Backup before cleanup
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@@ -1,18 +1,24 @@
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-- Add persistent status effects table
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CREATE TABLE IF NOT EXISTS player_status_effects (
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DROP TABLE IF EXISTS player_status_effects CASCADE;
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CREATE TABLE player_status_effects (
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id SERIAL PRIMARY KEY,
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player_id INTEGER NOT NULL REFERENCES players(telegram_id) ON DELETE CASCADE,
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character_id INTEGER NOT NULL REFERENCES characters(id) ON DELETE CASCADE,
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effect_name VARCHAR(50) NOT NULL,
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effect_icon VARCHAR(10) NOT NULL,
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damage_per_tick INTEGER NOT NULL DEFAULT 0,
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effect_type VARCHAR(20) DEFAULT 'damage',
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value INTEGER DEFAULT 0,
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ticks_remaining INTEGER NOT NULL,
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persist_after_combat BOOLEAN DEFAULT FALSE,
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source VARCHAR(50),
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applied_at FLOAT NOT NULL,
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CONSTRAINT valid_ticks CHECK (ticks_remaining >= 0),
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CONSTRAINT valid_damage CHECK (damage_per_tick >= 0)
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);
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-- Create index for efficient querying by player
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CREATE INDEX IF NOT EXISTS idx_status_effects_player ON player_status_effects(player_id);
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CREATE INDEX IF NOT EXISTS idx_status_effects_player ON player_status_effects(character_id);
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-- Create index for background processor to find active effects
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CREATE INDEX IF NOT EXISTS idx_status_effects_active ON player_status_effects(player_id, ticks_remaining) WHERE ticks_remaining > 0;
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CREATE INDEX IF NOT EXISTS idx_status_effects_active ON player_status_effects(character_id, ticks_remaining) WHERE ticks_remaining > 0;
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