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vore-rpg/migrations/0001-characters.sql

353 lines
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--liquibase formatted sql
--changeset reya:users_table runInTransaction:false
CREATE TABLE IF NOT EXISTS users
(
id UUID NOT NULL PRIMARY KEY DEFAULT gen_random_uuid(),
is_admin BOOLEAN NOT NULL DEFAULT FALSE,
created_at TIMESTAMPTZ NOT NULL DEFAULT now(),
updated_at TIMESTAMPTZ NOT NULL DEFAULT now(),
active_at TIMESTAMPTZ NULL DEFAULT NULL,
FAMILY essentials (id, is_admin),
FAMILY timestamps (created_at, updated_at, active_at)
);
--rollback DROP TABLE IF EXISTS users;
--changeset reya:battle_types_table runInTransaction:false
CREATE TABLE IF NOT EXISTS battle_types
(
id UUID NOT NULL PRIMARY KEY DEFAULT gen_random_uuid(),
name STRING NOT NULL UNIQUE,
emoji STRING NOT NULL UNIQUE,
display_order SMALLINT NOT NULL
);
--rollback DROP TABLE IF EXISTS battle_types;
--changeset reya:battle_types_relationships runInTransaction:false
CREATE TABLE IF NOT EXISTS battle_types_relationships
(
defender UUID NOT NULL REFERENCES battle_types (id) ON DELETE CASCADE,
attacker UUID NOT NULL REFERENCES battle_types (id) ON DELETE CASCADE,
damage_percentage SMALLINT NOT NULL DEFAULT 100,
PRIMARY KEY (defender, attacker)
);
--rollback DROP TABLE IF EXISTS battle_types_relationships
--changeset reya:battle_types_values runInTransaction:true
INSERT INTO battle_types (name, emoji, display_order)
VALUES ('Basic', '🔲', 0),
('Sassy', '🔥', 1),
('Gentle', '💙', 2),
('Sexy', '💋', 3),
('Muscle', '💪', 4),
('Glam', '', 5),
('Punk', '🎸', 6),
('Glutton', '🍗', 7),
('Dumb', '🪨', 8),
('Drone', '🤖', 9),
('Spooky', '👻', 10),
('Lively', '🎉', 11),
('Smart', '🧠', 12),
('Cool', '🧊', 13),
('Bully', '😈', 14),
('Mythic', '🔱', 15),
('Toy', '🧸', 16),
('Cute', '🌺', 17)
ON CONFLICT DO NOTHING;
--rollback TRUNCATE battle_types;
--changeset reya:difficulties_table runInTransaction:false
CREATE TABLE IF NOT EXISTS difficulties
(
id UUID NOT NULL PRIMARY KEY DEFAULT gen_random_uuid(),
name STRING NOT NULL UNIQUE,
emoji STRING NOT NULL UNIQUE,
short_description STRING NOT NULL,
long_description STRING NOT NULL,
display_order SMALLINT NOT NULL,
allow_digestion BOOLEAN NOT NULL DEFAULT true,
regenerate_talent BOOLEAN NOT NULL DEFAULT false,
reformation_health_percent FLOAT NOT NULL DEFAULT 100,
reformation_stamina_percent FLOAT NOT NULL DEFAULT 100,
lose_proficiency_percent FLOAT NOT NULL DEFAULT 0,
lose_exp_percent FLOAT NOT NULL DEFAULT 0,
lose_money_percent FLOAT NOT NULL DEFAULT 0
);
--rollback DROP TABLE IF EXISTS difficulties;
--changeset reya:difficulties_values runInTransaction:true
INSERT INTO difficulties
(name, emoji, short_description, long_description, display_order, allow_digestion, regenerate_talent,
reformation_health_percent, reformation_stamina_percent, lose_proficiency_percent, lose_exp_percent,
lose_money_percent)
VALUES ('Indigestible', '🌞',
'You can''t be digested. Stomachs just make you sleepy, and you always come out none the worse for wear.',
'Stomachs have no effect on you. When your health is reduced to 0, you simply become tired and drift off to '
|| 'sleep. You don''t need to be reformed after battles when this happens, and you won''t lose anything '
|| 'for falling asleep this way. You''ll be ready to go right away as soon as you''re released!'
