pokeapi/data/v2/build.py

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# To build out the data you'll need to jump into the Django shell
#
# $ python manage.py shell
#
# and run the build script with
#
# $ from data.v2.build import build_all
# $ build_all()
#
# Each time the build script is run it will iterate over each table in the database,
# wipe it and rewrite each row using the data found in data/v2/csv.
# If you don't need all of the data just go into data/v2/build.py and
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# just call one of the build functions found in this script
# support python3
from __future__ import print_function
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import csv
import os
import os.path
from django.db import migrations, connection
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from pokemon_v2.models import *
# why this way? how about use `__file__`
DATA_LOCATION = 'data/v2/csv/'
DATA_LOCATION2 = os.path.join(os.path.dirname(__file__), 'csv')
db_cursor = connection.cursor()
DB_VENDOR = connection.vendor
def with_iter(context, iterable=None):
if iterable is None:
iterable = context
with context:
for value in iterable:
yield value
def load_data(fileName):
# with_iter closes the file when it has finished
return csv.reader(with_iter(open(DATA_LOCATION + fileName, 'rt')), delimiter=',')
def clear_table(model):
table_name = model._meta.db_table
model.objects.all().delete()
print('building ' + table_name)
# Reset DB auto increments to start at 1
if DB_VENDOR == 'sqlite':
db_cursor.execute("DELETE FROM sqlite_sequence WHERE name = " + "'" + table_name + "'" )
else:
db_cursor.execute("SELECT setval(pg_get_serial_sequence(" + "'" + table_name + "'" + ",'id'), 1, false);")
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def process_csv(file_name, data_to_models):
daten = load_data(file_name)
next(daten, None) # skip header
for data in daten:
for model in data_to_models(data):
model.save()
def build_generic(model_classes, file_name, data_to_models):
for model_class in model_classes:
clear_table(model_class)
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process_csv(file_name, data_to_models)
##############
# LANGUAGE #
##############
def _build_languages():
def data_to_language(info):
yield Language (
id = int(info[0]),
iso639 = info[1],
iso3166 = info[2],
name = info[3],
official = bool(int(info[4])),
order = info[5],
)
build_generic((Language,), 'languages.csv', data_to_language)
def build_languages():
_build_languages()
clear_table(LanguageName)
data = load_data('language_names.csv')
for index, info in enumerate(data):
if index > 0:
languageName = LanguageName (
language = Language.objects.get(pk = int(info[0])),
local_language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
languageName.save()
############
# REGION #
############
def build_regions():
clear_table(Region)
data = load_data('regions.csv')
for index, info in enumerate(data):
if index > 0:
model = Region (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(RegionName)
data = load_data('region_names.csv')
for index, info in enumerate(data):
if index > 0:
model = RegionName (
region = Region.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
################
# GENERATION #
################
def build_generations():
clear_table(Generation)
data = load_data('generations.csv')
for index, info in enumerate(data):
if index > 0:
model = Generation (
id = int(info[0]),
region = Region.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(GenerationName)
data = load_data('generation_names.csv')
for index, info in enumerate(data):
if index > 0:
model = GenerationName (
generation = Generation.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
#############
# VERSION #
#############
def build_versions():
clear_table(VersionGroup)
data = load_data('version_groups.csv')
for index, info in enumerate(data):
if index > 0:
versionGroup = VersionGroup (
id = int(info[0]),
name = info[1],
generation = Generation.objects.get(pk = int(info[2])),
order = int(info[3])
)
versionGroup.save()
clear_table(VersionGroupRegion)
data = load_data('version_group_regions.csv')
for index, info in enumerate(data):
if index > 0:
versionGroupRegion = VersionGroupRegion (
version_group = VersionGroup.objects.get(pk = int(info[0])),
region = Region.objects.get(pk = int(info[1])),
)
versionGroupRegion.save()
clear_table(Version)
data = load_data('versions.csv')
for index, info in enumerate(data):
if index > 0:
version = Version (
id = int(info[0]),
version_group = VersionGroup.objects.get(pk = int(info[1])),
name = info[2]
)
version.save()
clear_table(VersionName)
data = load_data('version_names.csv')
for index, info in enumerate(data):
if index > 0:
versionName = VersionName (
version = Version.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
versionName.save()
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##################
# DAMAGE CLASS #
##################
def build_damage_classes():
clear_table(MoveDamageClass)
data = load_data('move_damage_classes.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveDamageClass (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(MoveDamageClassName)
clear_table(MoveDamageClassDescription)
data = load_data('move_damage_class_prose.csv')
for index, info in enumerate(data):
if index > 0:
model_name = MoveDamageClassName (
move_damage_class = MoveDamageClass.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model_name.save()
model_description = MoveDamageClassDescription (
move_damage_class = MoveDamageClass.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
description = info[3]
)
model_description.save()
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###########
# STATS #
###########
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def build_stats():
clear_table(Stat)
data = load_data('stats.csv')
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for index, info in enumerate(data):
if index > 0:
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stat = Stat (
id = int(info[0]),
move_damage_class = MoveDamageClass.objects.get(pk = int(info[1])) if info[1] != '' else None,
name = info[2],
is_battle_only = bool(int(info[3])),
game_index = int(info[4]) if info[4] else 0,
)
stat.save()
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clear_table(StatName)
data = load_data('stat_names.csv')
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for index, info in enumerate(data):
if index > 0:
statName = StatName (
