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model_construction_material.go
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/
model_construction_material.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: [email protected]
*/
// Code generated by OpenAPI Generator (https://openapi-generator.tech); DO NOT EDIT.
package stc
import (
"encoding/json"
"fmt"
)
// checks if the ConstructionMaterial type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &ConstructionMaterial{}
// ConstructionMaterial The details of the required construction materials for a given waypoint under construction.
type ConstructionMaterial struct {
TradeSymbol TradeSymbol `json:"tradeSymbol"`
// The number of units required.
Required int32 `json:"required"`
// The number of units fulfilled toward the required amount.
Fulfilled int32 `json:"fulfilled"`
AdditionalProperties map[string]interface{}
}
type _ConstructionMaterial ConstructionMaterial
// NewConstructionMaterial instantiates a new ConstructionMaterial 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 NewConstructionMaterial(tradeSymbol TradeSymbol, required int32, fulfilled int32) *ConstructionMaterial {
this := ConstructionMaterial{}
this.TradeSymbol = tradeSymbol
this.Required = required
this.Fulfilled = fulfilled
return &this
}
// NewConstructionMaterialWithDefaults instantiates a new ConstructionMaterial 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 NewConstructionMaterialWithDefaults() *ConstructionMaterial {
this := ConstructionMaterial{}
return &this
}
// GetTradeSymbol returns the TradeSymbol field value
func (o *ConstructionMaterial) GetTradeSymbol() TradeSymbol {
if o == nil {
var ret TradeSymbol
return ret
}
return o.TradeSymbol
}
// GetTradeSymbolOk returns a tuple with the TradeSymbol field value
// and a boolean to check if the value has been set.
func (o *ConstructionMaterial) GetTradeSymbolOk() (*TradeSymbol, bool) {
if o == nil {
return nil, false
}
return &o.TradeSymbol, true
}
// SetTradeSymbol sets field value
func (o *ConstructionMaterial) SetTradeSymbol(v TradeSymbol) {
o.TradeSymbol = v
}
// GetRequired returns the Required field value
func (o *ConstructionMaterial) GetRequired() int32 {
if o == nil {
var ret int32
return ret
}
return o.Required
}
// GetRequiredOk returns a tuple with the Required field value
// and a boolean to check if the value has been set.
func (o *ConstructionMaterial) GetRequiredOk() (*int32, bool) {
if o == nil {
return nil, false
}
return &o.Required, true
}
// SetRequired sets field value
func (o *ConstructionMaterial) SetRequired(v int32) {
o.Required = v
}
// GetFulfilled returns the Fulfilled field value
func (o *ConstructionMaterial) GetFulfilled() int32 {
if o == nil {
var ret int32
return ret
}
return o.Fulfilled
}
// GetFulfilledOk returns a tuple with the Fulfilled field value
// and a boolean to check if the value has been set.
func (o *ConstructionMaterial) GetFulfilledOk() (*int32, bool) {
if o == nil {
return nil, false
}
return &o.Fulfilled, true
}
// SetFulfilled sets field value
func (o *ConstructionMaterial) SetFulfilled(v int32) {
o.Fulfilled = v
}
func (o ConstructionMaterial) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o ConstructionMaterial) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
toSerialize["tradeSymbol"] = o.TradeSymbol
toSerialize["required"] = o.Required
toSerialize["fulfilled"] = o.Fulfilled
for key, value := range o.AdditionalProperties {
toSerialize[key] = value
}
return toSerialize, nil
}
func (o *ConstructionMaterial) 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{
"tradeSymbol",
"required",
"fulfilled",
}
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)
}
}
varConstructionMaterial := _ConstructionMaterial{}
err = json.Unmarshal(data, &varConstructionMaterial)
if err != nil {
return err
}
*o = ConstructionMaterial(varConstructionMaterial)
additionalProperties := make(map[string]interface{})
if err = json.Unmarshal(data, &additionalProperties); err == nil {
delete(additionalProperties, "tradeSymbol")
delete(additionalProperties, "required")
delete(additionalProperties, "fulfilled")
o.AdditionalProperties = additionalProperties
}
return err
}
type NullableConstructionMaterial struct {
value *ConstructionMaterial
isSet bool
}
func (v NullableConstructionMaterial) Get() *ConstructionMaterial {
return v.value
}
func (v *NullableConstructionMaterial) Set(val *ConstructionMaterial) {
v.value = val
v.isSet = true
}
func (v NullableConstructionMaterial) IsSet() bool {
return v.isSet
}
func (v *NullableConstructionMaterial) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableConstructionMaterial(val *ConstructionMaterial) *NullableConstructionMaterial {
return &NullableConstructionMaterial{value: val, isSet: true}
}
func (v NullableConstructionMaterial) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableConstructionMaterial) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}