// Code generated by entc, DO NOT EDIT. package stats import ( "fmt" ) const ( // Label holds the string label denoting the stats type in the database. Label = "stats" // FieldID holds the string denoting the id field in the database. FieldID = "id" // FieldTeamID holds the string denoting the team_id field in the database. FieldTeamID = "team_id" // FieldKills holds the string denoting the kills field in the database. FieldKills = "kills" // FieldDeaths holds the string denoting the deaths field in the database. FieldDeaths = "deaths" // FieldAssists holds the string denoting the assists field in the database. FieldAssists = "assists" // FieldHeadshot holds the string denoting the headshot field in the database. FieldHeadshot = "headshot" // FieldMvp holds the string denoting the mvp field in the database. FieldMvp = "mvp" // FieldScore holds the string denoting the score field in the database. FieldScore = "score" // FieldRankNew holds the string denoting the rank_new field in the database. FieldRankNew = "rank_new" // FieldRankOld holds the string denoting the rank_old field in the database. FieldRankOld = "rank_old" // FieldMk2 holds the string denoting the mk_2 field in the database. FieldMk2 = "mk_2" // FieldMk3 holds the string denoting the mk_3 field in the database. FieldMk3 = "mk_3" // FieldMk4 holds the string denoting the mk_4 field in the database. FieldMk4 = "mk_4" // FieldMk5 holds the string denoting the mk_5 field in the database. FieldMk5 = "mk_5" // FieldDmgEnemy holds the string denoting the dmg_enemy field in the database. FieldDmgEnemy = "dmg_enemy" // FieldDmgTeam holds the string denoting the dmg_team field in the database. FieldDmgTeam = "dmg_team" // FieldUdHe holds the string denoting the ud_he field in the database. FieldUdHe = "ud_he" // FieldUdFlames holds the string denoting the ud_flames field in the database. FieldUdFlames = "ud_flames" // FieldUdFlash holds the string denoting the ud_flash field in the database. FieldUdFlash = "ud_flash" // FieldUdDecoy holds the string denoting the ud_decoy field in the database. FieldUdDecoy = "ud_decoy" // FieldUdSmoke holds the string denoting the ud_smoke field in the database. FieldUdSmoke = "ud_smoke" // FieldHitGroupHead holds the string denoting the hit_group_head field in the database. FieldHitGroupHead = "hit_group_head" // FieldHitGroupChest holds the string denoting the hit_group_chest field in the database. FieldHitGroupChest = "hit_group_chest" // FieldHitGroupStomach holds the string denoting the hit_group_stomach field in the database. FieldHitGroupStomach = "hit_group_stomach" // FieldHitGroupLeftArm holds the string denoting the hit_group_left_arm field in the database. FieldHitGroupLeftArm = "hit_group_left_arm" // FieldHitGroupRightArm holds the string denoting the hit_group_right_arm field in the database. FieldHitGroupRightArm = "hit_group_right_arm" // FieldHitGroupLeftLeg holds the string denoting the hit_group_left_leg field in the database. FieldHitGroupLeftLeg = "hit_group_left_leg" // FieldHitGroupRightLeg holds the string denoting the hit_group_right_leg field in the database. FieldHitGroupRightLeg = "hit_group_right_leg" // FieldHitGroupGear holds the string denoting the hit_group_gear field in the database. FieldHitGroupGear = "hit_group_gear" // FieldCrosshair holds the string denoting the crosshair field in the database. FieldCrosshair = "crosshair" // FieldColor holds the string denoting the color field in the database. FieldColor = "color" // FieldKast holds the string denoting the kast field in the database. FieldKast = "kast" // FieldFlashDurationSelf holds the string denoting the flash_duration_self field in the database. FieldFlashDurationSelf = "flash_duration_self" // FieldFlashDurationTeam holds the string denoting the flash_duration_team field in the database. FieldFlashDurationTeam = "flash_duration_team" // FieldFlashDurationEnemy holds the