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Published: May 3, 2020 License: GPL-3.0 Imports: 21 Imported by: 0

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Constants

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const (
	// Operation types.
	OpCreate    = ent.OpCreate
	OpDelete    = ent.OpDelete
	OpDeleteOne = ent.OpDeleteOne
	OpUpdate    = ent.OpUpdate
	OpUpdateOne = ent.OpUpdateOne

	// Node types.
	TypeCity         = "City"
	TypeConstruction = "Construction"
	TypeQueue        = "Queue"
	TypeUser         = "User"
)

Variables

This section is empty.

Functions

func IsConstraintError

func IsConstraintError(err error) bool

IsConstraintError returns a boolean indicating whether the error is a constraint failure.

func IsNotFound

func IsNotFound(err error) bool

IsNotFound returns a boolean indicating whether the error is a not found error.

func IsNotLoaded

func IsNotLoaded(err error) bool

IsNotLoaded returns a boolean indicating whether the error is a not loaded error.

func IsNotSingular

func IsNotSingular(err error) bool

IsNotSingular returns a boolean indicating whether the error is a not singular error.

func MaskNotFound

func MaskNotFound(err error) error

MaskNotFound masks nor found error.

func NewContext

func NewContext(parent context.Context, c *Client) context.Context

NewContext returns a new context with the given Client attached.

func NewTxContext

func NewTxContext(parent context.Context, tx *Tx) context.Context

NewTxContext returns a new context with the given Client attached.

Types

type AggregateFunc

type AggregateFunc func(*sql.Selector) string

AggregateFunc applies an aggregation step on the group-by traversal/selector.

func As

As is a pseudo aggregation function for renaming another other functions with custom names. For example:

GroupBy(field1, field2).
Aggregate(ent.As(ent.Sum(field1), "sum_field1"), (ent.As(ent.Sum(field2), "sum_field2")).
Scan(ctx, &v)

func Count

func Count() AggregateFunc

Count applies the "count" aggregation function on each group.

func Max

func Max(field string) AggregateFunc

Max applies the "max" aggregation function on the given field of each group.

func Mean

func Mean(field string) AggregateFunc

Mean applies the "mean" aggregation function on the given field of each group.

func Min

func Min(field string) AggregateFunc

Min applies the "min" aggregation function on the given field of each group.

func Sum

func Sum(field string) AggregateFunc

Sum applies the "sum" aggregation function on the given field of each group.

type Cities

type Cities []*City

Cities is a parsable slice of City.

type City

type City struct {

	// ID of the ent.
	ID int `json:"id,omitempty"`
	// X holds the value of the "x" field.
	X int `json:"x,omitempty"`
	// Y holds the value of the "y" field.
	Y int `json:"y,omitempty"`
	// Name holds the value of the "name" field.
	Name string `json:"name,omitempty"`
	// Points holds the value of the "points" field.
	Points int `json:"points,omitempty"`
	// WoodProduction holds the value of the "wood_production" field.
	WoodProduction int `json:"wood_production,omitempty"`
	// StoneProduction holds the value of the "stone_production" field.
	StoneProduction int `json:"stone_production,omitempty"`
	// IronProduction holds the value of the "iron_production" field.
	IronProduction int `json:"iron_production,omitempty"`
	// FoodProduction holds the value of the "food_production" field.
	FoodProduction int `json:"food_production,omitempty"`
	// WoodStored holds the value of the "wood_stored" field.
	WoodStored int `json:"wood_stored,omitempty"`
	// StoneStored holds the value of the "stone_stored" field.
	StoneStored int `json:"stone_stored,omitempty"`
	// IronStored holds the value of the "iron_stored" field.
	IronStored int `json:"iron_stored,omitempty"`
	// FoodStored holds the value of the "food_stored" field.
	FoodStored int `json:"food_stored,omitempty"`
	// WoodLimit holds the value of the "wood_limit" field.
	WoodLimit int `json:"wood_limit,omitempty"`
	// StoneLimit holds the value of the "stone_limit" field.
	StoneLimit int `json:"stone_limit,omitempty"`
	// IronLimit holds the value of the "iron_limit" field.
	IronLimit int `json:"iron_limit,omitempty"`
	// FoodLimit holds the value of the "food_limit" field.
	FoodLimit int `json:"food_limit,omitempty"`
	// QueueTime holds the value of the "queue_time" field.
	QueueTime time.Time `json:"queue_time,omitempty"`
	// ConstructionSpeed holds the value of the "construction_speed" field.
	ConstructionSpeed int `json:"construction_speed,omitempty"`
	// Edges holds the relations/edges for other nodes in the graph.
	// The values are being populated by the CityQuery when eager-loading is set.
	Edges CityEdges `json:"edges"`
	// contains filtered or unexported fields
}

City is the model entity for the City schema.

func (*City) QueryConstructions

func (c *City) QueryConstructions() *ConstructionQuery

QueryConstructions queries the constructions edge of the City.

func (*City) QueryOwner

func (c *City) QueryOwner() *UserQuery

QueryOwner queries the owner edge of the City.

func (*City) QueryQueue

func (c *City) QueryQueue() *QueueQuery

QueryQueue queries the queue edge of the City.

func (*City) String

func (c *City) String() string

String implements the fmt.Stringer.

func (*City) Unwrap

func (c *City) Unwrap() *City

Unwrap unwraps the entity that was returned from a transaction after it was closed, so that all next queries will be executed through the driver which created the transaction.

func (*City) Update

func (c *City) Update() *CityUpdateOne

Update returns a builder for updating this City. Note that, you need to call City.Unwrap() before calling this method, if this City was returned from a transaction, and the transaction was committed or rolled back.

type CityClient

type CityClient struct {
	// contains filtered or unexported fields
}

CityClient is a client for the City schema.

func NewCityClient

func NewCityClient(c config) *CityClient

NewCityClient returns a client for the City from the given config.

func (*CityClient) Create

func (c *CityClient) Create() *CityCreate

Create returns a create builder for City.

func (*CityClient) Delete

func (c *CityClient) Delete() *CityDelete

Delete returns a delete builder for City.

func (*CityClient) DeleteOne

func (c *CityClient) DeleteOne(ci *City) *CityDeleteOne

DeleteOne returns a delete builder for the given entity.

func (*CityClient) DeleteOneID

func (c *CityClient) DeleteOneID(id int) *CityDeleteOne

DeleteOneID returns a delete builder for the given id.

func (*CityClient) Get

func (c *CityClient) Get(ctx context.Context, id int) (*City, error)

Get returns a City entity by its id.

func (*CityClient) GetX

func (c *CityClient) GetX(ctx context.Context, id int) *City

GetX is like Get, but panics if an error occurs.

func (*CityClient) Hooks

func (c *CityClient) Hooks() []Hook

Hooks returns the client hooks.

func (*CityClient) Query

func (c *CityClient) Query() *CityQuery

Create returns a query builder for City.

func (*CityClient) QueryConstructions

func (c *CityClient) QueryConstructions(ci *City) *ConstructionQuery

QueryConstructions queries the constructions edge of a City.

func (*CityClient) QueryOwner

func (c *CityClient) QueryOwner(ci *City) *UserQuery

QueryOwner queries the owner edge of a City.

func (*CityClient) QueryQueue

func (c *CityClient) QueryQueue(ci *City) *QueueQuery

QueryQueue queries the queue edge of a City.

func (*CityClient) Update

func (c *CityClient) Update() *CityUpdate

Update returns an update builder for City.

func (*CityClient) UpdateOne

func (c *CityClient) UpdateOne(ci *City) *CityUpdateOne

UpdateOne returns an update builder for the given entity.

func (*CityClient) UpdateOneID

func (c *CityClient) UpdateOneID(id int) *CityUpdateOne

UpdateOneID returns an update builder for the given id.

func (*CityClient) Use

func (c *CityClient) Use(hooks ...Hook)

Use adds a list of mutation hooks to the hooks stack. A call to `Use(f, g, h)` equals to `city.Hooks(f(g(h())))`.

type CityCreate

type CityCreate struct {
	// contains filtered or unexported fields
}

CityCreate is the builder for creating a City entity.

func (*CityCreate) AddConstructionIDs

func (cc *CityCreate) AddConstructionIDs(ids ...int) *CityCreate

AddConstructionIDs adds the constructions edge to Construction by ids.

func (*CityCreate) AddConstructions

func (cc *CityCreate) AddConstructions(c ...*Construction) *CityCreate

AddConstructions adds the constructions edges to Construction.

func (*CityCreate) AddQueue

func (cc *CityCreate) AddQueue(q ...*Queue) *CityCreate

AddQueue adds the queue edges to Queue.

func (*CityCreate) AddQueueIDs

func (cc *CityCreate) AddQueueIDs(ids ...int) *CityCreate

AddQueueIDs adds the queue edge to Queue by ids.

func (*CityCreate) Save

func (cc *CityCreate) Save(ctx context.Context) (*City, error)

Save creates the City in the database.

func (*CityCreate) SaveX

func (cc *CityCreate) SaveX(ctx context.Context) *City

SaveX calls Save and panics if Save returns an error.

func (*CityCreate) SetConstructionSpeed

func (cc *CityCreate) SetConstructionSpeed(i int) *CityCreate

SetConstructionSpeed sets the construction_speed field.

func (*CityCreate) SetFoodLimit

func (cc *CityCreate) SetFoodLimit(i int) *CityCreate

SetFoodLimit sets the food_limit field.

func (*CityCreate) SetFoodProduction

func (cc *CityCreate) SetFoodProduction(i int) *CityCreate

SetFoodProduction sets the food_production field.

func (*CityCreate) SetFoodStored

func (cc *CityCreate) SetFoodStored(i int) *CityCreate

SetFoodStored sets the food_stored field.

func (*CityCreate) SetIronLimit

func (cc *CityCreate) SetIronLimit(i int) *CityCreate

SetIronLimit sets the iron_limit field.

func (*CityCreate) SetIronProduction

func (cc *CityCreate) SetIronProduction(i int) *CityCreate

SetIronProduction sets the iron_production field.

func (*CityCreate) SetIronStored

func (cc *CityCreate) SetIronStored(i int) *CityCreate

SetIronStored sets the iron_stored field.

func (*CityCreate) SetName

func (cc *CityCreate) SetName(s string) *CityCreate

SetName sets the name field.

func (*CityCreate) SetNillableConstructionSpeed

func (cc *CityCreate) SetNillableConstructionSpeed(i *int) *CityCreate

SetNillableConstructionSpeed sets the construction_speed field if the given value is not nil.

func (*CityCreate) SetNillableFoodLimit

func (cc *CityCreate) SetNillableFoodLimit(i *int) *CityCreate

SetNillableFoodLimit sets the food_limit field if the given value is not nil.

func (*CityCreate) SetNillableFoodProduction

func (cc *CityCreate) SetNillableFoodProduction(i *int) *CityCreate

SetNillableFoodProduction sets the food_production field if the given value is not nil.

func (*CityCreate) SetNillableFoodStored

func (cc *CityCreate) SetNillableFoodStored(i *int) *CityCreate

SetNillableFoodStored sets the food_stored field if the given value is not nil.

func (*CityCreate) SetNillableIronLimit

func (cc *CityCreate) SetNillableIronLimit(i *int) *CityCreate

SetNillableIronLimit sets the iron_limit field if the given value is not nil.

func (*CityCreate) SetNillableIronProduction

func (cc *CityCreate) SetNillableIronProduction(i *int) *CityCreate

SetNillableIronProduction sets the iron_production field if the given value is not nil.

func (*CityCreate) SetNillableIronStored

func (cc *CityCreate) SetNillableIronStored(i *int) *CityCreate

SetNillableIronStored sets the iron_stored field if the given value is not nil.

func (*CityCreate) SetNillableName

func (cc *CityCreate) SetNillableName(s *string) *CityCreate

SetNillableName sets the name field if the given value is not nil.

func (*CityCreate) SetNillableOwnerID

func (cc *CityCreate) SetNillableOwnerID(id *int) *CityCreate

SetNillableOwnerID sets the owner edge to User by id if the given value is not nil.

func (*CityCreate) SetNillablePoints

func (cc *CityCreate) SetNillablePoints(i *int) *CityCreate

SetNillablePoints sets the points field if the given value is not nil.

func (*CityCreate) SetNillableQueueTime

func (cc *CityCreate) SetNillableQueueTime(t *time.Time) *CityCreate

SetNillableQueueTime sets the queue_time field if the given value is not nil.

func (*CityCreate) SetNillableStoneLimit

func (cc *CityCreate) SetNillableStoneLimit(i *int) *CityCreate

SetNillableStoneLimit sets the stone_limit field if the given value is not nil.

func (*CityCreate) SetNillableStoneProduction

func (cc *CityCreate) SetNillableStoneProduction(i *int) *CityCreate

SetNillableStoneProduction sets the stone_production field if the given value is not nil.

func (*CityCreate) SetNillableStoneStored

func (cc *CityCreate) SetNillableStoneStored(i *int) *CityCreate

SetNillableStoneStored sets the stone_stored field if the given value is not nil.

func (*CityCreate) SetNillableWoodLimit

func (cc *CityCreate) SetNillableWoodLimit(i *int) *CityCreate

SetNillableWoodLimit sets the wood_limit field if the given value is not nil.

func (*CityCreate) SetNillableWoodProduction

func (cc *CityCreate) SetNillableWoodProduction(i *int) *CityCreate

SetNillableWoodProduction sets the wood_production field if the given value is not nil.

func (*CityCreate) SetNillableWoodStored

func (cc *CityCreate) SetNillableWoodStored(i *int) *CityCreate

SetNillableWoodStored sets the wood_stored field if the given value is not nil.

func (*CityCreate) SetNillableX

func (cc *CityCreate) SetNillableX(i *int) *CityCreate

SetNillableX sets the x field if the given value is not nil.

func (*CityCreate) SetNillableY

func (cc *CityCreate) SetNillableY(i *int) *CityCreate

SetNillableY sets the y field if the given value is not nil.

func (*CityCreate) SetOwner

func (cc *CityCreate) SetOwner(u *User) *CityCreate

SetOwner sets the owner edge to User.

func (*CityCreate) SetOwnerID

func (cc *CityCreate) SetOwnerID(id int) *CityCreate

SetOwnerID sets the owner edge to User by id.

func (*CityCreate) SetPoints

func (cc *CityCreate) SetPoints(i int) *CityCreate

SetPoints sets the points field.

func (*CityCreate) SetQueueTime

func (cc *CityCreate) SetQueueTime(t time.Time) *CityCreate

SetQueueTime sets the queue_time field.

func (*CityCreate) SetStoneLimit

func (cc *CityCreate) SetStoneLimit(i int) *CityCreate

SetStoneLimit sets the stone_limit field.

func (*CityCreate) SetStoneProduction

func (cc *CityCreate) SetStoneProduction(i int) *CityCreate

SetStoneProduction sets the stone_production field.

func (*CityCreate) SetStoneStored

func (cc *CityCreate) SetStoneStored(i int) *CityCreate

SetStoneStored sets the stone_stored field.

func (*CityCreate) SetWoodLimit

func (cc *CityCreate) SetWoodLimit(i int) *CityCreate

SetWoodLimit sets the wood_limit field.

func (*CityCreate) SetWoodProduction

func (cc *CityCreate) SetWoodProduction(i int) *CityCreate

SetWoodProduction sets the wood_production field.

func (*CityCreate) SetWoodStored

func (cc *CityCreate) SetWoodStored(i int) *CityCreate

SetWoodStored sets the wood_stored field.

func (*CityCreate) SetX

func (cc *CityCreate) SetX(i int) *CityCreate

SetX sets the x field.

func (*CityCreate) SetY

func (cc *CityCreate) SetY(i int) *CityCreate

SetY sets the y field.

type CityDelete

type CityDelete struct {
	// contains filtered or unexported fields
}

CityDelete is the builder for deleting a City entity.

func (*CityDelete) Exec

func (cd *CityDelete) Exec(ctx context.Context) (int, error)

Exec executes the deletion query and returns how many vertices were deleted.

func (*CityDelete) ExecX

func (cd *CityDelete) ExecX(ctx context.Context) int

ExecX is like Exec, but panics if an error occurs.

