/* 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. package spacetraders 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) }