292 lines
7.6 KiB
Go
292 lines
7.6 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 ShipCrew type satisfies the MappedNullable interface at compile time
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var _ MappedNullable = &ShipCrew{}
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// ShipCrew The ship's crew service and maintain the ship's systems and equipment.
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type ShipCrew struct {
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// The current number of crew members on the ship.
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Current int32 `json:"current"`
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// The minimum number of crew members required to maintain the ship.
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Required int32 `json:"required"`
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// The maximum number of crew members the ship can support.
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Capacity int32 `json:"capacity"`
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// The rotation of crew shifts. A stricter shift improves the ship's performance. A more relaxed shift improves the crew's morale.
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Rotation string `json:"rotation"`
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// A rough measure of the crew's morale. A higher morale means the crew is happier and more productive. A lower morale means the ship is more prone to accidents.
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Morale int32 `json:"morale"`
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// The amount of credits per crew member paid per hour. Wages are paid when a ship docks at a civilized waypoint.
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Wages int32 `json:"wages"`
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AdditionalProperties map[string]interface{}
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}
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type _ShipCrew ShipCrew
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// NewShipCrew instantiates a new ShipCrew 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 NewShipCrew(current int32, required int32, capacity int32, rotation string, morale int32, wages int32) *ShipCrew {
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this := ShipCrew{}
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this.Current = current
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this.Required = required
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this.Capacity = capacity
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this.Rotation = rotation
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this.Morale = morale
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this.Wages = wages
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return &this
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}
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// NewShipCrewWithDefaults instantiates a new ShipCrew 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 NewShipCrewWithDefaults() *ShipCrew {
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this := ShipCrew{}
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var rotation string = "STRICT"
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this.Rotation = rotation
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return &this
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}
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// GetCurrent returns the Current field value
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func (o *ShipCrew) GetCurrent() 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.Current
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}
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// GetCurrentOk returns a tuple with the Current field value
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// and a boolean to check if the value has been set.
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func (o *ShipCrew) GetCurrentOk() (*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.Current, true
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}
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// SetCurrent sets field value
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func (o *ShipCrew) SetCurrent(v int32) {
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o.Current = v
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}
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// GetRequired returns the Required field value
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func (o *ShipCrew) GetRequired() 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.Required
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}
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// GetRequiredOk returns a tuple with the Required field value
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// and a boolean to check if the value has been set.
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func (o *ShipCrew) GetRequiredOk() (*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.Required, true
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}
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// SetRequired sets field value
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func (o *ShipCrew) SetRequired(v int32) {
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o.Required = v
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}
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// GetCapacity returns the Capacity field value
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func (o *ShipCrew) GetCapacity() 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.Capacity
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}
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// GetCapacityOk returns a tuple with the Capacity field value
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// and a boolean to check if the value has been set.
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func (o *ShipCrew) GetCapacityOk() (*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.Capacity, true
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}
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// SetCapacity sets field value
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func (o *ShipCrew) SetCapacity(v int32) {
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o.Capacity = v
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}
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// GetRotation returns the Rotation field value
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func (o *ShipCrew) GetRotation() 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.Rotation
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}
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// GetRotationOk returns a tuple with the Rotation field value
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// and a boolean to check if the value has been set.
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func (o *ShipCrew) GetRotationOk() (*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.Rotation, true
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}
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// SetRotation sets field value
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func (o *ShipCrew) SetRotation(v string) {
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o.Rotation = v
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}
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// GetMorale returns the Morale field value
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func (o *ShipCrew) GetMorale() 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.Morale
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}
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// GetMoraleOk returns a tuple with the Morale field value
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// and a boolean to check if the value has been set.
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func (o *ShipCrew) GetMoraleOk() (*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.Morale, true
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}
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// SetMorale sets field value
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func (o *ShipCrew) SetMorale(v int32) {
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o.Morale = v
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}
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// GetWages returns the Wages field value
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func (o *ShipCrew) GetWages() 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.Wages
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}
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// GetWagesOk returns a tuple with the Wages field value
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// and a boolean to check if the value has been set.
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func (o *ShipCrew) GetWagesOk() (*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.Wages, true
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}
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// SetWages sets field value
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func (o *ShipCrew) SetWages(v int32) {
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o.Wages = v
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}
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func (o ShipCrew) 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 ShipCrew) ToMap() (map[string]interface{}, error) {
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toSerialize := map[string]interface{}{}
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toSerialize["current"] = o.Current
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toSerialize["required"] = o.Required
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toSerialize["capacity"] = o.Capacity
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toSerialize["rotation"] = o.Rotation
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toSerialize["morale"] = o.Morale
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toSerialize["wages"] = o.Wages
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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 *ShipCrew) UnmarshalJSON(bytes []byte) (err error) {
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varShipCrew := _ShipCrew{}
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if err = json.Unmarshal(bytes, &varShipCrew); err == nil {
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*o = ShipCrew(varShipCrew)
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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, "current")
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delete(additionalProperties, "required")
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delete(additionalProperties, "capacity")
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delete(additionalProperties, "rotation")
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delete(additionalProperties, "morale")
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delete(additionalProperties, "wages")
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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 NullableShipCrew struct {
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value *ShipCrew
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isSet bool
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}
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func (v NullableShipCrew) Get() *ShipCrew {
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return v.value
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}
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func (v *NullableShipCrew) Set(val *ShipCrew) {
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v.value = val
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v.isSet = true
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}
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func (v NullableShipCrew) IsSet() bool {
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return v.isSet
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}
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func (v *NullableShipCrew) Unset() {
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v.value = nil
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v.isSet = false
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}
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func NewNullableShipCrew(val *ShipCrew) *NullableShipCrew {
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return &NullableShipCrew{value: val, isSet: true}
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}
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func (v NullableShipCrew) MarshalJSON() ([]byte, error) {
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return json.Marshal(v.value)
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}
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func (v *NullableShipCrew) 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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