// Code generated by ent, DO NOT EDIT. package ogent import "api/ent" func NewCardCreate(e *ent.Card) *CardCreate { if e == nil { return nil } var ret CardCreate ret.ID = e.ID ret.Card = NewOptInt(e.Card) ret.Skill = NewOptString(e.Skill) ret.Status = NewOptString(e.Status) ret.Cp = NewOptInt(e.Cp) ret.URL = NewOptString(e.URL) ret.Count = NewOptInt(e.Count) ret.Author = NewOptString(e.Author) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewCardCreates(es []*ent.Card) []CardCreate { if len(es) == 0 { return nil } r := make([]CardCreate, len(es)) for i, e := range es { r[i] = NewCardCreate(e).Elem() } return r } func (c *CardCreate) Elem() CardCreate { if c == nil { return CardCreate{} } return *c } func NewCardList(e *ent.Card) *CardList { if e == nil { return nil } var ret CardList ret.ID = e.ID ret.Card = NewOptInt(e.Card) ret.Skill = NewOptString(e.Skill) ret.Status = NewOptString(e.Status) ret.Cp = NewOptInt(e.Cp) ret.URL = NewOptString(e.URL) ret.Count = NewOptInt(e.Count) ret.Author = NewOptString(e.Author) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewCardLists(es []*ent.Card) []CardList { if len(es) == 0 { return nil } r := make([]CardList, len(es)) for i, e := range es { r[i] = NewCardList(e).Elem() } return r } func (c *CardList) Elem() CardList { if c == nil { return CardList{} } return *c } func NewCardRead(e *ent.Card) *CardRead { if e == nil { return nil } var ret CardRead ret.ID = e.ID ret.Card = NewOptInt(e.Card) ret.Skill = NewOptString(e.Skill) ret.Status = NewOptString(e.Status) ret.Cp = NewOptInt(e.Cp) ret.URL = NewOptString(e.URL) ret.Count = NewOptInt(e.Count) ret.Author = NewOptString(e.Author) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewCardReads(es []*ent.Card) []CardRead { if len(es) == 0 { return nil } r := make([]CardRead, len(es)) for i, e := range es { r[i] = NewCardRead(e).Elem() } return r } func (c *CardRead) Elem() CardRead { if c == nil { return CardRead{} } return *c } func NewCardUpdate(e *ent.Card) *CardUpdate { if e == nil { return nil } var ret CardUpdate ret.ID = e.ID ret.Card = NewOptInt(e.Card) ret.Skill = NewOptString(e.Skill) ret.Status = NewOptString(e.Status) ret.Cp = NewOptInt(e.Cp) ret.URL = NewOptString(e.URL) ret.Count = NewOptInt(e.Count) ret.Author = NewOptString(e.Author) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewCardUpdates(es []*ent.Card) []CardUpdate { if len(es) == 0 { return nil } r := make([]CardUpdate, len(es)) for i, e := range es { r[i] = NewCardUpdate(e).Elem() } return r } func (c *CardUpdate) Elem() CardUpdate { if c == nil { return CardUpdate{} } return *c } func NewCardOwnerRead(e *ent.User) *CardOwnerRead { if e == nil { return nil } var ret CardOwnerRead ret.ID = e.ID ret.Username = e.Username ret.Did = NewOptString(e.Did) ret.Member = NewOptBool(e.Member) ret.Book = NewOptBool(e.Book) ret.Manga = NewOptBool(e.Manga) ret.Badge = NewOptBool(e.Badge) ret.Bsky = NewOptBool(e.Bsky) ret.Mastodon = NewOptBool(e.Mastodon) ret.Delete = NewOptBool(e.Delete) ret.Handle = NewOptBool(e.Handle) ret.CreatedAt = NewOptDateTime(e.CreatedAt) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.RaidAt = NewOptDateTime(e.RaidAt) ret.ServerAt = NewOptDateTime(e.ServerAt) ret.EggAt = NewOptDateTime(e.EggAt) ret.Luck = NewOptInt(e.Luck) ret.LuckAt = NewOptDateTime(e.LuckAt) ret.Like = NewOptInt(e.Like) ret.LikeRank = NewOptInt(e.LikeRank) ret.LikeAt = NewOptDateTime(e.LikeAt) ret.Fav = NewOptInt(e.Fav) ret.Ten = NewOptBool(e.Ten) ret.TenSu = NewOptInt(e.TenSu) ret.TenKai = NewOptInt(e.TenKai) ret.Aiten = NewOptInt(e.Aiten) ret.TenCard = NewOptString(e.TenCard) ret.TenDelete = NewOptString(e.TenDelete) ret.TenPost = NewOptString(e.TenPost) ret.TenGet = NewOptString(e.TenGet) ret.TenAt = NewOptDateTime(e.TenAt) ret.Next = NewOptString(e.Next) ret.Room = NewOptInt(e.Room) ret.Model = NewOptBool(e.Model) ret.ModelAt = NewOptDateTime(e.ModelAt) ret.ModelAttack = NewOptInt(e.ModelAttack) ret.ModelLimit = NewOptInt(e.ModelLimit) ret.ModelSkill = NewOptInt(e.ModelSkill) ret.ModelMode = NewOptInt(e.ModelMode) ret.ModelCritical = NewOptInt(e.ModelCritical) ret.ModelCriticalD = NewOptInt(e.ModelCriticalD) ret.Game = NewOptBool(e.Game) ret.GameTest = NewOptBool(e.GameTest) ret.GameEnd = NewOptBool(e.GameEnd) ret.GameAccount = NewOptBool(e.GameAccount) ret.GameLv = NewOptInt(e.GameLv) ret.GameExp = NewOptInt(e.GameExp) ret.GameStory = NewOptInt(e.GameStory) ret.GameLimit = NewOptBool(e.GameLimit) ret.Coin = NewOptInt(e.Coin) ret.CoinOpen = NewOptBool(e.CoinOpen) ret.CoinAt = NewOptDateTime(e.CoinAt) ret.Planet = NewOptInt(e.Planet) ret.PlanetAt = NewOptDateTime(e.PlanetAt) ret.Login = NewOptBool(e.Login) ret.LoginAt = NewOptDateTime(e.LoginAt) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) return &ret } func NewCardOwnerReads(es []*ent.User) []CardOwnerRead { if len(es) == 0 { return nil } r := make([]CardOwnerRead, len(es)) for i, e := range es { r[i] = NewCardOwnerRead(e).Elem() } return r } func (u *CardOwnerRead) Elem() CardOwnerRead { if u == nil { return CardOwnerRead{} } return *u } func