|| e'\n\n'
|| 'Suitable for players who play with the Pred Only or Spectator preferences, or who don''t want their '
|| 'character to die even temporarily.',
0, false, false, 100, 100, 0, 0, 0),
('Very Safe', '',
'You''ll be completely safe. The only downsides to being digested? Inconvenience. And smug predators.',
'Reformation is a cakewalk for you. You can be digested, but you can reform after battle with no penalties '
|| 'of any kind. Your body and mind are completely unaffected by the visit to someone else''s gut.'
|| e'\n\n'
|| 'Reformation leaves you a little bit weary, but in good health.'
|| e'\n\n'
|| 'Suitable for players who prefer a digestive end, but don''t want to lose any progress.',
1, true, false, 95, 90, 0, 0, 0),
('Safe', '🌤',
'There''s a small price to being digested, but you didn''t think cheating death would be free, right?',
'Digestion takes a little bit of a toll on your body and mind. And while you do come back, you don''t come '
|| 'back _quite_ the way you left. '
|| 'Your proficiencies will drop by 10% as a little of what you''ve taken from your past exploits fades '
|| 'from you. You''ll also lose 10% of your money as a cost for the reformation process.'
|| e'\n\n'
|| 'Reformation leaves you a bit weakened and fairly drowsy. You should rest a bit before continuing.'
|| e'\n\n'
|| 'Suitable for players who want to add a little risk to being digested, but don''t want to lose levels.',
2, true, false, 90, 75, 10, 0, 10),
('Risky', '🌥',
'Reformation is an unpleasant experience, but you can handle it if you have to.',
'Digestion is no walk in the park for you. When you come back, you leave some of yourself in the predator who '
|| 'turned you from a person to a snack. Your proficiencies drop by 25% as some of what you''ve taken from '
|| 'your past conquests fades from you, and your talents will be re-randomized, as the process of '
|| 'reformation is more art than science and your body and mind will not be quite the same. You''ll also '
|| 'lose 25% of your money as the cost of returning from being belly paunch. Worst of all, you''ll lose '
|| '10% of your experience points as your memories are clouded by your brush with fatality.'
|| e'\n\n'
|| 'After reforming, you''ll need some time to rest before you''re back at your peak.'
|| e'\n\n'
|| 'Suitable for players who want a balance between risk and maintaining their progress.',
3, true, true, 75, 60, 25, 10, 25),
('Dangerous', '🌦',
'You need to be careful around predators, as you''ll be in real trouble if you melt away.',
'Digestion is something to be avoided at all costs. The process of being revived is expensive, costing a full '
|| '50% of your available money. You''ll also lose 50% of your proficiencies and 25% of your experience '
|| 'points as your mind and body are imperfectly restored. Your talents will be regenerated, as well.'
|| e'\n\n'
|| 'After reforming, you will be tired and still vulnerable to other predators. Take some time to rest '
|| 'after a defeat, or you''ll find yourself back in another stomach before you know it.'
|| e'\n\n'
|| 'Suitable for players who want digestion to be particularly painful, but not devastating.',
4, true, true, 50, 30, 50, 25, 50),
('Very Dangerous', '🌧',
'The world is cruel. Once you start getting digested, it''s hard to stop.',
'Being a meal is not just humiliating - it''s a nightmare. You''re lucky you still remember who you are when '
|| 'you stumble out of the reformation chamber. You''ll lose 90% of your money to the reformation fee, '
|| 'and 90% of your proficiency points will be drained away as the reformation process leaves you '
|| 'seriously addled and barely feeling like yourself. Your experience point total will also drop by 50%.'
|| e'\n\n'
|| 'After reforming, you will be very weak and exhausted. Make sure to rest and recover before you get '
|| 'into another fight, or you''ll lose another large chunk of progress.'
|| e'\n\n'
|| 'Suitable for players who want digestion to be a devastating loss.',
5, true, true, 25, 15, 90, 50, 90),
('Extremely Dangerous', '',
'Be very, very careful. There''s no coming back from digestion. Not really. You''ll lose everything...',
'After being digested, your experience points, proficiencies, and money will all be set to 0, as if you '
|| 'had just stumbled blinking into this world for the first time. You''ll be able to keep your items, '
|| 'but that''s little comfort as your body and mind are returned to life as a blank slate...'
|| e'\n\n'
|| 'After reforming, you will have 1 Health and Energy. You definitely need to spend some time resting - '
|| 'or you won''t be able to break out of the cycle of digestion.'