stat = Stat.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
statName.save()
clear_table(PokeathlonStat)
data = load_data('pokeathlon_stats.csv')
for index, info in enumerate(data):
if index > 0:
stat = PokeathlonStat (
id = int(info[0]),
name = info[1],
)
stat.save()
clear_table(PokeathlonStatName)
data = load_data('pokeathlon_stat_names.csv')
for index, info in enumerate(data):
if index > 0:
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statName = PokeathlonStatName (
pokeathlon_stat = PokeathlonStat.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
statName.save()
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# ###############
# # ABILITIES #
# ###############
def build_abilities():
clear_table(Ability)
data = load_data('abilities.csv')
for index, info in enumerate(data):
if index > 0:
ability = Ability (
id = int(info[0]),
name = info[1],
generation = Generation.objects.get(pk = int(info[2])),
is_main_series = bool(int(info[3]))
)
ability.save()
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clear_table(AbilityName)
data = load_data('ability_names.csv')
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for index, info in enumerate(data):
if index > 0:
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abilityName = AbilityName (
ability = Ability.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
abilityName.save()
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clear_table(AbilityChange)
data = load_data('ability_changelog.csv')
for index, info in enumerate(data):
if index > 0:
abilityName = AbilityChange (
id = int(info[0]),
ability = Ability.objects.get(pk = int(info[1])),
version_group = VersionGroup.objects.get(pk = int(info[2]))
)
abilityName.save()
clear_table(AbilityEffectText)
data = load_data('ability_prose.csv')
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for index, info in enumerate(data):
if index > 0:
abilityDesc = AbilityEffectText (
ability = Ability.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
short_effect = info[2],
effect = info[3]
)
abilityDesc.save()
clear_table(AbilityChangeEffectText)
data = load_data('ability_changelog_prose.csv')
for index, info in enumerate(data):
if index > 0:
abilityChangeEffectText = AbilityChangeEffectText (
ability_change = AbilityChange.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
effect = info[2]
)
abilityChangeEffectText.save()
clear_table(AbilityFlavorText)
data = load_data('ability_flavor_text.csv')
for index, info in enumerate(data):
if index > 0:
abilityFlavorText = AbilityFlavorText (
ability = Ability.objects.get(pk = int(info[0])),
version_group = VersionGroup.objects.get(pk = int(info[1])),
language = Language.objects.get(pk = int(info[2])),
flavor_text = info[3]
)
abilityFlavorText.save()
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####################
# CHARACTERISTIC #
####################
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def build_characteristics():
clear_table(Characteristic)
data = load_data('characteristics.csv')
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for index, info in enumerate(data):
if index > 0:
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model = Characteristic (
id = int(info[0]),
stat = Stat.objects.get(pk = int(info[1])),
gene_mod_5 = int(info[2])
)
model.save()
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clear_table(CharacteristicDescription)
data = load_data('characteristic_text.csv')
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for index, info in enumerate(data):
if index > 0:
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model = CharacteristicDescription (
characteristic = Characteristic.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
description = info[2]
)
model.save()
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###############
# EGG GROUP #
###############
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def build_egg_groups():
clear_table(EggGroup)
data = load_data('egg_groups.csv')
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for index, info in enumerate(data):
if index > 0:
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model = EggGroup (
id = int(info[0]),
name = info[1]
)
model.save()
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clear_table(EggGroupName)
data = load_data('egg_group_prose.csv')
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for index, info in enumerate(data):
if index > 0:
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model = EggGroupName (
egg_group = EggGroup.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
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#################
# GROWTH RATE #
#################
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def build_growth_rates():
clear_table(GrowthRate)
data = load_data('growth_rates.csv')
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for index, info in enumerate(data):
if index > 0:
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model = GrowthRate (
id = int(info[0]),
name = info[1],
formula = info[2]
)
model.save()
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clear_table(GrowthRateDescription)
data = load_data('growth_rate_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = GrowthRateDescription (
growth_rate = GrowthRate.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
description = info[2]
)
model.save()
###########
# ITEMS #
###########
def build_items():
clear_table(ItemPocket)
data = load_data('item_pockets.csv')
for index, info in enumerate(data):
if index > 0:
model = ItemPocket (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(ItemPocketName)
data = load_data('item_pocket_names.csv')
for index, info in enumerate(data):
if index > 0:
model = ItemPocketName (
item_pocket = ItemPocket.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(ItemFlingEffect)
data = load_data('item_fling_effects.csv')
for index, info in enumerate(data):
if index > 0:
model = ItemFlingEffect (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(ItemFlingEffectEffectText)
data = load_data('item_fling_effect_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = ItemFlingEffectEffectText (
item_fling_effect = ItemFlingEffect.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
effect = info[2]
)
model.save()
clear_table(ItemCategory)
data = load_data('item_categories.csv')
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for index, info in enumerate(data):
if index > 0:
