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Created some new schemas to work off of
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Phase2/Godot_Toolset/Documentation/DialogSchemas.sql
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Phase2/Godot_Toolset/Documentation/DialogSchemas.sql
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CREATE TABLE Tags (
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TagID SERIAL PRIMARY KEY,
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TagName VARCHAR(255) NOT NULL
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);
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CREATE TABLE DialogOptions (
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OptionID SERIAL PRIMARY KEY,
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DialogContent TEXT NOT NULL
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);
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CREATE TABLE DialogOptions_Tags (
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OptionID INT,
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TagID INT,
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PRIMARY KEY (OptionID, TagID),
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FOREIGN KEY (OptionID) REFERENCES DialogOptions(OptionID),
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FOREIGN KEY (TagID) REFERENCES Tags(TagID)
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);
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Phase2/Godot_Toolset/Documentation/PlaceDatabaseSchemas.sql
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Phase2/Godot_Toolset/Documentation/PlaceDatabaseSchemas.sql
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CREATE TABLE Place (
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PlaceID INT PRIMARY KEY,
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Name VARCHAR(255) NOT NULL,
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Description TEXT,
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Type VARCHAR(255) NOT NULL,
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ParentPlaceID INT,
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FOREIGN KEY (ParentPlaceID) REFERENCES Place(PlaceID)
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);
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CREATE TABLE Region (
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RegionID INT PRIMARY KEY,
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PlaceID INT,
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FOREIGN KEY (PlaceID) REFERENCES Place(PlaceID)
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);
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CREATE TABLE Location (
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LocationID INT PRIMARY KEY,
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PlaceID INT,
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FOREIGN KEY (PlaceID) REFERENCES Place(PlaceID)
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);
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CREATE TABLE Scene (
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SceneID INT PRIMARY KEY,
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PlaceID INT,
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FOREIGN KEY (PlaceID) REFERENCES Place(PlaceID)
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);
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CREATE TABLE ContentCapsule (
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ContentCapsuleID INT PRIMARY KEY,
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SceneID INT,
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Description TEXT,
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Visuals TEXT,
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FOREIGN KEY (SceneID) REFERENCES Scene(SceneID)
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);
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CREATE TABLE Space (
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SpaceID INT PRIMARY KEY,
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PlaceID INT,
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Height INT,
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Width INT,
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Depth INT,
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unitOfMeasure INT
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FOREIGN KEY (PlaceID) REFERENCES Place(PlaceID)
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);
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--
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-- The `ParentPlaceID` attribute in the `Place` table is used to establish a hierarchical relationship among the different types of places, such as regions, locations, scenes, and spaces. This attribute is essentially a foreign key that references the `PlaceID` within the same table. It allows you to define a parent-child relationship between places, which can be crucial for organizing and structuring the different elements of your game.
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--
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-- By using this attribute, you can create a hierarchical structure, where a location may be part of a specific region, a scene may be part of a particular location, and a space may be associated with a specific scene or location. This kind of hierarchical organization helps to maintain the relationships between different places within the game environment.
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--
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-- For example, consider a scenario where you have multiple locations within a region, and each location contains various scenes and spaces. By utilizing the `ParentPlaceID`, you can easily track which location belongs to which region and which scene or space is associated with a particular location. This hierarchy can be instrumental in querying and organizing your game data, enabling you to retrieve specific information related to the relationships between different places.
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