// 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 (wu *WeaponUpdate) Where(ps ...predicate.Weapon) *WeaponUpdate { wu.mutation.Where(ps...) return wu } // SetVictim sets the "victim" field. func (wu *WeaponUpdate) SetVictim(u uint64) *WeaponUpdate { wu.mutation.ResetVictim() wu.mutation.SetVictim(u) return wu } // AddVictim adds u to the "victim" field. func (wu *WeaponUpdate) AddVictim(u int64) *WeaponUpdate { wu.mutation.AddVictim(u) return wu } // SetDmg sets the "dmg" field. func (wu *WeaponUpdate) SetDmg(u uint) *WeaponUpdate { wu.mutation.ResetDmg() wu.mutation.SetDmg(u) return wu } // AddDmg adds u to the "dmg" field. func (wu *WeaponUpdate) AddDmg(u int) *WeaponUpdate { wu.mutation.AddDmg(u) return wu } // SetEqType sets the "eq_type" field. func (wu *WeaponUpdate) SetEqType(i int) *WeaponUpdate { wu.mutation.ResetEqType() wu.mutation.SetEqType(i) return wu } // AddEqType adds i to the "eq_type" field. func (wu *WeaponUpdate) AddEqType(i int) *WeaponUpdate { wu.mutation.AddEqType(i) return wu } // SetHitGroup sets the "hit_group" field. func (wu *WeaponUpdate) SetHitGroup(i int) *WeaponUpdate { wu.mutation.ResetHitGroup() wu.mutation.SetHitGroup(i) return wu } // AddHitGroup adds i to the "hit_group" field. func (wu *WeaponUpdate) AddHitGroup(i int) *WeaponUpdate { wu.mutation.AddHitGroup(i) return wu } // SetStatID sets the "stat" edge to the MatchPlayer entity by ID. func (wu *WeaponUpdate) SetStatID(id int) *WeaponUpdate { wu.mutation.SetStatID(id) return wu } // SetNillableStatID sets the "stat" edge to the MatchPlayer entity by ID if the given value is not nil. func (wu *WeaponUpdate) SetNillableStatID(id *int) *WeaponUpdate { if id != nil { wu = wu.SetStatID(*id) } return wu } // SetStat sets the "stat" edge to the MatchPlayer entity. func (wu *WeaponUpdate) SetStat(m *MatchPlayer) *WeaponUpdate { return wu.SetStatID(m.ID) } // Mutation returns the WeaponMutation object of the builder. func (wu *WeaponUpdate) Mutation() *WeaponMutation { return wu.mutation } // ClearStat clears the "stat" edge to the MatchPlayer entity. func (wu *WeaponUpdate) ClearStat() *WeaponUpdate { wu.mutation.ClearStat() return wu } // Save executes the query and returns the number of nodes affected by the update operation. func (wu *WeaponUpdate) Save(ctx context.Context) (int, error) { return withHooks[int, WeaponMutation](ctx, wu.sqlSave, wu.mutation, wu.hooks) } // SaveX is like Save, but panics if an error occurs. func (wu *WeaponUpdate) SaveX(ctx context.Context) int { affected, err := wu.Save(ctx) if err != nil { panic(err) } return affected } // Exec executes the query. func (wu *WeaponUpdate) Exec(ctx context.Context) error { _, err := wu.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (wu *WeaponUpdate) ExecX(ctx context.Context) { if err := wu.Exec(ctx); err != nil { panic(err) } } // Modify adds a statement modifier for attaching custom logic to the UPDATE statement. func (wu *WeaponUpdate) Modify(modifiers ...func(u *sql.UpdateBuilder)) *WeaponUpdate { wu.modifiers = append(wu.modifiers, modifiers...) return wu } func (wu *WeaponUpdate) sqlSave(ctx context.Context) (n int, err error) { _spec := sqlgraph.NewUpdateSpec(weapon.Table, weapon.Columns, sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt)) if ps := wu.mutation.predicates; len(ps) > 0 { _spec.Predicate = func(selector *sql.Selector) { for i := range ps { ps[i](selector) } } } if value, ok := wu.mutation.Victim(); ok { _spec.SetField(weapon.FieldVictim, field.TypeUint64, value) } if