spacetraders/model_ship_engine.go

294 lines
7.7 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 ShipEngine type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &ShipEngine{}
// ShipEngine The engine determines how quickly a ship travels between waypoints.
type ShipEngine struct {
Symbol string `json:"symbol"`
Name string `json:"name"`
Description string `json:"description"`
// Condition is a range of 0 to 100 where 0 is completely worn out and 100 is brand new.
Condition *int32 `json:"condition,omitempty"`
Speed float32 `json:"speed"`
Requirements ShipRequirements `json:"requirements"`
AdditionalProperties map[string]interface{}
}
type _ShipEngine ShipEngine
// NewShipEngine instantiates a new ShipEngine 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 NewShipEngine(symbol string, name string, description string, speed float32, requirements ShipRequirements) *ShipEngine {
this := ShipEngine{}
this.Symbol = symbol
this.Name = name
this.Description = description
this.Speed = speed
this.Requirements = requirements
return &this
}
// NewShipEngineWithDefaults instantiates a new ShipEngine 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 NewShipEngineWithDefaults() *ShipEngine {
this := ShipEngine{}
return &this
}
// GetSymbol returns the Symbol field value
func (o *ShipEngine) 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 *ShipEngine) GetSymbolOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.Symbol, true
}
// SetSymbol sets field value
func (o *ShipEngine) SetSymbol(v string) {
o.Symbol = v
}
// GetName returns the Name field value
func (o *ShipEngine) GetName() string {
if o == nil {
var ret string
return ret
}
return o.Name
}
// GetNameOk returns a tuple with the Name field value
// and a boolean to check if the value has been set.
func (o *ShipEngine) GetNameOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.Name, true
}
// SetName sets field value
func (o *ShipEngine) SetName(v string) {
o.Name = v
}
// GetDescription returns the Description field value
func (o *ShipEngine) GetDescription() string {
if o == nil {
var ret string
return ret
}
return o.Description
}
// GetDescriptionOk returns a tuple with the Description field value
// and a boolean to check if the value has been set.
func (o *ShipEngine) GetDescriptionOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.Description, true
}
// SetDescription sets field value
func (o *ShipEngine) SetDescription(v string) {
o.Description = v
}
// GetCondition returns the Condition field value if set, zero value otherwise.
func (o *ShipEngine) GetCondition() int32 {
if o == nil || isNil(o.Condition) {
var ret int32
return ret
}
return *o.Condition
}
// GetConditionOk returns a tuple with the Condition field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *ShipEngine) GetConditionOk() (*int32, bool) {
if o == nil || isNil(o.Condition) {
return nil, false
}
return o.Condition, true
}
// HasCondition returns a boolean if a field has been set.
func (o *ShipEngine) HasCondition() bool {
if o != nil && !isNil(o.Condition) {
return true
}
return false
}
// SetCondition gets a reference to the given int32 and assigns it to the Condition field.
func (o *ShipEngine) SetCondition(v int32) {
o.Condition = &v
}
// GetSpeed returns the Speed field value
func (o *ShipEngine) GetSpeed() float32 {
if o == nil {
var ret float32
return ret
}
return o.Speed
}
// GetSpeedOk returns a tuple with the Speed field value
// and a boolean to check if the value has been set.
func (o *ShipEngine) GetSpeedOk() (*float32, bool) {
if o == nil {
return nil, false
}
return &o.Speed, true
}
// SetSpeed sets field value
func (o *ShipEngine) SetSpeed(v float32) {
o.Speed = v
}
// GetRequirements returns the Requirements field value
func (o *ShipEngine) GetRequirements() ShipRequirements {
if o == nil {
var ret ShipRequirements
return ret
}
return o.Requirements
}
// GetRequirementsOk returns a tuple with the Requirements field value
// and a boolean to check if the value has been set.
func (o *ShipEngine) GetRequirementsOk() (*ShipRequirements, bool) {
if o == nil {
return nil, false
}
return &o.Requirements, true
}
// SetRequirements sets field value
func (o *ShipEngine) SetRequirements(v ShipRequirements) {
o.Requirements = v
}
func (o ShipEngine) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o ShipEngine) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
toSerialize["symbol"] = o.Symbol
toSerialize["name"] = o.Name
toSerialize["description"] = o.Description
if !isNil(o.Condition) {
toSerialize["condition"] = o.Condition
}
toSerialize["speed"] = o.Speed
toSerialize["requirements"] = o.Requirements
for key, value := range o.AdditionalProperties {
toSerialize[key] = value
}
return toSerialize, nil
}
func (o *ShipEngine) UnmarshalJSON(bytes []byte) (err error) {
varShipEngine := _ShipEngine{}
if err = json.Unmarshal(bytes, &varShipEngine); err == nil {
*o = ShipEngine(varShipEngine)
}
additionalProperties := make(map[string]interface{})
if err = json.Unmarshal(bytes, &additionalProperties); err == nil {
delete(additionalProperties, "symbol")
delete(additionalProperties, "name")
delete(additionalProperties, "description")
delete(additionalProperties, "condition")
delete(additionalProperties, "speed")
delete(additionalProperties, "requirements")
o.AdditionalProperties = additionalProperties
}
return err
}
type NullableShipEngine struct {
value *ShipEngine
isSet bool
}
func (v NullableShipEngine) Get() *ShipEngine {
return v.value
}
func (v *NullableShipEngine) Set(val *ShipEngine) {
v.value = val
v.isSet = true
}
func (v NullableShipEngine) IsSet() bool {
return v.isSet
}
func (v *NullableShipEngine) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableShipEngine(val *ShipEngine) *NullableShipEngine {
return &NullableShipEngine{value: val, isSet: true}
}
func (v NullableShipEngine) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableShipEngine) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}