/* 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" "fmt" ) // SystemType The type of waypoint. type SystemType string // List of SystemType const ( SYSTEMTYPE_NEUTRON_STAR SystemType = "NEUTRON_STAR" SYSTEMTYPE_RED_STAR SystemType = "RED_STAR" SYSTEMTYPE_ORANGE_STAR SystemType = "ORANGE_STAR" SYSTEMTYPE_BLUE_STAR SystemType = "BLUE_STAR" SYSTEMTYPE_YOUNG_STAR SystemType = "YOUNG_STAR" SYSTEMTYPE_WHITE_DWARF SystemType = "WHITE_DWARF" SYSTEMTYPE_BLACK_HOLE SystemType = "BLACK_HOLE" SYSTEMTYPE_HYPERGIANT SystemType = "HYPERGIANT" SYSTEMTYPE_NEBULA SystemType = "NEBULA" SYSTEMTYPE_UNSTABLE SystemType = "UNSTABLE" ) // All allowed values of SystemType enum var AllowedSystemTypeEnumValues = []SystemType{ "NEUTRON_STAR", "RED_STAR", "ORANGE_STAR", "BLUE_STAR", "YOUNG_STAR", "WHITE_DWARF", "BLACK_HOLE", "HYPERGIANT", "NEBULA", "UNSTABLE", } func (v *SystemType) UnmarshalJSON(src []byte) error { var value string err := json.Unmarshal(src, &value) if err != nil { return err } enumTypeValue := SystemType(value) for _, existing := range AllowedSystemTypeEnumValues { if existing == enumTypeValue { *v = enumTypeValue return nil } } return fmt.Errorf("%+v is not a valid SystemType", value) } // NewSystemTypeFromValue returns a pointer to a valid SystemType // for the value passed as argument, or an error if the value passed is not allowed by the enum func NewSystemTypeFromValue(v string) (*SystemType, error) { ev := SystemType(v) if ev.IsValid() { return &ev, nil } else { return nil, fmt.Errorf("invalid value '%v' for SystemType: valid values are %v", v, AllowedSystemTypeEnumValues) } } // IsValid return true if the value is valid for the enum, false otherwise func (v SystemType) IsValid() bool { for _, existing := range AllowedSystemTypeEnumValues { if existing == v { return true } } return false } // Ptr returns reference to SystemType value func (v SystemType) Ptr() *SystemType { return &v } type NullableSystemType struct { value *SystemType isSet bool } func (v NullableSystemType) Get() *SystemType { return v.value } func (v *NullableSystemType) Set(val *SystemType) { v.value = val v.isSet = true } func (v NullableSystemType) IsSet() bool { return v.isSet } func (v *NullableSystemType) Unset() { v.value = nil v.isSet = false } func NewNullableSystemType(val *SystemType) *NullableSystemType { return &NullableSystemType{value: val, isSet: true} } func (v NullableSystemType) MarshalJSON() ([]byte, error) { return json.Marshal(v.value) } func (v *NullableSystemType) UnmarshalJSON(src []byte) error { v.isSet = true return json.Unmarshal(src, &v.value) }