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api/ent/ue_create.go
2024-06-02 00:38:55 +09:00

618 lines
15 KiB
Go

// Code generated by ent, DO NOT EDIT.
package ent
import (
"api/ent/ue"
"api/ent/user"
"context"
"errors"
"fmt"
"time"
"entgo.io/ent/dialect/sql/sqlgraph"
"entgo.io/ent/schema/field"
)
// UeCreate is the builder for creating a Ue entity.
type UeCreate struct {
config
mutation *UeMutation
hooks []Hook
}
// SetLimit sets the "limit" field.
func (uc *UeCreate) SetLimit(b bool) *UeCreate {
uc.mutation.SetLimit(b)
return uc
}
// SetNillableLimit sets the "limit" field if the given value is not nil.
func (uc *UeCreate) SetNillableLimit(b *bool) *UeCreate {
if b != nil {
uc.SetLimit(*b)
}
return uc
}
// SetLimitBoss sets the "limit_boss" field.
func (uc *UeCreate) SetLimitBoss(b bool) *UeCreate {
uc.mutation.SetLimitBoss(b)
return uc
}
// SetNillableLimitBoss sets the "limit_boss" field if the given value is not nil.
func (uc *UeCreate) SetNillableLimitBoss(b *bool) *UeCreate {
if b != nil {
uc.SetLimitBoss(*b)
}
return uc
}
// SetLimitItem sets the "limit_item" field.
func (uc *UeCreate) SetLimitItem(b bool) *UeCreate {
uc.mutation.SetLimitItem(b)
return uc
}
// SetNillableLimitItem sets the "limit_item" field if the given value is not nil.
func (uc *UeCreate) SetNillableLimitItem(b *bool) *UeCreate {
if b != nil {
uc.SetLimitItem(*b)
}
return uc
}
// SetPassword sets the "password" field.
func (uc *UeCreate) SetPassword(s string) *UeCreate {
uc.mutation.SetPassword(s)
return uc
}
// SetLv sets the "lv" field.
func (uc *UeCreate) SetLv(i int) *UeCreate {
uc.mutation.SetLv(i)
return uc
}
// SetNillableLv sets the "lv" field if the given value is not nil.
func (uc *UeCreate) SetNillableLv(i *int) *UeCreate {
if i != nil {
uc.SetLv(*i)
}
return uc
}
// SetLvPoint sets the "lv_point" field.
func (uc *UeCreate) SetLvPoint(i int) *UeCreate {
uc.mutation.SetLvPoint(i)
return uc
}
// SetNillableLvPoint sets the "lv_point" field if the given value is not nil.
func (uc *UeCreate) SetNillableLvPoint(i *int) *UeCreate {
if i != nil {
uc.SetLvPoint(*i)
}
return uc
}
// SetModel sets the "model" field.
func (uc *UeCreate) SetModel(i int) *UeCreate {
uc.mutation.SetModel(i)
return uc
}
// SetNillableModel sets the "model" field if the given value is not nil.
func (uc *UeCreate) SetNillableModel(i *int) *UeCreate {
if i != nil {
uc.SetModel(*i)
}
return uc
}
// SetSword sets the "sword" field.
func (uc *UeCreate) SetSword(i int) *UeCreate {
uc.mutation.SetSword(i)
return uc
}
// SetNillableSword sets the "sword" field if the given value is not nil.
func (uc *UeCreate) SetNillableSword(i *int) *UeCreate {
if i != nil {
uc.SetSword(*i)
}
return uc
}
// SetCard sets the "card" field.
func (uc *UeCreate) SetCard(i int) *UeCreate {
uc.mutation.SetCard(i)
return uc
}
// SetNillableCard sets the "card" field if the given value is not nil.
func (uc *UeCreate) SetNillableCard(i *int) *UeCreate {
if i != nil {
uc.SetCard(*i)
}
return uc
}
// SetMode sets the "mode" field.
func (uc *UeCreate) SetMode(s string) *UeCreate {
uc.mutation.SetMode(s)
return uc
}
// SetNillableMode sets the "mode" field if the given value is not nil.
func (uc *UeCreate) SetNillableMode(s *string) *UeCreate {
if s != nil {
uc.SetMode(*s)
}
return uc
}
// SetToken sets the "token" field.
func (uc *UeCreate) SetToken(s string) *UeCreate {
uc.mutation.SetToken(s)
return uc
}
// SetNillableToken sets the "token" field if the given value is not nil.
func (uc *UeCreate) SetNillableToken(s *string) *UeCreate {
if s != nil {
uc.SetToken(*s)
}
return uc
}
// SetCp sets the "cp" field.
func (uc *UeCreate) SetCp(i int) *UeCreate {
uc.mutation.SetCp(i)
return uc
}
// SetNillableCp sets the "cp" field if the given value is not nil.
