            existing_entry = mhdata.weapon_map.entry_of('en', name['en'])

            new_entry = {}
            if existing_entry:
                new_entry = {**existing_entry}

            # Bind name and parent
            new_entry['name'] = name
            new_entry['weapon_type'] = weapon_type
            new_entry['previous_en'] = None
            if weapon_node.parent != None:
                new_entry['previous_en'] = weapon_node.parent.name['en']

            # Bind info
            new_entry['weapon_type'] = weapon_type
            new_entry['rarity'] = binary.rarity + 1
            new_entry['attack'] = binary.raw_damage * multiplier
            new_entry['affinity'] = binary.affinity
            new_entry['defense'] = binary.defense or None
            new_entry['slot_1'] = binary.gem_slot1_lvl
            new_entry['slot_2'] = binary.gem_slot2_lvl
            new_entry['slot_3'] = binary.gem_slot3_lvl
            new_entry['elderseal'] = elderseal[binary.elderseal]

            # Bind Elements
            if name['en'] in ["Twin Nails", "Fire and Ice"]:
                print(f"Skipping {name['en']} element data")
            else:
                hidden = binary.hidden_element_id != 0
                element_id = binary.hidden_element_id if hidden else binary.element_id
                element_atk = binary.hidden_element_damage if hidden else binary.element_damage

                new_entry['element_hidden'] = hidden
                new_entry['element1'] = elements[element_id]
                new_entry[
                    'element1_attack'] = element_atk * 10 if element_atk else None
                new_entry['element2'] = None
                new_entry['element2_attack'] = None

            # Bind skill
            skill = skill_text_handler.get_skilltree_name(binary.skill_id)
            new_entry['skill'] = skill['en'] if binary.skill_id != 0 else None

            # Bind Extras (Blade/Gun/Bow data)
            if weapon_type in cfg.weapon_types_melee:
                bind_weapon_blade_ext(weapon_type, new_entry, binary)
                new_entry['sharpness'] = sharpness_reader.sharpness_for(binary)
            elif weapon_type in cfg.weapon_types_gun:
                (ammo_name, ammo_data) = ammo_reader.create_data_for(
                    wtype=weapon_type,
                    tree=weapon_node.tree,
                    binary=weapon_node.binary)
                new_entry['ammo_config'] = ammo_name
            else:
                # TODO: Bows have an Enabled+ flag. Find out what it means
                # 1 = enabled, 2 = enabled+
                coating_binary = coating_data[binary.special_ammo_type]
                new_entry['bow'] = {
                    'close': coating_binary.close_range > 0,
                    'power': coating_binary.power > 0,
                    'paralysis': coating_binary.paralysis > 0,
                    'poison': coating_binary.poison > 0,
                    'sleep': coating_binary.sleep > 0,
                    'blast': coating_binary.blast > 0
                }

            # crafting data
            new_entry['craft'] = []
            if weapon_node.craft:
                new_entry['craft'].append({
                    'type':
                    'Create',
                    **convert_recipe(item_text_handler, weapon_node.craft)
                })
            if weapon_node.upgrade:
                new_entry['craft'].append({
                    'type':
                    'Upgrade',
                    **convert_recipe(item_text_handler, weapon_node.upgrade)
                })

            new_weapon_map.insert(new_entry)

    # Write new data
    writer = create_writer()

    writer.save_base_map_csv(
        "weapons/weapon_base.csv",
        new_weapon_map,
        schema=schema.WeaponBaseSchema(),
        translation_filename="weapons/weapon_base_translations.csv")

    writer.save_data_csv("weapons/weapon_sharpness.csv",
                         new_weapon_map,
                         key="sharpness",
                         schema=schema.WeaponSharpnessSchema())

    writer.save_data_csv("weapons/weapon_bow_ext.csv",
                         new_weapon_map,
                         key="bow",
                         schema=schema.WeaponBowSchema())

    writer.save_data_csv("weapons/weapon_craft.csv",
                         new_weapon_map,
                         key="craft",
                         schema=schema.WeaponCraftSchema())

    writer.save_keymap_csv("weapons/weapon_ammo.csv",
                           ammo_reader.data,
                           schema=schema.WeaponAmmoSchema())

    print("Weapon files updated\n")

    add_missing_items(item_text_handler.encountered, mhdata=mhdata)
Пример #11
0
def update_items(item_updater: ItemUpdater, *, mhdata=None):
    if not mhdata:
        mhdata = load_data()
        print("Existing Data loaded. Using to expand item list")

    new_item_map = DataMap(languages='en', start_id=mhdata.item_map.max_id + 1)
    unlinked_item_names = OrderedSet()