NewGroupCreate(e *ent.Group) *GroupCreate { if e == nil { return nil } var ret GroupCreate ret.ID = e.ID ret.Name = e.Name return &ret } func NewGroupCreates(es []*ent.Group) []GroupCreate { if len(es) == 0 { return nil } r := make([]GroupCreate, len(es)) for i, e := range es { r[i] = NewGroupCreate(e).Elem() } return r } func (gr *GroupCreate) Elem() GroupCreate { if gr == nil { return GroupCreate{} } return *gr } func NewGroupList(e *ent.Group) *GroupList { if e == nil { return nil } var ret GroupList ret.ID = e.ID ret.Name = e.Name return &ret } func NewGroupLists(es []*ent.Group) []GroupList { if len(es) == 0 { return nil } r := make([]GroupList, len(es)) for i, e := range es { r[i] = NewGroupList(e).Elem() } return r } func (gr *GroupList) Elem() GroupList { if gr == nil { return GroupList{} } return *gr } func NewGroupRead(e *ent.Group) *GroupRead { if e == nil { return nil } var ret GroupRead ret.ID = e.ID ret.Name = e.Name return &ret } func NewGroupReads(es []*ent.Group) []GroupRead { if len(es) == 0 { return nil } r := make([]GroupRead, len(es)) for i, e := range es { r[i] = NewGroupRead(e).Elem() } return r } func (gr *GroupRead) Elem() GroupRead { if gr == nil { return GroupRead{} } return *gr } func NewGroupUpdate(e *ent.Group) *GroupUpdate { if e == nil { return nil } var ret GroupUpdate ret.ID = e.ID ret.Name = e.Name return &ret } func NewGroupUpdates(es []*ent.Group) []GroupUpdate { if len(es) == 0 { return nil } r := make([]GroupUpdate, len(es)) for i, e := range es { r[i] = NewGroupUpdate(e).Elem() } return r } func (gr *GroupUpdate) Elem() GroupUpdate { if gr == nil { return GroupUpdate{} } return *gr } func NewGroupUsersList(e *ent.User) *GroupUsersList { if e == nil { return nil } var ret GroupUsersList ret.ID = e.ID ret.Username = e.Username ret.Did = NewOptString(e.Did) ret.Member = NewOptBool(e.Member) ret.Book = NewOptBool(e.Book) ret.Manga = NewOptBool(e.Manga) ret.Badge = NewOptBool(e.Badge) ret.Bsky = NewOptBool(e.Bsky) ret.Mastodon = NewOptBool(e.Mastodon) ret.Delete = NewOptBool(e.Delete) ret.Handle = NewOptBool(e.Handle) ret.CreatedAt = NewOptDateTime(e.CreatedAt) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.RaidAt = NewOptDateTime(e.RaidAt) ret.ServerAt = NewOptDateTime(e.ServerAt) ret.EggAt = NewOptDateTime(e.EggAt) ret.Luck = NewOptInt(e.Luck) ret.LuckAt = NewOptDateTime(e.LuckAt) ret.Like = NewOptInt(e.Like) ret.LikeRank = NewOptInt(e.LikeRank) ret.LikeAt = NewOptDateTime(e.LikeAt) ret.Fav = NewOptInt(e.Fav) ret.Ten = NewOptBool(e.Ten) ret.TenSu = NewOptInt(e.TenSu) ret.TenKai = NewOptInt(e.TenKai) ret.Aiten = NewOptInt(e.Aiten) ret.TenCard = NewOptString(e.TenCard) ret.TenDelete = NewOptString(e.TenDelete) ret.TenPost = NewOptString(e.TenPost) ret.TenGet = NewOptString(e.TenGet) ret.TenAt = NewOptDateTime(e.TenAt) ret.Next = NewOptString(e.Next) ret.Room = NewOptInt(e.Room) ret.Model = NewOptBool(e.Model) ret.ModelAt = NewOptDateTime(e.ModelAt) ret.ModelAttack = NewOptInt(e.ModelAttack) ret.ModelLimit = NewOptInt(e.ModelLimit) ret.ModelSkill = NewOptInt(e.ModelSkill) ret.ModelMode = NewOptInt(e.ModelMode) ret.ModelCritical = NewOptInt(e.ModelCritical) ret.ModelCriticalD = NewOptInt(e.ModelCriticalD) ret.Game = NewOptBool(e.Game) ret.GameTest = NewOptBool(e.GameTest) ret.GameEnd = NewOptBool(e.GameEnd) ret.GameAccount = NewOptBool(e.GameAccount) ret.GameLv = NewOptInt(e.GameLv) ret.GameExp = NewOptInt(e.GameExp) ret.GameStory = NewOptInt(e.GameStory) ret.GameLimit = NewOptBool(e.GameLimit) ret.Coin = NewOptInt(e.Coin) ret.CoinOpen = NewOptBool(e.CoinOpen) ret.CoinAt = NewOptDateTime(e.CoinAt) ret.Planet = NewOptInt(e.Planet) ret.PlanetAt = NewOptDateTime(e.PlanetAt) ret.Login = NewOptBool(e.Login) ret.LoginAt = NewOptDateTime(e.LoginAt) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) return &ret } func NewGroupUsersLists(es []*ent.User) []GroupUsersList { if len(es) == 0 { return nil } r := make([]GroupUsersList, len(es)) for i, e := range es { r[i] = NewGroupUsersList(e).Elem() } return r } func (u *GroupUsersList) Elem() GroupUsersList { if u == nil { return GroupUsersList{} } return *u } func NewMaCreate(e *ent.Ma) *MaCreate { if e == nil { return nil } var ret MaCreate ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.Count = NewOptInt(e.Count) ret.Handle = NewOptString(e.Handle) ret.Text = NewOptString(e.Text) ret.Did = NewOptString(e.Did) ret.Avatar = NewOptString(e.Avatar) ret.Cid = NewOptString(e.Cid) ret.URI = NewOptString(e.URI) ret.CidRoot = NewOptString(e.CidRoot) ret.URIRoot = NewOptString(e.URIRoot) ret.Root = NewOptString(e.Root) ret.Rkey = NewOptString(e.Rkey) ret.BskyURL = NewOptString(e.BskyURL) ret.Comment = NewOptString(e.Comment) ret.Blog = NewOptString(e.Blog) ret.BlogURL = NewOptString(e.BlogURL) ret.Domain = NewOptString(e.Domain) ret.Host = NewOptString(e.Host) ret.Feed = NewOptString(e.Feed) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewMaCreates(es []*ent.Ma) []MaCreate { if len(es) == 0 { return nil } r := make([]MaCreate, len(es)) for i, e := range es { r[i] = NewMaCreate(e).Elem() } return