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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 System type satisfies the MappedNullable interface at compile time
var _ MappedNullable = & System { }
// System
type System struct {
Symbol string ` json:"symbol" `
SectorSymbol string ` json:"sectorSymbol" `
Type SystemType ` json:"type" `
X int32 ` json:"x" `
Y int32 ` json:"y" `
Waypoints [ ] SystemWaypoint ` json:"waypoints" `
Factions [ ] SystemFaction ` json:"factions" `
AdditionalProperties map [ string ] interface { }
}
type _System System
// NewSystem instantiates a new System 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 NewSystem ( symbol string , sectorSymbol string , type_ SystemType , x int32 , y int32 , waypoints [ ] SystemWaypoint , factions [ ] SystemFaction ) * System {
this := System { }
this . Symbol = symbol
this . SectorSymbol = sectorSymbol
this . Type = type_
this . X = x
this . Y = y
this . Waypoints = waypoints
this . Factions = factions
return & this
}
// NewSystemWithDefaults instantiates a new System 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 NewSystemWithDefaults ( ) * System {
this := System { }
return & this
}
// GetSymbol returns the Symbol field value
func ( o * System ) 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 * System ) GetSymbolOk ( ) ( * string , bool ) {
if o == nil {
return nil , false
}
return & o . Symbol , true
}
// SetSymbol sets field value
func ( o * System ) SetSymbol ( v string ) {
o . Symbol = v
}
// GetSectorSymbol returns the SectorSymbol field value
func ( o * System ) 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 * System ) GetSectorSymbolOk ( ) ( * string , bool ) {
if o == nil {
return nil , false
}
return & o . SectorSymbol , true
}
// SetSectorSymbol sets field value
func ( o * System ) SetSectorSymbol ( v string ) {
o . SectorSymbol = v
}
// GetType returns the Type field value
func ( o * System ) 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 * System ) GetTypeOk ( ) ( * SystemType , bool ) {
if o == nil {
return nil , false
}
return & o . Type , true
}
// SetType sets field value
func ( o * System ) SetType ( v SystemType ) {
o . Type = v
}
// GetX returns the X field value
func ( o * System ) 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 * System ) GetXOk ( ) ( * int32 , bool ) {
if o == nil {
return nil , false
}
return & o . X , true
}
// SetX sets field value
func ( o * System ) SetX ( v int32 ) {
o . X = v
}
// GetY returns the Y field value
func ( o * System ) 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 * System ) GetYOk ( ) ( * int32 , bool ) {
if o == nil {
return nil , false
}
return & o . Y , true
}
// SetY sets field value
func ( o * System ) SetY ( v int32 ) {
o . Y = v
}
// GetWaypoints returns the Waypoints field value
func ( o * System ) GetWaypoints ( ) [ ] SystemWaypoint {
if o == nil {
var ret [ ] SystemWaypoint
return ret
}
return o . Waypoints
}
// GetWaypointsOk returns a tuple with the Waypoints field value
// and a boolean to check if the value has been set.
func ( o * System ) GetWaypointsOk ( ) ( [ ] SystemWaypoint , bool ) {
if o == nil {
return nil , false
}
return o . Waypoints , true
}
// SetWaypoints sets field value
func ( o * System ) SetWaypoints ( v [ ] SystemWaypoint ) {
o . Waypoints = v
}
// GetFactions returns the Factions field value
func ( o * System ) GetFactions ( ) [ ] SystemFaction {
if o == nil {
var ret [ ] SystemFaction
return ret
}
return o . Factions
}
// GetFactionsOk returns a tuple with the Factions field value
// and a boolean to check if the value has been set.
func ( o * System ) GetFactionsOk ( ) ( [ ] SystemFaction , bool ) {
if o == nil {
return nil , false
}
return o . Factions , true
}
// SetFactions sets field value
func ( o * System ) SetFactions ( v [ ] SystemFaction ) {
o . Factions = v
}
func ( o System ) MarshalJSON ( ) ( [ ] byte , error ) {
toSerialize , err := o . ToMap ( )
if err != nil {
return [ ] byte { } , err
}
return json . Marshal ( toSerialize )
}
func ( o System ) ToMap ( ) ( map [ string ] interface { } , error ) {
toSerialize := map [ string ] interface { } { }
toSerialize [ "symbol" ] = o . Symbol
toSerialize [ "sectorSymbol" ] = o . SectorSymbol
toSerialize [ "type" ] = o . Type
toSerialize [ "x" ] = o . X
toSerialize [ "y" ] = o . Y
toSerialize [ "waypoints" ] = o . Waypoints
toSerialize [ "factions" ] = o . Factions
for key , value := range o . AdditionalProperties {
toSerialize [ key ] = value
}
return toSerialize , nil
}
func ( o * System ) UnmarshalJSON ( bytes [ ] byte ) ( err error ) {
varSystem := _System { }
if err = json . Unmarshal ( bytes , & varSystem ) ; err == nil {
* o = System ( varSystem )
}
additionalProperties := make ( map [ string ] interface { } )
if err = json . Unmarshal ( bytes , & additionalProperties ) ; err == nil {
delete ( additionalProperties , "symbol" )
delete ( additionalProperties , "sectorSymbol" )
delete ( additionalProperties , "type" )
delete ( additionalProperties , "x" )
delete ( additionalProperties , "y" )
delete ( additionalProperties , "waypoints" )
delete ( additionalProperties , "factions" )
o . AdditionalProperties = additionalProperties
}
return err
}
type NullableSystem struct {
value * System
isSet bool
}
func ( v NullableSystem ) Get ( ) * System {
return v . value
}
func ( v * NullableSystem ) Set ( val * System ) {
v . value = val
v . isSet = true
}
func ( v NullableSystem ) IsSet ( ) bool {
return v . isSet
}
func ( v * NullableSystem ) Unset ( ) {
v . value = nil
v . isSet = false
}
func NewNullableSystem ( val * System ) * NullableSystem {
return & NullableSystem { value : val , isSet : true }
}
func ( v NullableSystem ) MarshalJSON ( ) ( [ ] byte , error ) {
return json . Marshal ( v . value )
}
func ( v * NullableSystem ) UnmarshalJSON ( src [ ] byte ) error {
v . isSet = true
return json . Unmarshal ( src , & v . value )
}