    # used to track dupes to throw proper errors
    updated_names = set()

    # First pass. Iterate over existing ingame items and merge with existing data
    for entry in item_updater.item_data:
        name_dict, description_dict = item_updater.name_and_description_for(
            entry.id, track=False)
        existing_item = mhdata.item_map.entry_of('en', name_dict['en'])

        is_encountered = entry.id in item_updater.encountered_item_ids
        if not is_encountered and not existing_item:
            unlinked_item_names.add(name_dict['en'])
            continue

        if name_dict['en'] in updated_names:
            raise Exception(f"Duplicate item {name_dict['en']}")
        updated_names.add(name_dict['en'])

        # note: we omit buy price as items may have a buy price even if not sold.
        # We only care about the buy price of BUYABLE items
        new_data = {
            'name': name_dict,
            'description': description_dict,
            'rarity': entry.rarity + 1,
            'sell_price': None,
            'points': None
        }

        is_ez = entry.flags.ez
        is_account = entry.type == 'endemic'
        is_tradein = "(Trade-in Item)" in description_dict['en']
        is_appraisal = entry.flags.appraisal

        sell_value = entry.sell_price if entry.sell_price != 0 else None
        if is_account:
            new_data['points'] = sell_value
        else:
            new_data['sell_price'] = sell_value

        if name_dict['en'] == 'Normal Ammo 1':
            new_data['category'] = 'hidden'
        elif is_ez:
            new_data['category'] = 'misc'
            new_data['subcategory'] = 'trade' if is_tradein else 'supply'
        elif is_account:
            new_data['category'] = 'misc'
            new_data['subcategory'] = 'trade' if is_tradein else 'account'
        elif is_appraisal or ('Appraised after investigation'
                              in description_dict['en']):
            new_data['category'] = 'misc'
            new_data['subcategory'] = 'appraisal'
            new_data['sell_price'] = None  # why does this have values?
        else:
            new_data['category'] = entry.type
            new_data['subcategory'] = 'trade' if is_tradein else None

            # Whether we show carry limit at all is based on item type.
            # Materials are basically infinite carry
            infinite_carry = new_data['category'] == 'material'
            new_data[
                'carry_limit'] = None if infinite_carry else entry.carry_limit

        if existing_item:
            new_item_map.insert({**existing_item, **new_data})
        else:
            new_item_map.insert(new_data)

    # Second pass, add old entries that are not in the new one
    for old_entry in mhdata.item_map.values():
        if old_entry.name('en') not in new_item_map.names('en'):
            new_item_map.insert(old_entry)

    # Third pass. Items need to be reordered based on type

    unsorted_item_map = new_item_map  # store reference to former map

    def filter_category(category, subcategory=None):
        "helper that returns items and then removes from unsorted item map"
        results = []
        for item in unsorted_item_map.values():
            if item['category'] == category and item[
                    'subcategory'] == subcategory:
                results.append(item)
        for result in results:
            del unsorted_item_map[result.id]
        return results

    normal_ammo_1 = unsorted_item_map.entry_of("en", "Normal Ammo 1")

    # start the before-mentioned third pass by creating a new map based off the old one
    new_item_map = DataMap(languages="en")
    new_item_map.extend(filter_category('item'))
    new_item_map.extend(filter_category('material'))
    new_item_map.extend(filter_category('material', 'trade'))
    if normal_ammo_1:
        new_item_map.insert(normal_ammo_1)
    new_item_map.extend(filter_category('ammo'))
    new_item_map.extend(filter_category('misc', 'appraisal'))
    new_item_map.extend(filter_category('misc', 'account'))
    new_item_map.extend(filter_category('misc', 'supply'))

    # Write out data
    writer = create_writer()

    writer.save_base_map_csv(
        "items/item_base.csv",
        new_item_map,
        schema=schema.ItemSchema(),
        translation_filename="items/item_base_translations.csv",
        translation_extra=['description'])

    # Write out artifact data
    print("Writing unlinked item names to artifacts")
    artifacts.write_names_artifact('items_unlinked.txt', unlinked_item_names)
    print("Writing all items and ids")
    artifact_data = [{
        'id': i.id,
        'name': i.name['en']
    } for i in item_updater.data]
    artifacts.write_dicts_artifact('items_ids.csv', artifact_data)

    print("Item files updated")
Пример #12
0
def test_uses_provided_id():
    map = DataMap()
    map.insert({'id': 3, **create_test_entry_en("test1")})

    assert 3 in map.keys(), "entry should have used id 3"
Пример #13
0
def update_armor(mhdata, item_updater: ItemUpdater):
    "Populates and updates armor information using the armorset_base as a source of truth"

    armor_series = load_armor_series()

    # Get number of times armor can be upgraded by rarity level.
    # Unk7 is max level pre-augment, Unk8 is max post-augment
    # Thanks to the MHWorld Modders for the above info
    rarity_upgrades = {}
    for entry in load_schema(arm_up.ArmUp,
                             "common/equip/arm_upgrade.arm_up").entries:
        rarity_upgrades[entry.index + 1] = (entry.unk7 - 1, entry.unk8 - 1)

    print("Binary armor data loaded")

    print("Writing list of armorset names (in order) to artifacts")
    artifacts.write_names_artifact(
        'setnames.txt', [s.name['en'] for s in armor_series.values()])

