// Code generated by ent, DO NOT EDIT. package ent import ( "context" "errors" "fmt" "entgo.io/ent/dialect/sql" "entgo.io/ent/dialect/sql/sqlgraph" "entgo.io/ent/schema/field" "somegit.dev/csgowtf/csgowtfd/ent/matchplayer" "somegit.dev/csgowtf/csgowtfd/ent/predicate" "somegit.dev/csgowtf/csgowtfd/ent/weapon" ) // WeaponUpdate is the builder for updating Weapon entities. type WeaponUpdate struct { config hooks []Hook mutation *WeaponMutation modifiers []func(*sql.UpdateBuilder) } // Where appends a list predicates to the WeaponUpdate builder. func (_u *WeaponUpdate) Where(ps ...predicate.Weapon) *WeaponUpdate { _u.mutation.Where(ps...) return _u } // SetVictim sets the "victim" field. func (_u *WeaponUpdate) SetVictim(v uint64) *WeaponUpdate { _u.mutation.ResetVictim() _u.mutation.SetVictim(v) return _u } // SetNillableVictim sets the "victim" field if the given value is not nil. func (_u *WeaponUpdate) SetNillableVictim(v *uint64) *WeaponUpdate { if v != nil { _u.SetVictim(*v) } return _u } // AddVictim adds value to the "victim" field. func (_u *WeaponUpdate) AddVictim(v int64) *WeaponUpdate { _u.mutation.AddVictim(v) return _u } // SetDmg sets the "dmg" field. func (_u *WeaponUpdate) SetDmg(v uint) *WeaponUpdate { _u.mutation.ResetDmg() _u.mutation.SetDmg(v) return _u } // SetNillableDmg sets the "dmg" field if the given value is not nil. func (_u *WeaponUpdate) SetNillableDmg(v *uint) *WeaponUpdate { if v != nil { _u.SetDmg(*v) } return _u } // AddDmg adds value to the "dmg" field. func (_u *WeaponUpdate) AddDmg(v int) *WeaponUpdate { _u.mutation.AddDmg(v) return _u } // SetEqType sets the "eq_type" field. func (_u *WeaponUpdate) SetEqType(v int) *WeaponUpdate { _u.mutation.ResetEqType() _u.mutation.SetEqType(v) return _u } // SetNillableEqType sets the "eq_type" field if the given value is not nil. func (_u *WeaponUpdate) SetNillableEqType(v *int) *WeaponUpdate { if v != nil { _u.SetEqType(*v) } return _u } // AddEqType adds value to the "eq_type" field. func (_u *WeaponUpdate) AddEqType(v int) *WeaponUpdate { _u.mutation.AddEqType(v) return _u } // SetHitGroup sets the "hit_group" field. func (_u *WeaponUpdate) SetHitGroup(v int) *WeaponUpdate { _u.mutation.ResetHitGroup() _u.mutation.SetHitGroup(v) return _u } // SetNillableHitGroup sets the "hit_group" field if the given value is not nil. func (_u *WeaponUpdate) SetNillableHitGroup(v *int) *WeaponUpdate { if v != nil { _u.SetHitGroup(*v) } return _u } // AddHitGroup adds value to the "hit_group" field. func (_u *WeaponUpdate) AddHitGroup(v int) *WeaponUpdate { _u.mutation.AddHitGroup(v) return _u } // SetStatID sets the "stat" edge to the MatchPlayer entity by ID. func (_u *WeaponUpdate) SetStatID(id int) *WeaponUpdate { _u.mutation.SetStatID(id) return _u } // SetNillableStatID sets the "stat" edge to the MatchPlayer entity by ID if the given value is not nil. func (_u *WeaponUpdate) SetNillableStatID(id *int) *WeaponUpdate { if id != nil { _u = _u.SetStatID(*id) } return _u } // SetStat sets the "stat" edge to the MatchPlayer entity. func (_u *WeaponUpdate) SetStat(v *MatchPlayer) *WeaponUpdate { return _u.SetStatID(v.ID) } // Mutation returns the WeaponMutation object of the builder. func (_u *WeaponUpdate) Mutation() *WeaponMutation { return _u.mutation } // ClearStat clears the "stat" edge to the MatchPlayer entity. func (_u *WeaponUpdate) ClearStat() *WeaponUpdate { _u.mutation.ClearStat() return _u } // Save executes the query and returns the number of nodes affected by the update operation. func (_u *WeaponUpdate) Save(ctx context.Context) (int, error) { return withHooks(ctx, _u.sqlSave, _u.mutation, _u.hooks) } // SaveX is like Save, but panics if an error occurs. func (_u *WeaponUpdate) SaveX(ctx context.Context) int { affected, err := _u.Save(ctx) if err != nil { panic(err) } return affected } // Exec executes the query. func (_u *WeaponUpdate) Exec(ctx context.Context) error { _, err := _u.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_u *WeaponUpdate) ExecX(ctx context.Context) { if err := _u.Exec(ctx); err != nil { panic(err) } } // Modify adds a statement modifier for attaching custom logic to the UPDATE statement. func (_u *WeaponUpdate) Modify(modifiers ...func(u *sql.UpdateBuilder)) *WeaponUpdate { _u.modifiers = append(_u.modifiers, modifiers...) return _u } func (_u *WeaponUpdate) sqlSave(ctx context.Context) (_node int, err error) { _spec := sqlgraph.NewUpdateSpec(weapon.Table, weapon.Columns, sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt)) if ps := _u.mutation.predicates; len(ps) > 0 { _spec.Predicate = func(selector *sql.Selector) { for i := range ps { ps[i](selector) } } } if value, ok := _u.mutation.Victim(); ok { _spec.SetField(weapon.FieldVictim, field.TypeUint64, value) } if value, ok := _u.mutation.AddedVictim(); ok { _spec.AddField(weapon.FieldVictim, field.TypeUint64, value) } if value, ok := _u.mutation.Dmg(); ok { _spec.SetField(weapon.FieldDmg, field.TypeUint, value) } if value, ok := _u.mutation.AddedDmg(); ok { _spec.AddField(weapon.FieldDmg, field.TypeUint, value) } if value, ok := _u.mutation.EqType(); ok { _spec.SetField(weapon.FieldEqType, field.TypeInt, value) } if value, ok := _u.mutation.AddedEqType(); ok { _spec.AddField(weapon.FieldEqType, field.TypeInt, value) } if value, ok := _u.mutation.HitGroup(); ok { _spec.SetField(weapon.FieldHitGroup, field.TypeInt, value) } if value, ok := _u.mutation.AddedHitGroup(); ok { _spec.AddField(weapon.FieldHitGroup, field.TypeInt, value) } if _u.mutation.StatCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: weapon.StatTable, Columns: []string{weapon.StatColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(matchplayer.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.StatIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: weapon.StatTable, Columns: []string{weapon.StatColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(matchplayer.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } _spec.AddModifiers(_u.modifiers...) if _node, err = sqlgraph.UpdateNodes(ctx, _u.driver, _spec); err != nil { if _, ok := err.(*sqlgraph.NotFoundError); ok { err = &NotFoundError{weapon.Label} } else if sqlgraph.IsConstraintError(err) { err = &ConstraintError{msg: err.Error(), wrap: err} } return 0, err } _u.mutation.done = true return _node, nil } // WeaponUpdateOne is the builder for updating a single Weapon entity. type WeaponUpdateOne struct { config fields []string hooks []Hook mutation *WeaponMutation modifiers []func(*sql.UpdateBuilder) } // SetVictim sets the "victim" field. func (_u *WeaponUpdateOne) SetVictim(v uint64) *WeaponUpdateOne { _u.mutation.ResetVictim() _u.mutation.SetVictim(v) return _u } // SetNillableVictim