Compose DB out of data stored externally
This commit is contained in:
@@ -1,428 +0,0 @@
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#!/usr/bin/env python
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#======================================================================
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# Copyright (C) 2012 Diego Duclos
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#
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# This file is part of eos.
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#
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# eos is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Lesser General Public License as
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# published by the Free Software Foundation, either version 3 of
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# the License, or (at your option) any later version.
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#
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# eos is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Lesser General Public License for more details.
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#
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# You should have received a copy of the GNU Lesser General Public
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# License along with eos. If not, see <http://www.gnu.org/licenses/>.
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#======================================================================
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import functools
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import os
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import sys
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# Add eos root path to sys.path so we can import ourselves
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path = os.path.dirname(__file__)
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sys.path.insert(0, os.path.realpath(os.path.join(path, '..')))
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import json
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import argparse
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import itertools
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CATEGORIES_TO_REMOVE = [
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30 # Apparel
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]
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def main(db, json_path):
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if os.path.isfile(db):
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os.remove(db)
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jsonPath = os.path.expanduser(json_path)
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# Import eos.config first and change it
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import eos.config
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eos.config.gamedata_connectionstring = db
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eos.config.debug = False
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# Now thats done, we can import the eos modules using the config
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import eos.db
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import eos.gamedata
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# Create the database tables
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eos.db.gamedata_meta.create_all()
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# Config dict
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tables = {
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'clonegrades': ('fsd_lite', eos.gamedata.AlphaCloneSkill),
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'dogmaattributes': ('bulkdata', eos.gamedata.AttributeInfo),
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'dogmaeffects': ('bulkdata', eos.gamedata.Effect),
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'dogmatypeattributes': ('bulkdata', eos.gamedata.Attribute),
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'dogmatypeeffects': ('bulkdata', eos.gamedata.ItemEffect),
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'dogmaunits': ('bulkdata', eos.gamedata.Unit),
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'evecategories': ('fsd_lite', eos.gamedata.Category),
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'evegroups': ('fsd_lite', eos.gamedata.Group),
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'metagroups': ('fsd_binary', eos.gamedata.MetaGroup),
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'evetypes': ('fsd_lite', eos.gamedata.Item),
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'traits': ('phobos', eos.gamedata.Traits),
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'metadata': ('phobos', eos.gamedata.MetaData),
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'marketgroups': ('fsd_binary', eos.gamedata.MarketGroup)}
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fieldMapping = {
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'marketgroups': {
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'id': 'marketGroupID',
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'name': 'marketGroupName'},
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'metagroups': {
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'id': 'metaGroupID'}}
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rowsInValues = (
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'evetypes',
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'evegroups',
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'evecategories',
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'marketgroups',
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'metagroups')
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def convertIcons(data):
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new = []
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for k, v in list(data.items()):
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v['iconID'] = k
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new.append(v)
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return new
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def convertClones(data):
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newData = []
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# December, 2017 - CCP decided to use only one set of skill levels for alpha clones. However, this is still
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# represented in the data as a skillset per race. To ensure that all skills are the same, we store them in a way
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# that we can check to make sure all races have the same skills, as well as skill levels
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check = {}
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for ID in data:
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for skill in data[ID]['skills']:
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newData.append({
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'alphaCloneID': int(ID),
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'alphaCloneName': 'Alpha Clone',
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'typeID': skill['typeID'],
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'level': skill['level']})
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if ID not in check:
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check[ID] = {}
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check[ID][int(skill['typeID'])] = int(skill['level'])
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if not functools.reduce(lambda a, b: a if a == b else False, [v for _, v in check.items()]):
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raise Exception('Alpha Clones not all equal')
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newData = [x for x in newData if x['alphaCloneID'] == 1]
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if len(newData) == 0:
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raise Exception('Alpha Clone processing failed')
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return newData
