add new models, change migration files, prepare to add all new tables from models
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178
internal/foundry/temp_models/db/scene.go
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178
internal/foundry/temp_models/db/scene.go
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@@ -0,0 +1,178 @@
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package db
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type Scene struct {
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ID string
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Folder string
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Name string
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Active bool
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Navigation bool
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NavOrder int
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NavName string
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Background SceneBackground
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Foreground string
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ForegroundElevation int
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Thumb string
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Width int
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Height int
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Padding float64
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Initial SceneInitial
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BackgroundColor string
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Grid SceneGrid
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TokenVision bool
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Drawings []SceneDrawing
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Tokens []Token
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Lights []SceneLight
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Notes []Note
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Sounds []ScenesSound
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Walls []Wall
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Playlist string
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PlaylistSound string
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Journal string
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JournalEntryPage string
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Weather string
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Sort int
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Ownership []OwnershipString
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Stats Stats
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Fog SceneFog
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Environment Environment
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}
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type SceneBackground struct {
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ID uint
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Src string
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ScaleX float64
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ScaleY float64
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OffsetX float64
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OffsetY float64
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Rotation int
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Tint string
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AnchorX float64
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AnchorY float64
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Fit string
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AlphaThreshold int
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}
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type SceneInitial struct {
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ID uint
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X float64
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Y float64
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Scale float64
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}
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type SceneGrid struct {
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ID uint
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Type int
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Size int
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Color string
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Alpha float64
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Distance int
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Units string
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Style string
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Thickness int
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}
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type SceneDrawing struct {
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ID string
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Author string
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Shape SceneDrawingShape
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X float64
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Y float64
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Rotation int
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BezierFactor int
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FillType int
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FillColor string
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FillAlpha float64
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StrokeWidth int
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StrokeColor string
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StrokeAlpha int
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Texture string
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Text string
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FontFamily string
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FontSize int
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TextColor string
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TextAlpha int
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Hidden bool
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Locked bool
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Interface bool
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Elevation int
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Sort int
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}
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type SceneDrawingShape struct {
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ID uint
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Type string `json:"type"`
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Width int `json:"width"`
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Height int `json:"height"`
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}
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type SceneLight struct {
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ID string
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X float64
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Y float64
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Rotation int
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Walls bool
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Vision bool
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Config Light
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Hidden bool
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Elevation int
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}
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type ScenesSound struct {
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ID string
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Path string
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X float64
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Y float64
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Radius float64
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Easing bool
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Walls bool
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Volume float64
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Darkness ScenesSoundsDarkness
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Repeat bool
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Hidden bool
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Elevation float64
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Effects ScenesSoundsEffects
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}
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type ScenesSoundsDarkness struct {
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ID uint
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Min int
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Max int
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}
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type ScenesSoundsEffects struct {
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ID uint
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Base ScenesSoundsEffectsBase
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Muffled ScenesSoundsEffectsBase
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}
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type ScenesSoundsEffectsBase struct {
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ID uint
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Intensity int
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}
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type SceneFog struct {
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ID uint
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Exploration bool
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Reset int64
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Overlay string
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Colors SceneFogColors
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}
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type SceneFogColors struct {
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ID uint
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Explored string
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Unexplored string
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}
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