func (uc *UeCreate) SetNillableCp(i *int) *UeCreate {
if i != nil {
uc.SetCp(*i)
}
return uc
}
// SetCount sets the "count" field.
func (uc *UeCreate) SetCount(i int) *UeCreate {
uc.mutation.SetCount(i)
return uc
}
// SetNillableCount sets the "count" field if the given value is not nil.
func (uc *UeCreate) SetNillableCount(i *int) *UeCreate {
if i != nil {
uc.SetCount(*i)
}
return uc
}
// SetLocationX sets the "location_x" field.
func (uc *UeCreate) SetLocationX(i int) *UeCreate {
uc.mutation.SetLocationX(i)
return uc
}
// SetNillableLocationX sets the "location_x" field if the given value is not nil.
func (uc *UeCreate) SetNillableLocationX(i *int) *UeCreate {
if i != nil {
uc.SetLocationX(*i)
}
return uc
}
// SetLocationY sets the "location_y" field.
func (uc *UeCreate) SetLocationY(i int) *UeCreate {
uc.mutation.SetLocationY(i)
return uc
}
// SetNillableLocationY sets the "location_y" field if the given value is not nil.
func (uc *UeCreate) SetNillableLocationY(i *int) *UeCreate {
if i != nil {
uc.SetLocationY(*i)
}
return uc
}
// SetLocationZ sets the "location_z" field.
func (uc *UeCreate) SetLocationZ(i int) *UeCreate {
uc.mutation.SetLocationZ(i)
return uc
}
// SetNillableLocationZ sets the "location_z" field if the given value is not nil.
func (uc *UeCreate) SetNillableLocationZ(i *int) *UeCreate {
if i != nil {
uc.SetLocationZ(*i)
}
return uc
}
// SetLocationN sets the "location_n" field.
func (uc *UeCreate) SetLocationN(i int) *UeCreate {
uc.mutation.SetLocationN(i)
return uc
}
// SetNillableLocationN sets the "location_n" field if the given value is not nil.
func (uc *UeCreate) SetNillableLocationN(i *int) *UeCreate {
if i != nil {
uc.SetLocationN(*i)
}
return uc
}
// SetAuthor sets the "author" field.
func (uc *UeCreate) SetAuthor(s string) *UeCreate {
uc.mutation.SetAuthor(s)
return uc
}
// SetNillableAuthor sets the "author" field if the given value is not nil.
func (uc *UeCreate) SetNillableAuthor(s *string) *UeCreate {
if s != nil {
uc.SetAuthor(*s)
}
return uc
}
// SetGameLv sets the "game_lv" field.
func (uc *UeCreate) SetGameLv(s string) *UeCreate {
uc.mutation.SetGameLv(s)
return uc
}
// SetNillableGameLv sets the "game_lv" field if the given value is not nil.
func (uc *UeCreate) SetNillableGameLv(s *string) *UeCreate {
if s != nil {
uc.SetGameLv(*s)
}
return uc
}
// SetGameExp sets the "game_exp" field.
func (uc *UeCreate) SetGameExp(s string) *UeCreate {
uc.mutation.SetGameExp(s)
return uc
}
// SetNillableGameExp sets the "game_exp" field if the given value is not nil.
func (uc *UeCreate) SetNillableGameExp(s *string) *UeCreate {
if s != nil {
uc.SetGameExp(*s)
}
return uc
}
// SetGameID sets the "game_id" field.
func (uc *UeCreate) SetGameID(s string) *UeCreate {
uc.mutation.SetGameID(s)
return uc
}
// SetNillableGameID sets the "game_id" field if the given value is not nil.
func (uc *UeCreate) SetNillableGameID(s *string) *UeCreate {
if s != nil {
uc.SetGameID(*s)
}
return uc
}
// SetCreatedAt sets the "created_at" field.
func (uc *UeCreate) SetCreatedAt(t time.Time) *UeCreate {
uc.mutation.SetCreatedAt(t)
return uc
}
// SetNillableCreatedAt sets the "created_at" field if the given value is not nil.
func (uc *UeCreate) SetNillableCreatedAt(t *time.Time) *UeCreate {
if t != nil {
uc.SetCreatedAt(*t)
}
return uc
}
// SetOwnerID sets the "owner" edge to the User entity by ID.
func (uc *UeCreate) SetOwnerID(id int) *UeCreate {
uc.mutation.SetOwnerID(id)
return uc
}
// SetOwner sets the "owner" edge to the User entity.
func (uc *UeCreate) SetOwner(u *User) *UeCreate {
return uc.SetOwnerID(u.ID)
}
// Mutation returns the UeMutation object of the builder.
func (uc *UeCreate) Mutation() *UeMutation {
return uc.mutation
}
// Save creates the Ue in the database.
