fix errors on insertion to game, fix db creation of game
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@@ -29,33 +29,37 @@ type Token struct {
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// DetectionModes []any `json:"detectionModes"`
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}
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func (t *Token) ToDB(dest *db.Token) bool {
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func (t *Token) ToDB(dest **db.Token) bool {
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if dest == nil {
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return false
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}
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dest.DisplayName = t.DisplayName
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dest.DisplayBars = t.DisplayBars
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dest.Disposition = t.Disposition
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dest.Name = t.Name
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dest.ActorLink = t.ActorLink
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dest.AppendNumber = t.AppendNumber
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dest.PrependAdjective = t.PrependAdjective
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dest.Width = t.Width
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dest.Height = t.Height
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dest.LockRotation = t.LockRotation
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dest.Rotation = t.Rotation
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dest.Alpha = t.Alpha
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dest.RandomImg = t.RandomImg
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token := &db.Token{
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DisplayName: t.DisplayName,
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DisplayBars: t.DisplayBars,
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Disposition: t.Disposition,
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Name: t.Name,
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ActorLink: t.ActorLink,
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AppendNumber: t.AppendNumber,
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PrependAdjective: t.PrependAdjective,
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Width: t.Width,
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Height: t.Height,
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LockRotation: t.LockRotation,
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Rotation: t.Rotation,
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Alpha: t.Alpha,
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RandomImg: t.RandomImg,
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}
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t.Ring.ToDB(&dest.Ring)
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t.Sight.ToDB(&dest.Sight)
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t.Texture.ToDB(&dest.Texture)
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t.Bar1.ToDB(&dest.Bar1)
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t.Bar2.ToDB(&dest.Bar2)
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t.Light.ToDB(&dest.Light)
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t.Occludable.ToDB(&dest.Occludable)
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t.TurnMarker.ToDB(&dest.TurnMarker)
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t.Ring.ToDB(&token.Ring)
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t.Sight.ToDB(&token.Sight)
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t.Texture.ToDB(&token.Texture)
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t.Bar1.ToDB(&token.Bar1)
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t.Bar2.ToDB(&token.Bar2)
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t.Light.ToDB(&token.Light)
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t.Occludable.ToDB(&token.Occludable)
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t.TurnMarker.ToDB(&token.TurnMarker)
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*dest = token
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return true
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}
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@@ -74,22 +78,26 @@ type TokenTexture struct {
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AlphaThreshold float64 `json:"alphaThreshold"`
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}
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func (t *TokenTexture) ToDB(dest *db.TokenTexture) bool {
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func (t *TokenTexture) ToDB(dest **db.TokenTexture) bool {
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if dest == nil {
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return false
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}
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dest.Src = t.Src
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dest.ScaleX = t.ScaleX
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dest.ScaleY = t.ScaleY
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dest.OffsetX = t.OffsetX
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dest.OffsetY = t.OffsetY
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dest.Rotation = t.Rotation
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dest.AnchorX = t.AnchorX
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dest.AnchorY = t.AnchorY
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dest.Fit = t.Fit
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dest.Tint = t.Tint
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dest.AlphaThreshold = t.AlphaThreshold
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texture := &db.TokenTexture{
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Src: t.Src,
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ScaleX: t.ScaleX,
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ScaleY: t.ScaleY,
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OffsetX: t.OffsetX,
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OffsetY: t.OffsetY,
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Rotation: t.Rotation,
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AnchorX: t.AnchorX,
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AnchorY: t.AnchorY,
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Fit: t.Fit,
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Tint: t.Tint,
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AlphaThreshold: t.AlphaThreshold,
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}
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*dest = texture
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return true
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}
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@@ -104,18 +112,22 @@ type TokenSight struct {
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Brightness float64
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}
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func (t *TokenSight) ToDB(dest *db.TokenSight) bool {
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func (t *TokenSight) ToDB(dest **db.TokenSight) bool {
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if dest == nil {
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return false
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}
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dest.Color = t.Color
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dest.Enabled = t.Enabled
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dest.Range = t.Range
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dest.Angle = t.Angle
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dest.VisionMode = t.VisionMode
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dest.Attenuation = t.Attenuation
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dest.Brightness = t.Brightness
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sight := &db.TokenSight{
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Color: t.Color,
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Enabled: t.Enabled,
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Range: t.Range,
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Angle: t.Angle,
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VisionMode: t.VisionMode,
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Attenuation: t.Attenuation,
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Brightness: t.Brightness,
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}
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*dest = sight
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return true
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}
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