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game_etd.jdl
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game_etd.jdl
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// the game board
entity GameTable {
p1turn Boolean
}
entity PlayerProfile {
activeCardIdx Integer min(1) max(3)
}
entity CardProfile {
currentHP Integer required min(0) max(10)
infusion Boolean required
elementalStatus DmgElementType
}
relationship OneToOne {
GameTable{playerOne} to PlayerProfile
GameTable{playerTwo} to PlayerProfile
PlayerProfile{user(name)} to UserProfile
PlayerProfile{card1} to CardProfile
PlayerProfile{card2} to CardProfile
PlayerProfile{card3} to CardProfile
}
relationship ManyToOne {
CardProfile{character(name)} to CharacterCard
}
// the user experience
entity UserProfile {
name String
}
entity CharacterCard {
name String required
element ElementType required
}
entity BasicATK {
name String
description String
}
entity SkillATK {
name String
description String
// will later have bonus effects
}
entity UltimateATK {
name String
description String
requiredEnergy Integer required min(1) max(5)
}
entity Damage {
name String
dmgValue Integer required max(20)
dmgElement DmgElementType required
splashDmg Integer max(5)
splashElement DmgElementType
}
relationship OneToOne {
CharacterCard{basic(name) required} to BasicATK
CharacterCard{skill(name) required} to SkillATK
CharacterCard{ultimate(name) required} to UltimateATK
UserProfile{user(login)} to User{profile}
}
relationship ManyToOne {
BasicATK{damage(name) required} to Damage
SkillATK{damage(name) required} to Damage
UltimateATK{damage(name) required} to Damage
}
relationship ManyToMany {
UserProfile{cards(name)} to CharacterCard{owners}
}
enum ElementType {
WATER
FIRE
ICE
PLANT
ELECTRIC
EARTH
WIND
}
enum DmgElementType {
WATER("Water")
FIRE("Fire")
ICE("Ice")
PLANT("Plant")
ELECTRIC("Electric")
EARTH("Earth")
WIND("Wind")
PHYSICAL("Physical")
}