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model_equipment_set.go
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/*
dofusdude
# Open Ankama Developer Community The all-in-one toolbelt for your next Ankama related project. ## Versions - [Dofus 2](https://docs.dofusdu.de/dofus2/) - [Dofus 3](https://docs.dofusdu.de/dofus3/) - v1 [latest] (you are here) ## Client SDKs - [Javascript](https://github.com/dofusdude/dofusdude-js) `npm i dofusdude-js --save` - [Typescript](https://github.com/dofusdude/dofusdude-ts) `npm i dofusdude-ts --save` - [Go](https://github.com/dofusdude/dodugo) `go get -u github.com/dofusdude/dodugo` - [Python](https://github.com/dofusdude/dofusdude-py) `pip install dofusdude` - [Java](https://github.com/dofusdude/dofusdude-java) Maven with GitHub packages setup Everything, including this site, is generated out of the [Docs Repo](https://github.com/dofusdude/api-docs). Consider it the Single Source of Truth. If there is a problem with the SDKs, create an issue there. Your favorite language is missing? Please let me know! # Main Features - 🥷 **Seamless Auto-Update** load data in the background when a new Dofus version is released and serving it within 10 minutes with atomic data source switching. No downtime and no effects for the user, just always up-to-date. - ⚡ **Blazingly Fast** all data in-memory, aggressive caching over short time spans, HTTP/2 multiplexing, written in Go, optimized for low latency, hosted on bare metal in 🇩🇪. - 📨 **Almanax Discord Integration** Use the endpoints as a dev or the official [Web Client](https://discord.dofusdude.com) as a user. - 🩸 **Dofus 3 Beta** from stable to bleeding edge by replacing /dofus3 with /dofus3beta. - 🗣️ **Multilingual** supporting _en_, _fr_, _es_, _pt_, _de_. - 🧠 **Search by Relevance** allowing typos in name and description, handled by language specific text analysis and indexing. - 🕵️ **Official Sources** generated from actual data from the game. ... and much more on the Roadmap on my [Discord](https://discord.gg/3EtHskZD8h).
API version: 1.0.0-rc.8
Contact: [email protected]
*/
// Code generated by OpenAPI Generator (https://openapi-generator.tech); DO NOT EDIT.
package dodugo
import (
"encoding/json"
)
// checks if the EquipmentSet type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &EquipmentSet{}
// EquipmentSet struct for EquipmentSet
type EquipmentSet struct {
AnkamaId *int32 `json:"ankama_id,omitempty"`
Name *string `json:"name,omitempty"`
EquipmentIds []int32 `json:"equipment_ids,omitempty"`
Effects *map[string][]Effect `json:"effects,omitempty"`
HighestEquipmentLevel *int32 `json:"highest_equipment_level,omitempty"`
ContainsCosmetics *bool `json:"contains_cosmetics,omitempty"`
ContainsCosmeticsOnly *bool `json:"contains_cosmetics_only,omitempty"`
}
// NewEquipmentSet instantiates a new EquipmentSet 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 NewEquipmentSet() *EquipmentSet {
this := EquipmentSet{}
return &this
}
// NewEquipmentSetWithDefaults instantiates a new EquipmentSet 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 NewEquipmentSetWithDefaults() *EquipmentSet {
this := EquipmentSet{}
return &this
}
// GetAnkamaId returns the AnkamaId field value if set, zero value otherwise.
func (o *EquipmentSet) GetAnkamaId() int32 {
if o == nil || IsNil(o.AnkamaId) {
var ret int32
return ret
}
return *o.AnkamaId
}
// GetAnkamaIdOk returns a tuple with the AnkamaId field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *EquipmentSet) GetAnkamaIdOk() (*int32, bool) {
if o == nil || IsNil(o.AnkamaId) {
return nil, false
}
return o.AnkamaId, true
}
// HasAnkamaId returns a boolean if a field has been set.
