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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.
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package spacetraders
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import (
"encoding/json"
)
// checks if the ShipEngine type satisfies the MappedNullable interface at compile time
var _ MappedNullable = & ShipEngine { }
// ShipEngine The engine determines how quickly a ship travels between waypoints.
type ShipEngine struct {
Symbol string ` json:"symbol" `
Name string ` json:"name" `
Description string ` json:"description" `
// Condition is a range of 0 to 100 where 0 is completely worn out and 100 is brand new.
Condition * int32 ` json:"condition,omitempty" `
Speed float32 ` json:"speed" `
Requirements ShipRequirements ` json:"requirements" `
AdditionalProperties map [ string ] interface { }
}
type _ShipEngine ShipEngine
// NewShipEngine instantiates a new ShipEngine 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 NewShipEngine ( symbol string , name string , description string , speed float32 , requirements ShipRequirements ) * ShipEngine {
this := ShipEngine { }
this . Symbol = symbol
this . Name = name
this . Description = description
this . Speed = speed
this . Requirements = requirements
return & this
}
// NewShipEngineWithDefaults instantiates a new ShipEngine 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 NewShipEngineWithDefaults ( ) * ShipEngine {
this := ShipEngine { }
return & this
}
// GetSymbol returns the Symbol field value
func ( o * ShipEngine ) 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 * ShipEngine ) GetSymbolOk ( ) ( * string , bool ) {
if o == nil {
return nil , false
}
return & o . Symbol , true
}
// SetSymbol sets field value
func ( o * ShipEngine ) SetSymbol ( v string ) {
o . Symbol = v
}
// GetName returns the Name field value
func ( o * ShipEngine ) GetName ( ) string {
if o == nil {
var ret string
return ret
}
return o . Name
}
// GetNameOk returns a tuple with the Name field value
// and a boolean to check if the value has been set.
func ( o * ShipEngine ) GetNameOk ( ) ( * string , bool ) {
if o == nil {
return nil , false
}
return & o . Name , true
}
// SetName sets field value
func ( o * ShipEngine ) SetName ( v string ) {
o . Name = v
}
// GetDescription returns the Description field value
func ( o * ShipEngine ) GetDescription ( ) string {
if o == nil {
var ret string
return ret
}
return o . Description
}
// GetDescriptionOk returns a tuple with the Description field value
// and a boolean to check if the value has been set.
func ( o * ShipEngine ) GetDescriptionOk ( ) ( * string , bool ) {
if o == nil {
return nil , false
}
return & o . Description , true
}
// SetDescription sets field value
func ( o * ShipEngine ) SetDescription ( v string ) {
o . Description = v
}
// GetCondition returns the Condition field value if set, zero value otherwise.
func ( o * ShipEngine ) GetCondition ( ) int32 {
if o == nil || isNil ( o . Condition ) {
var ret int32
return ret
}
return * o . Condition
}
// GetConditionOk returns a tuple with the Condition field value if set, nil otherwise
// and a boolean to check if the value has been set.
func ( o * ShipEngine ) GetConditionOk ( ) ( * int32 , bool ) {
if o == nil || isNil ( o . Condition ) {
return nil , false
}
return o . Condition , true
}
// HasCondition returns a boolean if a field has been set.
func ( o * ShipEngine ) HasCondition ( ) bool {
if o != nil && ! isNil ( o . Condition ) {
return true
}
return false
}
// SetCondition gets a reference to the given int32 and assigns it to the Condition field.
func ( o * ShipEngine ) SetCondition ( v int32 ) {
o . Condition = & v
}
// GetSpeed returns the Speed field value
func ( o * ShipEngine ) GetSpeed ( ) float32 {
if o == nil {
var ret float32
return ret
}
return o . Speed
}
// GetSpeedOk returns a tuple with the Speed field value
// and a boolean to check if the value has been set.
func ( o * ShipEngine ) GetSpeedOk ( ) ( * float32 , bool ) {
if o == nil {
return nil , false
}
return & o . Speed , true
}
// SetSpeed sets field value
func ( o * ShipEngine ) SetSpeed ( v float32 ) {
o . Speed = v
}
// GetRequirements returns the Requirements field value
func ( o * ShipEngine ) GetRequirements ( ) ShipRequirements {
if o == nil {
var ret ShipRequirements
return ret
}
return o . Requirements
}
// GetRequirementsOk returns a tuple with the Requirements field value
// and a boolean to check if the value has been set.
func ( o * ShipEngine ) GetRequirementsOk ( ) ( * ShipRequirements , bool ) {
if o == nil {
return nil , false
}
return & o . Requirements , true
}
// SetRequirements sets field value
func ( o * ShipEngine ) SetRequirements ( v ShipRequirements ) {
o . Requirements = v
}
func ( o ShipEngine ) MarshalJSON ( ) ( [ ] byte , error ) {
toSerialize , err := o . ToMap ( )
if err != nil {
return [ ] byte { } , err
}
return json . Marshal ( toSerialize )
}
func ( o ShipEngine ) ToMap ( ) ( map [ string ] interface { } , error ) {
toSerialize := map [ string ] interface { } { }
toSerialize [ "symbol" ] = o . Symbol
toSerialize [ "name" ] = o . Name
toSerialize [ "description" ] = o . Description
if ! isNil ( o . Condition ) {
toSerialize [ "condition" ] = o . Condition
}
toSerialize [ "speed" ] = o . Speed
toSerialize [ "requirements" ] = o . Requirements
for key , value := range o . AdditionalProperties {
toSerialize [ key ] = value
}
return toSerialize , nil
}
func ( o * ShipEngine ) UnmarshalJSON ( bytes [ ] byte ) ( err error ) {
varShipEngine := _ShipEngine { }
if err = json . Unmarshal ( bytes , & varShipEngine ) ; err == nil {
* o = ShipEngine ( varShipEngine )
}
additionalProperties := make ( map [ string ] interface { } )
if err = json . Unmarshal ( bytes , & additionalProperties ) ; err == nil {
delete ( additionalProperties , "symbol" )
delete ( additionalProperties , "name" )
delete ( additionalProperties , "description" )
delete ( additionalProperties , "condition" )
delete ( additionalProperties , "speed" )
delete ( additionalProperties , "requirements" )
o . AdditionalProperties = additionalProperties
}
return err
}
type NullableShipEngine struct {
value * ShipEngine
isSet bool
}
func ( v NullableShipEngine ) Get ( ) * ShipEngine {
return v . value
}
func ( v * NullableShipEngine ) Set ( val * ShipEngine ) {
v . value = val
v . isSet = true
}
func ( v NullableShipEngine ) IsSet ( ) bool {
return v . isSet
}
func ( v * NullableShipEngine ) Unset ( ) {
v . value = nil
v . isSet = false
}
func NewNullableShipEngine ( val * ShipEngine ) * NullableShipEngine {
return & NullableShipEngine { value : val , isSet : true }
}
func ( v NullableShipEngine ) MarshalJSON ( ) ( [ ] byte , error ) {
return json . Marshal ( v . value )
}
func ( v * NullableShipEngine ) UnmarshalJSON ( src [ ] byte ) error {
v . isSet = true
return json . Unmarshal ( src , & v . value )
}