# TODO eventually this file should be split up a bit, perhaps with the camel # stuff and locus stuff in its own file from collections import defaultdict from collections import OrderedDict from pprint import pprint import types import camel class _Attribute: name = None _creation_order = 0 def __init__(self): self._creation_order = _Attribute._creation_order _Attribute._creation_order += 1 def __get__(self, inst, owner): # TODO this is intended for the glom object, not a slice return self.Glommed(self, inst) def __set_name__(self, cls, name): self.name = name class Glommed: def __init__(self, prop, obj): self.prop = prop self.obj = obj def __repr__(self): return "<{} of {!r}.{}: {!r}>".format( type(self).__qualname__, self.obj, self.prop.name, {game: getattr(slice, self.prop.name) for game, slice in self.obj._slices.items()}, ) # TODO classtools, key sort by _creation_order class _Value(_Attribute): def __init__(self, type, min=None, max=None): super().__init__() self.type = type # TODO only make sense for comparable types self.min = min self.max = max class _List(_Attribute): def __init__(self, type, min=None, max=None): super().__init__() self.type = type self.min = min self.max = max class _Map(_Attribute): def __init__(self, key_type, value_type): super().__init__() self.key_type = key_type self.value_type = value_type class _Localized(_Attribute): def __init__(self, value_type): super().__init__() self.value_type = value_type class _ForwardDeclaration: pass class Slice: is_slice = True def __init__(self): pass class LocusMeta(type): # This is purely a backport of Python 3.6 functionality, and is taken from # PEP 487. Once the minimum version supported is 3.6, this metaclass can # go away entirely. if not hasattr(object, '__init_subclass__'): def __new__(cls, *args, **kwargs): if len(args) != 3: return super().__new__(cls, *args) name, bases, ns = args init = ns.get('__init_subclass__') if isinstance(init, types.FunctionType): ns['__init_subclass__'] = classmethod(init) else: init = None self = super().__new__(cls, name, bases, ns) for k, v in self.__dict__.items(): func = getattr(v, '__set_name__', None) if func is not None: func(self, k) sup = super(self, self) if hasattr(sup, '__init_subclass__'): sup.__init_subclass__(**kwargs) return self def __init__(cls, *args, **kwargs): super().__init__(*args) class Locus(metaclass=LocusMeta): _attributes = {} def __init_subclass__(cls, *, sliced_by=(), **kwargs): # super().__init_subclass__(**kwargs) # TODO how... do i... make an attribute on the class that's not inherited by instances cls.sliced_by = sliced_by cls._attributes = cls._attributes.copy() for key, value in cls.__dict__.items(): if isinstance(value, _Attribute): cls._attributes[key] = value def __init__(self, **kwargs): cls = type(self) for key, value in kwargs.items(): if not isinstance(getattr(cls, key, None), _Attribute): raise TypeError("Unexpected argument: {!r}".format(key)) setattr(self, key, value) def __repr__(self): return "<{}: {}>".format( type(self).__qualname__, '???', # TODO where is self.identifier assigned when writing? ) class VersionedLocus(Locus, sliced_by=['game']): def __init_subclass__(cls, **kwargs): super(VersionedLocus, cls).__init_subclass__(**kwargs) if not issubclass(cls, Slice): class Sliced(cls, Slice): base_class = cls # TODO this is a circular reference; do i care? cls.Sliced = Sliced cls._slices = {} # ------------------------------------------------------------------------------ # Loci definitions # TODO seems to me that each of these, regardless of whether they have any # additional data attached or not, are restricted to a fixed extra-game-ular # list of identifiers Type = _ForwardDeclaration() Stat = _ForwardDeclaration() EggGroup = _ForwardDeclaration() GrowthRate = _ForwardDeclaration() Evolution = _ForwardDeclaration() EncounterMap = _ForwardDeclaration() MoveSet = _ForwardDeclaration() Pokedex = _ForwardDeclaration() class Ability(VersionedLocus): name = _Localized(str) flavor_text = _Localized(str) class Item(VersionedLocus): name = _Localized(str) flavor_text = _Localized(str) price = _Value(int, min=0) # fling effect fling_power = _Value(int, min=0) # for berries only, but berries are a subset of items... # natural gift power # natural gift effect # natural gift type # category (fan classification) # short_effect # effect # TODO pocket? they're different per game pair and i'm not sure where to find them # TODO berries have a bunch of stuff that regular items don't