    # Will store results. Language lookup and validation will be in english
    new_armorset_map = DataMap(languages="en",
                               start_id=mhdata.armorset_map.max_id + 1)
    new_armor_map = DataMap(languages="en",
                            start_id=mhdata.armor_map.max_id + 1)
    new_armorset_bonus_map = DataMap(languages="en")

    # Temporary storage for later processes
    all_set_skill_ids = OrderedSet()
    item_text_handler = ItemTextHandler()
    skill_text_handler = SkillTextHandler()
    armor_data_by_name = {}

    print(
        "Updating set data, keyed by the existing names in armorset_base.csv")
    for armorset_entry in mhdata.armorset_map.values():
        armorseries_data = armor_series.get(armorset_entry.name('en'))
        if not armorseries_data:
            print(
                f"Armor series {armorset_entry.name('en')} doesn't exist in binary, skipping"
            )
            new_armorset_map.insert(armorset_entry)
            continue

        new_entry = {
            **armorset_entry, 'name': armorseries_data.name,
            'rank': armorseries_data.rank
        }

        first_armor = armorseries_data.armors[0].binary
        if first_armor.set_skill1_lvl > 0:
            skill_id = first_armor.set_skill1
            all_set_skill_ids.add(skill_id)
            new_entry['bonus'] = skill_text_handler.get_skilltree_name(
                skill_id)['en']

        for part in cfg.armor_parts:
            armor = armorseries_data.get_part(part)
            if armor:
                armor_data_by_name[armor.name['en']] = armor
                new_entry[part] = armor.name['en']
            else:
                new_entry[part] = None

        new_armorset_map.insert(new_entry)

    print("Armorset entries updated")

    print("Updating armor")
    for armorset_entry in new_armorset_map.values():
        # Handle armor pieces
        for part, armor_name in datafn.iter_armorset_pieces(armorset_entry):
            existing_armor = mhdata.armor_map.entry_of('en', armor_name)
            armor_data = armor_data_by_name.get(armor_name, None)

            if not armor_data:
                print(
                    f"Failed to find binary armor data for {armor_name}, maintaining existing data"
                )
                new_armor_map.insert(existing_armor)
                continue

            armor_binary = armor_data.binary
            rarity = armor_binary.rarity + 1

            # Initial new armor data
            new_data = {
                'name':
                armor_data.name,
                'rarity':
                rarity,
                'type':
                part,
                'gender':
                gender_list[armor_binary.gender],
                'slot_1':
                armor_binary.gem_slot1_lvl,
                'slot_2':
                armor_binary.gem_slot2_lvl,
                'slot_3':
                armor_binary.gem_slot3_lvl,
                'defense_base':
                armor_binary.defense,
                'defense_max':
                armor_binary.defense + rarity_upgrades[rarity][0] * 2,
                'defense_augment_max':
                armor_binary.defense + rarity_upgrades[rarity][1] * 2,
                'defense_fire':
                armor_binary.fire_res,
                'defense_water':
                armor_binary.water_res,
                'defense_thunder':
                armor_binary.thunder_res,
                'defense_ice':
                armor_binary.ice_res,
                'defense_dragon':
                armor_binary.dragon_res,
                'skills': {},
                'craft': {}
            }

            if existing_armor:
                new_data['id'] = existing_armor.id

            # Add skills to new armor data
            for i in range(1, 2 + 1):
                skill_lvl = getattr(armor_binary, f"skill{i}_lvl")
                if skill_lvl != 0:
                    skill_id = getattr(armor_binary, f"skill{i}")
                    name_en = skill_text_handler.get_skilltree_name(
                        skill_id)['en']
                    new_data['skills'][f'skill{i}_name'] = name_en
                    new_data['skills'][f'skill{i}_pts'] = skill_lvl
                else:
                    new_data['skills'][f'skill{i}_name'] = None
                    new_data['skills'][f'skill{i}_pts'] = None

            # Add recipe to new armor data. Also track the encounter.
            recipe_binary = armor_data.recipe
            new_data['craft'] = convert_recipe(item_text_handler,
                                               recipe_binary)

            # Add new data to new armor map
            new_armor_map.insert(new_data)

    # Process set skills. As we don't currently understand the set -> skill map, we only translate
    # We pull the already established set skill name from existing CSV
    for bonus_entry in mhdata.armorset_bonus_map.values():
        skilltree = skill_text_handler.get_skilltree(bonus_entry.name('en'))
        name_dict = skill_text_handler.get_skilltree_name(skilltree.index)
        new_armorset_bonus_map.insert({**bonus_entry, 'name': name_dict})

