codebase refactor

This commit is contained in:
cdemeyer-teachx
2025-08-15 12:38:44 +09:00
parent bbfe64b604
commit ee337f001a
27 changed files with 396 additions and 591 deletions

View File

@@ -0,0 +1,204 @@
# Pokemon Data Downloader - Implementation Summary
## Overview
Successfully implemented a comprehensive Pokemon data downloader tool for the Pokemon Battle Simulator project. The tool uses `pokebase==1.4.1` to download Pokemon data from the PokeAPI with support for segmented downloading, data validation, and battle-ready data export.
## Features Implemented
### ✅ Core Functionality
- **Segmented Downloads**: Download specific ranges of Pokemon (e.g., 1-10, 25-30) for testing and incremental collection
- **Concurrent Processing**: Multi-threaded downloads with configurable worker counts
- **Rate Limiting**: Respectful API usage with 100ms delays between requests
- **Error Handling**: Automatic retry logic with exponential backoff
- **Progress Tracking**: Beautiful progress bars using Rich library
### ✅ Data Types Supported
- **Pokemon Data**: Complete species information including stats, types, abilities, and move lists
- **Move Data**: Comprehensive move information with power, accuracy, PP, type, and descriptions
- **Type Effectiveness**: Complete type matchup chart for damage calculations
### ✅ Data Validation
- **JSON Schema Validation**: Comprehensive schemas for all data types
- **Generation 1 Focus**: Validates only Gen 1 types and ensures data consistency
- **Error Reporting**: Clear validation warnings without blocking data saves
- **Business Logic Validation**: Additional checks for stat totals and type combinations
### ✅ CLI Interface
- **Multiple Commands**: Separate commands for Pokemon, moves, types, and complete downloads
- **Flexible Options**: Configurable output directories, worker counts, and validation settings
- **Help System**: Comprehensive help documentation for all commands
### ✅ Python API
- **Object-Oriented Design**: Clean class-based architecture with PokemonDownloader
- **Data Classes**: Structured data representation with dataclasses
- **Type Hints**: Full type annotation for better IDE support and code quality
## File Structure
```
tools/
├── requirements.txt # Updated with pokebase==1.4.1
└── data/
├── __init__.py
├── pokemon_downloader.py # Main downloader implementation
├── schemas.py # Data validation schemas
├── test_downloader.py # Comprehensive test suite
├── example_usage.py # Usage examples and patterns
└── README.md # Complete documentation
```
## Testing Results
All tests pass successfully:
```
✅ Pokemon Download - Downloads Pokemon data correctly
✅ Moves Download - Downloads move data with proper validation
✅ Type Effectiveness - Downloads complete type chart
✅ Data Validation - Validates data integrity
✅ Integrated Download - Downloads Pokemon with their moves
```
## Usage Examples
### CLI Usage
```bash
# Download small segments for testing
python -m tools.data.pokemon_downloader download-pokemon --start 1 --end 5
# Download with moves included
python -m tools.data.pokemon_downloader download-pokemon --start 1 --end 10 --include-moves
# Download specific moves
python -m tools.data.pokemon_downloader download-moves --move-ids "1,2,3,4,5"
# Download type effectiveness
python -m tools.data.pokemon_downloader download-types
# Download complete Gen 1 dataset
python -m tools.data.pokemon_downloader download-complete --start 1 --end 151
```
### Python API Usage
```python
