397 lines
14 KiB
PHP
397 lines
14 KiB
PHP
<?php
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chdir(__DIR__);
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// define('APPLICATION_ENV', 'development');
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require_once __DIR__ . "/../bootstrap.php";
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// Show table creation statements
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// And (re)generate Proxies
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$em = EmotionHero\Application::getInstance()->getEm();
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var_dump($em->getConnection()->getDatabasePlatform()->getName());
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// $serializer = JMS\Serializer\SerializerBuilder::create()->build();
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$metadatas = $em->getMetadataFactory()->getAllMetadata();
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// $metadatas = MetadataFilter::filter($metadatas, $input->getOption('filter'));
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$destPath = $em->getConfiguration()->getProxyDir();
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$em->getProxyFactory()->generateProxyClasses($metadatas, $destPath);
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$tool = new Doctrine\ORM\Tools\SchemaTool($em);
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$classes = $metadatas;
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// $classes = array(
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// $em->getClassMetadata('EmotionHero\Models\Emotion'),
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// );
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// $tool->getCreateDatabaseSQL();
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$queries = $tool->getCreateSchemaSQL($classes);
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// $queries = $tool->getUpdateSchemaSql($classes);
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foreach($queries as $sql){ echo "$sql;\n"; }
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// updateSchema
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$tool->updateSchema($classes);
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// ADD EMOTIONS
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$emotions = [];
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try {
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$emos = ['anger','contempt','disgust', 'fear', 'joy','sadness','surprise'];
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foreach($emos as $emo) {
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$emotion = $em->getRepository(EmotionHero\Models\Emotion::class)->findOneBy(['name' => $emo]);
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if(empty($emotion))
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{
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$emotion = new EmotionHero\Models\Emotion();
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$emotion->setName($emo);
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$em->persist($emotion);
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}
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$emotions[$emo] = $emotion;
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}
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$em->flush();
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} catch (Exception $e) {
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echo "\nEmotions Probably already inserted...\n";
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}
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$lvl = new EmotionHero\Models\Level();
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$lvl->setId(5);
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$lvl->setName("Welcome to the seven");
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$i = 2;
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$lvl->createTarget($emotions['joy'], 100, $i++);
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$lvl->createTarget($emotions['joy'], 100, $i++);
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$lvl->createTarget($emotions['joy'], 100, $i++);
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$i++;
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$i++;
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$lvl->createTarget($emotions['sadness'], 100, $i++);
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$lvl->createTarget($emotions['sadness'], 100, $i++);
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$lvl->createTarget($emotions['sadness'], 100, $i++);
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$i++;
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$i++;
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$lvl->createTarget($emotions['anger'], 100, $i++);
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$lvl->createTarget($emotions['anger'], 100, $i++);
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$lvl->createTarget($emotions['anger'], 100, $i++);
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$i++;
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$i++;
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$lvl->createTarget($emotions['surprise'], 100, $i++);
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$lvl->createTarget($emotions['surprise'], 100, $i++);
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$lvl->createTarget($emotions['surprise'], 100, $i++);
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$i++;
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$i++;
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$lvl->createTarget($emotions['disgust'], 100, $i++);
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$lvl->createTarget($emotions['disgust'], 100, $i++);
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$lvl->createTarget($emotions['disgust'], 100, $i++);
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$i++;
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$i++;
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$lvl->createTarget($emotions['contempt'], 100, $i++);
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$lvl->createTarget($emotions['contempt'], 100, $i++);
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$lvl->createTarget($emotions['contempt'], 100, $i++);
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$i++;
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$i++;
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$lvl->createTarget($emotions['fear'], 100, $i++);
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$lvl->createTarget($emotions['fear'], 100, $i++);
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$lvl->createTarget($emotions['fear'], 100, $i++);
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$em->persist($lvl);
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$lvl = new EmotionHero\Models\Level();
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$lvl->setId(6);
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$lvl->setName("\"Smile like you mean it\"");
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$lvl = new EmotionHero\Models\Level();
