Add test data injection script with varied runs and encounters

Creates 6 runs across FireRed, Platinum, Emerald, HeartGold, Black, and
Crystal with mixed statuses (failed/completed/active), diverse encounter
states (caught/fainted/missed/evolved/dead), and varied rule configs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-07 20:35:59 +01:00
parent c2112b9b74
commit 78d31f2856
2 changed files with 362 additions and 13 deletions

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--- ---
# nuzlocke-tracker-ycfs # nuzlocke-tracker-ycfs
title: Inject test data into dev environment title: Inject test data into dev environment
status: todo status: completed
type: task type: task
priority: normal
created_at: 2026-02-06T09:48:38Z created_at: 2026-02-06T09:48:38Z
updated_at: 2026-02-06T09:48:38Z updated_at: 2026-02-07T19:35:11Z
--- ---
Create a mechanism to populate the development database with realistic test data for manual testing and development. Create a script to populate the development database with realistic test data for manual testing.
## Goals ## Requirements
- Enable developers to quickly set up a populated dev environment - Multiple runs across different games with varied statuses:
- Provide realistic data scenarios for testing UI components - 2 failed runs (different games, progressed partway)
- Support resetting/refreshing test data easily - 2 completed runs (different games, most routes visited)
- 2 active/in-progress runs (different games, early-to-mid progress)
- Each run should have a mix of encounter states:
- Caught (alive): with nicknames, catch levels
- Caught (dead): with faint_level, death_cause
- Fainted (failed to catch)
- Missed (ran away / KOd)
- Some caught Pokemon should be evolved (current_pokemon_id set via the evolutions table)
- Runs should use varied rule configurations (some with pinwheel clause off, some with hardcore mode, etc.)
- Respects the one-encounter-per-group constraint (only one child route per parent group gets an encounter, unless pinwheel zones apply)
## Potential Checklist ## Implementation
- [ ] Define test data requirements (users, playthroughs, encounters, etc.) - Add inject_test_data.py to backend/src/app/seeds/
- [ ] Create test data fixtures or factory functions - Follows the same async session pattern as run.py
- [ ] Add CLI command or script to inject test data - Queries DB for real game_ids, route_ids, pokemon_ids, and evolution chains so data is always valid
- [ ] Document how to use the test data injection - Invocable via python -m app.seeds.inject_test_data (standalone entry block)
- [ ] Ensure test data can be reset/cleared if needed - Clears existing runs+encounters before injecting (idempotent)
- Prints summary of what was created
## Checklist
- [x] Create inject_test_data.py with test data injection logic
- [x] Wire up as standalone script (python -m app.seeds.inject_test_data)
- [x] Verify it runs cleanly against a seeded database

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"""Inject realistic test runs + encounters into the dev database.
Usage:
python -m app.seeds.inject_test_data
"""
import asyncio
import random
from datetime import datetime, timedelta, timezone
from sqlalchemy import delete, select
from sqlalchemy.ext.asyncio import AsyncSession
from app.core.database import async_session
from app.models.encounter import Encounter
from app.models.evolution import Evolution
from app.models.game import Game
from app.models.nuzlocke_run import NuzlockeRun
from app.models.pokemon import Pokemon
from app.models.route import Route
random.seed(42) # reproducible data
# --- Nicknames pool ---
NICKNAMES = [
"Blaze", "Thunder", "Shadow", "Luna", "Spike", "Rex", "Cinder", "Misty",
"Rocky", "Breeze", "Fang", "Nova", "Scout", "Atlas", "Pepper", "Storm",
"Bandit", "Echo", "Maple", "Titan", "Ziggy", "Bolt", "Rusty", "Pearl",
"Ivy", "Ghost", "Sunny", "Dash", "Ember", "Frost", "Jade", "Onyx",
"Willow", "Tank", "Pip", "Mochi", "Salem", "Patches", "Bean", "Rocket",
]
DEATH_CAUSES = [
"Crit from Gym Leader's ace",
"Poison damage after battle",
"Rival battle ambush",
"Self-destruct from wild Geodude",
"Underleveled against Elite Four",
"Double battle gone wrong",
"Missed the switch, one-shot by Hyper Beam",
"Wild Wobbuffet trapped and KO'd",
"Explosion from wild Graveler",
"Unexpected crit from trainer's Pokemon",
]