|| e'\n\n'
|| 'Suitable for players who want a soft-perma type of experience.',
6, true, true, 0, 0, 100, 100, 100)
ON CONFLICT DO NOTHING;
--rollback TRUNCATE difficulties;
--changeset reya:preferences_table runInTransaction:false
CREATE TABLE IF NOT EXISTS preferences
(
id UUID NOT NULL PRIMARY KEY DEFAULT gen_random_uuid(),
name STRING NOT NULL UNIQUE,
emoji STRING NOT NULL UNIQUE,
short_description STRING NOT NULL,
display_order SMALLINT NOT NULL,
can_use_vore BOOLEAN NOT NULL,
can_receive_vore BOOLEAN NOT NULL
);
--rollback DROP TABLE IF EXISTS preferences;
--changeset reya:preferences_values runInTransaction:true
INSERT INTO preferences (name, emoji, short_description, display_order, can_use_vore,
can_receive_vore)
VALUES ('Switch', '😃', 'You can both eat and be eaten.', 0, true, true),
('Pred Only', '🤤', 'You can only eat, not be eaten.', 1, true, false),
('Prey Only', '🥩', 'You can only be eaten, not eat.', 2, false, true),
('Observer', '👀', 'You can neither eat nor be eaten.', 3, false, false)
ON CONFLICT DO NOTHING;
--rollback TRUNCATE preferences;
--changeset reya:gender_markers_table runInTransaction:false
CREATE TABLE IF NOT EXISTS gender_markers
(
emoji STRING NOT NULL PRIMARY KEY,
default_name STRING NOT NULL UNIQUE,
display_order SMALLINT NOT NULL
);
--rollback DROP TABLE IF EXISTS gender_markers;
--changeset reya:gender_markers runInTransaction:true
INSERT INTO gender_markers (default_name, emoji, display_order)
VALUES ('Non-binary', '', 0),
('Female', '', 1),
('Male', '', 2),
('Non*binary', '', 3),
('Genderless', '', 4)
ON CONFLICT DO NOTHING;
--rollback TRUNCATE gender_markers;
--changeset reya:pronouns_table runInTransaction:false
CREATE TABLE IF NOT EXISTS pronouns
(
id UUID NOT NULL PRIMARY KEY DEFAULT gen_random_uuid(),
default_marker STRING NOT NULL REFERENCES gender_markers (emoji) ON DELETE RESTRICT,
name STRING NOT NULL UNIQUE,
display_order SMALLINT NOT NULL,
use_plural BOOLEAN NOT NULL,
subjective STRING NOT NULL,
adjective STRING NOT NULL,
possessive STRING NOT NULL,
reflexive STRING NOT NULL,
objective STRING NOT NULL,
UNIQUE (subjective, adjective, possessive, reflexive, objective)
);
--rollback DROP TABLE IF EXISTS pronouns;
--changeset reya:pronouns_values runInTransaction:true
INSERT INTO pronouns (default_marker, name, display_order, use_plural, subjective, adjective, possessive,
reflexive, objective)
VALUES ('', 'none', 0, false, '@@', '@@''s', '@@''s', '@@''s self', '@@'),
('', 'she/her', 1, false, 'she', 'her', 'hers', 'herself', 'her'),
('', 'they/them', 2, true, 'they', 'their', 'theirs', 'themself', 'them'),
('', 'he/him', 3, false, 'he', 'his', 'his', 'himself', 'him'),
('', 'it/its', 4, false, 'it', 'its', 'its', 'itself', 'it'),
('', 'shi/hir', 5, false, 'shi', 'hir', 'hirs', 'hirself', 'hir'),
('', 'fae/faer', 6, false, 'fae', 'faer', 'faers', 'faerself', 'faer'),
('', 'ae/aer', 7, false, 'ae', 'aer', 'aers', 'aerself', 'aer'),
('', 'e/em', 8, false, 'e', 'eir', 'eirs', 'emself', 'em'),
('', 'ey/em', 9, false, 'ey', 'eir', 'eirs', 'emself', 'em'),
('', 'per/per', 10, false, 'per', 'pers', 'pers', 'perself', 'per'),
('', 've/ver', 11, false, 've', 'vis', 'vis', 'verself', 'ver'),
('', 'xe/xem', 12, false, 'xe', 'xyr', 'xyrs', 'xemself', 'xem'),
('', 'ze/hir', 13, false, 'ze', 'hir', 'hirs', 'hirself', 'hir'),