    # Write new data
    writer = create_writer()

    writer.save_base_map_csv(
        "armors/armorset_base.csv",
        new_armorset_map,
        schema=schema.ArmorSetSchema(),
        translation_filename="armors/armorset_base_translations.csv")

    writer.save_base_map_csv(
        "armors/armor_base.csv",
        new_armor_map,
        schema=schema.ArmorBaseSchema(),
        translation_filename="armors/armor_base_translations.csv")

    writer.save_data_csv("armors/armor_skills_ext.csv",
                         new_armor_map,
                         key="skills")

    writer.save_data_csv("armors/armor_craft_ext.csv",
                         new_armor_map,
                         key="craft")

    writer.save_base_map_csv(
        "armors/armorset_bonus_base.csv",
        new_armorset_bonus_map,
        schema=schema.ArmorSetBonus(),
        translation_filename="armors/armorset_bonus_base_translations.csv")

    print("Armor files updated\n")

    item_updater.add_missing_items(item_text_handler.encountered)
Пример #14
0
def update_weapons(mhdata, item_updater: ItemUpdater):
    skill_text_handler = SkillTextHandler()

    print("Beginning load of binary weapon data")
    weapon_loader = WeaponDataLoader()
    notes_data = load_schema(wep_wsl.WepWsl, "common/equip/wep_whistle.wep_wsl")
    sharpness_reader = SharpnessDataReader()
    ammo_reader = WeaponAmmoLoader()
    coating_data = load_schema(bbtbl.Bbtbl, "common/equip/bottle_table.bbtbl")
    print("Loaded weapon binary data")

    def bind_weapon_blade_ext(weapon_type: str, existing_entry, weapon):
        binary: wp_dat.WpDatEntry = weapon.binary
        for key in ['kinsect_bonus', 'phial', 'phial_power', 'shelling', 'shelling_level', 'notes']:
            existing_entry[key] = None
        if weapon_type == cfg.CHARGE_BLADE:
            existing_entry['phial'] = cb_phials[binary.wep1_id]
        if weapon_type == cfg.SWITCH_AXE:
            try:
                (phial, power) = s_axe_phials[binary.wep1_id]
                existing_entry['phial'] = phial
                existing_entry['phial_power'] = power
            except:
                raise KeyError(f"Failed to load saxe phials for {weapon.name['en']} (SAXE ID: {binary.wep1_id})")
        if weapon_type == cfg.GUNLANCE:
            # first 5 are normals, second 5 are wide, third 5 are long
            if binary.wep1_id >= 15:
                value = binary.wep1_id - 15
                shelling = ['normal', 'wide', 'long'][value % 3]
                level = value // 3 + 6
            else:
                shelling = ['normal', 'wide', 'long'][binary.wep1_id // 5]
                level = (binary.wep1_id % 5) + 1
            existing_entry['shelling'] = shelling
            existing_entry['shelling_level'] = level
        if weapon_type == cfg.INSECT_GLAIVE:
            try:
                existing_entry['kinsect_bonus'] = glaive_boosts[binary.wep1_id]
            except:
                raise KeyError(f"Failed to load kinsect bonus for {weapon.name['en']} (BOOST ID: {binary.wep1_id})")
        if weapon_type == cfg.HUNTING_HORN:
            note_entry = notes_data[binary.wep1_id]
            notes = [note_entry.note1, note_entry.note2, note_entry.note3]
            notes = [str(note_colors[n]) for n in notes]
            existing_entry['notes'] = "".join(notes)

    # Load weapon tree binary data
    weapon_trees = {}
    for weapon_type in cfg.weapon_types:
        weapon_tree = weapon_loader.load_tree(weapon_type)
        print(f"Loaded {weapon_type} weapon tree binary data")
        weapon_trees[weapon_type] = weapon_tree

    # Load Kulve Augment Data
    kulve_augments = weapon_loader.load_kulve_augments()
    artifacts.write_dicts_artifact("kulve_augments.csv", kulve_augments.flattened())

    # Write artifact lines
    print("Writing artifact files for weapons (use it to add new weapons)")
    write_weapon_artifacts(mhdata, weapon_trees, ammo_reader)

    # Store new weapon entries
    new_weapon_map = DataMap(languages=["en"], start_id=mhdata.weapon_map.max_id+1, keys_ex=["weapon_type"])

    # Iterate over existing weapons, merge new data in
    for existing_entry in mhdata.weapon_map.values():
        weapon_type = existing_entry['weapon_type']
        weapon_tree = weapon_trees[weapon_type]

        # Note: weapon data ordering is unknown. order field and tree_id asc are sometimes wrong
        # Therefore its unsorted, we have to work off the spreadsheet order
        multiplier = cfg.weapon_multiplier[weapon_type]

        weapon = weapon_tree.by_name(existing_entry.name('en'))
        if not weapon:
            print(f"Could not find binary entry for {existing_entry.name('en')}")
            new_weapon_map.insert(existing_entry)
            continue
        
        is_kulve = existing_entry['category'] == 'Kulve'
        is_special = existing_entry['category'] in ('Kulve', 'Safi')
        binary = weapon.binary
        name = weapon.name

        new_entry = { **existing_entry }
        
        # Bind name and parent
        new_entry['name'] = name
        new_entry['weapon_type'] = weapon_type
        new_entry['previous_en'] = None
        if weapon.parent != None:
            new_entry['previous_en'] = weapon.parent.name['en']

