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model_game.go
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/*
TheGamesDB API
API Documentation
API version: 2.0.0
*/
// Code generated by OpenAPI Generator (https://openapi-generator.tech); DO NOT EDIT.
package gamesdb
import (
"encoding/json"
)
// Game struct for Game
type Game struct {
Id *int32 `json:"id,omitempty"`
GameTitle *string `json:"game_title,omitempty"`
ReleaseDate *string `json:"release_date,omitempty"`
Platform *int32 `json:"platform,omitempty"`
Players *int32 `json:"players,omitempty"`
Overview *string `json:"overview,omitempty"`
LastUpdated *string `json:"last_updated,omitempty"`
Rating *string `json:"rating,omitempty"`
Coop *string `json:"coop,omitempty"`
Youtube *string `json:"youtube,omitempty"`
Os *string `json:"os,omitempty"`
Processor *string `json:"processor,omitempty"`
Ram *string `json:"ram,omitempty"`
Hdd *string `json:"hdd,omitempty"`
Video *string `json:"video,omitempty"`
Sound *string `json:"sound,omitempty"`
Developers []int32 `json:"developers,omitempty"`
Genres []int32 `json:"genres,omitempty"`
Publishers []int32 `json:"publishers,omitempty"`
Alternates []string `json:"alternates,omitempty"`
}
// NewGame instantiates a new Game 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 NewGame() *Game {
this := Game{}
return &this
}
// NewGameWithDefaults instantiates a new Game 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 NewGameWithDefaults() *Game {
this := Game{}
return &this
}
// GetId returns the Id field value if set, zero value otherwise.
func (o *Game) GetId() int32 {
if o == nil || o.Id == nil {
var ret int32
return ret
}
return *o.Id
}
// GetIdOk returns a tuple with the Id field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetIdOk() (*int32, bool) {
if o == nil || o.Id == nil {
return nil, false
}
return o.Id, true
}
// HasId returns a boolean if a field has been set.
func (o *Game) HasId() bool {
if o != nil && o.Id != nil {
return true
}
return false
}
// SetId gets a reference to the given int32 and assigns it to the Id field.
func (o *Game) SetId(v int32) {
o.Id = &v
}
// GetGameTitle returns the GameTitle field value if set, zero value otherwise.
func (o *Game) GetGameTitle() string {
if o == nil || o.GameTitle == nil {
var ret string
return ret
}
return *o.GameTitle
}
// GetGameTitleOk returns a tuple with the GameTitle field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetGameTitleOk() (*string, bool) {
if o == nil || o.GameTitle == nil {
return nil, false
}
return o.GameTitle, true
}
// HasGameTitle returns a boolean if a field has been set.
func (o *Game) HasGameTitle() bool {
if o != nil && o.GameTitle != nil {
return true
}
return false
}
// SetGameTitle gets a reference to the given string and assigns it to the GameTitle field.
func (o *Game) SetGameTitle(v string) {
o.GameTitle = &v
}
// GetReleaseDate returns the ReleaseDate field value if set, zero value otherwise.
func (o *Game) GetReleaseDate() string {
if o == nil || o.ReleaseDate == nil {
var ret string
return ret
}
return *o.ReleaseDate
}
// GetReleaseDateOk returns a tuple with the ReleaseDate field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetReleaseDateOk() (*string, bool) {
if o == nil || o.ReleaseDate == nil {
return nil, false
}
return o.ReleaseDate, true
}
// HasReleaseDate returns a boolean if a field has been set.
func (o *Game) HasReleaseDate() bool {
if o != nil && o.ReleaseDate != nil {
return true
}
return false
}
// SetReleaseDate gets a reference to the given string and assigns it to the ReleaseDate field.
func (o *Game) SetReleaseDate(v string) {
o.ReleaseDate = &v
}
// GetPlatform returns the Platform field value if set, zero value otherwise.
func (o *Game) GetPlatform() int32 {
if o == nil || o.Platform == nil {
var ret int32
return ret
}
return *o.Platform
}
// GetPlatformOk returns a tuple with the Platform field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetPlatformOk() (*int32, bool) {
if o == nil || o.Platform == nil {
return nil, false
}
return o.Platform, true
}
// HasPlatform returns a boolean if a field has been set.
func (o *Game) HasPlatform() bool {
if o != nil && o.Platform != nil {
return true
}
return false
}
// SetPlatform gets a reference to the given int32 and assigns it to the Platform field.