func (*CityDelete) Where

func (cd *CityDelete) Where(ps ...predicate.City) *CityDelete

Where adds a new predicate to the delete builder.

type CityDeleteOne

type CityDeleteOne struct {
	// contains filtered or unexported fields
}

CityDeleteOne is the builder for deleting a single City entity.

func (*CityDeleteOne) Exec

func (cdo *CityDeleteOne) Exec(ctx context.Context) error

Exec executes the deletion query.

func (*CityDeleteOne) ExecX

func (cdo *CityDeleteOne) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

type CityEdges

type CityEdges struct {
	// Owner holds the value of the owner edge.
	Owner *User
	// Constructions holds the value of the constructions edge.
	Constructions []*Construction
	// Queue holds the value of the queue edge.
	Queue []*Queue
	// contains filtered or unexported fields
}

CityEdges holds the relations/edges for other nodes in the graph.

func (CityEdges) ConstructionsOrErr

func (e CityEdges) ConstructionsOrErr() ([]*Construction, error)

ConstructionsOrErr returns the Constructions value or an error if the edge was not loaded in eager-loading.

func (CityEdges) OwnerOrErr

func (e CityEdges) OwnerOrErr() (*User, error)

OwnerOrErr returns the Owner value or an error if the edge was not loaded in eager-loading, or loaded but was not found.

func (CityEdges) QueueOrErr

func (e CityEdges) QueueOrErr() ([]*Queue, error)

QueueOrErr returns the Queue value or an error if the edge was not loaded in eager-loading.

type CityGroupBy

type CityGroupBy struct {
	// contains filtered or unexported fields
}

CityGroupBy is the builder for group-by City entities.

func (*CityGroupBy) Aggregate

func (cgb *CityGroupBy) Aggregate(fns ...AggregateFunc) *CityGroupBy

Aggregate adds the given aggregation functions to the group-by query.

func (*CityGroupBy) Bools

func (cgb *CityGroupBy) Bools(ctx context.Context) ([]bool, error)

Bools returns list of bools from group-by. It is only allowed when querying group-by with one field.

func (*CityGroupBy) BoolsX

func (cgb *CityGroupBy) BoolsX(ctx context.Context) []bool

BoolsX is like Bools, but panics if an error occurs.

func (*CityGroupBy) Float64s

func (cgb *CityGroupBy) Float64s(ctx context.Context) ([]float64, error)

Float64s returns list of float64s from group-by. It is only allowed when querying group-by with one field.

func (*CityGroupBy) Float64sX

func (cgb *CityGroupBy) Float64sX(ctx context.Context) []float64

Float64sX is like Float64s, but panics if an error occurs.

func (*CityGroupBy) Ints

func (cgb *CityGroupBy) Ints(ctx context.Context) ([]int, error)

Ints returns list of ints from group-by. It is only allowed when querying group-by with one field.

func (*CityGroupBy) IntsX

func (cgb *CityGroupBy) IntsX(ctx context.Context) []int

IntsX is like Ints, but panics if an error occurs.

func (*CityGroupBy) Scan

func (cgb *CityGroupBy) Scan(ctx context.Context, v interface{}) error

Scan applies the group-by query and scan the result into the given value.

func (*CityGroupBy) ScanX

func (cgb *CityGroupBy) ScanX(ctx context.Context, v interface{})

ScanX is like Scan, but panics if an error occurs.

func (*CityGroupBy) Strings

func (cgb *CityGroupBy) Strings(ctx context.Context) ([]string, error)

Strings returns list of strings from group-by. It is only allowed when querying group-by with one field.

func (*CityGroupBy) StringsX

func (cgb *CityGroupBy) StringsX(ctx context.Context) []string

StringsX is like Strings, but panics if an error occurs.

type CityMutation

type CityMutation struct {
	// contains filtered or unexported fields
}

CityMutation represents an operation that mutate the Cities nodes in the graph.

func (*CityMutation) AddConstructionIDs

func (m *CityMutation) AddConstructionIDs(ids ...int)

AddConstructionIDs adds the constructions edge to Construction by ids.

func (*CityMutation) AddConstructionSpeed

func (m *CityMutation) AddConstructionSpeed(i int)

AddConstructionSpeed adds i to construction_speed.

func (*CityMutation) AddField

func (m *CityMutation) AddField(name string, value ent.Value) error

AddField adds the value for the given name. It returns an error if the field is not defined in the schema, or if the type mismatch the field type.

func (*CityMutation) AddFoodLimit

func (m *CityMutation) AddFoodLimit(i int)

AddFoodLimit adds i to food_limit.

func (*CityMutation) AddFoodProduction

func (m *CityMutation) AddFoodProduction(i int)

AddFoodProduction adds i to food_production.

func (*CityMutation) AddFoodStored

func (m *CityMutation) AddFoodStored(i int)

AddFoodStored adds i to food_stored.

func (*CityMutation) AddIronLimit

func (m *CityMutation) AddIronLimit(i int)

AddIronLimit adds i to iron_limit.

func (*CityMutation) AddIronProduction

func (m *CityMutation) AddIronProduction(i int)

AddIronProduction adds i to iron_production.

func (*CityMutation) AddIronStored

func (m *CityMutation) AddIronStored(i int)

AddIronStored adds i to iron_stored.

func (*CityMutation) AddPoints

func (m *CityMutation) AddPoints(i int)

AddPoints adds i to points.

func (*CityMutation) AddQueueIDs

func (m *CityMutation) AddQueueIDs(ids ...int)

AddQueueIDs adds the queue edge to Queue by ids.

func (*CityMutation) AddStoneLimit

func (m *CityMutation) AddStoneLimit(i int)

AddStoneLimit adds i to stone_limit.

func (*CityMutation) AddStoneProduction

func (m *CityMutation) AddStoneProduction(i int)

AddStoneProduction adds i to stone_production.

func (*CityMutation) AddStoneStored

func (m *CityMutation) AddStoneStored(i int)

AddStoneStored adds i to stone_stored.

func (*CityMutation) AddWoodLimit

func (m *CityMutation) AddWoodLimit(i int)

AddWoodLimit adds i to wood_limit.

func (*CityMutation) AddWoodProduction

func (m *CityMutation) AddWoodProduction(i int)

AddWoodProduction adds i to wood_production.

func (*CityMutation) AddWoodStored

func (m *CityMutation) AddWoodStored(i int)

AddWoodStored adds i to wood_stored.

func (*CityMutation) AddX

func (m *CityMutation) AddX(i int)

AddX adds i to x.

func (*CityMutation) AddY

func (m *CityMutation) AddY(i int)

AddY adds i to y.

func (*CityMutation) AddedConstructionSpeed

func (m *CityMutation) AddedConstructionSpeed() (r int, exists bool)

AddedConstructionSpeed returns the value that was added to the construction_speed field in this mutation.

func (*CityMutation) AddedEdges

func (m *CityMutation) AddedEdges() []string

AddedEdges returns all edge names that were set/added in this mutation.

func (*CityMutation) AddedField

func (m *CityMutation) AddedField(name string) (ent.Value, bool)

AddedField returns the numeric value that was in/decremented from a field with the given name. The second value indicates that this field was not set, or was not define in the schema.

func (*CityMutation) AddedFields

func (m *CityMutation) AddedFields() []string

AddedFields returns all numeric fields that were incremented or decremented during this mutation.

func (*CityMutation) AddedFoodLimit

func (m *CityMutation) AddedFoodLimit() (r int, exists bool)

AddedFoodLimit returns the value that was added to the food_limit field in this mutation.

func (*CityMutation) AddedFoodProduction

func (m *CityMutation) AddedFoodProduction() (r int, exists bool)

AddedFoodProduction returns the value that was added to the food_production field in this mutation.

func (*CityMutation) AddedFoodStored

func (m *CityMutation) AddedFoodStored() (r int, exists bool)

AddedFoodStored returns the value that was added to the food_stored field in this mutation.

func (*CityMutation) AddedIDs

func (m *CityMutation) AddedIDs(name string) []ent.Value

AddedIDs returns all ids (to other nodes) that were added for the given edge name.

func (*CityMutation) AddedIronLimit

func (m *CityMutation) AddedIronLimit() (r int, exists bool)

AddedIronLimit returns the value that was added to the iron_limit field in this mutation.

func (*CityMutation) AddedIronProduction

func (m *CityMutation) AddedIronProduction() (r int, exists bool)

AddedIronProduction returns the value that was added to the iron_production field in this mutation.

func (*CityMutation) AddedIronStored

func (m *CityMutation) AddedIronStored() (r int, exists bool)

AddedIronStored returns the value that was added to the iron_stored field in this mutation.

func (*CityMutation) AddedPoints

func (m *CityMutation) AddedPoints() (r int, exists bool)

AddedPoints returns the value that was added to the points field in this mutation.

func (*CityMutation) AddedStoneLimit

func (m *CityMutation) AddedStoneLimit() (r int, exists bool)

AddedStoneLimit returns the value that was added to the stone_limit field in this mutation.

func (*CityMutation) AddedStoneProduction

func (m *CityMutation) AddedStoneProduction() (r int, exists bool)

AddedStoneProduction returns the value that was added to the stone_production field in this mutation.

func (*CityMutation) AddedStoneStored

func (m *CityMutation) AddedStoneStored() (r int, exists bool)

AddedStoneStored returns the value that was added to the stone_stored field in this mutation.

func (*CityMutation) AddedWoodLimit

func (m *CityMutation) AddedWoodLimit() (r int, exists bool)

AddedWoodLimit returns the value that was added to the wood_limit field in this mutation.

func (*CityMutation) AddedWoodProduction

func (m *CityMutation) AddedWoodProduction() (r int, exists bool)

AddedWoodProduction returns the value that was added to the wood_production field in this mutation.

func (*CityMutation) AddedWoodStored

func (m *CityMutation) AddedWoodStored() (r int, exists bool)

AddedWoodStored returns the value that was added to the wood_stored field in this mutation.

func (*CityMutation) AddedX

func (m *CityMutation) AddedX() (r int, exists bool)

AddedX returns the value that was added to the x field in this mutation.

func (*CityMutation) AddedY

func (m *CityMutation) AddedY() (r int, exists bool)

AddedY returns the value that was added to the y field in this mutation.

func (*CityMutation) ClearEdge

func (m *CityMutation) ClearEdge(name string) error

ClearEdge clears the value for the given name. It returns an error if the edge name is not defined in the schema.

func (*CityMutation) ClearField

func (m *CityMutation) ClearField(name string) error

ClearField clears the value for the given name. It returns an error if the field is not defined in the schema.

func (*CityMutation) ClearOwner

func (m *CityMutation) ClearOwner()

ClearOwner clears the owner edge to User.

func (*CityMutation) ClearedEdges

func (m *CityMutation) ClearedEdges() []string

ClearedEdges returns all edge names that were cleared in this mutation.

func (*CityMutation) ClearedFields

func (m *CityMutation) ClearedFields() []string

ClearedFields returns all nullable fields that were cleared during this mutation.

func (CityMutation) Client

func (m CityMutation) Client() *Client

Client returns a new `ent.Client` from the mutation. If the mutation was executed in a transaction (ent.Tx), a transactional client is returned.

func (*CityMutation) ConstructionSpeed

func (m *CityMutation) ConstructionSpeed() (r int, exists bool)

ConstructionSpeed returns the construction_speed value in the mutation.

func (*CityMutation) ConstructionsIDs

func (m *CityMutation) ConstructionsIDs() (ids []int)

ConstructionsIDs returns the constructions ids in the mutation.

func (*CityMutation) EdgeCleared

func (m *CityMutation) EdgeCleared(name string) bool

EdgeCleared returns a boolean indicates if this edge was cleared in this mutation.

func (*CityMutation) Field

func (m *CityMutation) Field(name string) (ent.Value, bool)

Field returns the value of a field with the given name. The second boolean value indicates that this field was not set, or was not define in the schema.

func (*CityMutation) FieldCleared

func (m *CityMutation) FieldCleared(name string) bool

FieldCleared returns a boolean indicates if this field was cleared in this mutation.

func (*CityMutation) Fields

func (m *CityMutation) Fields() []string

Fields returns all fields that were changed during this mutation. Note that, in order to get all numeric fields that were in/decremented, call AddedFields().

func (*CityMutation) FoodLimit

func (m *CityMutation) FoodLimit() (r int, exists bool)

FoodLimit returns the food_limit value in the mutation.

func (*CityMutation) FoodProduction

func (m *CityMutation) FoodProduction() (r int, exists bool)

FoodProduction returns the food_production value in the mutation.

func (*CityMutation) FoodStored

func (m *CityMutation) FoodStored() (r int, exists bool)

FoodStored returns the food_stored value in the mutation.

func (*CityMutation) ID

func (m *CityMutation) ID() (id int, exists bool)

ID returns the id value in the mutation. Note that, the id is available only if it was provided to the builder.

func (*CityMutation) IronLimit

func (m *CityMutation) IronLimit() (r int, exists bool)

IronLimit returns the iron_limit value in the mutation.

func (*CityMutation) IronProduction

func (m *CityMutation) IronProduction() (r int, exists bool)

IronProduction returns the iron_production value in the mutation.

func (*CityMutation) IronStored

func (m *CityMutation) IronStored() (r int, exists bool)

IronStored returns the iron_stored value in the mutation.

func (*CityMutation) Name

func (m *CityMutation) Name() (r string, exists bool)

Name returns the name value in the mutation.

func (*CityMutation) Op

func (m *CityMutation) Op() Op

Op returns the operation name.

func (*CityMutation) OwnerCleared

func (m *CityMutation) OwnerCleared() bool

OwnerCleared returns if the edge owner was cleared.

func (*CityMutation) OwnerID

func (m *CityMutation) OwnerID() (id int, exists bool)

OwnerID returns the owner id in the mutation.

func (*CityMutation) OwnerIDs

func (m *CityMutation) OwnerIDs() (ids []int)

OwnerIDs returns the owner ids in the mutation. Note that ids always returns len(ids) <= 1 for unique edges, and you should use OwnerID instead. It exists only for internal usage by the builders.

func (*CityMutation) Points

func (m *CityMutation) Points() (r int, exists bool)

Points returns the points value in the mutation.

func (*CityMutation) QueueIDs

func (m *CityMutation) QueueIDs() (ids []int)

QueueIDs returns the queue ids in the mutation.

func (*CityMutation) QueueTime

func (m *CityMutation) QueueTime() (r time.Time, exists bool)

QueueTime returns the queue_time value in the mutation.

func (*CityMutation) RemoveConstructionIDs

func (m *CityMutation) RemoveConstructionIDs(ids ...int)

RemoveConstructionIDs removes the constructions edge to Construction by ids.

func (*CityMutation) RemoveQueueIDs

func (m *CityMutation) RemoveQueueIDs(ids ...int)

RemoveQueueIDs removes the queue edge to Queue by ids.

func (*CityMutation) RemovedConstructionsIDs

func (m *CityMutation) RemovedConstructionsIDs() (ids []int)

RemovedConstructions returns the removed ids of constructions.

func (*CityMutation) RemovedEdges

func (m *CityMutation) RemovedEdges() []string

RemovedEdges returns all edge names that were removed in this mutation.

func (*CityMutation) RemovedIDs

func (m *CityMutation) RemovedIDs(name string) []ent.Value

RemovedIDs returns all ids (to other nodes) that were removed for the given edge name.

func (*CityMutation) RemovedQueueIDs

func (m *CityMutation) RemovedQueueIDs() (ids []int)

RemovedQueue returns the removed ids of queue.

func (*CityMutation) ResetConstructionSpeed

func (m *CityMutation) ResetConstructionSpeed()

ResetConstructionSpeed reset all changes of the construction_speed field.

func (*CityMutation) ResetConstructions

func (m *CityMutation) ResetConstructions()

ResetConstructions reset all changes of the constructions edge.

func (*CityMutation) ResetEdge

func (m *CityMutation) ResetEdge(name string) error

ResetEdge resets all changes in the mutation regarding the given edge name. It returns an error if the edge is not defined in the schema.

func (*CityMutation) ResetField

func (m *CityMutation) ResetField(name string) error

ResetField resets all changes in the mutation regarding the given field name. It returns an error if the field is not defined in the schema.

