+# encoding: utf8
+
from sqlalchemy import Column, ForeignKey, MetaData, Table
from sqlalchemy.ext.declarative import declarative_base
from sqlalchemy.orm import backref, relation
name = Column(Unicode(16), nullable=False)
class Encounter(TableBase):
+ """Rows in this table represent encounters with wild Pokémon.
+
+ Within a given area in a given game, encounters are differentiated by the
+ slot they are in and a world condition.
+
+ Groups of slots belong to encounter types; these are what the player is
+ doing to get an encounter, such as surfing or walking through tall grass.
+
+ Within an encounter type, slots are defined primarily by rarity. Each slot
+ can also be affected by a world condition; for example, the 20% slot for
+ walking in tall grass is affected by whether a swarm is in effect in the
+ areas. "There is a swarm" and "there is not a swarm" are conditions, and
+ together they make a condition group. However, since "not a swarm" is a
+ base state rather than any sort of new state, it is omitted and instead
+ referred to by a NULL.
+
+ A slot (20% walking in grass) and single world condition (NULL, i.e. no
+ swarm) are thus enough to define a specific encounter.
+
+ Well, okay, almost: each slot actually appears twice.
+ """
+
__tablename__ = 'encounters'
id = Column(Integer, primary_key=True, nullable=False)
version_id = Column(Integer, ForeignKey('versions.id'), nullable=False, autoincrement=False)
max_level = Column(Integer, nullable=False, autoincrement=False)
class EncounterCondition(TableBase):
+ """Rows in this table represent something different about the world that
+ can affect what Pokémon are encountered.
+ """
+
__tablename__ = 'encounter_conditions'
id = Column(Integer, primary_key=True, nullable=False)
encounter_condition_group_id = Column(Integer, ForeignKey('encounter_condition_groups.id'), primary_key=False, nullable=False, autoincrement=False)
name = Column(Unicode(64), nullable=False)
class EncounterConditionGroup(TableBase):
+ """Rows in this table represent a group of mutually exclusive conditions,
+ such as morning/day/night. "Conditions" that are part of the default state
+ of the world, such as "not during a swarm" or "not using the PokéRadar",
+ are not included in this table and are referred to by NULLs in other
+ tables.
+ """
+
__tablename__ = 'encounter_condition_groups'
id = Column(Integer, primary_key=True, nullable=False)
name = Column(Unicode(64), nullable=False)
class EncounterType(TableBase):
+ """Rows in this table represent ways the player can enter a wild encounter;
+ i.e. surfing, fishing, or walking through tall grass.
+ """
+
__tablename__ = 'encounter_types'
id = Column(Integer, primary_key=True, nullable=False)
name = Column(Unicode(64), nullable=False)
class EncounterTypeSlot(TableBase):
+ """Rows in this table represent an abstract "slot" within an encounter
+ type, associated with both a condition group and a rarity.
+
+ Note that there are two encounters per slot, so the rarities will only add
+ up to 50.
+ """
+
__tablename__ = 'encounter_type_slots'
id = Column(Integer, primary_key=True, nullable=False)
encounter_type_id = Column(Integer, ForeignKey('encounter_types.id'), primary_key=False, nullable=False, autoincrement=False)