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-- =============================================================================
-- Devil's Dozen - Supabase Database Schema
-- =============================================================================
-- Run this SQL in your Supabase SQL Editor to set up the database.
-- Supabase Dashboard → SQL Editor → New Query → Paste & Run
-- =============================================================================
-- Enable UUID extension (usually already enabled in Supabase)
CREATE EXTENSION IF NOT EXISTS "uuid-ossp";
-- =============================================================================
-- TABLES
-- =============================================================================
-- Lobbies: Game rooms that contain players
CREATE TABLE IF NOT EXISTS lobbies (
id UUID PRIMARY KEY DEFAULT uuid_generate_v4(),
-- Shareable 6-character join code (e.g., "ABC123")
code VARCHAR(6) UNIQUE NOT NULL,
-- Game mode: 'peasants_gamble' or 'alchemists_ascent'
game_mode VARCHAR(20) NOT NULL CHECK (game_mode IN ('peasants_gamble', 'alchemists_ascent')),
-- Target score to win the game
win_condition INT NOT NULL CHECK (win_condition > 0),
-- Index of current player's turn (0-based, references players by turn_order)
current_turn_index INT DEFAULT 0 CHECK (current_turn_index >= 0),
-- Lobby status: waiting (for players), active (in game), finished (game over)
status VARCHAR(20) DEFAULT 'waiting' CHECK (status IN ('waiting', 'active', 'finished')),
-- Winner player ID (set when game finishes)
winner_id UUID,
-- Timestamps
created_at TIMESTAMPTZ DEFAULT NOW() NOT NULL,
updated_at TIMESTAMPTZ DEFAULT NOW() NOT NULL
);
-- Players: Participants in a game lobby
CREATE TABLE IF NOT EXISTS players (
id UUID PRIMARY KEY DEFAULT uuid_generate_v4(),
-- Reference to the lobby this player is in
lobby_id UUID NOT NULL REFERENCES lobbies(id) ON DELETE CASCADE,
-- Player display name (unique within lobby)
username VARCHAR(30) NOT NULL,
-- Total score accumulated across all banked turns
total_score INT DEFAULT 0 CHECK (total_score >= 0),
-- Turn order (0, 1, 2, or 3 for up to 4 players)
turn_order INT NOT NULL CHECK (turn_order >= 0 AND turn_order <= 3),
-- Connection status for handling disconnects
is_connected BOOLEAN DEFAULT true,
-- Timestamp
created_at TIMESTAMPTZ DEFAULT NOW() NOT NULL,
-- Constraints
UNIQUE(lobby_id, username), -- No duplicate names in same lobby
UNIQUE(lobby_id, turn_order) -- No duplicate turn orders in same lobby
);
-- Game State: Current turn state (transient, one per lobby)
CREATE TABLE IF NOT EXISTS game_state (
-- One game state per lobby
lobby_id UUID PRIMARY KEY REFERENCES lobbies(id) ON DELETE CASCADE,
-- Current dice values as JSON array (e.g., [1, 4, 5, 2, 3, 6])
active_dice JSONB DEFAULT '[]'::jsonb,
-- Indices of held dice as JSON array (e.g., [0, 2])
held_indices JSONB DEFAULT '[]'::jsonb,
-- Points accumulated this turn (not yet banked)
turn_score INT DEFAULT 0 CHECK (turn_score >= 0),
-- Whether the current roll resulted in a bust
is_bust BOOLEAN DEFAULT false,
-- Number of rolls taken this turn
roll_count INT DEFAULT 0 CHECK (roll_count >= 0),
-- Current tier for Alchemist's Ascent (1=Red, 2=Green, 3=Blue)
tier INT DEFAULT 1 CHECK (tier >= 1 AND tier <= 3),
-- Previous dice values for Tier 2 reroll comparison
previous_dice JSONB DEFAULT '[]'::jsonb,
-- Timestamp for last update
updated_at TIMESTAMPTZ DEFAULT NOW() NOT NULL
);
-- =============================================================================
-- INDEXES
-- =============================================================================
-- Fast lookup of players by lobby
CREATE INDEX IF NOT EXISTS idx_players_lobby ON players(lobby_id);
-- Fast lookup of lobbies by join code
CREATE INDEX IF NOT EXISTS idx_lobbies_code ON lobbies(code);
-- Filter lobbies by status (for listing active/waiting games)
CREATE INDEX IF NOT EXISTS idx_lobbies_status ON lobbies(status);
-- =============================================================================
-- TRIGGERS
-- =============================================================================
-- Function to update the updated_at timestamp
CREATE OR REPLACE FUNCTION update_updated_at_column()
RETURNS TRIGGER AS $$
BEGIN
NEW.updated_at = NOW();
RETURN NEW;
END;
$$ LANGUAGE plpgsql;
-- Auto-update lobbies.updated_at
CREATE TRIGGER update_lobbies_updated_at
BEFORE UPDATE ON lobbies
FOR EACH ROW
EXECUTE FUNCTION update_updated_at_column();
-- Auto-update game_state.updated_at
CREATE TRIGGER update_game_state_updated_at
BEFORE UPDATE ON game_state
FOR EACH ROW
EXECUTE FUNCTION update_updated_at_column();
