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New SQL tables structure
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@@ -1,9 +1,7 @@
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import { and, eq } from 'drizzle-orm';
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import useDatabase from '~/composables/useDatabase';
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import { characterTable } from '~/db/schema';
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import type { Ability, Character, CharacterConfig, CompiledCharacter, DoubleIndex, Feature, MainStat, TrainingLevel, TrainingOption } from '~/types/character';
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import { defaultCharacter, type Ability, type Character, type CharacterConfig, type CompiledCharacter, type DoubleIndex, type Feature, type Level, type MainStat, type TrainingLevel, type TrainingOption } from '~/types/character';
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import characterData from '#shared/character-config.json';
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import { users } from '~/drizzle/schema';
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import { group } from '~/shared/general.util';
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export default defineEventHandler(async (e) => {
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const id = getRouterParam(e, "id");
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@@ -14,109 +12,55 @@ export default defineEventHandler(async (e) => {
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}
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const db = useDatabase();
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const character = db.select({
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id: characterTable.id,
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name: characterTable.name,
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progress: characterTable.progress,
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owner: characterTable.owner,
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username: users.username
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}).from(characterTable).leftJoin(users, eq(characterTable.owner, users.id)).where(and(eq(characterTable.id, parseInt(id)))).get();
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const character = db.query.characterTable.findFirst({
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with: {
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abilities: true,
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levels: true,
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modifiers: true,
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spells: true,
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training: true,
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user: {
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columns: { username: true }
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}
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},
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where: (character, { eq }) => eq(character.id, parseInt(id, 10)),
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}).sync();
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if(character !== undefined)
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{
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return compileCharacter(character as Character & { username: string });
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return compileCharacter(Object.assign(defaultCharacter, {
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id: character.id,
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name: character.name,
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people: character.people,
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level: character.level,
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aspect: character.aspect,
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notes: character.notes,
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health: character.health,
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mana: character.mana,
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training: character.training.reduce((p, v) => { if(!(v.stat in p)) p[v.stat] = []; p[v.stat].push([v.level as TrainingLevel, v.choice]); return p; }, {} as Record<MainStat, DoubleIndex<TrainingLevel>[]>),
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leveling: character.levels.map(e => [e.level as Level, e.choice] as DoubleIndex<Level>),
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abilities: group(character.abilities.map(e => ({ ...e, value: [e.value, e.max] as [number, number] })), "ability", "value"),
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spells: character.spells.map(e => e.value),
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modifiers: group(character.modifiers, "modifier", "value"),
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owner: character.owner,
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username: character.user.username,
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visibility: character.visibility,
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} as Character) as Character);
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}
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setResponseStatus(e, 404);
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return;
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}/* , { name: "character", getKey: (e) => getRouterParam(e, "id") || 'error' } */);
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/*
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Athlétisme
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La capacité à effectuer un acte physique intense ou prolongé. Permet de pousser, contraindre, nager, courir.
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Force + Constitution.
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Acrobatique
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La capacité à se mouvoir avec souplesse sous la contrainte. Permet d'escalader, d'enjamber, de sauter.
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Force + Dextérité.
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Intimidation
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La capacité à intimider et inspirer la crainte.
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Force + Charisme.
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Doigté
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La capacité à faire des actions précises avec ses mains. Permet de voler à la tire, de crocheter.
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Dextérité + Dextérité.
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Discrétion
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La capacité à dissimuler sa présence. Permet de se cacher, de se mouvoir sans bruit.
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Dextérité + Dextérité.
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Survie
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La capacité à survivre dans des conditions difficiles. Permet de pister, de collecter de la nourriture, de retrouver son chemin.
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Constitution + Psyché.
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Enquête
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La capacité à demander au MJ de l'aide parce que vous puez la merde.
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Intelligence + Curiosité.
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Histoire
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La capacité à connaitre le passé du monde.
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Intelligence + Curiosité.
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Religion
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La capacité a connaitre les pratiques et les coutumes religieuses.
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Intelligence + Curiosité.
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Arcanes
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La capacité à comprendre et percevoir la magie. Permet de comprendre un sort en cours, de détecter de la magie.
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Intelligence + Psyché.
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Compréhension
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La capacité à déterminer les intentions des interlocuteurs. Permet de déceler des mensonges, de l'influence.
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Intelligence + Charisme.
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Perception
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La capacité à observer le monde à travers ces sens. Permet d'observer, d'entendre, de sentir.
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Curiosité + Curiosité.
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Représentation
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La capacité à se mettre en scène et à utiliser les arts. Permet de se produire en spectacle, de jouer d'un instrument, de chanter, de danser.
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Curiosité + Charisme.
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Médicine
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La capacité à apporter des soins. Permet de stabiliser un joueur mourant, de soigner durant un repos.
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Curiosité + Psyché.
