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model_construction.go
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/
model_construction.go
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/*
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 openapi
import (
"encoding/json"
"bytes"
"fmt"
)
// checks if the Construction type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &Construction{}
// Construction The construction details of a waypoint.
type Construction struct {
// The symbol of the waypoint.
Symbol string `json:"symbol"`
// The materials required to construct the waypoint.
Materials []ConstructionMaterial `json:"materials"`
// Whether the waypoint has been constructed.
IsComplete bool `json:"isComplete"`
}
type _Construction Construction
// NewConstruction instantiates a new Construction 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 NewConstruction(symbol string, materials []ConstructionMaterial, isComplete bool) *Construction {
this := Construction{}
this.Symbol = symbol
this.Materials = materials
this.IsComplete = isComplete
return &this
}
// NewConstructionWithDefaults instantiates a new Construction 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 NewConstructionWithDefaults() *Construction {
this := Construction{}
return &this
}
// GetSymbol returns the Symbol field value
func (o *Construction) 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 *Construction) GetSymbolOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.Symbol, true
}
// SetSymbol sets field value
func (o *Construction) SetSymbol(v string) {
o.Symbol = v
}
// GetMaterials returns the Materials field value
func (o *Construction) GetMaterials() []ConstructionMaterial {
if o == nil {
var ret []ConstructionMaterial
return ret
}
return o.Materials
}
// GetMaterialsOk returns a tuple with the Materials field value
// and a boolean to check if the value has been set.
func (o *Construction) GetMaterialsOk() ([]ConstructionMaterial, bool) {
if o == nil {
return nil, false
}
return o.Materials, true
}
// SetMaterials sets field value
func (o *Construction) SetMaterials(v []ConstructionMaterial) {
o.Materials = v
}
// GetIsComplete returns the IsComplete field value
func (o *Construction) GetIsComplete() bool {
if o == nil {
var ret bool
return ret
}
return o.IsComplete
}
// GetIsCompleteOk returns a tuple with the IsComplete field value
// and a boolean to check if the value has been set.
func (o *Construction) GetIsCompleteOk() (*bool, bool) {
if o == nil {
return nil, false
}
return &o.IsComplete, true
}
// SetIsComplete sets field value
func (o *Construction) SetIsComplete(v bool) {
o.IsComplete = v
}
func (o Construction) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o Construction) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
toSerialize["symbol"] = o.Symbol
toSerialize["materials"] = o.Materials
toSerialize["isComplete"] = o.IsComplete
return toSerialize, nil
}
func (o *Construction) UnmarshalJSON(data []byte) (err error) {
// This validates that all required properties are included in the JSON object
// by unmarshalling the object into a generic map with string keys and checking
// that every required field exists as a key in the generic map.
requiredProperties := []string{
"symbol",
"materials",
"isComplete",
}
allProperties := make(map[string]interface{})
err = json.Unmarshal(data, &allProperties)
if err != nil {
return err;
}
for _, requiredProperty := range(requiredProperties) {
if _, exists := allProperties[requiredProperty]; !exists {
return fmt.Errorf("no value given for required property %v", requiredProperty)
}
}
varConstruction := _Construction{}
decoder := json.NewDecoder(bytes.NewReader(data))
decoder.DisallowUnknownFields()
err = decoder.Decode(&varConstruction)
if err != nil {
return err
}
*o = Construction(varConstruction)
return err
}
type NullableConstruction struct {
value *Construction
isSet bool
}
func (v NullableConstruction) Get() *Construction {
return v.value
}
func (v *NullableConstruction) Set(val *Construction) {
v.value = val
v.isSet = true
}
func (v NullableConstruction) IsSet() bool {
return v.isSet
}
func (v *NullableConstruction) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableConstruction(val *Construction) *NullableConstruction {
return &NullableConstruction{value: val, isSet: true}
}
func (v NullableConstruction) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableConstruction) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}