/* 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 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) }