func (o *Game) SetPlatform(v int32) {
o.Platform = &v
}
// GetPlayers returns the Players field value if set, zero value otherwise.
func (o *Game) GetPlayers() int32 {
if o == nil || o.Players == nil {
var ret int32
return ret
}
return *o.Players
}
// GetPlayersOk returns a tuple with the Players field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetPlayersOk() (*int32, bool) {
if o == nil || o.Players == nil {
return nil, false
}
return o.Players, true
}
// HasPlayers returns a boolean if a field has been set.
func (o *Game) HasPlayers() bool {
if o != nil && o.Players != nil {
return true
}
return false
}
// SetPlayers gets a reference to the given int32 and assigns it to the Players field.
func (o *Game) SetPlayers(v int32) {
o.Players = &v
}
// GetOverview returns the Overview field value if set, zero value otherwise.
func (o *Game) GetOverview() string {
if o == nil || o.Overview == nil {
var ret string
return ret
}
return *o.Overview
}
// GetOverviewOk returns a tuple with the Overview field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetOverviewOk() (*string, bool) {
if o == nil || o.Overview == nil {
return nil, false
}
return o.Overview, true
}
// HasOverview returns a boolean if a field has been set.
func (o *Game) HasOverview() bool {
if o != nil && o.Overview != nil {
return true
}
return false
}
// SetOverview gets a reference to the given string and assigns it to the Overview field.
func (o *Game) SetOverview(v string) {
o.Overview = &v
}
// GetLastUpdated returns the LastUpdated field value if set, zero value otherwise.
func (o *Game) GetLastUpdated() string {
if o == nil || o.LastUpdated == nil {
var ret string
return ret
}
return *o.LastUpdated
}
// GetLastUpdatedOk returns a tuple with the LastUpdated field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetLastUpdatedOk() (*string, bool) {
if o == nil || o.LastUpdated == nil {
return nil, false
}
return o.LastUpdated, true
}
// HasLastUpdated returns a boolean if a field has been set.
func (o *Game) HasLastUpdated() bool {
if o != nil && o.LastUpdated != nil {
return true
}
return false
}
// SetLastUpdated gets a reference to the given string and assigns it to the LastUpdated field.
func (o *Game) SetLastUpdated(v string) {
o.LastUpdated = &v
}
// GetRating returns the Rating field value if set, zero value otherwise.
func (o *Game) GetRating() string {
if o == nil || o.Rating == nil {
var ret string
return ret
}
return *o.Rating
}
// GetRatingOk returns a tuple with the Rating field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetRatingOk() (*string, bool) {
if o == nil || o.Rating == nil {
return nil, false
}
return o.Rating, true
}
// HasRating returns a boolean if a field has been set.
func (o *Game) HasRating() bool {
if o != nil && o.Rating != nil {
return true
}
return false
}
// SetRating gets a reference to the given string and assigns it to the Rating field.
func (o *Game) SetRating(v string) {
o.Rating = &v
}
// GetCoop returns the Coop field value if set, zero value otherwise.
func (o *Game) GetCoop() string {
if o == nil || o.Coop == nil {
var ret string
return ret
}
return *o.Coop
}
// GetCoopOk returns a tuple with the Coop field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetCoopOk() (*string, bool) {
if o == nil || o.Coop == nil {
return nil, false
}
return o.Coop, true
}
// HasCoop returns a boolean if a field has been set.
func (o *Game) HasCoop() bool {
if o != nil && o.Coop != nil {
return true
}
return false
}
// SetCoop gets a reference to the given string and assigns it to the Coop field.
func (o *Game) SetCoop(v string) {
o.Coop = &v
}
// GetYoutube returns the Youtube field value if set, zero value otherwise.
func (o *Game) GetYoutube() string {
if o == nil || o.Youtube == nil {
var ret string
return ret
}
return *o.Youtube
}
// GetYoutubeOk returns a tuple with the Youtube field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetYoutubeOk() (*string, bool) {
if o == nil || o.Youtube == nil {
return nil, false
}
return o.Youtube, true
}
// HasYoutube returns a boolean if a field has been set.
func (o *Game) HasYoutube() bool {
if o != nil && o.Youtube != nil {
return true
}
return false
}
// SetYoutube gets a reference to the given string and assigns it to the Youtube field.
func (o *Game) SetYoutube(v string) {
o.Youtube = &v
}
// GetOs returns the Os field value if set, zero value otherwise.