        # Apply augmentation if its a kulve weapon that can get augmented
        if is_kulve:
            augment_params = kulve_augments.get(weapon_type, weapon.rarity)
            if augment_params:
                weapon = AugmentedWeapon(weapon, augment_params, 4)
                

        # Bind info
        new_entry['weapon_type'] = weapon_type
        new_entry['rarity'] = weapon.rarity
        new_entry['attack'] = (weapon.attack * multiplier).quantize(Decimal('1.'), rounding=ROUND_HALF_UP)
        new_entry['affinity'] = weapon.affinity
        new_entry['defense'] = weapon.defense or None
        new_entry['slot_1'] = binary.gem_slot1_lvl
        new_entry['slot_2'] = binary.gem_slot2_lvl
        new_entry['slot_3'] = binary.gem_slot3_lvl
        new_entry['elderseal'] = elderseal[binary.elderseal]

        # Bind Elements
        if name['en'] in ["Twin Nails", "Fire and Ice", "Blizzard and Blaze"]:
            print(f"Skipping {name['en']} element data")
        else:
            hidden = binary.hidden_element_id != 0
            element_atk = weapon.element_value

            new_entry['element_hidden'] = hidden
            new_entry['element1'] = weapon.element_type
            new_entry['element1_attack'] = element_atk * 10 if element_atk else None
            new_entry['element2'] = None
            new_entry['element2_attack'] = None

        # Bind skill
        skill = skill_text_handler.get_skilltree_name(binary.skill_id)
        new_entry['skill'] = skill['en'] if binary.skill_id != 0 else None
        
        # Bind Extras (Blade/Gun/Bow data)
        if weapon_type in cfg.weapon_types_melee:
            bind_weapon_blade_ext(weapon_type, new_entry, weapon)
            new_entry['sharpness'] = sharpness_reader.sharpness_for(binary)
        elif weapon_type in cfg.weapon_types_gun:
            tree = weapon.tree
            if is_special:
                tree = existing_entry['category']
            (ammo_name, ammo_data) = ammo_reader.create_data_for(
                wtype=weapon_type, 
                tree=tree,
                binary=weapon.binary)
            new_entry['ammo_config'] = ammo_name
        else:
            # TODO: Bows have an Enabled+ flag. Find out what it means
            # 1 = enabled, 2 = enabled+
            coating_binary = coating_data[binary.special_ammo_type]
            new_entry['bow'] = {
                'close': coating_binary.close_range > 0,
                'power': coating_binary.power > 0,
                'paralysis': coating_binary.paralysis > 0,
                'poison': coating_binary.poison > 0,
                'sleep': coating_binary.sleep > 0,
                'blast': coating_binary.blast > 0
            }

        # crafting data
        new_entry['craft'] = []
        if weapon.craft:
            new_entry['craft'].append({
                'type': 'Create',
                **convert_recipe(item_updater, weapon.craft)
            })
        if weapon.upgrade:
            new_entry['craft'].append({
                'type': 'Upgrade',
                **convert_recipe(item_updater, weapon.upgrade)
            })

        new_weapon_map.insert(new_entry)

    # Write new data
    writer = create_writer()

    writer.save_base_map_csv(
        "weapons/weapon_base.csv",
        new_weapon_map,
        schema=schema.WeaponBaseSchema(),
        translation_filename="weapons/weapon_base_translations.csv"
    )

    writer.save_data_csv(
        "weapons/weapon_sharpness.csv",
        new_weapon_map, 
        key="sharpness",
        schema=schema.WeaponSharpnessSchema()
    )

    writer.save_data_csv(
        "weapons/weapon_bow_ext.csv",
        new_weapon_map,
        key="bow",
        schema=schema.WeaponBowSchema()
    )

    writer.save_data_csv(
        "weapons/weapon_craft.csv",
        new_weapon_map, 
        key="craft",
        schema=schema.WeaponRecipeSchema()
    )

    writer.save_keymap_csv(
        "weapons/weapon_ammo.csv",
        ammo_reader.data,
        schema=schema.WeaponAmmoSchema()
    )

    print("Weapon files updated\n")
Пример #15
0
def update_armor():
    "Populates and updates armor information using the armorset_base as a source of truth"

    armor_text = load_text("common/text/steam/armor")
    armorset_text = load_text("common/text/steam/armor_series")

