312 lines
7.4 KiB
Go
312 lines
7.4 KiB
Go
/*
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SpaceTraders API
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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.
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API version: 2.0.0
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Contact: joel@spacetraders.io
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*/
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// Code generated by OpenAPI Generator (https://openapi-generator.tech); DO NOT EDIT.
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package spacetraders
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import (
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"encoding/json"
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)
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// checks if the System type satisfies the MappedNullable interface at compile time
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var _ MappedNullable = &System{}
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// System
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type System struct {
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Symbol string `json:"symbol"`
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SectorSymbol string `json:"sectorSymbol"`
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Type SystemType `json:"type"`
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X int32 `json:"x"`
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Y int32 `json:"y"`
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Waypoints []SystemWaypoint `json:"waypoints"`
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Factions []SystemFaction `json:"factions"`
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AdditionalProperties map[string]interface{}
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}
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type _System System
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// NewSystem instantiates a new System object
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// This constructor will assign default values to properties that have it defined,
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// and makes sure properties required by API are set, but the set of arguments
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// will change when the set of required properties is changed
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func NewSystem(symbol string, sectorSymbol string, type_ SystemType, x int32, y int32, waypoints []SystemWaypoint, factions []SystemFaction) *System {
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this := System{}
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this.Symbol = symbol
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this.SectorSymbol = sectorSymbol
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this.Type = type_
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this.X = x
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this.Y = y
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this.Waypoints = waypoints
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this.Factions = factions
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return &this
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}
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// NewSystemWithDefaults instantiates a new System object
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// This constructor will only assign default values to properties that have it defined,
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// but it doesn't guarantee that properties required by API are set
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func NewSystemWithDefaults() *System {
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this := System{}
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return &this
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}
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// GetSymbol returns the Symbol field value
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func (o *System) GetSymbol() string {
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if o == nil {
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var ret string
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return ret
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}
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return o.Symbol
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}
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// GetSymbolOk returns a tuple with the Symbol field value
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// and a boolean to check if the value has been set.
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func (o *System) GetSymbolOk() (*string, bool) {
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if o == nil {
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return nil, false
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}
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return &o.Symbol, true
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}
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// SetSymbol sets field value
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func (o *System) SetSymbol(v string) {
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o.Symbol = v
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}
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// GetSectorSymbol returns the SectorSymbol field value
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func (o *System) GetSectorSymbol() string {
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if o == nil {
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var ret string
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return ret
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}
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return o.SectorSymbol
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}
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// GetSectorSymbolOk returns a tuple with the SectorSymbol field value
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// and a boolean to check if the value has been set.
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func (o *System) GetSectorSymbolOk() (*string, bool) {
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if o == nil {
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return nil, false
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}
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return &o.SectorSymbol, true
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}
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// SetSectorSymbol sets field value
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func (o *System) SetSectorSymbol(v string) {
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o.SectorSymbol = v
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}
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// GetType returns the Type field value
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func (o *System) GetType() SystemType {
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if o == nil {
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var ret SystemType
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return ret
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}
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return o.Type
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}
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// GetTypeOk returns a tuple with the Type field value
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// and a boolean to check if the value has been set.
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func (o *System) GetTypeOk() (*SystemType, bool) {
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if o == nil {
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return nil, false
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}
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return &o.Type, true
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}
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// SetType sets field value
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func (o *System) SetType(v SystemType) {
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o.Type = v
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}
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// GetX returns the X field value
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func (o *System) GetX() int32 {
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if o == nil {
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var ret int32
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return ret
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}
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return o.X
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}
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// GetXOk returns a tuple with the X field value
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// and a boolean to check if the value has been set.
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func (o *System) GetXOk() (*int32, bool) {
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if o == nil {
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return nil, false
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}
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return &o.X, true
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}
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// SetX sets field value
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func (o *System) SetX(v int32) {
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o.X = v
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}
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// GetY returns the Y field value
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func (o *System) GetY() int32 {
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if o == nil {
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var ret int32
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return ret
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}
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return o.Y
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}
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// GetYOk returns a tuple with the Y field value
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// and a boolean to check if the value has been set.