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$lvl->setId(7);
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$lvl->setName("\"Let's talk business\"");
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$lvl = new EmotionHero\Models\Level();
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$lvl->setId(8);
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$lvl->setName("Show me what you really feel");
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$lvl = new EmotionHero\Models\Level();
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$lvl->setId(9);
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$lvl->setName("Please act normally");
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$em->flush();
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die();
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// ////////////////// new levels:
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// case LVL_SMILE:
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// int s = 2;
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// setTarget(Emotion.JOY, 100, s++);
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// setTarget(Emotion.JOY, 100, s++);
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// setTarget(Emotion.JOY, 50, s++);
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// setTarget(Emotion.JOY, 50, s++);
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// setTarget(Emotion.JOY, 30, s++);
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// setTarget(Emotion.JOY, 30, s++);
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// setTarget(Emotion.JOY, 50, s++);
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// setTarget(Emotion.JOY, 50, s++);
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// setTarget(Emotion.JOY, 100, s++);
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// setTarget(Emotion.JOY, 100, s++);
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// s++;
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// s++;
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// setTarget(Emotion.SURPRISE, 100, s++);
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// setTarget(Emotion.SURPRISE, 100, s++);
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// setTarget(Emotion.SURPRISE, 50, s++);
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// setTarget(Emotion.SURPRISE, 50, s++);
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// setTarget(Emotion.SURPRISE, 100, s++);
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// setTarget(Emotion.SURPRISE, 100, s++);
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// s++;
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// s++;
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// s++;
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// setTarget(Emotion.JOY, 100, s++);
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// setTarget(Emotion.SURPRISE, 100, s);
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// setTarget(Emotion.JOY, 100, s++);
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// setTarget(Emotion.SURPRISE, 100, s);
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// setTarget(Emotion.JOY, 100, s++);
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// setTarget(Emotion.SURPRISE, 50, s);
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// setTarget(Emotion.SURPRISE, 30, s);
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// s++;
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// s++;
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// setTarget(Emotion.JOY, 100, s++);
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// setTarget(Emotion.ANGER, 1, s);
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// setTarget(Emotion.CONTEMPT, 1, s);
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// setTarget(Emotion.DISGUST, 1, s);
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// s++;
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// s++;
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// setTarget(Emotion.DISGUST, 1, s++);
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// setTarget(Emotion.ANGER, 1, s);
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// setTarget(Emotion.SURPRISE, 100, s);
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// setMinimumScoreFromPercentage(40);
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// minimumAchievements = 2;
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// achievements.add(achievementCollection.get(5));
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// achievements.add(achievementCollection.get(6));
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// achievements.add(achievementCollection.get(7));
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// break;
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// case LVL_BUSINESS:
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// int b = 2;
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// setTarget(Emotion.ANGER, 100, b++);
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// setTarget(Emotion.ANGER, 100, b++);
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// setTarget(Emotion.ANGER, 50, b++);
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// setTarget(Emotion.ANGER, 50, b++);
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// setTarget(Emotion.ANGER, 30, b++);
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// setTarget(Emotion.ANGER, 30, b++);
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// b++;
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// setTarget(Emotion.DISGUST, 100, b++);
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// setTarget(Emotion.DISGUST, 50, b++);
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// setTarget(Emotion.DISGUST, 50, b++);
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// setTarget(Emotion.DISGUST, 30, b++);
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// b++;
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// setTarget(Emotion.CONTEMPT, 100, b++);
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// setTarget(Emotion.CONTEMPT, 50, b++);
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// setTarget(Emotion.CONTEMPT, 50, b++);
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// setTarget(Emotion.CONTEMPT, 30, b++);
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// b++;
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// setTarget(Emotion.SURPRISE, 100, b++);
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// setTarget(Emotion.SURPRISE, 100, b++);
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// setTarget(Emotion.SADNESS, 50, b);
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// setTarget(Emotion.JOY, 50, b++);
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// setTarget(Emotion.DISGUST, 50, b++);
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// setTarget(Emotion.CONTEMPT, 30, b++);
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// setTarget(Emotion.CONTEMPT, 100, b++);
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// setTarget(Emotion.JOY, 100, b++);
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// setTarget(Emotion.SURPRISE, 100, b++);
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// b++;