from tools.data.pokemon_downloader import PokemonDownloader
# Initialize downloader
downloader = PokemonDownloader(output_dir="my_data")
# Download Pokemon batch
pokemon_data = downloader.download_pokemon_batch(1, 10)
downloader.save_pokemon_data(pokemon_data, "pokemon.json")
# Download moves
moves_data = downloader.download_moves_batch([1, 2, 3, 4, 5])
downloader.save_moves_data(moves_data, "moves.json")
```
## Data Format
### Pokemon Data Structure
```json
{
"1": {
"id": 1,
"name": "bulbasaur",
"types": ["grass", "poison"],
"base_stats": {
"hp": 45, "attack": 49, "defense": 49,
"special_attack": 65, "special_defense": 65, "speed": 45
},
"abilities": ["overgrow", "chlorophyll"],
"moves": [1, 2, 3, ...],
"weight": 69,
"height": 7,
"base_experience": 64
}
}
```
### Move Data Structure
```json
{
"1": {
"id": 1,
"name": "pound",
"type": "normal",
"power": 40,
"accuracy": 100,
"pp": 35,
"priority": 0,
"damage_class": "physical",
"effect_id": null,
"effect_chance": null,
"target": "selected-pokemon",
"description": "Inflicts regular damage."
}
}
```
## Performance Characteristics
- **Rate Limited**: 100ms between API calls to respect PokeAPI
- **Concurrent**: 5 workers by default, configurable up to reasonable limits
- **Memory Efficient**: Processes data in batches to manage memory usage
- **Cached**: API responses cached to avoid redundant requests
- **Validated**: Optional data validation with detailed error reporting
## Integration with C++ Battle Simulator
The exported JSON files are designed for easy C++ integration:
1. **Consistent IDs**: All Pokemon and moves use consistent numeric IDs
2. **Battle-Ready Stats**: Direct mapping to battle calculation needs
3. **Complete Type Data**: Full type effectiveness chart for damage calculations
4. **Structured Format**: Clean JSON structure for parsing
## Tested Scenarios
### Small Segments (Recommended for Testing)
- ✅ First 3 Pokemon (Bulbasaur line)
- ✅ Single Pokemon (Pikachu, Charizard)
- ✅ Specific move sets (classic moves)
- ✅ Type effectiveness chart
### Production Scenarios
- ✅ Batch downloads (1-50, 51-100, etc.)
- ✅ Complete Gen 1 dataset (1-151)
- ✅ Move validation and filtering
- ✅ Error recovery and retry logic
## Key Benefits
1. **Segmented Approach**: Can download small test datasets before committing to full downloads
2. **Battle-Focused**: Data structure optimized for Pokemon battle simulation
3. **Validated Data**: Comprehensive validation ensures data quality
4. **Extensible**: Easy to extend for additional generations or data types
5. **Production-Ready**: Includes error handling, logging, and performance optimizations
## Files Generated
The tool has been tested and generates the following example files:
```
data/pokemon_1_2.json # CLI test output
example_data/starter_pokemon.json # First 3 Pokemon
example_data/classic_moves.json # Classic moves
example_data/charizard.json # Single Pokemon
example_data/charizard_moves.json # Pokemon's moves
example_data/type_chart.json # Type effectiveness
```
## Next Steps
The tool is ready for production use. Recommended workflow:
1. **Start Small**: Test with `--start 1 --end 5` to verify setup
2. **Incremental Downloads**: Download in batches of 50 Pokemon
3. **Validate Data**: Review validation warnings and adjust as needed
4. **Integrate**: Use JSON files in C++ battle simulator
The Pokemon data downloader successfully meets all requirements and is ready for regular use in the Pokemon Battle Simulator project.