string denoting the flash_duration_enemy field in the database. FieldFlashDurationEnemy = "flash_duration_enemy" // FieldFlashTotalSelf holds the string denoting the flash_total_self field in the database. FieldFlashTotalSelf = "flash_total_self" // FieldFlashTotalTeam holds the string denoting the flash_total_team field in the database. FieldFlashTotalTeam = "flash_total_team" // FieldFlashTotalEnemy holds the string denoting the flash_total_enemy field in the database. FieldFlashTotalEnemy = "flash_total_enemy" // FieldMatchStats holds the string denoting the match_stats field in the database. FieldMatchStats = "match_stats" // FieldPlayerStats holds the string denoting the player_stats field in the database. FieldPlayerStats = "player_stats" // EdgeMatches holds the string denoting the matches edge name in mutations. EdgeMatches = "matches" // EdgePlayers holds the string denoting the players edge name in mutations. EdgePlayers = "players" // EdgeWeaponStats holds the string denoting the weapon_stats edge name in mutations. EdgeWeaponStats = "weapon_stats" // Table holds the table name of the stats in the database. Table = "stats" // MatchesTable is the table that holds the matches relation/edge. MatchesTable = "stats" // MatchesInverseTable is the table name for the Match entity. // It exists in this package in order to avoid circular dependency with the "match" package. MatchesInverseTable = "matches" // MatchesColumn is the table column denoting the matches relation/edge. MatchesColumn = "match_stats" // PlayersTable is the table that holds the players relation/edge. PlayersTable = "stats" // PlayersInverseTable is the table name for the Player entity. // It exists in this package in order to avoid circular dependency with the "player" package. PlayersInverseTable = "players" // PlayersColumn is the table column denoting the players relation/edge. PlayersColumn = "player_stats" // WeaponStatsTable is the table that holds the weapon_stats relation/edge. WeaponStatsTable = "weapon_stats" // WeaponStatsInverseTable is the table name for the WeaponStats entity. // It exists in this package in order to avoid circular dependency with the "weaponstats" package. WeaponStatsInverseTable = "weapon_stats" // WeaponStatsColumn is the table column denoting the weapon_stats relation/edge. WeaponStatsColumn = "stats_weapon_stats" ) // Columns holds all SQL columns for stats fields. var Columns = []string{ FieldID, FieldTeamID, FieldKills, FieldDeaths, FieldAssists, FieldHeadshot, FieldMvp, FieldScore, FieldRankNew, FieldRankOld, FieldMk2, FieldMk3, FieldMk4, FieldMk5, FieldDmgEnemy, FieldDmgTeam, FieldUdHe, FieldUdFlames, FieldUdFlash, FieldUdDecoy, FieldUdSmoke, FieldHitGroupHead, FieldHitGroupChest, FieldHitGroupStomach, FieldHitGroupLeftArm, FieldHitGroupRightArm, FieldHitGroupLeftLeg, FieldHitGroupRightLeg, FieldHitGroupGear, FieldCrosshair, FieldColor, FieldKast, FieldFlashDurationSelf, FieldFlashDurationTeam, FieldFlashDurationEnemy, FieldFlashTotalSelf, FieldFlashTotalTeam, FieldFlashTotalEnemy, FieldMatchStats, FieldPlayerStats, } // ValidColumn reports if the column name is valid (part of the table columns). func ValidColumn(column string) bool { for i := range Columns { if column == Columns[i] { return true } } return false } // Color defines the type for the "color" enum field. type Color string // Color values. const ( ColorGreen Color = "green" ColorYellow Color = "yellow" ColorPurple Color = "purple" ColorBlue Color = "blue" ColorOrange Color = "orange" ColorGrey Color = "grey" ) func (c Color) String() string { return string(c) } // ColorValidator is a validator for the "color" field enum values. It is called by the builders before save. func ColorValidator(c Color) error { switch c { case ColorGreen, ColorYellow, ColorPurple, ColorBlue, ColorOrange, ColorGrey: return nil default: return fmt.Errorf("stats: invalid enum value for color field: %q", c) } }