func (o *Game) GetOs() string {
if o == nil || o.Os == nil {
var ret string
return ret
}
return *o.Os
}
// GetOsOk returns a tuple with the Os field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetOsOk() (*string, bool) {
if o == nil || o.Os == nil {
return nil, false
}
return o.Os, true
}
// HasOs returns a boolean if a field has been set.
func (o *Game) HasOs() bool {
if o != nil && o.Os != nil {
return true
}
return false
}
// SetOs gets a reference to the given string and assigns it to the Os field.
func (o *Game) SetOs(v string) {
o.Os = &v
}
// GetProcessor returns the Processor field value if set, zero value otherwise.
func (o *Game) GetProcessor() string {
if o == nil || o.Processor == nil {
var ret string
return ret
}
return *o.Processor
}
// GetProcessorOk returns a tuple with the Processor field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetProcessorOk() (*string, bool) {
if o == nil || o.Processor == nil {
return nil, false
}
return o.Processor, true
}
// HasProcessor returns a boolean if a field has been set.
func (o *Game) HasProcessor() bool {
if o != nil && o.Processor != nil {
return true
}
return false
}
// SetProcessor gets a reference to the given string and assigns it to the Processor field.
func (o *Game) SetProcessor(v string) {
o.Processor = &v
}
// GetRam returns the Ram field value if set, zero value otherwise.
func (o *Game) GetRam() string {
if o == nil || o.Ram == nil {
var ret string
return ret
}
return *o.Ram
}
// GetRamOk returns a tuple with the Ram field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetRamOk() (*string, bool) {
if o == nil || o.Ram == nil {
return nil, false
}
return o.Ram, true
}
// HasRam returns a boolean if a field has been set.
func (o *Game) HasRam() bool {
if o != nil && o.Ram != nil {
return true
}
return false
}
// SetRam gets a reference to the given string and assigns it to the Ram field.
func (o *Game) SetRam(v string) {
o.Ram = &v
}
// GetHdd returns the Hdd field value if set, zero value otherwise.
func (o *Game) GetHdd() string {
if o == nil || o.Hdd == nil {
var ret string
return ret
}
return *o.Hdd
}
// GetHddOk returns a tuple with the Hdd field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetHddOk() (*string, bool) {
if o == nil || o.Hdd == nil {
return nil, false
}
return o.Hdd, true
}
// HasHdd returns a boolean if a field has been set.
func (o *Game) HasHdd() bool {
if o != nil && o.Hdd != nil {
return true
}
return false
}
// SetHdd gets a reference to the given string and assigns it to the Hdd field.
func (o *Game) SetHdd(v string) {
o.Hdd = &v
}
// GetVideo returns the Video field value if set, zero value otherwise.
func (o *Game) GetVideo() string {
if o == nil || o.Video == nil {
var ret string
return ret
}
return *o.Video
}
// GetVideoOk returns a tuple with the Video field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetVideoOk() (*string, bool) {
if o == nil || o.Video == nil {
return nil, false
}
return o.Video, true
}
// HasVideo returns a boolean if a field has been set.
func (o *Game) HasVideo() bool {
if o != nil && o.Video != nil {
return true
}
return false
}
// SetVideo gets a reference to the given string and assigns it to the Video field.
func (o *Game) SetVideo(v string) {
o.Video = &v
}
// GetSound returns the Sound field value if set, zero value otherwise.
func (o *Game) GetSound() string {
if o == nil || o.Sound == nil {
var ret string
return ret
}
return *o.Sound
}
// GetSoundOk returns a tuple with the Sound field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetSoundOk() (*string, bool) {
if o == nil || o.Sound == nil {
return nil, false
}
return o.Sound, true
}
// HasSound returns a boolean if a field has been set.
func (o *Game) HasSound() bool {
if o != nil && o.Sound != nil {
return true
}
return false
}
// SetSound gets a reference to the given string and assigns it to the Sound field.
func (o *Game) SetSound(v string) {
o.Sound = &v
}
// GetDevelopers returns the Developers field value if set, zero value otherwise.
func (o *Game) GetDevelopers() []int32 {
if o == nil || o.Developers == nil {
var ret []int32
return ret
}
return o.Developers
}
// GetDevelopersOk returns a tuple with the Developers field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetDevelopersOk() ([]int32, bool) {
if o == nil || o.Developers == nil {
return nil, false
}
return o.Developers, true
}
// HasDevelopers returns a boolean if a field has been set.
func (o *Game) HasDevelopers() bool {
if o != nil && o.Developers != nil {
return true
}
return false
}
// SetDevelopers gets a reference to the given []int32 and assigns it to the Developers field.
