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model_weapon.go
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model_weapon.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 Weapon type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &Weapon{}
// Weapon struct for Weapon
type Weapon struct {
AnkamaId *int32 `json:"ankama_id,omitempty"`
Name *string `json:"name,omitempty"`
Description *string `json:"description,omitempty"`
Type *TranslatedId `json:"type,omitempty"`
// always true when the item is a weapon. Many fields are now available. Always check for this flag first when getting single equipment items.
IsWeapon *bool `json:"is_weapon,omitempty"`
Level *int32 `json:"level,omitempty"`
Pods *int32 `json:"pods,omitempty"`
ImageUrls *Images `json:"image_urls,omitempty"`
Effects []Effect `json:"effects,omitempty"`
Conditions NullableConditionNode `json:"conditions,omitempty"`
CriticalHitProbability *int32 `json:"critical_hit_probability,omitempty"`
CriticalHitBonus *int32 `json:"critical_hit_bonus,omitempty"`
MaxCastPerTurn *int32 `json:"max_cast_per_turn,omitempty"`
ApCost *int32 `json:"ap_cost,omitempty"`
Range *Range `json:"range,omitempty"`
Recipe []Recipe `json:"recipe,omitempty"`
ParentSet NullableTranslatedId `json:"parent_set,omitempty"`
}
// NewWeapon instantiates a new Weapon 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 NewWeapon() *Weapon {
this := Weapon{}
return &this
}
// NewWeaponWithDefaults instantiates a new Weapon 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 NewWeaponWithDefaults() *Weapon {
this := Weapon{}
return &this
}
// GetAnkamaId returns the AnkamaId field value if set, zero value otherwise.
func (o *Weapon) 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 *Weapon) 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 *Weapon) 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 *Weapon) SetAnkamaId(v int32) {
o.AnkamaId = &v
}
// GetName returns the Name field value if set, zero value otherwise.
func (o *Weapon) 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 *Weapon) 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 *Weapon) 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 *Weapon) SetName(v string) {
o.Name = &v
}
// GetDescription returns the Description field value if set, zero value otherwise.
func (o *Weapon) GetDescription() string {
if o == nil || IsNil(o.Description) {
var ret string
return ret
}
return *o.Description
}
// GetDescriptionOk returns a tuple with the Description field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Weapon) GetDescriptionOk() (*string, bool) {
if o == nil || IsNil(o.Description) {
return nil, false
}
return o.Description, true
}
// HasDescription returns a boolean if a field has been set.
func (o *Weapon) HasDescription() bool {
if o != nil && !IsNil(o.Description) {
return true
}
return false
}
// SetDescription gets a reference to the given string and assigns it to the Description field.
func (o *Weapon) SetDescription(v string) {
o.Description = &v
}
// GetType returns the Type field value if set, zero value otherwise.
func (o *Weapon) GetType() TranslatedId {
if o == nil || IsNil(o.Type) {
var ret TranslatedId
return ret
}
return *o.Type
}
// GetTypeOk returns a tuple with the Type field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Weapon) GetTypeOk() (*TranslatedId, bool) {
if o == nil || IsNil(o.Type) {
return nil, false
}
return o.Type, true
}
// HasType returns a boolean if a field has been set.
func (o *Weapon) HasType() bool {
if o != nil && !IsNil(o.Type) {
return true
}
return false
}
// SetType gets a reference to the given TranslatedId and assigns it to the Type field.
func (o *Weapon) SetType(v TranslatedId) {
o.Type = &v
}
// GetIsWeapon returns the IsWeapon field value if set, zero value otherwise.
func (o *Weapon) GetIsWeapon() bool {
if o == nil || IsNil(o.IsWeapon) {
var ret bool
return ret
}
return *o.IsWeapon
}
// GetIsWeaponOk returns a tuple with the IsWeapon field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Weapon) GetIsWeaponOk() (*bool, bool) {
if o == nil || IsNil(o.IsWeapon) {
return nil, false
}
return o.IsWeapon, true
}
// HasIsWeapon returns a boolean if a field has been set.
func (o *Weapon) HasIsWeapon() bool {
if o != nil && !IsNil(o.IsWeapon) {
return true
}
return false
}
// SetIsWeapon gets a reference to the given bool and assigns it to the IsWeapon field.