r } func (m *MaCreate) Elem() MaCreate { if m == nil { return MaCreate{} } return *m } func NewMaList(e *ent.Ma) *MaList { if e == nil { return nil } var ret MaList ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.Count = NewOptInt(e.Count) ret.Handle = NewOptString(e.Handle) ret.Text = NewOptString(e.Text) ret.Did = NewOptString(e.Did) ret.Avatar = NewOptString(e.Avatar) ret.Cid = NewOptString(e.Cid) ret.URI = NewOptString(e.URI) ret.CidRoot = NewOptString(e.CidRoot) ret.URIRoot = NewOptString(e.URIRoot) ret.Root = NewOptString(e.Root) ret.Rkey = NewOptString(e.Rkey) ret.BskyURL = NewOptString(e.BskyURL) ret.Comment = NewOptString(e.Comment) ret.Blog = NewOptString(e.Blog) ret.BlogURL = NewOptString(e.BlogURL) ret.Domain = NewOptString(e.Domain) ret.Host = NewOptString(e.Host) ret.Feed = NewOptString(e.Feed) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewMaLists(es []*ent.Ma) []MaList { if len(es) == 0 { return nil } r := make([]MaList, len(es)) for i, e := range es { r[i] = NewMaList(e).Elem() } return r } func (m *MaList) Elem() MaList { if m == nil { return MaList{} } return *m } func NewMaRead(e *ent.Ma) *MaRead { if e == nil { return nil } var ret MaRead ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.Count = NewOptInt(e.Count) ret.Handle = NewOptString(e.Handle) ret.Text = NewOptString(e.Text) ret.Did = NewOptString(e.Did) ret.Avatar = NewOptString(e.Avatar) ret.Cid = NewOptString(e.Cid) ret.URI = NewOptString(e.URI) ret.CidRoot = NewOptString(e.CidRoot) ret.URIRoot = NewOptString(e.URIRoot) ret.Root = NewOptString(e.Root) ret.Rkey = NewOptString(e.Rkey) ret.BskyURL = NewOptString(e.BskyURL) ret.Comment = NewOptString(e.Comment) ret.Blog = NewOptString(e.Blog) ret.BlogURL = NewOptString(e.BlogURL) ret.Domain = NewOptString(e.Domain) ret.Host = NewOptString(e.Host) ret.Feed = NewOptString(e.Feed) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewMaReads(es []*ent.Ma) []MaRead { if len(es) == 0 { return nil } r := make([]MaRead, len(es)) for i, e := range es { r[i] = NewMaRead(e).Elem() } return r } func (m *MaRead) Elem() MaRead { if m == nil { return MaRead{} } return *m } func NewMaUpdate(e *ent.Ma) *MaUpdate { if e == nil { return nil } var ret MaUpdate ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.Count = NewOptInt(e.Count) ret.Handle = NewOptString(e.Handle) ret.Text = NewOptString(e.Text) ret.Did = NewOptString(e.Did) ret.Avatar = NewOptString(e.Avatar) ret.Cid = NewOptString(e.Cid) ret.URI = NewOptString(e.URI) ret.CidRoot = NewOptString(e.CidRoot) ret.URIRoot = NewOptString(e.URIRoot) ret.Root = NewOptString(e.Root) ret.Rkey = NewOptString(e.Rkey) ret.BskyURL = NewOptString(e.BskyURL) ret.Comment = NewOptString(e.Comment) ret.Blog = NewOptString(e.Blog) ret.BlogURL = NewOptString(e.BlogURL) ret.Domain = NewOptString(e.Domain) ret.Host = NewOptString(e.Host) ret.Feed = NewOptString(e.Feed) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewMaUpdates(es []*ent.Ma) []MaUpdate { if len(es) == 0 { return nil } r := make([]MaUpdate, len(es)) for i, e := range es { r[i] = NewMaUpdate(e).Elem() } return r } func (m *MaUpdate) Elem() MaUpdate { if m == nil { return MaUpdate{} } return *m } func NewMaOwnerRead(e *ent.User) *MaOwnerRead { if e == nil { return nil } var ret MaOwnerRead ret.ID = e.ID ret.Username = e.Username ret.Did = NewOptString(e.Did) ret.Member = NewOptBool(e.Member) ret.Book = NewOptBool(e.Book) ret.Manga = NewOptBool(e.Manga) ret.Badge = NewOptBool(e.Badge) ret.Bsky = NewOptBool(e.Bsky) ret.Mastodon = NewOptBool(e.Mastodon) ret.Delete = NewOptBool(e.Delete) ret.Handle = NewOptBool(e.Handle) ret.CreatedAt = NewOptDateTime(e.CreatedAt) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.RaidAt = NewOptDateTime(e.RaidAt) ret.ServerAt = NewOptDateTime(e.ServerAt) ret.EggAt = NewOptDateTime(e.EggAt) ret.Luck = NewOptInt(e.Luck) ret.LuckAt = NewOptDateTime(e.LuckAt) ret.Like = NewOptInt(e.Like) ret.LikeRank = NewOptInt(e.LikeRank) ret.LikeAt = NewOptDateTime(e.LikeAt) ret.Fav = NewOptInt(e.Fav) ret.Ten = NewOptBool(e.Ten) ret.TenSu = NewOptInt(e.TenSu) ret.TenKai = NewOptInt(e.TenKai) ret.Aiten = NewOptInt(e.Aiten) ret.TenCard = NewOptString(e.TenCard) ret.TenDelete = NewOptString(e.TenDelete) ret.TenPost = NewOptString(e.TenPost) ret.TenGet = NewOptString(e.TenGet) ret.TenAt = NewOptDateTime(e.TenAt) ret.Next = NewOptString(e.Next) ret.Room = NewOptInt(e.Room) ret.Model = NewOptBool(e.Model) ret.ModelAt = NewOptDateTime(e.ModelAt) ret.ModelAttack = NewOptInt(e.ModelAttack) ret.ModelLimit = NewOptInt(e.ModelLimit) ret.ModelSkill = NewOptInt(e.ModelSkill) ret.ModelMode = NewOptInt(e.ModelMode) ret.ModelCritical = NewOptInt(e.ModelCritical) ret.ModelCriticalD = NewOptInt(e.ModelCriticalD) ret.Game = NewOptBool(e.Game) ret.GameTest = NewOptBool(e.GameTest) ret.GameEnd = NewOptBool(e.GameEnd) ret.GameAccount = NewOptBool(e.GameAccount) ret.GameLv = NewOptInt(e.GameLv) ret.GameExp = NewOptInt(e.GameExp) ret.GameStory = NewOptInt(e.GameStory) ret.GameLimit = NewOptBool(e.GameLimit) ret.Coin = NewOptInt(e.Coin) ret.CoinOpen = NewOptBool(e.CoinOpen) ret.CoinAt = NewOptDateTime(e.CoinAt) ret.Planet = NewOptInt(e.Planet) ret.PlanetAt = NewOptDateTime(e.PlanetAt) ret.Login = NewOptBool(e.Login) ret.LoginAt = NewOptDateTime(e.LoginAt) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) return &ret } func NewMaOwnerReads(es []*ent.User) []MaOwnerRead { if len(es) == 0 { return nil } r := make([]MaOwnerRead, len(es)) for i, e := range es { r[i] = NewMaOwnerRead(e).Elem() } return r } func (u *MaOwnerRead) Elem() MaOwnerRead { if u == nil { return MaOwnerRead{} } return *u } func NewSevCreate(e *ent.Sev) *SevCreate { if e == nil { return nil } var ret SevCreate ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.Count = NewOptInt(e.Count) ret.Handle = NewOptString(e.Handle) ret.Did = NewOptString(e.Did) ret.UID = NewOptInt(e.UID) ret.Cid = NewOptInt(e.Cid) ret.Cp = NewOptInt(e.Cp) ret.Card = NewOptInt(e.Card) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewSevCreates(es []*ent.Sev) []SevCreate { if len(es) == 0 { return nil } r := make([]SevCreate, len(es)) for i, e := range es { r[i] = NewSevCreate(e).Elem() } return r } func (s *SevCreate) Elem() SevCreate { if s == nil { return SevCreate{} } return *s } func NewSevList(e *ent.Sev) *SevList { if e == nil { return nil } var ret SevList ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.Count = NewOptInt(e.Count) ret.Handle = NewOptString(e.Handle) ret.Did = NewOptString(e.Did) ret.UID = NewOptInt(e.UID) ret.Cid = NewOptInt(e.Cid) ret.Cp = NewOptInt(e.Cp) ret.Card = NewOptInt(e.Card) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewSevLists(es []*ent.Sev) []SevList { if len(es) == 0 { return nil } r := make([]SevList, len(es)) for i, e := range es { r[i] = NewSevList(e).Elem() } return r } func (s *SevList) Elem() SevList { if s == nil { return SevList{} } return *s } func NewSevRead(e *ent.Sev) *SevRead { if e == nil { return nil } var ret SevRead ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.Count = NewOptInt(e.Count) ret.Handle = NewOptString(e.Handle) ret.Did = NewOptString(e.Did) ret.UID = NewOptInt(e.UID) ret.Cid = NewOptInt(e.Cid) ret.Cp = NewOptInt(e.Cp) ret.Card = NewOptInt(e.Card) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewSevReads(es []*ent.Sev) []SevRead { if len(es) == 0 { return nil } r := make([]SevRead, len(es)) for i, e := range es { r[i] = NewSevRead(e).Elem() } return r } func (s *SevRead) Elem() SevRead { if s == nil { return SevRead{} } return *s } func NewSevUpdate(e *ent.Sev) *SevUpdate { if e == nil { return nil } var ret SevUpdate ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.Count = NewOptInt(e.Count) ret.Handle = NewOptString(e.Handle) ret.Did = NewOptString(e.Did) ret.UID = NewOptInt(e.UID) ret.Cid = NewOptInt(e.Cid) ret.Cp = NewOptInt(e.Cp) ret.Card = NewOptInt(e.Card) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewSevUpdates(es []*ent.Sev) []SevUpdate { if len(es) == 0 { return nil } r := make([]SevUpdate, len(es)) for i, e := range es { r[i] = NewSevUpdate(e).Elem() } return r } func (s *SevUpdate) Elem() SevUpdate { if s == nil { return SevUpdate{} } return *s } func NewSevOwnerRead(e *ent.User) *SevOwnerRead { if e == nil { return nil } var ret SevOwnerRead ret.ID = e.ID ret.Username = e.Username ret.Did = NewOptString(e.Did) ret.Member = NewOptBool(e.Member) ret.Book = NewOptBool(e.Book) ret.Manga = NewOptBool(e.Manga) ret.Badge = NewOptBool(e.Badge) ret.Bsky = NewOptBool(e.Bsky) ret.Mastodon = NewOptBool(e.Mastodon) ret.Delete = NewOptBool(e.Delete) ret.Handle = NewOptBool(e.Handle) ret.CreatedAt = NewOptDateTime(e.CreatedAt) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.RaidAt = NewOptDateTime(e.RaidAt) ret.ServerAt = NewOptDateTime(e.ServerAt) ret.EggAt = NewOptDateTime(e.EggAt) ret.Luck = NewOptInt(e.Luck) ret.LuckAt = NewOptDateTime(e.LuckAt) ret.Like = NewOptInt(e.Like) ret.LikeRank = NewOptInt(e.LikeRank) ret.LikeAt = NewOptDateTime(e.LikeAt) ret.Fav = NewOptInt(e.Fav) ret.Ten = NewOptBool(e.Ten) ret.TenSu = NewOptInt(e.TenSu) ret.TenKai = NewOptInt(e.TenKai) ret.Aiten = NewOptInt(e.Aiten) ret.TenCard = NewOptString(e.TenCard) ret.TenDelete = NewOptString(e.TenDelete) ret.TenPost = NewOptString(e.TenPost) ret.TenGet = NewOptString(e.TenGet) ret.TenAt = NewOptDateTime(e.TenAt) ret.Next = NewOptString(e.Next) ret.Room = NewOptInt(e.Room) ret.Model = NewOptBool(e.Model) ret.ModelAt = NewOptDateTime(e.ModelAt) ret.ModelAttack = NewOptInt(e.ModelAttack) ret.ModelLimit = NewOptInt(e.ModelLimit) ret.ModelSkill = NewOptInt(e.ModelSkill) ret.ModelMode = NewOptInt(e.ModelMode) ret.ModelCritical = NewOptInt(e.ModelCritical) ret.ModelCriticalD = NewOptInt(e.ModelCriticalD) ret.Game = NewOptBool(e.Game) ret.GameTest = NewOptBool(e.GameTest) ret.GameEnd = NewOptBool(e.GameEnd) ret.GameAccount = NewOptBool(e.GameAccount) ret.GameLv = NewOptInt(e.GameLv) ret.GameExp = NewOptInt(e.GameExp) ret.GameStory = NewOptInt(e.GameStory) ret.GameLimit = NewOptBool(e.GameLimit) ret.Coin = NewOptInt(e.Coin) ret.CoinOpen = NewOptBool(e.CoinOpen) ret.CoinAt = NewOptDateTime(e.CoinAt) ret.Planet = NewOptInt(e.Planet) ret.PlanetAt = NewOptDateTime(e.PlanetAt) ret.Login = NewOptBool(e.Login) ret.LoginAt = NewOptDateTime(e.LoginAt) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) return &ret } func NewSevOwnerReads(es []*ent.User) []SevOwnerRead { if len(es) == 0 { return nil } r := make([]SevOwnerRead, len(es)) for i, e := range es { r[i] = NewSevOwnerRead(e).Elem() } return r } func (u *SevOwnerRead) Elem() SevOwnerRead { if u == nil { return SevOwnerRead{} } return *u } func NewUeCreate(e *ent.Ue) *UeCreate { if e == nil { return nil } var ret UeCreate ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.LimitBoss = NewOptBool(e.LimitBoss) ret.LimitItem = NewOptBool(e.LimitItem) ret.Lv = NewOptInt(e.Lv) ret.LvPoint = NewOptInt(e.LvPoint) ret.Model = NewOptInt(e.Model) ret.Sword = NewOptInt(e.Sword) ret.Card = NewOptInt(e.Card) ret.Mode = NewOptString(e.Mode) ret.Cp = NewOptInt(e.Cp) ret.Count = NewOptInt(e.Count) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) ret.Author = NewOptString(e.Author) ret.GameLv = NewOptString(e.GameLv) ret.GameExp = NewOptString(e.GameExp) ret.GameID = NewOptString(e.GameID) ret.GameStory = NewOptInt(e.GameStory) ret.GameEp = NewOptString(e.GameEp) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewUeCreates(es []*ent.Ue) []UeCreate { if len(es) == 0 { return nil } r := make([]UeCreate, len(es)) for i, e := range es { r[i] = NewUeCreate(e).Elem() } return r } func (u *UeCreate) Elem() UeCreate { if u == nil { return UeCreate{} } return *u } func NewUeList(e *ent.Ue) *UeList { if e == nil { return nil } var ret UeList ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.LimitBoss = NewOptBool(e.LimitBoss) ret.LimitItem = NewOptBool(e.LimitItem) ret.Lv = NewOptInt(e.Lv) ret.LvPoint = NewOptInt(e.LvPoint) ret.Model = NewOptInt(e.Model) ret.Sword = NewOptInt(e.Sword) ret.Card = NewOptInt(e.Card) ret.Mode = NewOptString(e.Mode) ret.Cp = NewOptInt(e.Cp) ret.Count = NewOptInt(e.Count) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) ret.Author = NewOptString(e.Author) ret.GameLv = NewOptString(e.GameLv) ret.GameExp = NewOptString(e.GameExp) ret.GameID = NewOptString(e.GameID) ret.GameStory = NewOptInt(e.GameStory) ret.GameEp = NewOptString(e.GameEp) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewUeLists(es []*ent.Ue) []UeList { if len(es) == 0 { return nil } r := make([]UeList, len(es)) for i, e := range es { r[i] = NewUeList(e).Elem() } return r } func (u *UeList) Elem() UeList { if u == nil { return UeList{} } return *u } func NewUeRead(e *ent.Ue) *UeRead { if e == nil { return nil } var ret UeRead ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.LimitBoss = NewOptBool(e.LimitBoss) ret.LimitItem = NewOptBool(e.LimitItem) ret.Lv = NewOptInt(e.Lv) ret.LvPoint = NewOptInt(e.LvPoint) ret.Model = NewOptInt(e.Model) ret.Sword = NewOptInt(e.Sword) ret.Card = NewOptInt(e.Card) ret.Mode = NewOptString(e.Mode) ret.Cp = NewOptInt(e.Cp) ret.Count = NewOptInt(e.Count) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) ret.Author = NewOptString(e.Author) ret.GameLv = NewOptString(e.GameLv) ret.GameExp = NewOptString(e.GameExp) ret.GameID = NewOptString(e.GameID) ret.GameStory = NewOptInt(e.GameStory) ret.GameEp = NewOptString(e.GameEp) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewUeReads(es []*ent.Ue) []UeRead { if len(es) == 0 { return nil } r := make([]UeRead, len(es)) for i, e := range es { r[i] = NewUeRead(e).Elem() } return r } func (u *UeRead) Elem() UeRead { if u == nil { return UeRead{} } return *u } func NewUeUpdate(e *ent.Ue) *UeUpdate { if e == nil { return nil } var ret UeUpdate ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.LimitBoss = NewOptBool(e.LimitBoss) ret.LimitItem = NewOptBool(e.LimitItem) ret.Lv = NewOptInt(e.Lv) ret.LvPoint = NewOptInt(e.LvPoint) ret.Model = NewOptInt(e.Model) ret.Sword = NewOptInt(e.Sword) ret.Card = NewOptInt(e.Card) ret.Mode = NewOptString(e.Mode) ret.Cp = NewOptInt(e.Cp) ret.Count = NewOptInt(e.Count) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) ret.Author = NewOptString(e.Author) ret.GameLv = NewOptString(e.GameLv) ret.GameExp = NewOptString(e.GameExp) ret.GameID = NewOptString(e.GameID) ret.GameStory = NewOptInt(e.GameStory) ret.GameEp = NewOptString(e.GameEp) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewUeUpdates(es []*ent.Ue) []UeUpdate { if len(es) == 0 { return nil } r := make([]UeUpdate, len(es)) for i, e := range es { r[i] = NewUeUpdate(e).Elem() } return r } func (u *UeUpdate) Elem() UeUpdate { if u == nil { return UeUpdate{} } return *u } func NewUeOwnerRead(e *ent.User) *UeOwnerRead { if e == nil { return nil } var ret UeOwnerRead ret.ID = e.ID ret.Username = e.Username ret.Did = NewOptString(e.Did) ret.Member = NewOptBool(e.Member) ret.Book = NewOptBool(e.Book) ret.Manga = NewOptBool(e.Manga) ret.Badge = NewOptBool(e.Badge) ret.Bsky = NewOptBool(e.Bsky) ret.Mastodon = NewOptBool(e.Mastodon) ret.Delete = NewOptBool(e.Delete) ret.Handle = NewOptBool(e.Handle) ret.CreatedAt = NewOptDateTime(e.CreatedAt) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.RaidAt = NewOptDateTime(e.RaidAt) ret.ServerAt = NewOptDateTime(e.ServerAt) ret.EggAt = NewOptDateTime(e.EggAt) ret.Luck = NewOptInt(e.Luck) ret.LuckAt = NewOptDateTime(e.LuckAt) ret.Like = NewOptInt(e.Like) ret.LikeRank = NewOptInt(e.LikeRank) ret.LikeAt = NewOptDateTime(e.LikeAt) ret.Fav = NewOptInt(e.Fav) ret.Ten = NewOptBool(e.Ten) ret.TenSu = NewOptInt(e.TenSu) ret.TenKai = NewOptInt(e.TenKai) ret.Aiten = NewOptInt(e.Aiten) ret.TenCard = NewOptString(e.TenCard) ret.TenDelete = NewOptString(e.TenDelete) ret.TenPost = NewOptString(e.TenPost) ret.TenGet = NewOptString(e.TenGet) ret.TenAt = NewOptDateTime(e.TenAt) ret.Next = NewOptString(e.Next) ret.Room = NewOptInt(e.Room) ret.Model = NewOptBool(e.Model) ret.ModelAt = NewOptDateTime(e.ModelAt) ret.ModelAttack = NewOptInt(e.ModelAttack) ret.ModelLimit = NewOptInt(e.ModelLimit) ret.ModelSkill = NewOptInt(e.ModelSkill) ret.ModelMode = NewOptInt(e.ModelMode) ret.ModelCritical = NewOptInt(e.ModelCritical) ret.ModelCriticalD = NewOptInt(e.ModelCriticalD) ret.Game = NewOptBool(e.Game) ret.GameTest = NewOptBool(e.GameTest) ret.GameEnd = NewOptBool(e.GameEnd) ret.GameAccount = NewOptBool(e.GameAccount) ret.GameLv = NewOptInt(e.GameLv) ret.GameExp = NewOptInt(e.GameExp) ret.GameStory = NewOptInt(e.GameStory) ret.GameLimit = NewOptBool(e.GameLimit) ret.Coin = NewOptInt(e.Coin) ret.CoinOpen = NewOptBool(e.CoinOpen) ret.CoinAt = NewOptDateTime(e.CoinAt) ret.Planet = NewOptInt(e.Planet) ret.PlanetAt = NewOptDateTime(e.PlanetAt) ret.Login = NewOptBool(e.Login) ret.LoginAt = NewOptDateTime(e.LoginAt) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) return &ret } func NewUeOwnerReads(es []*ent.User) []UeOwnerRead { if len(es) == 0 { return nil } r := make([]UeOwnerRead, len(es)) for i, e := range es { r[i] = NewUeOwnerRead(e).Elem() } return r } func (u *UeOwnerRead) Elem() UeOwnerRead { if u == nil { return UeOwnerRead{} } return *u } func NewUserCreate(e *ent.User) *UserCreate { if e == nil { return nil } var ret UserCreate ret.ID = e.ID ret.Username = e.Username ret.Did = NewOptString(e.Did) ret.Member = NewOptBool(e.Member) ret.Book = NewOptBool(e.Book) ret.Manga = NewOptBool(e.Manga) ret.Badge = NewOptBool(e.Badge) ret.Bsky = NewOptBool(e.Bsky) ret.Mastodon = NewOptBool(e.Mastodon) ret.Delete = NewOptBool(e.Delete) ret.Handle = NewOptBool(e.Handle) ret.CreatedAt = NewOptDateTime(e.CreatedAt) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.RaidAt = NewOptDateTime(e.RaidAt) ret.ServerAt = NewOptDateTime(e.ServerAt) ret.EggAt = NewOptDateTime(e.EggAt) ret.Luck = NewOptInt(e.Luck) ret.LuckAt = NewOptDateTime(e.LuckAt) ret.Like = NewOptInt(e.Like) ret.LikeRank = NewOptInt(e.LikeRank) ret.LikeAt = NewOptDateTime(e.LikeAt) ret.Fav = NewOptInt(e.Fav) ret.Ten = NewOptBool(e.Ten) ret.TenSu = NewOptInt(e.TenSu) ret.TenKai = NewOptInt(e.TenKai) ret.Aiten = NewOptInt(e.Aiten) ret.TenCard = NewOptString(e.TenCard) ret.TenDelete = NewOptString(e.TenDelete) ret.TenPost = NewOptString(e.TenPost) ret.TenGet = NewOptString(e.TenGet) ret.TenAt = NewOptDateTime(e.TenAt) ret.Next = NewOptString(e.Next) ret.Room = NewOptInt(e.Room) ret.Model = NewOptBool(e.Model) ret.ModelAt = NewOptDateTime(e.ModelAt) ret.ModelAttack = NewOptInt(e.ModelAttack) ret.ModelLimit = NewOptInt(e.ModelLimit) ret.ModelSkill = NewOptInt(e.ModelSkill) ret.ModelMode = NewOptInt(e.ModelMode) ret.ModelCritical = NewOptInt(e.ModelCritical) ret.ModelCriticalD = NewOptInt(e.ModelCriticalD) ret.Game = NewOptBool(e.Game) ret.GameTest = NewOptBool(e.GameTest) ret.GameEnd = NewOptBool(e.GameEnd) ret.GameAccount = NewOptBool(e.GameAccount) ret.GameLv = NewOptInt(e.GameLv) ret.GameExp = NewOptInt(e.GameExp) ret.GameStory = NewOptInt(e.GameStory) ret.GameLimit = NewOptBool(e.GameLimit) ret.Coin = NewOptInt(e.Coin) ret.CoinOpen = NewOptBool(e.CoinOpen) ret.CoinAt = NewOptDateTime(e.CoinAt) ret.Planet = NewOptInt(e.Planet) ret.PlanetAt = NewOptDateTime(e.PlanetAt) ret.Login = NewOptBool(e.Login) ret.LoginAt = NewOptDateTime(e.LoginAt) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) return &ret } func NewUserCreates(es []*ent.User) []UserCreate { if len(es) == 0 { return nil } r := make([]UserCreate, len(es)) for i, e := range es { r[i] = NewUserCreate(e).Elem() } return r } func (u *UserCreate) Elem() UserCreate { if u == nil { return UserCreate{} } return *u } func NewUserList(e *ent.User) *UserList { if e == nil { return nil } var ret UserList ret.ID = e.ID ret.Username = e.Username ret.Did = NewOptString(e.Did) ret.Member = NewOptBool(e.Member) ret.Book = NewOptBool(e.Book) ret.Manga = NewOptBool(e.Manga) ret.Badge = NewOptBool(e.Badge) ret.Bsky = NewOptBool(e.Bsky) ret.Mastodon = NewOptBool(e.Mastodon) ret.Delete = NewOptBool(e.Delete) ret.Handle = NewOptBool(e.Handle) ret.CreatedAt = NewOptDateTime(e.CreatedAt) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.RaidAt = NewOptDateTime(e.RaidAt) ret.ServerAt = NewOptDateTime(e.ServerAt) ret.EggAt = NewOptDateTime(e.EggAt) ret.Luck = NewOptInt(e.Luck) ret.LuckAt = NewOptDateTime(e.LuckAt) ret.Like = NewOptInt(e.Like) ret.LikeRank = NewOptInt(e.LikeRank) ret.LikeAt = NewOptDateTime(e.LikeAt) ret.Fav = NewOptInt(e.Fav) ret.Ten = NewOptBool(e.Ten) ret.TenSu = NewOptInt(e.TenSu) ret.TenKai = NewOptInt(e.TenKai) ret.Aiten = NewOptInt(e.Aiten) ret.TenCard = NewOptString(e.TenCard) ret.TenDelete = NewOptString(e.TenDelete) ret.TenPost = NewOptString(e.TenPost) ret.TenGet = NewOptString(e.TenGet) ret.TenAt = NewOptDateTime(e.TenAt) ret.Next = NewOptString(e.Next) ret.Room = NewOptInt(e.Room) ret.Model = NewOptBool(e.Model) ret.ModelAt = NewOptDateTime(e.ModelAt) ret.ModelAttack = NewOptInt(e.ModelAttack) ret.ModelLimit = NewOptInt(e.ModelLimit) ret.ModelSkill = NewOptInt(e.ModelSkill) ret.ModelMode = NewOptInt(e.ModelMode) ret.ModelCritical = NewOptInt(e.ModelCritical) ret.ModelCriticalD = NewOptInt(e.ModelCriticalD) ret.Game = NewOptBool(e.Game) ret.GameTest = NewOptBool(e.GameTest) ret.GameEnd = NewOptBool(e.GameEnd) ret.GameAccount = NewOptBool(e.GameAccount) ret.GameLv = NewOptInt(e.GameLv) ret.GameExp = NewOptInt(e.GameExp) ret.GameStory = NewOptInt(e.GameStory) ret.GameLimit = NewOptBool(e.GameLimit) ret.Coin = NewOptInt(e.Coin) ret.CoinOpen = NewOptBool(e.CoinOpen) ret.CoinAt = NewOptDateTime(e.CoinAt) ret.Planet = NewOptInt(e.Planet) ret.PlanetAt = NewOptDateTime(e.PlanetAt) ret.Login = NewOptBool(e.Login) ret.LoginAt = NewOptDateTime(e.LoginAt) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) return &ret } func NewUserLists(es []*ent.User) []UserList { if len(es) == 0 { return nil } r := make([]UserList, len(es)) for i, e := range es { r[i] = NewUserList(e).Elem() } return r } func (u *UserList) Elem() UserList { if u == nil { return UserList{} } return *u } func NewUserRead(e *ent.User) *UserRead { if e == nil { return nil } var ret UserRead ret.ID = e.ID ret.Username = e.Username ret.Did = NewOptString(e.Did) ret.Member = NewOptBool(e.Member) ret.Book = NewOptBool(e.Book) ret.Manga = NewOptBool(e.Manga) ret.Badge = NewOptBool(e.Badge) ret.Bsky = NewOptBool(e.Bsky) ret.Mastodon = NewOptBool(e.Mastodon) ret.Delete = NewOptBool(e.Delete) ret.Handle = NewOptBool(e.Handle) ret.CreatedAt = NewOptDateTime(e.CreatedAt) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.RaidAt = NewOptDateTime(e.RaidAt) ret.ServerAt = NewOptDateTime(e.ServerAt) ret.EggAt = NewOptDateTime(e.EggAt) ret.Luck = NewOptInt(e.Luck) ret.LuckAt = NewOptDateTime(e.LuckAt) ret.Like = NewOptInt(e.Like) ret.LikeRank = NewOptInt(e.LikeRank) ret.LikeAt = NewOptDateTime(e.LikeAt) ret.Fav = NewOptInt(e.Fav) ret.Ten = NewOptBool(e.Ten) ret.TenSu = NewOptInt(e.TenSu) ret.TenKai = NewOptInt(e.TenKai) ret.Aiten = NewOptInt(e.Aiten) ret.TenCard = NewOptString(e.TenCard) ret.TenDelete = NewOptString(e.TenDelete) ret.TenPost = NewOptString(e.TenPost) ret.TenGet = NewOptString(e.TenGet) ret.TenAt = NewOptDateTime(e.TenAt) ret.Next = NewOptString(e.Next) ret.Room = NewOptInt(e.Room) ret.Model = NewOptBool(e.Model) ret.ModelAt = NewOptDateTime(e.ModelAt) ret.ModelAttack = NewOptInt(e.ModelAttack) ret.ModelLimit = NewOptInt(e.ModelLimit) ret.ModelSkill = NewOptInt(e.ModelSkill) ret.ModelMode = NewOptInt(e.ModelMode) ret.ModelCritical = NewOptInt(e.ModelCritical) ret.ModelCriticalD = NewOptInt(e.ModelCriticalD) ret.Game = NewOptBool(e.Game) ret.GameTest = NewOptBool(e.GameTest) ret.GameEnd = NewOptBool(e.GameEnd) ret.GameAccount = NewOptBool(e.GameAccount) ret.GameLv = NewOptInt(e.GameLv) ret.GameExp = NewOptInt(e.GameExp) ret.GameStory = NewOptInt(e.GameStory) ret.GameLimit = NewOptBool(e.GameLimit) ret.Coin = NewOptInt(e.Coin) ret.CoinOpen = NewOptBool(e.CoinOpen) ret.CoinAt = NewOptDateTime(e.CoinAt) ret.Planet = NewOptInt(e.Planet) ret.PlanetAt = NewOptDateTime(e.PlanetAt) ret.Login = NewOptBool(e.Login) ret.LoginAt = NewOptDateTime(e.LoginAt) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) return &ret } func NewUserReads(es []*ent.User) []UserRead { if len(es) == 0 { return nil } r := make([]UserRead, len(es)) for i, e := range es { r[i] = NewUserRead(e).Elem() } return r } func (u *UserRead) Elem() UserRead { if u == nil { return UserRead{} } return *u } func NewUserUpdate(e *ent.User) *UserUpdate { if e == nil { return nil } var ret UserUpdate ret.ID = e.ID ret.Username = e.Username ret.Did = NewOptString(e.Did) ret.Member = NewOptBool(e.Member) ret.Book = NewOptBool(e.Book) ret.Manga = NewOptBool(e.Manga) ret.Badge = NewOptBool(e.Badge) ret.Bsky = NewOptBool(e.Bsky) ret.Mastodon = NewOptBool(e.Mastodon) ret.Delete = NewOptBool(e.Delete) ret.Handle = NewOptBool(e.Handle) ret.CreatedAt = NewOptDateTime(e.CreatedAt) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.RaidAt = NewOptDateTime(e.RaidAt) ret.ServerAt = NewOptDateTime(e.ServerAt) ret.EggAt = NewOptDateTime(e.EggAt) ret.Luck = NewOptInt(e.Luck) ret.LuckAt = NewOptDateTime(e.LuckAt) ret.Like = NewOptInt(e.Like) ret.LikeRank = NewOptInt(e.LikeRank) ret.LikeAt = NewOptDateTime(e.LikeAt) ret.Fav = NewOptInt(e.Fav) ret.Ten = NewOptBool(e.Ten) ret.TenSu = NewOptInt(e.TenSu) ret.TenKai = NewOptInt(e.TenKai) ret.Aiten = NewOptInt(e.Aiten) ret.TenCard = NewOptString(e.TenCard) ret.TenDelete = NewOptString(e.TenDelete) ret.TenPost = NewOptString(e.TenPost) ret.TenGet = NewOptString(e.TenGet) ret.TenAt = NewOptDateTime(e.TenAt) ret.Next = NewOptString(e.Next) ret.Room = NewOptInt(e.Room) ret.Model = NewOptBool(e.Model) ret.ModelAt = NewOptDateTime(e.ModelAt) ret.ModelAttack = NewOptInt(e.ModelAttack) ret.ModelLimit = NewOptInt(e.ModelLimit) ret.ModelSkill = NewOptInt(e.ModelSkill) ret.ModelMode = NewOptInt(e.ModelMode) ret.ModelCritical = NewOptInt(e.ModelCritical) ret.ModelCriticalD = NewOptInt(e.ModelCriticalD) ret.Game = NewOptBool(e.Game) ret.GameTest = NewOptBool(e.GameTest) ret.GameEnd = NewOptBool(e.GameEnd) ret.GameAccount = NewOptBool(e.GameAccount) ret.GameLv = NewOptInt(e.GameLv) ret.GameExp = NewOptInt(e.GameExp) ret.GameStory = NewOptInt(e.GameStory) ret.GameLimit = NewOptBool(e.GameLimit) ret.Coin = NewOptInt(e.Coin) ret.CoinOpen = NewOptBool(e.CoinOpen) ret.CoinAt = NewOptDateTime(e.CoinAt) ret.Planet = NewOptInt(e.Planet) ret.PlanetAt = NewOptDateTime(e.PlanetAt) ret.Login = NewOptBool(e.Login) ret.LoginAt = NewOptDateTime(e.LoginAt) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) return &ret } func NewUserUpdates(es []*ent.User) []UserUpdate { if len(es) == 0 { return nil } r := make([]UserUpdate, len(es)) for i, e := range es { r[i] = NewUserUpdate(e).Elem() } return r } func (u *UserUpdate) Elem() UserUpdate { if u == nil { return UserUpdate{} } return *u } func NewUserCardList(e *ent.Card) *UserCardList { if e == nil { return nil } var ret UserCardList ret.ID = e.ID ret.Card = NewOptInt(e.Card) ret.Skill = NewOptString(e.Skill) ret.Status = NewOptString(e.Status) ret.Cp = NewOptInt(e.Cp) ret.URL = NewOptString(e.URL) ret.Count = NewOptInt(e.Count) ret.Author = NewOptString(e.Author) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewUserCardLists(es []*ent.Card) []UserCardList { if len(es) == 0 { return nil } r := make([]UserCardList, len(es)) for i, e := range es { r[i] = NewUserCardList(e).Elem() } return r } func (c *UserCardList) Elem() UserCardList { if c == nil { return UserCardList{} } return *c } func NewUserMaList(e *ent.Ma) *UserMaList { if e == nil { return nil } var ret UserMaList ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.Count = NewOptInt(e.Count) ret.Handle = NewOptString(e.Handle) ret.Text = NewOptString(e.Text) ret.Did = NewOptString(e.Did) ret.Avatar = NewOptString(e.Avatar) ret.Cid = NewOptString(e.Cid) ret.URI = NewOptString(e.URI) ret.CidRoot = NewOptString(e.CidRoot) ret.URIRoot = NewOptString(e.URIRoot) ret.Root = NewOptString(e.Root) ret.Rkey = NewOptString(e.Rkey) ret.BskyURL = NewOptString(e.BskyURL) ret.Comment = NewOptString(e.Comment) ret.Blog = NewOptString(e.Blog) ret.BlogURL = NewOptString(e.BlogURL) ret.Domain = NewOptString(e.Domain) ret.Host = NewOptString(e.Host) ret.Feed = NewOptString(e.Feed) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewUserMaLists(es []*ent.Ma) []UserMaList { if len(es) == 0 { return nil } r := make([]UserMaList, len(es)) for i, e := range es { r[i] = NewUserMaList(e).Elem() } return r } func (m *UserMaList) Elem() UserMaList { if m == nil { return UserMaList{} } return *m } func NewUserSevList(e *ent.Sev) *UserSevList { if e == nil { return nil } var ret UserSevList ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.Count = NewOptInt(e.Count) ret.Handle = NewOptString(e.Handle) ret.Did = NewOptString(e.Did) ret.UID = NewOptInt(e.UID) ret.Cid = NewOptInt(e.Cid) ret.Cp = NewOptInt(e.Cp) ret.Card = NewOptInt(e.Card) ret.UpdatedAt = NewOptDateTime(e.UpdatedAt) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewUserSevLists(es []*ent.Sev) []UserSevList { if len(es) == 0 { return nil } r := make([]UserSevList, len(es)) for i, e := range es { r[i] = NewUserSevList(e).Elem() } return r } func (s *UserSevList) Elem() UserSevList { if s == nil { return UserSevList{} } return *s } func NewUserUeList(e *ent.Ue) *UserUeList { if e == nil { return nil } var ret UserUeList ret.ID = e.ID ret.Limit = NewOptBool(e.Limit) ret.LimitBoss = NewOptBool(e.LimitBoss) ret.LimitItem = NewOptBool(e.LimitItem) ret.Lv = NewOptInt(e.Lv) ret.LvPoint = NewOptInt(e.LvPoint) ret.Model = NewOptInt(e.Model) ret.Sword = NewOptInt(e.Sword) ret.Card = NewOptInt(e.Card) ret.Mode = NewOptString(e.Mode) ret.Cp = NewOptInt(e.Cp) ret.Count = NewOptInt(e.Count) ret.LocationX = NewOptInt(e.LocationX) ret.LocationY = NewOptInt(e.LocationY) ret.LocationZ = NewOptInt(e.LocationZ) ret.LocationN = NewOptInt(e.LocationN) ret.Author = NewOptString(e.Author) ret.GameLv = NewOptString(e.GameLv) ret.GameExp = NewOptString(e.GameExp) ret.GameID = NewOptString(e.GameID) ret.GameStory = NewOptInt(e.GameStory) ret.GameEp = NewOptString(e.GameEp) ret.CreatedAt = NewOptDateTime(e.CreatedAt) return &ret } func NewUserUeLists(es []*ent.Ue) []UserUeList { if len(es) == 0 { return nil } r := make([]UserUeList, len(es)) for i, e := range es { r[i] = NewUserUeList(e).Elem() } return r } func (u *UserUeList) Elem() UserUeList { if u == nil { return UserUeList{} } return *u }