def build_sql_database(output_filename, mhdata): "Builds a SQLite database and outputs to output_filename" sessionbuilder = db.recreate_database(output_filename) with db.session_scope(sessionbuilder) as session: # Add languages before starting the build for language in cfg.supported_languages: session.add( db.Language(id=language, name=cfg.all_languages[language], is_complete=(language not in cfg.incomplete_languages))) # Create object used for detecting if an item is unmapped item_tracker = ItemTracker(mhdata) # Build the individual components # These functions are defined lower down in the file build_items(session, mhdata, item_tracker) build_locations(session, mhdata, item_tracker) build_monsters(session, mhdata, item_tracker) build_skills(session, mhdata) build_armor(session, mhdata) build_weapons(session, mhdata) build_kinsects(session, mhdata) build_decorations(session, mhdata) build_charms(session, mhdata) build_tools(session, mhdata) build_quests(session, mhdata, item_tracker) item_tracker.print_unmarked() print("Finished build")
def build_sql_database(output_filename, mhdata): "Builds a SQLite database and outputs to output_filename" sessionbuilder = db.recreate_database(output_filename) with db.session_scope(sessionbuilder) as session: # Add languages before starting the build for language in cfg.supported_languages: session.add(db.Language( id=language, name=cfg.all_languages[language], is_complete=(language not in cfg.incomplete_languages) )) # Build the individual components # These functions are defined lower down in the file build_items(session, mhdata) build_locations(session, mhdata) build_monsters(session, mhdata) build_skills(session, mhdata) build_armor(session, mhdata) build_weapons(session, mhdata) build_decorations(session, mhdata) build_charms(session, mhdata) print("Finished build")