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model = ItemCategory (
id = int(info[0]),
item_pocket = ItemPocket.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
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clear_table(ItemCategoryName)
data = load_data('item_category_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = ItemCategoryName (
item_category = ItemCategory.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(Item)
data = load_data('items.csv')
for index, info in enumerate(data):
if index > 0:
model = Item (
id = int(info[0]),
name = info[1],
item_category = ItemCategory.objects.get(pk = int(info[2])),
cost = int(info[3]),
fling_power = int(info[4]) if info[4] != '' else None,
item_fling_effect = ItemFlingEffect.objects.get(pk = int(info[5])) if info[5] != '' else None
)
model.save()
clear_table(ItemName)
data = load_data('item_names.csv')
for index, info in enumerate(data):
if index > 0:
model = ItemName (
item = Item.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(ItemEffectText)
data = load_data('item_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = ItemEffectText (
item = Item.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
short_effect = info[2],
effect = info[3]
)
model.save()
clear_table(ItemGameIndex)
data = load_data('item_game_indices.csv')
for index, info in enumerate(data):
if index > 0:
model = ItemGameIndex (
item = Item.objects.get(pk = int(info[0])),
generation = Generation.objects.get(pk = int(info[1])),
game_index = int(info[2])
)
model.save()
clear_table(ItemFlavorText)
data = load_data('item_flavor_text.csv')
for index, info in enumerate(data):
if index > 0:
model = ItemFlavorText (
item = Item.objects.get(pk = int(info[0])),
version_group = VersionGroup.objects.get(pk = int(info[1])),
language = Language.objects.get(pk = int(info[2])),
flavor_text = info[3]
)
model.save()
clear_table(ItemAttribute)
data = load_data('item_flags.csv')
for index, info in enumerate(data):
if index > 0:
model = ItemAttribute (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(ItemAttributeName)
clear_table(ItemAttributeDescription)
data = load_data('item_flag_prose.csv')
for index, info in enumerate(data):
if index > 0:
model_name = ItemAttributeName (
item_attribute = ItemAttribute.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model_name.save()
model_description = ItemAttributeDescription (
item_attribute = ItemAttribute.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
description = info[3]
)
model_description.save()
clear_table(ItemAttributeMap)
data = load_data('item_flag_map.csv')
for index, info in enumerate(data):
if index > 0:
model = ItemAttributeMap (
item = Item.objects.get(pk = int(info[0])),
item_attribute = ItemAttribute.objects.get(pk = int(info[1]))
)
model.save()
###########
# TYPES #
###########
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def build_types():
clear_table(Type)
data = load_data('types.csv')
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for index, info in enumerate(data):
if index > 0:
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type = Type (
id = int(info[0]),
name = info[1],
generation = Generation.objects.get(pk = int(info[2])),
move_damage_class = MoveDamageClass.objects.get(pk = int(info[3])) if info[3] != '' else None
)
type.save()
clear_table(TypeName)
data = load_data('type_names.csv')
for index, info in enumerate(data):
if index > 0:
typeName = TypeName (
type = Type.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
typeName.save()
clear_table(TypeGameIndex)
data = load_data('type_game_indices.csv')
for index, info in enumerate(data):
if index > 0:
typeGameIndex = TypeGameIndex (
type = Type.objects.get(pk = int(info[0])),
generation = Generation.objects.get(pk = int(info[1])),
game_index = int(info[2])
)
typeGameIndex.save()
clear_table(TypeEfficacy)
data = load_data('type_efficacy.csv')
for index, info in enumerate(data):
if index > 0:
typeEfficacy = TypeEfficacy (
damage_type = Type.objects.get(pk = int(info[0])),
target_type = Type.objects.get(pk = int(info[1])),
damage_factor = int(info[2])
)
typeEfficacy.save()
#############
# CONTEST #
#############
def build_contests():
clear_table(ContestType)
data = load_data('contest_types.csv')
for index, info in enumerate(data):
if index > 0:
model = ContestType (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(ContestTypeName)
data = load_data('contest_type_names.csv')
for index, info in enumerate(data):
if index > 0:
model = ContestTypeName (
contest_type = ContestType.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2],
flavor = info[3],
color = info[4]
)
model.save()
clear_table(ContestEffect)
data = load_data('contest_effects.csv')
for index, info in enumerate(data):
if index > 0:
model = ContestEffect (
id = int(info[0]),
appeal = int(info[1]),
jam = int(info[2])
)
model.save()
clear_table(ContestEffectEffectText)
data = load_data('contest_effect_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = ContestEffectEffectText (
contest_effect = ContestEffect.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
effect = info[3]
)
model.save()
model = ContestEffectFlavorText (
contest_effect = ContestEffect.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
flavor_text = info[2]
)
model.save()
clear_table(SuperContestEffect)
data = load_data('super_contest_effects.csv')
for index, info in enumerate(data):
if index > 0:
model = SuperContestEffect (
id = int(info[0]),
appeal = int(info[1])
)
model.save()
clear_table(SuperContestEffectFlavorText)
data = load_data('super_contest_effect_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = SuperContestEffectFlavorText (
super_contest_effect = SuperContestEffect.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
flavor_text = info[2]
)
model.save()
###########
# MOVES #
###########
def build_moves():
clear_table(MoveEffect)
data = load_data('move_effects.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveEffect (
id = int(info[0])
)
model.save()
clear_table(MoveEffectEffectText)
data = load_data('move_effect_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveEffectEffectText (
move_effect = MoveEffect.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
short_effect = info[2],
effect = info[3]
)
model.save()
clear_table(MoveEffectChange)
data = load_data('move_effect_changelog.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveEffectChange (
id = int(info[0]),
move_effect = MoveEffect.objects.get(pk = int(info[1])),