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func (o *System) GetYOk() (*int32, bool) {
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if o == nil {
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return nil, false
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}
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return &o.Y, true
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}
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// SetY sets field value
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func (o *System) SetY(v int32) {
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o.Y = v
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}
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// GetWaypoints returns the Waypoints field value
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func (o *System) GetWaypoints() []SystemWaypoint {
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if o == nil {
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var ret []SystemWaypoint
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return ret
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}
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return o.Waypoints
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}
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// GetWaypointsOk returns a tuple with the Waypoints field value
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// and a boolean to check if the value has been set.
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func (o *System) GetWaypointsOk() ([]SystemWaypoint, bool) {
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if o == nil {
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return nil, false
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}
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return o.Waypoints, true
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}
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// SetWaypoints sets field value
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func (o *System) SetWaypoints(v []SystemWaypoint) {
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o.Waypoints = v
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}
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// GetFactions returns the Factions field value
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func (o *System) GetFactions() []SystemFaction {
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if o == nil {
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var ret []SystemFaction
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return ret
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}
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return o.Factions
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}
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// GetFactionsOk returns a tuple with the Factions field value
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// and a boolean to check if the value has been set.
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func (o *System) GetFactionsOk() ([]SystemFaction, bool) {
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if o == nil {
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return nil, false
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}
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return o.Factions, true
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}
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// SetFactions sets field value
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func (o *System) SetFactions(v []SystemFaction) {
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o.Factions = v
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}
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func (o System) MarshalJSON() ([]byte, error) {
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toSerialize,err := o.ToMap()
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if err != nil {
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return []byte{}, err
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}
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return json.Marshal(toSerialize)
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}
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func (o System) ToMap() (map[string]interface{}, error) {
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toSerialize := map[string]interface{}{}
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toSerialize["symbol"] = o.Symbol
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toSerialize["sectorSymbol"] = o.SectorSymbol
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toSerialize["type"] = o.Type
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toSerialize["x"] = o.X
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toSerialize["y"] = o.Y
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toSerialize["waypoints"] = o.Waypoints
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toSerialize["factions"] = o.Factions
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for key, value := range o.AdditionalProperties {
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toSerialize[key] = value
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}
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return toSerialize, nil
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}
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func (o *System) UnmarshalJSON(bytes []byte) (err error) {
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varSystem := _System{}
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if err = json.Unmarshal(bytes, &varSystem); err == nil {
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*o = System(varSystem)
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}
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additionalProperties := make(map[string]interface{})
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if err = json.Unmarshal(bytes, &additionalProperties); err == nil {
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delete(additionalProperties, "symbol")
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delete(additionalProperties, "sectorSymbol")
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delete(additionalProperties, "type")
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delete(additionalProperties, "x")
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delete(additionalProperties, "y")
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delete(additionalProperties, "waypoints")
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delete(additionalProperties, "factions")
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o.AdditionalProperties = additionalProperties
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}
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return err
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}
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type NullableSystem struct {
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value *System
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isSet bool
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}
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func (v NullableSystem) Get() *System {
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return v.value
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}
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func (v *NullableSystem) Set(val *System) {
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v.value = val
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v.isSet = true
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}
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func (v NullableSystem) IsSet() bool {
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return v.isSet
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}
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func (v *NullableSystem) Unset() {
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v.value = nil
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v.isSet = false
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}
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func NewNullableSystem(val *System) *NullableSystem {
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return &NullableSystem{value: val, isSet: true}
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}
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func (v NullableSystem) MarshalJSON() ([]byte, error) {
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return json.Marshal(v.value)
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}
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func (v *NullableSystem) UnmarshalJSON(src []byte) error {
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v.isSet = true
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return json.Unmarshal(src, &v.value)
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}
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