spacetraders/model_system.go

312 lines
7.4 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 System type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &System{}
// System
type System struct {
Symbol string `json:"symbol"`
SectorSymbol string `json:"sectorSymbol"`
Type SystemType `json:"type"`
X int32 `json:"x"`
Y int32 `json:"y"`
Waypoints []SystemWaypoint `json:"waypoints"`
Factions []SystemFaction `json:"factions"`
AdditionalProperties map[string]interface{}
}
type _System System
// NewSystem instantiates a new System 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 NewSystem(symbol string, sectorSymbol string, type_ SystemType, x int32, y int32, waypoints []SystemWaypoint, factions []SystemFaction) *System {
this := System{}
this.Symbol = symbol
this.SectorSymbol = sectorSymbol
this.Type = type_
this.X = x
this.Y = y
this.Waypoints = waypoints
this.Factions = factions
return &this
}
// NewSystemWithDefaults instantiates a new System 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 NewSystemWithDefaults() *System {
this := System{}
return &this
}
// GetSymbol returns the Symbol field value
func (o *System) 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 *System) GetSymbolOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.Symbol, true
}
// SetSymbol sets field value
func (o *System) SetSymbol(v string) {
o.Symbol = v
}
// GetSectorSymbol returns the SectorSymbol field value
func (o *System) GetSectorSymbol() string {
if o == nil {
var ret string
return ret
}
return o.SectorSymbol
}
// GetSectorSymbolOk returns a tuple with the SectorSymbol field value
// and a boolean to check if the value has been set.
func (o *System) GetSectorSymbolOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.SectorSymbol, true
}
// SetSectorSymbol sets field value
func (o *System) SetSectorSymbol(v string) {
o.SectorSymbol = v
}
// GetType returns the Type field value
func (o *System) GetType() SystemType {
if o == nil {
var ret SystemType
return ret
}
return o.Type
}
// GetTypeOk returns a tuple with the Type field value
// and a boolean to check if the value has been set.
func (o *System) GetTypeOk() (*SystemType, bool) {
if o == nil {
return nil, false
}
return &o.Type, true
}
// SetType sets field value
func (o *System) SetType(v SystemType) {
o.Type = v
}
// GetX returns the X field value
func (o *System) GetX() int32 {
if o == nil {
var ret int32
return ret
}
return o.X
}
// GetXOk returns a tuple with the X field value
// and a boolean to check if the value has been set.
func (o *System) GetXOk() (*int32, bool) {
if o == nil {
return nil, false
}
return &o.X, true
}
// SetX sets field value
func (o *System) SetX(v int32) {
o.X = v
}
// GetY returns the Y field value
func (o *System) GetY() int32 {
if o == nil {
var ret int32
return ret
}
return o.Y
}
// GetYOk returns a tuple with the Y field value
// and a boolean to check if the value has been set.
func (o *System) GetYOk() (*int32, bool) {
if o == nil {
return nil, false
}
return &o.Y, true
}
// SetY sets field value
func (o *System) SetY(v int32) {
o.Y = v
}
// GetWaypoints returns the Waypoints field value
func (o *System) GetWaypoints() []SystemWaypoint {
if o == nil {
var ret []SystemWaypoint
return ret
}
return o.Waypoints
}
// GetWaypointsOk returns a tuple with the Waypoints field value
// and a boolean to check if the value has been set.
func (o *System) GetWaypointsOk() ([]SystemWaypoint, bool) {
if o == nil {
return nil, false
}
return o.Waypoints, true
}
// SetWaypoints sets field value
func (o *System) SetWaypoints(v []SystemWaypoint) {
o.Waypoints = v
}
// GetFactions returns the Factions field value
func (o *System) GetFactions() []SystemFaction {
if o == nil {
var ret []SystemFaction
return ret
}
return o.Factions
}
// GetFactionsOk returns a tuple with the Factions field value
// and a boolean to check if the value has been set.
func (o *System) GetFactionsOk() ([]SystemFaction, bool) {
if o == nil {
return nil, false
}
return o.Factions, true
}
// SetFactions sets field value
func (o *System) SetFactions(v []SystemFaction) {
o.Factions = v
}
func (o System) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o System) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
toSerialize["symbol"] = o.Symbol
toSerialize["sectorSymbol"] = o.SectorSymbol
toSerialize["type"] = o.Type
toSerialize["x"] = o.X
toSerialize["y"] = o.Y
toSerialize["waypoints"] = o.Waypoints
toSerialize["factions"] = o.Factions
for key, value := range o.AdditionalProperties {
toSerialize[key] = value
}
return toSerialize, nil
}
func (o *System) UnmarshalJSON(bytes []byte) (err error) {
varSystem := _System{}
if err = json.Unmarshal(bytes, &varSystem); err == nil {
*o = System(varSystem)
}
additionalProperties := make(map[string]interface{})
if err = json.Unmarshal(bytes, &additionalProperties); err == nil {
delete(additionalProperties, "symbol")
delete(additionalProperties, "sectorSymbol")
delete(additionalProperties, "type")
delete(additionalProperties, "x")
delete(additionalProperties, "y")
delete(additionalProperties, "waypoints")
delete(additionalProperties, "factions")
o.AdditionalProperties = additionalProperties
}
return err
}
type NullableSystem struct {
value *System
isSet bool
}
func (v NullableSystem) Get() *System {
return v.value
}
func (v *NullableSystem) Set(val *System) {
v.value = val
v.isSet = true
}
func (v NullableSystem) IsSet() bool {
return v.isSet
}
func (v *NullableSystem) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableSystem(val *System) *NullableSystem {
return &NullableSystem{value: val, isSet: true}
}
func (v NullableSystem) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableSystem) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}