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model_list_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: stelzo@steado.de
*/
// Code generated by OpenAPI Generator (https://openapi-generator.tech); DO NOT EDIT.
package dodugo
import (
"encoding/json"
)
// checks if the ListEquipmentSet type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &ListEquipmentSet{}
// ListEquipmentSet struct for ListEquipmentSet
type ListEquipmentSet struct {
AnkamaId *int32 `json:"ankama_id,omitempty"`
Name *string `json:"name,omitempty"`
// amount
Items *int32 `json:"items,omitempty"`
Level *int32 `json:"level,omitempty"`
Effects *map[string][]Effect `json:"effects,omitempty"`
EquipmentIds []int32 `json:"equipment_ids,omitempty"`
ContainsCosmetics *bool `json:"contains_cosmetics,omitempty"`
ContainsCosmeticsOnly *bool `json:"contains_cosmetics_only,omitempty"`
}
// NewListEquipmentSet instantiates a new ListEquipmentSet 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 NewListEquipmentSet() *ListEquipmentSet {
this := ListEquipmentSet{}
return &this
}
// NewListEquipmentSetWithDefaults instantiates a new ListEquipmentSet 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 NewListEquipmentSetWithDefaults() *ListEquipmentSet {
this := ListEquipmentSet{}
return &this
}
// GetAnkamaId returns the AnkamaId field value if set, zero value otherwise.
func (o *ListEquipmentSet) 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 *ListEquipmentSet) 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 *ListEquipmentSet) 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 *ListEquipmentSet) SetAnkamaId(v int32) {
o.AnkamaId = &v
}
// GetName returns the Name field value if set, zero value otherwise.
func (o *ListEquipmentSet) 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 *ListEquipmentSet) 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 *ListEquipmentSet) 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 *ListEquipmentSet) SetName(v string) {
o.Name = &v
}
// GetItems returns the Items field value if set, zero value otherwise.
func (o *ListEquipmentSet) GetItems() int32 {
if o == nil || IsNil(o.Items) {
var ret int32
return ret
}
return *o.Items
}
// GetItemsOk returns a tuple with the Items field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *ListEquipmentSet) GetItemsOk() (*int32, bool) {
if o == nil || IsNil(o.Items) {
return nil, false
}
return o.Items, true
}
// HasItems returns a boolean if a field has been set.
func (o *ListEquipmentSet) HasItems() bool {
if o != nil && !IsNil(o.Items) {
return true
}
return false
}
// SetItems gets a reference to the given int32 and assigns it to the Items field.
func (o *ListEquipmentSet) SetItems(v int32) {
o.Items = &v
}
// GetLevel returns the Level field value if set, zero value otherwise.
func (o *ListEquipmentSet) GetLevel() int32 {
if o == nil || IsNil(o.Level) {
var ret int32
return ret
}
return *o.Level
}
// GetLevelOk returns a tuple with the Level field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *ListEquipmentSet) GetLevelOk() (*int32, bool) {
if o == nil || IsNil(o.Level) {
return nil, false
}
return o.Level, true
}
// HasLevel returns a boolean if a field has been set.
func (o *ListEquipmentSet) HasLevel() bool {
if o != nil && !IsNil(o.Level) {
return true
}
return false
}
// SetLevel gets a reference to the given int32 and assigns it to the Level field.
func (o *ListEquipmentSet) SetLevel(v int32) {
o.Level = &v
}
// GetEffects returns the Effects field value if set, zero value otherwise.
func (o *ListEquipmentSet) 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 *ListEquipmentSet) 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 *ListEquipmentSet) 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 *ListEquipmentSet) SetEffects(v map[string][]Effect) {
o.Effects = &v
}
// GetEquipmentIds returns the EquipmentIds field value if set, zero value otherwise (both if not set or set to explicit null).
func (o *ListEquipmentSet) GetEquipmentIds() []int32 {
if o == nil {
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.
// NOTE: If the value is an explicit nil, `nil, true` will be returned
func (o *ListEquipmentSet) 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 *ListEquipmentSet) 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 *ListEquipmentSet) SetEquipmentIds(v []int32) {
o.EquipmentIds = v
}
// GetContainsCosmetics returns the ContainsCosmetics field value if set, zero value otherwise.
func (o *ListEquipmentSet) 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 *ListEquipmentSet) 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 *ListEquipmentSet) 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 *ListEquipmentSet) SetContainsCosmetics(v bool) {
o.ContainsCosmetics = &v
}
// GetContainsCosmeticsOnly returns the ContainsCosmeticsOnly field value if set, zero value otherwise.
func (o *ListEquipmentSet) 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 *ListEquipmentSet) 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 *ListEquipmentSet) 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 *ListEquipmentSet) SetContainsCosmeticsOnly(v bool) {
o.ContainsCosmeticsOnly = &v
}
func (o ListEquipmentSet) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o ListEquipmentSet) 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.Items) {
toSerialize["items"] = o.Items
}
if !IsNil(o.Level) {
toSerialize["level"] = o.Level
}
if !IsNil(o.Effects) {
toSerialize["effects"] = o.Effects
}
if o.EquipmentIds != nil {
toSerialize["equipment_ids"] = o.EquipmentIds
}
if !IsNil(o.ContainsCosmetics) {
toSerialize["contains_cosmetics"] = o.ContainsCosmetics
}
if !IsNil(o.ContainsCosmeticsOnly) {
toSerialize["contains_cosmetics_only"] = o.ContainsCosmeticsOnly
}
return toSerialize, nil
}
type NullableListEquipmentSet struct {
value *ListEquipmentSet
isSet bool
}
func (v NullableListEquipmentSet) Get() *ListEquipmentSet {
return v.value
}
func (v *NullableListEquipmentSet) Set(val *ListEquipmentSet) {
v.value = val
v.isSet = true
}
func (v NullableListEquipmentSet) IsSet() bool {
return v.isSet
}
func (v *NullableListEquipmentSet) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableListEquipmentSet(val *ListEquipmentSet) *NullableListEquipmentSet {
return &NullableListEquipmentSet{value: val, isSet: true}
}
func (v NullableListEquipmentSet) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableListEquipmentSet) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}