version_group = VersionGroup.objects.get(pk = int(info[2]))
)
model.save()
clear_table(MoveEffectChangeEffectText)
data = load_data('move_effect_changelog_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveEffectChangeEffectText (
move_effect_change = MoveEffectChange.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
effect = info[2]
)
model.save()
clear_table(MoveLearnMethod)
data = load_data('pokemon_move_methods.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveLearnMethod (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(VersionGroupMoveLearnMethod)
data = load_data('version_group_pokemon_move_methods.csv')
for index, info in enumerate(data):
if index > 0:
versionGroupMoveLearnMethod = VersionGroupMoveLearnMethod (
version_group = VersionGroup.objects.get(pk = int(info[0])),
move_learn_method = MoveLearnMethod.objects.get(pk = int(info[1])),
)
versionGroupMoveLearnMethod.save()
clear_table(MoveLearnMethodName)
clear_table(MoveLearnMethodDescription)
data = load_data('pokemon_move_method_prose.csv')
for index, info in enumerate(data):
if index > 0:
model_name = MoveLearnMethodName (
move_learn_method = MoveLearnMethod.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model_name.save()
model_description = MoveLearnMethodDescription (
move_learn_method = MoveLearnMethod.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
description = info[3]
)
model_description.save()
clear_table(MoveTarget)
data = load_data('move_targets.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveTarget (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(MoveTargetName)
clear_table(MoveTargetDescription)
data = load_data('move_target_prose.csv')
for index, info in enumerate(data):
if index > 0:
model_name = MoveTargetName (
move_target = MoveTarget.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model_name.save()
model_description = MoveTargetDescription (
move_target = MoveTarget.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
description = info[3]
)
model_description.save()
clear_table(Move)
data = load_data('moves.csv')
for index, info in enumerate(data):
if index > 0:
model = Move (
id = int(info[0]),
name = info[1],
generation = Generation.objects.get(pk = int(info[2])),
type = Type.objects.get(pk = int(info[3])),
power = int(info[4]) if info[4] != '' else None,
pp = int(info[5]) if info[5] != '' else None,
accuracy = int(info[6]) if info[6] != '' else None,
priority = int(info[7]) if info[7] != '' else None,
move_target = MoveTarget.objects.get(pk = int(info[8])),
move_damage_class = MoveDamageClass.objects.get(pk = int(info[9])),
move_effect = MoveEffect.objects.get(pk = int(info[10])),
move_effect_chance = int(info[11]) if info[11] != '' else None,
contest_type = ContestType.objects.get(pk = int(info[12])) if info[12] != '' else None,
contest_effect = ContestEffect.objects.get(pk = int(info[13])) if info[13] != '' else None,
super_contest_effect = SuperContestEffect.objects.get(pk = int(info[14])) if info[14] != '' else None
)
model.save()
clear_table(MoveName)
data = load_data('move_names.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveName (
move = Move.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(MoveFlavorText)
data = load_data('move_flavor_text.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveFlavorText (
move = Move.objects.get(pk = int(info[0])),
version_group = VersionGroup.objects.get(pk = int(info[1])),
language = Language.objects.get(pk = int(info[2])),
flavor_text = info[3]
)
model.save()
clear_table(MoveChange)
data = load_data('move_changelog.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveChange (
move = Move.objects.get(pk = int(info[0])),
version_group = VersionGroup.objects.get(pk = int(info[1])),
type = Type.objects.get(pk = int(info[2])) if info[2] != '' else None,
power = int(info[3]) if info[3] != '' else None,
pp = int(info[4]) if info[4] != '' else None,
accuracy = int(info[5]) if info[5] != '' else None,
move_effect = MoveEffect.objects.get(pk = int(info[6])) if info[6] != '' else None,
move_effect_chance = int(info[7]) if info[7] != '' else None
)
model.save()
clear_table(MoveBattleStyle)
data = load_data('move_battle_styles.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveBattleStyle (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(MoveBattleStyleName)
data = load_data('move_battle_style_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveBattleStyleName (
move_battle_style = MoveBattleStyle.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(MoveAttribute)
data = load_data('move_flags.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveAttribute (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(MoveAttributeMap)
data = load_data('move_flag_map.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveAttributeMap (
move = Move.objects.get(pk = int(info[0])),
move_attribute = MoveAttribute.objects.get(pk = int(info[1])),
)
model.save()
clear_table(MoveAttributeName)
clear_table(MoveAttributeDescription)
data = load_data('move_flag_prose.csv')
for index, info in enumerate(data):
if index > 0:
name_model = MoveAttributeName (
move_attribute = MoveAttribute.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
name_model.save()
description_model = MoveAttributeDescription (
move_attribute = MoveAttribute.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
description = info[3]
)
description_model.save()
clear_table(MoveMetaAilment)
data = load_data('move_meta_ailments.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveMetaAilment (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(MoveMetaAilmentName)
data = load_data('move_meta_ailment_names.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveMetaAilmentName (
move_meta_ailment = MoveMetaAilment.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(MoveMetaCategory)
data = load_data('move_meta_categories.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveMetaCategory (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(MoveMetaCategoryDescription)
data = load_data('move_meta_category_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveMetaCategoryDescription (
move_meta_category = MoveMetaCategory.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
description = info[2]
)
model.save()
clear_table(MoveMeta)
data = load_data('move_meta.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveMeta (
move = Move.objects.get(pk = int(info[0])),
move_meta_category = MoveMetaCategory.objects.get(pk = int(info[1])),