func (o *Game) SetDevelopers(v []int32) {
o.Developers = v
}
// GetGenres returns the Genres field value if set, zero value otherwise.
func (o *Game) GetGenres() []int32 {
if o == nil || o.Genres == nil {
var ret []int32
return ret
}
return o.Genres
}
// GetGenresOk returns a tuple with the Genres field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetGenresOk() ([]int32, bool) {
if o == nil || o.Genres == nil {
return nil, false
}
return o.Genres, true
}
// HasGenres returns a boolean if a field has been set.
func (o *Game) HasGenres() bool {
if o != nil && o.Genres != nil {
return true
}
return false
}
// SetGenres gets a reference to the given []int32 and assigns it to the Genres field.
func (o *Game) SetGenres(v []int32) {
o.Genres = v
}
// GetPublishers returns the Publishers field value if set, zero value otherwise.
func (o *Game) GetPublishers() []int32 {
if o == nil || o.Publishers == nil {
var ret []int32
return ret
}
return o.Publishers
}
// GetPublishersOk returns a tuple with the Publishers field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetPublishersOk() ([]int32, bool) {
if o == nil || o.Publishers == nil {
return nil, false
}
return o.Publishers, true
}
// HasPublishers returns a boolean if a field has been set.
func (o *Game) HasPublishers() bool {
if o != nil && o.Publishers != nil {
return true
}
return false
}
// SetPublishers gets a reference to the given []int32 and assigns it to the Publishers field.
func (o *Game) SetPublishers(v []int32) {
o.Publishers = v
}
// GetAlternates returns the Alternates field value if set, zero value otherwise.
func (o *Game) GetAlternates() []string {
if o == nil || o.Alternates == nil {
var ret []string
return ret
}
return o.Alternates
}
// GetAlternatesOk returns a tuple with the Alternates field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Game) GetAlternatesOk() ([]string, bool) {
if o == nil || o.Alternates == nil {
return nil, false
}
return o.Alternates, true
}
// HasAlternates returns a boolean if a field has been set.
func (o *Game) HasAlternates() bool {
if o != nil && o.Alternates != nil {
return true
}
return false
}
// SetAlternates gets a reference to the given []string and assigns it to the Alternates field.
func (o *Game) SetAlternates(v []string) {
o.Alternates = v
}
func (o Game) MarshalJSON() ([]byte, error) {
toSerialize := map[string]interface{}{}
if o.Id != nil {
toSerialize["id"] = o.Id
}
if o.GameTitle != nil {
toSerialize["game_title"] = o.GameTitle
}
if o.ReleaseDate != nil {
toSerialize["release_date"] = o.ReleaseDate
}
if o.Platform != nil {
toSerialize["platform"] = o.Platform
}
if o.Players != nil {
toSerialize["players"] = o.Players
}
if o.Overview != nil {
toSerialize["overview"] = o.Overview
}
if o.LastUpdated != nil {
toSerialize["last_updated"] = o.LastUpdated
}
if o.Rating != nil {
toSerialize["rating"] = o.Rating
}
if o.Coop != nil {
toSerialize["coop"] = o.Coop
}
if o.Youtube != nil {
toSerialize["youtube"] = o.Youtube
}
if o.Os != nil {
toSerialize["os"] = o.Os
}
if o.Processor != nil {
toSerialize["processor"] = o.Processor
}
if o.Ram != nil {
toSerialize["ram"] = o.Ram
}
if o.Hdd != nil {
toSerialize["hdd"] = o.Hdd
}
if o.Video != nil {
toSerialize["video"] = o.Video
}
if o.Sound != nil {
toSerialize["sound"] = o.Sound
}
if o.Developers != nil {
toSerialize["developers"] = o.Developers
}
if o.Genres != nil {
toSerialize["genres"] = o.Genres
}
if o.Publishers != nil {
toSerialize["publishers"] = o.Publishers
}
if o.Alternates != nil {
toSerialize["alternates"] = o.Alternates
}
return json.Marshal(toSerialize)
}
type NullableGame struct {
value *Game
isSet bool
}
func (v NullableGame) Get() *Game {
return v.value
}
func (v *NullableGame) Set(val *Game) {
v.value = val
v.isSet = true
}
func (v NullableGame) IsSet() bool {
return v.isSet
}
func (v *NullableGame) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableGame(val *Game) *NullableGame {
return &NullableGame{value: val, isSet: true}
}
func (v NullableGame) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableGame) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}