add new models, change migration files, prepare to add all new tables from models
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169
internal/foundry/temp_models/json/token.go
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169
internal/foundry/temp_models/json/token.go
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package json
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import "gitea.local.lab/Lbenedar/foundry_helper_service/internal/foundry/temp_models/db"
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type Token struct {
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DisplayName int `json:"displayName"`
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DisplayBars int `json:"displayBars"`
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Disposition int `json:"disposition"`
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Sight TokenSight `json:"sight"`
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Name string `json:"name"`
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ActorLink bool `json:"actorLink"`
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AppendNumber bool `json:"appendNumber"`
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PrependAdjective bool `json:"prependAdjective"`
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Texture TokenTexture `json:"texture"`
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Width float64 `json:"width"`
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Height float64 `json:"height"`
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LockRotation bool `json:"lockRotation"`
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Rotation int `json:"rotation"`
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Alpha int `json:"alpha"`
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Bar1 TokenBar `json:"bar1"`
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Bar2 TokenBar `json:"bar2"`
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Light Light `json:"light"`
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RandomImg bool `json:"randomImg"`
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Occludable TokenOccludable `json:"occludable"`
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Ring Ring `json:"ring"`
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TurnMarker TokenTurnMarker `json:"turnMarker"`
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MovementAction any `json:"movementAction"`
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// Flags any `json:"flags"`
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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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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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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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return true
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}
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type TokenTexture struct {
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Src string `json:"src"`
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ScaleX float64 `json:"scaleX"`
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ScaleY float64 `json:"scaleY"`
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OffsetX float64 `json:"offsetX"`
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OffsetY float64 `json:"offsetY"`
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Rotation float64 `json:"rotation"`
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AnchorX float64 `json:"anchorX"`
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AnchorY float64 `json:"anchorY"`
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Fit string `json:"fit"`
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Tint string `json:"tint"`
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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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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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return true
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}
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type TokenSight struct {
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Color string
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Enabled bool
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Range int
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Angle int
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VisionMode string
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Attenuation float64
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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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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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return true
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}
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type TokenBar struct {
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Attribute string `json:"attribute"`
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}
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func (t *TokenBar) ToDB(dest *db.TokenBar) bool {
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if dest == nil {
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return false
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}
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dest.Attribute = t.Attribute
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return true
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}
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type TokenOccludable struct {
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Radius int `json:"radius"`
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}
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func (t *TokenOccludable) ToDB(dest *db.TokenOccludable) bool {
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if dest == nil {
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return false
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}
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dest.Radius = t.Radius
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return true
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}
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type TokenTurnMarker struct {
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Mode int `json:"mode"`
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Animation string `json:"animation"`
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Src string `json:"src"`
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Disposition bool `json:"disposition"`
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}
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func (t *TokenTurnMarker) ToDB(dest *db.TokenTurnMarker) bool {
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if dest == nil {
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return false
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}
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dest.Mode = t.Mode
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dest.Animation = t.Animation
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dest.Src = t.Src
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dest.Disposition = t.Disposition
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return true
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}
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