move_meta_ailment = MoveMetaAilment.objects.get(pk = int(info[2])),
min_hits = int(info[3]) if info[3] != '' else None,
max_hits = int(info[4]) if info[4] != '' else None,
min_turns = int(info[5]) if info[5] != '' else None,
max_turns = int(info[6]) if info[6] != '' else None,
drain = int(info[7]) if info[7] != '' else None,
healing = int(info[8]) if info[8] != '' else None,
crit_rate = int(info[9]) if info[9] != '' else None,
ailment_chance = int(info[10]) if info[10] != '' else None,
flinch_chance = int(info[11]) if info[11] != '' else None,
stat_chance = int(info[12]) if info[12] != '' else None
)
model.save()
clear_table(MoveMetaStatChange)
data = load_data('move_meta_stat_changes.csv')
for index, info in enumerate(data):
if index > 0:
model = MoveMetaStatChange (
move = Move.objects.get(pk = int(info[0])),
stat = Stat.objects.get(pk = int(info[1])),
change = int(info[2])
)
model.save()
clear_table(ContestCombo)
data = load_data('contest_combos.csv')
for index, info in enumerate(data):
if index > 0:
model = ContestCombo (
first_move = Move.objects.get(pk = int(info[0])),
second_move = Move.objects.get(pk = int(info[1]))
)
model.save()
clear_table(SuperContestCombo)
data = load_data('super_contest_combos.csv')
for index, info in enumerate(data):
if index > 0:
model = SuperContestCombo (
first_move = Move.objects.get(pk = int(info[0])),
second_move = Move.objects.get(pk = int(info[1]))
)
model.save()
#############
# BERRIES #
#############
def build_berries():
clear_table(BerryFirmness)
data = load_data('berry_firmness.csv')
for index, info in enumerate(data):
if index > 0:
model = BerryFirmness (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(BerryFirmnessName)
data = load_data('berry_firmness_names.csv')
for index, info in enumerate(data):
if index > 0:
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model = BerryFirmnessName (
berry_firmness = BerryFirmness.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(Berry)
data = load_data('berries.csv')
for index, info in enumerate(data):
if index > 0:
item = Item.objects.get(pk = int(info[1]))
model = Berry (
id = int(info[0]),
item = item,
name = item.name[:item.name.index('-')],
berry_firmness = BerryFirmness.objects.get(pk = int(info[2])),
natural_gift_power = int(info[3]),
natural_gift_type = Type.objects.get(pk = int(info[4])),
size = int(info[5]),
max_harvest = int(info[6]),
growth_time = int(info[7]),
soil_dryness = int(info[8]),
smoothness = int(info[9])
)
model.save()
clear_table(BerryFlavor)
data = load_data('contest_types.csv') #this is not an error
for index, info in enumerate(data):
if index > 0:
# get the english name for this contest type
contest_type_name = ContestTypeName.objects.get(contest_type_id=int(info[0]), language_id=9)
model = BerryFlavor (
id = int(info[0]),
name = contest_type_name.flavor.lower(),
contest_type = ContestType.objects.get(pk = int(info[0]))
)
model.save()
clear_table(BerryFlavorName)
data = load_data('contest_type_names.csv') #this is not an error
for index, info in enumerate(data):
if index > 0:
model = BerryFlavorName (
berry_flavor = BerryFlavor.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[3]
)
model.save()
clear_table(BerryFlavorMap)
data = load_data('berry_flavors.csv') #this is not an error
for index, info in enumerate(data):
if index > 0:
model = BerryFlavorMap (
berry = Berry.objects.get(pk = int(info[0])),
berry_flavor = BerryFlavor.objects.get(pk = int(info[1])),
potency = int(info[2])
)
model.save()
############
# NATURE #
############
def build_natures():
clear_table(Nature)
data = load_data('natures.csv')
for index, info in enumerate(data):
if index > 0:
decreased_stat = None
increased_stat = None
hates_flavor = None
likes_flavor = None
if (info[2] != info[3]):
decreased_stat = Stat.objects.get(pk = int(info[2]))
increased_stat = Stat.objects.get(pk = int(info[3]))
if (info[4] != info[5]):
hates_flavor = BerryFlavor.objects.get(pk = int(info[4]))
likes_flavor = BerryFlavor.objects.get(pk = int(info[5]))
nature = Nature (
id = int(info[0]),
name = info[1],
decreased_stat = decreased_stat,
increased_stat = increased_stat,
hates_flavor = hates_flavor,
likes_flavor = likes_flavor,
game_index = info[6]
)
nature.save()
clear_table(NatureName)
data = load_data('nature_names.csv')
for index, info in enumerate(data):
if index > 0:
natureName = NatureName (
nature = Nature.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
natureName.save()
clear_table(NaturePokeathlonStat)
data = load_data('nature_pokeathlon_stats.csv')
for index, info in enumerate(data):
if index > 0:
naturePokeathlonStat = NaturePokeathlonStat (
nature = Nature.objects.get(pk = int(info[0])),
pokeathlon_stat = PokeathlonStat.objects.get(pk = int(info[1])),
max_change = info[2]
)
naturePokeathlonStat.save()
clear_table(NatureBattleStylePreference)
data = load_data('nature_battle_style_preferences.csv')
for index, info in enumerate(data):
if index > 0:
model = NatureBattleStylePreference (
nature = Nature.objects.get(pk = int(info[0])),
move_battle_style = MoveBattleStyle.objects.get(pk = int(info[1])),
low_hp_preference = info[2],
high_hp_preference = info[3]
)
model.save()
###########
# GENDER #
###########
def build_genders():
clear_table(Gender)
data = load_data('genders.csv')
for index, info in enumerate(data):
if index > 0:
model = Gender (
id = int(info[0]),
name = info[1]
)
model.save()
################
# EXPERIENCE #
################
def build_experiences():
clear_table(Experience)
data = load_data('experience.csv')
for index, info in enumerate(data):
if index > 0:
model = Experience (
growth_rate = GrowthRate.objects.get(pk = int(info[0])),
level = int(info[1]),
experience = int(info[2])
)
model.save()
##############
# MACHINES #
##############
def build_machines():
clear_table(Machine)
data = load_data('machines.csv')
for index, info in enumerate(data):
if index > 0:
model = Machine (
machine_number = int(info[0]),
version_group = VersionGroup.objects.get(pk = int(info[1])),
item = Item.objects.get(pk = int(info[2])),
move = Move.objects.get(pk = int(info[3])),
)
model.save()
###############
# EVOLUTION #
###############
def build_evolutions():
clear_table(EvolutionChain)
data = load_data('evolution_chains.csv')
for index, info in enumerate(data):
if index > 0:
model = EvolutionChain (
id = int(info[0]),
baby_trigger_item = Item.objects.get(pk = int(info[1])) if info[1] != '' else None,
)
model.save()
clear_table(EvolutionTrigger)
data = load_data('evolution_triggers.csv')
for index, info in enumerate(data):
