/
model_cooldown.go
269 lines (216 loc) · 7.34 KB
/
model_cooldown.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
/*
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 stc
import (
"encoding/json"
"time"
"fmt"
)
// checks if the Cooldown type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &Cooldown{}
// Cooldown A cooldown is a period of time in which a ship cannot perform certain actions.
type Cooldown struct {
// The symbol of the ship that is on cooldown
ShipSymbol string `json:"shipSymbol"`
// The total duration of the cooldown in seconds
TotalSeconds int32 `json:"totalSeconds"`
// The remaining duration of the cooldown in seconds
RemainingSeconds int32 `json:"remainingSeconds"`
// The date and time when the cooldown expires in ISO 8601 format
Expiration *time.Time `json:"expiration,omitempty"`
AdditionalProperties map[string]interface{}
}
type _Cooldown Cooldown
// NewCooldown instantiates a new Cooldown 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 NewCooldown(shipSymbol string, totalSeconds int32, remainingSeconds int32) *Cooldown {
this := Cooldown{}
this.ShipSymbol = shipSymbol
this.TotalSeconds = totalSeconds
this.RemainingSeconds = remainingSeconds
return &this
}
// NewCooldownWithDefaults instantiates a new Cooldown 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 NewCooldownWithDefaults() *Cooldown {
this := Cooldown{}
return &this
}
// GetShipSymbol returns the ShipSymbol field value
func (o *Cooldown) GetShipSymbol() string {
if o == nil {
var ret string
return ret
}
return o.ShipSymbol
}
// GetShipSymbolOk returns a tuple with the ShipSymbol field value
// and a boolean to check if the value has been set.
func (o *Cooldown) GetShipSymbolOk() (*string, bool) {
if o == nil {
return nil, false
}
return &o.ShipSymbol, true
}
// SetShipSymbol sets field value
func (o *Cooldown) SetShipSymbol(v string) {
o.ShipSymbol = v
}
// GetTotalSeconds returns the TotalSeconds field value
func (o *Cooldown) GetTotalSeconds() int32 {
if o == nil {
var ret int32
return ret
}
return o.TotalSeconds
}
// GetTotalSecondsOk returns a tuple with the TotalSeconds field value
// and a boolean to check if the value has been set.
func (o *Cooldown) GetTotalSecondsOk() (*int32, bool) {
if o == nil {
return nil, false
}
return &o.TotalSeconds, true
}
// SetTotalSeconds sets field value
func (o *Cooldown) SetTotalSeconds(v int32) {
o.TotalSeconds = v
}
// GetRemainingSeconds returns the RemainingSeconds field value
func (o *Cooldown) GetRemainingSeconds() int32 {
if o == nil {
var ret int32
return ret
}
return o.RemainingSeconds
}
// GetRemainingSecondsOk returns a tuple with the RemainingSeconds field value
// and a boolean to check if the value has been set.
func (o *Cooldown) GetRemainingSecondsOk() (*int32, bool) {
if o == nil {
return nil, false
}
return &o.RemainingSeconds, true
}
// SetRemainingSeconds sets field value
func (o *Cooldown) SetRemainingSeconds(v int32) {
o.RemainingSeconds = v
}
// GetExpiration returns the Expiration field value if set, zero value otherwise.
func (o *Cooldown) GetExpiration() time.Time {
if o == nil || IsNil(o.Expiration) {
var ret time.Time
return ret
}
return *o.Expiration
}
// GetExpirationOk returns a tuple with the Expiration field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Cooldown) GetExpirationOk() (*time.Time, bool) {
if o == nil || IsNil(o.Expiration) {
return nil, false
}
return o.Expiration, true
}
// HasExpiration returns a boolean if a field has been set.
func (o *Cooldown) HasExpiration() bool {
if o != nil && !IsNil(o.Expiration) {
return true
}
return false
}
// SetExpiration gets a reference to the given time.Time and assigns it to the Expiration field.
func (o *Cooldown) SetExpiration(v time.Time) {
o.Expiration = &v
}
func (o Cooldown) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o Cooldown) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
toSerialize["shipSymbol"] = o.ShipSymbol
toSerialize["totalSeconds"] = o.TotalSeconds
toSerialize["remainingSeconds"] = o.RemainingSeconds
if !IsNil(o.Expiration) {
toSerialize["expiration"] = o.Expiration
}
for key, value := range o.AdditionalProperties {
toSerialize[key] = value
}
return toSerialize, nil
}
func (o *Cooldown) 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{
"shipSymbol",
"totalSeconds",
"remainingSeconds",
}
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)
}
}
varCooldown := _Cooldown{}
err = json.Unmarshal(data, &varCooldown)
if err != nil {
return err
}
*o = Cooldown(varCooldown)
additionalProperties := make(map[string]interface{})
if err = json.Unmarshal(data, &additionalProperties); err == nil {
delete(additionalProperties, "shipSymbol")
delete(additionalProperties, "totalSeconds")
delete(additionalProperties, "remainingSeconds")
delete(additionalProperties, "expiration")
o.AdditionalProperties = additionalProperties
}
return err
}
type NullableCooldown struct {
value *Cooldown
isSet bool
}
func (v NullableCooldown) Get() *Cooldown {
return v.value
}
func (v *NullableCooldown) Set(val *Cooldown) {
v.value = val
v.isSet = true
}
func (v NullableCooldown) IsSet() bool {
return v.isSet
}
func (v *NullableCooldown) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableCooldown(val *Cooldown) *NullableCooldown {
return &NullableCooldown{value: val, isSet: true}
}
func (v NullableCooldown) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableCooldown) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}