func (o *Weapon) SetIsWeapon(v bool) {
o.IsWeapon = &v
}
// GetLevel returns the Level field value if set, zero value otherwise.
func (o *Weapon) 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 *Weapon) 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 *Weapon) 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 *Weapon) SetLevel(v int32) {
o.Level = &v
}
// GetPods returns the Pods field value if set, zero value otherwise.
func (o *Weapon) GetPods() int32 {
if o == nil || IsNil(o.Pods) {
var ret int32
return ret
}
return *o.Pods
}
// GetPodsOk returns a tuple with the Pods field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Weapon) GetPodsOk() (*int32, bool) {
if o == nil || IsNil(o.Pods) {
return nil, false
}
return o.Pods, true
}
// HasPods returns a boolean if a field has been set.
func (o *Weapon) HasPods() bool {
if o != nil && !IsNil(o.Pods) {
return true
}
return false
}
// SetPods gets a reference to the given int32 and assigns it to the Pods field.
func (o *Weapon) SetPods(v int32) {
o.Pods = &v
}
// GetImageUrls returns the ImageUrls field value if set, zero value otherwise.
func (o *Weapon) GetImageUrls() Images {
if o == nil || IsNil(o.ImageUrls) {
var ret Images
return ret
}
return *o.ImageUrls
}
// GetImageUrlsOk returns a tuple with the ImageUrls field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Weapon) GetImageUrlsOk() (*Images, bool) {
if o == nil || IsNil(o.ImageUrls) {
return nil, false
}
return o.ImageUrls, true
}
// HasImageUrls returns a boolean if a field has been set.
func (o *Weapon) HasImageUrls() bool {
if o != nil && !IsNil(o.ImageUrls) {
return true
}
return false
}
// SetImageUrls gets a reference to the given Images and assigns it to the ImageUrls field.
func (o *Weapon) SetImageUrls(v Images) {
o.ImageUrls = &v
}
// GetEffects returns the Effects field value if set, zero value otherwise (both if not set or set to explicit null).
func (o *Weapon) GetEffects() []Effect {
if o == nil {
var ret []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.
// NOTE: If the value is an explicit nil, `nil, true` will be returned
func (o *Weapon) GetEffectsOk() ([]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 *Weapon) HasEffects() bool {
if o != nil && !IsNil(o.Effects) {
return true
}
return false
}
// SetEffects gets a reference to the given []Effect and assigns it to the Effects field.
func (o *Weapon) SetEffects(v []Effect) {
o.Effects = v
}
// GetConditions returns the Conditions field value if set, zero value otherwise (both if not set or set to explicit null).
func (o *Weapon) GetConditions() ConditionNode {
if o == nil || IsNil(o.Conditions.Get()) {
var ret ConditionNode
return ret
}
return *o.Conditions.Get()
}
// GetConditionsOk returns a tuple with the Conditions 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 *Weapon) GetConditionsOk() (*ConditionNode, bool) {
if o == nil {
return nil, false
}
return o.Conditions.Get(), o.Conditions.IsSet()
}
// HasConditions returns a boolean if a field has been set.
func (o *Weapon) HasConditions() bool {
if o != nil && o.Conditions.IsSet() {
return true
}
return false
}
// SetConditions gets a reference to the given NullableConditionNode and assigns it to the Conditions field.
func (o *Weapon) SetConditions(v ConditionNode) {
o.Conditions.Set(&v)
}
// SetConditionsNil sets the value for Conditions to be an explicit nil
func (o *Weapon) SetConditionsNil() {
o.Conditions.Set(nil)
}
// UnsetConditions ensures that no value is present for Conditions, not even an explicit nil
func (o *Weapon) UnsetConditions() {
o.Conditions.Unset()
}
// GetCriticalHitProbability returns the CriticalHitProbability field value if set, zero value otherwise.