View File

@@ -49,10 +49,10 @@ enum class TypeMultiplier : uint8_t {
#### Basic Type Effectiveness
```cpp
using namespace PokemonSim;
using namespace PokEng;
// Calculate damage with type effectiveness
uint32_t damage = calculateTypeDamage<Generation::GENERATION_1>(
uint32_t damage = calculateTypeDamage<Generation::I>(
100, // Base damage
Type::WATER, // Attack type
Type::FIRE // Defender type
@@ -64,7 +64,7 @@ uint32_t damage = calculateTypeDamage<Generation::GENERATION_1>(
```cpp
// Electric attack on Water/Flying Pokemon
uint32_t damage = calculateTypeDamage<Generation::GENERATION_1>(
uint32_t damage = calculateTypeDamage<Generation::I>(
100, // Base damage
Type::ELECTRIC, // Attack type
Type::WATER, // Primary defender type
@@ -81,7 +81,7 @@ Pokemon charizard("Charizard", 150, Type::FIRE, Type::FLYING);
Pokemon blastoise("Blastoise", 150, Type::WATER);
// Calculate damage using Pokemon methods
uint32_t damage = charizard.calculateDamageTaken<Generation::GENERATION_1>(
uint32_t damage = charizard.calculateDamageTaken<Generation::I>(
100, // Base damage
Type::WATER // Attack type
);
@@ -94,10 +94,10 @@ The system supports all Pokemon generations through compile-time templates:
```cpp
// Generation 1 type effectiveness
auto gen1Damage = calculateTypeDamage<Generation::GENERATION_1>(100, Type::FIRE, Type::WATER);
auto gen1Damage = calculateTypeDamage<Generation::I>(100, Type::FIRE, Type::WATER);
// Generation 8 type effectiveness
auto gen8Damage = calculateTypeDamage<Generation::GENERATION_8>(100, Type::FIRE, Type::WATER);
auto gen8Damage = calculateTypeDamage<Generation::VIII>(100, Type::FIRE, Type::WATER);
```
Each generation has its own type chart loaded from the corresponding JSON file.
@@ -168,11 +168,11 @@ Test categories:
```cpp
// Test: Water attack on Fire type
uint32_t damage = calculateTypeDamage<Generation::GENERATION_1>(100, Type::WATER, Type::FIRE);
uint32_t damage = calculateTypeDamage<Generation::I>(100, Type::WATER, Type::FIRE);
ASSERT_EQ(damage, 200); // Water is super effective (2x) against Fire
// Test: Dual-type Electric attack on Water/Flying
uint32_t dualDamage = calculateTypeDamage<Generation::GENERATION_1>(100, Type::ELECTRIC, Type::WATER, Type::FLYING);
uint32_t dualDamage = calculateTypeDamage<Generation::I>(100, Type::ELECTRIC, Type::WATER, Type::FLYING);
ASSERT_EQ(dualDamage, 400); // Electric is super effective (2x) against both types = 4x total
```
@@ -183,13 +183,13 @@ ASSERT_EQ(dualDamage, 400); // Electric is super effective (2x) against both ty
#### `calculateTypeDamage`
```cpp
template <Generation Gen = Generation::GENERATION_1>
template <Generation Gen = Generation::I>
uint32_t calculateTypeDamage(uint32_t baseDamage, Type attackType, const PokemonTypes& defenderTypes);
template <Generation Gen = Generation::GENERATION_1>
template <Generation Gen = Generation::I>
uint32_t calculateTypeDamage(uint32_t baseDamage, Type attackType, Type defenderType);
template <Generation Gen = Generation::GENERATION_1>
template <Generation Gen = Generation::I>
uint32_t calculateTypeDamage(uint32_t baseDamage, Type attackType, Type defenderType1, Type defenderType2);
```
@@ -218,9 +218,9 @@ enum class Type : uint8_t {
```cpp
enum class Generation : uint8_t {
GENERATION_1 = 1, GENERATION_2 = 2, GENERATION_3 = 3, GENERATION_4 = 4,
GENERATION_5 = 5, GENERATION_6 = 6, GENERATION_7 = 7, GENERATION_8 = 8,
GENERATION_9 = 9
I = 1, II = 2, III = 3, IV = 4,
V = 5, VI = 6, VII = 7, VIII = 8,
IX = 9
};
```
@@ -261,7 +261,7 @@ To use the type system in your code:
#include "types.h"
// Use the high-level API
uint32_t damage = PokemonSim::calculateTypeDamage(
uint32_t damage = PokEng::calculateTypeDamage(
100, Type::FIRE, Type::GRASS
);
```