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// setTarget(Emotion.SADNESS, 100, b++);
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// setTarget(Emotion.ANGER, 10, b++);
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// setTarget(Emotion.SADNESS, 100, b++);
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// setTarget(Emotion.ANGER, 10, b++);
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// setTarget(Emotion.SADNESS, 100, b++);
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// setTarget(Emotion.ANGER, 10, b++);
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// setMinimumScoreFromPercentage(40);
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// minimumAchievements = 2;
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// achievements.add(achievementCollection.get(8));
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// achievements.add(achievementCollection.get(9));
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// achievements.add(achievementCollection.get(10));
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// break;
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// case LVL_REALLY:
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// int r = 2;
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// setTarget(Emotion.FEAR, 100, r++);
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// setTarget(Emotion.FEAR, 50, r++);
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// setTarget(Emotion.FEAR, 30, r++);
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// r++;
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// setTarget(Emotion.SADNESS, 100, r++);
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// setTarget(Emotion.SADNESS, 50, r++);
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// setTarget(Emotion.SADNESS, 100, r++);
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// r++;
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// setTarget(Emotion.DISGUST, 100, r++);
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// setTarget(Emotion.DISGUST, 100, r++);
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// setTarget(Emotion.DISGUST, 50, r++);
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// r++;
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// setTarget(Emotion.DISGUST, 100, r++);
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// setTarget(Emotion.CONTEMPT, 30, r);
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// setTarget(Emotion.DISGUST, 50, r++);
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// setTarget(Emotion.CONTEMPT, 50, r);
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// setTarget(Emotion.DISGUST, 30, r++);
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// setTarget(Emotion.CONTEMPT, 100, r);
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// r++;
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// r++;
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// setTarget(Emotion.SADNESS, 100, r++);
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// setTarget(Emotion.JOY, 50, r++);
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// setTarget(Emotion.SADNESS, 100, r++);
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// setTarget(Emotion.JOY, 50, r++);
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// setTarget(Emotion.SADNESS, 50, r++);
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// setTarget(Emotion.JOY, 100, r++);
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// setTarget(Emotion.SADNESS, 50, r++);
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// setTarget(Emotion.JOY, 100, r);
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// setTarget(Emotion.SADNESS, 100, r++);
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// setTarget(Emotion.JOY, 50, r);
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// setMinimumScoreFromPercentage(40);
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// minimumAchievements = 2;
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// achievements.add(achievementCollection.get(8));
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// achievements.add(achievementCollection.get(9));
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// achievements.add(achievementCollection.get(10));
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// achievements.add(achievementCollection.get(11));
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// break;
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// case LVL_ACTNORMAL:
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// float a = 2;
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// setTarget(Emotion.ANGER, 100, a++);
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// setTarget(Emotion.DISGUST, 100, a++);
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// setTarget(Emotion.FEAR, 100, a++);
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// setTarget(Emotion.JOY, 100, a++);
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// setTarget(Emotion.SADNESS, 100, a++);
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// setTarget(Emotion.SURPRISE, 100, a++);
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// a++;
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// setTarget(Emotion.ANGER, 30, a++);
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// setTarget(Emotion.DISGUST, 30, a+=0.5);
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// setTarget(Emotion.FEAR, 30, a+=0.5);
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// setTarget(Emotion.JOY, 30, a+=0.5);
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// setTarget(Emotion.SADNESS, 30, a+=0.5);
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// setTarget(Emotion.SURPRISE, 30, a+=0.5);
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// a++;
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// setTarget(Emotion.ANGER, 30, a++);
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// setTarget(Emotion.DISGUST, 30, a);
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// setTarget(Emotion.ANGER, 30, a++);
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// setTarget(Emotion.DISGUST, 30, a);
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// setTarget(Emotion.FEAR, 30, a++);
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// setTarget(Emotion.JOY, 30, a);
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// setTarget(Emotion.FEAR, 30, a++);
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// setTarget(Emotion.JOY, 30, a);
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// setTarget(Emotion.SADNESS, 30, a++);
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// setTarget(Emotion.SURPRISE, 30, a);
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// setTarget(Emotion.SADNESS, 30, a++);
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// setTarget(Emotion.SURPRISE, 30, a);
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// a++;
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// a++;
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// setTarget(Emotion.DISGUST, 20, a++);
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// setTarget(Emotion.CONTEMPT, 20, a);
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// setTarget(Emotion.SURPRISE, 20, a);