func (o *Weapon) GetCriticalHitProbability() int32 {
if o == nil || IsNil(o.CriticalHitProbability) {
var ret int32
return ret
}
return *o.CriticalHitProbability
}
// GetCriticalHitProbabilityOk returns a tuple with the CriticalHitProbability field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Weapon) GetCriticalHitProbabilityOk() (*int32, bool) {
if o == nil || IsNil(o.CriticalHitProbability) {
return nil, false
}
return o.CriticalHitProbability, true
}
// HasCriticalHitProbability returns a boolean if a field has been set.
func (o *Weapon) HasCriticalHitProbability() bool {
if o != nil && !IsNil(o.CriticalHitProbability) {
return true
}
return false
}
// SetCriticalHitProbability gets a reference to the given int32 and assigns it to the CriticalHitProbability field.
func (o *Weapon) SetCriticalHitProbability(v int32) {
o.CriticalHitProbability = &v
}
// GetCriticalHitBonus returns the CriticalHitBonus field value if set, zero value otherwise.
func (o *Weapon) GetCriticalHitBonus() int32 {
if o == nil || IsNil(o.CriticalHitBonus) {
var ret int32
return ret
}
return *o.CriticalHitBonus
}
// GetCriticalHitBonusOk returns a tuple with the CriticalHitBonus field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Weapon) GetCriticalHitBonusOk() (*int32, bool) {
if o == nil || IsNil(o.CriticalHitBonus) {
return nil, false
}
return o.CriticalHitBonus, true
}
// HasCriticalHitBonus returns a boolean if a field has been set.
func (o *Weapon) HasCriticalHitBonus() bool {
if o != nil && !IsNil(o.CriticalHitBonus) {
return true
}
return false
}
// SetCriticalHitBonus gets a reference to the given int32 and assigns it to the CriticalHitBonus field.
func (o *Weapon) SetCriticalHitBonus(v int32) {
o.CriticalHitBonus = &v
}
// GetMaxCastPerTurn returns the MaxCastPerTurn field value if set, zero value otherwise.
func (o *Weapon) GetMaxCastPerTurn() int32 {
if o == nil || IsNil(o.MaxCastPerTurn) {
var ret int32
return ret
}
return *o.MaxCastPerTurn
}
// GetMaxCastPerTurnOk returns a tuple with the MaxCastPerTurn field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Weapon) GetMaxCastPerTurnOk() (*int32, bool) {
if o == nil || IsNil(o.MaxCastPerTurn) {
return nil, false
}
return o.MaxCastPerTurn, true
}
// HasMaxCastPerTurn returns a boolean if a field has been set.
func (o *Weapon) HasMaxCastPerTurn() bool {
if o != nil && !IsNil(o.MaxCastPerTurn) {
return true
}
return false
}
// SetMaxCastPerTurn gets a reference to the given int32 and assigns it to the MaxCastPerTurn field.
func (o *Weapon) SetMaxCastPerTurn(v int32) {
o.MaxCastPerTurn = &v
}
// GetApCost returns the ApCost field value if set, zero value otherwise.
func (o *Weapon) GetApCost() int32 {
if o == nil || IsNil(o.ApCost) {
var ret int32
return ret
}
return *o.ApCost
}
// GetApCostOk returns a tuple with the ApCost field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Weapon) GetApCostOk() (*int32, bool) {
if o == nil || IsNil(o.ApCost) {
return nil, false
}
return o.ApCost, true
}
// HasApCost returns a boolean if a field has been set.
func (o *Weapon) HasApCost() bool {
if o != nil && !IsNil(o.ApCost) {
return true
}
return false
}
// SetApCost gets a reference to the given int32 and assigns it to the ApCost field.
func (o *Weapon) SetApCost(v int32) {
o.ApCost = &v
}
// GetRange returns the Range field value if set, zero value otherwise.
func (o *Weapon) GetRange() Range {
if o == nil || IsNil(o.Range) {
var ret Range
return ret
}
return *o.Range
}
// GetRangeOk returns a tuple with the Range field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *Weapon) GetRangeOk() (*Range, bool) {
if o == nil || IsNil(o.Range) {
return nil, false
}
return o.Range, true
}
// HasRange returns a boolean if a field has been set.
func (o *Weapon) HasRange() bool {
if o != nil && !IsNil(o.Range) {
return true
}
return false
}
// SetRange gets a reference to the given Range and assigns it to the Range field.