('', 'zie/hir', 14, false, 'zie', 'hir', 'hirs', 'hirself', 'hir'),
('', 'zie/zim', 15, false, 'zie', 'zir', 'zis', 'zieself', 'zim'),
('', 'sie/sie', 16, false, 'sie', 'hir', 'hirs', 'hirself', 'sie'),
('', 'te/ter', 17, false, 'te', 'tem', 'ters', 'terself', 'ter')
ON CONFLICT DO NOTHING;
--rollback DELETE FROM pronouns;
--changeset reya:characters_table runInTransaction:false
CREATE TABLE IF NOT EXISTS characters
(
id UUID NOT NULL PRIMARY KEY DEFAULT gen_random_uuid(),
user_id UUID NOT NULL REFERENCES users (id) ON DELETE CASCADE,
archived BOOLEAN NOT NULL DEFAULT FALSE,
name STRING NOT NULL,
title STRING NOT NULL,
profile STRING NOT NULL,
pronouns_id SMALLINT NOT NULL REFERENCES pronouns (id) ON DELETE RESTRICT,
gender_marker STRING NOT NULL REFERENCES gender_markers (emoji) ON DELETE RESTRICT,
gender_name STRING NOT NULL,
difficulty_id SMALLINT NOT NULL REFERENCES difficulties (id) ON DELETE RESTRICT,
preference_id SMALLINT NOT NULL REFERENCES preferences (id) ON DELETE RESTRICT,
battle_type1_id SMALLINT NOT NULL REFERENCES battle_types (id) ON DELETE RESTRICT,
battle_type2_id SMALLINT NOT NULL REFERENCES battle_types (id) ON DELETE RESTRICT,
experience SMALLINT NOT NULL DEFAULT 0,
money SMALLINT NOT NULL DEFAULT 0,
-- stats: base
base_confidence SMALLINT NOT NULL DEFAULT 70,
base_health SMALLINT NOT NULL DEFAULT 70,
base_stamina SMALLINT NOT NULL DEFAULT 70,
base_brawn SMALLINT NOT NULL DEFAULT 70,
base_durability SMALLINT NOT NULL DEFAULT 70,
base_intensity SMALLINT NOT NULL DEFAULT 70,
base_resilience SMALLINT NOT NULL DEFAULT 70,
base_speed SMALLINT NOT NULL DEFAULT 70,
-- stats: banked talent points
min_confidence_talent SMALLINT NOT NULL DEFAULT 0,
min_health_talent SMALLINT NOT NULL DEFAULT 0,
min_stamina_talent SMALLINT NOT NULL DEFAULT 0,
min_brawn_talent SMALLINT NOT NULL DEFAULT 0,
min_durability_talent SMALLINT NOT NULL DEFAULT 0,
min_intensity_talent SMALLINT NOT NULL DEFAULT 0,
min_resilience_talent SMALLINT NOT NULL DEFAULT 0,
min_speed_talent SMALLINT NOT NULL DEFAULT 0,
-- stats: current talent points
confidence_talent SMALLINT NOT NULL DEFAULT floor(random() * 32)::SMALLINT, --min_confidence_talent + floor(random() * (32 - min_confidence_talent)),
health_talent SMALLINT NOT NULL DEFAULT floor(random() * 32)::SMALLINT, --min_health_talent + floor(random() * (32 - min_health_talent)),
stamina_talent SMALLINT NOT NULL DEFAULT floor(random() * 32)::SMALLINT, --min_stamina_talent + floor(random() * (32 - min_stamina_talent)),
brawn_talent SMALLINT NOT NULL DEFAULT floor(random() * 32)::SMALLINT, --min_brawn_talent + floor(random() * (32 - min_brawn_talent)),
durability_talent SMALLINT NOT NULL DEFAULT floor(random() * 32)::SMALLINT, --min_durability_talent + floor(random() * (32 - min_durability_talent)),
intensity_talent SMALLINT NOT NULL DEFAULT floor(random() * 32)::SMALLINT, --min_intensity_talent + floor(random() * (32 - min_intensity_talent)),
resilience_talent SMALLINT NOT NULL DEFAULT floor(random() * 32)::SMALLINT, --min_resilience_talent + floor(random() * (32 - min_resilience_talent)),
speed_talent SMALLINT NOT NULL DEFAULT floor(random() * 32)::SMALLINT, --min_speed_talent + floor(random() * (32 - min_speed_talent)),
-- stats: current proficiency points
confidence_proficiency SMALLINT NOT NULL DEFAULT 0,