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// setTarget(Emotion.DISGUST, 10, a++);
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// setTarget(Emotion.CONTEMPT, 10, a);
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// setTarget(Emotion.SURPRISE, 10, a);
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// setTarget(Emotion.DISGUST, 5, a++);
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// setTarget(Emotion.CONTEMPT, 5, a);
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// setTarget(Emotion.SURPRISE, 5, a);
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// // Kuleshov's target:
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// kuleshovTargetIds = new int[3];
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// kuleshovTargetIds[0] = setTarget(Emotion.DISGUST, 1, a++);
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// kuleshovTargetIds[1] = setTarget(Emotion.CONTEMPT, 1, a);
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// kuleshovTargetIds[2] = setTarget(Emotion.SURPRISE, 1, a);
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// // END OF KULESHOV
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// setTarget(Emotion.DISGUST, 1, a++);
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// setTarget(Emotion.CONTEMPT, 1, a);
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// setTarget(Emotion.SURPRISE, 1, a);
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// setTarget(Emotion.ANGER, 1, a++);
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// setTarget(Emotion.CONTEMPT, 1, a);
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// setTarget(Emotion.DISGUST, 1, a);
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// setTarget(Emotion.FEAR, 1, a);
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// setTarget(Emotion.JOY, 1, a);
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// setTarget(Emotion.SADNESS, 1, a);
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// setTarget(Emotion.SURPRISE, 1, a);
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die();
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// TEST USER
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if(empty($em->getRepository(EmotionHero\Models\User::class)->findOneBy([]))) {
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$user = new EmotionHero\Models\User();
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$em->persist($user);
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$em->flush();
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}
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// $lvl = new EmotionHero\Models\Level();
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// $lvl->setId(1);
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// $lvl->setName("I am sooo ANGRY");
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// $lvl->createTarget($emotions['anger'], 100, 1);
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// $lvl->createTarget($emotions['anger'], 100, 2);
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// $lvl->createTarget($emotions['anger'], 10, 3);
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// $lvl->createTarget($emotions['anger'], 20, 4);
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// $lvl->createTarget($emotions['anger'], 40, 5);
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// $lvl->createTarget($emotions['anger'], 70, 6);
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// $lvl->createTarget($emotions['anger'], 100, 7);
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// $em->persist($lvl);
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// $lvl = new EmotionHero\Models\Level();
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// $lvl->setId(2);
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// $lvl->setName("Let's be joyfull!");
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// $lvl->createTarget($emotions['joy'], 100, 1);
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// $lvl->createTarget($emotions['joy'], 100, 2);
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// $lvl->createTarget($emotions['joy'], 100, 4);
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// $lvl->createTarget($emotions['contempt'], 20, 4);
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// $lvl->createTarget($emotions['anger'], 100, 5);
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// $lvl->createTarget($emotions['joy'], 100, 7);
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// $lvl->createTarget($emotions['anger'], 100, 9);
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// $lvl->createTarget($emotions['joy'], 100, 11);
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// $lvl->createTarget($emotions['joy'], 70, 12);
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// $lvl->createTarget($emotions['joy'], 60, 13);
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// $lvl->createTarget($emotions['joy'], 30, 14);
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// $lvl->createTarget($emotions['joy'], 10, 14.5);
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// $lvl->createTarget($emotions['anger'], 100, 16);
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// $lvl->createTarget($emotions['joy'], 100, 17);
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// $lvl->createTarget($emotions['joy'], 100, 18);
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// $lvl->createTarget($emotions['joy'], 100, 19);
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// $lvl->createTarget($emotions['joy'], 100, 20);
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// $em->persist($lvl);
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// $lvl = new EmotionHero\Models\Level();
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// $lvl->setId(3);
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// $lvl->setName("What a surprise");
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// $lvl->createTarget($emotions['surprise'], 20, 1);
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// $lvl->createTarget($emotions['surprise'], 50, 2);
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// $lvl->createTarget($emotions['surprise'], 80, 3);
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// $lvl->createTarget($emotions['surprise'], 100, 4);
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// $em->persist($lvl);
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// $lvl = new EmotionHero\Models\Level();
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// $lvl->setId(4);
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// $lvl->setName("Please, don't cry...");
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// $lvl->createTarget($emotions['sadness'], 20, 1);
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// $lvl->createTarget($emotions['sadness'], 50, 2);
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// $lvl->createTarget($emotions['sadness'], 80, 3);
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// $lvl->createTarget($emotions['sadness'], 100, 4);
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// $em->persist($lvl);
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$em->flush();
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