func (*CityMutation) ResetFoodLimit

func (m *CityMutation) ResetFoodLimit()

ResetFoodLimit reset all changes of the food_limit field.

func (*CityMutation) ResetFoodProduction

func (m *CityMutation) ResetFoodProduction()

ResetFoodProduction reset all changes of the food_production field.

func (*CityMutation) ResetFoodStored

func (m *CityMutation) ResetFoodStored()

ResetFoodStored reset all changes of the food_stored field.

func (*CityMutation) ResetIronLimit

func (m *CityMutation) ResetIronLimit()

ResetIronLimit reset all changes of the iron_limit field.

func (*CityMutation) ResetIronProduction

func (m *CityMutation) ResetIronProduction()

ResetIronProduction reset all changes of the iron_production field.

func (*CityMutation) ResetIronStored

func (m *CityMutation) ResetIronStored()

ResetIronStored reset all changes of the iron_stored field.

func (*CityMutation) ResetName

func (m *CityMutation) ResetName()

ResetName reset all changes of the name field.

func (*CityMutation) ResetOwner

func (m *CityMutation) ResetOwner()

ResetOwner reset all changes of the owner edge.

func (*CityMutation) ResetPoints

func (m *CityMutation) ResetPoints()

ResetPoints reset all changes of the points field.

func (*CityMutation) ResetQueue

func (m *CityMutation) ResetQueue()

ResetQueue reset all changes of the queue edge.

func (*CityMutation) ResetQueueTime

func (m *CityMutation) ResetQueueTime()

ResetQueueTime reset all changes of the queue_time field.

func (*CityMutation) ResetStoneLimit

func (m *CityMutation) ResetStoneLimit()

ResetStoneLimit reset all changes of the stone_limit field.

func (*CityMutation) ResetStoneProduction

func (m *CityMutation) ResetStoneProduction()

ResetStoneProduction reset all changes of the stone_production field.

func (*CityMutation) ResetStoneStored

func (m *CityMutation) ResetStoneStored()

ResetStoneStored reset all changes of the stone_stored field.

func (*CityMutation) ResetWoodLimit

func (m *CityMutation) ResetWoodLimit()

ResetWoodLimit reset all changes of the wood_limit field.

func (*CityMutation) ResetWoodProduction

func (m *CityMutation) ResetWoodProduction()

ResetWoodProduction reset all changes of the wood_production field.

func (*CityMutation) ResetWoodStored

func (m *CityMutation) ResetWoodStored()

ResetWoodStored reset all changes of the wood_stored field.

func (*CityMutation) ResetX

func (m *CityMutation) ResetX()

ResetX reset all changes of the x field.

func (*CityMutation) ResetY

func (m *CityMutation) ResetY()

ResetY reset all changes of the y field.

func (*CityMutation) SetConstructionSpeed

func (m *CityMutation) SetConstructionSpeed(i int)

SetConstructionSpeed sets the construction_speed field.

func (*CityMutation) SetField

func (m *CityMutation) SetField(name string, value ent.Value) error

SetField sets the value for the given name. It returns an error if the field is not defined in the schema, or if the type mismatch the field type.

func (*CityMutation) SetFoodLimit

func (m *CityMutation) SetFoodLimit(i int)

SetFoodLimit sets the food_limit field.

func (*CityMutation) SetFoodProduction

func (m *CityMutation) SetFoodProduction(i int)

SetFoodProduction sets the food_production field.

func (*CityMutation) SetFoodStored

func (m *CityMutation) SetFoodStored(i int)

SetFoodStored sets the food_stored field.

func (*CityMutation) SetIronLimit

func (m *CityMutation) SetIronLimit(i int)

SetIronLimit sets the iron_limit field.

func (*CityMutation) SetIronProduction

func (m *CityMutation) SetIronProduction(i int)

SetIronProduction sets the iron_production field.

func (*CityMutation) SetIronStored

func (m *CityMutation) SetIronStored(i int)

SetIronStored sets the iron_stored field.

func (*CityMutation) SetName

func (m *CityMutation) SetName(s string)

SetName sets the name field.

func (*CityMutation) SetOwnerID

func (m *CityMutation) SetOwnerID(id int)

SetOwnerID sets the owner edge to User by id.

func (*CityMutation) SetPoints

func (m *CityMutation) SetPoints(i int)

SetPoints sets the points field.

func (*CityMutation) SetQueueTime

func (m *CityMutation) SetQueueTime(t time.Time)

SetQueueTime sets the queue_time field.

func (*CityMutation) SetStoneLimit

func (m *CityMutation) SetStoneLimit(i int)

SetStoneLimit sets the stone_limit field.

func (*CityMutation) SetStoneProduction

func (m *CityMutation) SetStoneProduction(i int)

SetStoneProduction sets the stone_production field.

func (*CityMutation) SetStoneStored

func (m *CityMutation) SetStoneStored(i int)

SetStoneStored sets the stone_stored field.

func (*CityMutation) SetWoodLimit

func (m *CityMutation) SetWoodLimit(i int)

SetWoodLimit sets the wood_limit field.

func (*CityMutation) SetWoodProduction

func (m *CityMutation) SetWoodProduction(i int)

SetWoodProduction sets the wood_production field.

func (*CityMutation) SetWoodStored

func (m *CityMutation) SetWoodStored(i int)

SetWoodStored sets the wood_stored field.

func (*CityMutation) SetX

func (m *CityMutation) SetX(i int)

SetX sets the x field.

func (*CityMutation) SetY

func (m *CityMutation) SetY(i int)

SetY sets the y field.

func (*CityMutation) StoneLimit

func (m *CityMutation) StoneLimit() (r int, exists bool)

StoneLimit returns the stone_limit value in the mutation.

func (*CityMutation) StoneProduction

func (m *CityMutation) StoneProduction() (r int, exists bool)

StoneProduction returns the stone_production value in the mutation.

func (*CityMutation) StoneStored

func (m *CityMutation) StoneStored() (r int, exists bool)

StoneStored returns the stone_stored value in the mutation.

func (CityMutation) Tx

func (m CityMutation) Tx() (*Tx, error)

Tx returns an `ent.Tx` for mutations that were executed in transactions; it returns an error otherwise.

func (*CityMutation) Type

func (m *CityMutation) Type() string

Type returns the node type of this mutation (City).

func (*CityMutation) WoodLimit

func (m *CityMutation) WoodLimit() (r int, exists bool)

WoodLimit returns the wood_limit value in the mutation.

func (*CityMutation) WoodProduction

func (m *CityMutation) WoodProduction() (r int, exists bool)

WoodProduction returns the wood_production value in the mutation.

func (*CityMutation) WoodStored

func (m *CityMutation) WoodStored() (r int, exists bool)

WoodStored returns the wood_stored value in the mutation.

func (*CityMutation) X

func (m *CityMutation) X() (r int, exists bool)

X returns the x value in the mutation.

func (*CityMutation) Y

func (m *CityMutation) Y() (r int, exists bool)

Y returns the y value in the mutation.

type CityQuery

type CityQuery struct {
	// contains filtered or unexported fields
}

CityQuery is the builder for querying City entities.

func (*CityQuery) All

func (cq *CityQuery) All(ctx context.Context) ([]*City, error)

All executes the query and returns a list of Cities.

func (*CityQuery) AllX

func (cq *CityQuery) AllX(ctx context.Context) []*City

AllX is like All, but panics if an error occurs.

func (*CityQuery) Clone

func (cq *CityQuery) Clone() *CityQuery

Clone returns a duplicate of the query builder, including all associated steps. It can be used to prepare common query builders and use them differently after the clone is made.

func (*CityQuery) Count

func (cq *CityQuery) Count(ctx context.Context) (int, error)

Count returns the count of the given query.

func (*CityQuery) CountX

func (cq *CityQuery) CountX(ctx context.Context) int

CountX is like Count, but panics if an error occurs.

func (*CityQuery) Exist

func (cq *CityQuery) Exist(ctx context.Context) (bool, error)

Exist returns true if the query has elements in the graph.

func (*CityQuery) ExistX

func (cq *CityQuery) ExistX(ctx context.Context) bool

ExistX is like Exist, but panics if an error occurs.

func (*CityQuery) First

func (cq *CityQuery) First(ctx context.Context) (*City, error)

First returns the first City entity in the query. Returns *NotFoundError when no city was found.

func (*CityQuery) FirstID

func (cq *CityQuery) FirstID(ctx context.Context) (id int, err error)

FirstID returns the first City id in the query. Returns *NotFoundError when no id was found.

func (*CityQuery) FirstX

func (cq *CityQuery) FirstX(ctx context.Context) *City

FirstX is like First, but panics if an error occurs.

func (*CityQuery) FirstXID

func (cq *CityQuery) FirstXID(ctx context.Context) int

FirstXID is like FirstID, but panics if an error occurs.

func (*CityQuery) GroupBy

func (cq *CityQuery) GroupBy(field string, fields ...string) *CityGroupBy

GroupBy used to group vertices by one or more fields/columns. It is often used with aggregate functions, like: count, max, mean, min, sum.

Example:

var v []struct {
	X int `json:"x,omitempty"`
	Count int `json:"count,omitempty"`
}

client.City.Query().
	GroupBy(city.FieldX).
	Aggregate(ent.Count()).
	Scan(ctx, &v)

func (*CityQuery) IDs

func (cq *CityQuery) IDs(ctx context.Context) ([]int, error)

IDs executes the query and returns a list of City ids.

func (*CityQuery) IDsX

func (cq *CityQuery) IDsX(ctx context.Context) []int

IDsX is like IDs, but panics if an error occurs.

func (*CityQuery) Limit

func (cq *CityQuery) Limit(limit int) *CityQuery

Limit adds a limit step to the query.

func (*CityQuery) Offset

func (cq *CityQuery) Offset(offset int) *CityQuery

Offset adds an offset step to the query.

func (*CityQuery) Only

func (cq *CityQuery) Only(ctx context.Context) (*City, error)

Only returns the only City entity in the query, returns an error if not exactly one entity was returned.

func (*CityQuery) OnlyID

func (cq *CityQuery) OnlyID(ctx context.Context) (id int, err error)

OnlyID returns the only City id in the query, returns an error if not exactly one id was returned.

func (*CityQuery) OnlyX

func (cq *CityQuery) OnlyX(ctx context.Context) *City

OnlyX is like Only, but panics if an error occurs.

func (*CityQuery) OnlyXID

func (cq *CityQuery) OnlyXID(ctx context.Context) int

OnlyXID is like OnlyID, but panics if an error occurs.

func (*CityQuery) Order

func (cq *CityQuery) Order(o ...OrderFunc) *CityQuery

Order adds an order step to the query.

func (*CityQuery) QueryConstructions

func (cq *CityQuery) QueryConstructions() *ConstructionQuery

QueryConstructions chains the current query on the constructions edge.

func (*CityQuery) QueryOwner

func (cq *CityQuery) QueryOwner() *UserQuery

QueryOwner chains the current query on the owner edge.

func (*CityQuery) QueryQueue

func (cq *CityQuery) QueryQueue() *QueueQuery

QueryQueue chains the current query on the queue edge.

func (*CityQuery) Select

func (cq *CityQuery) Select(field string, fields ...string) *CitySelect

Select one or more fields from the given query.

Example:

var v []struct {
	X int `json:"x,omitempty"`
}

client.City.Query().
	Select(city.FieldX).
	Scan(ctx, &v)

func (*CityQuery) Where

func (cq *CityQuery) Where(ps ...predicate.City) *CityQuery

Where adds a new predicate for the builder.

func (*CityQuery) WithConstructions

func (cq *CityQuery) WithConstructions(opts ...func(*ConstructionQuery)) *CityQuery
WithConstructions tells the query-builder to eager-loads the nodes that are connected to

the "constructions" edge. The optional arguments used to configure the query builder of the edge.

func (*CityQuery) WithOwner

func (cq *CityQuery) WithOwner(opts ...func(*UserQuery)) *CityQuery
WithOwner tells the query-builder to eager-loads the nodes that are connected to

the "owner" edge. The optional arguments used to configure the query builder of the edge.

func (*CityQuery) WithQueue

func (cq *CityQuery) WithQueue(opts ...func(*QueueQuery)) *CityQuery
WithQueue tells the query-builder to eager-loads the nodes that are connected to

the "queue" edge. The optional arguments used to configure the query builder of the edge.

type CitySelect

type CitySelect struct {
	// contains filtered or unexported fields
}

CitySelect is the builder for select fields of City entities.

func (*CitySelect) Bools

func (cs *CitySelect) Bools(ctx context.Context) ([]bool, error)

Bools returns list of bools from selector. It is only allowed when selecting one field.

func (*CitySelect) BoolsX

func (cs *CitySelect) BoolsX(ctx context.Context) []bool

BoolsX is like Bools, but panics if an error occurs.

func (*CitySelect) Float64s

func (cs *CitySelect) Float64s(ctx context.Context) ([]float64, error)

Float64s returns list of float64s from selector. It is only allowed when selecting one field.

func (*CitySelect) Float64sX

func (cs *CitySelect) Float64sX(ctx context.Context) []float64

Float64sX is like Float64s, but panics if an error occurs.

func (*CitySelect) Ints

func (cs *CitySelect) Ints(ctx context.Context) ([]int, error)

Ints returns list of ints from selector. It is only allowed when selecting one field.

func (*CitySelect) IntsX

func (cs *CitySelect) IntsX(ctx context.Context) []int

IntsX is like Ints, but panics if an error occurs.

func (*CitySelect) Scan

func (cs *CitySelect) Scan(ctx context.Context, v interface{}) error

Scan applies the selector query and scan the result into the given value.

func (*CitySelect) ScanX

func (cs *CitySelect) ScanX(ctx context.Context, v interface{})

ScanX is like Scan, but panics if an error occurs.

func (*CitySelect) Strings

func (cs *CitySelect) Strings(ctx context.Context) ([]string, error)

Strings returns list of strings from selector. It is only allowed when selecting one field.

func (*CitySelect) StringsX

func (cs *CitySelect) StringsX(ctx context.Context) []string

StringsX is like Strings, but panics if an error occurs.

type CityUpdate

type CityUpdate struct {
	// contains filtered or unexported fields
}

CityUpdate is the builder for updating City entities.

func (*CityUpdate) AddConstructionIDs

func (cu *CityUpdate) AddConstructionIDs(ids ...int) *CityUpdate

AddConstructionIDs adds the constructions edge to Construction by ids.

func (*CityUpdate) AddConstructionSpeed

func (cu *CityUpdate) AddConstructionSpeed(i int) *CityUpdate

AddConstructionSpeed adds i to construction_speed.

func (*CityUpdate) AddConstructions

func (cu *CityUpdate) AddConstructions(c ...*Construction) *CityUpdate

AddConstructions adds the constructions edges to Construction.

func (*CityUpdate) AddFoodLimit

func (cu *CityUpdate) AddFoodLimit(i int) *CityUpdate

AddFoodLimit adds i to food_limit.

func (*CityUpdate) AddFoodProduction

func (cu *CityUpdate) AddFoodProduction(i int) *CityUpdate

AddFoodProduction adds i to food_production.

func (*CityUpdate) AddFoodStored

func (cu *CityUpdate) AddFoodStored(i int) *CityUpdate

AddFoodStored adds i to food_stored.

func (*CityUpdate) AddIronLimit

func (cu *CityUpdate) AddIronLimit(i int) *CityUpdate

AddIronLimit adds i to iron_limit.

func (*CityUpdate) AddIronProduction

func (cu *CityUpdate) AddIronProduction(i int) *CityUpdate

AddIronProduction adds i to iron_production.

func (*CityUpdate) AddIronStored

func (cu *CityUpdate) AddIronStored(i int) *CityUpdate

AddIronStored adds i to iron_stored.

func (*CityUpdate) AddPoints

func (cu *CityUpdate) AddPoints(i int) *CityUpdate

AddPoints adds i to points.

func (*CityUpdate) AddQueue

func (cu *CityUpdate) AddQueue(q ...*Queue) *CityUpdate

AddQueue adds the queue edges to Queue.

func (*CityUpdate) AddQueueIDs

func (cu *CityUpdate) AddQueueIDs(ids ...int) *CityUpdate

AddQueueIDs adds the queue edge to Queue by ids.

