codebase refactor
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docs/POKEMON_DOWNLOADER_SUMMARY.md
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docs/POKEMON_DOWNLOADER_SUMMARY.md
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# Pokemon Data Downloader - Implementation Summary
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## Overview
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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.
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## Features Implemented
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### ✅ Core Functionality
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- **Segmented Downloads**: Download specific ranges of Pokemon (e.g., 1-10, 25-30) for testing and incremental collection
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- **Concurrent Processing**: Multi-threaded downloads with configurable worker counts
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- **Rate Limiting**: Respectful API usage with 100ms delays between requests
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- **Error Handling**: Automatic retry logic with exponential backoff
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- **Progress Tracking**: Beautiful progress bars using Rich library
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### ✅ Data Types Supported
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- **Pokemon Data**: Complete species information including stats, types, abilities, and move lists
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- **Move Data**: Comprehensive move information with power, accuracy, PP, type, and descriptions
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- **Type Effectiveness**: Complete type matchup chart for damage calculations
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### ✅ Data Validation
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- **JSON Schema Validation**: Comprehensive schemas for all data types
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- **Generation 1 Focus**: Validates only Gen 1 types and ensures data consistency
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- **Error Reporting**: Clear validation warnings without blocking data saves
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- **Business Logic Validation**: Additional checks for stat totals and type combinations
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### ✅ CLI Interface
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- **Multiple Commands**: Separate commands for Pokemon, moves, types, and complete downloads
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- **Flexible Options**: Configurable output directories, worker counts, and validation settings
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- **Help System**: Comprehensive help documentation for all commands
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### ✅ Python API
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- **Object-Oriented Design**: Clean class-based architecture with PokemonDownloader
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- **Data Classes**: Structured data representation with dataclasses
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- **Type Hints**: Full type annotation for better IDE support and code quality
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## File Structure
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```
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tools/
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├── requirements.txt # Updated with pokebase==1.4.1
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└── data/
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├── __init__.py
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├── pokemon_downloader.py # Main downloader implementation
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├── schemas.py # Data validation schemas
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├── test_downloader.py # Comprehensive test suite
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├── example_usage.py # Usage examples and patterns
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└── README.md # Complete documentation
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```
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## Testing Results
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All tests pass successfully:
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```
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✅ Pokemon Download - Downloads Pokemon data correctly
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✅ Moves Download - Downloads move data with proper validation
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✅ Type Effectiveness - Downloads complete type chart
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✅ Data Validation - Validates data integrity
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✅ Integrated Download - Downloads Pokemon with their moves
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```
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## Usage Examples
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### CLI Usage
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```bash
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# Download small segments for testing
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python -m tools.data.pokemon_downloader download-pokemon --start 1 --end 5
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# Download with moves included
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python -m tools.data.pokemon_downloader download-pokemon --start 1 --end 10 --include-moves
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# Download specific moves
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python -m tools.data.pokemon_downloader download-moves --move-ids "1,2,3,4,5"
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# Download type effectiveness
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python -m tools.data.pokemon_downloader download-types
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# Download complete Gen 1 dataset
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python -m tools.data.pokemon_downloader download-complete --start 1 --end 151
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```
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### Python API Usage
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```python
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from tools.data.pokemon_downloader import PokemonDownloader
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# Initialize downloader
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downloader = PokemonDownloader(output_dir="my_data")
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# Download Pokemon batch
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pokemon_data = downloader.download_pokemon_batch(1, 10)
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downloader.save_pokemon_data(pokemon_data, "pokemon.json")
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# Download moves
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moves_data = downloader.download_moves_batch([1, 2, 3, 4, 5])
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downloader.save_moves_data(moves_data, "moves.json")
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```
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## Data Format
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### Pokemon Data Structure
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```json
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{
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"1": {
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"id": 1,
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"name": "bulbasaur",
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"types": ["grass", "poison"],
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"base_stats": {
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"hp": 45, "attack": 49, "defense": 49,
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"special_attack": 65, "special_defense": 65, "speed": 45
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},
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"abilities": ["overgrow", "chlorophyll"],
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"moves": [1, 2, 3, ...],
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"weight": 69,
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"height": 7,
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"base_experience": 64
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}
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}
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```
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### Move Data Structure
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```json
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{
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"1": {
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"id": 1,
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"name": "pound",
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"type": "normal",
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"power": 40,
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"accuracy": 100,
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"pp": 35,
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"priority": 0,
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"damage_class": "physical",
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"effect_id": null,
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"effect_chance": null,
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"target": "selected-pokemon",
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"description": "Inflicts regular damage."
