spacetraders/model_ship_crew.go

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