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/ *
SpaceTraders API
SpaceTraders is an open - universe game and learning platform that offers a set of HTTP endpoints to control a fleet of ships and explore a multiplayer universe . The API is documented using [ OpenAPI ] ( https : //github.com/SpaceTradersAPI/api-docs). You can send your first request right here in your browser to check the status of the game server. ```json http { \"method\": \"GET\", \"url\": \"https://api.spacetraders.io/v2\", } ``` Unlike a traditional game, SpaceTraders does not have a first-party client or app to play the game. Instead, you can use the API to build your own client, write a script to automate your ships, or try an app built by the community. We have a [Discord channel](https://discord.com/invite/jh6zurdWk5) where you can share your projects, ask questions, and get help from other players.
API version : 2.0 .0
Contact : joel @ spacetraders . io
* /
// Code generated by OpenAPI Generator (https://openapi-generator.tech); DO NOT EDIT.
2023-05-09 16:55:06 +02:00
package spacetraders
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import (
"encoding/json"
)
// checks if the ConnectedSystem type satisfies the MappedNullable interface at compile time
var _ MappedNullable = & ConnectedSystem { }
// ConnectedSystem
type ConnectedSystem struct {
Symbol string ` json:"symbol" `
SectorSymbol string ` json:"sectorSymbol" `
Type SystemType ` json:"type" `
// The symbol of the faction that owns the connected jump gate in the system.
FactionSymbol * string ` json:"factionSymbol,omitempty" `
X int32 ` json:"x" `
Y int32 ` json:"y" `
Distance int32 ` json:"distance" `
AdditionalProperties map [ string ] interface { }
}
type _ConnectedSystem ConnectedSystem
// NewConnectedSystem instantiates a new ConnectedSystem object
// This constructor will assign default values to properties that have it defined,
// and makes sure properties required by API are set, but the set of arguments
// will change when the set of required properties is changed
func NewConnectedSystem ( symbol string , sectorSymbol string , type_ SystemType , x int32 , y int32 , distance int32 ) * ConnectedSystem {
this := ConnectedSystem { }
this . Symbol = symbol
this . SectorSymbol = sectorSymbol
this . Type = type_
this . X = x
this . Y = y
this . Distance = distance
return & this
}
// NewConnectedSystemWithDefaults instantiates a new ConnectedSystem object
// This constructor will only assign default values to properties that have it defined,
// but it doesn't guarantee that properties required by API are set
func NewConnectedSystemWithDefaults ( ) * ConnectedSystem {
this := ConnectedSystem { }
return & this
}
// GetSymbol returns the Symbol field value
func ( o * ConnectedSystem ) GetSymbol ( ) string {
if o == nil {
var ret string
return ret
}
return o . Symbol
}
// GetSymbolOk returns a tuple with the Symbol field value
// and a boolean to check if the value has been set.
func ( o * ConnectedSystem ) GetSymbolOk ( ) ( * string , bool ) {
if o == nil {
return nil , false
}
return & o . Symbol , true
}
// SetSymbol sets field value
func ( o * ConnectedSystem ) SetSymbol ( v string ) {
o . Symbol = v
}
// GetSectorSymbol returns the SectorSymbol field value
func ( o * ConnectedSystem ) GetSectorSymbol ( ) string {
if o == nil {
var ret string
return ret
}
return o . SectorSymbol
}
// GetSectorSymbolOk returns a tuple with the SectorSymbol field value
// and a boolean to check if the value has been set.
func ( o * ConnectedSystem ) GetSectorSymbolOk ( ) ( * string , bool ) {
if o == nil {
return nil , false
}
return & o . SectorSymbol , true
}
// SetSectorSymbol sets field value
func ( o * ConnectedSystem ) SetSectorSymbol ( v string ) {
o . SectorSymbol = v
}
// GetType returns the Type field value
func ( o * ConnectedSystem ) GetType ( ) SystemType {
if o == nil {
var ret SystemType
return ret
}
return o . Type
}
// GetTypeOk returns a tuple with the Type field value
// and a boolean to check if the value has been set.
func ( o * ConnectedSystem ) GetTypeOk ( ) ( * SystemType , bool ) {
if o == nil {
return nil , false
}
return & o . Type , true
}
// SetType sets field value
func ( o * ConnectedSystem ) SetType ( v SystemType ) {
o . Type = v
}
// GetFactionSymbol returns the FactionSymbol field value if set, zero value otherwise.
func ( o * ConnectedSystem ) GetFactionSymbol ( ) string {
if o == nil || isNil ( o . FactionSymbol ) {
var ret string
return ret
}
return * o . FactionSymbol
}
// GetFactionSymbolOk returns a tuple with the FactionSymbol field value if set, nil otherwise
// and a boolean to check if the value has been set.
func ( o * ConnectedSystem ) GetFactionSymbolOk ( ) ( * string , bool ) {
if o == nil || isNil ( o . FactionSymbol ) {
return nil , false
}
return o . FactionSymbol , true
}
// HasFactionSymbol returns a boolean if a field has been set.