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}
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}
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```
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## Performance Characteristics
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- **Rate Limited**: 100ms between API calls to respect PokeAPI
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- **Concurrent**: 5 workers by default, configurable up to reasonable limits
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- **Memory Efficient**: Processes data in batches to manage memory usage
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- **Cached**: API responses cached to avoid redundant requests
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- **Validated**: Optional data validation with detailed error reporting
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## Integration with C++ Battle Simulator
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The exported JSON files are designed for easy C++ integration:
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1. **Consistent IDs**: All Pokemon and moves use consistent numeric IDs
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2. **Battle-Ready Stats**: Direct mapping to battle calculation needs
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3. **Complete Type Data**: Full type effectiveness chart for damage calculations
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4. **Structured Format**: Clean JSON structure for parsing
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## Tested Scenarios
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### Small Segments (Recommended for Testing)
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- ✅ First 3 Pokemon (Bulbasaur line)
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- ✅ Single Pokemon (Pikachu, Charizard)
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- ✅ Specific move sets (classic moves)
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- ✅ Type effectiveness chart
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### Production Scenarios
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- ✅ Batch downloads (1-50, 51-100, etc.)
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- ✅ Complete Gen 1 dataset (1-151)
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- ✅ Move validation and filtering
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- ✅ Error recovery and retry logic
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## Key Benefits
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1. **Segmented Approach**: Can download small test datasets before committing to full downloads
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2. **Battle-Focused**: Data structure optimized for Pokemon battle simulation
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3. **Validated Data**: Comprehensive validation ensures data quality
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4. **Extensible**: Easy to extend for additional generations or data types
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5. **Production-Ready**: Includes error handling, logging, and performance optimizations
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## Files Generated
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The tool has been tested and generates the following example files:
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```
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data/pokemon_1_2.json # CLI test output
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example_data/starter_pokemon.json # First 3 Pokemon
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example_data/classic_moves.json # Classic moves
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example_data/charizard.json # Single Pokemon
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example_data/charizard_moves.json # Pokemon's moves
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example_data/type_chart.json # Type effectiveness
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```
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## Next Steps
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The tool is ready for production use. Recommended workflow:
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1. **Start Small**: Test with `--start 1 --end 5` to verify setup
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2. **Incremental Downloads**: Download in batches of 50 Pokemon
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3. **Validate Data**: Review validation warnings and adjust as needed
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4. **Integrate**: Use JSON files in C++ battle simulator
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The Pokemon data downloader successfully meets all requirements and is ready for regular use in the Pokemon Battle Simulator project.
