Esempio n. 1
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def buildchar(charname, skills, standings):
    char = Character()
    char.name = charname
    char.total_sp = 0
    char.save()
    for skill in skills:
        cs = CharSkill()
        cs.character = char
        if skill[0] in STUPID_OLDNAMELOOKUP:
            cs.skill = Skill.objects.filter(name=STUPID_OLDNAMELOOKUP[skill[0]])[0]
        else:
            cs.skill = Skill.objects.filter(name=skill[0])[0]
        cs.level = skill[1]
        cs.skill_points = skill[2]
        cs.save()
        char.skills.add(cs)
        char.total_sp += skill[2]
    for standing in standings:
        try:
            corp = NPC_Corp.objects.get(name=standing[0])
        except ObjectDoesNotExist:
            corp = NPC_Corp.objects.create(name=standing[0])
            print 'Created new npc corp', standing[0]
            corp.save()
            global NEW_CORPS
            NEW_CORPS.append(corp)
        char.standings.add(Standing.objects.create(corp=corp, value=standing[1]))
    if standings:
        for corp in NPC_Corp.objects.all():
            try:
                char.standings.get(corp=corp)
            except ObjectDoesNotExist:
                char.standings.add(Standing.objects.create(corp=corp, value=0))
    char.save()
    return char
Esempio n. 2
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def refresh_characters(limit, staleness):
    session = requests.Session()
    staledate = now() - timedelta(days=staleness)
    update_limit = now() - timedelta(days=limit)
    updated_threads = Thread.objects.filter(last_update__gte=update_limit, blacklisted=False)
    stale_characters = Character.objects.filter(
        Q(last_update__lte=staledate) | Q(last_update=None), thread__in=updated_threads)
    for character in stale_characters:
        logger.debug("Updating stale character %s" % character.name)
        scraped_info = scrape_character(session, character.name, character.password)
        if scraped_info:
            new_sp_total = 0
            for skill in scraped_info['skills']:
                existing_skill = character.skills.filter(skill__name=skill[0])
                if len(existing_skill) > 0:
                    existing_skill[0].skill_points = skill[2]
                    existing_skill[0].level = skill[1]
                    new_sp_total += skill[2]
                    existing_skill[0].save()
                else:
                    cs = CharSkill()
                    cs.character = character
                    cs.level = skill[1]
                    cs.skill_points = skill[2]
                    cs.typeID = cs.skill.typeID
                    cs.save()
                    character.skills.add(cs)
                    new_sp_total += skill[2]
            character.remaps = scraped_info['stats']['remaps']
            character.unspent_skillpoints = scraped_info['stats']['unallocated_sp']
            character.total_sp = new_sp_total
            character.last_update = now()
            character.save()
            logger.debug("Update of stale character %s complete" % character.name)
Esempio n. 3
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def buildchar(char_dict):
    logger.debug("Building new character, %s" % char_dict['charname'])
    char = Character()
    char.name = char_dict['charname']
    char.total_sp = 0
    char.save()
    for skill in char_dict['skills']:
        cs = CharSkill()
        cs.character = char
        if skill[0] in STUPID_OLDNAMELOOKUP:
            cs.skill = Skill.objects.filter(
                name=STUPID_OLDNAMELOOKUP[skill[0]])[0]
        else:
            cs.skill = Skill.objects.filter(name=skill[0])[0]
        cs.level = skill[1]
        cs.skill_points = skill[2]
        cs.typeID = cs.skill.typeID
        cs.save()
        logger.debug("Created CharSkill for {0}".format(skill))
        char.skills.add(cs)
        char.total_sp += skill[2]
    for standing in char_dict['standings']:
        corp = NPC_Corp.objects.filter(name=standing[0]).first()
        if corp:
            char.standings.add(
                Standing.objects.create(corp=corp, value=standing[1]))
        else:
            corp = NPC_Corp.objects.create(name=standing[0])
            corp.save()
            char.standings.add(
                Standing.objects.create(corp=corp, value=standing[1]))
            logger.info('Created new npc corp {0}'.format(standing[0]))
    char.last_update = now()
    char.unspent_skillpoints = char_dict['stats']['unallocated_sp']
    char.remaps = char_dict['stats']['remaps']
    char.password = char_dict['password'] or ''
    char.save()
    logger.debug("Character built {0}".format(char_dict['charname']))
    return char
Esempio n. 4
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def buildchar(char_dict):
    logger.debug("Building new character, %s" % char_dict['charname'])
    char = Character()
    char.name = char_dict['charname']
    char.total_sp = 0
    char.save()
    for skill in char_dict['skills']:
        char.total_sp += skill[2]
        cs = CharSkill()
        cs.character = char
        cs.level = skill[1]
        cs.skill_points = skill[2]
        base_skill = Skill.objects.filter(name=skill[0]).first()
        if not base_skill:
            logger.warning("Couldn't find skill %s in db, skipping" % skill[0])
            continue
        cs.skill = base_skill
        cs.typeID = base_skill.typeID
        cs.save()
        logger.debug("Created CharSkill for {0}".format(skill))
    for standing in char_dict['standings']:
        corp = NpcCorp.objects.filter(name=standing[0]).first()
        if corp:
            char_standing = CharStanding.objects.create(character=char,corp=corp, value=standing[1])
            char_standing.save()
        else:
            corp = NpcCorp.objects.create(name=standing[0])
            corp.save()
            char_standing = CharStanding.objects.create(character=char, corp=corp, value=standing[1])
            char_standing.save()
            logger.info('Created new npc corp {0}'.format(standing[0]))
    char.last_update = now()
    char.unspent_skillpoints = char_dict['stats']['unallocated_sp']
    char.remaps = char_dict['stats']['remaps']
    char.password = char_dict['password'] or ''
    char.save()
    logger.debug("Character built {0}".format(char_dict['charname']))
    return char
 def refresh_characters(self, limit, staleness):
     staledate = now() - timedelta(days=staleness)
