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model_faction_trait_symbol.go
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model_faction_trait_symbol.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"
"fmt"
)
// FactionTraitSymbol The unique identifier of the trait.
type FactionTraitSymbol string
// List of FactionTraitSymbol
const (
BUREAUCRATIC_FACTION_TRAIT_SYMBOL FactionTraitSymbol = "BUREAUCRATIC"
SECRETIVE FactionTraitSymbol = "SECRETIVE"
CAPITALISTIC FactionTraitSymbol = "CAPITALISTIC"
INDUSTRIOUS FactionTraitSymbol = "INDUSTRIOUS"
PEACEFUL FactionTraitSymbol = "PEACEFUL"
DISTRUSTFUL FactionTraitSymbol = "DISTRUSTFUL"
WELCOMING FactionTraitSymbol = "WELCOMING"
SMUGGLERS FactionTraitSymbol = "SMUGGLERS"
SCAVENGERS FactionTraitSymbol = "SCAVENGERS"
REBELLIOUS FactionTraitSymbol = "REBELLIOUS"
EXILES FactionTraitSymbol = "EXILES"
PIRATES FactionTraitSymbol = "PIRATES"
RAIDERS FactionTraitSymbol = "RAIDERS"
CLAN FactionTraitSymbol = "CLAN"
GUILD FactionTraitSymbol = "GUILD"
DOMINION FactionTraitSymbol = "DOMINION"
FRINGE FactionTraitSymbol = "FRINGE"
FORSAKEN FactionTraitSymbol = "FORSAKEN"
ISOLATED FactionTraitSymbol = "ISOLATED"
LOCALIZED FactionTraitSymbol = "LOCALIZED"
ESTABLISHED FactionTraitSymbol = "ESTABLISHED"
NOTABLE FactionTraitSymbol = "NOTABLE"
DOMINANT FactionTraitSymbol = "DOMINANT"
INESCAPABLE FactionTraitSymbol = "INESCAPABLE"
INNOVATIVE FactionTraitSymbol = "INNOVATIVE"
BOLD FactionTraitSymbol = "BOLD"
VISIONARY FactionTraitSymbol = "VISIONARY"
CURIOUS FactionTraitSymbol = "CURIOUS"
DARING FactionTraitSymbol = "DARING"
EXPLORATORY FactionTraitSymbol = "EXPLORATORY"
RESOURCEFUL FactionTraitSymbol = "RESOURCEFUL"
FLEXIBLE FactionTraitSymbol = "FLEXIBLE"
COOPERATIVE FactionTraitSymbol = "COOPERATIVE"
UNITED FactionTraitSymbol = "UNITED"
STRATEGIC FactionTraitSymbol = "STRATEGIC"
INTELLIGENT FactionTraitSymbol = "INTELLIGENT"
RESEARCH_FOCUSED FactionTraitSymbol = "RESEARCH_FOCUSED"
COLLABORATIVE FactionTraitSymbol = "COLLABORATIVE"
PROGRESSIVE FactionTraitSymbol = "PROGRESSIVE"
MILITARISTIC FactionTraitSymbol = "MILITARISTIC"
TECHNOLOGICALLY_ADVANCED FactionTraitSymbol = "TECHNOLOGICALLY_ADVANCED"
AGGRESSIVE FactionTraitSymbol = "AGGRESSIVE"
IMPERIALISTIC FactionTraitSymbol = "IMPERIALISTIC"
TREASURE_HUNTERS FactionTraitSymbol = "TREASURE_HUNTERS"
DEXTEROUS FactionTraitSymbol = "DEXTEROUS"
UNPREDICTABLE FactionTraitSymbol = "UNPREDICTABLE"
BRUTAL FactionTraitSymbol = "BRUTAL"
FLEETING FactionTraitSymbol = "FLEETING"
ADAPTABLE FactionTraitSymbol = "ADAPTABLE"
SELF_SUFFICIENT FactionTraitSymbol = "SELF_SUFFICIENT"
DEFENSIVE FactionTraitSymbol = "DEFENSIVE"
PROUD FactionTraitSymbol = "PROUD"
DIVERSE FactionTraitSymbol = "DIVERSE"
INDEPENDENT FactionTraitSymbol = "INDEPENDENT"
SELF_INTERESTED FactionTraitSymbol = "SELF_INTERESTED"
FRAGMENTED FactionTraitSymbol = "FRAGMENTED"
COMMERCIAL FactionTraitSymbol = "COMMERCIAL"
FREE_MARKETS FactionTraitSymbol = "FREE_MARKETS"
