322 lines
8.3 KiB
Go
322 lines
8.3 KiB
Go
/*
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SpaceTraders API
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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.
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API version: 2.0.0
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Contact: joel@spacetraders.io
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*/
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// Code generated by OpenAPI Generator (https://openapi-generator.tech); DO NOT EDIT.
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package spacetraders
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import (
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"encoding/json"
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)
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// checks if the ConnectedSystem type satisfies the MappedNullable interface at compile time
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var _ MappedNullable = &ConnectedSystem{}
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// ConnectedSystem
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type ConnectedSystem struct {
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Symbol string `json:"symbol"`
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SectorSymbol string `json:"sectorSymbol"`
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Type SystemType `json:"type"`
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// The symbol of the faction that owns the connected jump gate in the system.
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FactionSymbol *string `json:"factionSymbol,omitempty"`
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X int32 `json:"x"`
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Y int32 `json:"y"`
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Distance int32 `json:"distance"`
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AdditionalProperties map[string]interface{}
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}
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type _ConnectedSystem ConnectedSystem
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// NewConnectedSystem instantiates a new ConnectedSystem object
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// This constructor will assign default values to properties that have it defined,
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// and makes sure properties required by API are set, but the set of arguments
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// will change when the set of required properties is changed
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func NewConnectedSystem(symbol string, sectorSymbol string, type_ SystemType, x int32, y int32, distance int32) *ConnectedSystem {
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this := ConnectedSystem{}
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this.Symbol = symbol
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this.SectorSymbol = sectorSymbol
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this.Type = type_
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this.X = x
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this.Y = y
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this.Distance = distance
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return &this
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}
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// NewConnectedSystemWithDefaults instantiates a new ConnectedSystem object
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// This constructor will only assign default values to properties that have it defined,
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// but it doesn't guarantee that properties required by API are set
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func NewConnectedSystemWithDefaults() *ConnectedSystem {
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this := ConnectedSystem{}
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return &this
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}
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// GetSymbol returns the Symbol field value
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func (o *ConnectedSystem) GetSymbol() string {
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if o == nil {
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var ret string
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return ret
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}
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return o.Symbol
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}
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// GetSymbolOk returns a tuple with the Symbol field value
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// and a boolean to check if the value has been set.
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func (o *ConnectedSystem) GetSymbolOk() (*string, bool) {
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if o == nil {
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return nil, false
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}
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return &o.Symbol, true
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}
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// SetSymbol sets field value
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func (o *ConnectedSystem) SetSymbol(v string) {
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o.Symbol = v
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}
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// GetSectorSymbol returns the SectorSymbol field value
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func (o *ConnectedSystem) GetSectorSymbol() string {
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if o == nil {
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var ret string
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return ret
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}
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return o.SectorSymbol
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}
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// GetSectorSymbolOk returns a tuple with the SectorSymbol field value
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// and a boolean to check if the value has been set.
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func (o *ConnectedSystem) GetSectorSymbolOk() (*string, bool) {
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if o == nil {
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return nil, false
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}
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return &o.SectorSymbol, true
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}
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// SetSectorSymbol sets field value
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func (o *ConnectedSystem) SetSectorSymbol(v string) {
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o.SectorSymbol = v
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}
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// GetType returns the Type field value
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func (o *ConnectedSystem) GetType() SystemType {
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if o == nil {
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var ret SystemType
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return ret
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}
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return o.Type
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}
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// GetTypeOk returns a tuple with the Type field value
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// and a boolean to check if the value has been set.
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func (o *ConnectedSystem) GetTypeOk() (*SystemType, bool) {
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if o == nil {
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return nil, false
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}
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return &o.Type, true
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}
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// SetType sets field value
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func (o *ConnectedSystem) SetType(v SystemType) {
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o.Type = v
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}
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// GetFactionSymbol returns the FactionSymbol field value if set, zero value otherwise.
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func (o *ConnectedSystem) GetFactionSymbol() string {
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if o == nil || isNil(o.FactionSymbol) {
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var ret string
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return ret
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}
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return *o.FactionSymbol
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}
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// GetFactionSymbolOk returns a tuple with the FactionSymbol field value if set, nil otherwise
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// and a boolean to check if the value has been set.
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func (o *ConnectedSystem) GetFactionSymbolOk() (*string, bool) {
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if o == nil || isNil(o.FactionSymbol) {
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return nil, false
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}
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return o.FactionSymbol, true
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}
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// HasFactionSymbol returns a boolean if a field has been set.