func (*CityUpdate) AddStoneLimit

func (cu *CityUpdate) AddStoneLimit(i int) *CityUpdate

AddStoneLimit adds i to stone_limit.

func (*CityUpdate) AddStoneProduction

func (cu *CityUpdate) AddStoneProduction(i int) *CityUpdate

AddStoneProduction adds i to stone_production.

func (*CityUpdate) AddStoneStored

func (cu *CityUpdate) AddStoneStored(i int) *CityUpdate

AddStoneStored adds i to stone_stored.

func (*CityUpdate) AddWoodLimit

func (cu *CityUpdate) AddWoodLimit(i int) *CityUpdate

AddWoodLimit adds i to wood_limit.

func (*CityUpdate) AddWoodProduction

func (cu *CityUpdate) AddWoodProduction(i int) *CityUpdate

AddWoodProduction adds i to wood_production.

func (*CityUpdate) AddWoodStored

func (cu *CityUpdate) AddWoodStored(i int) *CityUpdate

AddWoodStored adds i to wood_stored.

func (*CityUpdate) AddX

func (cu *CityUpdate) AddX(i int) *CityUpdate

AddX adds i to x.

func (*CityUpdate) AddY

func (cu *CityUpdate) AddY(i int) *CityUpdate

AddY adds i to y.

func (*CityUpdate) ClearOwner

func (cu *CityUpdate) ClearOwner() *CityUpdate

ClearOwner clears the owner edge to User.

func (*CityUpdate) Exec

func (cu *CityUpdate) Exec(ctx context.Context) error

Exec executes the query.

func (*CityUpdate) ExecX

func (cu *CityUpdate) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

func (*CityUpdate) RemoveConstructionIDs

func (cu *CityUpdate) RemoveConstructionIDs(ids ...int) *CityUpdate

RemoveConstructionIDs removes the constructions edge to Construction by ids.

func (*CityUpdate) RemoveConstructions

func (cu *CityUpdate) RemoveConstructions(c ...*Construction) *CityUpdate

RemoveConstructions removes constructions edges to Construction.

func (*CityUpdate) RemoveQueue

func (cu *CityUpdate) RemoveQueue(q ...*Queue) *CityUpdate

RemoveQueue removes queue edges to Queue.

func (*CityUpdate) RemoveQueueIDs

func (cu *CityUpdate) RemoveQueueIDs(ids ...int) *CityUpdate

RemoveQueueIDs removes the queue edge to Queue by ids.

func (*CityUpdate) Save

func (cu *CityUpdate) Save(ctx context.Context) (int, error)

Save executes the query and returns the number of rows/vertices matched by this operation.

func (*CityUpdate) SaveX

func (cu *CityUpdate) SaveX(ctx context.Context) int

SaveX is like Save, but panics if an error occurs.

func (*CityUpdate) SetConstructionSpeed

func (cu *CityUpdate) SetConstructionSpeed(i int) *CityUpdate

SetConstructionSpeed sets the construction_speed field.

func (*CityUpdate) SetFoodLimit

func (cu *CityUpdate) SetFoodLimit(i int) *CityUpdate

SetFoodLimit sets the food_limit field.

func (*CityUpdate) SetFoodProduction

func (cu *CityUpdate) SetFoodProduction(i int) *CityUpdate

SetFoodProduction sets the food_production field.

func (*CityUpdate) SetFoodStored

func (cu *CityUpdate) SetFoodStored(i int) *CityUpdate

SetFoodStored sets the food_stored field.

func (*CityUpdate) SetIronLimit

func (cu *CityUpdate) SetIronLimit(i int) *CityUpdate

SetIronLimit sets the iron_limit field.

func (*CityUpdate) SetIronProduction

func (cu *CityUpdate) SetIronProduction(i int) *CityUpdate

SetIronProduction sets the iron_production field.

func (*CityUpdate) SetIronStored

func (cu *CityUpdate) SetIronStored(i int) *CityUpdate

SetIronStored sets the iron_stored field.

func (*CityUpdate) SetName

func (cu *CityUpdate) SetName(s string) *CityUpdate

SetName sets the name field.

func (*CityUpdate) SetNillableConstructionSpeed

func (cu *CityUpdate) SetNillableConstructionSpeed(i *int) *CityUpdate

SetNillableConstructionSpeed sets the construction_speed field if the given value is not nil.

func (*CityUpdate) SetNillableFoodLimit

func (cu *CityUpdate) SetNillableFoodLimit(i *int) *CityUpdate

SetNillableFoodLimit sets the food_limit field if the given value is not nil.

func (*CityUpdate) SetNillableFoodProduction

func (cu *CityUpdate) SetNillableFoodProduction(i *int) *CityUpdate

SetNillableFoodProduction sets the food_production field if the given value is not nil.

func (*CityUpdate) SetNillableFoodStored

func (cu *CityUpdate) SetNillableFoodStored(i *int) *CityUpdate

SetNillableFoodStored sets the food_stored field if the given value is not nil.

func (*CityUpdate) SetNillableIronLimit

func (cu *CityUpdate) SetNillableIronLimit(i *int) *CityUpdate

SetNillableIronLimit sets the iron_limit field if the given value is not nil.

func (*CityUpdate) SetNillableIronProduction

func (cu *CityUpdate) SetNillableIronProduction(i *int) *CityUpdate

SetNillableIronProduction sets the iron_production field if the given value is not nil.

func (*CityUpdate) SetNillableIronStored

func (cu *CityUpdate) SetNillableIronStored(i *int) *CityUpdate

SetNillableIronStored sets the iron_stored field if the given value is not nil.

func (*CityUpdate) SetNillableName

func (cu *CityUpdate) SetNillableName(s *string) *CityUpdate

SetNillableName sets the name field if the given value is not nil.

func (*CityUpdate) SetNillableOwnerID

func (cu *CityUpdate) SetNillableOwnerID(id *int) *CityUpdate

SetNillableOwnerID sets the owner edge to User by id if the given value is not nil.

func (*CityUpdate) SetNillablePoints

func (cu *CityUpdate) SetNillablePoints(i *int) *CityUpdate

SetNillablePoints sets the points field if the given value is not nil.

func (*CityUpdate) SetNillableQueueTime

func (cu *CityUpdate) SetNillableQueueTime(t *time.Time) *CityUpdate

SetNillableQueueTime sets the queue_time field if the given value is not nil.

func (*CityUpdate) SetNillableStoneLimit

func (cu *CityUpdate) SetNillableStoneLimit(i *int) *CityUpdate

SetNillableStoneLimit sets the stone_limit field if the given value is not nil.

func (*CityUpdate) SetNillableStoneProduction

func (cu *CityUpdate) SetNillableStoneProduction(i *int) *CityUpdate

SetNillableStoneProduction sets the stone_production field if the given value is not nil.

func (*CityUpdate) SetNillableStoneStored

func (cu *CityUpdate) SetNillableStoneStored(i *int) *CityUpdate

SetNillableStoneStored sets the stone_stored field if the given value is not nil.

func (*CityUpdate) SetNillableWoodLimit

func (cu *CityUpdate) SetNillableWoodLimit(i *int) *CityUpdate

SetNillableWoodLimit sets the wood_limit field if the given value is not nil.

func (*CityUpdate) SetNillableWoodProduction

func (cu *CityUpdate) SetNillableWoodProduction(i *int) *CityUpdate

SetNillableWoodProduction sets the wood_production field if the given value is not nil.

func (*CityUpdate) SetNillableWoodStored

func (cu *CityUpdate) SetNillableWoodStored(i *int) *CityUpdate

SetNillableWoodStored sets the wood_stored field if the given value is not nil.

func (*CityUpdate) SetNillableX

func (cu *CityUpdate) SetNillableX(i *int) *CityUpdate

SetNillableX sets the x field if the given value is not nil.

func (*CityUpdate) SetNillableY

func (cu *CityUpdate) SetNillableY(i *int) *CityUpdate

SetNillableY sets the y field if the given value is not nil.

func (*CityUpdate) SetOwner

func (cu *CityUpdate) SetOwner(u *User) *CityUpdate

SetOwner sets the owner edge to User.

func (*CityUpdate) SetOwnerID

func (cu *CityUpdate) SetOwnerID(id int) *CityUpdate

SetOwnerID sets the owner edge to User by id.

func (*CityUpdate) SetPoints

func (cu *CityUpdate) SetPoints(i int) *CityUpdate

SetPoints sets the points field.

func (*CityUpdate) SetQueueTime

func (cu *CityUpdate) SetQueueTime(t time.Time) *CityUpdate

SetQueueTime sets the queue_time field.

func (*CityUpdate) SetStoneLimit

func (cu *CityUpdate) SetStoneLimit(i int) *CityUpdate

SetStoneLimit sets the stone_limit field.

func (*CityUpdate) SetStoneProduction

func (cu *CityUpdate) SetStoneProduction(i int) *CityUpdate

SetStoneProduction sets the stone_production field.

func (*CityUpdate) SetStoneStored

func (cu *CityUpdate) SetStoneStored(i int) *CityUpdate

SetStoneStored sets the stone_stored field.

func (*CityUpdate) SetWoodLimit

func (cu *CityUpdate) SetWoodLimit(i int) *CityUpdate

SetWoodLimit sets the wood_limit field.

func (*CityUpdate) SetWoodProduction

func (cu *CityUpdate) SetWoodProduction(i int) *CityUpdate

SetWoodProduction sets the wood_production field.

func (*CityUpdate) SetWoodStored

func (cu *CityUpdate) SetWoodStored(i int) *CityUpdate

SetWoodStored sets the wood_stored field.

func (*CityUpdate) SetX

func (cu *CityUpdate) SetX(i int) *CityUpdate

SetX sets the x field.

func (*CityUpdate) SetY

func (cu *CityUpdate) SetY(i int) *CityUpdate

SetY sets the y field.

func (*CityUpdate) Where

func (cu *CityUpdate) Where(ps ...predicate.City) *CityUpdate

Where adds a new predicate for the builder.

type CityUpdateOne

type CityUpdateOne struct {
	// contains filtered or unexported fields
}

CityUpdateOne is the builder for updating a single City entity.

func (*CityUpdateOne) AddConstructionIDs

func (cuo *CityUpdateOne) AddConstructionIDs(ids ...int) *CityUpdateOne

AddConstructionIDs adds the constructions edge to Construction by ids.

func (*CityUpdateOne) AddConstructionSpeed

func (cuo *CityUpdateOne) AddConstructionSpeed(i int) *CityUpdateOne

AddConstructionSpeed adds i to construction_speed.

func (*CityUpdateOne) AddConstructions

func (cuo *CityUpdateOne) AddConstructions(c ...*Construction) *CityUpdateOne

AddConstructions adds the constructions edges to Construction.

func (*CityUpdateOne) AddFoodLimit

func (cuo *CityUpdateOne) AddFoodLimit(i int) *CityUpdateOne

AddFoodLimit adds i to food_limit.

func (*CityUpdateOne) AddFoodProduction

func (cuo *CityUpdateOne) AddFoodProduction(i int) *CityUpdateOne

AddFoodProduction adds i to food_production.

func (*CityUpdateOne) AddFoodStored

func (cuo *CityUpdateOne) AddFoodStored(i int) *CityUpdateOne

AddFoodStored adds i to food_stored.

func (*CityUpdateOne) AddIronLimit

func (cuo *CityUpdateOne) AddIronLimit(i int) *CityUpdateOne

AddIronLimit adds i to iron_limit.

func (*CityUpdateOne) AddIronProduction

func (cuo *CityUpdateOne) AddIronProduction(i int) *CityUpdateOne

AddIronProduction adds i to iron_production.

func (*CityUpdateOne) AddIronStored

func (cuo *CityUpdateOne) AddIronStored(i int) *CityUpdateOne

AddIronStored adds i to iron_stored.

func (*CityUpdateOne) AddPoints

func (cuo *CityUpdateOne) AddPoints(i int) *CityUpdateOne

AddPoints adds i to points.

func (*CityUpdateOne) AddQueue

func (cuo *CityUpdateOne) AddQueue(q ...*Queue) *CityUpdateOne

AddQueue adds the queue edges to Queue.

func (*CityUpdateOne) AddQueueIDs

func (cuo *CityUpdateOne) AddQueueIDs(ids ...int) *CityUpdateOne

AddQueueIDs adds the queue edge to Queue by ids.

func (*CityUpdateOne) AddStoneLimit

func (cuo *CityUpdateOne) AddStoneLimit(i int) *CityUpdateOne

AddStoneLimit adds i to stone_limit.

func (*CityUpdateOne) AddStoneProduction

func (cuo *CityUpdateOne) AddStoneProduction(i int) *CityUpdateOne

AddStoneProduction adds i to stone_production.

func (*CityUpdateOne) AddStoneStored

func (cuo *CityUpdateOne) AddStoneStored(i int) *CityUpdateOne

AddStoneStored adds i to stone_stored.

func (*CityUpdateOne) AddWoodLimit

func (cuo *CityUpdateOne) AddWoodLimit(i int) *CityUpdateOne

AddWoodLimit adds i to wood_limit.

func (*CityUpdateOne) AddWoodProduction

func (cuo *CityUpdateOne) AddWoodProduction(i int) *CityUpdateOne

AddWoodProduction adds i to wood_production.

func (*CityUpdateOne) AddWoodStored

func (cuo *CityUpdateOne) AddWoodStored(i int) *CityUpdateOne

AddWoodStored adds i to wood_stored.

func (*CityUpdateOne) AddX

func (cuo *CityUpdateOne) AddX(i int) *CityUpdateOne

AddX adds i to x.

func (*CityUpdateOne) AddY

func (cuo *CityUpdateOne) AddY(i int) *CityUpdateOne

AddY adds i to y.

func (*CityUpdateOne) ClearOwner

func (cuo *CityUpdateOne) ClearOwner() *CityUpdateOne

ClearOwner clears the owner edge to User.

func (*CityUpdateOne) Exec

func (cuo *CityUpdateOne) Exec(ctx context.Context) error

Exec executes the query on the entity.

func (*CityUpdateOne) ExecX

func (cuo *CityUpdateOne) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

func (*CityUpdateOne) RemoveConstructionIDs

func (cuo *CityUpdateOne) RemoveConstructionIDs(ids ...int) *CityUpdateOne

RemoveConstructionIDs removes the constructions edge to Construction by ids.

func (*CityUpdateOne) RemoveConstructions

func (cuo *CityUpdateOne) RemoveConstructions(c ...*Construction) *CityUpdateOne

RemoveConstructions removes constructions edges to Construction.

func (*CityUpdateOne) RemoveQueue

func (cuo *CityUpdateOne) RemoveQueue(q ...*Queue) *CityUpdateOne

RemoveQueue removes queue edges to Queue.

func (*CityUpdateOne) RemoveQueueIDs

func (cuo *CityUpdateOne) RemoveQueueIDs(ids ...int) *CityUpdateOne

RemoveQueueIDs removes the queue edge to Queue by ids.

func (*CityUpdateOne) Save

func (cuo *CityUpdateOne) Save(ctx context.Context) (*City, error)

Save executes the query and returns the updated entity.

func (*CityUpdateOne) SaveX

func (cuo *CityUpdateOne) SaveX(ctx context.Context) *City

SaveX is like Save, but panics if an error occurs.

func (*CityUpdateOne) SetConstructionSpeed

func (cuo *CityUpdateOne) SetConstructionSpeed(i int) *CityUpdateOne

SetConstructionSpeed sets the construction_speed field.

func (*CityUpdateOne) SetFoodLimit

func (cuo *CityUpdateOne) SetFoodLimit(i int) *CityUpdateOne

SetFoodLimit sets the food_limit field.

func (*CityUpdateOne) SetFoodProduction

func (cuo *CityUpdateOne) SetFoodProduction(i int) *CityUpdateOne

SetFoodProduction sets the food_production field.

func (*CityUpdateOne) SetFoodStored

func (cuo *CityUpdateOne) SetFoodStored(i int) *CityUpdateOne

SetFoodStored sets the food_stored field.

func (*CityUpdateOne) SetIronLimit

func (cuo *CityUpdateOne) SetIronLimit(i int) *CityUpdateOne

SetIronLimit sets the iron_limit field.