value, ok := wu.mutation.AddedVictim(); ok { _spec.AddField(weapon.FieldVictim, field.TypeUint64, value) } if value, ok := wu.mutation.Dmg(); ok { _spec.SetField(weapon.FieldDmg, field.TypeUint, value) } if value, ok := wu.mutation.AddedDmg(); ok { _spec.AddField(weapon.FieldDmg, field.TypeUint, value) } if value, ok := wu.mutation.EqType(); ok { _spec.SetField(weapon.FieldEqType, field.TypeInt, value) } if value, ok := wu.mutation.AddedEqType(); ok { _spec.AddField(weapon.FieldEqType, field.TypeInt, value) } if value, ok := wu.mutation.HitGroup(); ok { _spec.SetField(weapon.FieldHitGroup, field.TypeInt, value) } if value, ok := wu.mutation.AddedHitGroup(); ok { _spec.AddField(weapon.FieldHitGroup, field.TypeInt, value) } if wu.mutation.StatCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: weapon.StatTable, Columns: []string{weapon.StatColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: &sqlgraph.FieldSpec{ Type: field.TypeInt, Column: matchplayer.FieldID, }, }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := wu.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.FieldSpec{ Type: field.TypeInt, Column: matchplayer.FieldID, }, }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } _spec.AddModifiers(wu.modifiers...) if n, err = sqlgraph.UpdateNodes(ctx, wu.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 } wu.mutation.done = true return n, 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 (wuo *WeaponUpdateOne) SetVictim(u uint64) *WeaponUpdateOne { wuo.mutation.ResetVictim() wuo.mutation.SetVictim(u) return wuo } // AddVictim adds u to the "victim" field. func (wuo *WeaponUpdateOne) AddVictim(u int64) *WeaponUpdateOne { wuo.mutation.AddVictim(u) return wuo } // SetDmg sets the "dmg" field. func (wuo *WeaponUpdateOne) SetDmg(u uint) *WeaponUpdateOne { wuo.mutation.ResetDmg() wuo.mutation.SetDmg(u) return wuo } // AddDmg adds u to the "dmg" field. func (wuo *WeaponUpdateOne) AddDmg(u int) *WeaponUpdateOne { wuo.mutation.AddDmg(u) return wuo } // SetEqType sets the "eq_type" field. func (wuo *WeaponUpdateOne) SetEqType(i int) *WeaponUpdateOne { wuo.mutation.ResetEqType() wuo.mutation.SetEqType(i) return wuo } // AddEqType adds i to the "eq_type" field. func (wuo *WeaponUpdateOne) AddEqType(i int) *WeaponUpdateOne { wuo.mutation.AddEqType(i) return wuo } // SetHitGroup sets the "hit_group" field. func (wuo *WeaponUpdateOne) SetHitGroup(i int) *WeaponUpdateOne { wuo.mutation.ResetHitGroup() wuo.mutation.SetHitGroup(i) return wuo } // AddHitGroup adds i to the "hit_group" field. func (wuo *WeaponUpdateOne) AddHitGroup(i int) *WeaponUpdateOne { wuo.mutation.AddHitGroup(i) return wuo } // SetStatID sets the "stat" edge to the MatchPlayer entity by ID. func (wuo *WeaponUpdateOne) SetStatID(id int) *WeaponUpdateOne { wuo.mutation.SetStatID(id) return wuo } // SetNillableStatID sets the "stat" edge to the MatchPlayer entity by ID if the given value is not nil. func (wuo *WeaponUpdateOne) SetNillableStatID(id *int) *WeaponUpdateOne { if id != nil { wuo = wuo.SetStatID(*id) } return wuo } // SetStat sets the "stat" edge to the MatchPlayer entity. func (wuo *WeaponUpdateOne) SetStat(m *MatchPlayer) *WeaponUpdateOne { return wuo.SetStatID(m.ID) } // Mutation returns the WeaponMutation object of the builder. func (wuo *WeaponUpdateOne) Mutation() *WeaponMutation { return wuo.mutation } // ClearStat clears the "stat" edge to the MatchPlayer entity. func (wuo *WeaponUpdateOne) ClearStat() *WeaponUpdateOne { wuo.mutation.ClearStat() return