Files
csgowtfd/ent/weapon_create.go
2021-10-31 08:40:02 +01:00

312 lines
7.9 KiB
Go

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