-- =============================================================================
-- ROW LEVEL SECURITY (RLS)
-- =============================================================================
-- Enable RLS on all tables
ALTER TABLE lobbies ENABLE ROW LEVEL SECURITY;
ALTER TABLE players ENABLE ROW LEVEL SECURITY;
ALTER TABLE game_state ENABLE ROW LEVEL SECURITY;
-- Lobbies: Anyone can read, insert, and update
-- (In production, you might want more restrictive policies)
CREATE POLICY "Lobbies are publicly readable"
ON lobbies FOR SELECT
USING (true);
CREATE POLICY "Anyone can create lobbies"
ON lobbies FOR INSERT
WITH CHECK (true);
CREATE POLICY "Anyone can update lobbies"
ON lobbies FOR UPDATE
USING (true);
CREATE POLICY "Anyone can delete lobbies"
ON lobbies FOR DELETE
USING (true);
-- Players: Same permissive policies for MVP
CREATE POLICY "Players are publicly readable"
ON players FOR SELECT
USING (true);
CREATE POLICY "Anyone can create players"
ON players FOR INSERT
WITH CHECK (true);
CREATE POLICY "Anyone can update players"
ON players FOR UPDATE
USING (true);
CREATE POLICY "Anyone can delete players"
ON players FOR DELETE
USING (true);
-- Game State: Same permissive policies
CREATE POLICY "Game state is publicly readable"
ON game_state FOR SELECT
USING (true);
CREATE POLICY "Anyone can create game state"
ON game_state FOR INSERT
WITH CHECK (true);
CREATE POLICY "Anyone can update game state"
ON game_state FOR UPDATE
USING (true);
CREATE POLICY "Anyone can delete game state"
ON game_state FOR DELETE
USING (true);
-- =============================================================================
-- REALTIME CONFIGURATION
-- =============================================================================
-- Enable realtime for all tables
-- Go to Supabase Dashboard → Database → Replication and enable these tables
-- Alternatively, use this command (requires superuser):
-- ALTER PUBLICATION supabase_realtime ADD TABLE lobbies;
-- ALTER PUBLICATION supabase_realtime ADD TABLE players;
-- ALTER PUBLICATION supabase_realtime ADD TABLE game_state;
-- =============================================================================
-- HELPER FUNCTIONS
-- =============================================================================
-- Generate a unique lobby code
CREATE OR REPLACE FUNCTION generate_lobby_code()
RETURNS VARCHAR(6) AS $$
DECLARE
code VARCHAR(6);
chars VARCHAR := 'ABCDEFGHJKLMNPQRSTUVWXYZ23456789'; -- Excluding O, I, 0, 1
i INT;
BEGIN
LOOP
code := '';
FOR i IN 1..6 LOOP
code := code || substr(chars, floor(random() * length(chars) + 1)::int, 1);
END LOOP;
-- Check if code already exists
IF NOT EXISTS (SELECT 1 FROM lobbies WHERE lobbies.code = code) THEN
RETURN code;
END IF;
END LOOP;
END;
$$ LANGUAGE plpgsql;
-- Create a new lobby with auto-generated code
CREATE OR REPLACE FUNCTION create_lobby(
p_game_mode VARCHAR(20),
p_win_condition INT
)
RETURNS UUID AS $$
DECLARE
new_lobby_id UUID;
new_code VARCHAR(6);
BEGIN
new_code := generate_lobby_code();
INSERT INTO lobbies (code, game_mode, win_condition)
VALUES (new_code, p_game_mode, p_win_condition)
RETURNING id INTO new_lobby_id;
-- Create initial game state for this lobby
INSERT INTO game_state (lobby_id)
VALUES (new_lobby_id);
RETURN new_lobby_id;
END;
$$ LANGUAGE plpgsql;
-- Add a player to a lobby
CREATE OR REPLACE FUNCTION join_lobby(
p_lobby_code VARCHAR(6),
p_username VARCHAR(30)
)
RETURNS UUID AS $$
DECLARE
v_lobby_id UUID;
v_player_count INT;
v_new_player_id UUID;
BEGIN
-- Find the lobby
SELECT id INTO v_lobby_id
FROM lobbies
WHERE code = p_lobby_code AND status = 'waiting';
IF v_lobby_id IS NULL THEN
RAISE EXCEPTION 'Lobby not found or game already started';
END IF;
-- Count existing players
SELECT COUNT(*) INTO v_player_count
FROM players
WHERE lobby_id = v_lobby_id;
IF v_player_count >= 4 THEN
RAISE EXCEPTION 'Lobby is full';
END IF;
-- Add the player
INSERT INTO players (lobby_id, username, turn_order)
VALUES (v_lobby_id, p_username, v_player_count)
RETURNING id INTO v_new_player_id;
RETURN v_new_player_id;
END;
$$ LANGUAGE plpgsql;
-- =============================================================================
-- CLEANUP (run manually to reset database)
-- =============================================================================
-- To reset the database, uncomment and run:
-- DROP TABLE IF EXISTS game_state CASCADE;
-- DROP TABLE IF EXISTS players CASCADE;
-- DROP TABLE IF EXISTS lobbies CASCADE;
-- DROP FUNCTION IF EXISTS update_updated_at_column CASCADE;
-- DROP FUNCTION IF EXISTS generate_lobby_code CASCADE;
-- DROP FUNCTION IF EXISTS create_lobby CASCADE;
-- DROP FUNCTION IF EXISTS join_lobby CASCADE;
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