if index > 0:
model = EvolutionTrigger (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(EvolutionTriggerName)
data = load_data('evolution_trigger_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = EvolutionTriggerName (
evolution_trigger = EvolutionTrigger.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
#############
# POKEDEX #
#############
def build_pokedexes():
clear_table(Pokedex)
data = load_data('pokedexes.csv')
for index, info in enumerate(data):
if index > 0:
model = Pokedex (
id = int(info[0]),
region = Region.objects.get(pk = int(info[1])) if info[1] != '' else None,
name = info[2],
is_main_series = bool(int(info[3]))
)
model.save()
clear_table(PokedexName)
clear_table(PokedexDescription)
data = load_data('pokedex_prose.csv')
for index, info in enumerate(data):
if index > 0:
name_model = PokedexName (
pokedex = Pokedex.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2],
)
name_model.save()
description_model = PokedexDescription (
pokedex = Pokedex.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
description = info[3]
)
description_model.save()
clear_table(PokedexVersionGroup)
data = load_data('pokedex_version_groups.csv')
for index, info in enumerate(data):
if index > 0:
model = PokedexVersionGroup (
pokedex = Pokedex.objects.get(pk = int(info[0])),
version_group = VersionGroup.objects.get(pk = int(info[1]))
)
model.save()
##############
# LOCATION #
##############
def build_locations():
clear_table(Location)
data = load_data('locations.csv')
for index, info in enumerate(data):
if index > 0:
model = Location (
id = int(info[0]),
region = Region.objects.get(pk = int(info[1])) if info[1] != '' else None,
name = info[2]
)
model.save()
clear_table(LocationName)
data = load_data('location_names.csv')
for index, info in enumerate(data):
if index > 0:
model = LocationName (
location = Location.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(LocationGameIndex)
data = load_data('location_game_indices.csv')
for index, info in enumerate(data):
if index > 0:
model = LocationGameIndex (
location = Location.objects.get(pk = int(info[0])),
generation = Generation.objects.get(pk = int(info[1])),
game_index = int(info[2])
)
model.save()
clear_table(LocationArea)
data = load_data('location_areas.csv')
for index, info in enumerate(data):
if index > 0:
location = Location.objects.get(pk = int(info[1]))
model = LocationArea (
id = int(info[0]),
location = location,
game_index = int(info[2]),
name = '{}-{}'.format(location.name, info[3]) if info[3] else '{}-{}'.format(location.name, 'area')
)
model.save()
clear_table(LocationAreaName)
data = load_data('location_area_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = LocationAreaName (
location_area = LocationArea.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
#############
# POKEMON #
#############
def build_pokemons():
clear_table(PokemonColor)
data = load_data('pokemon_colors.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonColor (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(PokemonColorName)
data = load_data('pokemon_color_names.csv')
for index, info in enumerate(data):
if index > 0:
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model = PokemonColorName (
pokemon_color = PokemonColor.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
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clear_table(PokemonShape)
data = load_data('pokemon_shapes.csv')
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for index, info in enumerate(data):
if index > 0:
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model = PokemonShape (
id = int(info[0]),
name = info[1]
)
model.save()
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clear_table(PokemonShapeName)
data = load_data('pokemon_shape_prose.csv')
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for index, info in enumerate(data):
if index > 0:
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model = PokemonShapeName (
pokemon_shape = PokemonShape.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2],
awesome_name = info[3]
)
model.save()
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clear_table(PokemonHabitat)
data = load_data('pokemon_habitats.csv')
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for index, info in enumerate(data):
if index > 0:
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model = PokemonHabitat (
id = int(info[0]),
name = info[1]
)
model.save()
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clear_table(PokemonSpecies)
data = load_data('pokemon_species.csv')
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for index, info in enumerate(data):
if index > 0:
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model = PokemonSpecies (
id = int(info[0]),
name = info[1],
generation = Generation.objects.get(pk = int(info[2])),
evolves_from_species = None,
evolution_chain = EvolutionChain.objects.get(pk = int(info[4])),
pokemon_color = PokemonColor.objects.get(pk = int(info[5])),
pokemon_shape = PokemonShape.objects.get(pk = int(info[6])),
pokemon_habitat = PokemonHabitat.objects.get(pk = int(info[7])) if info[7] != '' else None,
gender_rate = int(info[8]),
capture_rate = int(info[9]),
base_happiness = int(info[10]),
is_baby = bool(int(info[11])),
hatch_counter = int(info[12]),
has_gender_differences = bool(int(info[13])),
growth_rate = GrowthRate.objects.get(pk = int(info[14])),
forms_switchable = bool(int(info[15])),
order = int(info[16])
)
model.save()
data = load_data('pokemon_species.csv')
for index, info in enumerate(data):
if index > 0:
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evolves = PokemonSpecies.objects.get(pk = int(info[3])) if info[3] != '' else None
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if evolves:
species = PokemonSpecies.objects.get(pk = int(info[0]))
species.evolves_from_species = evolves
species.save()
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clear_table(PokemonSpeciesName)
data = load_data('pokemon_species_names.csv')
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for index, info in enumerate(data):
if index > 0:
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model = PokemonSpeciesName (
pokemon_species = PokemonSpecies.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2],
genus = info[3]
)
model.save()
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clear_table(PokemonSpeciesDescription)
data = load_data('pokemon_species_prose.csv')
