spacetraders/model_ship.go

425 lines
9.9 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 Ship type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &Ship{}
// Ship A ship
type Ship struct {
// The globally unique identifier of the ship in the following format: `[AGENT_SYMBOL]_[HEX_ID]`
Symbol string `json:"symbol"`
Registration ShipRegistration `json:"registration"`
Nav ShipNav `json:"nav"`
Crew ShipCrew `json:"crew"`
Frame ShipFrame `json:"frame"`
Reactor ShipReactor `json:"reactor"`
Engine ShipEngine `json:"engine"`
Modules []ShipModule `json:"modules"`
Mounts []ShipMount `json:"mounts"`
Cargo ShipCargo `json:"cargo"`
Fuel ShipFuel `json:"fuel"`
AdditionalProperties map[string]interface{}
}
type _Ship Ship
// NewShip instantiates a new Ship 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 NewShip(symbol string, registration ShipRegistration, nav ShipNav, crew ShipCrew, frame ShipFrame, reactor ShipReactor, engine ShipEngine, modules []ShipModule, mounts []ShipMount, cargo ShipCargo, fuel ShipFuel) *Ship {
this := Ship{}
this.Symbol = symbol
this.Registration = registration
this.Nav = nav
this.Crew = crew
this.Frame = frame
this.Reactor = reactor
this.Engine = engine
this.Modules = modules
this.Mounts = mounts
this.Cargo = cargo
this.Fuel = fuel
return &this
}
// NewShipWithDefaults instantiates a new Ship 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 NewShipWithDefaults() *Ship {
this := Ship{}
return &this
}
// GetSymbol returns the Symbol field value
func (o *Ship) 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 *Ship) GetSymbolOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.Symbol, true
}
// SetSymbol sets field value
func (o *Ship) SetSymbol(v string) {
o.Symbol = v
}
// GetRegistration returns the Registration field value
func (o *Ship) GetRegistration() ShipRegistration {
if o == nil {
var ret ShipRegistration
return ret
}
return o.Registration
}
// GetRegistrationOk returns a tuple with the Registration field value
// and a boolean to check if the value has been set.
func (o *Ship) GetRegistrationOk() (*ShipRegistration, bool) {
if o == nil {
return nil, false
}
return &o.Registration, true
}
// SetRegistration sets field value
func (o *Ship) SetRegistration(v ShipRegistration) {
o.Registration = v
}
// GetNav returns the Nav field value
func (o *Ship) GetNav() ShipNav {
if o == nil {
var ret ShipNav
return ret
}
return o.Nav
}
// GetNavOk returns a tuple with the Nav field value
// and a boolean to check if the value has been set.
func (o *Ship) GetNavOk() (*ShipNav, bool) {
if o == nil {
return nil, false
}
return &o.Nav, true
}
// SetNav sets field value
func (o *Ship) SetNav(v ShipNav) {
o.Nav = v
}
// GetCrew returns the Crew field value
func (o *Ship) GetCrew() ShipCrew {
if o == nil {
var ret ShipCrew
return ret
}
return o.Crew
}
// GetCrewOk returns a tuple with the Crew field value
// and a boolean to check if the value has been set.
func (o *Ship) GetCrewOk() (*ShipCrew, bool) {
if o == nil {
return nil, false
}
return &o.Crew, true
}
// SetCrew sets field value
func (o *Ship) SetCrew(v ShipCrew) {
o.Crew = v
}
// GetFrame returns the Frame field value
func (o *Ship) GetFrame() ShipFrame {
if o == nil {
var ret ShipFrame
return ret
}
return o.Frame
}
// GetFrameOk returns a tuple with the Frame field value
// and a boolean to check if the value has been set.
func (o *Ship) GetFrameOk() (*ShipFrame, bool) {
if o == nil {
return nil, false
}
return &o.Frame, true
}
// SetFrame sets field value
func (o *Ship) SetFrame(v ShipFrame) {
o.Frame = v
}
// GetReactor returns the Reactor field value
func (o *Ship) GetReactor() ShipReactor {
if o == nil {
var ret ShipReactor
return ret
}
return o.Reactor
}
// GetReactorOk returns a tuple with the Reactor field value
// and a boolean to check if the value has been set.
func (o *Ship) GetReactorOk() (*ShipReactor, bool) {
if o == nil {
return nil, false
}
return &o.Reactor, true
}
// SetReactor sets field value
func (o *Ship) SetReactor(v ShipReactor) {
o.Reactor = v
}
// GetEngine returns the Engine field value
func (o *Ship) GetEngine() ShipEngine {
if o == nil {
var ret ShipEngine
return ret
}
return o.Engine
}
// GetEngineOk returns a tuple with the Engine field value
// and a boolean to check if the value has been set.
