removed unused stuff
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@@ -1,8 +0,0 @@
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package character
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type Char struct {
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}
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func (object *Char) AddAusruestung(name string) error {
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return nil
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}
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@@ -3,9 +3,6 @@ package character
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import (
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"bamort/database"
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"bamort/models"
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"database/sql/driver"
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"encoding/json"
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"errors"
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"fmt"
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@@ -19,154 +16,6 @@ func SaveCharacterToDB(character *models.Char) error {
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if err := tx.Create(character).Error; err != nil {
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return fmt.Errorf("failed to save character: %w", err)
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}
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/*
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// Save Eigenschaften (Attributes)
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for i := range character.Eigenschaften {
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character.Eigenschaften[i].CharacterID = character.ID
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}
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if len(character.Eigenschaften) > 0 {
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if err := tx.Create(&character.Eigenschaften).Error; err != nil {
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return fmt.Errorf("failed to save eigenschaften: %w", err)
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}
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}
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// Save Ausruestung (Equipment)
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for i := range character.Ausruestung {
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character.Ausruestung[i].CharacterID = character.ID
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}
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if len(character.Ausruestung) > 0 {
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if err := tx.Create(&character.Ausruestung).Error; err != nil {
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return fmt.Errorf("failed to save ausruestung: %w", err)
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}
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}
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// Save Behaeltnisse (Containers)
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for i := range character.Behaeltnisse {
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character.Behaeltnisse[i].CharacterID = character.ID
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}
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if len(character.Behaeltnisse) > 0 {
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if err := tx.Create(&character.Behaeltnisse).Error; err != nil {
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return fmt.Errorf("failed to save behaeltnisse: %w", err)
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}
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}
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// Save Fertigkeiten (Skills)
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for i := range character.Fertigkeiten {
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character.Fertigkeiten[i].CharacterID = character.ID
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}
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if len(character.Fertigkeiten) > 0 {
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if err := tx.Create(&character.Fertigkeiten).Error; err != nil {
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return fmt.Errorf("failed to save fertigkeiten: %w", err)
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}
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}
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// Save Waffenfertigkeiten (Weapon Skills)
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for i := range character.Waffenfertigkeiten {
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character.Waffenfertigkeiten[i].CharacterID = character.ID
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}
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if len(character.Waffenfertigkeiten) > 0 {
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if err := tx.Create(&character.Waffenfertigkeiten).Error; err != nil {
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return fmt.Errorf("failed to save waffenfertigkeiten: %w", err)
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}
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}
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// Save Zauber (Spells)
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for i := range character.Zauber {
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character.Zauber[i].CharacterID = character.ID
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}
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if len(character.Zauber) > 0 {
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if err := tx.Create(&character.Zauber).Error; err != nil {
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return fmt.Errorf("failed to save zauber: %w", err)
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}
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}
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// Save Waffen (Weapons)
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for i := range character.Waffen {
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character.Waffen[i].CharacterID = character.ID
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}
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if len(character.Waffen) > 0 {
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if err := tx.Create(&character.Waffen).Error; err != nil {
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return fmt.Errorf("failed to save waffen: %w", err)
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}
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}
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// Save Merkmale (Characteristics)
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character.Merkmale.CharacterID = character.ID
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if err := tx.Create(&character.Merkmale).Error; err != nil {
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return fmt.Errorf("failed to save merkmale: %w", err)
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}
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// Save Bennies
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character.Bennies.CharacterID = character.ID
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if err := tx.Create(&character.Bennies).Error; err != nil {
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return fmt.Errorf("failed to save bennies: %w", err)
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}
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// Save Gestalt (Appearance)
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character.Gestalt.CharacterID = character.ID
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if err := tx.Create(&character.Gestalt).Error; err != nil {
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return fmt.Errorf("failed to save gestalt: %w", err)
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}
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// Save Lp (Life Points)
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character.Lp.CharacterID = character.ID
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if err := tx.Create(&character.Lp).Error; err != nil {
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return fmt.Errorf("failed to save lp: %w", err)
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}
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// Save Ap (Action Points)
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character.Ap.CharacterID = character.ID
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if err := tx.Create(&character.Ap).Error; err != nil {
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return fmt.Errorf("failed to save ap: %w", err)
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}
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// Save B (Other Points)
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character.B.CharacterID = character.ID
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if err := tx.Create(&character.B).Error; err != nil {
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return fmt.Errorf("failed to save b: %w", err)
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}
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// Save Transportmittel (Transportation)
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for i := range character.Transportmittel {
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character.Transportmittel[i].CharacterID = character.ID
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}
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if len(character.Transportmittel) > 0 {
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if err := tx.Create(&character.Transportmittel).Error; err != nil {
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return fmt.Errorf("failed to save transportmittel: %w", err)
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}
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}
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// Save Erfahrungsschatz (Experience)
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character.Erfahrungsschatz.CharacterID = character.ID
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if err := tx.Create(&character.Erfahrungsschatz).Error; err != nil {
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return fmt.Errorf("failed to save erfahrungsschatz: %w", err)
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}
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*/
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return nil
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})
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}
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// StringArray is a custom type for []string
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type StringArray []string
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// Value implements the driver.Valuer interface for database storage
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func (s StringArray) Value() (driver.Value, error) {
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return json.Marshal(s) // Serialize []string to JSON
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}
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// Scan implements the sql.Scanner interface for database retrieval
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func (s *StringArray) Scan(value interface{}) error {
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if value == nil {
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*s = []string{}
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return nil
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}
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bytes, ok := value.([]byte)
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if !ok {
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return errors.New("failed to convert database value to []byte")
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}
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return json.Unmarshal(bytes, s) // Deserialize JSON to []string
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}
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