func (o *EquipmentSet) HasAnkamaId() bool {
if o != nil && !IsNil(o.AnkamaId) {
return true
}
return false
}
// SetAnkamaId gets a reference to the given int32 and assigns it to the AnkamaId field.
func (o *EquipmentSet) SetAnkamaId(v int32) {
o.AnkamaId = &v
}
// GetName returns the Name field value if set, zero value otherwise.
func (o *EquipmentSet) GetName() string {
if o == nil || IsNil(o.Name) {
var ret string
return ret
}
return *o.Name
}
// GetNameOk returns a tuple with the Name field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *EquipmentSet) GetNameOk() (*string, bool) {
if o == nil || IsNil(o.Name) {
return nil, false
}
return o.Name, true
}
// HasName returns a boolean if a field has been set.
func (o *EquipmentSet) HasName() bool {
if o != nil && !IsNil(o.Name) {
return true
}
return false
}
// SetName gets a reference to the given string and assigns it to the Name field.
func (o *EquipmentSet) SetName(v string) {
o.Name = &v
}
// GetEquipmentIds returns the EquipmentIds field value if set, zero value otherwise.
func (o *EquipmentSet) GetEquipmentIds() []int32 {
if o == nil || IsNil(o.EquipmentIds) {
var ret []int32
return ret
}
return o.EquipmentIds
}
// GetEquipmentIdsOk returns a tuple with the EquipmentIds field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *EquipmentSet) GetEquipmentIdsOk() ([]int32, bool) {
if o == nil || IsNil(o.EquipmentIds) {
return nil, false
}
return o.EquipmentIds, true
}
// HasEquipmentIds returns a boolean if a field has been set.
func (o *EquipmentSet) HasEquipmentIds() bool {
if o != nil && !IsNil(o.EquipmentIds) {
return true
}
return false
}
// SetEquipmentIds gets a reference to the given []int32 and assigns it to the EquipmentIds field.
func (o *EquipmentSet) SetEquipmentIds(v []int32) {
o.EquipmentIds = v
}
// GetEffects returns the Effects field value if set, zero value otherwise.
func (o *EquipmentSet) GetEffects() map[string][]Effect {
if o == nil || IsNil(o.Effects) {
var ret map[string][]Effect
return ret
}
return *o.Effects
}
// GetEffectsOk returns a tuple with the Effects field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *EquipmentSet) GetEffectsOk() (*map[string][]Effect, bool) {
if o == nil || IsNil(o.Effects) {
return nil, false
}
return o.Effects, true
}
// HasEffects returns a boolean if a field has been set.
func (o *EquipmentSet) HasEffects() bool {
if o != nil && !IsNil(o.Effects) {
return true
}
return false
}
// SetEffects gets a reference to the given map[string][]Effect and assigns it to the Effects field.
func (o *EquipmentSet) SetEffects(v map[string][]Effect) {
o.Effects = &v
}
// GetHighestEquipmentLevel returns the HighestEquipmentLevel field value if set, zero value otherwise.
func (o *EquipmentSet) GetHighestEquipmentLevel() int32 {
if o == nil || IsNil(o.HighestEquipmentLevel) {
var ret int32
return ret
}
return *o.HighestEquipmentLevel
}
// GetHighestEquipmentLevelOk returns a tuple with the HighestEquipmentLevel field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *EquipmentSet) GetHighestEquipmentLevelOk() (*int32, bool) {
if o == nil || IsNil(o.HighestEquipmentLevel) {
return nil, false
}
return o.HighestEquipmentLevel, true
}
// HasHighestEquipmentLevel returns a boolean if a field has been set.
func (o *EquipmentSet) HasHighestEquipmentLevel() bool {
if o != nil && !IsNil(o.HighestEquipmentLevel) {
return true
}
return false
}
// SetHighestEquipmentLevel gets a reference to the given int32 and assigns it to the HighestEquipmentLevel field.
