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model_weapon_range.go
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model_weapon_range.go
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/*
dofusdude
# A project for you - the developer. The all-in-one toolbelt for your next Ankama related project. ## 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` - [PHP](https://github.com/dofusdude/dofusdude-php) - [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 🇩🇪. - 📨 **Discord Integration** Ankama related RSS and Almanax feeds to post to Discord servers with advanced features like filters or mentions. Use the endpoints as a dev or the official [Web Client](https://discord.dofusdude.com) as a user. - 🩸 **Dofus 2 Beta** from stable to bleeding edge by replacing /dofus2 with /dofus2beta. - 🗣️ **Multilingual** supporting _en_, _fr_, _es_, _pt_ including the dropped languages from the Dofus website _de_ and _it_. - 🧠 **Search by Relevance** allowing typos in name and description, handled by language specific text analysis and indexing. - 🕵️ **Complete** actual data from the game including items invisible to the encyclopedia like quest items. - 🖼️ **HD Images** rendering game assets to high-res images with up to 800x800 px. ... and much more on the Roadmap on my [Discord](https://discord.gg/3EtHskZD8h).
API version: 0.9.3
Contact: stelzo@steado.de
*/
// Code generated by OpenAPI Generator (https://openapi-generator.tech); DO NOT EDIT.
package dodugo
import (
"encoding/json"
)
// checks if the WeaponRange type satisfies the MappedNullable interface at compile time
var _ MappedNullable = &WeaponRange{}
// WeaponRange struct for WeaponRange
type WeaponRange struct {
Min *int32 `json:"min,omitempty"`
Max *int32 `json:"max,omitempty"`
}
// NewWeaponRange instantiates a new WeaponRange 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 NewWeaponRange() *WeaponRange {
this := WeaponRange{}
return &this
}
// NewWeaponRangeWithDefaults instantiates a new WeaponRange 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 NewWeaponRangeWithDefaults() *WeaponRange {
this := WeaponRange{}
return &this
}
// GetMin returns the Min field value if set, zero value otherwise.
func (o *WeaponRange) GetMin() int32 {
if o == nil || IsNil(o.Min) {
var ret int32
return ret
}
return *o.Min
}
// GetMinOk returns a tuple with the Min field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *WeaponRange) GetMinOk() (*int32, bool) {
if o == nil || IsNil(o.Min) {
return nil, false
}
return o.Min, true
}
// HasMin returns a boolean if a field has been set.
func (o *WeaponRange) HasMin() bool {
if o != nil && !IsNil(o.Min) {
return true
}
return false
}
// SetMin gets a reference to the given int32 and assigns it to the Min field.
func (o *WeaponRange) SetMin(v int32) {
o.Min = &v
}
// GetMax returns the Max field value if set, zero value otherwise.
func (o *WeaponRange) GetMax() int32 {
if o == nil || IsNil(o.Max) {
var ret int32
return ret
}
return *o.Max
}
// GetMaxOk returns a tuple with the Max field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *WeaponRange) GetMaxOk() (*int32, bool) {
if o == nil || IsNil(o.Max) {
return nil, false
}
return o.Max, true
}
// HasMax returns a boolean if a field has been set.
func (o *WeaponRange) HasMax() bool {
if o != nil && !IsNil(o.Max) {
return true
}
return false
}
// SetMax gets a reference to the given int32 and assigns it to the Max field.
func (o *WeaponRange) SetMax(v int32) {
o.Max = &v
}
func (o WeaponRange) MarshalJSON() ([]byte, error) {
toSerialize,err := o.ToMap()
if err != nil {
return []byte{}, err
}
return json.Marshal(toSerialize)
}
func (o WeaponRange) ToMap() (map[string]interface{}, error) {
toSerialize := map[string]interface{}{}
if !IsNil(o.Min) {
toSerialize["min"] = o.Min
}
if !IsNil(o.Max) {
toSerialize["max"] = o.Max
}
return toSerialize, nil
}
type NullableWeaponRange struct {
value *WeaponRange
isSet bool
}
func (v NullableWeaponRange) Get() *WeaponRange {
return v.value
}
func (v *NullableWeaponRange) Set(val *WeaponRange) {
v.value = val
v.isSet = true
}
func (v NullableWeaponRange) IsSet() bool {
return v.isSet
}
func (v *NullableWeaponRange) Unset() {
v.value = nil
v.isSet = false
}
func NewNullableWeaponRange(val *WeaponRange) *NullableWeaponRange {
return &NullableWeaponRange{value: val, isSet: true}
}
func (v NullableWeaponRange) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullableWeaponRange) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}