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the-sunken-reach/backend/prisma/schema.prisma
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joshuaandClaude Opus 5.5 28e1a84b64 V1.2.0: archive/delete campaigns and encounters, encounter sorting, change password, fuller seed
- Campaigns: DM can archive/restore; owner can delete. Archived campaigns
  move off the main list and stop accepting invite codes.
- Encounters: DM can archive/restore and delete, and arrange the campaign's
  own order; the list can also be sorted by name, status, type or date.
  Archived encounters are hidden from players' lists.
- Account page with change password (POST /auth/password).
- Seed is now additive (safe on a live database; --reset for the old wipe)
  and builds a fuller Aldenfell: earned weapons, item pool, spells, NPCs,
  and 28 battle/quest scenes with descriptions, DM notes and rewards.
- Vite preview host config for the deployed site.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 08:58:54 +02:00

584 lines
17 KiB
Plaintext

// D&D Campaign Manager — Prisma schema
// Postgres. Run `npx prisma migrate dev --name init` after `DATABASE_URL` is set,
// then `npx prisma db seed` using the seed script built from /seed-data/*.json
// (see CLAUDE_BUILD_PROMPT.md, "Database" section).
generator client {
provider = "prisma-client-js"
}
datasource db {
provider = "postgresql"
url = env("DATABASE_URL")
}
// ---------------------------------------------------------------------------
// Enums
// ---------------------------------------------------------------------------
enum CampaignRole {
DM
PLAYER
}
enum Species {
HUMAN
HALF_ELF
ELF
GNOME
DWARF
HALFLING
DRAGONBORN
TIEFLING
HALF_ORC
ORC
}
enum CharacterClass {
FIGHTER
BARBARIAN
ROGUE
RANGER
WIZARD
SORCERER
CLERIC
PALADIN
BARD
WARLOCK
DRUID
MONK
}
enum Ability {
STR
DEX
CON
INT
WIS
CHA
}
enum Skill {
ACROBATICS
ANIMAL_HANDLING
ARCANA
ATHLETICS
DECEPTION
HISTORY
INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION
PERFORMANCE
PERSUASION
RELIGION
SLEIGHT_OF_HAND
STEALTH
SURVIVAL
}
enum BuildStage {
NOT_STARTED
ROLLING_SPECIES
ROLLING_CLASS
ROLLING_MOTIVATION
ASSIGNING_SCORES
ASSIGNING_PROFICIENCIES
CHOOSING_ABILITIES
CHOOSING_BACKGROUND
CHOOSING_APPEARANCE
CHOOSING_EQUIPMENT
COMPLETE
}
enum EncounterStatus {
PLANNING
ACTIVE
COMPLETE
}
// What kind of scene an encounter is: a fight run in initiative order, or a
// quest scene built around NPCs and an objective.
enum EncounterMode {
BATTLE
QUEST
}
enum NpcDisposition {
FRIENDLY
NEUTRAL
HOSTILE
}
enum RewardType {
GOLD
WEAPON
ITEM
}
enum NoteVisibility {
DM_ONLY
SHARED
}
enum DiceMode {
DIGITAL
PHYSICAL
}
// ---------------------------------------------------------------------------
// Identity & campaigns
// ---------------------------------------------------------------------------
model User {
id String @id @default(cuid())
email String @unique
passwordHash String
displayName String
createdAt DateTime @default(now())
updatedAt DateTime @updatedAt
memberships CampaignMember[]
charactersOwned Character[] @relation("PlayerCharacters")
charactersCreated Character[] @relation("CreatedBy")
notesAuthored Note[]
goldTransactions GoldTransaction[]
@@map("users")
}
model Campaign {
id String @id @default(cuid())
name String
description String?
inviteCode String @unique
startingGold Int @default(0)
startingItemCount Int @default(0)
startingSpellCount Int @default(0)
skipMotivationRoll Boolean @default(false)
ownerId String
// Set while the campaign is archived: kept in full, but moved off the main
// list and closed to new members until the DM restores it.
archivedAt DateTime?
createdAt DateTime @default(now())
updatedAt DateTime @updatedAt
members CampaignMember[]
characters Character[]
weapons Weapon[]
spells Spell[]
items Item[]
monsters Monster[]
npcs Npc[]
encounters Encounter[]
notes Note[]
locations Location[]
@@map("campaigns")
}
model Location {
id String @id @default(cuid())
campaignId String
name String
description String?
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
characters Character[]
@@map("locations")
}
model CampaignMember {
id String @id @default(cuid())
campaignId String
userId String
role CampaignRole @default(PLAYER)
joinedAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
user User @relation(fields: [userId], references: [id], onDelete: Cascade)
@@unique([campaignId, userId])
@@map("campaign_members")
}
// ---------------------------------------------------------------------------
// Characters
// ---------------------------------------------------------------------------
model Character {
id String @id @default(cuid())
campaignId String
userId String? // owning player; null for a DM-controlled NPC/ally
createdById String
name String
species Species?
characterClass CharacterClass?
level Int @default(1)
xp Int @default(0)
motivation String?