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func (o *ConnectedSystem) HasFactionSymbol() bool {
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if o != nil && !isNil(o.FactionSymbol) {
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return true
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}
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return false
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}
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// SetFactionSymbol gets a reference to the given string and assigns it to the FactionSymbol field.
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func (o *ConnectedSystem) SetFactionSymbol(v string) {
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o.FactionSymbol = &v
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}
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// GetX returns the X field value
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func (o *ConnectedSystem) GetX() int32 {
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if o == nil {
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var ret int32
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return ret
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}
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return o.X
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}
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// GetXOk returns a tuple with the X field value
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// and a boolean to check if the value has been set.
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func (o *ConnectedSystem) GetXOk() (*int32, bool) {
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if o == nil {
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return nil, false
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}
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return &o.X, true
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}
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// SetX sets field value
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func (o *ConnectedSystem) SetX(v int32) {
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o.X = v
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}
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// GetY returns the Y field value
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func (o *ConnectedSystem) GetY() int32 {
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if o == nil {
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var ret int32
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return ret
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}
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return o.Y
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}
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// GetYOk returns a tuple with the Y field value
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// and a boolean to check if the value has been set.
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func (o *ConnectedSystem) GetYOk() (*int32, bool) {
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if o == nil {
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return nil, false
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}
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return &o.Y, true
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}
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// SetY sets field value
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func (o *ConnectedSystem) SetY(v int32) {
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o.Y = v
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}
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// GetDistance returns the Distance field value
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func (o *ConnectedSystem) GetDistance() int32 {
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if o == nil {
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var ret int32
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return ret
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}
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return o.Distance
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}
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// GetDistanceOk returns a tuple with the Distance field value
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// and a boolean to check if the value has been set.
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func (o *ConnectedSystem) GetDistanceOk() (*int32, bool) {
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if o == nil {
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return nil, false
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}
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return &o.Distance, true
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}
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// SetDistance sets field value
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func (o *ConnectedSystem) SetDistance(v int32) {
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o.Distance = v
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}
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func (o ConnectedSystem) MarshalJSON() ([]byte, error) {
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toSerialize,err := o.ToMap()
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if err != nil {
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return []byte{}, err
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}
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return json.Marshal(toSerialize)
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}
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func (o ConnectedSystem) ToMap() (map[string]interface{}, error) {
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toSerialize := map[string]interface{}{}
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toSerialize["symbol"] = o.Symbol
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toSerialize["sectorSymbol"] = o.SectorSymbol
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toSerialize["type"] = o.Type
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if !isNil(o.FactionSymbol) {
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toSerialize["factionSymbol"] = o.FactionSymbol
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}
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toSerialize["x"] = o.X
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toSerialize["y"] = o.Y
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toSerialize["distance"] = o.Distance
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for key, value := range o.AdditionalProperties {
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toSerialize[key] = value
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}
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return toSerialize, nil
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}
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func (o *ConnectedSystem) UnmarshalJSON(bytes []byte) (err error) {
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varConnectedSystem := _ConnectedSystem{}
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if err = json.Unmarshal(bytes, &varConnectedSystem); err == nil {
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*o = ConnectedSystem(varConnectedSystem)
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}
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additionalProperties := make(map[string]interface{})
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if err = json.Unmarshal(bytes, &additionalProperties); err == nil {
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delete(additionalProperties, "symbol")
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delete(additionalProperties, "sectorSymbol")
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delete(additionalProperties, "type")
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delete(additionalProperties, "factionSymbol")
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delete(additionalProperties, "x")
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delete(additionalProperties, "y")
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delete(additionalProperties, "distance")
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o.AdditionalProperties = additionalProperties
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}
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return err
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}
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type NullableConnectedSystem struct {
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value *ConnectedSystem
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isSet bool
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}
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func (v NullableConnectedSystem) Get() *ConnectedSystem {
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return v.value
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}
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func (v *NullableConnectedSystem) Set(val *ConnectedSystem) {
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v.value = val
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v.isSet = true
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}
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func (v NullableConnectedSystem) IsSet() bool {
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return v.isSet
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}
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func (v *NullableConnectedSystem) Unset() {
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v.value = nil
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v.isSet = false
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}
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func NewNullableConnectedSystem(val *ConnectedSystem) *NullableConnectedSystem {
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return &NullableConnectedSystem{value: val, isSet: true}
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}
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func (v NullableConnectedSystem) MarshalJSON() ([]byte, error) {
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return json.Marshal(v.value)
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}
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func (v *NullableConnectedSystem) UnmarshalJSON(src []byte) error {
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v.isSet = true
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return json.Unmarshal(src, &v.value)
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}
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