    # Parses binary armor data, mapped by the english name
    armor_data = {}
    for armor_entry in load_schema(am_dat.AmDat,
                                   "common/equip/armor.am_dat").entries:
        if armor_entry.gender == 0: continue
        if armor_entry.order == 0: continue
        name_en = armor_text[armor_entry.gmd_name_index]['en']
        armor_data[name_en] = armor_entry

    # Parses craft data, mapped by the binary armor id
    armor_craft_data = {}
    for craft_entry in load_schema(eq_crt.EqCrt,
                                   "common/equip/armor.eq_crt").entries:
        armor_craft_data[craft_entry.equip_id] = craft_entry

    # Get number of times armor can be upgraded by rarity level.
    # Unk7 is max level pre-augment, Unk8 is max post-augment
    # Thanks to the MHWorld Modders for the above info
    rarity_upgrades = {}
    for entry in load_schema(arm_up.ArmUp,
                             "common/equip/arm_upgrade.arm_up").entries:
        rarity_upgrades[entry.index + 1] = (entry.unk7 - 1, entry.unk8 - 1)

    print("Binary data loaded")

    mhdata = load_data()
    print(
        "Existing Data loaded. Using existing armorset data to drive new armor data."
    )

    # Will store results. Language lookup and validation will be in english
    new_armor_map = DataMap(languages="en")
    new_armorset_bonus_map = DataMap(languages="en")

    # Temporary storage for later processes
    all_set_skill_ids = OrderedSet()

    item_text_handler = ItemTextHandler()
    skill_text_handler = SkillTextHandler()

    print("Populating armor data, keyed by the armorset data")
    next_armor_id = mhdata.armor_map.max_id + 1
    for armorset in mhdata.armorset_map.values():
        # Handle armor pieces
        for part, armor_name in datafn.iter_armorset_pieces(armorset):
            existing_armor = mhdata.armor_map.entry_of('en', armor_name)
            armor_binary = armor_data.get(armor_name)

            if not armor_binary:
                raise Exception(
                    f"Failed to find binary armor data for {armor_name}")

            if armor_binary.set_skill1_lvl > 0:
                all_set_skill_ids.add(armor_binary.set_skill1)

            rarity = armor_binary.rarity + 1
            name_dict = armor_text[armor_binary.gmd_name_index]

            # Initial new armor data
            new_data = {
                'name':
                name_dict,  # Override for translation support!
                'rarity':
                rarity,
                'type':
                part,
                'gender':
                gender_list[armor_binary.gender],
                'slot_1':
                armor_binary.gem_slot1_lvl,
                'slot_2':
                armor_binary.gem_slot2_lvl,
                'slot_3':
                armor_binary.gem_slot3_lvl,
                'defense_base':
                armor_binary.defense,
                'defense_max':
                armor_binary.defense + rarity_upgrades[rarity][0] * 2,
                'defense_augment_max':
                armor_binary.defense + rarity_upgrades[rarity][1] * 2,
                'defense_fire':
                armor_binary.fire_res,
                'defense_water':
                armor_binary.water_res,
                'defense_thunder':
                armor_binary.thunder_res,
                'defense_ice':
                armor_binary.ice_res,
                'defense_dragon':
                armor_binary.dragon_res,
                'skills': {},
                'craft': {}
            }

            # Add skills to new armor data
            for i in range(1, 2 + 1):
                skill_lvl = getattr(armor_binary, f"skill{i}_lvl")
                if skill_lvl != 0:
                    skill_id = getattr(armor_binary, f"skill{i}")
                    name_en = skill_text_handler.get_skilltree_name(
                        skill_id)['en']
                    new_data['skills'][f'skill{i}_name'] = name_en
                    new_data['skills'][f'skill{i}_pts'] = skill_lvl
                else:
                    new_data['skills'][f'skill{i}_name'] = None
                    new_data['skills'][f'skill{i}_pts'] = None

            # Add recipe to new armor data. Also track the encounter.
            recipe_binary = armor_craft_data[armor_binary.id]
            new_data['craft'] = convert_recipe(item_text_handler,
                                               recipe_binary)

            armor_entry = None
            if not existing_armor:
                print(
                    f"Entry for {armor_name} not in armor map, creating new entry"
                )
                armor_entry = new_armor_map.add_entry(next_armor_id, new_data)
                next_armor_id += 1

            else:
                armor_entry = new_armor_map.add_entry(existing_armor.id, {
                    **existing_armor,
                    **new_data
                })

    # Process set skills. As we don't currently understand the set -> skill map, we only translate
    # We pull the already established set skill name from existing CSV
    for bonus_entry in mhdata.armorset_bonus_map.values():
        skilltree = skill_text_handler.get_skilltree(bonus_entry.name('en'))
        name_dict = skill_text_handler.get_skilltree_name(skilltree.index)
        new_armorset_bonus_map.insert({**bonus_entry, 'name': name_dict})

