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mh-tools's Issues

Bonus Persistence

Certain bonuses (like Snowball Charm's 20% power bonus for Festive Weapons) are persisting even when equipment is changed.

I'll look into this in the morning - common.js likely needs refactoring, and these particular cases definitely need unit tests.

Bonus power

Similar to bonus luck, a field to enter bonus power. Current use for Halloween aura, in future may be used for some special charms, or whatever.

Should be straightforward to implement, similar to the way ZT weapons are handled.

An issue would be to automatically determine the value from submitted trap power. Haven't sit down to do the math, but it may be necessary to compute it in the bookmarlet using the power value tooltip values. This could also interfere with the FRift battery handling.

Ambush Trap breaks Best Setup Tool when passed as a url parameter

when Ambush Trap is passed as a parameter in the URL in "Best Setup:Fields" it leaves the tool stuck at "Loading 100%"

App will break in shared-cre-setup.js on line 265 when weaponsArray[weaponName][0] returns undefined as weaponName is "Ambush Trap" and not "Ambush".

The weapon edge case in shared-cre-setup.js line 898 never gets hit.

While digging through the code I think it could be helpful to either put an edge case statement in the calculateTrapSetup function of shared-cre-setup.js or to create another edge case in bm-setup-fields.js line 543 to prevent "Ambush Trap" from being passed instead of "Ambush"

Another option could be to update the weaponsArray in arrays.js, but I don't know if this will break any other parts of the app.

Autoupdate bookmarklets

If the bookmarklet is split into a loader and actual code, the actual code could be hosted along with the rest of the tools, and the loader can just load it when executed. This would allow for seamless updates without the need for the user's to update the bookmarklet.

Display Logic for location/phase names

Ideally the populations file should use the system names for locations/phases. These are not always the best to display.

Investigation is required to create a generic mapping for system -> pretty name and falling back to the system name if it is not present. It can be defined in a csv or text file and integrated into the CI build if necessary.

Keeping the system names in the populations file keeps population updates simpler and minimizes the logic required in the CRE bookmarklet and during URL parsing.

See my comments on 821e417

Moussu Picchu

I started integrating the MoPi population and mice powers. Will open PR soon, until then just want to notify so in case anybody is working on this, we can consolidate.

Population for Low/Low is based on horntracker, the rest comes from this forum thread.

Map tool: Provide possibility for selecting available cheeses

Hi,

First of all, thanks for this wonderful tool. It's a real timesaver ๐Ÿ‘

I was wondering if it makes sense to add the possibility to select which cheeses are available to you when solving a map.
What triggered this issue for me is that on a not-so-important map, I might not want to use any SB+ when trying to finish it.
Could be similar to how you can disable specific charms/bases/weapons in the "Best trap setup"?

I'm willing to make this contribution myself (trying to find opportunities for learning javascript, am an embedded SW developer), but want to check first to see if this is something that makes sense.

Loot drops

I found myself more and more extracting loot drops and then manually calculating the expected loot based on setup to better plan runs.

Maybe we can integrate such feature into the CRE tool.

The data can be easily retrieved from HT per mice/location, only the BWRift will be a bummer since mice drop different loot depending on stage and HT doesn't support that. Jack's tools on the other hand don't provide loot per mice, but aggregated per location/stage and affected by catch rate.

I can invest some time to implement it, if @tsitu or @Babalela01 think this is a good addition.

Map Solver Switching tabs on/off

The extra clicks seems to annoy some people and it looks strange on large screens, but I do not think we want completely separate tabbed/non-tabbed versions.

I think this can be accomplished by simply removing the boostrap classes with JS when a checkbox is changed, or, alternatively, using CSS media queries.

Population affected by wind/rain levels

The potion farming population is affected by wind/rain levels so I suggest to include these affects. This also means that instead of the current sublocation divisions, it would be better if we have sublocations similar to WWRift: Low/Low, Medium/Medium, ...

Ref #51

Improve Saving/Loading of owned items

https://www.mousehuntgame.com/forum/showthread.php?95543-Catch-Rate-Calculator&p=1369336&viewfull=1#post1369336

I would prefer it if the selection of weapons, bases and charms didn't get reset to ALL every time something new gets added, maybe you could just leave it as is and we can add the check mark for the new item if we choose to?

Implementing this will require changing how the saving works. Using a list of names instead of basing it on array indexes could work, but we need to investigate storage limitations before implementing it.

Some Valour Rift mice not loading in map solver

Valour Rift tower mice that only appear on specific floor types are not loading correctly in the map solver.

