# editor/pokemon_importer.gd @tool class_name PokeApiPokemonImporter extends RefCounted signal message(text : String) var _client : PokeApiClient var _fs : EditorFileSystem var _overwrite : bool var _languages : PackedStringArray var _pending : Array = [] # pokémon récupérés, en attente de sauvegarde var _evolution : PokeApiEvolutionImporter func _init(client : PokeApiClient, fs : EditorFileSystem, overwrite : bool) -> void: _client = client _fs = fs _overwrite = overwrite _languages = PokeApiSettings.languages() _evolution = PokeApiEvolutionImporter.new(_client, _overwrite) func run(tokens : Array) -> void: DirAccess.make_dir_recursive_absolute(PokeApiSettings.pokemon_dir()) DirAccess.make_dir_recursive_absolute(PokeApiSettings.sprites_dir()) DirAccess.make_dir_recursive_absolute(PokeApiSettings.cries_dir()) if !DirAccess.dir_exists_absolute(PokeApiSettings.moves_dir()): message.emit("[color=orange]Aucune capacité importée : les learnsets seront vides.[/color]") if !DirAccess.dir_exists_absolute(PokeApiSettings.abilities_dir()): message.emit("[color=orange]Aucun talent importé : les talents des pokémon seront vides.[/color]") if !DirAccess.dir_exists_absolute(PokeApiSettings.types_dir()): message.emit("[color=orange]Aucun type importé : les types des pokémon seront vides.[/color]") _pending.clear() await _client.run_parallel(tokens, _fetch_pokemon) # phase 1 : téléchargement await _save_all() # phase 2 : sprites + .tres _pending.clear() message.emit("Pokémon terminés.") func _fetch_pokemon(token : Variant) -> void: var j = await _client.get_json(PokeApiClient.API + "pokemon/" + str(token)) if j == null: message.emit("[color=red]Introuvable : %s[/color]" % str(token)) return var poke_name : String = j["name"] var stem := PokeApiSettings.pokemon_stem(int(j["id"]), poke_name) var path : String = PokeApiSettings.pokemon_dir() + stem + ".tres" if !_overwrite and FileAccess.file_exists(path): message.emit("Déjà présent : %s (coche « Écraser » pour rafraîchir aussi ses formes méga/gigamax)" % poke_name) return var species = await _client.get_json(j["species"]["url"]) var base_index : int = _pending.size() _pending.append(await _build_entry(j, species, stem, path)) if species == null: return for v in species.get("varieties", []): var variety_name : String = v["pokemon"]["name"] var kind := _form_kind(variety_name) if kind == "": continue # formes régionales etc. : importe-les directement par leur nom (ex. "raichu-alola") var jv = await _client.get_json(v["pokemon"]["url"]) if jv == null: message.emit("[color=red]Forme introuvable : %s[/color]" % variety_name) continue var v_stem := PokeApiSettings.pokemon_stem(int(jv["id"]), variety_name) var v_path := PokeApiSettings.pokemon_dir() + v_stem + ".tres" var entry := await _build_entry(jv, species, v_stem, v_path) entry["form_of"] = base_index entry["form_kind"] = kind entry["form_item_guess"] = _guess_item(variety_name, kind) _pending.append(entry) func _form_kind(variety_name : String) -> String: if variety_name.ends_with("-mega-x"): return "mega-x" if variety_name.ends_with("-mega-y"): return "mega-y" if variety_name.ends_with("-mega"): return "mega" if variety_name.ends_with("-gmax"): return "gmax" return "" func _guess_item(variety_name : String, kind : String) -> String: if kind == "gmax": return "" # le gigamax ne consomme pas d'objet var suffix := "-x" if kind == "mega-x" else ("-y" if kind == "mega-y" else "") return variety_name.trim_suffix("-" + kind) + "ite" + suffix # convention Bulbapedia, approximative ## Construit une entrée _pending (utilisée pour l'espèce de base ET pour chaque forme) func _build_entry(j : Dictionary, species : Variant, stem : String, path : String) -> Dictionary: var d := PokemonData.new() d.id = j["id"] d.api_name = j["name"] d.height = j["height"] / 10.0 d.weight = j["weight"] / 10.0 d.types = _resolve_types(j["types"]) d.abilities = _build_abilities(j["abilities"]) for s in j["stats"]: d.base_stats[s["stat"]["name"]] = s["base_stat"] d.names = {"en": String(j["name"]).capitalize()} if species != null: d.names = PokeApiText.names(species["names"], _languages) d.descriptions = PokeApiText.flavors(species["flavor_text_entries"], _languages) if species.get("evolution_chain") != null: d.evolution_chain = await _evolution.get_or_build(species["evolution_chain"]["url"]) var sprites : Dictionary = j["sprites"] var art : Dictionary = sprites.get("other", {}).get("official-artwork", {}) var sprite_url = art.get("front_default", sprites.get("front_default")) var shiny_url = art.get("front_shiny", sprites.get("front_shiny")) var