func (o *Weapon) SetRange(v Range) {
o.Range = &v
}
// GetRecipe returns the Recipe field value if set, zero value otherwise (both if not set or set to explicit null).
func (o *Weapon) GetRecipe() []Recipe {
if o == nil {
var ret []Recipe
return ret
}
return o.Recipe
}
// GetRecipeOk returns a tuple with the Recipe 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 *Weapon) GetRecipeOk() ([]Recipe, bool) {
if o == nil || IsNil(o.Recipe) {
return nil, false
}
return o.Recipe, true
}
// HasRecipe returns a boolean if a field has been set.
func (o *Weapon) HasRecipe() bool {
if o != nil && !IsNil(o.Recipe) {
return true
}
return false
}
// SetRecipe gets a reference to the given []Recipe and assigns it to the Recipe field.
func (o *Weapon) SetRecipe(v []Recipe) {
o.Recipe = v
}
// GetParentSet returns the ParentSet field value if set, zero value otherwise (both if not set or set to explicit null).
func (o *Weapon) GetParentSet() TranslatedId {
if o == nil || IsNil(o.ParentSet.Get()) {
var ret TranslatedId
return ret
}
return *o.ParentSet.Get()
}
// GetParentSetOk returns a tuple with the ParentSet 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 *Weapon) GetParentSetOk() (*TranslatedId, bool) {
if o == nil {
return nil, false
}
return o.ParentSet.Get(), o.ParentSet.IsSet()
}
// HasParentSet returns a boolean if a field has been set.
func (o *Weapon) HasParentSet() bool {
if o != nil && o.ParentSet.IsSet() {
return true
}
return false
}
// SetParentSet gets a reference to the given NullableTranslatedId and assigns it to the ParentSet field.
func (o *Weapon) SetParentSet(v TranslatedId) {
o.ParentSet.Set(&v)
}
// SetParentSetNil sets the value for ParentSet to be an explicit nil
func (o *Weapon) SetParentSetNil() {
o.ParentSet.Set(nil)
}
// UnsetParentSet ensures that no value is present for ParentSet, not even an explicit nil
func (o *Weapon) UnsetParentSet() {
o.ParentSet.Unset()
}
func (o Weapon) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o Weapon) 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.Description) {
toSerialize["description"] = o.Description
}
if !IsNil(o.Type) {
toSerialize["type"] = o.Type
}
if !IsNil(o.IsWeapon) {
toSerialize["is_weapon"] = o.IsWeapon
}
if !IsNil(o.Level) {
toSerialize["level"] = o.Level
}
if !IsNil(o.Pods) {
toSerialize["pods"] = o.Pods
}
if !IsNil(o.ImageUrls) {
toSerialize["image_urls"] = o.ImageUrls
}
if o.Effects != nil {
toSerialize["effects"] = o.Effects
}
if o.Conditions.IsSet() {
toSerialize["conditions"] = o.Conditions.Get()
}
if !IsNil(o.CriticalHitProbability) {
toSerialize["critical_hit_probability"] = o.CriticalHitProbability
}
if !IsNil(o.CriticalHitBonus) {
toSerialize["critical_hit_bonus"] = o.CriticalHitBonus
}
if !IsNil(o.MaxCastPerTurn) {
toSerialize["max_cast_per_turn"] = o.MaxCastPerTurn
}
if !IsNil(o.ApCost) {
toSerialize["ap_cost"] = o.ApCost
}
if !IsNil(o.Range) {
toSerialize["range"] = o.Range
}
if o.Recipe != nil {
toSerialize["recipe"] = o.Recipe
}
if o.ParentSet.IsSet() {
toSerialize["parent_set"] = o.ParentSet.Get()
}
return toSerialize, nil
}
type NullableWeapon struct {
value *Weapon
isSet bool
}
func (v NullableWeapon) Get() *Weapon {
return v.value
}
func (v *NullableWeapon) Set(val *Weapon) {
v.value = val
v.isSet = true
}
func (v NullableWeapon) IsSet() bool {
return v.isSet
}
func (v *NullableWeapon) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableWeapon(val *Weapon) *NullableWeapon {
return &NullableWeapon{value: val, isSet: true}
}
func (v NullableWeapon) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableWeapon) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}