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Persuasion
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Charisme + Psyché.
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Dressage
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Charisme + Psyché.
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Mensonge
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Charisme + Psyché.
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*/
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function compileCharacter(character: Character & { username?: string }): CompiledCharacter
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{
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const config = characterData as CharacterConfig;
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const race = character.progress.race.index !== undefined ? config.peoples[character.progress.race.index] : undefined;
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const raceOptions = race ? character.progress.race.progress!.map(e => race.options[e[0]][e[1]]) : [];
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const features = Object.entries(config.training).map(e => [e[0], getFeaturesOf(e[0] as MainStat, character.progress.training[e[0] as MainStat])]) as [MainStat, TrainingOption[]][];
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const race = character.people !== undefined ? config.peoples[character.people] : undefined;
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const raceOptions = race ? character.leveling!.map(e => race.options[e[0]][e[1]]) : [];
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const features = Object.entries(config.training).map(e => [e[0], getFeaturesOf(e[0] as MainStat, character.training[e[0] as MainStat])]) as [MainStat, TrainingOption[]][];
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const compiled: CompiledCharacter = {
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id: character.id,
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@@ -125,9 +69,13 @@ function compileCharacter(character: Character & { username?: string }): Compile
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name: character.name,
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health: raceOptions.reduce((p, v) => p + (v.health ?? 0), 0),
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mana: raceOptions.reduce((p, v) => p + (v.mana ?? 0), 0),
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race: character.progress.race.index ?? -1,
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modifier: features.map(e => [e[0], Math.floor((e[1].length - 1) / 3) + (character.progress.modifiers[e[0]] ?? 0)] as [MainStat, number]).reduce((p, v) => { p[v[0]] = v[1]; return p }, {} as Record<MainStat, number>),
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level: character.progress.level,
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race: character.people!,
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modifier: features.map(e => [e[0], Math.floor((e[1].length - 1) / 3) + (character.modifiers[e[0]] ?? 0)] as [MainStat, number]).reduce((p, v) => { p[v[0]] = v[1]; return p }, {} as Record<MainStat, number>),
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level: character.level,
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values: {
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health: character.health,
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mana: character.mana
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},
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features: {
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action: [],
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reaction: [],
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@@ -161,7 +109,7 @@ function compileCharacter(character: Character & { username?: string }): Compile
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precision: 0,
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arts: 0,
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},
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spells: character.progress.spells ?? [],
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spells: character.spells ?? [],
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speed: false,
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defense: {
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static: 6,
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@@ -194,13 +142,13 @@ function compileCharacter(character: Character & { username?: string }): Compile
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},
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initiative: 0,
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aspect: "",
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notes: character.progress.notes,
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notes: character.notes ?? "",
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};
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features.forEach(e => e[1].forEach((_e, i) => applyTrainingOption(e[0], _e, compiled, i === e[1].length - 1)));
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specialFeatures(compiled, character.progress.training);
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specialFeatures(compiled, character.training);
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Object.entries(character.progress.abilities).forEach(e => compiled.abilities[e[0] as Ability]! += e[1][0]);
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Object.entries(character.abilities).forEach(e => compiled.abilities[e[0] as Ability]! += e[1][0]);
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return compiled;
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}
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@@ -11,7 +11,7 @@ export default defineEventHandler(async (e) => {
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}
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const db = useDatabase();
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const old = db.select().from(characterTable).where(eq(characterTable.id, parseInt(id))).get();
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const old = db.select().from(characterTable).where(eq(characterTable.id, parseInt(id, 10))).get();
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if(!old)
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{
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@@ -22,7 +22,7 @@ export default defineEventHandler(async (e) => {
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const db = useDatabase();
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const character = db.select({
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values: characterTable.values
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}).from(characterTable).where(and(eq(characterTable.id, id), eq(characterTable.owner, session.user.id))).get();
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}).from(characterTable).where(and(eq(characterTable.id, parseInt(id, 10)), eq(characterTable.owner, session.user.id))).get();
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if(character !== undefined)
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{
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@@ -18,7 +18,7 @@ export default defineEventHandler(async (e) => {
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}
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const db = useDatabase();
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const old = db.select({ id: characterTable.id, owner: characterTable.owner }).from(characterTable).where(eq(characterTable.id, parseInt(id))).get();
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const old = db.select({ id: characterTable.id, owner: characterTable.owner }).from(characterTable).where(eq(characterTable.id, parseInt(id, 10))).get();
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if(!old)
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{
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@@ -35,7 +35,7 @@ export default defineEventHandler(async (e) => {
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db.update(characterTable).set({
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values: body,
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}).where(eq(characterTable.id, parseInt(id))).run();
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}).where(eq(characterTable.id, parseInt(id, 10))).run();
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setResponseStatus(e, 200);
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return;
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