game_index = _Value(int) class Pokémon(VersionedLocus): name = _Localized(str) # FIXME hackery to get forms working well enough to import back into veekun # later; this will need some cleaning up later, somehow form_base_species = _Value(str) form_number = _Value(int) form_appearances = _List(str) form_name = _Localized(str) types = _List(Type, min=1, max=2) base_stats = _Map(Stat, int) growth_rate = _Value(GrowthRate) base_experience = _Value(int, min=0, max=255) effort = _Map(Stat, int) capture_rate = _Value(int, min=0, max=255) held_items = _Map(Item, int) gender_rate = _Value(int) egg_groups = _List(EggGroup, min=1, max=2) pokedex_numbers = _Map(Pokedex, int) # TODO family? evolutions = _List(Evolution) genus = _Localized(str) flavor_text = _Localized(str) # TODO maybe want little wrapper types that can display as either imperial # or metric # TODO maybe also dump as metric rather than plain numbers # Inches and pounds are both defined as exact numbers of centimeters and # kilograms respectively, so this uses the largest units that can represent # both metric and imperial values as integers with no loss of precision: # myriameters (tenths of a millimeter) and micrograms. # Divide by 100 for centimeters, or by 254 for inches height = _Localized(int) # Divide by one billion for kilograms, or by 453592370 for pounds weight = _Localized(int) # TODO this belongs to a place, not to a pokemon #encounters = _Value(EncounterMap) # TODO having a custom type here is handy, but it's not a locus moves = _Value(MoveSet) # TODO should this be written in hex, maybe? game_index = _Value(int) # FIXME how do i distinguish hidden ability? abilities = _List(Ability) Pokemon = Pokémon MoveEffect = _ForwardDeclaration() class Move(VersionedLocus): game_index = _Value(int) name = _Localized(str) type = _Value(Type) power = _Value(int) pp = _Value(int) accuracy = _Value(int) priority = _Value(int) # FIXME should be enums damage_class = _Value(str) range = _Value(str) # FIXME oh goodness this is a self-referential one z_move = _Value(str) # FIXME this should be an enum really too effect = _Value(MoveEffect) # FIXME this is a bogus derived value now effect_chance = _Value(int) # NOTE: In the old schema, this stuff is in a separate table, since it's # not quite 100% reliable; in particular the lack of a value doesn't mean # that the effect cannot happen via code. Also, consider Tri Attack, whose # inflicted ailments aren't listed here at all. :( Not sure what we # should do with it, since it's interesting for nerds but confusing for # everyone else. # FIXME this should probably be, like, _Set(MoveFlag) # FIXME also it doesn't dump using ? syntax like the yaml registry says flags = _Value(set) # FIXME these should be enums category = _Value(int) ailment = _Value(int) # FIXME this is bogus, it's per stat change # FIXME also, include stat changes? #stat_chance = _Value(int) # TODO i wonder if all these should be left out of the yaml if blank min_hits = _Value(int) max_hits = _Value(int) min_turns = _Value(int) max_turns = _Value(int) drain = _Value(int) healing = _Value(int) crit_rate = _Value(int) ailment_chance = _Value(int) flinch_chance = _Value(int) flavor_text = _Localized(str) # ------------------------------------------------------------------------------ # The repository class, primary interface to the data class LocusReader: def __init__(self, identifier, locus, **kwargs): self.identifier = identifier self.locus = locus # TODO what is kwargs here? in this case we really want a slice, right...? def __getattr__(self): pass def __dir__(self): pass class QuantumProperty: def __init__(self, qlocus, attr): self.qlocus = qlocus self.attr = attr def __repr__(self): return repr({key: getattr(locus, self.attr) for (key, locus) in self.qlocus.locus_map.items()}) class QuantumLocusReader: def __init__(self, identifier, locus_cls, locus_map): self.identifier = identifier self.locus_cls = locus_cls self.locus_map = locus_map def __getattr__(self, attr): return QuantumProperty(self, attr) def __repr__(self): return "<{}*: {}>".format(self.locus_cls.