     update_limit = now() - timedelta(days=limit)
     updated_threads = Thread.objects.filter(last_update__gte=update_limit, blacklisted=False)
     stale_characters = Character.objects.filter(
         Q(last_update__lte=staledate) | Q(last_update=None), thread__in=updated_threads)
     for character in stale_characters:
         logger.debug("Updating stale character %s" % character.name)
         scraped_info = scrape_character(character.name, character.password)
         if scraped_info:
             new_sp_total = 0
             for skill in scraped_info['skills']:
                 existing_skill = character.skills.filter(skill__name=skill[0])
                 if len(existing_skill) > 0:
                     existing_skill[0].skill_points = skill[2]
                     existing_skill[0].level = skill[1]
                     new_sp_total += skill[2]
                     existing_skill[0].save()
                 else:
                     cs = CharSkill()
                     cs.character = character
                     if skill[0] in STUPID_OLDNAMELOOKUP:
                         cs.skill = Skill.objects.filter(name=STUPID_OLDNAMELOOKUP[skill[0]])[0]
                     else:
                         cs.skill = Skill.objects.filter(name=skill[0])[0]
                     cs.level = skill[1]
                     cs.skill_points = skill[2]
                     cs.typeID = cs.skill.typeID
                     cs.save()
                     character.skills.add(cs)
                     new_sp_total += skill[2]
             character.remaps = scraped_info['stats']['remaps']
             character.unspent_skillpoints = scraped_info['stats']['unallocated_sp']
             character.total_sp = new_sp_total
             character.last_update = now()
             character.save()
             logger.debug("Update of stale character %s complete" % character.name)
Esempio n. 6
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def buildchar(char_dict):
    logger.debug("Building new character, %s" % char_dict['charname'])
    char = Character()
    char.name = char_dict['charname']
    char.total_sp = 0
    char.save()
    for skill in char_dict['skills']:
        cs = CharSkill()
        cs.character = char
        if skill[0] in STUPID_OLDNAMELOOKUP:
            cs.skill = Skill.objects.filter(name=STUPID_OLDNAMELOOKUP[skill[0]])[0]
        else:
            cs.skill = Skill.objects.filter(name=skill[0])[0]
        cs.level = skill[1]
        cs.skill_points = skill[2]
        cs.typeID = cs.skill.typeID
        cs.save()
        logger.debug("Created CharSkill for {0}".format(skill))
        char.skills.add(cs)
        char.total_sp += skill[2]
    for standing in char_dict['standings']:
        corp = NPC_Corp.objects.filter(name=standing[0]).first()
        if corp:
            char.standings.add(Standing.objects.create(corp=corp, value=standing[1]))
        else:
            corp = NPC_Corp.objects.create(name=standing[0])
            corp.save()
            char.standings.add(Standing.objects.create(corp=corp, value=standing[1]))
            logger.info('Created new npc corp {0}'.format(standing[0]))
    char.last_update = now()
    char.unspent_skillpoints = char_dict['stats']['unallocated_sp']
    char.remaps = char_dict['stats']['remaps']
    char.password = char_dict['password'] or ''
    char.save()
    logger.debug("Character built {0}".format(char_dict['charname']))
    return char
Esempio n. 7
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def scrape_eveo(num_pages, update_skills):
    threads = []
    for x in range(1, num_pages + 1):
        threads.extend(get_bazaar_page(x))
    for thread in threads:
        existing = Thread.objects.filter(thread_id=thread['threadID'])
        if len(existing) > 0:
            existing[0].last_update = datetime.now()
            existing[0].thread_title = thread['title']
            if update_skills:
                charname, password = scrape_thread(thread)
                if charname:
                    skills = scrape_skills(charname, password)
                    existing_char = existing[0].character
                    new_sp_total = 0
                    for skill in skills:
                        existing_skill = existing_char.skills.filter(skill__name=skill[0])
                        if len(existing_skill) > 0:
                            existing_skill[0].skill_points = skill[2]
                            existing_skill[0].level = skill[1]
                            new_sp_total += skill[2]
                            existing_skill[0].save()
                        else:
                            cs = CharSkill()
                            cs.character = existing_char
                            if skill[0] in STUPID_OLDNAMELOOKUP:
                                cs.skill = Skill.objects.filter(name=STUPID_OLDNAMELOOKUP[skill[0]])[0]
                            else:
                                cs.skill = Skill.objects.filter(name=skill[0])[0]
                            cs.level = skill[1]
                            cs.skill_points = skill[2]
                            cs.save()
                            existing_char.skills.add(cs)
                            new_sp_total = +skill[2]
                    existing_char.total_sp = new_sp_total
                    existing_char.save()
            existing[0].save()
            continue
        else:
            charname, password = scrape_thread(thread)
            if charname:
                skills = scrape_skills(charname, password)
                standings = scrape_standings(charname, password)
                t = Thread()
                t.thread_id = thread['threadID']
                t.last_update = datetime.now()
                t.thread_text = ''
                t.thread_title = thread['title']
                if skills:
                    t.blacklisted = False
                    character = buildchar(charname, skills, standings)
                    t.character = character
                    t.save()
                else:
                    t.blacklisted = True
                    t.save()
    if NEW_CORPS:
        for char in Character.objects.all():
            for corp in NEW_CORPS:
                try:
                    char.standings.get(corp=corp)
                except:
                    char.standings.add(Standing.objects.create(corp=corp, value=0))
                    char.save()