    # Write new data
    writer = create_writer()

    writer.save_base_map_csv(
        "armors/armor_base.csv",
        new_armor_map,
        schema=schema.ArmorBaseSchema(),
        translation_filename="armors/armor_base_translations.csv")

    writer.save_data_csv("armors/armor_skills_ext.csv",
                         new_armor_map,
                         key="skills")

    writer.save_data_csv("armors/armor_craft_ext.csv",
                         new_armor_map,
                         key="craft")

    writer.save_base_map_csv(
        "armors/armorset_bonus_base.csv",
        new_armorset_bonus_map,
        schema=schema.ArmorSetBonus(),
        translation_filename="armors/armorset_bonus_base_translations.csv")

    print("Armor files updated\n")

    add_missing_items(item_text_handler.encountered, mhdata=mhdata)
Пример #16
0
def update_quests(mhdata, item_updater: ItemUpdater,
                  monster_data: MonsterCollection, area_map):
    print('Beginning load of quest binary data')
    quests = load_quests()
    print('Loaded quest binary data')

    quest_data = [
        get_quest_data(q, item_updater, monster_data, area_map) for q in quests
    ]

    quest_by_id = {q.id: q for q in quests}
    quest_data_by_id = {q['id']: q for q in quest_data}

    # test for duplicates first.
    duplicate_candidates = get_quests_with_duplicate_names(quest_by_id)
    for (q1, q2) in duplicate_candidates:
        quest2_data = quest_data_by_id[q2.id]
        if compare_quest_data(quest_data_by_id[q1.id], quest2_data):
            quest_name = q1.name['en']
            print(f'Warning: Quest {quest_name} has exact duplicates.')

    write_quest_raw_data(quests, item_updater.data, monster_data)
    print(
        'Quest artifacts written. Copy ids and names to quest_base.csv to add to build'
    )

    # Merge the quest data
    existing_quest_names = set(q['name_en'] for q in mhdata.quest_map.values())
    quest_new = DataMap(languages=[])
    for raw in quest_data:
        existing_entry = mhdata.quest_map.get(raw['id'])
        if existing_entry:
            existing_entry.update(raw)
        elif raw['name']['en'] not in existing_quest_names:
            quest_new.insert(raw)
    print('Quests merged')

    artifact_writer = create_artifact_writer()

    artifact_writer.save_base_map_csv(
        "quests_new.csv",
        quest_new,
        translation_filename="quest_new_translations.csv",
        translation_extra=['objective', 'description'],
        schema=schema.QuestBaseSchema())
    print(
        'Quest artifact quest_new.csv added. Add any new entries to quest_base.csv'
    )

    writer = create_writer()

    writer.save_base_map_csv(
        "quests/quest_base.csv",
        mhdata.quest_map,
        translation_filename="quests/quest_base_translations.csv",
        translation_extra=['objective', 'description'],
        schema=schema.QuestBaseSchema(),
        key_join='id')

    writer.save_data_csv('quests/quest_monsters.csv',
                         mhdata.quest_map,
                         key='monsters',
                         key_join='id')

    writer.save_data_csv('quests/quest_rewards.csv',
                         mhdata.quest_map,
                         key='rewards',
                         key_join='id')

    print('Quest files updated\n')
Пример #17
0
def test_add_entries_adds_length():
    map = DataMap()
    map.insert(create_test_entry_en("test1"))
    map.insert(create_test_entry_en("test2"))
    assert len(map) == 2, "expected 2 entries to exist"
Пример #18
0
def update_charms(mhdata, item_updater: ItemUpdater,
                  armor_collection: ArmorCollection):
    "Populates and updates charm information using the charm_base as a source of truth"

    print("Writing list of charm names (in order) to artifacts")

    def get_charm_raw(c):
        return {
            'name_en': c.name['en'],
            'parent': c.parent and c.parent.name['en']
        }

    artifacts.write_dicts_artifact(
        'charms_raw.csv', [get_charm_raw(c) for c in armor_collection.charms])

    skill_text_handler = SkillTextHandler()
    charm_by_name = {c.name['en']: c for c in armor_collection.charms}

    new_charm_map = DataMap(languages=["en"])
    for charm_entry in mhdata.charm_map.values():
        new_charm_entry = {**charm_entry}

        data = charm_by_name.get(charm_entry['name_en'])
        if not data:
            print(
                f"Warning: Charm {charm_entry['name_en']} has no associated binary data"
            )
            new_charm_map.insert(new_charm_entry)
            continue

        new_charm_entry['name'] = data.name
        new_charm_entry['previous_en'] = data.parent and data.parent.name['en']
        new_charm_entry['rarity'] = data.rarity