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for index, info in enumerate(data):
if index > 0:
model = PokemonSpeciesDescription (
pokemon_species = PokemonSpecies.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
description = info[2]
)
model.save()
clear_table(PokemonSpeciesFlavorText)
data = load_data('pokemon_species_flavor_text.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonSpeciesFlavorText (
pokemon_species = PokemonSpecies.objects.get(pk = int(info[0])),
version = Version.objects.get(pk = int(info[1])),
language = Language.objects.get(pk = int(info[2])),
flavor_text = info[3]
)
model.save()
clear_table(Pokemon)
data = load_data('pokemon.csv')
for index, info in enumerate(data):
if index > 0:
model = Pokemon (
id = int(info[0]),
name = info[1],
pokemon_species = PokemonSpecies.objects.get(pk = int(info[2])),
height = int(info[3]),
weight = int(info[4]),
base_experience = int(info[5]),
order = int(info[6]),
is_default = bool(int(info[7]))
)
model.save()
clear_table(PokemonAbility)
data = load_data('pokemon_abilities.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonAbility (
pokemon = Pokemon.objects.get(pk = int(info[0])),
ability = Ability.objects.get(pk = int(info[1])),
is_hidden = bool(int(info[2])),
slot = int(info[3])
)
model.save()
clear_table(PokemonDexNumber)
data = load_data('pokemon_dex_numbers.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonDexNumber (
pokemon_species = PokemonSpecies.objects.get(pk = int(info[0])),
pokedex = Pokedex.objects.get(pk = int(info[1])),
pokedex_number = int(info[2])
)
model.save()
clear_table(PokemonEggGroup)
data = load_data('pokemon_egg_groups.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonEggGroup (
pokemon_species = PokemonSpecies.objects.get(pk = int(info[0])),
egg_group = EggGroup.objects.get(pk = int(info[1]))
)
model.save()
clear_table(PokemonEvolution)
data = load_data('pokemon_evolution.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonEvolution (
id = int(info[0]),
evolved_species = PokemonSpecies.objects.get(pk = int(info[1])),
evolution_trigger = EvolutionTrigger.objects.get(pk = int(info[2])),
evolution_item = Item.objects.get(pk = int(info[3])) if info[3] != '' else None,
min_level = int(info[4]) if info[4] != '' else None,
gender = Gender.objects.get(pk = int(info[5])) if info[5] != '' else None,
location = Location.objects.get(pk = int(info[6])) if info[6] != '' else None,
held_item = Item.objects.get(pk = int(info[7])) if info[7] != '' else None,
time_of_day = info[8],
known_move = Move.objects.get(pk = int(info[9])) if info[9] != '' else None,
known_move_type = Type.objects.get(pk = int(info[10])) if info[10] != '' else None,
min_happiness = int(info[11]) if info[11] != '' else None,
min_beauty = int(info[12]) if info[12] != '' else None,
min_affection = int(info[13]) if info[13] != '' else None,
relative_physical_stats = int(info[14]) if info[14] != '' else None,
party_species = PokemonSpecies.objects.get(pk = int(info[15])) if info[15] != '' else None,
party_type = Type.objects.get(pk = int(info[16])) if info[16] != '' else None,
trade_species = PokemonSpecies.objects.get(pk = int(info[17])) if info[17] != '' else None,
needs_overworld_rain = bool(int(info[18])),
turn_upside_down = bool(int(info[19]))
)
model.save()
clear_table(PokemonForm)
data = load_data('pokemon_forms.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonForm (
id = int(info[0]),
name = info[1],
form_name = info[2],
pokemon = Pokemon.objects.get(pk = int(info[3])),
version_group = VersionGroup.objects.get(pk = int(info[4])),
is_default = bool(int(info[5])),
is_battle_only = bool(int(info[6])),
is_mega = bool(int(info[7])),
form_order = int(info[8]),
order = int(info[9])
)
model.save()
clear_table(PokemonFormName)
data = load_data('pokemon_form_names.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonFormName (
pokemon_form = PokemonForm.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2],
pokemon_name = info[3]
)
model.save()
clear_table(PokemonFormGeneration)
data = load_data('pokemon_form_generations.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonFormGeneration (
pokemon_form = PokemonForm.objects.get(pk = int(info[0])),
generation = Generation.objects.get(pk = int(info[1])),
game_index = int(info[2])
)
model.save()
clear_table(PokemonGameIndex)
data = load_data('pokemon_game_indices.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonGameIndex (
pokemon = Pokemon.objects.get(pk = int(info[0])),
version = Version.objects.get(pk = int(info[1])),
game_index = int(info[2])
)
model.save()
clear_table(PokemonHabitatName)
data = load_data('pokemon_habitat_names.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonHabitatName (
pokemon_habitat = PokemonHabitat.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(PokemonItem)
data = load_data('pokemon_items.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonItem (
pokemon = Pokemon.objects.get(pk = int(info[0])),
version = Version.objects.get(pk = int(info[1])),
item = Item.objects.get(pk = int(info[2])),
rarity = int(info[3])
)
model.save()
clear_table(PokemonMove)
data = load_data('pokemon_moves.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonMove (
pokemon = Pokemon.objects.get(pk = int(info[0])),
version_group = VersionGroup.objects.get(pk = int(info[1])),
move = Move.objects.get(pk = int(info[2])),
move_learn_method = MoveLearnMethod.objects.get(pk = int(info[3])),
level = int(info[4]),
order = int(info[5]) if info[5] != '' else None,
)
model.save()
clear_table(PokemonStat)
data = load_data('pokemon_stats.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonStat (
pokemon = Pokemon.objects.get(pk = int(info[0])),
stat = Stat.objects.get(pk = int(info[1])),
base_stat = int(info[2]),
effort = int(info[3])
)
model.save()
clear_table(PokemonType)
data = load_data('pokemon_types.csv')
for index, info in enumerate(data):
if index > 0:
model = PokemonType (
pokemon = Pokemon.objects.get(pk = int(info[0])),
type = Type.objects.get(pk = int(info[1])),
slot = int(info[2])
)
model.save()
###############
# ENCOUNTER #
###############
def build_encounters():
clear_table(EncounterMethod)
data = load_data('encounter_methods.csv')
for index, info in enumerate(data):
if index > 0:
model = EncounterMethod (
id = int(info[0]),
name = info[1],
order = int(info[2])
)
model.save()
# LocationAreaEncounterRate/EncounterMethod associations
"""
I tried handling this the same way Berry/Natures are handled
but for some odd reason it resulted in a ton of db table issues.