func (uc *UeCreate) Save(ctx context.Context) (*Ue, error) {
uc.defaults()
return withHooks[*Ue, UeMutation](ctx, uc.sqlSave, uc.mutation, uc.hooks)
}
// SaveX calls Save and panics if Save returns an error.
func (uc *UeCreate) SaveX(ctx context.Context) *Ue {
v, err := uc.Save(ctx)
if err != nil {
panic(err)
}
return v
}
// Exec executes the query.
func (uc *UeCreate) Exec(ctx context.Context) error {
_, err := uc.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (uc *UeCreate) ExecX(ctx context.Context) {
if err := uc.Exec(ctx); err != nil {
panic(err)
}
}
// defaults sets the default values of the builder before save.
func (uc *UeCreate) defaults() {
if _, ok := uc.mutation.Limit(); !ok {
v := ue.DefaultLimit
uc.mutation.SetLimit(v)
}
if _, ok := uc.mutation.LimitBoss(); !ok {
v := ue.DefaultLimitBoss
uc.mutation.SetLimitBoss(v)
}
if _, ok := uc.mutation.LimitItem(); !ok {
v := ue.DefaultLimitItem
uc.mutation.SetLimitItem(v)
}
if _, ok := uc.mutation.CreatedAt(); !ok {
v := ue.DefaultCreatedAt()
uc.mutation.SetCreatedAt(v)
}
}
// check runs all checks and user-defined validators on the builder.
func (uc *UeCreate) check() error {
if _, ok := uc.mutation.Password(); !ok {
return &ValidationError{Name: "password", err: errors.New(`ent: missing required field "Ue.password"`)}
}
if v, ok := uc.mutation.Password(); ok {
if err := ue.PasswordValidator(v); err != nil {
return &ValidationError{Name: "password", err: fmt.Errorf(`ent: validator failed for field "Ue.password": %w`, err)}
}
}
if _, ok := uc.mutation.OwnerID(); !ok {
return &ValidationError{Name: "owner", err: errors.New(`ent: missing required edge "Ue.owner"`)}
}
return nil
}
func (uc *UeCreate) sqlSave(ctx context.Context) (*Ue, error) {
if err := uc.check(); err != nil {
return nil, err
}
_node, _spec := uc.createSpec()
if err := sqlgraph.CreateNode(ctx, uc.driver, _spec); err != nil {
if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
return nil, err
}
id := _spec.ID.Value.(int64)
_node.ID = int(id)
uc.mutation.id = &_node.ID
uc.mutation.done = true
return _node, nil
}
func (uc *UeCreate) createSpec() (*Ue, *sqlgraph.CreateSpec) {
var (
_node = &Ue{config: uc.config}
_spec = sqlgraph.NewCreateSpec(ue.Table, sqlgraph.NewFieldSpec(ue.FieldID, field.TypeInt))
)
if value, ok := uc.mutation.Limit(); ok {
_spec.SetField(ue.FieldLimit, field.TypeBool, value)
_node.Limit = value
}
if value, ok := uc.mutation.LimitBoss(); ok {
_spec.SetField(ue.FieldLimitBoss, field.TypeBool, value)
_node.LimitBoss = value
}
if value, ok := uc.mutation.LimitItem(); ok {
_spec.SetField(ue.FieldLimitItem, field.TypeBool, value)
_node.LimitItem = value
}
if value, ok := uc.mutation.Password(); ok {
_spec.SetField(ue.FieldPassword, field.TypeString, value)
_node.Password = value
}
if value, ok := uc.mutation.Lv(); ok {
_spec.SetField(ue.FieldLv, field.TypeInt, value)
_node.Lv = value
}
if value, ok := uc.mutation.LvPoint(); ok {
_spec.SetField(ue.FieldLvPoint, field.TypeInt, value)
_node.LvPoint = value
}
if value, ok := uc.mutation.Model(); ok {
_spec.SetField(ue.FieldModel, field.TypeInt, value)
_node.Model = value
}
if value, ok := uc.mutation.Sword(); ok {
_spec.SetField(ue.FieldSword, field.TypeInt, value)
_node.Sword = value
}
if value, ok := uc.mutation.Card(); ok {
_spec.SetField(ue.FieldCard, field.TypeInt, value)
_node.Card = value
}
if value, ok := uc.mutation.Mode(); ok {
_spec.SetField(ue.FieldMode, field.TypeString, value)
_node.Mode = value
}
if value, ok := uc.mutation.Token(); ok {
_spec.SetField(ue.FieldToken, field.TypeString, value)
_node.Token = value
}
if value, ok := uc.mutation.Cp(); ok {
_spec.SetField(ue.FieldCp, field.TypeInt, value)
_node.Cp = value
}
if value, ok := uc.mutation.Count(); ok {