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@@ -49,10 +49,10 @@ enum class TypeMultiplier : uint8_t {
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#### Basic Type Effectiveness
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```cpp
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using namespace PokemonSim;
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using namespace PokEng;
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// Calculate damage with type effectiveness
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uint32_t damage = calculateTypeDamage<Generation::GENERATION_1>(
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uint32_t damage = calculateTypeDamage<Generation::I>(
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100, // Base damage
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Type::WATER, // Attack type
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Type::FIRE // Defender type
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@@ -64,7 +64,7 @@ uint32_t damage = calculateTypeDamage<Generation::GENERATION_1>(
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```cpp
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// Electric attack on Water/Flying Pokemon
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uint32_t damage = calculateTypeDamage<Generation::GENERATION_1>(
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uint32_t damage = calculateTypeDamage<Generation::I>(
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100, // Base damage
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Type::ELECTRIC, // Attack type
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Type::WATER, // Primary defender type
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@@ -81,7 +81,7 @@ Pokemon charizard("Charizard", 150, Type::FIRE, Type::FLYING);
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Pokemon blastoise("Blastoise", 150, Type::WATER);
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// Calculate damage using Pokemon methods
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uint32_t damage = charizard.calculateDamageTaken<Generation::GENERATION_1>(
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uint32_t damage = charizard.calculateDamageTaken<Generation::I>(
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100, // Base damage
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Type::WATER // Attack type
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);
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@@ -94,10 +94,10 @@ The system supports all Pokemon generations through compile-time templates:
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```cpp
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// Generation 1 type effectiveness
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auto gen1Damage = calculateTypeDamage<Generation::GENERATION_1>(100, Type::FIRE, Type::WATER);
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auto gen1Damage = calculateTypeDamage<Generation::I>(100, Type::FIRE, Type::WATER);
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// Generation 8 type effectiveness
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auto gen8Damage = calculateTypeDamage<Generation::GENERATION_8>(100, Type::FIRE, Type::WATER);
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auto gen8Damage = calculateTypeDamage<Generation::VIII>(100, Type::FIRE, Type::WATER);
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```
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Each generation has its own type chart loaded from the corresponding JSON file.
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@@ -168,11 +168,11 @@ Test categories:
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```cpp
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// Test: Water attack on Fire type
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uint32_t damage = calculateTypeDamage<Generation::GENERATION_1>(100, Type::WATER, Type::FIRE);
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uint32_t damage = calculateTypeDamage<Generation::I>(100, Type::WATER, Type::FIRE);
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ASSERT_EQ(damage, 200); // Water is super effective (2x) against Fire
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// Test: Dual-type Electric attack on Water/Flying
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uint32_t dualDamage = calculateTypeDamage<Generation::GENERATION_1>(100, Type::ELECTRIC, Type::WATER, Type::FLYING);
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uint32_t dualDamage = calculateTypeDamage<Generation::I>(100, Type::ELECTRIC, Type::WATER, Type::FLYING);
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ASSERT_EQ(dualDamage, 400); // Electric is super effective (2x) against both types = 4x total
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```
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@@ -183,13 +183,13 @@ ASSERT_EQ(dualDamage, 400); // Electric is super effective (2x) against both ty
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#### `calculateTypeDamage`
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```cpp
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template <Generation Gen = Generation::GENERATION_1>
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template <Generation Gen = Generation::I>
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uint32_t calculateTypeDamage(uint32_t baseDamage, Type attackType, const PokemonTypes& defenderTypes);
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template <Generation Gen = Generation::GENERATION_1>
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template <Generation Gen = Generation::I>
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uint32_t calculateTypeDamage(uint32_t baseDamage, Type attackType, Type defenderType);
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template <Generation Gen = Generation::GENERATION_1>
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template <Generation Gen = Generation::I>
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uint32_t calculateTypeDamage(uint32_t baseDamage, Type attackType, Type defenderType1, Type defenderType2);
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```
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@@ -218,9 +218,9 @@ enum class Type : uint8_t {
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```cpp
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enum class Generation : uint8_t {
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GENERATION_1 = 1, GENERATION_2 = 2, GENERATION_3 = 3, GENERATION_4 = 4,
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GENERATION_5 = 5, GENERATION_6 = 6, GENERATION_7 = 7, GENERATION_8 = 8,
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GENERATION_9 = 9
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I = 1, II = 2, III = 3, IV = 4,
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V = 5, VI = 6, VII = 7, VIII = 8,
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IX = 9
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};
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```
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@@ -261,7 +261,7 @@ To use the type system in your code:
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#include "types.h"
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// Use the high-level API
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uint32_t damage = PokemonSim::calculateTypeDamage(
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uint32_t damage = PokEng::calculateTypeDamage(
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100, Type::FIRE, Type::GRASS
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);
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```
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