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Refactored encounters schema so HG/SS can work.
Conditions are now condition values; condition groups are conditions. Types are now terrain. Slots are first-class things. Encounters' condition values and slots' conditions have been broken off into their own tables, as HG/SS has several slots affected by multiple conditions.
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10 changed files with 37131 additions and 20708 deletions
pokedex/db
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@ -40,23 +40,23 @@ class EggGroup(TableBase):
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name = Column(Unicode(16), nullable=False)
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class Encounter(TableBase):
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"""Rows in this table represent encounters with wild Pokémon.
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"""Rows in this table represent encounters with wild Pokémon. Bear with
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me, here.
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Within a given area in a given game, encounters are differentiated by the
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slot they are in and a world condition.
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"slot" they are in and the state of the game world.
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Groups of slots belong to encounter types; these are what the player is
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doing to get an encounter, such as surfing or walking through tall grass.
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What the player is doing to get an encounter, such as surfing or walking
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through tall grass, is called terrain. Each terrain has its own set of
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encounter slots.
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Within an encounter type, slots are defined primarily by rarity. Each slot
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can also be affected by a world condition; for example, the 20% slot for
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walking in tall grass is affected by whether a swarm is in effect in the
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areas. "There is a swarm" and "there is not a swarm" are conditions, and
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together they make a condition group. However, since "not a swarm" is a
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base state rather than any sort of new state, it is omitted and instead
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referred to by a NULL.
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Within a terrain, slots are defined primarily by rarity. Each slot can
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also be affected by world conditions; for example, the 20% slot for walking
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in tall grass is affected by whether a swarm is in effect in that area.
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"Is there a swarm?" is a condition; "there is a swarm" and "there is not a
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swarm" are the possible values of this condition.
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A slot (20% walking in grass) and single world condition (NULL, i.e. no
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A slot (20% walking in grass) and any appropriate world conditions (no
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swarm) are thus enough to define a specific encounter.
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Well, okay, almost: each slot actually appears twice.
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@ -66,57 +66,66 @@ class Encounter(TableBase):
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id = Column(Integer, primary_key=True, nullable=False)
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version_id = Column(Integer, ForeignKey('versions.id'), nullable=False, autoincrement=False)
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location_area_id = Column(Integer, ForeignKey('location_areas.id'), nullable=False, autoincrement=False)
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encounter_type_slot_id = Column(Integer, ForeignKey('encounter_type_slots.id'), nullable=False, autoincrement=False)
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encounter_condition_id = Column(Integer, ForeignKey('encounter_conditions.id'), nullable=True, autoincrement=False)
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encounter_slot_id = Column(Integer, ForeignKey('encounter_slots.id'), nullable=False, autoincrement=False)
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pokemon_id = Column(Integer, ForeignKey('pokemon.id'), nullable=False, autoincrement=False)
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min_level = Column(Integer, nullable=False, autoincrement=False)
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max_level = Column(Integer, nullable=False, autoincrement=False)
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class EncounterCondition(TableBase):
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"""Rows in this table represent something different about the world that
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can affect what Pokémon are encountered.
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"""Rows in this table represent varying conditions in the game world, such
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as time of day.
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"""
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__tablename__ = 'encounter_conditions'
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id = Column(Integer, primary_key=True, nullable=False)
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encounter_condition_group_id = Column(Integer, ForeignKey('encounter_condition_groups.id'), primary_key=False, nullable=False, autoincrement=False)
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name = Column(Unicode(64), nullable=False)
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class EncounterConditionGroup(TableBase):
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"""Rows in this table represent a group of mutually exclusive conditions,
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such as morning/day/night. "Conditions" that are part of the default state
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of the world, such as "not during a swarm" or "not using the PokéRadar",
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are not included in this table and are referred to by NULLs in other
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tables.
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class EncounterConditionValue(TableBase):
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"""Rows in this table represent possible states for a condition; for
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example, the state of 'swarm' could be 'swarm' or 'no swarm'.
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"""
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__tablename__ = 'encounter_condition_groups'
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__tablename__ = 'encounter_condition_values'
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id = Column(Integer, primary_key=True, nullable=False)
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encounter_condition_id = Column(Integer, ForeignKey('encounter_conditions.id'), primary_key=False, nullable=False, autoincrement=False)
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name = Column(Unicode(64), nullable=False)
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class EncounterConditionValueMap(TableBase):
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"""Maps encounters to the specific conditions under which they occur."""
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__tablename__ = 'encounter_condition_value_map'
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encounter_id = Column(Integer, ForeignKey('encounters.id'), primary_key=True, nullable=False, autoincrement=False)
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encounter_condition_value_id = Column(Integer, ForeignKey('encounter_condition_values.id'), primary_key=True, nullable=False, autoincrement=False)
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class EncounterTerrain(TableBase):
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"""Rows in this table represent ways the player can enter a wild encounter,
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e.g., surfing, fishing, or walking through tall grass.