It was easy enough to move LocationAreaEncounterRates below
Encounter population and for some reason things works now.
"""
clear_table(LocationAreaEncounterRate)
data = load_data('location_area_encounter_rates.csv')
for index, info in enumerate(data):
if index > 0:
model = LocationAreaEncounterRate (
location_area = LocationArea.objects.get(pk = int(info[0])),
encounter_method = EncounterMethod.objects.get(pk=info[1]),
version = Version.objects.get(pk = int(info[2])),
rate = int(info[3])
)
model.save()
clear_table(EncounterMethodName)
data = load_data('encounter_method_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = EncounterMethodName (
encounter_method = EncounterMethod.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(EncounterSlot)
data = load_data('encounter_slots.csv')
for index, info in enumerate(data):
if index > 0:
model = EncounterSlot (
id = int(info[0]),
version_group = VersionGroup.objects.get(pk = int(info[1])),
encounter_method = EncounterMethod.objects.get(pk = int(info[2])),
slot = int(info[3]) if info[3] != '' else None,
rarity = int(info[4])
)
model.save()
clear_table(EncounterCondition)
data = load_data('encounter_conditions.csv')
for index, info in enumerate(data):
if index > 0:
model = EncounterCondition (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(EncounterConditionName)
data = load_data('encounter_condition_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = EncounterConditionName (
encounter_condition = EncounterCondition.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(Encounter)
data = load_data('encounters.csv')
for index, info in enumerate(data):
if index > 0:
model = Encounter (
id = int(info[0]),
version = Version.objects.get(pk = int(info[1])),
location_area = LocationArea.objects.get(pk = int(info[2])),
encounter_slot = EncounterSlot.objects.get(pk = int(info[3])),
pokemon = Pokemon.objects.get(pk = int(info[4])),
min_level = int(info[5]),
max_level = int(info[6])
)
model.save()
clear_table(EncounterConditionValue)
data = load_data('encounter_condition_values.csv')
for index, info in enumerate(data):
if index > 0:
model = EncounterConditionValue (
id = int(info[0]),
encounter_condition = EncounterCondition.objects.get(pk = int(info[1])),
name = info[2],
is_default = bool(int(info[3]))
)
model.save()
clear_table(EncounterConditionValueName)
data = load_data('encounter_condition_value_prose.csv')
for index, info in enumerate(data):
if index > 0:
model = EncounterConditionValueName (
encounter_condition_value = EncounterConditionValue.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2],
)
model.save()
clear_table(EncounterConditionValueMap)
data = load_data('encounter_condition_value_map.csv')
for index, info in enumerate(data):
if index > 0:
model = EncounterConditionValueMap (
encounter = Encounter.objects.get(pk = int(info[0])),
encounter_condition_value = EncounterConditionValue.objects.get(pk = int(info[1]))
)
model.save()
##############
# PAL PARK #
##############
def build_pal_parks():
clear_table(PalParkArea)
data = load_data('pal_park_areas.csv')
for index, info in enumerate(data):
if index > 0:
model = PalParkArea (
id = int(info[0]),
name = info[1]
)
model.save()
clear_table(PalParkAreaName)
data = load_data('pal_park_area_names.csv')
for index, info in enumerate(data):
if index > 0:
model = PalParkAreaName (
pal_park_area = PalParkArea.objects.get(pk = int(info[0])),
language = Language.objects.get(pk = int(info[1])),
name = info[2]
)
model.save()
clear_table(PalPark)
data = load_data('pal_park.csv')
for index, info in enumerate(data):
if index > 0:
model = PalPark (
pokemon_species = PokemonSpecies.objects.get(pk = int(info[0])),
pal_park_area = PalParkArea.objects.get(pk = int(info[1])),
base_score = int(info[2]),
rate = int(info[3])
)
model.save()
def build_all():
build_languages()
build_regions()
build_generations()
build_versions()
build_damage_classes()
build_stats()
build_abilities()
build_characteristics()
build_egg_groups()
build_growth_rates()
build_items()
build_types()
build_contests()
build_moves()
build_berries()
build_natures()
build_genders()
build_experiences()
build_machines()
build_evolutions()
build_pokedexes()
build_locations()
build_pokemons()
build_encounters()
build_pal_parks()
if __name__ == '__main__':
build_all()