wuo } // Where appends a list predicates to the WeaponUpdate builder. func (wuo *WeaponUpdateOne) Where(ps ...predicate.Weapon) *WeaponUpdateOne { wuo.mutation.Where(ps...) return wuo } // Select allows selecting one or more fields (columns) of the returned entity. // The default is selecting all fields defined in the entity schema. func (wuo *WeaponUpdateOne) Select(field string, fields ...string) *WeaponUpdateOne { wuo.fields = append([]string{field}, fields...) return wuo } // Save executes the query and returns the updated Weapon entity. func (wuo *WeaponUpdateOne) Save(ctx context.Context) (*Weapon, error) { return withHooks[*Weapon, WeaponMutation](ctx, wuo.sqlSave, wuo.mutation, wuo.hooks) } // SaveX is like Save, but panics if an error occurs. func (wuo *WeaponUpdateOne) SaveX(ctx context.Context) *Weapon { node, err := wuo.Save(ctx) if err != nil { panic(err) } return node } // Exec executes the query on the entity. func (wuo *WeaponUpdateOne) Exec(ctx context.Context) error { _, err := wuo.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (wuo *WeaponUpdateOne) ExecX(ctx context.Context) { if err := wuo.Exec(ctx); err != nil { panic(err) } } // Modify adds a statement modifier for attaching custom logic to the UPDATE statement. func (wuo *WeaponUpdateOne) Modify(modifiers ...func(u *sql.UpdateBuilder)) *WeaponUpdateOne { wuo.modifiers = append(wuo.modifiers, modifiers...) return wuo } func (wuo *WeaponUpdateOne) sqlSave(ctx context.Context) (_node *Weapon, err error) { _spec := sqlgraph.NewUpdateSpec(weapon.Table, weapon.Columns, sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt)) id, ok := wuo.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 := wuo.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 := wuo.mutation.predicates; len(ps) > 0 { _spec.Predicate = func(selector *sql.Selector) { for i := range ps { ps[i](selector) } } } if value, ok := wuo.mutation.Victim(); ok { _spec.SetField(weapon.FieldVictim, field.TypeUint64, value) } if value, ok := wuo.mutation.AddedVictim(); ok { _spec.AddField(weapon.FieldVictim, field.TypeUint64, value) } if value, ok := wuo.mutation.Dmg(); ok { _spec.SetField(weapon.FieldDmg, field.TypeUint, value) } if value, ok := wuo.mutation.AddedDmg(); ok { _spec.AddField(weapon.FieldDmg, field.TypeUint, value) } if value, ok := wuo.mutation.EqType(); ok { _spec.SetField(weapon.FieldEqType, field.TypeInt, value) } if value, ok := wuo.mutation.AddedEqType(); ok { _spec.AddField(weapon.FieldEqType, field.TypeInt, value) } if value, ok := wuo.mutation.HitGroup(); ok { _spec.SetField(weapon.FieldHitGroup, field.TypeInt, value) } if value, ok := wuo.mutation.AddedHitGroup(); ok { _spec.AddField(weapon.FieldHitGroup, field.TypeInt, value) } if wuo.mutation.StatCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: weapon.StatTable, Columns: []string{weapon.StatColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: &sqlgraph.FieldSpec{ Type: field.TypeInt, Column: matchplayer.FieldID, }, }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := wuo.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.FieldSpec{ Type: field.TypeInt, Column: matchplayer.FieldID, }, }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } _spec.AddModifiers(wuo.modifiers...) _node = &Weapon{config: wuo.config} _spec.Assign = _node.assignValues _spec.ScanValues = _node.scanValues if err = sqlgraph.UpdateNode(ctx, wuo.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 } wuo.mutation.done = true return _node, nil }