        # Add skills to new armor data
        skills = data.skills + ([(None, None)] * (2 - len(data.skills)))
        for i, (skill_id, skill_lvl) in enumerate(skills):
            if skill_id is None:
                new_charm_entry[f'skill{i+1}_name'] = None
                new_charm_entry[f'skill{i+1}_level'] = None
            else:
                name_en = skill_text_handler.get_skilltree_name(skill_id)['en']
                new_charm_entry[f'skill{i+1}_name'] = name_en
                new_charm_entry[f'skill{i+1}_level'] = skill_lvl

        new_charm_entry['craft'] = []
        recipes = [('Create', data.craft), ('Upgrade', data.upgrade)]
        for rtype, recipe in recipes:
            if recipe:
                new_charm_entry['craft'].append({
                    'type':
                    rtype,
                    **convert_recipe(item_updater, recipe)
                })

        new_charm_map.insert(new_charm_entry)

    # Write new data
    writer = create_writer()

    writer.save_base_map_csv(
        'charms/charm_base.csv',
        new_charm_map,
        translation_filename="charms/charm_base_translations.csv",
        schema=schema.CharmBaseSchema())

    writer.save_data_csv("charms/charm_craft.csv", new_charm_map, key="craft")

    print("Charm files updated\n")
Пример #19
0
def add_missing_items(encountered_item_ids: Iterable[int], *, mhdata=None):
    if not mhdata:
        mhdata = load_data()
        print("Existing Data loaded. Using to expand item list")

    item_data = sorted(load_schema(itm.Itm,
                                   "common/item/itemData.itm").entries,
                       key=lambda i: i.order)
    item_text_manager = ItemTextHandler()

    new_item_map = DataMap(languages='en')

    # First pass. Iterate over existing ingame items and merge with existing data
    for entry in item_data:
        name_dict, description_dict = item_text_manager.text_for(entry.id)
        existing_item = mhdata.item_map.entry_of('en', name_dict['en'])

        is_encountered = entry.id in encountered_item_ids
        if not is_encountered and not existing_item:
            continue

        # note: we omit buy price as items may have a buy price even if not sold.
        # We only care about the buy price of BUYABLE items
        new_data = {
            'name': name_dict,
            'description': description_dict,
            'rarity': entry.rarity + 1,
            'sell_price': entry.sell_price if entry.sell_price != 0 else None
        }

        is_ez = (entry.flags & itm.ItmFlag.IsQuestOnly.value) != 0
        is_account = item_type_list[entry.type] == 'endemic'
        is_tradein = "(Trade-in Item)" in description_dict['en']
        is_appraisal = (entry.flags & itm.ItmFlag.IsAppraisal.value) != 0

        if name_dict['en'] == 'Normal Ammo 1':
            new_data['category'] = 'hidden'
        elif is_ez:
            new_data['category'] = 'misc'
            new_data['subcategory'] = 'trade' if is_tradein else 'supply'
        elif is_account:
            new_data['category'] = 'misc'
            new_data['subcategory'] = 'trade' if is_tradein else 'account'
        elif is_appraisal:
            new_data['category'] = 'misc'
            new_data['subcategory'] = 'appraisal'
            new_data['sell_price'] = None  # why does this have values?
        else:
            new_data['category'] = item_type_list[entry.type]
            new_data['subcategory'] = 'trade' if is_tradein else None

            # Whether we show carry limit at all is based on item type.
            # Materials are basically infinite carry
            infinite_carry = new_data['category'] == 'material'
            new_data[
                'carry_limit'] = None if infinite_carry else entry.carry_limit

        if existing_item:
            new_item_map.insert({**existing_item, **new_data})
        else:
            new_item_map.insert(new_data)

    # Second pass, add old entries that are not in the new one
    for old_entry in mhdata.item_map.values():
        if old_entry.name('en') not in new_item_map.names('en'):
            new_item_map.insert(old_entry)

    # Third pass. Items need to be reordered based on type

    unsorted_item_map = new_item_map  # store reference to former map

    def filter_category(category, subcategory=None):
        "helper that returns items and then removes from unsorted item map"
        results = []
        for item in unsorted_item_map.values():
            if item['category'] == category and item[
                    'subcategory'] == subcategory:
                results.append(item)
        for result in results:
            del unsorted_item_map[result.id]
        return results

    normal_ammo_1 = unsorted_item_map.entry_of("en", "Normal Ammo 1")

    # start the before-mentioned third pass by creating a new map based off the old one
    new_item_map = DataMap(languages="en")
    new_item_map.extend(filter_category('item'))
    new_item_map.extend(filter_category('material'))
    new_item_map.extend(filter_category('material', 'trade'))
    if normal_ammo_1:
        new_item_map.insert(normal_ammo_1)
    new_item_map.extend(filter_category('ammo'))
    new_item_map.extend(filter_category('misc', 'appraisal'))
    new_item_map.extend(filter_category('misc', 'account'))
    new_item_map.extend(filter_category('misc', 'supply'))

    # Write out data
    writer = create_writer()

    writer.save_base_map_csv(
        "items/item_base.csv",
        new_item_map,
        schema=schema.ItemSchema(),
        translation_filename="items/item_base_translations.csv",
        translation_extra=['description'])

    print("Item files updated")