func (o *Ship) GetEngineOk() (*ShipEngine, bool) {
if o == nil {
return nil, false
}
return &o.Engine, true
}
// SetEngine sets field value
func (o *Ship) SetEngine(v ShipEngine) {
o.Engine = v
}
// GetModules returns the Modules field value
func (o *Ship) GetModules() []ShipModule {
if o == nil {
var ret []ShipModule
return ret
}
return o.Modules
}
// GetModulesOk returns a tuple with the Modules field value
// and a boolean to check if the value has been set.
func (o *Ship) GetModulesOk() ([]ShipModule, bool) {
if o == nil {
return nil, false
}
return o.Modules, true
}
// SetModules sets field value
func (o *Ship) SetModules(v []ShipModule) {
o.Modules = v
}
// GetMounts returns the Mounts field value
func (o *Ship) GetMounts() []ShipMount {
if o == nil {
var ret []ShipMount
return ret
}
return o.Mounts
}
// GetMountsOk returns a tuple with the Mounts field value
// and a boolean to check if the value has been set.
func (o *Ship) GetMountsOk() ([]ShipMount, bool) {
if o == nil {
return nil, false
}
return o.Mounts, true
}
// SetMounts sets field value
func (o *Ship) SetMounts(v []ShipMount) {
o.Mounts = v
}
// GetCargo returns the Cargo field value
func (o *Ship) GetCargo() ShipCargo {
if o == nil {
var ret ShipCargo
return ret
}
return o.Cargo
}
// GetCargoOk returns a tuple with the Cargo field value
// and a boolean to check if the value has been set.
func (o *Ship) GetCargoOk() (*ShipCargo, bool) {
if o == nil {
return nil, false
}
return &o.Cargo, true
}
// SetCargo sets field value
func (o *Ship) SetCargo(v ShipCargo) {
o.Cargo = v
}
// GetFuel returns the Fuel field value
func (o *Ship) GetFuel() ShipFuel {
if o == nil {
var ret ShipFuel
return ret
}
return o.Fuel
}
// GetFuelOk returns a tuple with the Fuel field value
// and a boolean to check if the value has been set.
func (o *Ship) GetFuelOk() (*ShipFuel, bool) {
if o == nil {
return nil, false
}
return &o.Fuel, true
}
// SetFuel sets field value
func (o *Ship) SetFuel(v ShipFuel) {
o.Fuel = v
}
func (o Ship) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o Ship) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
toSerialize["symbol"] = o.Symbol
toSerialize["registration"] = o.Registration
toSerialize["nav"] = o.Nav
toSerialize["crew"] = o.Crew
toSerialize["frame"] = o.Frame
toSerialize["reactor"] = o.Reactor
toSerialize["engine"] = o.Engine
toSerialize["modules"] = o.Modules
toSerialize["mounts"] = o.Mounts
toSerialize["cargo"] = o.Cargo
toSerialize["fuel"] = o.Fuel
for key, value := range o.AdditionalProperties {
toSerialize[key] = value
}
return toSerialize, nil
}
func (o *Ship) UnmarshalJSON(bytes []byte) (err error) {
varShip := _Ship{}
if err = json.Unmarshal(bytes, &varShip); err == nil {
*o = Ship(varShip)
}
additionalProperties := make(map[string]interface{})
if err = json.Unmarshal(bytes, &additionalProperties); err == nil {
delete(additionalProperties, "symbol")
delete(additionalProperties, "registration")
delete(additionalProperties, "nav")
delete(additionalProperties, "crew")
delete(additionalProperties, "frame")
delete(additionalProperties, "reactor")
delete(additionalProperties, "engine")
delete(additionalProperties, "modules")
delete(additionalProperties, "mounts")
delete(additionalProperties, "cargo")
delete(additionalProperties, "fuel")
o.AdditionalProperties = additionalProperties
}
return err
}
type NullableShip struct {
value *Ship
isSet bool
}
func (v NullableShip) Get() *Ship {
return v.value
}
func (v *NullableShip) Set(val *Ship) {
v.value = val
v.isSet = true
}
func (v NullableShip) IsSet() bool {
return v.isSet
}
func (v *NullableShip) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableShip(val *Ship) *NullableShip {
return &NullableShip{value: val, isSet: true}
}
func (v NullableShip) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableShip) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}