# --- Run definitions ---
# Each run specifies a game slug, name, status, rules overrides, and
# how far through the route list it should progress (as a fraction).
RUN_DEFS = [
# Failed runs
{
"game_slug": "firered",
"name": "Kanto Heartbreak",
"status": "failed",
"progress": 0.45,
"rules": {"hardcoreMode": True, "setModeOnly": True},
"started_days_ago": 30,
"ended_days_ago": 20,
},
{
"game_slug": "platinum",
"name": "Sinnoh Disaster",
"status": "failed",
"progress": 0.30,
"rules": {"pinwheelClause": False},
"started_days_ago": 60,
"ended_days_ago": 45,
},
# Completed runs
{
"game_slug": "emerald",
"name": "Hoenn Champion Run",
"status": "completed",
"progress": 0.90,
"rules": {"levelCaps": True},
"started_days_ago": 90,
"ended_days_ago": 70,
},
{
"game_slug": "heartgold",
"name": "Johto Victory Lap",
"status": "completed",
"progress": 0.85,
"rules": {},
"started_days_ago": 120,
"ended_days_ago": 95,
},
# Active runs
{
"game_slug": "black",
"name": "Unova Adventure",
"status": "active",
"progress": 0.35,
"rules": {},
"started_days_ago": 5,
"ended_days_ago": None,
},
{
"game_slug": "crystal",
"name": "Crystal Nuzlocke",
"status": "active",
"progress": 0.20,
"rules": {"hardcoreMode": True, "levelCaps": True, "setModeOnly": True},
"started_days_ago": 2,
"ended_days_ago": None,
},
]
# Default rules (matches frontend DEFAULT_RULES)
DEFAULT_RULES = {
"firstEncounterOnly": True,
"permadeath": True,
"nicknameRequired": True,
"duplicatesClause": True,
"shinyClause": True,
"pinwheelClause": True,
"hardcoreMode": False,
"levelCaps": False,
"setModeOnly": False,
}
async def get_game_by_slug(session: AsyncSession, slug: str) -> Game | None:
result = await session.execute(select(Game).where(Game.slug == slug))
return result.scalar_one_or_none()
async def get_leaf_routes(session: AsyncSession, game_id: int) -> list[Route]:
"""Get routes that can have encounters (no children)."""
# Get all routes for the game
result = await session.execute(
select(Route)
.where(Route.game_id == game_id)
.order_by(Route.order)
)
all_routes = result.scalars().all()
parent_ids = {r.parent_route_id for r in all_routes if r.parent_route_id is not None}
leaf_routes = [r for r in all_routes if r.id not in parent_ids]
return leaf_routes
async def get_encounterables(
session: AsyncSession, game_id: int
) -> list[int]:
"""Get pokemon IDs that appear in route encounters for this game."""
from app.models.route_encounter import RouteEncounter
result = await session.execute(
select(RouteEncounter.pokemon_id)
.join(Route, Route.id == RouteEncounter.route_id)
.where(Route.game_id == game_id)
.distinct()
)
return [row[0] for row in result]
async def get_evolution_map(session: AsyncSession) -> dict[int, list[int]]:
"""Return {from_pokemon_id: [to_pokemon_id, ...]} for all evolutions."""
result = await session.execute(select(Evolution.from_pokemon_id, Evolution.to_pokemon_id))
evo_map: dict[int, list[int]] = {}
for from_id, to_id in result:
evo_map.setdefault(from_id, []).append(to_id)
return evo_map
def pick_routes_for_run(
leaf_routes: list[Route], progress: float
) -> list[Route]:
"""Pick a subset of leaf routes respecting one-per-group.
For routes with a parent, only one sibling per parent_route_id is chosen.
