Liga-System/data/setup_database.py

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import sqlite3
import os
import json
dummy_is_in = False
# 1. Sucht den exakten, absoluten Pfad zu diesem Skript (z.B. /srv/Diceghost-Liga-System/data/)
BASE_DIR = os.path.dirname(os.path.abspath(__file__))
# 2. Klebt den Datenbank-Namen an diesen Ordner
DB_PATH = os.path.join(BASE_DIR, "league_database.db")
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def init_db():
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
# Fremdschlüssel (Foreign Keys) in SQLite aktivieren
cursor.execute('PRAGMA foreign_keys = ON;')
# 1. Tabelle: players (Stammdaten)
cursor.execute('''
CREATE TABLE IF NOT EXISTS players (
id INTEGER PRIMARY KEY AUTOINCREMENT,
discord_id TEXT UNIQUE,
discord_name TEXT NOT NULL,
discord_avatar_url TEXT,
display_name TEXT
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)
''')
# 2. Tabelle: gamesystems (Globale Spielsysteme)
cursor.execute('''
CREATE TABLE IF NOT EXISTS gamesystems (
id INTEGER PRIMARY KEY AUTOINCREMENT,
name TEXT NOT NULL,
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picture TEXT,
description TEXT,
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active_players INTEGER DEFAULT 0,
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min_score INTEGER DEFAULT 0,
max_score INTEGER DEFAULT 100
)
''')
# 3. Tabelle: player_game_statistic (Welcher Spieler hat in welchem System welche Stats?)
cursor.execute('''
CREATE TABLE IF NOT EXISTS player_game_statistic (
id INTEGER PRIMARY KEY AUTOINCREMENT,
player_id INTEGER,
gamesystem_id INTEGER,
mmr INTEGER DEFAULT 1000,
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games_in_system INTEGER DEFAULT 0,
points INTEGER DEFAULT 0,
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avv_points INTEGER DEFAULT 0,
last_played TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
FOREIGN KEY (player_id) REFERENCES players (id),
FOREIGN KEY (gamesystem_id) REFERENCES gamesystems (id)
)
''')
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# 4. Tabelle: matches (Wer hat wann gegen wen in welchem System gespielt?)
cursor.execute('''
CREATE TABLE IF NOT EXISTS matches (
id INTEGER PRIMARY KEY AUTOINCREMENT,
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gamesystem_id INTEGER,
player1_id INTEGER,
score_player1 INTEGER,
player2_id INTEGER,
score_player2 INTEGER,
played_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
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player1_mmr_change INTEGER,
player2_mmr_change INTEGER,
player2_check INTEGER DEFAULT 0,
match_is_counted INTEGER DEFAULT 0,
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FOREIGN KEY (gamesystem_id) REFERENCES gamesystems (id),
FOREIGN KEY (player1_id) REFERENCES players (id),
FOREIGN KEY (player2_id) REFERENCES players (id)
)
''')
# 5. Tabelle: achievements (Der globale Katalog aller möglichen Erfolge - Stammdaten)
cursor.execute('''
CREATE TABLE IF NOT EXISTS achievements (
id INTEGER PRIMARY KEY AUTOINCREMENT,
name TEXT NOT NULL,
description TEXT NOT NULL,
icon TEXT
)
''')
# 6. Tabelle: player_achievements (Wer hat welchen Erfolg wann bekommen? - Bewegungsdaten)
cursor.execute('''
CREATE TABLE IF NOT EXISTS player_achievements (
id INTEGER PRIMARY KEY AUTOINCREMENT,
player_id INTEGER,
achievement_id INTEGER,
earned_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
earned_in INTEGER,
FOREIGN KEY (earned_in) REFERENCES gamesystems (id),
FOREIGN KEY (player_id) REFERENCES players (id),
FOREIGN KEY (achievement_id) REFERENCES achievements (id)
)
''')
connection.commit()
connection.close()
print("Datenbank Struktur aufgebaut")
#nächster Schritt: Standard Spielsysteme eintragen
seed_gamesystems()
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# --------------------
# --- Start Setup der DB Daten. Damit sie nicht GANZ leer sind.
# --------------------
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def seed_gamesystems():
connection = sqlite3.connect(DB_PATH)
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cursor = connection.cursor()
systems = [
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("Warhammer 40k", "/gui/pictures/wsdg.png", "Die Schlacht um die Galaxie in einer entfernten Zukunft.", 0, 100),
("Warhammer Age of Sigmar", "/gui/pictures/wsdg.png", "Der ewige Krieg um die Reiche der Sterblichen in einer epischen Fantasy-Welt.", 0, 50),
("Spearhead", "/gui/pictures/wsdg.png", "Schnelle und taktische Scharmützel für actiongeladene Kämpfe.", 0, 50)
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]
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# executemany ist eine extrem schnelle SQL For-Schleife für Inserts
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cursor.executemany("INSERT INTO gamesystems (name, picture, description, min_score, max_score) VALUES (?, ?, ?, ?, ?)", systems)
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connection.commit()
connection.close()
print("Spielsysteme angelegt!")
