added spray patterns
This commit is contained in:
311
ent/weapon_create.go
Normal file
311
ent/weapon_create.go
Normal file
@@ -0,0 +1,311 @@
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// Code generated by entc, DO NOT EDIT.
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package ent
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import (
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"context"
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"csgowtfd/ent/matchplayer"
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"csgowtfd/ent/weapon"
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"errors"
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"fmt"
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"entgo.io/ent/dialect/sql/sqlgraph"
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"entgo.io/ent/schema/field"
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)
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// WeaponCreate is the builder for creating a Weapon entity.
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type WeaponCreate struct {
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config
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mutation *WeaponMutation
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hooks []Hook
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}
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// SetVictim sets the "victim" field.
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func (wc *WeaponCreate) SetVictim(u uint64) *WeaponCreate {
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wc.mutation.SetVictim(u)
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return wc
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}
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// SetDmg sets the "dmg" field.
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func (wc *WeaponCreate) SetDmg(u uint) *WeaponCreate {
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wc.mutation.SetDmg(u)
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return wc
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}
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// SetEqType sets the "eq_type" field.
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func (wc *WeaponCreate) SetEqType(i int) *WeaponCreate {
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wc.mutation.SetEqType(i)
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return wc
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}
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// SetHitGroup sets the "hit_group" field.
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func (wc *WeaponCreate) SetHitGroup(i int) *WeaponCreate {
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wc.mutation.SetHitGroup(i)
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return wc
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}
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// SetStatID sets the "stat" edge to the MatchPlayer entity by ID.
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func (wc *WeaponCreate) SetStatID(id int) *WeaponCreate {
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wc.mutation.SetStatID(id)
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return wc
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}
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// SetNillableStatID sets the "stat" edge to the MatchPlayer entity by ID if the given value is not nil.
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func (wc *WeaponCreate) SetNillableStatID(id *int) *WeaponCreate {
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if id != nil {
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wc = wc.SetStatID(*id)
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}
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return wc
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}
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// SetStat sets the "stat" edge to the MatchPlayer entity.
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func (wc *WeaponCreate) SetStat(m *MatchPlayer) *WeaponCreate {
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return wc.SetStatID(m.ID)
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}
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// Mutation returns the WeaponMutation object of the builder.
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func (wc *WeaponCreate) Mutation() *WeaponMutation {
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return wc.mutation
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}
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// Save creates the Weapon in the database.
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func (wc *WeaponCreate) Save(ctx context.Context) (*Weapon, error) {
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var (
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err error
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node *Weapon
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)
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if len(wc.hooks) == 0 {
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if err = wc.check(); err != nil {
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return nil, err
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}
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node, err = wc.sqlSave(ctx)
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} else {
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var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) {
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mutation, ok := m.(*WeaponMutation)
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if !ok {
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return nil, fmt.Errorf("unexpected mutation type %T", m)
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}
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if err = wc.check(); err != nil {
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return nil, err
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}
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wc.mutation = mutation
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if node, err = wc.sqlSave(ctx); err != nil {
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return nil, err
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}
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mutation.id = &node.ID
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mutation.done = true
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return node, err
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})
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for i := len(wc.hooks) - 1; i >= 0; i-- {
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if wc.hooks[i] == nil {
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return nil, fmt.Errorf("ent: uninitialized hook (forgotten import ent/runtime?)")
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}
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mut = wc.hooks[i](mut)
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}
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if _, err := mut.Mutate(ctx, wc.mutation); err != nil {
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return nil, err
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}
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}
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return node, err
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}
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// SaveX calls Save and panics if Save returns an error.
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func (wc *WeaponCreate) SaveX(ctx context.Context) *Weapon {
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v, err := wc.Save(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Exec executes the query.
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func (wc *WeaponCreate) Exec(ctx context.Context) error {
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_, err := wc.Save(ctx)
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return err
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}
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// ExecX is like Exec, but panics if an error occurs.
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func (wc *WeaponCreate) ExecX(ctx context.Context) {
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if err := wc.Exec(ctx); err != nil {
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panic(err)
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}
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}
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// check runs all checks and user-defined validators on the builder.