func (*CityUpdateOne) SetIronProduction

func (cuo *CityUpdateOne) SetIronProduction(i int) *CityUpdateOne

SetIronProduction sets the iron_production field.

func (*CityUpdateOne) SetIronStored

func (cuo *CityUpdateOne) SetIronStored(i int) *CityUpdateOne

SetIronStored sets the iron_stored field.

func (*CityUpdateOne) SetName

func (cuo *CityUpdateOne) SetName(s string) *CityUpdateOne

SetName sets the name field.

func (*CityUpdateOne) SetNillableConstructionSpeed

func (cuo *CityUpdateOne) SetNillableConstructionSpeed(i *int) *CityUpdateOne

SetNillableConstructionSpeed sets the construction_speed field if the given value is not nil.

func (*CityUpdateOne) SetNillableFoodLimit

func (cuo *CityUpdateOne) SetNillableFoodLimit(i *int) *CityUpdateOne

SetNillableFoodLimit sets the food_limit field if the given value is not nil.

func (*CityUpdateOne) SetNillableFoodProduction

func (cuo *CityUpdateOne) SetNillableFoodProduction(i *int) *CityUpdateOne

SetNillableFoodProduction sets the food_production field if the given value is not nil.

func (*CityUpdateOne) SetNillableFoodStored

func (cuo *CityUpdateOne) SetNillableFoodStored(i *int) *CityUpdateOne

SetNillableFoodStored sets the food_stored field if the given value is not nil.

func (*CityUpdateOne) SetNillableIronLimit

func (cuo *CityUpdateOne) SetNillableIronLimit(i *int) *CityUpdateOne

SetNillableIronLimit sets the iron_limit field if the given value is not nil.

func (*CityUpdateOne) SetNillableIronProduction

func (cuo *CityUpdateOne) SetNillableIronProduction(i *int) *CityUpdateOne

SetNillableIronProduction sets the iron_production field if the given value is not nil.

func (*CityUpdateOne) SetNillableIronStored

func (cuo *CityUpdateOne) SetNillableIronStored(i *int) *CityUpdateOne

SetNillableIronStored sets the iron_stored field if the given value is not nil.

func (*CityUpdateOne) SetNillableName

func (cuo *CityUpdateOne) SetNillableName(s *string) *CityUpdateOne

SetNillableName sets the name field if the given value is not nil.

func (*CityUpdateOne) SetNillableOwnerID

func (cuo *CityUpdateOne) SetNillableOwnerID(id *int) *CityUpdateOne

SetNillableOwnerID sets the owner edge to User by id if the given value is not nil.

func (*CityUpdateOne) SetNillablePoints

func (cuo *CityUpdateOne) SetNillablePoints(i *int) *CityUpdateOne

SetNillablePoints sets the points field if the given value is not nil.

func (*CityUpdateOne) SetNillableQueueTime

func (cuo *CityUpdateOne) SetNillableQueueTime(t *time.Time) *CityUpdateOne

SetNillableQueueTime sets the queue_time field if the given value is not nil.

func (*CityUpdateOne) SetNillableStoneLimit

func (cuo *CityUpdateOne) SetNillableStoneLimit(i *int) *CityUpdateOne

SetNillableStoneLimit sets the stone_limit field if the given value is not nil.

func (*CityUpdateOne) SetNillableStoneProduction

func (cuo *CityUpdateOne) SetNillableStoneProduction(i *int) *CityUpdateOne

SetNillableStoneProduction sets the stone_production field if the given value is not nil.

func (*CityUpdateOne) SetNillableStoneStored

func (cuo *CityUpdateOne) SetNillableStoneStored(i *int) *CityUpdateOne

SetNillableStoneStored sets the stone_stored field if the given value is not nil.

func (*CityUpdateOne) SetNillableWoodLimit

func (cuo *CityUpdateOne) SetNillableWoodLimit(i *int) *CityUpdateOne

SetNillableWoodLimit sets the wood_limit field if the given value is not nil.

func (*CityUpdateOne) SetNillableWoodProduction

func (cuo *CityUpdateOne) SetNillableWoodProduction(i *int) *CityUpdateOne

SetNillableWoodProduction sets the wood_production field if the given value is not nil.

func (*CityUpdateOne) SetNillableWoodStored

func (cuo *CityUpdateOne) SetNillableWoodStored(i *int) *CityUpdateOne

SetNillableWoodStored sets the wood_stored field if the given value is not nil.

func (*CityUpdateOne) SetNillableX

func (cuo *CityUpdateOne) SetNillableX(i *int) *CityUpdateOne

SetNillableX sets the x field if the given value is not nil.

func (*CityUpdateOne) SetNillableY

func (cuo *CityUpdateOne) SetNillableY(i *int) *CityUpdateOne

SetNillableY sets the y field if the given value is not nil.

func (*CityUpdateOne) SetOwner

func (cuo *CityUpdateOne) SetOwner(u *User) *CityUpdateOne

SetOwner sets the owner edge to User.

func (*CityUpdateOne) SetOwnerID

func (cuo *CityUpdateOne) SetOwnerID(id int) *CityUpdateOne

SetOwnerID sets the owner edge to User by id.

func (*CityUpdateOne) SetPoints

func (cuo *CityUpdateOne) SetPoints(i int) *CityUpdateOne

SetPoints sets the points field.

func (*CityUpdateOne) SetQueueTime

func (cuo *CityUpdateOne) SetQueueTime(t time.Time) *CityUpdateOne

SetQueueTime sets the queue_time field.

func (*CityUpdateOne) SetStoneLimit

func (cuo *CityUpdateOne) SetStoneLimit(i int) *CityUpdateOne

SetStoneLimit sets the stone_limit field.

func (*CityUpdateOne) SetStoneProduction

func (cuo *CityUpdateOne) SetStoneProduction(i int) *CityUpdateOne

SetStoneProduction sets the stone_production field.

func (*CityUpdateOne) SetStoneStored

func (cuo *CityUpdateOne) SetStoneStored(i int) *CityUpdateOne

SetStoneStored sets the stone_stored field.

func (*CityUpdateOne) SetWoodLimit

func (cuo *CityUpdateOne) SetWoodLimit(i int) *CityUpdateOne

SetWoodLimit sets the wood_limit field.

func (*CityUpdateOne) SetWoodProduction

func (cuo *CityUpdateOne) SetWoodProduction(i int) *CityUpdateOne

SetWoodProduction sets the wood_production field.

func (*CityUpdateOne) SetWoodStored

func (cuo *CityUpdateOne) SetWoodStored(i int) *CityUpdateOne

SetWoodStored sets the wood_stored field.

func (*CityUpdateOne) SetX

func (cuo *CityUpdateOne) SetX(i int) *CityUpdateOne

SetX sets the x field.

func (*CityUpdateOne) SetY

func (cuo *CityUpdateOne) SetY(i int) *CityUpdateOne

SetY sets the y field.

type Client

type Client struct {

	// Schema is the client for creating, migrating and dropping schema.
	Schema *migrate.Schema
	// City is the client for interacting with the City builders.
	City *CityClient
	// Construction is the client for interacting with the Construction builders.
	Construction *ConstructionClient
	// Queue is the client for interacting with the Queue builders.
	Queue *QueueClient
	// User is the client for interacting with the User builders.
	User *UserClient
	// contains filtered or unexported fields
}

Client is the client that holds all ent builders.

func FromContext

func FromContext(ctx context.Context) *Client

FromContext returns the Client stored in a context, or nil if there isn't one.

func NewClient

func NewClient(opts ...Option) *Client

NewClient creates a new client configured with the given options.

func Open

func Open(driverName, dataSourceName string, options ...Option) (*Client, error)

Open opens a connection to the database specified by the driver name and a driver-specific data source name, and returns a new client attached to it. Optional parameters can be added for configuring the client.

func (*Client) BeginTx

func (c *Client) BeginTx(ctx context.Context, opts *sql.TxOptions) (*Tx, error)

BeginTx returns a transactional client with options.

func (*Client) Close

func (c *Client) Close() error

Close closes the database connection and prevents new queries from starting.

func (*Client) Debug

func (c *Client) Debug() *Client

Debug returns a new debug-client. It's used to get verbose logging on specific operations.

client.Debug().
	City.
	Query().
	Count(ctx)

func (*Client) Tx

func (c *Client) Tx(ctx context.Context) (*Tx, error)

Tx returns a new transactional client.

func (*Client) Use

func (c *Client) Use(hooks ...Hook)

Use adds the mutation hooks to all the entity clients. In order to add hooks to a specific client, call: `client.Node.Use(...)`.

type ConstraintError

type ConstraintError struct {
	// contains filtered or unexported fields
}

ConstraintError returns when trying to create/update one or more entities and one or more of their constraints failed. For example, violation of edge or field uniqueness.

func (ConstraintError) Error

func (e ConstraintError) Error() string

Error implements the error interface.

func (*ConstraintError) Unwrap

func (e *ConstraintError) Unwrap() error

Unwrap implements the errors.Wrapper interface.

type Construction

type Construction struct {

	// ID of the ent.
	ID int `json:"id,omitempty"`
	// X holds the value of the "x" field.
	X int `json:"x,omitempty"`
	// Y holds the value of the "y" field.
	Y int `json:"y,omitempty"`
	// RawProduction holds the value of the "raw_production" field.
	RawProduction int `json:"raw_production,omitempty"`
	// Type holds the value of the "type" field.
	Type int `json:"type,omitempty"`
	// Level holds the value of the "level" field.
	Level int `json:"level,omitempty"`
	// Modifier holds the value of the "modifier" field.
	Modifier float64 `json:"modifier,omitempty"`
	// NeedRefresh holds the value of the "need_refresh" field.
	NeedRefresh bool `json:"need_refresh,omitempty"`
	// Edges holds the relations/edges for other nodes in the graph.
	// The values are being populated by the ConstructionQuery when eager-loading is set.
	Edges ConstructionEdges `json:"edges"`
	// contains filtered or unexported fields
}

Construction is the model entity for the Construction schema.

func (*Construction) QueryCity

func (c *Construction) QueryCity() *CityQuery

QueryCity queries the city edge of the Construction.

func (*Construction) QueryQueue

func (c *Construction) QueryQueue() *QueueQuery

QueryQueue queries the queue edge of the Construction.

func (*Construction) String

func (c *Construction) String() string

String implements the fmt.Stringer.

func (*Construction) Unwrap

func (c *Construction) Unwrap() *Construction

Unwrap unwraps the entity that was returned from a transaction after it was closed, so that all next queries will be executed through the driver which created the transaction.

func (*Construction) Update

func (c *Construction) Update() *ConstructionUpdateOne

Update returns a builder for updating this Construction. Note that, you need to call Construction.Unwrap() before calling this method, if this Construction was returned from a transaction, and the transaction was committed or rolled back.

type ConstructionClient

type ConstructionClient struct {
	// contains filtered or unexported fields
}

ConstructionClient is a client for the Construction schema.

func NewConstructionClient

func NewConstructionClient(c config) *ConstructionClient

NewConstructionClient returns a client for the Construction from the given config.

func (*ConstructionClient) Create

Create returns a create builder for Construction.

func (*ConstructionClient) Delete

Delete returns a delete builder for Construction.

func (*ConstructionClient) DeleteOne

DeleteOne returns a delete builder for the given entity.

func (*ConstructionClient) DeleteOneID

func (c *ConstructionClient) DeleteOneID(id int) *ConstructionDeleteOne

DeleteOneID returns a delete builder for the given id.

func (*ConstructionClient) Get

Get returns a Construction entity by its id.

func (*ConstructionClient) GetX

GetX is like Get, but panics if an error occurs.

func (*ConstructionClient) Hooks

func (c *ConstructionClient) Hooks() []Hook

Hooks returns the client hooks.

func (*ConstructionClient) Query

Create returns a query builder for Construction.

func (*ConstructionClient) QueryCity

func (c *ConstructionClient) QueryCity(co *Construction) *CityQuery

QueryCity queries the city edge of a Construction.

func (*ConstructionClient) QueryQueue

func (c *ConstructionClient) QueryQueue(co *Construction) *QueueQuery

QueryQueue queries the queue edge of a Construction.

func (*ConstructionClient) Update

Update returns an update builder for Construction.

func (*ConstructionClient) UpdateOne

UpdateOne returns an update builder for the given entity.

func (*ConstructionClient) UpdateOneID

func (c *ConstructionClient) UpdateOneID(id int) *ConstructionUpdateOne

UpdateOneID returns an update builder for the given id.

func (*ConstructionClient) Use

func (c *ConstructionClient) Use(hooks ...Hook)

Use adds a list of mutation hooks to the hooks stack. A call to `Use(f, g, h)` equals to `construction.Hooks(f(g(h())))`.

type ConstructionCreate

type ConstructionCreate struct {
	// contains filtered or unexported fields
}

ConstructionCreate is the builder for creating a Construction entity.

func (*ConstructionCreate) AddQueue

func (cc *ConstructionCreate) AddQueue(q ...*Queue) *ConstructionCreate

AddQueue adds the queue edges to Queue.

func (*ConstructionCreate) AddQueueIDs

func (cc *ConstructionCreate) AddQueueIDs(ids ...int) *ConstructionCreate

AddQueueIDs adds the queue edge to Queue by ids.

func (*ConstructionCreate) Save

Save creates the Construction in the database.

func (*ConstructionCreate) SaveX

SaveX calls Save and panics if Save returns an error.

func (*ConstructionCreate) SetCity

func (cc *ConstructionCreate) SetCity(c *City) *ConstructionCreate

SetCity sets the city edge to City.

func (*ConstructionCreate) SetCityID

func (cc *ConstructionCreate) SetCityID(id int) *ConstructionCreate

SetCityID sets the city edge to City by id.

func (*ConstructionCreate) SetLevel

func (cc *ConstructionCreate) SetLevel(i int) *ConstructionCreate

SetLevel sets the level field.

func (*ConstructionCreate) SetModifier

func (cc *ConstructionCreate) SetModifier(f float64) *ConstructionCreate

SetModifier sets the modifier field.

func (*ConstructionCreate) SetNeedRefresh

func (cc *ConstructionCreate) SetNeedRefresh(b bool) *ConstructionCreate

SetNeedRefresh sets the need_refresh field.

func (*ConstructionCreate) SetNillableCityID

func (cc *ConstructionCreate) SetNillableCityID(id *int) *ConstructionCreate

SetNillableCityID sets the city edge to City by id if the given value is not nil.

func (*ConstructionCreate) SetNillableLevel

func (cc *ConstructionCreate) SetNillableLevel(i *int) *ConstructionCreate

SetNillableLevel sets the level field if the given value is not nil.

func (*ConstructionCreate) SetNillableModifier

func (cc *ConstructionCreate) SetNillableModifier(f *float64) *ConstructionCreate

SetNillableModifier sets the modifier field if the given value is not nil.

func (*ConstructionCreate) SetNillableNeedRefresh

func (cc *ConstructionCreate) SetNillableNeedRefresh(b *bool) *ConstructionCreate

SetNillableNeedRefresh sets the need_refresh field if the given value is not nil.

func (*ConstructionCreate) SetNillableRawProduction

func (cc *ConstructionCreate) SetNillableRawProduction(i *int) *ConstructionCreate

SetNillableRawProduction sets the raw_production field if the given value is not nil.

func (*ConstructionCreate) SetNillableType

func (cc *ConstructionCreate) SetNillableType(i *int) *ConstructionCreate

SetNillableType sets the type field if the given value is not nil.

func (*ConstructionCreate) SetRawProduction

func (cc *ConstructionCreate) SetRawProduction(i int) *ConstructionCreate

SetRawProduction sets the raw_production field.

func (*ConstructionCreate) SetType

func (cc *ConstructionCreate) SetType(i int) *ConstructionCreate

SetType sets the type field.

func (*ConstructionCreate) SetX

SetX sets the x field.

func (*ConstructionCreate) SetY

SetY sets the y field.

type ConstructionDelete

type ConstructionDelete struct {
	// contains filtered or unexported fields
}

ConstructionDelete is the builder for deleting a Construction entity.

func (*ConstructionDelete) Exec

func (cd *ConstructionDelete) Exec(ctx context.Context) (int, error)