_spec.SetField(ue.FieldCount, field.TypeInt, value)
_node.Count = value
}
if value, ok := uc.mutation.LocationX(); ok {
_spec.SetField(ue.FieldLocationX, field.TypeInt, value)
_node.LocationX = value
}
if value, ok := uc.mutation.LocationY(); ok {
_spec.SetField(ue.FieldLocationY, field.TypeInt, value)
_node.LocationY = value
}
if value, ok := uc.mutation.LocationZ(); ok {
_spec.SetField(ue.FieldLocationZ, field.TypeInt, value)
_node.LocationZ = value
}
if value, ok := uc.mutation.LocationN(); ok {
_spec.SetField(ue.FieldLocationN, field.TypeInt, value)
_node.LocationN = value
}
if value, ok := uc.mutation.Author(); ok {
_spec.SetField(ue.FieldAuthor, field.TypeString, value)
_node.Author = value
}
if value, ok := uc.mutation.GameLv(); ok {
_spec.SetField(ue.FieldGameLv, field.TypeString, value)
_node.GameLv = value
}
if value, ok := uc.mutation.GameExp(); ok {
_spec.SetField(ue.FieldGameExp, field.TypeString, value)
_node.GameExp = value
}
if value, ok := uc.mutation.GameID(); ok {
_spec.SetField(ue.FieldGameID, field.TypeString, value)
_node.GameID = value
}
if value, ok := uc.mutation.CreatedAt(); ok {
_spec.SetField(ue.FieldCreatedAt, field.TypeTime, value)
_node.CreatedAt = value
}
if nodes := uc.mutation.OwnerIDs(); len(nodes) > 0 {
edge := &sqlgraph.EdgeSpec{
Rel: sqlgraph.M2O,
Inverse: true,
Table: ue.OwnerTable,
Columns: []string{ue.OwnerColumn},
Bidi: false,
Target: &sqlgraph.EdgeTarget{
IDSpec: sqlgraph.NewFieldSpec(user.FieldID, field.TypeInt),
},
}
for _, k := range nodes {
edge.Target.Nodes = append(edge.Target.Nodes, k)
}
_node.user_ue = &nodes[0]
_spec.Edges = append(_spec.Edges, edge)
}
return _node, _spec
}
// UeCreateBulk is the builder for creating many Ue entities in bulk.
type UeCreateBulk struct {
config
builders []*UeCreate
}
// Save creates the Ue entities in the database.
func (ucb *UeCreateBulk) Save(ctx context.Context) ([]*Ue, error) {
specs := make([]*sqlgraph.CreateSpec, len(ucb.builders))
nodes := make([]*Ue, len(ucb.builders))
mutators := make([]Mutator, len(ucb.builders))
for i := range ucb.builders {
func(i int, root context.Context) {
builder := ucb.builders[i]
builder.defaults()
var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) {
mutation, ok := m.(*UeMutation)
if !ok {
return nil, fmt.Errorf("unexpected mutation type %T", m)
}
if err := builder.check(); err != nil {
return nil, err
}
builder.mutation = mutation
var err error
nodes[i], specs[i] = builder.createSpec()
if i < len(mutators)-1 {
_, err = mutators[i+1].Mutate(root, ucb.builders[i+1].mutation)
} else {
spec := &sqlgraph.BatchCreateSpec{Nodes: specs}
// Invoke the actual operation on the latest mutation in the chain.
if err = sqlgraph.BatchCreate(ctx, ucb.driver, spec); err != nil {
if sqlgraph.IsConstraintError(err) {
err = &ConstraintError{msg: err.Error(), wrap: err}
}
}
}
if err != nil {
return nil, err
}
mutation.id = &nodes[i].ID
if specs[i].ID.Value != nil {
id := specs[i].ID.Value.(int64)
nodes[i].ID = int(id)
}
mutation.done = true
return nodes[i], nil
})
for i := len(builder.hooks) - 1; i >= 0; i-- {
mut = builder.hooks[i](mut)
}
mutators[i] = mut
}(i, ctx)
}
if len(mutators) > 0 {
if _, err := mutators[0].Mutate(ctx, ucb.builders[0].mutation); err != nil {
return nil, err
}
}
return nodes, nil
}
// SaveX is like Save, but panics if an error occurs.
func (ucb *UeCreateBulk) SaveX(ctx context.Context) []*Ue {
v, err := ucb.Save(ctx)
if err != nil {
panic(err)
}
return v
}
// Exec executes the query.
func (ucb *UeCreateBulk) Exec(ctx context.Context) error {
_, err := ucb.Save(ctx)
return err
}
// ExecX is like Exec, but panics if an error occurs.
func (ucb *UeCreateBulk) ExecX(ctx context.Context) {
if err := ucb.Exec(ctx); err != nil {
panic(err)
}
}