sets the "victim" field if the given value is not nil. func (_u *WeaponUpdateOne) SetNillableVictim(v *uint64) *WeaponUpdateOne { if v != nil { _u.SetVictim(*v) } return _u } // AddVictim adds value to the "victim" field. func (_u *WeaponUpdateOne) AddVictim(v int64) *WeaponUpdateOne { _u.mutation.AddVictim(v) return _u } // SetDmg sets the "dmg" field. func (_u *WeaponUpdateOne) SetDmg(v uint) *WeaponUpdateOne { _u.mutation.ResetDmg() _u.mutation.SetDmg(v) return _u } // SetNillableDmg sets the "dmg" field if the given value is not nil. func (_u *WeaponUpdateOne) SetNillableDmg(v *uint) *WeaponUpdateOne { if v != nil { _u.SetDmg(*v) } return _u } // AddDmg adds value to the "dmg" field. func (_u *WeaponUpdateOne) AddDmg(v int) *WeaponUpdateOne { _u.mutation.AddDmg(v) return _u } // SetEqType sets the "eq_type" field. func (_u *WeaponUpdateOne) SetEqType(v int) *WeaponUpdateOne { _u.mutation.ResetEqType() _u.mutation.SetEqType(v) return _u } // SetNillableEqType sets the "eq_type" field if the given value is not nil. func (_u *WeaponUpdateOne) SetNillableEqType(v *int) *WeaponUpdateOne { if v != nil { _u.SetEqType(*v) } return _u } // AddEqType adds value to the "eq_type" field. func (_u *WeaponUpdateOne) AddEqType(v int) *WeaponUpdateOne { _u.mutation.AddEqType(v) return _u } // SetHitGroup sets the "hit_group" field. func (_u *WeaponUpdateOne) SetHitGroup(v int) *WeaponUpdateOne { _u.mutation.ResetHitGroup() _u.mutation.SetHitGroup(v) return _u } // SetNillableHitGroup sets the "hit_group" field if the given value is not nil. func (_u *WeaponUpdateOne) SetNillableHitGroup(v *int) *WeaponUpdateOne { if v != nil { _u.SetHitGroup(*v) } return _u } // AddHitGroup adds value to the "hit_group" field. func (_u *WeaponUpdateOne) AddHitGroup(v int) *WeaponUpdateOne { _u.mutation.AddHitGroup(v) return _u } // SetStatID sets the "stat" edge to the MatchPlayer entity by ID. func (_u *WeaponUpdateOne) SetStatID(id int) *WeaponUpdateOne { _u.mutation.SetStatID(id) return _u } // SetNillableStatID sets the "stat" edge to the MatchPlayer entity by ID if the given value is not nil. func (_u *WeaponUpdateOne) SetNillableStatID(id *int) *WeaponUpdateOne { if id != nil { _u = _u.SetStatID(*id) } return _u } // SetStat sets the "stat" edge to the MatchPlayer entity. func (_u *WeaponUpdateOne) SetStat(v *MatchPlayer) *WeaponUpdateOne { return _u.SetStatID(v.ID) } // Mutation returns the WeaponMutation object of the builder. func (_u *WeaponUpdateOne) Mutation() *WeaponMutation { return _u.mutation } // ClearStat clears the "stat" edge to the MatchPlayer entity. func (_u *WeaponUpdateOne) ClearStat() *WeaponUpdateOne { _u.mutation.ClearStat() return _u } // Where appends a list predicates to the WeaponUpdate builder. func (_u *WeaponUpdateOne) Where(ps ...predicate.Weapon) *WeaponUpdateOne { _u.mutation.Where(ps...) return _u } // Select allows selecting one or more fields (columns) of the returned entity. // The default is selecting all fields defined in the entity schema. func (_u *WeaponUpdateOne) Select(field string, fields ...string) *WeaponUpdateOne { _u.fields = append([]string{field}, fields...) return _u } // Save executes the query and returns the updated Weapon entity. func (_u *WeaponUpdateOne) Save(ctx context.Context) (*Weapon, error) { return withHooks(ctx, _u.sqlSave, _u.mutation, _u.hooks) } // SaveX is like Save, but panics if an error occurs. func (_u *WeaponUpdateOne) SaveX(ctx context.Context) *Weapon { node, err := _u.Save(ctx) if err != nil { panic(err) } return node } // Exec executes the query on the entity. func (_u *WeaponUpdateOne) Exec(ctx context.Context) error { _, err := _u.