forked from dofusdude/dodugo
-
Notifications
You must be signed in to change notification settings - Fork 0
/
model_condition.go
199 lines (163 loc) · 6.6 KB
/
model_condition.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
/*
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: stelzo@steado.de
*/
// Code generated by OpenAPI Generator (https://openapi-generator.tech); DO NOT EDIT.
package dodugo
import (
"encoding/json"
)
// checks if the Condition type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &Condition{}
// Condition struct for Condition
type Condition struct {
Operator *string `json:"operator,omitempty"`
IntValue *int32 `json:"int_value,omitempty"`
Element *TranslatedId `json:"element,omitempty"`
}
// NewCondition instantiates a new Condition 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 NewCondition() *Condition {
this := Condition{}
return &this
}
// NewConditionWithDefaults instantiates a new Condition 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 NewConditionWithDefaults() *Condition {
this := Condition{}
return &this
}
// GetOperator returns the Operator field value if set, zero value otherwise.
func (o *Condition) GetOperator() string {
if o == nil || IsNil(o.Operator) {
var ret string
return ret
}
return *o.Operator
}
// GetOperatorOk returns a tuple with the Operator field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Condition) GetOperatorOk() (*string, bool) {
if o == nil || IsNil(o.Operator) {
return nil, false
}
return o.Operator, true
}
// HasOperator returns a boolean if a field has been set.
func (o *Condition) HasOperator() bool {
if o != nil && !IsNil(o.Operator) {
return true
}
return false
}
// SetOperator gets a reference to the given string and assigns it to the Operator field.
func (o *Condition) SetOperator(v string) {
o.Operator = &v
}
// GetIntValue returns the IntValue field value if set, zero value otherwise.
func (o *Condition) GetIntValue() int32 {
if o == nil || IsNil(o.IntValue) {
var ret int32
return ret
}
return *o.IntValue
}
// GetIntValueOk returns a tuple with the IntValue field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Condition) GetIntValueOk() (*int32, bool) {
if o == nil || IsNil(o.IntValue) {
return nil, false
}
return o.IntValue, true
}
// HasIntValue returns a boolean if a field has been set.
func (o *Condition) HasIntValue() bool {
if o != nil && !IsNil(o.IntValue) {
return true
}
return false
}
// SetIntValue gets a reference to the given int32 and assigns it to the IntValue field.
func (o *Condition) SetIntValue(v int32) {
o.IntValue = &v
}
// GetElement returns the Element field value if set, zero value otherwise.
func (o *Condition) GetElement() TranslatedId {
if o == nil || IsNil(o.Element) {
var ret TranslatedId
return ret
}
return *o.Element
}
// GetElementOk returns a tuple with the Element field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Condition) GetElementOk() (*TranslatedId, bool) {
if o == nil || IsNil(o.Element) {
return nil, false
}
return o.Element, true
}
// HasElement returns a boolean if a field has been set.
func (o *Condition) HasElement() bool {
if o != nil && !IsNil(o.Element) {
return true
}
return false
}
// SetElement gets a reference to the given TranslatedId and assigns it to the Element field.
func (o *Condition) SetElement(v TranslatedId) {
o.Element = &v
}
func (o Condition) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o Condition) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
if !IsNil(o.Operator) {
toSerialize["operator"] = o.Operator
}
if !IsNil(o.IntValue) {
toSerialize["int_value"] = o.IntValue
}
if !IsNil(o.Element) {
toSerialize["element"] = o.Element
}
return toSerialize, nil
}
type NullableCondition struct {
value *Condition
isSet bool
}
func (v NullableCondition) Get() *Condition {
return v.value
}
func (v *NullableCondition) Set(val *Condition) {
v.value = val
v.isSet = true
}
func (v NullableCondition) IsSet() bool {
return v.isSet
}
func (v *NullableCondition) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableCondition(val *Condition) *NullableCondition {
return &NullableCondition{value: val, isSet: true}
}
func (v NullableCondition) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableCondition) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}