/* 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 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) }