// Rolled ability scores (before species bonus)
strScore Int @default(10)
dexScore Int @default(10)
conScore Int @default(10)
intScore Int @default(10)
wisScore Int @default(10)
chaScore Int @default(10)
// Half-Elf's flexible +1/+1 choice; null unless species = HALF_ELF
halfElfBonusAbility1 Ability?
halfElfBonusAbility2 Ability?
currentHp Int @default(0)
tempHp Int @default(0)
armorBonus Int @default(0) // flat AC bonus from equipped armor/shield
speedOverride Int?
// The next three are composed by the builder from the player's picks
// (game/data/characterOptions.js). After that only the DM can edit them.
specialAbilities String? // shown in the quick-stats panel
gold Int @default(0)
background String?
appearance String?
privateNotes String? // visible to the owning player only — not even the DM
diceMode DiceMode @default(DIGITAL) // chosen once, before the first build roll
currentLocationId String?
buildStage BuildStage @default(NOT_STARTED)
buildState Json? // in-progress dice rolls / pending choices while building
createdAt DateTime @default(now())
updatedAt DateTime @updatedAt
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
user User? @relation("PlayerCharacters", fields: [userId], references: [id])
createdBy User @relation("CreatedBy", fields: [createdById], references: [id])
currentLocation Location? @relation(fields: [currentLocationId], references: [id], onDelete: SetNull)
skillProficiencies CharacterSkillProficiency[]
saveProficiencies CharacterSaveProficiency[]
inventoryItems InventoryItem[]
goldTransactions GoldTransaction[]
weapons CharacterWeapon[]
spells CharacterSpell[]
notes Note[]
encounterEntries EncounterParticipant[]
@@map("characters")
}
model CharacterSkillProficiency {
id String @id @default(cuid())
characterId String
skill Skill
proficient Boolean @default(true)
expertise Boolean @default(false) // double proficiency bonus, e.g. Rogue
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
@@unique([characterId, skill])
@@map("character_skill_proficiencies")
}
model CharacterSaveProficiency {
id String @id @default(cuid())
characterId String
ability Ability
proficient Boolean @default(true)
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
@@unique([characterId, ability])
@@map("character_save_proficiencies")
}
// ---------------------------------------------------------------------------
// Weapons & inventory
// ---------------------------------------------------------------------------
model Weapon {
id String @id @default(cuid())
campaignId String
name String
damageDice String // e.g. "1d8"
damageType String // e.g. "slashing"
attackAbility String // "STR" | "DEX" | "FINESSE" (finesse = better of STR/DEX)
properties String[] // e.g. ["finesse", "light", "thrown"]
rangeNormal Int?
rangeLong Int?
// damageDice is the level-1 damage; a held copy's dice climb the damage
// ladder (game/calculations.js) by this many rungs per level above 1.
damageScaling Int @default(1)
// The level this weapon starts at: a held copy is never below it, and
// damageDice is the damage at this level.
minLevel Int @default(1)
// Offered in the character builder's starting-equipment step. Off by default:
// the DM opts entries in, so the pool can hold gear that must be earned.
isStartingOption Boolean @default(false)
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
assigned CharacterWeapon[]
rewards EncounterReward[]
@@map("weapons")
}
model CharacterWeapon {
id String @id @default(cuid())
characterId String
weaponId String
quantity Int @default(1)
equipped Boolean @default(false)
level Int @default(1) // this copy's level; the character must be at least this level to use it
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
weapon Weapon @relation(fields: [weaponId], references: [id], onDelete: Cascade)
@@unique([characterId, weaponId])
@@map("character_weapons")
}
// Campaign-level item pool, DM-managed like weapons and spells.
model Item {
id String @id @default(cuid())
campaignId String
name String
description String?
damageDice String? // optional dice (damage, healing...) at its starting level; scales like a weapon's
damageScaling Int @default(1)
minLevel Int @default(1)
isStartingOption Boolean @default(false)
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
held InventoryItem[]
rewards EncounterReward[]
@@map("items")
}
// An Item from the campaign pool held by a character.
model InventoryItem {
id String @id @default(cuid())
characterId String
itemId String
quantity Int @default(1)
equipped Boolean @default(false)
level Int @default(1)
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
item Item @relation(fields: [itemId], references: [id], onDelete: Cascade)
@@unique([characterId, itemId])
@@map("inventory_items")
}
// Ledger behind Character.gold: every change to the balance is one row here.
model GoldTransaction {
id String @id @default(cuid())
characterId String
amount Int // signed: positive = gained, negative = spent
balanceAfter Int
reason String?
createdById String?
createdAt DateTime @default(now())
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
createdBy User? @relation(fields: [createdById], references: [id], onDelete: SetNull)
@@index([characterId, createdAt])
@@map("gold_transactions")
}
// ---------------------------------------------------------------------------
// Spells
// ---------------------------------------------------------------------------
model Spell {
id String @id @default(cuid())
campaignId String
name String
level Int // 0 = cantrip. Also the character level needed to use the spell.
