spacetraders/model_ship_requirements.go

230 lines
6.4 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 ShipRequirements type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &ShipRequirements{}
// ShipRequirements The requirements for installation on a ship
type ShipRequirements struct {
// The amount of power required from the reactor.
Power *int32 `json:"power,omitempty"`
// The number of crew required for operation.
Crew *int32 `json:"crew,omitempty"`
// The number of module slots required for installation.
Slots *int32 `json:"slots,omitempty"`
AdditionalProperties map[string]interface{}
}
type _ShipRequirements ShipRequirements
// NewShipRequirements instantiates a new ShipRequirements 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 NewShipRequirements() *ShipRequirements {
this := ShipRequirements{}
return &this
}
// NewShipRequirementsWithDefaults instantiates a new ShipRequirements 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 NewShipRequirementsWithDefaults() *ShipRequirements {
this := ShipRequirements{}
return &this
}
// GetPower returns the Power field value if set, zero value otherwise.
func (o *ShipRequirements) GetPower() int32 {
if o == nil || isNil(o.Power) {
var ret int32
return ret
}
return *o.Power
}
// GetPowerOk returns a tuple with the Power field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *ShipRequirements) GetPowerOk() (*int32, bool) {
if o == nil || isNil(o.Power) {
return nil, false
}
return o.Power, true
}
// HasPower returns a boolean if a field has been set.
func (o *ShipRequirements) HasPower() bool {
if o != nil && !isNil(o.Power) {
return true
}
return false
}
// SetPower gets a reference to the given int32 and assigns it to the Power field.
func (o *ShipRequirements) SetPower(v int32) {
o.Power = &v
}
// GetCrew returns the Crew field value if set, zero value otherwise.
func (o *ShipRequirements) GetCrew() int32 {
if o == nil || isNil(o.Crew) {
var ret int32
return ret
}
return *o.Crew
}
// GetCrewOk returns a tuple with the Crew field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *ShipRequirements) GetCrewOk() (*int32, bool) {
if o == nil || isNil(o.Crew) {
return nil, false
}
return o.Crew, true
}
// HasCrew returns a boolean if a field has been set.
func (o *ShipRequirements) HasCrew() bool {
if o != nil && !isNil(o.Crew) {
return true
}
return false
}
// SetCrew gets a reference to the given int32 and assigns it to the Crew field.
func (o *ShipRequirements) SetCrew(v int32) {
o.Crew = &v
}
// GetSlots returns the Slots field value if set, zero value otherwise.
func (o *ShipRequirements) GetSlots() int32 {
if o == nil || isNil(o.Slots) {
var ret int32
return ret
}
return *o.Slots
}
// GetSlotsOk returns a tuple with the Slots field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *ShipRequirements) GetSlotsOk() (*int32, bool) {
if o == nil || isNil(o.Slots) {
return nil, false
}
return o.Slots, true
}
// HasSlots returns a boolean if a field has been set.
func (o *ShipRequirements) HasSlots() bool {
if o != nil && !isNil(o.Slots) {
return true
}
return false
}
// SetSlots gets a reference to the given int32 and assigns it to the Slots field.
func (o *ShipRequirements) SetSlots(v int32) {
o.Slots = &v
}
func (o ShipRequirements) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o ShipRequirements) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
if !isNil(o.Power) {
toSerialize["power"] = o.Power
}
if !isNil(o.Crew) {
toSerialize["crew"] = o.Crew
}
if !isNil(o.Slots) {
toSerialize["slots"] = o.Slots
}
for key, value := range o.AdditionalProperties {
toSerialize[key] = value
}
return toSerialize, nil
}
func (o *ShipRequirements) UnmarshalJSON(bytes []byte) (err error) {
varShipRequirements := _ShipRequirements{}
if err = json.Unmarshal(bytes, &varShipRequirements); err == nil {
*o = ShipRequirements(varShipRequirements)
}
additionalProperties := make(map[string]interface{})
if err = json.Unmarshal(bytes, &additionalProperties); err == nil {
delete(additionalProperties, "power")
delete(additionalProperties, "crew")
delete(additionalProperties, "slots")
o.AdditionalProperties = additionalProperties
}
return err
}
type NullableShipRequirements struct {
value *ShipRequirements
isSet bool
}
func (v NullableShipRequirements) Get() *ShipRequirements {
return v.value
}
func (v *NullableShipRequirements) Set(val *ShipRequirements) {
v.value = val
v.isSet = true
}
func (v NullableShipRequirements) IsSet() bool {
return v.isSet
}
func (v *NullableShipRequirements) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableShipRequirements(val *ShipRequirements) *NullableShipRequirements {
return &NullableShipRequirements{value: val, isSet: true}
}
func (v NullableShipRequirements) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableShipRequirements) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}