/
model_ship_requirements.go
231 lines (187 loc) · 6.43 KB
/
model_ship_requirements.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
/*
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 st
import (
"encoding/json"
)
// checks if the ShipRequirements type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &ShipRequirements{}
// ShipRequirements The requirements for installation on a ship
type ShipRequirements struct {
// The amount of power required from the reactor.
Power *int32 `json:"power,omitempty"`
// The number of crew required for operation.
Crew *int32 `json:"crew,omitempty"`
// The number of module slots required for installation.
Slots *int32 `json:"slots,omitempty"`
AdditionalProperties map[string]interface{}
}
type _ShipRequirements ShipRequirements
// NewShipRequirements instantiates a new ShipRequirements 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 NewShipRequirements() *ShipRequirements {
this := ShipRequirements{}
return &this
}
// NewShipRequirementsWithDefaults instantiates a new ShipRequirements 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 NewShipRequirementsWithDefaults() *ShipRequirements {
this := ShipRequirements{}
return &this
}
// GetPower returns the Power field value if set, zero value otherwise.
func (o *ShipRequirements) GetPower() int32 {
if o == nil || IsNil(o.Power) {
var ret int32
return ret
}
return *o.Power
}
// GetPowerOk returns a tuple with the Power field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *ShipRequirements) GetPowerOk() (*int32, bool) {
if o == nil || IsNil(o.Power) {
return nil, false
}
return o.Power, true
}
// HasPower returns a boolean if a field has been set.
func (o *ShipRequirements) HasPower() bool {
if o != nil && !IsNil(o.Power) {
return true
}
return false
}
// SetPower gets a reference to the given int32 and assigns it to the Power field.
func (o *ShipRequirements) SetPower(v int32) {
o.Power = &v
}
// GetCrew returns the Crew field value if set, zero value otherwise.
func (o *ShipRequirements) GetCrew() int32 {
if o == nil || IsNil(o.Crew) {
var ret int32
return ret
}
return *o.Crew
}
// GetCrewOk returns a tuple with the Crew field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *ShipRequirements) GetCrewOk() (*int32, bool) {
if o == nil || IsNil(o.Crew) {
return nil, false
}
return o.Crew, true
}
// HasCrew returns a boolean if a field has been set.
func (o *ShipRequirements) HasCrew() bool {
if o != nil && !IsNil(o.Crew) {
return true
}
return false
}
// SetCrew gets a reference to the given int32 and assigns it to the Crew field.
func (o *ShipRequirements) SetCrew(v int32) {
o.Crew = &v
}
// GetSlots returns the Slots field value if set, zero value otherwise.
func (o *ShipRequirements) GetSlots() int32 {
if o == nil || IsNil(o.Slots) {
var ret int32
return ret
}
return *o.Slots
}
// GetSlotsOk returns a tuple with the Slots field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *ShipRequirements) GetSlotsOk() (*int32, bool) {
if o == nil || IsNil(o.Slots) {
return nil, false
}
return o.Slots, true
}
// HasSlots returns a boolean if a field has been set.
func (o *ShipRequirements) HasSlots() bool {
if o != nil && !IsNil(o.Slots) {
return true
}
return false
}
// SetSlots gets a reference to the given int32 and assigns it to the Slots field.
func (o *ShipRequirements) SetSlots(v int32) {
o.Slots = &v
}
func (o ShipRequirements) MarshalJSON() ([]byte, error) {
toSerialize, err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o ShipRequirements) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
if !IsNil(o.Power) {
toSerialize["power"] = o.Power
}
if !IsNil(o.Crew) {
toSerialize["crew"] = o.Crew
}
if !IsNil(o.Slots) {
toSerialize["slots"] = o.Slots
}
for key, value := range o.AdditionalProperties {
toSerialize[key] = value
}
return toSerialize, nil
}
func (o *ShipRequirements) UnmarshalJSON(data []byte) (err error) {
varShipRequirements := _ShipRequirements{}
err = json.Unmarshal(data, &varShipRequirements)
if err != nil {
return err
}
*o = ShipRequirements(varShipRequirements)
additionalProperties := make(map[string]interface{})
if err = json.Unmarshal(data, &additionalProperties); err == nil {
delete(additionalProperties, "power")
delete(additionalProperties, "crew")
delete(additionalProperties, "slots")
o.AdditionalProperties = additionalProperties
}
return err
}
type NullableShipRequirements struct {
value *ShipRequirements
isSet bool
}
func (v NullableShipRequirements) Get() *ShipRequirements {
return v.value
}
func (v *NullableShipRequirements) Set(val *ShipRequirements) {
v.value = val
v.isSet = true
}
func (v NullableShipRequirements) IsSet() bool {
return v.isSet
}
func (v *NullableShipRequirements) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableShipRequirements(val *ShipRequirements) *NullableShipRequirements {
return &NullableShipRequirements{value: val, isSet: true}
}
func (v NullableShipRequirements) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableShipRequirements) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}