damageDice String? // fixed; spells don't level up
school String?
castingTime String?
range String?
duration String?
description String?
isStartingOption Boolean @default(false)
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
known CharacterSpell[]
@@map("spells")
}
model CharacterSpell {
id String @id @default(cuid())
characterId String
spellId String
prepared Boolean @default(false)
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
spell Spell @relation(fields: [spellId], references: [id], onDelete: Cascade)
@@unique([characterId, spellId])
@@map("character_spells")
}
// ---------------------------------------------------------------------------
// Monsters & encounters
// ---------------------------------------------------------------------------
model Monster {
id String @id @default(cuid())
campaignId String
name String
ac Int
maxHp Int
speed Int @default(30)
strScore Int @default(10)
dexScore Int @default(10)
conScore Int @default(10)
intScore Int @default(10)
wisScore Int @default(10)
chaScore Int @default(10)
attackBonus Int @default(0)
damageDice String?
challengeRating String?
specialTrait String?
notes String?
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
encounterAppearances EncounterParticipant[]
@@map("monsters")
}
// A non-player character the DM runs: a quest-giver, shopkeeper, rival...
// Combat stats are optional — most NPCs are there to be talked to.
model Npc {
id String @id @default(cuid())
campaignId String
name String
role String? // e.g. "Innkeeper", "Captain of the Watch"
disposition NpcDisposition @default(NEUTRAL)
description String? // what the party can see and knows
dmNotes String? // secrets, motives — never sent to players
ac Int?
maxHp Int?
attackBonus Int?
damageDice String?
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
encounterAppearances EncounterParticipant[]
@@map("npcs")
}
model Encounter {
id String @id @default(cuid())
campaignId String
name String
mode EncounterMode @default(BATTLE)
status EncounterStatus @default(PLANNING)
currentRound Int @default(1)
// Whose turn it is in a battle; null until the fight starts.
activeParticipantId String?
description String? // the scene / objective, shown to everyone
dmNotes String? // never sent to players
// Set while archived: kept in full, but off the campaign's list — players
// no longer see it there at all.
archivedAt DateTime?
// Place in the campaign's own order, lowest first. The DM rearranges it.
sortOrder Int @default(0)
createdAt DateTime @default(now())
updatedAt DateTime @updatedAt
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
participants EncounterParticipant[]
rewards EncounterReward[]
@@map("encounters")
}
// Loot the DM lines up for an encounter and later hands to a character. Until
// it is awarded it is the DM's secret; awarding it is what actually changes
// the character (gold ledger entry, or the weapon/item added to what they hold).
model EncounterReward {
id String @id @default(cuid())
encounterId String
type RewardType
gold Int? // GOLD
weaponId String? // WEAPON
itemId String? // ITEM
quantity Int @default(1)
level Int @default(1) // gear level the weapon/item is handed over at
note String?
awardedTo String? // who received it, as display text ("Aria", "Aria, Bo")
awardedAt DateTime?
createdAt DateTime @default(now())
encounter Encounter @relation(fields: [encounterId], references: [id], onDelete: Cascade)
weapon Weapon? @relation(fields: [weaponId], references: [id], onDelete: Cascade)
item Item? @relation(fields: [itemId], references: [id], onDelete: Cascade)
@@map("encounter_rewards")
}
// A row per combatant in an encounter — a character, a monster or an NPC.
// A monster's currentHp/maxHp live here, per instance. A character's HP has
// one source of truth, the Character row: encounters read and write that, and
// the columns here only hold the last values seen (used if the character is
// later deleted and the row loses its link).
model EncounterParticipant {
id String @id @default(cuid())
encounterId String
characterId String?
monsterId String?
npcId String?
displayName String // denormalized so a monster can be renamed per-instance, e.g. "Goblin #2"
initiative Int @default(0)
currentHp Int
maxHp Int
conditions String[] @default([]) // e.g. ["poisoned", "prone"]
isMonster Boolean
encounter Encounter @relation(fields: [encounterId], references: [id], onDelete: Cascade)
character Character? @relation(fields: [characterId], references: [id], onDelete: SetNull)
monster Monster? @relation(fields: [monsterId], references: [id], onDelete: SetNull)
npc Npc? @relation(fields: [npcId], references: [id], onDelete: SetNull)
@@map("encounter_participants")
}
// ---------------------------------------------------------------------------
// Notes
// ---------------------------------------------------------------------------
model Note {
id String @id @default(cuid())
campaignId String?
characterId String?
authorId String
body String
visibility NoteVisibility @default(SHARED)
createdAt DateTime @default(now())
campaign Campaign? @relation(fields: [campaignId], references: [id], onDelete: Cascade)
character Character? @relation(fields: [characterId], references: [id], onDelete: Cascade)
author User @relation(fields: [authorId], references: [id])
@@map("notes")
}