"""
count = max(1, int(len(leaf_routes) * progress))
# Separate standalone and grouped routes
standalone = [r for r in leaf_routes if r.parent_route_id is None]
by_parent: dict[int, list[Route]] = {}
for r in leaf_routes:
if r.parent_route_id is not None:
by_parent.setdefault(r.parent_route_id, []).append(r)
# Build a pool: all standalone + one random child per group
pool: list[Route] = list(standalone)
for children in by_parent.values():
pool.append(random.choice(children))
random.shuffle(pool)
# Take routes in order up to the target count
pool.sort(key=lambda r: r.order)
return pool[:count]
def generate_encounter(
run_id: int,
route: Route,
pokemon_ids: list[int],
evo_map: dict[int, list[int]],
used_pokemon: set[int],
encounter_index: int,
) -> Encounter:
"""Generate a single encounter with realistic varied states."""
# Pick a pokemon, preferring ones not yet used (duplicates clause flavor)
available = [p for p in pokemon_ids if p not in used_pokemon]
if not available:
available = pokemon_ids
pokemon_id = random.choice(available)
used_pokemon.add(pokemon_id)
# Decide status with weighted distribution
roll = random.random()
if roll < 0.55:
status = "caught"
elif roll < 0.80:
status = "fainted"
else:
status = "missed"
nickname = None
catch_level = None
faint_level = None
death_cause = None
current_pokemon_id = None
if status == "caught":
nickname = NICKNAMES[encounter_index % len(NICKNAMES)]
catch_level = random.randint(5, 55)
# ~30% of caught pokemon die
if random.random() < 0.30:
faint_level = catch_level + random.randint(1, 15)
death_cause = random.choice(DEATH_CAUSES)
# ~25% of caught pokemon that are alive evolve
if faint_level is None and random.random() < 0.25:
evos = evo_map.get(pokemon_id, [])
if evos:
current_pokemon_id = random.choice(evos)
elif status == "fainted":
catch_level = random.randint(5, 45)
return Encounter(
run_id=run_id,
route_id=route.id,
pokemon_id=pokemon_id,
nickname=nickname,
status=status,
catch_level=catch_level,
faint_level=faint_level,
death_cause=death_cause,
current_pokemon_id=current_pokemon_id,
)
async def inject():
"""Clear existing runs and inject test data."""
print("Injecting test data...")
async with async_session() as session:
async with session.begin():
# Clear existing runs and encounters
await session.execute(delete(Encounter))
await session.execute(delete(NuzlockeRun))
print("Cleared existing runs and encounters")
evo_map = await get_evolution_map(session)
now = datetime.now(timezone.utc)
total_runs = 0
total_encounters = 0
for run_def in RUN_DEFS:
game = await get_game_by_slug(session, run_def["game_slug"])
if game is None:
print(f" Warning: game '{run_def['game_slug']}' not found, skipping")
continue
# Build rules
rules = {**DEFAULT_RULES, **run_def["rules"]}
# Compute dates
started_at = now - timedelta(days=run_def["started_days_ago"])
completed_at = None
if run_def["ended_days_ago"] is not None:
completed_at = now - timedelta(days=run_def["ended_days_ago"])
run = NuzlockeRun(
game_id=game.id,
name=run_def["name"],
status=run_def["status"],
rules=rules,
started_at=started_at,
completed_at=completed_at,
)
session.add(run)
await session.flush() # get run.id
# Get routes and pokemon for this game
leaf_routes = await get_leaf_routes(session, game.id)
pokemon_ids = await get_encounterables(session, game.id)
if not leaf_routes or not pokemon_ids:
print(f" {run_def['name']}: no routes or pokemon, skipping encounters")
total_runs += 1
continue
chosen_routes = pick_routes_for_run(leaf_routes, run_def["progress"])
used_pokemon: set[int] = set()
run_encounters = 0
for i, route in enumerate(chosen_routes):
enc = generate_encounter(
run.id, route, pokemon_ids, evo_map, used_pokemon, i
)
session.add(enc)
run_encounters += 1
total_runs += 1
total_encounters += run_encounters
print(
f" {run_def['name']} ({game.name}, {run_def['status']}): "
f"{run_encounters} encounters across {len(chosen_routes)} routes"
)
print(f"\nCreated {total_runs} runs with {total_encounters} total encounters")
print("Test data injection complete!")
if __name__ == "__main__":
asyncio.run(inject())