Exec executes the deletion query and returns how many vertices were deleted.

func (*ConstructionDelete) ExecX

func (cd *ConstructionDelete) ExecX(ctx context.Context) int

ExecX is like Exec, but panics if an error occurs.

func (*ConstructionDelete) Where

Where adds a new predicate to the delete builder.

type ConstructionDeleteOne

type ConstructionDeleteOne struct {
	// contains filtered or unexported fields
}

ConstructionDeleteOne is the builder for deleting a single Construction entity.

func (*ConstructionDeleteOne) Exec

func (cdo *ConstructionDeleteOne) Exec(ctx context.Context) error

Exec executes the deletion query.

func (*ConstructionDeleteOne) ExecX

func (cdo *ConstructionDeleteOne) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

type ConstructionEdges

type ConstructionEdges struct {
	// City holds the value of the city edge.
	City *City
	// Queue holds the value of the queue edge.
	Queue []*Queue
	// contains filtered or unexported fields
}

ConstructionEdges holds the relations/edges for other nodes in the graph.

func (ConstructionEdges) CityOrErr

func (e ConstructionEdges) CityOrErr() (*City, error)

CityOrErr returns the City value or an error if the edge was not loaded in eager-loading, or loaded but was not found.

func (ConstructionEdges) QueueOrErr

func (e ConstructionEdges) QueueOrErr() ([]*Queue, error)

QueueOrErr returns the Queue value or an error if the edge was not loaded in eager-loading.

type ConstructionGroupBy

type ConstructionGroupBy struct {
	// contains filtered or unexported fields
}

ConstructionGroupBy is the builder for group-by Construction entities.

func (*ConstructionGroupBy) Aggregate

func (cgb *ConstructionGroupBy) Aggregate(fns ...AggregateFunc) *ConstructionGroupBy

Aggregate adds the given aggregation functions to the group-by query.

func (*ConstructionGroupBy) Bools

func (cgb *ConstructionGroupBy) Bools(ctx context.Context) ([]bool, error)

Bools returns list of bools from group-by. It is only allowed when querying group-by with one field.

func (*ConstructionGroupBy) BoolsX

func (cgb *ConstructionGroupBy) BoolsX(ctx context.Context) []bool

BoolsX is like Bools, but panics if an error occurs.

func (*ConstructionGroupBy) Float64s

func (cgb *ConstructionGroupBy) Float64s(ctx context.Context) ([]float64, error)

Float64s returns list of float64s from group-by. It is only allowed when querying group-by with one field.

func (*ConstructionGroupBy) Float64sX

func (cgb *ConstructionGroupBy) Float64sX(ctx context.Context) []float64

Float64sX is like Float64s, but panics if an error occurs.

func (*ConstructionGroupBy) Ints

func (cgb *ConstructionGroupBy) Ints(ctx context.Context) ([]int, error)

Ints returns list of ints from group-by. It is only allowed when querying group-by with one field.

func (*ConstructionGroupBy) IntsX

func (cgb *ConstructionGroupBy) IntsX(ctx context.Context) []int

IntsX is like Ints, but panics if an error occurs.

func (*ConstructionGroupBy) Scan

func (cgb *ConstructionGroupBy) Scan(ctx context.Context, v interface{}) error

Scan applies the group-by query and scan the result into the given value.

func (*ConstructionGroupBy) ScanX

func (cgb *ConstructionGroupBy) ScanX(ctx context.Context, v interface{})

ScanX is like Scan, but panics if an error occurs.

func (*ConstructionGroupBy) Strings

func (cgb *ConstructionGroupBy) Strings(ctx context.Context) ([]string, error)

Strings returns list of strings from group-by. It is only allowed when querying group-by with one field.

func (*ConstructionGroupBy) StringsX

func (cgb *ConstructionGroupBy) StringsX(ctx context.Context) []string

StringsX is like Strings, but panics if an error occurs.

type ConstructionMutation

type ConstructionMutation struct {
	// contains filtered or unexported fields
}

ConstructionMutation represents an operation that mutate the Constructions nodes in the graph.

func (*ConstructionMutation) AddField

func (m *ConstructionMutation) AddField(name string, value ent.Value) error

AddField adds the value for the given name. It returns an error if the field is not defined in the schema, or if the type mismatch the field type.

func (*ConstructionMutation) AddLevel

func (m *ConstructionMutation) AddLevel(i int)

AddLevel adds i to level.

func (*ConstructionMutation) AddModifier

func (m *ConstructionMutation) AddModifier(f float64)

AddModifier adds f to modifier.

func (*ConstructionMutation) AddQueueIDs

func (m *ConstructionMutation) AddQueueIDs(ids ...int)

AddQueueIDs adds the queue edge to Queue by ids.

func (*ConstructionMutation) AddRawProduction

func (m *ConstructionMutation) AddRawProduction(i int)

AddRawProduction adds i to raw_production.

func (*ConstructionMutation) AddType

func (m *ConstructionMutation) AddType(i int)

AddType adds i to type.

func (*ConstructionMutation) AddX

func (m *ConstructionMutation) AddX(i int)

AddX adds i to x.

func (*ConstructionMutation) AddY

func (m *ConstructionMutation) AddY(i int)

AddY adds i to y.

func (*ConstructionMutation) AddedEdges

func (m *ConstructionMutation) AddedEdges() []string

AddedEdges returns all edge names that were set/added in this mutation.

func (*ConstructionMutation) AddedField

func (m *ConstructionMutation) AddedField(name string) (ent.Value, bool)

AddedField returns the numeric value that was in/decremented from a field with the given name. The second value indicates that this field was not set, or was not define in the schema.

func (*ConstructionMutation) AddedFields

func (m *ConstructionMutation) AddedFields() []string

AddedFields returns all numeric fields that were incremented or decremented during this mutation.

func (*ConstructionMutation) AddedIDs

func (m *ConstructionMutation) AddedIDs(name string) []ent.Value

AddedIDs returns all ids (to other nodes) that were added for the given edge name.

func (*ConstructionMutation) AddedLevel

func (m *ConstructionMutation) AddedLevel() (r int, exists bool)

AddedLevel returns the value that was added to the level field in this mutation.

func (*ConstructionMutation) AddedModifier

func (m *ConstructionMutation) AddedModifier() (r float64, exists bool)

AddedModifier returns the value that was added to the modifier field in this mutation.

func (*ConstructionMutation) AddedRawProduction

func (m *ConstructionMutation) AddedRawProduction() (r int, exists bool)

AddedRawProduction returns the value that was added to the raw_production field in this mutation.

func (*ConstructionMutation) AddedType

func (m *ConstructionMutation) AddedType() (r int, exists bool)

AddedType returns the value that was added to the type field in this mutation.

func (*ConstructionMutation) AddedX

func (m *ConstructionMutation) AddedX() (r int, exists bool)

AddedX returns the value that was added to the x field in this mutation.

func (*ConstructionMutation) AddedY

func (m *ConstructionMutation) AddedY() (r int, exists bool)

AddedY returns the value that was added to the y field in this mutation.

func (*ConstructionMutation) CityCleared

func (m *ConstructionMutation) CityCleared() bool

CityCleared returns if the edge city was cleared.

func (*ConstructionMutation) CityID

func (m *ConstructionMutation) CityID() (id int, exists bool)

CityID returns the city id in the mutation.

func (*ConstructionMutation) CityIDs

func (m *ConstructionMutation) CityIDs() (ids []int)

CityIDs returns the city ids in the mutation. Note that ids always returns len(ids) <= 1 for unique edges, and you should use CityID instead. It exists only for internal usage by the builders.

func (*ConstructionMutation) ClearCity

func (m *ConstructionMutation) ClearCity()

ClearCity clears the city edge to City.

func (*ConstructionMutation) ClearEdge

func (m *ConstructionMutation) ClearEdge(name string) error

ClearEdge clears the value for the given name. It returns an error if the edge name is not defined in the schema.

func (*ConstructionMutation) ClearField

func (m *ConstructionMutation) ClearField(name string) error

ClearField clears the value for the given name. It returns an error if the field is not defined in the schema.

func (*ConstructionMutation) ClearedEdges

func (m *ConstructionMutation) ClearedEdges() []string

ClearedEdges returns all edge names that were cleared in this mutation.

func (*ConstructionMutation) ClearedFields

func (m *ConstructionMutation) ClearedFields() []string

ClearedFields returns all nullable fields that were cleared during this mutation.

func (ConstructionMutation) Client

func (m ConstructionMutation) Client() *Client

Client returns a new `ent.Client` from the mutation. If the mutation was executed in a transaction (ent.Tx), a transactional client is returned.

func (*ConstructionMutation) EdgeCleared

func (m *ConstructionMutation) EdgeCleared(name string) bool

EdgeCleared returns a boolean indicates if this edge was cleared in this mutation.

func (*ConstructionMutation) Field

func (m *ConstructionMutation) Field(name string) (ent.Value, bool)

Field returns the value of a field with the given name. The second boolean value indicates that this field was not set, or was not define in the schema.

func (*ConstructionMutation) FieldCleared

func (m *ConstructionMutation) FieldCleared(name string) bool

FieldCleared returns a boolean indicates if this field was cleared in this mutation.

func (*ConstructionMutation) Fields

func (m *ConstructionMutation) Fields() []string

Fields returns all fields that were changed during this mutation. Note that, in order to get all numeric fields that were in/decremented, call AddedFields().

func (*ConstructionMutation) GetType

func (m *ConstructionMutation) GetType() (r int, exists bool)

GetType returns the type value in the mutation.

func (*ConstructionMutation) ID

func (m *ConstructionMutation) ID() (id int, exists bool)

ID returns the id value in the mutation. Note that, the id is available only if it was provided to the builder.

func (*ConstructionMutation) Level

func (m *ConstructionMutation) Level() (r int, exists bool)

Level returns the level value in the mutation.

func (*ConstructionMutation) Modifier

func (m *ConstructionMutation) Modifier() (r float64, exists bool)

Modifier returns the modifier value in the mutation.

func (*ConstructionMutation) NeedRefresh

func (m *ConstructionMutation) NeedRefresh() (r bool, exists bool)

NeedRefresh returns the need_refresh value in the mutation.

func (*ConstructionMutation) Op

func (m *ConstructionMutation) Op() Op

Op returns the operation name.

func (*ConstructionMutation) QueueIDs

func (m *ConstructionMutation) QueueIDs() (ids []int)

QueueIDs returns the queue ids in the mutation.

func (*ConstructionMutation) RawProduction

func (m *ConstructionMutation) RawProduction() (r int, exists bool)

RawProduction returns the raw_production value in the mutation.

func (*ConstructionMutation) RemoveQueueIDs

func (m *ConstructionMutation) RemoveQueueIDs(ids ...int)

RemoveQueueIDs removes the queue edge to Queue by ids.

func (*ConstructionMutation) RemovedEdges

func (m *ConstructionMutation) RemovedEdges() []string

RemovedEdges returns all edge names that were removed in this mutation.

func (*ConstructionMutation) RemovedIDs

func (m *ConstructionMutation) RemovedIDs(name string) []ent.Value

RemovedIDs returns all ids (to other nodes) that were removed for the given edge name.

func (*ConstructionMutation) RemovedQueueIDs

func (m *ConstructionMutation) RemovedQueueIDs() (ids []int)

RemovedQueue returns the removed ids of queue.

func (*ConstructionMutation) ResetCity

func (m *ConstructionMutation) ResetCity()

ResetCity reset all changes of the city edge.

func (*ConstructionMutation) ResetEdge

func (m *ConstructionMutation) ResetEdge(name string) error

ResetEdge resets all changes in the mutation regarding the given edge name. It returns an error if the edge is not defined in the schema.

func (*ConstructionMutation) ResetField

func (m *ConstructionMutation) ResetField(name string) error

ResetField resets all changes in the mutation regarding the given field name. It returns an error if the field is not defined in the schema.

func (*ConstructionMutation) ResetLevel

func (m *ConstructionMutation) ResetLevel()

ResetLevel reset all changes of the level field.

func (*ConstructionMutation) ResetModifier

func (m *ConstructionMutation) ResetModifier()

ResetModifier reset all changes of the modifier field.

func (*ConstructionMutation) ResetNeedRefresh

func (m *ConstructionMutation) ResetNeedRefresh()

ResetNeedRefresh reset all changes of the need_refresh field.

func (*ConstructionMutation) ResetQueue

func (m *ConstructionMutation) ResetQueue()

ResetQueue reset all changes of the queue edge.

func (*ConstructionMutation) ResetRawProduction

func (m *ConstructionMutation) ResetRawProduction()

ResetRawProduction reset all changes of the raw_production field.

func (*ConstructionMutation) ResetType

func (m *ConstructionMutation) ResetType()

ResetType reset all changes of the type field.

func (*ConstructionMutation) ResetX

func (m *ConstructionMutation) ResetX()

ResetX reset all changes of the x field.

func (*ConstructionMutation) ResetY

func (m *ConstructionMutation) ResetY()

ResetY reset all changes of the y field.

func (*ConstructionMutation) SetCityID

func (m *ConstructionMutation) SetCityID(id int)

SetCityID sets the city edge to City by id.

func (*ConstructionMutation) SetField

func (m *ConstructionMutation) SetField(name string, value ent.Value) error

SetField sets the value for the given name. It returns an error if the field is not defined in the schema, or if the type mismatch the field type.

func (*ConstructionMutation) SetLevel

func (m *ConstructionMutation) SetLevel(i int)

SetLevel sets the level field.

func (*ConstructionMutation) SetModifier

func (m *ConstructionMutation) SetModifier(f float64)

SetModifier sets the modifier field.

func (*ConstructionMutation) SetNeedRefresh

func (m *ConstructionMutation) SetNeedRefresh(b bool)

SetNeedRefresh sets the need_refresh field.

func (*ConstructionMutation) SetRawProduction

func (m *ConstructionMutation) SetRawProduction(i int)

SetRawProduction sets the raw_production field.

func (*ConstructionMutation) SetType

func (m *ConstructionMutation) SetType(i int)

SetType sets the type field.

func (*ConstructionMutation) SetX

func (m *ConstructionMutation) SetX(i int)

SetX sets the x field.

func (*ConstructionMutation) SetY

func (m *ConstructionMutation) SetY(i int)

SetY sets the y field.

func (ConstructionMutation) Tx

func (m ConstructionMutation) Tx() (*Tx, error)

Tx returns an `ent.Tx` for mutations that were executed in transactions; it returns an error otherwise.

func (*ConstructionMutation) Type

func (m *ConstructionMutation) Type() string

Type returns the node type of this mutation (Construction).

func (*ConstructionMutation) X

func (m *ConstructionMutation) X() (r int, exists bool)

X returns the x value in the mutation.

func (*ConstructionMutation) Y

func (m *ConstructionMutation) Y() (r int, exists bool)

Y returns the y value in the mutation.

type ConstructionQuery

type ConstructionQuery struct {
	// contains filtered or unexported fields
}

ConstructionQuery is the builder for querying Construction entities.

func (*ConstructionQuery) All

func (cq *ConstructionQuery) All(ctx context.Context) ([]*Construction, error)

All executes the query and returns a list of Constructions.

func (*ConstructionQuery) AllX

func (cq *ConstructionQuery) AllX(ctx context.Context) []*Construction

AllX is like All, but panics if an error occurs.

func (*ConstructionQuery) Clone

func (cq *ConstructionQuery) Clone() *ConstructionQuery

Clone returns a duplicate of the query builder, including all associated steps. It can be used to prepare common query builders and use them differently after the clone is made.

func (*ConstructionQuery) Count

func (cq *ConstructionQuery) Count(ctx context.Context) (int, error)

Count returns the count of the given query.

func (*ConstructionQuery) CountX

func (cq *ConstructionQuery) CountX(ctx context.Context) int

CountX is like Count, but panics if an error occurs.

func (*ConstructionQuery) Exist

func (cq *ConstructionQuery) Exist(ctx context.Context) (bool, error)

Exist returns true if the query has elements in the graph.

func (*ConstructionQuery) ExistX

func (cq *ConstructionQuery) ExistX(ctx context.Context) bool

ExistX is like Exist, but panics if an error occurs.

func (*ConstructionQuery) First

func (cq *ConstructionQuery) First(ctx context.Context) (*Construction, error)

First returns the first Construction entity in the query. Returns *NotFoundError when no construction was found.

func (*ConstructionQuery) FirstID

func (cq *ConstructionQuery) FirstID(ctx context.Context) (id int, err error)

FirstID returns the first Construction id in the query. Returns *NotFoundError when no id was found.

func (*ConstructionQuery) FirstX

func (cq *ConstructionQuery) FirstX(ctx context.Context) *Construction

FirstX is like First, but panics if an error occurs.

func (*ConstructionQuery) FirstXID

func (cq *ConstructionQuery) FirstXID(ctx context.Context) int

FirstXID is like FirstID, but panics if an error occurs.

func (*ConstructionQuery) GroupBy

func (cq *ConstructionQuery) GroupBy(field string, fields ...string) *ConstructionGroupBy

GroupBy used to group vertices by one or more fields/columns. It is often used with aggregate functions, like: count, max, mean, min, sum.