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_u *WeaponUpdateOne) ExecX(ctx context.Context) { if err := _u.Exec(ctx); err != nil { panic(err) } } // Modify adds a statement modifier for attaching custom logic to the UPDATE statement. func (_u *WeaponUpdateOne) Modify(modifiers ...func(u *sql.UpdateBuilder)) *WeaponUpdateOne { _u.modifiers = append(_u.modifiers, modifiers...) return _u } func (_u *WeaponUpdateOne) sqlSave(ctx context.Context) (_node *Weapon, err error) { _spec := sqlgraph.NewUpdateSpec(weapon.Table, weapon.Columns, sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt)) id, ok := _u.mutation.ID() if !ok { return nil, &ValidationError{Name: "id", err: errors.New(`ent: missing "Weapon.id" for update`)} } _spec.Node.ID.Value = id if fields := _u.fields; len(fields) > 0 { _spec.Node.Columns = make([]string, 0, len(fields)) _spec.Node.Columns = append(_spec.Node.Columns, weapon.FieldID) for _, f := range fields { if !weapon.ValidColumn(f) { return nil, &ValidationError{Name: f, err: fmt.Errorf("ent: invalid field %q for query", f)} } if f != weapon.FieldID { _spec.Node.Columns = append(_spec.Node.Columns, f) } } } if ps := _u.mutation.predicates; len(ps) > 0 { _spec.Predicate = func(selector *sql.Selector) { for i := range ps { ps[i](selector) } } } if value, ok := _u.mutation.Victim(); ok { _spec.SetField(weapon.FieldVictim, field.TypeUint64, value) } if value, ok := _u.mutation.AddedVictim(); ok { _spec.AddField(weapon.FieldVictim, field.TypeUint64, value) } if value, ok := _u.mutation.Dmg(); ok { _spec.SetField(weapon.FieldDmg, field.TypeUint, value) } if value, ok := _u.mutation.AddedDmg(); ok { _spec.AddField(weapon.FieldDmg, field.TypeUint, value) } if value, ok := _u.mutation.EqType(); ok { _spec.SetField(weapon.FieldEqType, field.TypeInt, value) } if value, ok := _u.mutation.AddedEqType(); ok { _spec.AddField(weapon.FieldEqType, field.TypeInt, value) } if value, ok := _u.mutation.HitGroup(); ok { _spec.SetField(weapon.FieldHitGroup, field.TypeInt, value) } if value, ok := _u.mutation.AddedHitGroup(); ok { _spec.AddField(weapon.FieldHitGroup, field.TypeInt, value) } if _u.mutation.StatCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: weapon.StatTable, Columns: []string{weapon.StatColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(matchplayer.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.StatIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: weapon.StatTable, Columns: []string{weapon.StatColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(matchplayer.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } _spec.AddModifiers(_u.modifiers...) _node = &Weapon{config: _u.config} _spec.Assign = _node.assignValues _spec.ScanValues = _node.scanValues if err = sqlgraph.UpdateNode(ctx, _u.driver, _spec); err != nil { if _, ok := err.(*sqlgraph.NotFoundError); ok { err = &NotFoundError{weapon.Label} } else if sqlgraph.IsConstraintError(err) { err = &ConstraintError{msg: err.Error(), wrap: err} } return nil, err } _u.mutation.done = true return _node, nil }