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def convertTraits(data):
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def convertSection(sectionData):
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sectionLines = []
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headerText = '<b>{}</b>'.format(sectionData['header'])
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sectionLines.append(headerText)
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for bonusData in sectionData['bonuses']:
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prefix = '{} '.format(bonusData['number']) if 'number' in bonusData else ''
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bonusText = '{}{}'.format(prefix, bonusData['text'].replace('\u00B7', '\u2022 '))
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sectionLines.append(bonusText)
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sectionLine = '<br />\n'.join(sectionLines)
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return sectionLine
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newData = []
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for row in data:
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typeLines = []
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typeId = row['typeID']
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traitData = row['traits']
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for skillData in sorted(traitData.get('skills', ()), key=lambda i: i['header']):
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typeLines.append(convertSection(skillData))
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if 'role' in traitData:
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typeLines.append(convertSection(traitData['role']))
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if 'misc' in traitData:
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typeLines.append(convertSection(traitData['misc']))
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traitLine = '<br />\n<br />\n'.join(typeLines)
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newRow = {'typeID': typeId, 'traitText': traitLine}
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newData.append(newRow)
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return newData
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def fillReplacements(tables):
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def compareAttrs(attrs1, attrs2):
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# Consider items as different if they have no attrs
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if len(attrs1) == 0 and len(attrs2) == 0:
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return False
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if set(attrs1) != set(attrs2):
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return False
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if all(attrs1[aid] == attrs2[aid] for aid in attrs1):
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return True
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return False
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print('finding replacements')
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skillReqAttribs = {
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182: 277,
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183: 278,
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184: 279,
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1285: 1286,
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1289: 1287,
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1290: 1288}
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skillReqAttribsFlat = set(skillReqAttribs.keys()).union(skillReqAttribs.values())
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# Get data on type groups
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# Format: {type ID: group ID}
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typesGroups = {}
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for row in tables['evetypes']:
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typesGroups[row['typeID']] = row['groupID']
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# Get data on item effects
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# Format: {type ID: set(effect, IDs)}
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typesEffects = {}
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for row in tables['dogmatypeeffects']:
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typesEffects.setdefault(row['typeID'], set()).add(row['effectID'])
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# Get data on type attributes
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# Format: {type ID: {attribute ID: attribute value}}
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typesNormalAttribs = {}
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typesSkillAttribs = {}
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for row in tables['dogmatypeattributes']:
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attributeID = row['attributeID']
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if attributeID in skillReqAttribsFlat:
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typeSkillAttribs = typesSkillAttribs.setdefault(row['typeID'], {})
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typeSkillAttribs[row['attributeID']] = row['value']
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# Ignore these attributes for comparison purposes
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elif attributeID in (
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# We do not need mass as it affects final ship stats only when carried by ship itself
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# (and we're not going to replace ships), but it's wildly inconsistent for other items,
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# which otherwise would be the same
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4, # mass
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124, # mainColor
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162, # radius
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422, # techLevel
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633, # metaLevel
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1692, # metaGroupID
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1768 # typeColorScheme
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):
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continue
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else:
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typeNormalAttribs = typesNormalAttribs.setdefault(row['typeID'], {})
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typeNormalAttribs[row['attributeID']] = row['value']
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# Get data on skill requirements
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# Format: {type ID: {skill type ID: skill level}}
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typesSkillReqs = {}
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for typeID, typeAttribs in typesSkillAttribs.items():
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typeSkillAttribs = typesSkillAttribs.get(typeID, {})
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if not typeSkillAttribs:
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continue
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typeSkillReqs = typesSkillReqs.setdefault(typeID, {})
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for skillreqTypeAttr, skillreqLevelAttr in skillReqAttribs.items():
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try:
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skillType = int(typeSkillAttribs[skillreqTypeAttr])
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skillLevel = int(typeSkillAttribs[skillreqLevelAttr])
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except (KeyError, ValueError):
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continue
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typeSkillReqs[skillType] = skillLevel
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# Format: {group ID: category ID}