Example:

var v []struct {
	X int `json:"x,omitempty"`
	Count int `json:"count,omitempty"`
}

client.Construction.Query().
	GroupBy(construction.FieldX).
	Aggregate(ent.Count()).
	Scan(ctx, &v)

func (*ConstructionQuery) IDs

func (cq *ConstructionQuery) IDs(ctx context.Context) ([]int, error)

IDs executes the query and returns a list of Construction ids.

func (*ConstructionQuery) IDsX

func (cq *ConstructionQuery) IDsX(ctx context.Context) []int

IDsX is like IDs, but panics if an error occurs.

func (*ConstructionQuery) Limit

func (cq *ConstructionQuery) Limit(limit int) *ConstructionQuery

Limit adds a limit step to the query.

func (*ConstructionQuery) Offset

func (cq *ConstructionQuery) Offset(offset int) *ConstructionQuery

Offset adds an offset step to the query.

func (*ConstructionQuery) Only

Only returns the only Construction entity in the query, returns an error if not exactly one entity was returned.

func (*ConstructionQuery) OnlyID

func (cq *ConstructionQuery) OnlyID(ctx context.Context) (id int, err error)

OnlyID returns the only Construction id in the query, returns an error if not exactly one id was returned.

func (*ConstructionQuery) OnlyX

OnlyX is like Only, but panics if an error occurs.

func (*ConstructionQuery) OnlyXID

func (cq *ConstructionQuery) OnlyXID(ctx context.Context) int

OnlyXID is like OnlyID, but panics if an error occurs.

func (*ConstructionQuery) Order

Order adds an order step to the query.

func (*ConstructionQuery) QueryCity

func (cq *ConstructionQuery) QueryCity() *CityQuery

QueryCity chains the current query on the city edge.

func (*ConstructionQuery) QueryQueue

func (cq *ConstructionQuery) QueryQueue() *QueueQuery

QueryQueue chains the current query on the queue edge.

func (*ConstructionQuery) Select

func (cq *ConstructionQuery) Select(field string, fields ...string) *ConstructionSelect

Select one or more fields from the given query.

Example:

var v []struct {
	X int `json:"x,omitempty"`
}

client.Construction.Query().
	Select(construction.FieldX).
	Scan(ctx, &v)

func (*ConstructionQuery) Where

Where adds a new predicate for the builder.

func (*ConstructionQuery) WithCity

func (cq *ConstructionQuery) WithCity(opts ...func(*CityQuery)) *ConstructionQuery
WithCity tells the query-builder to eager-loads the nodes that are connected to

the "city" edge. The optional arguments used to configure the query builder of the edge.

func (*ConstructionQuery) WithQueue

func (cq *ConstructionQuery) WithQueue(opts ...func(*QueueQuery)) *ConstructionQuery
WithQueue tells the query-builder to eager-loads the nodes that are connected to

the "queue" edge. The optional arguments used to configure the query builder of the edge.

type ConstructionSelect

type ConstructionSelect struct {
	// contains filtered or unexported fields
}

ConstructionSelect is the builder for select fields of Construction entities.

func (*ConstructionSelect) Bools

func (cs *ConstructionSelect) Bools(ctx context.Context) ([]bool, error)

Bools returns list of bools from selector. It is only allowed when selecting one field.

func (*ConstructionSelect) BoolsX

func (cs *ConstructionSelect) BoolsX(ctx context.Context) []bool

BoolsX is like Bools, but panics if an error occurs.

func (*ConstructionSelect) Float64s

func (cs *ConstructionSelect) Float64s(ctx context.Context) ([]float64, error)

Float64s returns list of float64s from selector. It is only allowed when selecting one field.

func (*ConstructionSelect) Float64sX

func (cs *ConstructionSelect) Float64sX(ctx context.Context) []float64

Float64sX is like Float64s, but panics if an error occurs.

func (*ConstructionSelect) Ints

func (cs *ConstructionSelect) Ints(ctx context.Context) ([]int, error)

Ints returns list of ints from selector. It is only allowed when selecting one field.

func (*ConstructionSelect) IntsX

func (cs *ConstructionSelect) IntsX(ctx context.Context) []int

IntsX is like Ints, but panics if an error occurs.

func (*ConstructionSelect) Scan

func (cs *ConstructionSelect) Scan(ctx context.Context, v interface{}) error

Scan applies the selector query and scan the result into the given value.

func (*ConstructionSelect) ScanX

func (cs *ConstructionSelect) ScanX(ctx context.Context, v interface{})

ScanX is like Scan, but panics if an error occurs.

func (*ConstructionSelect) Strings

func (cs *ConstructionSelect) Strings(ctx context.Context) ([]string, error)

Strings returns list of strings from selector. It is only allowed when selecting one field.

func (*ConstructionSelect) StringsX

func (cs *ConstructionSelect) StringsX(ctx context.Context) []string

StringsX is like Strings, but panics if an error occurs.

type ConstructionUpdate

type ConstructionUpdate struct {
	// contains filtered or unexported fields
}

ConstructionUpdate is the builder for updating Construction entities.

func (*ConstructionUpdate) AddLevel

func (cu *ConstructionUpdate) AddLevel(i int) *ConstructionUpdate

AddLevel adds i to level.

func (*ConstructionUpdate) AddModifier

func (cu *ConstructionUpdate) AddModifier(f float64) *ConstructionUpdate

AddModifier adds f to modifier.

func (*ConstructionUpdate) AddQueue

func (cu *ConstructionUpdate) AddQueue(q ...*Queue) *ConstructionUpdate

AddQueue adds the queue edges to Queue.

func (*ConstructionUpdate) AddQueueIDs

func (cu *ConstructionUpdate) AddQueueIDs(ids ...int) *ConstructionUpdate

AddQueueIDs adds the queue edge to Queue by ids.

func (*ConstructionUpdate) AddRawProduction

func (cu *ConstructionUpdate) AddRawProduction(i int) *ConstructionUpdate

AddRawProduction adds i to raw_production.

func (*ConstructionUpdate) AddType

func (cu *ConstructionUpdate) AddType(i int) *ConstructionUpdate

AddType adds i to type.

func (*ConstructionUpdate) AddX

AddX adds i to x.

func (*ConstructionUpdate) AddY

AddY adds i to y.

func (*ConstructionUpdate) ClearCity

func (cu *ConstructionUpdate) ClearCity() *ConstructionUpdate

ClearCity clears the city edge to City.

func (*ConstructionUpdate) Exec

func (cu *ConstructionUpdate) Exec(ctx context.Context) error

Exec executes the query.

func (*ConstructionUpdate) ExecX

func (cu *ConstructionUpdate) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

func (*ConstructionUpdate) RemoveQueue

func (cu *ConstructionUpdate) RemoveQueue(q ...*Queue) *ConstructionUpdate

RemoveQueue removes queue edges to Queue.

func (*ConstructionUpdate) RemoveQueueIDs

func (cu *ConstructionUpdate) RemoveQueueIDs(ids ...int) *ConstructionUpdate

RemoveQueueIDs removes the queue edge to Queue by ids.

func (*ConstructionUpdate) Save

func (cu *ConstructionUpdate) Save(ctx context.Context) (int, error)

Save executes the query and returns the number of rows/vertices matched by this operation.

func (*ConstructionUpdate) SaveX

func (cu *ConstructionUpdate) SaveX(ctx context.Context) int

SaveX is like Save, but panics if an error occurs.

func (*ConstructionUpdate) SetCity

func (cu *ConstructionUpdate) SetCity(c *City) *ConstructionUpdate

SetCity sets the city edge to City.

func (*ConstructionUpdate) SetCityID

func (cu *ConstructionUpdate) SetCityID(id int) *ConstructionUpdate

SetCityID sets the city edge to City by id.

func (*ConstructionUpdate) SetLevel

func (cu *ConstructionUpdate) SetLevel(i int) *ConstructionUpdate

SetLevel sets the level field.

func (*ConstructionUpdate) SetModifier

func (cu *ConstructionUpdate) SetModifier(f float64) *ConstructionUpdate

SetModifier sets the modifier field.

func (*ConstructionUpdate) SetNeedRefresh

func (cu *ConstructionUpdate) SetNeedRefresh(b bool) *ConstructionUpdate

SetNeedRefresh sets the need_refresh field.

func (*ConstructionUpdate) SetNillableCityID

func (cu *ConstructionUpdate) SetNillableCityID(id *int) *ConstructionUpdate

SetNillableCityID sets the city edge to City by id if the given value is not nil.

func (*ConstructionUpdate) SetNillableLevel

func (cu *ConstructionUpdate) SetNillableLevel(i *int) *ConstructionUpdate

SetNillableLevel sets the level field if the given value is not nil.

func (*ConstructionUpdate) SetNillableModifier

func (cu *ConstructionUpdate) SetNillableModifier(f *float64) *ConstructionUpdate

SetNillableModifier sets the modifier field if the given value is not nil.

func (*ConstructionUpdate) SetNillableNeedRefresh

func (cu *ConstructionUpdate) SetNillableNeedRefresh(b *bool) *ConstructionUpdate

SetNillableNeedRefresh sets the need_refresh field if the given value is not nil.

func (*ConstructionUpdate) SetNillableRawProduction

func (cu *ConstructionUpdate) SetNillableRawProduction(i *int) *ConstructionUpdate

SetNillableRawProduction sets the raw_production field if the given value is not nil.

func (*ConstructionUpdate) SetNillableType

func (cu *ConstructionUpdate) SetNillableType(i *int) *ConstructionUpdate

SetNillableType sets the type field if the given value is not nil.

func (*ConstructionUpdate) SetRawProduction

func (cu *ConstructionUpdate) SetRawProduction(i int) *ConstructionUpdate

SetRawProduction sets the raw_production field.

func (*ConstructionUpdate) SetType

func (cu *ConstructionUpdate) SetType(i int) *ConstructionUpdate

SetType sets the type field.

func (*ConstructionUpdate) SetX

SetX sets the x field.

func (*ConstructionUpdate) SetY

SetY sets the y field.

func (*ConstructionUpdate) Where

Where adds a new predicate for the builder.

type ConstructionUpdateOne

type ConstructionUpdateOne struct {
	// contains filtered or unexported fields
}

ConstructionUpdateOne is the builder for updating a single Construction entity.

func (*ConstructionUpdateOne) AddLevel

AddLevel adds i to level.

func (*ConstructionUpdateOne) AddModifier

AddModifier adds f to modifier.

func (*ConstructionUpdateOne) AddQueue

func (cuo *ConstructionUpdateOne) AddQueue(q ...*Queue) *ConstructionUpdateOne

AddQueue adds the queue edges to Queue.

func (*ConstructionUpdateOne) AddQueueIDs

func (cuo *ConstructionUpdateOne) AddQueueIDs(ids ...int) *ConstructionUpdateOne

AddQueueIDs adds the queue edge to Queue by ids.

func (*ConstructionUpdateOne) AddRawProduction

func (cuo *ConstructionUpdateOne) AddRawProduction(i int) *ConstructionUpdateOne

AddRawProduction adds i to raw_production.

func (*ConstructionUpdateOne) AddType

AddType adds i to type.

func (*ConstructionUpdateOne) AddX

AddX adds i to x.

func (*ConstructionUpdateOne) AddY

AddY adds i to y.

func (*ConstructionUpdateOne) ClearCity

func (cuo *ConstructionUpdateOne) ClearCity() *ConstructionUpdateOne

ClearCity clears the city edge to City.

func (*ConstructionUpdateOne) Exec

func (cuo *ConstructionUpdateOne) Exec(ctx context.Context) error

Exec executes the query on the entity.

func (*ConstructionUpdateOne) ExecX

func (cuo *ConstructionUpdateOne) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

func (*ConstructionUpdateOne) RemoveQueue

func (cuo *ConstructionUpdateOne) RemoveQueue(q ...*Queue) *ConstructionUpdateOne

RemoveQueue removes queue edges to Queue.

func (*ConstructionUpdateOne) RemoveQueueIDs

func (cuo *ConstructionUpdateOne) RemoveQueueIDs(ids ...int) *ConstructionUpdateOne

RemoveQueueIDs removes the queue edge to Queue by ids.

func (*ConstructionUpdateOne) Save

Save executes the query and returns the updated entity.

func (*ConstructionUpdateOne) SaveX

SaveX is like Save, but panics if an error occurs.

func (*ConstructionUpdateOne) SetCity

SetCity sets the city edge to City.

func (*ConstructionUpdateOne) SetCityID

func (cuo *ConstructionUpdateOne) SetCityID(id int) *ConstructionUpdateOne

SetCityID sets the city edge to City by id.

func (*ConstructionUpdateOne) SetLevel

SetLevel sets the level field.

func (*ConstructionUpdateOne) SetModifier

SetModifier sets the modifier field.

func (*ConstructionUpdateOne) SetNeedRefresh

func (cuo *ConstructionUpdateOne) SetNeedRefresh(b bool) *ConstructionUpdateOne

SetNeedRefresh sets the need_refresh field.

func (*ConstructionUpdateOne) SetNillableCityID

func (cuo *ConstructionUpdateOne) SetNillableCityID(id *int) *ConstructionUpdateOne

SetNillableCityID sets the city edge to City by id if the given value is not nil.

func (*ConstructionUpdateOne) SetNillableLevel

func (cuo *ConstructionUpdateOne) SetNillableLevel(i *int) *ConstructionUpdateOne

SetNillableLevel sets the level field if the given value is not nil.

func (*ConstructionUpdateOne) SetNillableModifier

func (cuo *ConstructionUpdateOne) SetNillableModifier(f *float64) *ConstructionUpdateOne

SetNillableModifier sets the modifier field if the given value is not nil.

func (*ConstructionUpdateOne) SetNillableNeedRefresh

func (cuo *ConstructionUpdateOne) SetNillableNeedRefresh(b *bool) *ConstructionUpdateOne

SetNillableNeedRefresh sets the need_refresh field if the given value is not nil.

func (*ConstructionUpdateOne) SetNillableRawProduction

func (cuo *ConstructionUpdateOne) SetNillableRawProduction(i *int) *ConstructionUpdateOne

SetNillableRawProduction sets the raw_production field if the given value is not nil.

func (*ConstructionUpdateOne) SetNillableType

func (cuo *ConstructionUpdateOne) SetNillableType(i *int) *ConstructionUpdateOne

SetNillableType sets the type field if the given value is not nil.

func (*ConstructionUpdateOne) SetRawProduction

func (cuo *ConstructionUpdateOne) SetRawProduction(i int) *ConstructionUpdateOne

SetRawProduction sets the raw_production field.

func (*ConstructionUpdateOne) SetType

SetType sets the type field.

func (*ConstructionUpdateOne) SetX

SetX sets the x field.

func (*ConstructionUpdateOne) SetY

SetY sets the y field.

type Constructions

type Constructions []*Construction

Constructions is a parsable slice of Construction.

type Hook

type Hook = ent.Hook

ent aliases to avoid import conflict in user's code.

type MutateFunc

type MutateFunc = ent.MutateFunc

ent aliases to avoid import conflict in user's code.

type Mutation

type Mutation = ent.Mutation

ent aliases to avoid import conflict in user's code.

type Mutator

type Mutator = ent.Mutator

ent aliases to avoid import conflict in user's code.

