finish setup data insertion, add world insertion
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@@ -17,23 +17,28 @@ type Combat struct {
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// Flags any `json:"flags"`
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}
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func (c *Combat) ToDB(dest *db.Combat) bool {
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func (c *Combat) ToDB(dest **db.Combat) bool {
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if dest == nil {
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return false
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}
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dest.ID = c.Id
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dest.Type = c.Type
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dest.Scene = c.Scene
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dest.Active = c.Active
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dest.Round = c.Round
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dest.Turn = c.Turn
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dest.Sort = c.Sort
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combat := &db.Combat{
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ID: c.Id,
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Type: c.Type,
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Scene: c.Scene,
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Active: c.Active,
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Round: c.Round,
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Turn: c.Turn,
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Sort: c.Sort,
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}
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c.Stats.ToDB(&dest.Stats)
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c.Stats.ToDB(&combat.Stats)
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copy(dest.Groups, c.Groups)
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CopySliceToDB(&dest.Combatants, c.Combatants)
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combat.Groups = make([]string, len(c.Groups))
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copy(combat.Groups, c.Groups)
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CopySliceToDB(&combat.Combatants, c.Combatants)
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*dest = combat
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return true
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}
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@@ -54,22 +59,27 @@ type Combatant struct {
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// Flags any `json:"flags"`
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}
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func (c *Combatant) ToDB(dest *db.Combatant) bool {
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func (c *Combatant) ToDB(dest **db.Combatant) bool {
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if dest == nil {
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return false
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}
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dest.TokenId = c.TokenId
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dest.SceneId = c.SceneId
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dest.ActorId = c.ActorId
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dest.Hidden = c.Hidden
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dest.ID = c.Id
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dest.Type = c.Type
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dest.Img = c.Img
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dest.Initiative = c.Initiative
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dest.Defeated = c.Defeated
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dest.Group = c.Group
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c.Stats.ToDB(&dest.Stats)
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combatant := &db.Combatant{
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TokenId: c.TokenId,
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SceneId: c.SceneId,
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ActorId: c.ActorId,
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Hidden: c.Hidden,
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ID: c.Id,
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Type: c.Type,
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Img: c.Img,
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Initiative: c.Initiative,
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Defeated: c.Defeated,
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Group: c.Group,
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}
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c.Stats.ToDB(&combatant.Stats)
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*dest = combatant
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return true
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}
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