#Nächster Schritt: Standard Achievments eintragen.
generate_default_mmr_rules()
seed_achievements()
def seed_achievements():
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
# Unsere Start-Stückliste an Erfolgen (Name, Beschreibung, Icon)
achievements = [
("Kingslayer", "Hat den Spieler auf Platz 1 besiegt!", "👑"),
("Unstoppable", "3 Spiele in Folge gewonnen.", "🔥"),
("First Blood", "Das allererste Ligaspiel absolviert.", "🩸")
]
cursor.executemany("INSERT INTO achievements (name, description, icon) VALUES (?, ?, ?)", achievements)
connection.commit()
connection.close()
print("Achievements angelegt.")
if dummy_is_in:
seed_dummy_player()
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def seed_dummy_player():
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
# 1. Dummy-Spieler anlegen (falls noch nicht vorhanden)
query_player = """
INSERT OR IGNORE INTO players
(discord_id, discord_name, display_name, discord_avatar_url)
VALUES (?, ?, ?, ?)
"""
cursor.execute(query_player, ("dummy_001", "dummy_user", "Dummy Mc DummDumm", ""))
# 2. Wir holen uns die ID des Dummys (egal ob neu oder alt)
cursor.execute("SELECT id FROM players WHERE discord_id = 'dummy_001'")
dummy_row = cursor.fetchone()
if dummy_row:
dummy_id = dummy_row[0]
# 3. Wir holen alle IDs der aktuellen Spielsysteme
cursor.execute("SELECT id FROM gamesystems")
systems = cursor.fetchall()
# 4. Wir gehen jedes System durch und prüfen, ob er schon drin ist
for sys in systems:
sys_id = sys[0]
cursor.execute("SELECT id FROM player_game_statistic WHERE player_id = ? AND gamesystem_id = ?", (dummy_id, sys_id))
is_in_league = cursor.fetchone()
if not is_in_league:
# Er ist noch nicht drin -> Eintragen! (MMR startet durch DEFAULT automatisch bei 1000)
cursor.execute("""
INSERT INTO player_game_statistic (player_id, gamesystem_id)
VALUES (?, ?)
""", (dummy_id, sys_id))
connection.commit()
connection.close()
print("Test-Gegner 'Dummy Mc DummDumm' ist bereit und in allen Ligen angemeldet!")
def generate_default_mmr_rules():
"""Erstellt für jedes Spielsystem eine Standard-JSON-Datei, falls sie noch nicht existiert."""
connection = sqlite3.connect(DB_PATH)
cursor = connection.cursor()
cursor.execute("SELECT name FROM gamesystems")
systems = cursor.fetchall()
connection.close()
# 1. Sicherstellen, dass der Ordner existiert (Best Practice!)
folder_path = "mmr_calculations"
os.makedirs(folder_path, exist_ok=True)
# 2. Wir gehen jedes gefundene Spielsystem durch
for sys in systems:
sys_name = sys[0]
# Wir machen den Namen "dateisicher" (z.B. "Warhammer 40k" -> "warhammer_40k")
safe_name = sys_name.replace(" ", "_").lower()
file_path = os.path.join(folder_path, f"mmr_rules_{safe_name}.json")
# 3. SICHERHEITS-CHECK: Existiert die Datei schon?
# Wenn ja, ignorieren wir sie, damit wir dein händisches Balancing nicht überschreiben!
if not os.path.exists(file_path):
# Das ist unsere Standard-Vorlage (Faktor 10)
default_rules = {
"system_info": f"Balancing für {sys_name}",
"draw_point_difference": 3,
"rank_matrix": {
"10": {"win": 10, "draw": 30},
"9": {"win": 10, "draw": 30},
"8": {"win": 10, "draw": 20},
"7": {"win": 10, "draw": 20},
"6": {"win": 20, "draw": 10},
"5": {"win": 20, "draw": 10},
"4": {"win": 20, "draw": 0},
"3": {"win": 20, "draw": 0},
"2": {"win": 30, "draw": 0},
"1": {"win": 30, "draw": 0},
"0": {"win": 30, "draw": 0},
"-1": {"win": 30, "draw": 0},
"-2": {"win": 40, "draw": 0},
"-3": {"win": 40, "draw": -10},
"-4": {"win": 50, "draw": -20},
"-5": {"win": 60, "draw": -20},
"-6": {"win": 70, "draw": -20},
"-7": {"win": 80, "draw": -50},
"-8": {"win": 100, "draw": -50},
"-9": {"win": 120, "draw": -60},
"-10": {"win": 150, "draw": -60}
},
"score_bonus": [
{"min_diff": 95, "bonus": 40},
{"min_diff": 85, "bonus": 30},
{"min_diff": 65, "bonus": 20},
{"min_diff": 35, "bonus": 10},
{"min_diff": 0, "bonus": 0}
]
}
# 4. JSON-Datei schreiben
# 'w' steht für write (schreiben). indent=4 macht es für Menschen schön lesbar formatiert.
with open(file_path, 'w', encoding='utf-8') as f:
json.dump(default_rules, f, indent=4, ensure_ascii=False)
print(f"Neu: Balancing-Datei für '{sys_name}' wurde erstellt -> {file_path}")
else:
print(f"OK: Balancing-Datei für '{sys_name}' existiert bereits.")