health_proficiency SMALLINT NOT NULL DEFAULT 0,
stamina_proficiency SMALLINT NOT NULL DEFAULT 0,
brawn_proficiency SMALLINT NOT NULL DEFAULT 0,
durability_proficiency SMALLINT NOT NULL DEFAULT 0,
intensity_proficiency SMALLINT NOT NULL DEFAULT 0,
resilience_proficiency SMALLINT NOT NULL DEFAULT 0,
speed_proficiency SMALLINT NOT NULL DEFAULT 0,
FAMILY character_base (id, user_id, name, title, profile, pronouns_id, gender_marker, gender_name,
battle_type1_id, battle_type2_id, base_confidence, base_health, base_stamina,
base_brawn, base_durability, base_intensity, base_resilience, base_speed),
FAMILY character_reformation_stats (min_confidence_talent, min_health_talent, min_stamina_talent, min_brawn_talent,
min_durability_talent, min_intensity_talent, min_resilience_talent,
min_speed_talent, confidence_talent, health_talent, stamina_talent,
brawn_talent, durability_talent, intensity_talent, resilience_talent,
speed_talent),
FAMILY character_live_stats (difficulty_id, preference_id, experience, money, confidence_proficiency,
health_proficiency, stamina_proficiency, brawn_proficiency, durability_proficiency,
intensity_proficiency, resilience_proficiency, speed_proficiency)
);
--rollback DROP TABLE IF EXISTS characters;
--changeset reya:character_creation_table runInTransaction:false
CREATE TABLE IF NOT EXISTS character_creation
(
user_id UUID NOT NULL REFERENCES users (id) ON DELETE CASCADE PRIMARY KEY,
character_id UUID NULL REFERENCES characters (id) ON DELETE CASCADE,
name STRING NULL,
title STRING NULL,
profile STRING NULL,
pronouns_id UUID NULL REFERENCES pronouns (id) ON DELETE SET NULL,
gender_marker STRING NULL REFERENCES gender_markers (emoji) ON DELETE SET NULL,
gender_name STRING NULL,
difficulty_id UUID NULL REFERENCES difficulties (id) ON DELETE SET NULL,
preference_id UUID NULL REFERENCES preferences (id) ON DELETE SET NULL,
battle_type1_id UUID NULL REFERENCES battle_types (id) ON DELETE SET NULL,
battle_type2_id UUID NULL REFERENCES battle_types (id) ON DELETE SET NULL,
base_confidence SMALLINT NULL DEFAULT 70,
base_health SMALLINT NULL DEFAULT 70,
base_stamina SMALLINT NULL DEFAULT 70,
base_brawn SMALLINT NULL DEFAULT 70,
base_durability SMALLINT NULL DEFAULT 70,
base_intensity SMALLINT NULL DEFAULT 70,
base_resilience SMALLINT NULL DEFAULT 70,
base_speed SMALLINT NULL DEFAULT 70
);
--rollback DROP TABLE IF EXISTS character_creation;
--changeset reya:userDefaultDifficultyPreferenceGender
ALTER TABLE users
ADD COLUMN default_pronouns_id UUID NULL REFERENCES pronouns (id) ON DELETE RESTRICT DEFAULT NULL
CREATE IF NOT EXISTS FAMILY character_defaults,
ADD COLUMN default_gender_marker STRING NULL REFERENCES gender_markers (emoji) ON DELETE RESTRICT DEFAULT NULL
FAMILY character_defaults,
ADD COLUMN default_gender_name STRING NULL DEFAULT NULL
FAMILY character_defaults,
ADD COLUMN default_difficulty_id UUID NULL REFERENCES difficulties (id) ON DELETE RESTRICT DEFAULT NULL
FAMILY character_defaults,
ADD COLUMN default_preference_id UUID NULL REFERENCES preferences (id) ON DELETE RESTRICT DEFAULT NULL
FAMILY character_defaults;
--rollback ALTER TABLE users DROP COLUMN default_pronouns_id, DROP COLUMN default_gender_marker, DROP COLUMN default_gender_name, DROP COLUMN default_difficulty_id, DROP COLUMN default_preference_id