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func (wc *WeaponCreate) check() error {
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if _, ok := wc.mutation.Victim(); !ok {
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return &ValidationError{Name: "victim", err: errors.New(`ent: missing required field "victim"`)}
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}
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if _, ok := wc.mutation.Dmg(); !ok {
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return &ValidationError{Name: "dmg", err: errors.New(`ent: missing required field "dmg"`)}
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}
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if _, ok := wc.mutation.EqType(); !ok {
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return &ValidationError{Name: "eq_type", err: errors.New(`ent: missing required field "eq_type"`)}
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}
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if _, ok := wc.mutation.HitGroup(); !ok {
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return &ValidationError{Name: "hit_group", err: errors.New(`ent: missing required field "hit_group"`)}
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}
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return nil
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}
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func (wc *WeaponCreate) sqlSave(ctx context.Context) (*Weapon, error) {
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_node, _spec := wc.createSpec()
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if err := sqlgraph.CreateNode(ctx, wc.driver, _spec); err != nil {
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if sqlgraph.IsConstraintError(err) {
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err = &ConstraintError{err.Error(), err}
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}
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return nil, err
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}
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id := _spec.ID.Value.(int64)
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_node.ID = int(id)
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return _node, nil
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}
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func (wc *WeaponCreate) createSpec() (*Weapon, *sqlgraph.CreateSpec) {
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var (
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_node = &Weapon{config: wc.config}
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_spec = &sqlgraph.CreateSpec{
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Table: weapon.Table,
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ID: &sqlgraph.FieldSpec{
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Type: field.TypeInt,
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Column: weapon.FieldID,
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},
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}
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)
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if value, ok := wc.mutation.Victim(); ok {
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_spec.Fields = append(_spec.Fields, &sqlgraph.FieldSpec{
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Type: field.TypeUint64,
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Value: value,
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Column: weapon.FieldVictim,
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})
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_node.Victim = value
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}
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if value, ok := wc.mutation.Dmg(); ok {
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_spec.Fields = append(_spec.Fields, &sqlgraph.FieldSpec{
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Type: field.TypeUint,
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Value: value,
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Column: weapon.FieldDmg,
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})
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_node.Dmg = value
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}
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if value, ok := wc.mutation.EqType(); ok {
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_spec.Fields = append(_spec.Fields, &sqlgraph.FieldSpec{
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Type: field.TypeInt,
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Value: value,
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Column: weapon.FieldEqType,
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})
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_node.EqType = value
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}
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if value, ok := wc.mutation.HitGroup(); ok {
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_spec.Fields = append(_spec.Fields, &sqlgraph.FieldSpec{
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Type: field.TypeInt,
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Value: value,
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Column: weapon.FieldHitGroup,
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})
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_node.HitGroup = value
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}
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if nodes := wc.mutation.StatIDs(); len(nodes) > 0 {
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edge := &sqlgraph.EdgeSpec{
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Rel: sqlgraph.M2O,
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Inverse: true,
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Table: weapon.StatTable,
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Columns: []string{weapon.StatColumn},
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Bidi: false,
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Target: &sqlgraph.EdgeTarget{
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IDSpec: &sqlgraph.FieldSpec{
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Type: field.TypeInt,
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Column: matchplayer.FieldID,
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},
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},
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}
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for _, k := range nodes {
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edge.Target.Nodes = append(edge.Target.Nodes, k)
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}
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_node.match_player_weapon_stats = &nodes[0]
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_spec.Edges = append(_spec.Edges, edge)
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}
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return _node, _spec
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}
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// WeaponCreateBulk is the builder for creating many Weapon entities in bulk.
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type WeaponCreateBulk struct {
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config
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builders []*WeaponCreate
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}
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// Save creates the Weapon entities in the database.
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func (wcb *WeaponCreateBulk) Save(ctx context.Context) ([]*Weapon, error) {
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specs := make([]*sqlgraph.CreateSpec, len(wcb.builders))
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nodes := make([]*Weapon, len(wcb.builders))
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mutators := make([]Mutator, len(wcb.builders))
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for i := range wcb.builders {
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func(i int, root context.Context) {
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builder := wcb.builders[i]
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var mut Mutator = MutateFunc(func(ctx context.Context, m Mutation) (Value, error) {
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mutation, ok := m.(*WeaponMutation)
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if !ok {
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return nil, fmt.Errorf("unexpected mutation type %T", m)
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}
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if err := builder.check(); err != nil {
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return nil, err
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}
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builder.mutation = mutation
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nodes[i], specs[i] = builder.createSpec()
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var err error
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if i < len(mutators)-1 {
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_, err = mutators[i+1].Mutate(root, wcb.builders[i+1].mutation)
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} else {
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spec := &sqlgraph.BatchCreateSpec{Nodes: specs}
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// Invoke the actual operation on the latest mutation in the chain.
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if err = sqlgraph.BatchCreate(ctx, wcb.driver, spec); err != nil {
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if sqlgraph.IsConstraintError(err) {
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err = &ConstraintError{err.Error(), err}
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}
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}
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}
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if err != nil {
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return nil, err
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}
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mutation.id = &nodes[i].ID
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mutation.done = true
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if specs[i].ID.Value != nil {
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id := specs[i].ID.Value.(int64)
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nodes[i].ID = int(id)
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}
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return nodes[i], nil
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})
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for i := len(builder.hooks) - 1; i >= 0; i-- {
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mut = builder.hooks[i](mut)
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}
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mutators[i] = mut
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}(i, ctx)
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}
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if len(mutators) > 0 {
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if _, err := mutators[0].Mutate(ctx, wcb.builders[0].mutation); err != nil {
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return nil, err
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}
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}
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return nodes, nil
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}
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// SaveX is like Save, but panics if an error occurs.
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func (wcb *WeaponCreateBulk) SaveX(ctx context.Context) []*Weapon {
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v, err := wcb.Save(ctx)
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if err != nil {
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panic(err)
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}
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return v
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}
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// Exec executes the query.
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func (wcb *WeaponCreateBulk) Exec(ctx context.Context) error {
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_, err := wcb.Save(ctx)
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return err
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}
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// ExecX is like Exec, but panics if an error occurs.
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func (wcb *WeaponCreateBulk) ExecX(ctx context.Context) {
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if err := wcb.Exec(ctx); err != nil {
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panic(err)
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}
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}
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