spacetraders/model_connected_system.go

322 lines
8.3 KiB
Go

/*
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 ConnectedSystem type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &ConnectedSystem{}
// ConnectedSystem
type ConnectedSystem struct {
Symbol string `json:"symbol"`
SectorSymbol string `json:"sectorSymbol"`
Type SystemType `json:"type"`
// The symbol of the faction that owns the connected jump gate in the system.
FactionSymbol *string `json:"factionSymbol,omitempty"`
X int32 `json:"x"`
Y int32 `json:"y"`
Distance int32 `json:"distance"`
AdditionalProperties map[string]interface{}
}
type _ConnectedSystem ConnectedSystem
// NewConnectedSystem instantiates a new ConnectedSystem 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 NewConnectedSystem(symbol string, sectorSymbol string, type_ SystemType, x int32, y int32, distance int32) *ConnectedSystem {
this := ConnectedSystem{}
this.Symbol = symbol
this.SectorSymbol = sectorSymbol
this.Type = type_
this.X = x
this.Y = y
this.Distance = distance
return &this
}
// NewConnectedSystemWithDefaults instantiates a new ConnectedSystem 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 NewConnectedSystemWithDefaults() *ConnectedSystem {
this := ConnectedSystem{}
return &this
}
// GetSymbol returns the Symbol field value
func (o *ConnectedSystem) 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 *ConnectedSystem) GetSymbolOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.Symbol, true
}
// SetSymbol sets field value
func (o *ConnectedSystem) SetSymbol(v string) {
o.Symbol = v
}
// GetSectorSymbol returns the SectorSymbol field value
func (o *ConnectedSystem) 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 *ConnectedSystem) GetSectorSymbolOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.SectorSymbol, true
}
// SetSectorSymbol sets field value
func (o *ConnectedSystem) SetSectorSymbol(v string) {
o.SectorSymbol = v
}
// GetType returns the Type field value
func (o *ConnectedSystem) 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 *ConnectedSystem) GetTypeOk() (*SystemType, bool) {
if o == nil {
return nil, false
}
return &o.Type, true
}
// SetType sets field value
func (o *ConnectedSystem) SetType(v SystemType) {
o.Type = v
}
// GetFactionSymbol returns the FactionSymbol field value if set, zero value otherwise.
func (o *ConnectedSystem) GetFactionSymbol() string {
if o == nil || isNil(o.FactionSymbol) {
var ret string
return ret
}
return *o.FactionSymbol
}
// GetFactionSymbolOk returns a tuple with the FactionSymbol field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *ConnectedSystem) GetFactionSymbolOk() (*string, bool) {
if o == nil || isNil(o.FactionSymbol) {
return nil, false
}
return o.FactionSymbol, true
}
// HasFactionSymbol returns a boolean if a field has been set.
func (o *ConnectedSystem) HasFactionSymbol() bool {
if o != nil && !isNil(o.FactionSymbol) {
return true
}
return false
}
// SetFactionSymbol gets a reference to the given string and assigns it to the FactionSymbol field.
func (o *ConnectedSystem) SetFactionSymbol(v string) {
o.FactionSymbol = &v
}
// GetX returns the X field value
func (o *ConnectedSystem) 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 *ConnectedSystem) GetXOk() (*int32, bool) {
if o == nil {
return nil, false
}
return &o.X, true
}
// SetX sets field value
func (o *ConnectedSystem) SetX(v int32) {
o.X = v
}
// GetY returns the Y field value
func (o *ConnectedSystem) 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 *ConnectedSystem) GetYOk() (*int32, bool) {
if o == nil {
return nil, false
}
return &o.Y, true
}
// SetY sets field value
func (o *ConnectedSystem) SetY(v int32) {
o.Y = v
}
// GetDistance returns the Distance field value
func (o *ConnectedSystem) GetDistance() int32 {
if o == nil {
var ret int32
return ret
}
return o.Distance
}
// GetDistanceOk returns a tuple with the Distance field value
// and a boolean to check if the value has been set.
func (o *ConnectedSystem) GetDistanceOk() (*int32, bool) {
if o == nil {
return nil, false
}
return &o.Distance, true
}
// SetDistance sets field value
func (o *ConnectedSystem) SetDistance(v int32) {
o.Distance = v
}
func (o ConnectedSystem) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o ConnectedSystem) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
toSerialize["symbol"] = o.Symbol
toSerialize["sectorSymbol"] = o.SectorSymbol
toSerialize["type"] = o.Type
if !isNil(o.FactionSymbol) {
toSerialize["factionSymbol"] = o.FactionSymbol
}
toSerialize["x"] = o.X
toSerialize["y"] = o.Y
toSerialize["distance"] = o.Distance
for key, value := range o.AdditionalProperties {
toSerialize[key] = value
}
return toSerialize, nil
}
func (o *ConnectedSystem) UnmarshalJSON(bytes []byte) (err error) {
varConnectedSystem := _ConnectedSystem{}
if err = json.Unmarshal(bytes, &varConnectedSystem); err == nil {
*o = ConnectedSystem(varConnectedSystem)
}
additionalProperties := make(map[string]interface{})
if err = json.Unmarshal(bytes, &additionalProperties); err == nil {
delete(additionalProperties, "symbol")
delete(additionalProperties, "sectorSymbol")
delete(additionalProperties, "type")
delete(additionalProperties, "factionSymbol")
delete(additionalProperties, "x")
delete(additionalProperties, "y")
delete(additionalProperties, "distance")
o.AdditionalProperties = additionalProperties
}
return err
}
type NullableConnectedSystem struct {
value *ConnectedSystem
isSet bool
}
func (v NullableConnectedSystem) Get() *ConnectedSystem {
return v.value
}
func (v *NullableConnectedSystem) Set(val *ConnectedSystem) {
v.value = val
v.isSet = true
}
func (v NullableConnectedSystem) IsSet() bool {
return v.isSet
}
func (v *NullableConnectedSystem) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableConnectedSystem(val *ConnectedSystem) *NullableConnectedSystem {
return &NullableConnectedSystem{value: val, isSet: true}
}
func (v NullableConnectedSystem) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableConnectedSystem) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}