sdir := PokeApiSettings.sprites_dir() var cries : Dictionary = j.get("cries", {}) return { "data": d, "path": path, "moves": j["moves"], "png": await _client.download_file(sprite_url, sdir + stem + ".png"), "shiny_png": await _client.download_file(shiny_url, sdir + stem + "_shiny.png"), "cry": await _client.download_file(cries.get("latest"), PokeApiSettings.cries_dir() + stem + ".ogg"), } func _save_all() -> void: var to_reimport := PackedStringArray() for p in _pending: for key in ["png", "shiny_png", "cry"]: if p[key] != "": to_reimport.append(p[key]) if !to_reimport.is_empty(): _fs.scan() while _fs.is_scanning(): await _client.get_tree().process_frame _fs.reimport_files(to_reimport) # étape 1 : sprite/cri/modèle/learnset pour toutes les entrées (bases et formes) for p in _pending: var d : PokemonData = p["data"] d.menu_sprite = _load_texture(p["png"]) d.shiny_menu_sprite = _load_texture(p["shiny_png"]) d.cry_latest = _load_audio(p["cry"]) _link_models(d) d.learnset = _build_learnset(p["moves"]) # étape 2 : formes d'abord, pour obtenir une référence externe (pas embarquée) depuis la base for p in _pending: if !p.has("form_of"): continue var variant : PokemonData = p["data"] ResourceSaver.save(variant, p["path"]) var base_d : PokemonData = _pending[p["form_of"]]["data"] base_d.forms.append(_make_form(base_d, variant, p["form_kind"], p["form_item_guess"])) # étape 3 : bases (et pokémon sans formes) for p in _pending: if p.has("form_of"): continue var d : PokemonData = p["data"] ResourceSaver.save(d, p["path"]) message.emit("OK : %s (%d capacités, %d formes)" % [d.get_display_name(), d.learnset.size(), d.forms.size()]) _fs.scan() ## Préserve une correction manuelle de required_item faite lors d'un import précédent. func _make_form(base_d : PokemonData, variant : PokemonData, kind : String, item_guess : String) -> PokemonForm: var form := PokemonForm.new() form.kind = kind form.variant = variant form.required_item = item_guess var old_path := PokeApiSettings.pokemon_dir() + PokeApiSettings.pokemon_stem(base_d.id, base_d.api_name) + ".tres" if FileAccess.file_exists(old_path): var old := ResourceLoader.load(old_path, "", ResourceLoader.CACHE_MODE_REPLACE) as PokemonData if old: for f in old.forms: if f.kind == kind and f.required_item != "" and f.required_item != item_guess: form.required_item = f.required_item break return form func _load_texture(path : String) -> Texture2D: if path.is_empty(): return null return ResourceLoader.load(path, "Texture2D", ResourceLoader.CACHE_MODE_REPLACE) as Texture2D func _load_audio(path : String) -> AudioStream: if path.is_empty(): return null return ResourceLoader.load(path, "AudioStream", ResourceLoader.CACHE_MODE_REPLACE) as AudioStream func _link_models(d : PokemonData) -> void: var dir := PokeApiSettings.models_dir() if dir.is_empty(): return var model_path := "%s/%s.glb" % [dir, d.api_name] if ResourceLoader.exists(model_path): d.model_scene = load(model_path) as PackedScene var tex_path := "%s/%s_shiny.png" % [dir, d.api_name] if ResourceLoader.exists(tex_path): d.shiny_albedo = load(tex_path) as Texture2D func _build_learnset(raw_moves : Array) -> Array[LearnedMove]: var result : Array[LearnedMove] = [] for m in raw_moves: var move_path : String = PokeApiSettings.moves_dir() + String(m["move"]["name"]) + ".tres" if !FileAccess.file_exists(move_path): continue var details : Array = m["version_group_details"] var last : Dictionary = details[details.size() - 1] # jeu le plus récent var lm := LearnedMove.new() lm.move = load(move_path) as MoveData lm.level = last["level_learned_at"] lm.method = last["move_learn_method"]["name"] result.append(lm) result.sort_custom(func(a : LearnedMove, b : LearnedMove) -> bool: return a.level < b.level) return result func _build_abilities(raw_abilities : Array) -> Array[PokemonAbility]: var result : Array[PokemonAbility] = [] for a in raw_abilities: var path : String = PokeApiSettings.abilities_dir() + String(a["ability"]["name"]) + ".tres" if !FileAccess.file_exists(path): continue var pa := PokemonAbility.new() pa.ability = load(path) as AbilityData pa.is_hidden = a["is_hidden"] result.append(pa) return result func _resolve_types(raw_types : Array) -> Array[TypeData]: var result : Array[TypeData] = [] for t in raw_types: var name : String = t["type"]["name"] var path : String = PokeApiSettings.types_dir() + name + ".tres" if !FileAccess.file_exists(path): message.emit("[color=orange]Type introuvable : %s (importe les types d'abord)[/color]" % name) continue result.append(load(path) as TypeData) return result