__name__, self.identifier) class Repository: def __init__(self): # type -> identifier -> object self.objects = defaultdict(lambda: {}) # type -> property -> value -> list of objects self.index = defaultdict(lambda: defaultdict(lambda: defaultdict(set))) def add(self, identifier, locus, **kwargs): # TODO kwargs are used for slicing, e.g. a pokemon has a game, but this needs some rigid definition # TODO this should be declared by the type itself, obviously cls = type(locus) _basket = self.objects[cls].setdefault(identifier, {}) # TODO so in the case of slicing (which is most loci), we don't # actually want to store a single object, but a sliced-up collection of # them (indicated by kwargs). but then it's kind of up in the air what # we'll actually get /back/ when we go to fetch that object, and that # is unsatisfying to me. i could make this a list of "baskets", which # may hold one object or a number of slices, but i'm not sure how i # feel about that; might have to just see how other loci work out. # TODO either way, this is very hardcoded and needs to not be _basket[kwargs['game']] = locus # TODO this is more complex now that names are multi-language #self.index[cls][cls.name][locus.name].add(locus) def fetch(self, cls, identifier): # TODO wrap in a... multi-thing #return self.objects[cls][identifier] return QuantumLocusReader(identifier, cls, self.objects[cls][identifier]) # TODO clean this garbage up -- better way of iterating the type, actually work # for something other than pokemon... the only part that varies in the dumper # is the tag, and the only part that varies in the loader is the class (which # is determined from the tag) POKEDEX_TYPES = camel.CamelRegistry(tag_prefix='tag:veekun.com,2005:pokedex/', tag_shorthand='!dex!') @POKEDEX_TYPES.dumper(Pokémon, 'pokemon', version=None, inherit=True) def _dump_locus(locus): data = OrderedDict() attrs = [(key, attr) for (key, attr) in type(locus).__dict__.items() if isinstance(attr, _Attribute)] attrs.sort(key=lambda kv: kv[1]._creation_order) for key, attr in attrs: if key in locus.__dict__: data[key.replace('_', '-')] = locus.__dict__[key] return data def _make_locus_loader(cls): def load_locus(data, version): # TODO wrap with a writer thing? obj = cls() for key, value in data.items(): key = key.replace('-', '_') assert hasattr(cls, key) setattr(obj, key, value) return obj return load_locus POKEDEX_TYPES.loader('pokemon', version=None)(_make_locus_loader(Pokémon)) POKEDEX_TYPES.dumper(Move, 'move', version=None, inherit=True)(_dump_locus) POKEDEX_TYPES.loader('move', version=None)(_make_locus_loader(Move)) POKEDEX_TYPES.dumper(Ability, 'ability', version=None, inherit=True)(_dump_locus) POKEDEX_TYPES.loader('ability', version=None)(_make_locus_loader(Ability)) POKEDEX_TYPES.dumper(Item, 'item', version=None, inherit=True)(_dump_locus) POKEDEX_TYPES.loader('item', version=None)(_make_locus_loader(Item)) def load_repository(): repository = Repository() # just testing for now cam = camel.Camel([POKEDEX_TYPES]) for game in ('jp-red', 'jp-green', 'jp-blue', 'ww-red', 'ww-blue', 'yellow'): path = "pokedex/data/{}/pokemon.yaml".format(game) with open(path) as f: all_pokemon = cam.load(f.read()) for identifier, pokemon in all_pokemon.items(): repository.add(identifier, pokemon, game=game) return repository, all_pokemon def _temp_main(): repository, all_pokemon = load_repository() # TODO NEXT TODO # - how does the composite object work, exactly? eevee.name.single? eevee.name.latest? no, name needs a language... # - but what about the vast majority of properties that are the same in every language and only vary by version? # - what about later games, where only some properties vary by language? in the extreme case, xy/oras are single games! # TODO should this prepend the prefix automatically... eh eevee = repository.fetch(Pokemon, 'pokemon.eevee') pprint(eevee) # TODO i feel like this should work: eevee = repository.Pokemon['eevee'] print(eevee.name) print(eevee.types) # TODO alright so we need to figure out the "index" part, and how you # access the index, and how a Pokemon object knows what game it belongs to, # and what the kinda wrapper overlay objects look like. which i guess # requires having moves and stuff too, and then ripping other gen 1 games # as well. phew! # TODO also some descriptor nonsense would be kind of nice up in here, i # guess, to enforce that the yaml is sensible. but also we don't want to # slow down loading any more than we absolutely have to, ahem. maybe do it # as a test? # TODO maybe worth considering that whole string de-duping idea. # TODO lol whoops records don't actually know their own identifiers!! i # think what we have here is a more low-level "raw" representation anyway; # "eevee" would be the concept of eevee, you know. i guess. print(all_pokemon['eevee']) pprint(all_pokemon['eevee'].__dict__) if __name__ == '__main__': _temp_main()