regenerate ent
This commit is contained in:
@@ -21,61 +21,61 @@ type WeaponCreate struct {
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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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func (_c *WeaponCreate) SetVictim(v uint64) *WeaponCreate {
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_c.mutation.SetVictim(v)
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return _c
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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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func (_c *WeaponCreate) SetDmg(v uint) *WeaponCreate {
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_c.mutation.SetDmg(v)
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return _c
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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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func (_c *WeaponCreate) SetEqType(v int) *WeaponCreate {
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_c.mutation.SetEqType(v)
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return _c
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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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func (_c *WeaponCreate) SetHitGroup(v int) *WeaponCreate {
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_c.mutation.SetHitGroup(v)
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return _c
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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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func (_c *WeaponCreate) SetStatID(id int) *WeaponCreate {
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_c.mutation.SetStatID(id)
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return _c
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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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func (_c *WeaponCreate) SetNillableStatID(id *int) *WeaponCreate {
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if id != nil {
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wc = wc.SetStatID(*id)
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_c = _c.SetStatID(*id)
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}
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return wc
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return _c
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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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func (_c *WeaponCreate) SetStat(v *MatchPlayer) *WeaponCreate {
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return _c.SetStatID(v.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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func (_c *WeaponCreate) Mutation() *WeaponMutation {
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return _c.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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return withHooks(ctx, wc.sqlSave, wc.mutation, wc.hooks)
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func (_c *WeaponCreate) Save(ctx context.Context) (*Weapon, error) {
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return withHooks(ctx, _c.sqlSave, _c.mutation, _c.hooks)
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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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func (_c *WeaponCreate) SaveX(ctx context.Context) *Weapon {
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v, err := _c.Save(ctx)
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if err != nil {
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panic(err)
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}
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@@ -83,41 +83,41 @@ func (wc *WeaponCreate) SaveX(ctx context.Context) *Weapon {
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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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func (_c *WeaponCreate) Exec(ctx context.Context) error {
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_, err := _c.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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func (_c *WeaponCreate) ExecX(ctx context.Context) {
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if err := _c.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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func (_c *WeaponCreate) check() error {
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if _, ok := _c.mutation.Victim(); !ok {
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return &ValidationError{Name: "victim", err: errors.New(`ent: missing required field "Weapon.victim"`)}
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}
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if _, ok := wc.mutation.Dmg(); !ok {
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if _, ok := _c.mutation.Dmg(); !ok {
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return &ValidationError{Name: "dmg", err: errors.New(`ent: missing required field "Weapon.dmg"`)}
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}
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if _, ok := wc.mutation.EqType(); !ok {
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if _, ok := _c.mutation.EqType(); !ok {
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return &ValidationError{Name: "eq_type", err: errors.New(`ent: missing required field "Weapon.eq_type"`)}
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}
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if _, ok := wc.mutation.HitGroup(); !ok {
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if _, ok := _c.mutation.HitGroup(); !ok {
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return &ValidationError{Name: "hit_group", err: errors.New(`ent: missing required field "Weapon.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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if err := wc.check(); err != nil {
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func (_c *WeaponCreate) sqlSave(ctx context.Context) (*Weapon, error) {
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if err := _c.check(); err != nil {
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return nil, err
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}
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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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_node, _spec := _c.createSpec()
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if err := sqlgraph.CreateNode(ctx, _c.driver, _spec); err != nil {
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if sqlgraph.IsConstraintError(err) {
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err = &ConstraintError{msg: err.Error(), wrap: err}
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}
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@@ -125,33 +125,33 @@ func (wc *WeaponCreate) sqlSave(ctx context.Context) (*Weapon, error) {
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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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wc.mutation.id = &_node.ID
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wc.mutation.done = true
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_c.mutation.id = &_node.ID
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_c.mutation.done = true
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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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func (_c *WeaponCreate) createSpec() (*Weapon, *sqlgraph.CreateSpec) {
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var (
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_node = &Weapon{config: wc.config}
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_node = &Weapon{config: _c.config}
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_spec = sqlgraph.NewCreateSpec(weapon.Table, sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt))
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)
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if value, ok := wc.mutation.Victim(); ok {
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if value, ok := _c.mutation.Victim(); ok {
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_spec.SetField(weapon.FieldVictim, field.TypeUint64, value)
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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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if value, ok := _c.mutation.Dmg(); ok {
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_spec.SetField(weapon.FieldDmg, field.TypeUint, value)
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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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if value, ok := _c.mutation.EqType(); ok {
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_spec.SetField(weapon.FieldEqType, field.TypeInt, value)
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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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if value, ok := _c.mutation.HitGroup(); ok {
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_spec.SetField(weapon.FieldHitGroup, field.TypeInt, value)
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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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if nodes := _c.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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@@ -174,17 +174,21 @@ func (wc *WeaponCreate) createSpec() (*Weapon, *sqlgraph.CreateSpec) {
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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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err error
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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 (_c *WeaponCreateBulk) Save(ctx context.Context) ([]*Weapon, error) {
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if _c.err != nil {
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return nil, _c.err
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}
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specs := make([]*sqlgraph.CreateSpec, len(_c.builders))
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nodes := make([]*Weapon, len(_c.builders))
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mutators := make([]Mutator, len(_c.builders))
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for i := range _c.builders {
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func(i int, root context.Context) {
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builder := wcb.builders[i]
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builder := _c.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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@@ -197,11 +201,11 @@ func (wcb *WeaponCreateBulk) Save(ctx context.Context) ([]*Weapon, error) {
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var err error
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nodes[i], specs[i] = builder.createSpec()
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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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_, err = mutators[i+1].Mutate(root, _c.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 err = sqlgraph.BatchCreate(ctx, _c.driver, spec); err != nil {
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if sqlgraph.IsConstraintError(err) {
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err = &ConstraintError{msg: err.Error(), wrap: err}
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}
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@@ -225,7 +229,7 @@ func (wcb *WeaponCreateBulk) Save(ctx context.Context) ([]*Weapon, error) {
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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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if _, err := mutators[0].Mutate(ctx, _c.builders[0].mutation); err != nil {
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return nil, err
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}
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}
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@@ -233,8 +237,8 @@ func (wcb *WeaponCreateBulk) Save(ctx context.Context) ([]*Weapon, error) {
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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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func (_c *WeaponCreateBulk) SaveX(ctx context.Context) []*Weapon {
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v, err := _c.Save(ctx)
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if err != nil {
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panic(err)
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}
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@@ -242,14 +246,14 @@ func (wcb *WeaponCreateBulk) SaveX(ctx context.Context) []*Weapon {
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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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func (_c *WeaponCreateBulk) Exec(ctx context.Context) error {
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_, err := _c.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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func (_c *WeaponCreateBulk) ExecX(ctx context.Context) {
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if err := _c.Exec(ctx); err != nil {
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panic(err)
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}
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}
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