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"""
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__tablename__ = 'encounter_terrain'
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id = Column(Integer, primary_key=True, nullable=False)
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name = Column(Unicode(64), nullable=False)
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class EncounterType(TableBase):
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"""Rows in this table represent ways the player can enter a wild encounter;
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i.e. surfing, fishing, or walking through tall grass.
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"""
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__tablename__ = 'encounter_types'
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id = Column(Integer, primary_key=True, nullable=False)
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name = Column(Unicode(64), nullable=False)
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class EncounterTypeSlot(TableBase):
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"""Rows in this table represent an abstract "slot" within an encounter
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type, associated with both a condition group and a rarity.
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class EncounterSlot(TableBase):
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"""Rows in this table represent an abstract "slot" within a terrain,
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associated with both some set of conditions and a rarity.
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Note that there are two encounters per slot, so the rarities will only add
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up to 50.
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"""
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__tablename__ = 'encounter_type_slots'
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__tablename__ = 'encounter_slots'
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id = Column(Integer, primary_key=True, nullable=False)
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encounter_type_id = Column(Integer, ForeignKey('encounter_types.id'), primary_key=False, nullable=False, autoincrement=False)
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encounter_condition_group_id = Column(Integer, ForeignKey('encounter_condition_groups.id'), primary_key=False, nullable=True, autoincrement=False)
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encounter_terrain_id = Column(Integer, ForeignKey('encounter_terrain.id'), primary_key=False, nullable=False, autoincrement=False)
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rarity = Column(Integer, nullable=False, autoincrement=False)
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class EncounterSlotCondition(TableBase):
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"""Lists all conditions that affect each slot."""
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__tablename__ = 'encounter_slot_conditions'
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encounter_slot_id = Column(Integer, ForeignKey('encounter_slots.id'), primary_key=True, nullable=False, autoincrement=False)
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encounter_condition_id = Column(Integer, ForeignKey('encounter_conditions.id'), primary_key=True, nullable=False, autoincrement=False)
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class EvolutionChain(TableBase):
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__tablename__ = 'evolution_chains'
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id = Column(Integer, primary_key=True, nullable=False)
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@ -172,7 +181,7 @@ class LocationArea(TableBase):
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class LocationAreaEncounterRate(TableBase):
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__tablename__ = 'location_area_encounter_rates'
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location_area_id = Column(Integer, ForeignKey('location_areas.id'), primary_key=True, nullable=False, autoincrement=False)
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encounter_type_id = Column(Integer, ForeignKey('encounter_types.id'), primary_key=True, nullable=False, autoincrement=False)
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encounter_type_id = Column(Integer, ForeignKey('encounter_terrain.id'), primary_key=True, nullable=False, autoincrement=False)
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rate = Column(Integer, nullable=True)
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class Machine(TableBase):
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@ -448,16 +457,24 @@ ContestCombo.first = relation(Move, primaryjoin=ContestCombo.first_move_id==Move
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ContestCombo.second = relation(Move, primaryjoin=ContestCombo.second_move_id==Move.id,
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backref='contest_combo_second')
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Encounter.location_area = relation(LocationArea, backref='encounters')
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Encounter.pokemon = relation(Pokemon, backref='encounters')
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Encounter.version = relation(Version, backref='encounters')
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Encounter.location_area = relation(LocationArea, backref='encounters')
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Encounter.slot = relation(EncounterTypeSlot, backref='encounters')
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Encounter.condition = relation(EncounterCondition, backref='encounters')
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Encounter.slot = relation(EncounterSlot, backref='encounters')
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EncounterCondition.group = relation(EncounterConditionGroup,
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backref='conditions')
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EncounterConditionValue.condition = relation(EncounterCondition, backref='values')
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EncounterTypeSlot.type = relation(EncounterType, backref='slots')
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Encounter.condition_value_map = relation(EncounterConditionValueMap, backref='encounter')
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Encounter.condition_values = association_proxy('condition_value_map', 'condition_value')
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EncounterConditionValueMap.condition_value = relation(EncounterConditionValue,
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backref='encounter_map')
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EncounterSlot.terrain = relation(EncounterTerrain, backref='slots')
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EncounterSlot.condition_map = relation(EncounterSlotCondition, backref='slot')
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EncounterSlot.conditions = association_proxy('condition_map', 'condition')
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EncounterSlotCondition.condition = relation(EncounterCondition,
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backref='slot_map')
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EvolutionChain.growth_rate = relation(GrowthRate, backref='evolution_chains')
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