func ( o * ConnectedSystem ) HasFactionSymbol ( ) bool {
if o != nil && ! isNil ( o . FactionSymbol ) {
return true
}
return false
}
// SetFactionSymbol gets a reference to the given string and assigns it to the FactionSymbol field.
func ( o * ConnectedSystem ) SetFactionSymbol ( v string ) {
o . FactionSymbol = & v
}
// GetX returns the X field value
func ( o * ConnectedSystem ) GetX ( ) int32 {
if o == nil {
var ret int32
return ret
}
return o . X
}
// GetXOk returns a tuple with the X field value
// and a boolean to check if the value has been set.
func ( o * ConnectedSystem ) GetXOk ( ) ( * int32 , bool ) {
if o == nil {
return nil , false
}
return & o . X , true
}
// SetX sets field value
func ( o * ConnectedSystem ) SetX ( v int32 ) {
o . X = v
}
// GetY returns the Y field value
func ( o * ConnectedSystem ) GetY ( ) int32 {
if o == nil {
var ret int32
return ret
}
return o . Y
}
// GetYOk returns a tuple with the Y field value
// and a boolean to check if the value has been set.
func ( o * ConnectedSystem ) GetYOk ( ) ( * int32 , bool ) {
if o == nil {
return nil , false
}
return & o . Y , true
}
// SetY sets field value
func ( o * ConnectedSystem ) SetY ( v int32 ) {
o . Y = v
}
// GetDistance returns the Distance field value
func ( o * ConnectedSystem ) GetDistance ( ) int32 {
if o == nil {
var ret int32
return ret
}
return o . Distance
}
// GetDistanceOk returns a tuple with the Distance field value
// and a boolean to check if the value has been set.
func ( o * ConnectedSystem ) GetDistanceOk ( ) ( * int32 , bool ) {
if o == nil {
return nil , false
}
return & o . Distance , true
}
// SetDistance sets field value
func ( o * ConnectedSystem ) SetDistance ( v int32 ) {
o . Distance = v
}
func ( o ConnectedSystem ) MarshalJSON ( ) ( [ ] byte , error ) {
toSerialize , err := o . ToMap ( )
if err != nil {
return [ ] byte { } , err
}
return json . Marshal ( toSerialize )
}
func ( o ConnectedSystem ) ToMap ( ) ( map [ string ] interface { } , error ) {
toSerialize := map [ string ] interface { } { }
toSerialize [ "symbol" ] = o . Symbol
toSerialize [ "sectorSymbol" ] = o . SectorSymbol
toSerialize [ "type" ] = o . Type
if ! isNil ( o . FactionSymbol ) {
toSerialize [ "factionSymbol" ] = o . FactionSymbol
}
toSerialize [ "x" ] = o . X
toSerialize [ "y" ] = o . Y
toSerialize [ "distance" ] = o . Distance
for key , value := range o . AdditionalProperties {
toSerialize [ key ] = value
}
return toSerialize , nil
}
func ( o * ConnectedSystem ) UnmarshalJSON ( bytes [ ] byte ) ( err error ) {
varConnectedSystem := _ConnectedSystem { }
if err = json . Unmarshal ( bytes , & varConnectedSystem ) ; err == nil {
* o = ConnectedSystem ( varConnectedSystem )
}
additionalProperties := make ( map [ string ] interface { } )
if err = json . Unmarshal ( bytes , & additionalProperties ) ; err == nil {
delete ( additionalProperties , "symbol" )
delete ( additionalProperties , "sectorSymbol" )
delete ( additionalProperties , "type" )
delete ( additionalProperties , "factionSymbol" )
delete ( additionalProperties , "x" )
delete ( additionalProperties , "y" )
delete ( additionalProperties , "distance" )
o . AdditionalProperties = additionalProperties
}
return err
}
type NullableConnectedSystem struct {
value * ConnectedSystem
isSet bool
}
func ( v NullableConnectedSystem ) Get ( ) * ConnectedSystem {
return v . value
}
func ( v * NullableConnectedSystem ) Set ( val * ConnectedSystem ) {
v . value = val
v . isSet = true
}
func ( v NullableConnectedSystem ) IsSet ( ) bool {
return v . isSet
}
func ( v * NullableConnectedSystem ) Unset ( ) {
v . value = nil
v . isSet = false
}
func NewNullableConnectedSystem ( val * ConnectedSystem ) * NullableConnectedSystem {
return & NullableConnectedSystem { value : val , isSet : true }
}
func ( v NullableConnectedSystem ) MarshalJSON ( ) ( [ ] byte , error ) {
return json . Marshal ( v . value )
}
func ( v * NullableConnectedSystem ) UnmarshalJSON ( src [ ] byte ) error {
v . isSet = true
return json . Unmarshal ( src , & v . value )
}