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