ENTREPRENEURIAL FactionTraitSymbol = "ENTREPRENEURIAL"
)
// All allowed values of FactionTraitSymbol enum
var AllowedFactionTraitSymbolEnumValues = []FactionTraitSymbol{
"BUREAUCRATIC",
"SECRETIVE",
"CAPITALISTIC",
"INDUSTRIOUS",
"PEACEFUL",
"DISTRUSTFUL",
"WELCOMING",
"SMUGGLERS",
"SCAVENGERS",
"REBELLIOUS",
"EXILES",
"PIRATES",
"RAIDERS",
"CLAN",
"GUILD",
"DOMINION",
"FRINGE",
"FORSAKEN",
"ISOLATED",
"LOCALIZED",
"ESTABLISHED",
"NOTABLE",
"DOMINANT",
"INESCAPABLE",
"INNOVATIVE",
"BOLD",
"VISIONARY",
"CURIOUS",
"DARING",
"EXPLORATORY",
"RESOURCEFUL",
"FLEXIBLE",
"COOPERATIVE",
"UNITED",
"STRATEGIC",
"INTELLIGENT",
"RESEARCH_FOCUSED",
"COLLABORATIVE",
"PROGRESSIVE",
"MILITARISTIC",
"TECHNOLOGICALLY_ADVANCED",
"AGGRESSIVE",
"IMPERIALISTIC",
"TREASURE_HUNTERS",
"DEXTEROUS",
"UNPREDICTABLE",
"BRUTAL",
"FLEETING",
"ADAPTABLE",
"SELF_SUFFICIENT",
"DEFENSIVE",
"PROUD",
"DIVERSE",
"INDEPENDENT",
"SELF_INTERESTED",
"FRAGMENTED",
"COMMERCIAL",
"FREE_MARKETS",
"ENTREPRENEURIAL",
}
func (v *FactionTraitSymbol) UnmarshalJSON(src []byte) error {
var value string
err := json.Unmarshal(src, &value)
if err != nil {
return err
}
enumTypeValue := FactionTraitSymbol(value)
for _, existing := range AllowedFactionTraitSymbolEnumValues {
if existing == enumTypeValue {
*v = enumTypeValue
return nil
}
}
return fmt.Errorf("%+v is not a valid FactionTraitSymbol", value)
}
// NewFactionTraitSymbolFromValue returns a pointer to a valid FactionTraitSymbol
// for the value passed as argument, or an error if the value passed is not allowed by the enum
func NewFactionTraitSymbolFromValue(v string) (*FactionTraitSymbol, error) {
ev := FactionTraitSymbol(v)
if ev.IsValid() {
return &ev, nil
} else {
return nil, fmt.Errorf("invalid value '%v' for FactionTraitSymbol: valid values are %v", v, AllowedFactionTraitSymbolEnumValues)
}
}
// IsValid return true if the value is valid for the enum, false otherwise
func (v FactionTraitSymbol) IsValid() bool {
for _, existing := range AllowedFactionTraitSymbolEnumValues {
if existing == v {
return true
}
}
return false
}
// Ptr returns reference to FactionTraitSymbol value
func (v FactionTraitSymbol) Ptr() *FactionTraitSymbol {
return &v
}
type NullableFactionTraitSymbol struct {
value *FactionTraitSymbol
isSet bool
}
func (v NullableFactionTraitSymbol) Get() *FactionTraitSymbol {
return v.value
}
func (v *NullableFactionTraitSymbol) Set(val *FactionTraitSymbol) {
v.value = val
v.isSet = true
}
func (v NullableFactionTraitSymbol) IsSet() bool {
return v.isSet
}
func (v *NullableFactionTraitSymbol) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableFactionTraitSymbol(val *FactionTraitSymbol) *NullableFactionTraitSymbol {
return &NullableFactionTraitSymbol{value: val, isSet: true}
}
func (v NullableFactionTraitSymbol) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableFactionTraitSymbol) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}