spacetraders/model_shipyard_ship.go

377 lines
9.5 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 ShipyardShip type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &ShipyardShip{}
// ShipyardShip
type ShipyardShip struct {
Type *ShipType `json:"type,omitempty"`
Name string `json:"name"`
Description string `json:"description"`
PurchasePrice int32 `json:"purchasePrice"`
Frame ShipFrame `json:"frame"`
Reactor ShipReactor `json:"reactor"`
Engine ShipEngine `json:"engine"`
Modules []ShipModule `json:"modules"`
Mounts []ShipMount `json:"mounts"`
AdditionalProperties map[string]interface{}
}
type _ShipyardShip ShipyardShip
// NewShipyardShip instantiates a new ShipyardShip 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 NewShipyardShip(name string, description string, purchasePrice int32, frame ShipFrame, reactor ShipReactor, engine ShipEngine, modules []ShipModule, mounts []ShipMount) *ShipyardShip {
this := ShipyardShip{}
this.Name = name
this.Description = description
this.PurchasePrice = purchasePrice
this.Frame = frame
this.Reactor = reactor
this.Engine = engine
this.Modules = modules
this.Mounts = mounts
return &this
}
// NewShipyardShipWithDefaults instantiates a new ShipyardShip 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 NewShipyardShipWithDefaults() *ShipyardShip {
this := ShipyardShip{}
return &this
}
// GetType returns the Type field value if set, zero value otherwise.
func (o *ShipyardShip) GetType() ShipType {
if o == nil || isNil(o.Type) {
var ret ShipType
return ret
}
return *o.Type
}
// GetTypeOk returns a tuple with the Type field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *ShipyardShip) GetTypeOk() (*ShipType, bool) {
if o == nil || isNil(o.Type) {
return nil, false
}
return o.Type, true
}
// HasType returns a boolean if a field has been set.
func (o *ShipyardShip) HasType() bool {
if o != nil && !isNil(o.Type) {
return true
}
return false
}
// SetType gets a reference to the given ShipType and assigns it to the Type field.
func (o *ShipyardShip) SetType(v ShipType) {
o.Type = &v
}
// GetName returns the Name field value
func (o *ShipyardShip) 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 *ShipyardShip) GetNameOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.Name, true
}
// SetName sets field value
func (o *ShipyardShip) SetName(v string) {
o.Name = v
}
// GetDescription returns the Description field value
func (o *ShipyardShip) 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 *ShipyardShip) GetDescriptionOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.Description, true
}
// SetDescription sets field value
func (o *ShipyardShip) SetDescription(v string) {
o.Description = v
}
// GetPurchasePrice returns the PurchasePrice field value
func (o *ShipyardShip) GetPurchasePrice() int32 {
if o == nil {
var ret int32
return ret
}
return o.PurchasePrice
}
// GetPurchasePriceOk returns a tuple with the PurchasePrice field value
// and a boolean to check if the value has been set.
func (o *ShipyardShip) GetPurchasePriceOk() (*int32, bool) {
if o == nil {
return nil, false
}
return &o.PurchasePrice, true
}
// SetPurchasePrice sets field value
func (o *ShipyardShip) SetPurchasePrice(v int32) {
o.PurchasePrice = v
}
// GetFrame returns the Frame field value
func (o *ShipyardShip) 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 *ShipyardShip) GetFrameOk() (*ShipFrame, bool) {
if o == nil {
return nil, false
}
return &o.Frame, true
}
// SetFrame sets field value
func (o *ShipyardShip) SetFrame(v ShipFrame) {
o.Frame = v
}
// GetReactor returns the Reactor field value
func (o *ShipyardShip) 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 *ShipyardShip) GetReactorOk() (*ShipReactor, bool) {
if o == nil {
return nil, false
}
return &o.Reactor, true
}
// SetReactor sets field value
func (o *ShipyardShip) SetReactor(v ShipReactor) {
o.Reactor = v
}
// GetEngine returns the Engine field value
func (o *ShipyardShip) 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 *ShipyardShip) GetEngineOk() (*ShipEngine, bool) {
if o == nil {
return nil, false
}
return &o.Engine, true
}
// SetEngine sets field value
func (o *ShipyardShip) SetEngine(v ShipEngine) {
o.Engine = v
}
// GetModules returns the Modules field value
func (o *ShipyardShip) 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 *ShipyardShip) GetModulesOk() ([]ShipModule, bool) {
if o == nil {
return nil, false
}
return o.Modules, true
}
// SetModules sets field value
func (o *ShipyardShip) SetModules(v []ShipModule) {
o.Modules = v
}
// GetMounts returns the Mounts field value
func (o *ShipyardShip) 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 *ShipyardShip) GetMountsOk() ([]ShipMount, bool) {
if o == nil {
return nil, false
}
return o.Mounts, true
}
// SetMounts sets field value
func (o *ShipyardShip) SetMounts(v []ShipMount) {
o.Mounts = v
}
func (o ShipyardShip) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o ShipyardShip) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
if !isNil(o.Type) {
toSerialize["type"] = o.Type
}
toSerialize["name"] = o.Name
toSerialize["description"] = o.Description
toSerialize["purchasePrice"] = o.PurchasePrice
toSerialize["frame"] = o.Frame
toSerialize["reactor"] = o.Reactor
toSerialize["engine"] = o.Engine
toSerialize["modules"] = o.Modules
toSerialize["mounts"] = o.Mounts
for key, value := range o.AdditionalProperties {
toSerialize[key] = value
}
return toSerialize, nil
}
func (o *ShipyardShip) UnmarshalJSON(bytes []byte) (err error) {
varShipyardShip := _ShipyardShip{}
if err = json.Unmarshal(bytes, &varShipyardShip); err == nil {
*o = ShipyardShip(varShipyardShip)
}
additionalProperties := make(map[string]interface{})
if err = json.Unmarshal(bytes, &additionalProperties); err == nil {
delete(additionalProperties, "type")
delete(additionalProperties, "name")
delete(additionalProperties, "description")
delete(additionalProperties, "purchasePrice")
delete(additionalProperties, "frame")
delete(additionalProperties, "reactor")
delete(additionalProperties, "engine")
delete(additionalProperties, "modules")
delete(additionalProperties, "mounts")
o.AdditionalProperties = additionalProperties
}
return err
}
type NullableShipyardShip struct {
value *ShipyardShip
isSet bool
}
func (v NullableShipyardShip) Get() *ShipyardShip {
return v.value
}
func (v *NullableShipyardShip) Set(val *ShipyardShip) {
v.value = val
v.isSet = true
}
func (v NullableShipyardShip) IsSet() bool {
return v.isSet
}
func (v *NullableShipyardShip) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableShipyardShip(val *ShipyardShip) *NullableShipyardShip {
return &NullableShipyardShip{value: val, isSet: true}
}
func (v NullableShipyardShip) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableShipyardShip) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}