/* 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" "time" ) // checks if the Cooldown type satisfies the MappedNullable interface at compile time var _ MappedNullable = &Cooldown{} // Cooldown A cooldown is a period of time in which a ship cannot perform certain actions. type Cooldown struct { // The symbol of the ship that is on cooldown ShipSymbol string `json:"shipSymbol"` // The total duration of the cooldown in seconds TotalSeconds int32 `json:"totalSeconds"` // The remaining duration of the cooldown in seconds RemainingSeconds int32 `json:"remainingSeconds"` // The date and time when the cooldown expires in ISO 8601 format Expiration time.Time `json:"expiration"` AdditionalProperties map[string]interface{} } type _Cooldown Cooldown // NewCooldown instantiates a new Cooldown 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 NewCooldown(shipSymbol string, totalSeconds int32, remainingSeconds int32, expiration time.Time) *Cooldown { this := Cooldown{} this.ShipSymbol = shipSymbol this.TotalSeconds = totalSeconds this.RemainingSeconds = remainingSeconds this.Expiration = expiration return &this } // NewCooldownWithDefaults instantiates a new Cooldown 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 NewCooldownWithDefaults() *Cooldown { this := Cooldown{} return &this } // GetShipSymbol returns the ShipSymbol field value func (o *Cooldown) GetShipSymbol() string { if o == nil { var ret string return ret } return o.ShipSymbol } // GetShipSymbolOk returns a tuple with the ShipSymbol field value // and a boolean to check if the value has been set. func (o *Cooldown) GetShipSymbolOk() (*string, bool) { if o == nil { return nil, false } return &o.ShipSymbol, true } // SetShipSymbol sets field value func (o *Cooldown) SetShipSymbol(v string) { o.ShipSymbol = v } // GetTotalSeconds returns the TotalSeconds field value func (o *Cooldown) GetTotalSeconds() int32 { if o == nil { var ret int32 return ret } return o.TotalSeconds } // GetTotalSecondsOk returns a tuple with the TotalSeconds field value // and a boolean to check if the value has been set. func (o *Cooldown) GetTotalSecondsOk() (*int32, bool) { if o == nil { return nil, false } return &o.TotalSeconds, true } // SetTotalSeconds sets field value func (o *Cooldown) SetTotalSeconds(v int32) { o.TotalSeconds = v } // GetRemainingSeconds returns the RemainingSeconds field value func (o *Cooldown) GetRemainingSeconds() int32 { if o == nil { var ret int32 return ret } return o.RemainingSeconds } // GetRemainingSecondsOk returns a tuple with the RemainingSeconds field value // and a boolean to check if the value has been set. func (o *Cooldown) GetRemainingSecondsOk() (*int32, bool) { if o == nil { return nil, false } return &o.RemainingSeconds, true } // SetRemainingSeconds sets field value func (o *Cooldown) SetRemainingSeconds(v int32) { o.RemainingSeconds = v } // GetExpiration returns the Expiration field value func (o *Cooldown) GetExpiration() time.Time { if o == nil { var ret time.Time return ret } return o.Expiration } // GetExpirationOk returns a tuple with the Expiration field value // and a boolean to check if the value has been set. func (o *Cooldown) GetExpirationOk() (*time.Time, bool) { if o == nil { return nil, false } return &o.Expiration, true } // SetExpiration sets field value func (o *Cooldown) SetExpiration(v time.Time) { o.Expiration = v } func (o Cooldown) MarshalJSON() ([]byte, error) { toSerialize,err := o.ToMap() if err != nil { return []byte{}, err } return json.Marshal(toSerialize) } func (o Cooldown) ToMap() (map[string]interface{}, error) { toSerialize := map[string]interface{}{} toSerialize["shipSymbol"] = o.ShipSymbol toSerialize["totalSeconds"] = o.TotalSeconds toSerialize["remainingSeconds"] = o.RemainingSeconds toSerialize["expiration"] = o.Expiration for key, value := range o.AdditionalProperties { toSerialize[key] = value } return toSerialize, nil } func (o *Cooldown) UnmarshalJSON(bytes []byte) (err error) { varCooldown := _Cooldown{} if err = json.Unmarshal(bytes, &varCooldown); err == nil { *o = Cooldown(varCooldown) } additionalProperties := make(map[string]interface{}) if err = json.Unmarshal(bytes, &additionalProperties); err == nil { delete(additionalProperties, "shipSymbol") delete(additionalProperties, "totalSeconds") delete(additionalProperties, "remainingSeconds") delete(additionalProperties, "expiration") o.AdditionalProperties = additionalProperties } return err } type NullableCooldown struct { value *Cooldown isSet bool } func (v NullableCooldown) Get() *Cooldown { return v.value } func (v *NullableCooldown) Set(val *Cooldown) { v.value = val v.isSet = true } func (v NullableCooldown) IsSet() bool { return v.isSet } func (v *NullableCooldown) Unset() { v.value = nil v.isSet = false } func NewNullableCooldown(val *Cooldown) *NullableCooldown { return &NullableCooldown{value: val, isSet: true} } func (v NullableCooldown) MarshalJSON() ([]byte, error) { return json.Marshal(v.value) } func (v *NullableCooldown) UnmarshalJSON(src []byte) error { v.isSet = true return json.Unmarshal(src, &v.value) }