Rename a bunch of sprites to use identifiers. Helps #365
[zzz-pokedex.git] / pokedex / lookup.py
index 98e69c4..8488f21 100644 (file)
@@ -104,6 +104,7 @@ class PokedexLookup(object):
             tables.Move,
             tables.Nature,
             tables.Pokemon,
+            tables.PokemonForm,
             tables.Type,
         )
     )
@@ -212,34 +213,33 @@ class PokedexLookup(object):
 
                 # Add the basic English name to the index
                 if cls == tables.Pokemon:
-                    # Pokémon need their form name added
-                    # XXX kinda kludgy
-                    add(row.full_name, None, u'en', u'us')
-
-                    # If this is a default form, ALSO add the unadorned name,
-                    # so 'Deoxys' alone will still do the right thing
-                    if row.forme_name and not row.forme_base_pokemon_id:
-                        add(row.name, None, u'en', u'us')
-                else:
-                    add(row.name, None, u'en', u'us')
+                    # Don't re-add alternate forms of the same Pokémon; they'll
+                    # be added as Pokémon forms instead
+                    if not row.is_base_form:
+                        continue
+                elif cls == tables.PokemonForm:
+                    if row.name:
+                        add(row.pokemon_name, None, u'en', u'us')
+                    continue
 
                 # Some things also have other languages' names
                 # XXX other language form names..?
-                for foreign_name in getattr(row, 'foreign_names', []):
-                    moonspeak = foreign_name.name
-                    if row.name == moonspeak:
-                        # Don't add the English name again as a different
+                seen = set()
+                for language, name in getattr(row, 'name_map', {}).items():
+                    if name in seen:
+                        # Don't add the name again as a different
                         # language; no point and it makes spell results
                         # confusing
                         continue
+                    seen.add(name)
 
-                    add(moonspeak, foreign_name.language.name,
-                                   foreign_name.language.iso639,
-                                   foreign_name.language.iso3166)
+                    add(name, language.name,
+                              language.iso639,
+                              language.iso3166)
 
                     # Add Roomaji too
-                    if foreign_name.language.name == 'Japanese':
-                        roomaji = romanize(foreign_name.name)
+                    if language.identifier == 'ja':
+                        roomaji = romanize(name)
                         add(roomaji, u'Roomaji', u'ja', u'jp')
 
         writer.commit()
@@ -550,8 +550,10 @@ class PokedexLookup(object):
         table_names = []
         for valid_type in valid_types:
             table_name = self._parse_table_name(valid_type)
-            # Skip anything not recognized.  Could be, say, a language code
-            if table_name:
+            # Skip anything not recognized.  Could be, say, a language code.
+            # XXX The vast majority of Pokémon forms are unnamed and unindexed,
+            #     which can produce blank results.  So skip them too for now.
+            if table_name and table_name != 'pokemon_forms':
                 table_names.append(table_name)
 
         if not table_names:
@@ -559,26 +561,20 @@ class PokedexLookup(object):
             # were valid, but this function is guaranteed to return
             # *something*, so it politely selects from the entire index instead
             table_names = self.indexed_tables.keys()
-
-        # Rather than create an array of many hundred items and pick randomly
-        # from it, just pick a number up to the total number of potential
-        # items, then pick randomly from that, and partition the whole range
-        # into chunks.  This also avoids the slight problem that the index
-        # contains more rows (for languages) for some items than others.
-        # XXX ought to cache this (in the index?) if possible
-        total = 0
-        partitions = []
-        for table_name in table_names:
-            count = self.session.query(self.indexed_tables[table_name]).count()
-            total += count
-            partitions.append((table_name, count))
-
-        n = random.randint(1, total)
-        while n > partitions[0][1]:
-            n -= partitions[0][1]
-            partitions.pop(0)
-
-        return self.lookup(unicode(n), valid_types=[ partitions[0][0] ])
+            table_names.remove('pokemon_forms')
+
+        # Pick a random table, then pick a random item from it.  Small tables
+        # like Type will have an unnatural bias.  The alternative is that a
+        # simple search for "random" will do some eight queries, counting the
+        # rows in every single indexed table, and that's awful.
+        # XXX Can we improve on this, reasonably?
+        table_name = random.choice(table_names)
+        count = self.session.query(self.indexed_tables[table_name]).count()
+        id, = self.session.query(self.indexed_tables[table_name].id) \
+            .offset(random.randint(0, count - 1)) \
+            .first()
+
+        return self.lookup(unicode(id), valid_types=[table_name])
 
     def prefix_lookup(self, prefix, valid_types=[]):
         """Returns terms starting with the given exact prefix.