func (o *EquipmentSet) SetHighestEquipmentLevel(v int32) {
o.HighestEquipmentLevel = &v
}
// GetContainsCosmetics returns the ContainsCosmetics field value if set, zero value otherwise.
func (o *EquipmentSet) GetContainsCosmetics() bool {
if o == nil || IsNil(o.ContainsCosmetics) {
var ret bool
return ret
}
return *o.ContainsCosmetics
}
// GetContainsCosmeticsOk returns a tuple with the ContainsCosmetics field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *EquipmentSet) GetContainsCosmeticsOk() (*bool, bool) {
if o == nil || IsNil(o.ContainsCosmetics) {
return nil, false
}
return o.ContainsCosmetics, true
}
// HasContainsCosmetics returns a boolean if a field has been set.
func (o *EquipmentSet) HasContainsCosmetics() bool {
if o != nil && !IsNil(o.ContainsCosmetics) {
return true
}
return false
}
// SetContainsCosmetics gets a reference to the given bool and assigns it to the ContainsCosmetics field.
func (o *EquipmentSet) SetContainsCosmetics(v bool) {
o.ContainsCosmetics = &v
}
// GetContainsCosmeticsOnly returns the ContainsCosmeticsOnly field value if set, zero value otherwise.
func (o *EquipmentSet) GetContainsCosmeticsOnly() bool {
if o == nil || IsNil(o.ContainsCosmeticsOnly) {
var ret bool
return ret
}
return *o.ContainsCosmeticsOnly
}
// GetContainsCosmeticsOnlyOk returns a tuple with the ContainsCosmeticsOnly field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *EquipmentSet) GetContainsCosmeticsOnlyOk() (*bool, bool) {
if o == nil || IsNil(o.ContainsCosmeticsOnly) {
return nil, false
}
return o.ContainsCosmeticsOnly, true
}
// HasContainsCosmeticsOnly returns a boolean if a field has been set.
func (o *EquipmentSet) HasContainsCosmeticsOnly() bool {
if o != nil && !IsNil(o.ContainsCosmeticsOnly) {
return true
}
return false
}
// SetContainsCosmeticsOnly gets a reference to the given bool and assigns it to the ContainsCosmeticsOnly field.
func (o *EquipmentSet) SetContainsCosmeticsOnly(v bool) {
o.ContainsCosmeticsOnly = &v
}
func (o EquipmentSet) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o EquipmentSet) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
if !IsNil(o.AnkamaId) {
toSerialize["ankama_id"] = o.AnkamaId
}
if !IsNil(o.Name) {
toSerialize["name"] = o.Name
}
if !IsNil(o.EquipmentIds) {
toSerialize["equipment_ids"] = o.EquipmentIds
}
if !IsNil(o.Effects) {
toSerialize["effects"] = o.Effects
}
if !IsNil(o.HighestEquipmentLevel) {
toSerialize["highest_equipment_level"] = o.HighestEquipmentLevel
}
if !IsNil(o.ContainsCosmetics) {
toSerialize["contains_cosmetics"] = o.ContainsCosmetics
}
if !IsNil(o.ContainsCosmeticsOnly) {
toSerialize["contains_cosmetics_only"] = o.ContainsCosmeticsOnly
}
return toSerialize, nil
}
type NullableEquipmentSet struct {
value *EquipmentSet
isSet bool
}
func (v NullableEquipmentSet) Get() *EquipmentSet {
return v.value
}
func (v *NullableEquipmentSet) Set(val *EquipmentSet) {
v.value = val
v.isSet = true
}
func (v NullableEquipmentSet) IsSet() bool {
return v.isSet
}
func (v *NullableEquipmentSet) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableEquipmentSet(val *EquipmentSet) *NullableEquipmentSet {
return &NullableEquipmentSet{value: val, isSet: true}
}
func (v NullableEquipmentSet) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableEquipmentSet) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}