Files
Server/src/engine/documentation/Handler Specific Documentation/dbPowerHandler_Documentation.md
T

81 lines
2.7 KiB
Markdown
Raw Normal View History

# Power Handler Documentation
## Overview
This document describes the database relationships and interactions for the `dbPowerHandler` class. The power handler manages game powers and abilities that characters can possess and use in the Magicbane emulator system.
## Handler Class
**File:** `src/engine/db/handlers/dbPowerHandler.java`
**Class:** `dbPowerHandler`
**Extends:** `dbHandlerBase`
## Database Tables
### Main Table(s)
- **Table Name:** `obj_power`
- **Description:** Core power information including name, description, and activation properties
- **Columns:**
- UID (Primary Key)
- name
- description
- powerType
- activationType
- cooldownTime
- duration
- maxLevel
- cost
- iconID
### Related Tables
| Table Name | Description | Relationship |
|------------|-------------|--------------|
| `obj_character_power` | Tracks character-specific power levels and status | CharacterID → obj_character.UID, PowerID → obj_power.UID |
| `static_power_requirement` | Stores requirements for unlocking powers | PowerID → obj_power.UID |
## Key Queries
### Get Power by ID
```sql
SELECT * FROM `obj_power` WHERE `UID`=?
```
**File:** `dbPowerHandler.java`, Line ~60
### Get Character's Powers
```sql
SELECT p.*, cp.level, cp.isUnlocked
FROM `obj_power` p
INNER JOIN `obj_character_power` cp ON p.`UID` = cp.`PowerID`
WHERE cp.`CharacterID`=?
```
**File:** `dbPowerHandler.java`, Line ~85
### Get Power Requirements
```sql
SELECT * FROM `static_power_requirement` WHERE `PowerID`=?
```
**File:** `dbPowerHandler.java`, Line ~120
## Relationships
1. **Power to Character:** Many-to-many through `obj_character_power` table
2. **Power to Requirements:** One-to-many (via `static_power_requirement.PowerID`)
3. **Power to Static Data:** Power definitions are stored in static tables
## Java Field to Database Column Mappings
| Java Field | Database Column | Notes |
|------------|-----------------|-------|
| `name` | `obj_power.name` | Power name |
| `description` | `obj_power.description` | Power description |
| `powerType` | `obj_power.powerType` | Type of power (active, passive) |
| `activationType` | `obj_power.activationType` | How the power is activated |
| `cooldownTime` | `obj_power.cooldownTime` | Cooldown period in seconds |
| `duration` | `obj_power.duration` | Duration of power effect |
| `maxLevel` | `obj_power.maxLevel` | Maximum level for this power |
| `cost` | `obj_power.cost` | Resource cost to use power |
| `iconID` | `obj_power.iconID` | Icon identifier for UI display |
## Notes
- The power system is designed to support both active and passive abilities
- Power requirements are stored separately to allow flexible unlocking mechanisms
- Character-specific power data is tracked in the `obj_character_power` table