Affected Browsers: I can reproduce in both Chrome and Firefox

image
https://tsitu.github.io/MH-Tools/map.html?mice=One-Mouse%20Band%2FChampion%20Danseuse%2FTimid%20Explorer%2FElixir%20Maker%2FMouse%20of%20Elements%2FMagic%20Champion%2FPraetorian%20Champion%2FBulwark%20of%20Ascent%2FLumi-lancer%2F%2F

These 'missing' mice are loading correctly in the CRE
image
image

Given that Valour Rift maps are now a thing, the map solver probably needs to be fixed.

RFE: option to exclude denture bases from best setup

The top options of the best setup page are dominated by the charged denture bases, but I rarely want to use toothlets when hunting. Please have an option to exclude. There used to be a way to manually edit my trap inventory but not anymore.

Zokor districts in CRE bookmarklet

The CRE bookmarklet doesn't read the district names in Zokor.

It can be found in the user variable:
quests.QuestAncientCity.district_name

Cheese attraction rates

Verify accuracy of baselineAttArray values in arrays.js via HornTracker analysis or other means. This site claims Cheddar has 58.5% AR while we use 50%.

More detailed population structure

In Iceberg the population is affected by several bases, while in ZT the population is affected by several weapons. These cases currently are handled in code with some complicated ifs.

I suggest to include columns for weapon and base in population data and similar to charm column these would be used in cases where specific weapon/base affects the population. The CRE and setup ui could also list these special values on top, again similar to charms.

Rift Stalker Codex

Hunters with the codex will have a 20% Power Bonus and +10 Luck added to their trap when three pieces of Rift equipment are armed.

Population Data To-Do List

Consolidated list of populations that need an update.

= TODO =

  • Iceberg [#299]
  • Fiery Warpath (e.g. Wave 3 where Flame Ordnance %'s should be much lower) & Warpath Commander Charm effect (ref: issue #63)
  • Claw Shot City / Prospector Charm (ref: forum #111)
    -> Oct 15 2018: Awaiting sufficient data for 'Hunting Bounty Hunter' ("No poster"), 'Has Wanted Poster' ("Has poster"), and 'On Wanted Poster' ("Using poster")
  • Gnawnian Express Station
    -> Oct 15 2018: Awaiting sufficient data for 'Supply Rush' ("1st Stage - Rush") and 'No Supply Rush' ("1st Stage - No Rush")

= STALLED =

  • Moussu Picchu Wind/Rain effects on Glowing Gruyere potion farming pops (ref: issue #60)
    -> Dec 5 2018: There is some data, but it may require intelligent sanitation to separate out Windy/Rainy & low/medium/high phases
  • Glowing Gourd Charm in Labyrinth/Zokor (ref: issue #14)
    -> Dec 5 2018: Data starting to improve from Nov 29 dump, but it's still low. 13 total Labyrinth Hallways + Intersection. find out whether GGC's effect can be approximated by simply filtering out Shadow Stalkers manually
    Labyrinth/Gouda/GGC = 827 (total GGC in Labyrinth = 1278)
    Zokor/Gouda/GGC = 224 (total GGC in Zokor = 274)

= COMPLETED =

  • Whisker Woods Rift Overhaul (ref: forum #88) [#302]
  • Harbour / Pirate Bounty (ref: forum #118, jack #67)
    -> Oct 15 2018: Awaiting sufficient data for 'Pirate Crew' ("On Bounty") and 'Hunting for Pirate' ("No Bounty")
    -> Added in a9d1517
  • Laboratory/Mousoleum Rework
    -> Nov 7 2018: Awaiting sufficient data for post-Halloween Lab, and for various cheeses in the 'Has Wall' and 'No Wall' Moz states
    -> Added in 789aaa9
  • Toxic Spill Overhaul / Magical RRB (ref: forum #109, #123)
    -> Added in e950083
  • Living Garden SB+ (ref: issue #41)
    -> Added in 4e8d3c8
  • Battering Ram Mouse (ref: issue #26)
    -> Added in bce9252 by @groupsky

Rank Advancement

@groupsky
With the recent addition of 3 new Hunter's Titles, advancement.csv values are now out of date. If you know who created this spreadsheet we could ask him/her for help.

For reference, the new wisdom table is shown below, as calculated by Tan YiKai.

Wisdom Mapping

Incorrect total catch rate

Seems the calculation for total catch rate doesn't always reflect the individual columns:

catch-rate-total

This happens on MoPi when using GGC or SB, on Brie/Gouda the total value is 100%. I'm guessing a problem with population data, but haven't investigated.

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