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groupCategories = {}
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for row in tables['evegroups']:
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groupCategories[row['groupID']] = row['categoryID']
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# As EVE affects various types mostly depending on their group or skill requirements,
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# we're going to group various types up this way
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# Format: {(group ID, frozenset(skillreq, type, IDs), frozenset(type, effect, IDs): [type ID, {attribute ID: attribute value}]}
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groupedData = {}
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for row in tables['evetypes']:
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typeID = row['typeID']
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# Ignore items outside of categories we need
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if groupCategories[typesGroups[typeID]] not in (
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6, # Ship
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7, # Module
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8, # Charge
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18, # Drone
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20, # Implant
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22, # Deployable
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23, # Starbase
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32, # Subsystem
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35, # Decryptors
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65, # Structure
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66, # Structure Module
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87, # Fighter
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):
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continue
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typeAttribs = typesNormalAttribs.get(typeID, {})
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# Ignore items w/o attributes
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if not typeAttribs:
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continue
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# We need only skill types, not levels for keys
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typeSkillreqs = frozenset(typesSkillReqs.get(typeID, {}))
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typeGroup = typesGroups[typeID]
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typeEffects = frozenset(typesEffects.get(typeID, ()))
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groupData = groupedData.setdefault((typeGroup, typeSkillreqs, typeEffects), [])
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groupData.append((typeID, typeAttribs))
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# Format: {type ID: set(type IDs)}
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replacements = {}
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# Now, go through composed groups and for every item within it
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# find items which are the same
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for groupData in groupedData.values():
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for type1, type2 in itertools.combinations(groupData, 2):
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if compareAttrs(type1[1], type2[1]):
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replacements.setdefault(type1[0], set()).add(type2[0])
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replacements.setdefault(type2[0], set()).add(type1[0])
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# Put this data into types table so that normal process hooks it up
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for row in tables['evetypes']:
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row['replacements'] = ','.join('{}'.format(tid) for tid in sorted(replacements.get(row['typeID'], ())))
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data = {}
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# Dump all data to memory so we can easely cross check ignored rows
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for jsonName, (minerName, cls) in tables.items():
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with open(os.path.join(jsonPath, minerName, '{}.json'.format(jsonName)), encoding='utf-8') as f:
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tableData = json.load(f)
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if jsonName in rowsInValues:
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newTableData = []
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for k, v in tableData.items():
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row = {}
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row.update(v)
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if 'id' not in row:
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row['id'] = int(k)
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newTableData.append(row)
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tableData = newTableData
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if jsonName == 'icons':
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tableData = convertIcons(tableData)
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if jsonName == 'traits':
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tableData = convertTraits(tableData)
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if jsonName == 'clonegrades':
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tableData = convertClones(tableData)
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data[jsonName] = tableData
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fillReplacements(data)
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# Set with typeIDs which we will have in our database
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# Sometimes CCP unpublishes some items we want to have published, we
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# can do it here - just add them to initial set
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eveTypes = set()
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for row in data['evetypes']:
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if (
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row['published'] or
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row['typeName'] == 'Capsule' or
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# group Ship Modifiers, for items like tactical t3 ship modes
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row['groupID'] == 1306 or
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# Civilian weapons
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(row['typeName'].startswith('Civilian') and "Shuttle" not in row['typeName']) or
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# Micro Bombs (Fighters)
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row['typeID'] in (41549, 41548, 41551, 41550) or
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# Abyssal weather (environment)
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row['groupID'] in (
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1882,
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1975,
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1971,
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# the "container" for the abyssal environments
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1983) or
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# Dark Blood Tracking Disruptor (drops, but rarely)
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row['typeID'] == 32416
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):
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eveTypes.add(row['typeID'])
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# ignore checker
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def isIgnored(file, row):
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if file in ('evetypes', 'dogmatypeeffects', 'dogmatypeattributes') and row['typeID'] not in eveTypes:
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return True
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return False
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# Loop through each json file and write it away, checking ignored rows
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for jsonName, table in data.items():
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fieldMap = fieldMapping.get(jsonName, {})
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tmp = []
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print('processing {}'.format(jsonName))
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for row in table:
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# We don't care about some kind of rows, filter it out if so
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if not isIgnored(jsonName, row):
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if (
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jsonName == 'evetypes' and (
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# Apparently people really want Civilian modules available
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(row['typeName'].startswith('Civilian') and "Shuttle" not in row['typeName']) or
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row['typeName'] in ('Capsule', 'Dark Blood Tracking Disruptor'))
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):
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row['published'] = True
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instance = tables[jsonName][1]()
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# fix for issue 80
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if jsonName is 'icons' and 'res:/ui/texture/icons/' in str(row['iconFile']).lower():
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row['iconFile'] = row['iconFile'].lower().replace('res:/ui/texture/icons/', '').replace('.png', '')
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# with res:/ui... references, it points to the actual icon file (including it's size variation of #_size_#)
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# strip this info out and get the identifying info
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split = row['iconFile'].split('_')
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if len(split) == 3:
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row['iconFile'] = '{}_{}'.format(split[0], split[2])
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if jsonName is 'icons' and 'modules/' in str(row['iconFile']).lower():
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row['iconFile'] = row['iconFile'].lower().replace('modules/', '').replace('.png', '')
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if jsonName is 'clonegrades':
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if row['alphaCloneID'] not in tmp:
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cloneParent = eos.gamedata.AlphaClone()
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setattr(cloneParent, 'alphaCloneID', row['alphaCloneID'])
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setattr(cloneParent, 'alphaCloneName', row['alphaCloneName'])
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eos.db.gamedata_session.add(cloneParent)
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tmp.append(row['alphaCloneID'])
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for k, v in row.items():
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if isinstance(v, str):
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v = v.strip()
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setattr(instance, fieldMap.get(k, k), v)
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eos.db.gamedata_session.add(instance)
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# quick and dirty hack to get this data in
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with open(os.path.join(jsonPath, 'fsd_binary', 'dynamicitemattributes.json'), encoding='utf-8') as f:
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bulkdata = json.load(f)
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for mutaID, data in bulkdata.items():
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muta = eos.gamedata.DynamicItem()
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muta.typeID = mutaID
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muta.resultingTypeID = data['inputOutputMapping'][0]['resultingType']
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eos.db.gamedata_session.add(muta)
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for x in data['inputOutputMapping'][0]['applicableTypes']:
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item = eos.gamedata.DynamicItemItem()
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item.typeID = mutaID
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item.applicableTypeID = x
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eos.db.gamedata_session.add(item)
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for attrID, attrData in data['attributeIDs'].items():
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attr = eos.gamedata.DynamicItemAttribute()
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attr.typeID = mutaID
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attr.attributeID = attrID
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attr.min = attrData['min']
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attr.max = attrData['max']
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eos.db.gamedata_session.add(attr)
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eos.db.gamedata_session.commit()
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# CCP still has 5 subsystems assigned to T3Cs, even though only 4 are available / usable. They probably have some
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# old legacy requirement or assumption that makes it difficult for them to change this value in the data. But for
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# pyfa, we can do it here as a post-processing step
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eos.db.gamedata_engine.execute('UPDATE dgmtypeattribs SET value = 4.0 WHERE attributeID = ?', (1367,))
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eos.db.gamedata_engine.execute('UPDATE invtypes SET published = 0 WHERE typeName LIKE \'%abyssal%\'')
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# fix for #1722 until CCP gets their shit together
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eos.db.gamedata_engine.execute('UPDATE invtypes SET typeName = \'Small Abyssal Energy Nosferatu\' WHERE typeID = ? AND typeName = ?', (48419, ''))
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print()
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for x in CATEGORIES_TO_REMOVE:
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cat = eos.db.gamedata_session.query(eos.gamedata.Category).filter(eos.gamedata.Category.ID == x).first()
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print ('Removing Category: {}'.format(cat.name))
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eos.db.gamedata_session.delete(cat)
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eos.db.gamedata_session.commit()
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eos.db.gamedata_engine.execute('VACUUM')
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print('done')
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if __name__ == '__main__':
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parser = argparse.ArgumentParser(description='This scripts dumps effects from an sqlite cache dump to mongo')
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parser.add_argument('-d', '--db', required=True, type=str, help='The sqlalchemy connectionstring, example: sqlite:///c:/tq.db')
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parser.add_argument('-j', '--json', required=True, type=str, help='The path to the json dump')
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args = parser.parse_args()
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main(args.db, args.json)
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Reference in New Issue
Block a user