type NotFoundError

type NotFoundError struct {
	// contains filtered or unexported fields
}

NotFoundError returns when trying to fetch a specific entity and it was not found in the database.

func (*NotFoundError) Error

func (e *NotFoundError) Error() string

Error implements the error interface.

type NotLoadedError

type NotLoadedError struct {
	// contains filtered or unexported fields
}

NotLoadedError returns when trying to get a node that was not loaded by the query.

func (*NotLoadedError) Error

func (e *NotLoadedError) Error() string

Error implements the error interface.

type NotSingularError

type NotSingularError struct {
	// contains filtered or unexported fields
}

NotSingularError returns when trying to fetch a singular entity and more then one was found in the database.

func (*NotSingularError) Error

func (e *NotSingularError) Error() string

Error implements the error interface.

type Op

type Op = ent.Op

ent aliases to avoid import conflict in user's code.

type Option

type Option func(*config)

Option function to configure the client.

func Debug

func Debug() Option

Debug enables debug logging on the ent.Driver.

func Driver

func Driver(driver dialect.Driver) Option

Driver configures the client driver.

func Log

func Log(fn func(...interface{})) Option

Log sets the logging function for debug mode.

type OrderFunc

type OrderFunc func(*sql.Selector)

OrderFunc applies an ordering on either graph traversal or sql selector.

func Asc

func Asc(fields ...string) OrderFunc

Asc applies the given fields in ASC order.

func Desc

func Desc(fields ...string) OrderFunc

Desc applies the given fields in DESC order.

type Policy

type Policy = ent.Policy

ent aliases to avoid import conflict in user's code.

type Query

type Query = ent.Query

ent aliases to avoid import conflict in user's code.

type Queue

type Queue struct {

	// ID of the ent.
	ID int `json:"id,omitempty"`
	// Completion holds the value of the "completion" field.
	Completion time.Time `json:"completion,omitempty"`
	// Action holds the value of the "action" field.
	Action int `json:"action,omitempty"`
	// Order holds the value of the "order" field.
	Order int `json:"order,omitempty"`
	// Edges holds the relations/edges for other nodes in the graph.
	// The values are being populated by the QueueQuery when eager-loading is set.
	Edges QueueEdges `json:"edges"`
	// contains filtered or unexported fields
}

Queue is the model entity for the Queue schema.

func (*Queue) QueryCity

func (q *Queue) QueryCity() *CityQuery

QueryCity queries the city edge of the Queue.

func (*Queue) QueryConstruction

func (q *Queue) QueryConstruction() *ConstructionQuery

QueryConstruction queries the construction edge of the Queue.

func (*Queue) String

func (q *Queue) String() string

String implements the fmt.Stringer.

func (*Queue) Unwrap

func (q *Queue) Unwrap() *Queue

Unwrap unwraps the entity that was returned from a transaction after it was closed, so that all next queries will be executed through the driver which created the transaction.

func (*Queue) Update

func (q *Queue) Update() *QueueUpdateOne

Update returns a builder for updating this Queue. Note that, you need to call Queue.Unwrap() before calling this method, if this Queue was returned from a transaction, and the transaction was committed or rolled back.

type QueueClient

type QueueClient struct {
	// contains filtered or unexported fields
}

QueueClient is a client for the Queue schema.

func NewQueueClient

func NewQueueClient(c config) *QueueClient

NewQueueClient returns a client for the Queue from the given config.

func (*QueueClient) Create

func (c *QueueClient) Create() *QueueCreate

Create returns a create builder for Queue.

func (*QueueClient) Delete

func (c *QueueClient) Delete() *QueueDelete

Delete returns a delete builder for Queue.

func (*QueueClient) DeleteOne

func (c *QueueClient) DeleteOne(q *Queue) *QueueDeleteOne

DeleteOne returns a delete builder for the given entity.

func (*QueueClient) DeleteOneID

func (c *QueueClient) DeleteOneID(id int) *QueueDeleteOne

DeleteOneID returns a delete builder for the given id.

func (*QueueClient) Get

func (c *QueueClient) Get(ctx context.Context, id int) (*Queue, error)

Get returns a Queue entity by its id.

func (*QueueClient) GetX

func (c *QueueClient) GetX(ctx context.Context, id int) *Queue

GetX is like Get, but panics if an error occurs.

func (*QueueClient) Hooks

func (c *QueueClient) Hooks() []Hook

Hooks returns the client hooks.

func (*QueueClient) Query

func (c *QueueClient) Query() *QueueQuery

Create returns a query builder for Queue.

func (*QueueClient) QueryCity

func (c *QueueClient) QueryCity(q *Queue) *CityQuery

QueryCity queries the city edge of a Queue.

func (*QueueClient) QueryConstruction

func (c *QueueClient) QueryConstruction(q *Queue) *ConstructionQuery

QueryConstruction queries the construction edge of a Queue.

func (*QueueClient) Update

func (c *QueueClient) Update() *QueueUpdate

Update returns an update builder for Queue.

func (*QueueClient) UpdateOne

func (c *QueueClient) UpdateOne(q *Queue) *QueueUpdateOne

UpdateOne returns an update builder for the given entity.

func (*QueueClient) UpdateOneID

func (c *QueueClient) UpdateOneID(id int) *QueueUpdateOne

UpdateOneID returns an update builder for the given id.

func (*QueueClient) Use

func (c *QueueClient) Use(hooks ...Hook)

Use adds a list of mutation hooks to the hooks stack. A call to `Use(f, g, h)` equals to `queue.Hooks(f(g(h())))`.

type QueueCreate

type QueueCreate struct {
	// contains filtered or unexported fields
}

QueueCreate is the builder for creating a Queue entity.

func (*QueueCreate) Save

func (qc *QueueCreate) Save(ctx context.Context) (*Queue, error)

Save creates the Queue in the database.

func (*QueueCreate) SaveX

func (qc *QueueCreate) SaveX(ctx context.Context) *Queue

SaveX calls Save and panics if Save returns an error.

func (*QueueCreate) SetAction

func (qc *QueueCreate) SetAction(i int) *QueueCreate

SetAction sets the action field.

func (*QueueCreate) SetCity

func (qc *QueueCreate) SetCity(c *City) *QueueCreate

SetCity sets the city edge to City.

func (*QueueCreate) SetCityID

func (qc *QueueCreate) SetCityID(id int) *QueueCreate

SetCityID sets the city edge to City by id.

func (*QueueCreate) SetCompletion

func (qc *QueueCreate) SetCompletion(t time.Time) *QueueCreate

SetCompletion sets the completion field.

func (*QueueCreate) SetConstruction

func (qc *QueueCreate) SetConstruction(c *Construction) *QueueCreate

SetConstruction sets the construction edge to Construction.

func (*QueueCreate) SetConstructionID

func (qc *QueueCreate) SetConstructionID(id int) *QueueCreate

SetConstructionID sets the construction edge to Construction by id.

func (*QueueCreate) SetNillableCityID

func (qc *QueueCreate) SetNillableCityID(id *int) *QueueCreate

SetNillableCityID sets the city edge to City by id if the given value is not nil.

func (*QueueCreate) SetNillableConstructionID

func (qc *QueueCreate) SetNillableConstructionID(id *int) *QueueCreate

SetNillableConstructionID sets the construction edge to Construction by id if the given value is not nil.

func (*QueueCreate) SetOrder

func (qc *QueueCreate) SetOrder(i int) *QueueCreate

SetOrder sets the order field.

type QueueDelete

type QueueDelete struct {
	// contains filtered or unexported fields
}

QueueDelete is the builder for deleting a Queue entity.

func (*QueueDelete) Exec

func (qd *QueueDelete) Exec(ctx context.Context) (int, error)

Exec executes the deletion query and returns how many vertices were deleted.

func (*QueueDelete) ExecX

func (qd *QueueDelete) ExecX(ctx context.Context) int

ExecX is like Exec, but panics if an error occurs.

func (*QueueDelete) Where

func (qd *QueueDelete) Where(ps ...predicate.Queue) *QueueDelete

Where adds a new predicate to the delete builder.

type QueueDeleteOne

type QueueDeleteOne struct {
	// contains filtered or unexported fields
}

QueueDeleteOne is the builder for deleting a single Queue entity.

func (*QueueDeleteOne) Exec

func (qdo *QueueDeleteOne) Exec(ctx context.Context) error

Exec executes the deletion query.

func (*QueueDeleteOne) ExecX

func (qdo *QueueDeleteOne) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

type QueueEdges

type QueueEdges struct {
	// City holds the value of the city edge.
	City *City
	// Construction holds the value of the construction edge.
	Construction *Construction
	// contains filtered or unexported fields
}

QueueEdges holds the relations/edges for other nodes in the graph.

func (QueueEdges) CityOrErr

func (e QueueEdges) CityOrErr() (*City, error)

CityOrErr returns the City value or an error if the edge was not loaded in eager-loading, or loaded but was not found.

func (QueueEdges) ConstructionOrErr

func (e QueueEdges) ConstructionOrErr() (*Construction, error)

ConstructionOrErr returns the Construction value or an error if the edge was not loaded in eager-loading, or loaded but was not found.

type QueueGroupBy

type QueueGroupBy struct {
	// contains filtered or unexported fields
}

QueueGroupBy is the builder for group-by Queue entities.

func (*QueueGroupBy) Aggregate

func (qgb *QueueGroupBy) Aggregate(fns ...AggregateFunc) *QueueGroupBy

Aggregate adds the given aggregation functions to the group-by query.

func (*QueueGroupBy) Bools

func (qgb *QueueGroupBy) Bools(ctx context.Context) ([]bool, error)

Bools returns list of bools from group-by. It is only allowed when querying group-by with one field.

func (*QueueGroupBy) BoolsX

func (qgb *QueueGroupBy) BoolsX(ctx context.Context) []bool

BoolsX is like Bools, but panics if an error occurs.

func (*QueueGroupBy) Float64s

func (qgb *QueueGroupBy) Float64s(ctx context.Context) ([]float64, error)

Float64s returns list of float64s from group-by. It is only allowed when querying group-by with one field.

func (*QueueGroupBy) Float64sX

func (qgb *QueueGroupBy) Float64sX(ctx context.Context) []float64

Float64sX is like Float64s, but panics if an error occurs.

func (*QueueGroupBy) Ints

func (qgb *QueueGroupBy) Ints(ctx context.Context) ([]int, error)

Ints returns list of ints from group-by. It is only allowed when querying group-by with one field.

func (*QueueGroupBy) IntsX

func (qgb *QueueGroupBy) IntsX(ctx context.Context) []int

IntsX is like Ints, but panics if an error occurs.

func (*QueueGroupBy) Scan

func (qgb *QueueGroupBy) Scan(ctx context.Context, v interface{}) error

Scan applies the group-by query and scan the result into the given value.

func (*QueueGroupBy) ScanX

func (qgb *QueueGroupBy) ScanX(ctx context.Context, v interface{})

ScanX is like Scan, but panics if an error occurs.

func (*QueueGroupBy) Strings

func (qgb *QueueGroupBy) Strings(ctx context.Context) ([]string, error)

Strings returns list of strings from group-by. It is only allowed when querying group-by with one field.

func (*QueueGroupBy) StringsX

func (qgb *QueueGroupBy) StringsX(ctx context.Context) []string

StringsX is like Strings, but panics if an error occurs.

type QueueMutation

type QueueMutation struct {
	// contains filtered or unexported fields
}

QueueMutation represents an operation that mutate the Queues nodes in the graph.

func (*QueueMutation) Action

func (m *QueueMutation) Action() (r int, exists bool)

Action returns the action value in the mutation.

func (*QueueMutation) AddAction

func (m *QueueMutation) AddAction(i int)

AddAction adds i to action.

func (*QueueMutation) AddField

func (m *QueueMutation) AddField(name string, value ent.Value) error

AddField adds the value for the given name. It returns an error if the field is not defined in the schema, or if the type mismatch the field type.

func (*QueueMutation) AddOrder

func (m *QueueMutation) AddOrder(i int)

AddOrder adds i to order.

func (*QueueMutation) AddedAction

func (m *QueueMutation) AddedAction() (r int, exists bool)

AddedAction returns the value that was added to the action field in this mutation.

func (*QueueMutation) AddedEdges

func (m *QueueMutation) AddedEdges() []string

AddedEdges returns all edge names that were set/added in this mutation.

func (*QueueMutation) AddedField

func (m *QueueMutation) AddedField(name string) (ent.Value, bool)

AddedField returns the numeric value that was in/decremented from a field with the given name. The second value indicates that this field was not set, or was not define in the schema.

func (*QueueMutation) AddedFields

func (m *QueueMutation) AddedFields() []string

AddedFields returns all numeric fields that were incremented or decremented during this mutation.

func (*QueueMutation) AddedIDs

func (m *QueueMutation) AddedIDs(name string) []ent.Value

AddedIDs returns all ids (to other nodes) that were added for the given edge name.

func (*QueueMutation) AddedOrder

func (m *QueueMutation) AddedOrder() (r int, exists bool)

AddedOrder returns the value that was added to the order field in this mutation.

func (*QueueMutation) CityCleared

func (m *QueueMutation) CityCleared() bool

CityCleared returns if the edge city was cleared.

func (*QueueMutation) CityID

func (m *QueueMutation) CityID() (id int, exists bool)

CityID returns the city id in the mutation.

func (*QueueMutation) CityIDs

func (m *QueueMutation) CityIDs() (ids []int)

CityIDs returns the city ids in the mutation. Note that ids always returns len(ids) <= 1 for unique edges, and you should use CityID instead. It exists only for internal usage by the builders.

func (*QueueMutation) ClearCity

func (m *QueueMutation) ClearCity()

ClearCity clears the city edge to City.

func (*QueueMutation) ClearConstruction

func (m *QueueMutation) ClearConstruction()

ClearConstruction clears the construction edge to Construction.

func (*QueueMutation) ClearEdge

func (m *QueueMutation) ClearEdge(name string) error

ClearEdge clears the value for the given name. It returns an error if the edge name is not defined in the schema.

func (*QueueMutation) ClearField

func (m *QueueMutation) ClearField(name string) error

ClearField clears the value for the given name. It returns an error if the field is not defined in the schema.

func (*QueueMutation) ClearedEdges

func (m *QueueMutation) ClearedEdges() []string

ClearedEdges returns all edge names that were cleared in this mutation.

func (*QueueMutation) ClearedFields

func (m *QueueMutation) ClearedFields() []string

ClearedFields returns all nullable fields that were cleared during this mutation.

func (QueueMutation) Client

func (m QueueMutation) Client() *Client

Client returns a new `ent.Client` from the mutation. If the mutation was executed in a transaction (ent.Tx), a transactional client is returned.

func (*QueueMutation) Completion

func (m *QueueMutation) Completion() (r time.Time, exists bool)

Completion returns the completion value in the mutation.

func (*QueueMutation) ConstructionCleared

func (m *QueueMutation) ConstructionCleared() bool

ConstructionCleared returns if the edge construction was cleared.

func (*QueueMutation) ConstructionID

func (m *QueueMutation) ConstructionID() (id int, exists bool)

ConstructionID returns the construction id in the mutation.

func (*QueueMutation) ConstructionIDs

func (m *QueueMutation) ConstructionIDs() (ids []int)

ConstructionIDs returns the construction ids in the mutation. Note that ids always returns len(ids) <= 1 for unique edges, and you should use ConstructionID instead. It exists only for internal usage by the builders.

func (*QueueMutation) EdgeCleared

func (m *QueueMutation) EdgeCleared(name string) bool

EdgeCleared returns a boolean indicates if this edge was cleared in this mutation.

func (*QueueMutation) Field

func (m *QueueMutation) Field(name string) (ent.Value, bool)

Field returns the value of a field with the given name. The second boolean value indicates that this field was not set, or was not define in the schema.

func (*QueueMutation) FieldCleared

func (m *QueueMutation) FieldCleared(name string) bool

FieldCleared returns a boolean indicates if this field was cleared in this mutation.

func (*QueueMutation) Fields

func (m *QueueMutation) Fields() []string

Fields returns all fields that were changed during this mutation. Note that, in order to get all numeric fields that were in/decremented, call AddedFields().

func (*QueueMutation) ID

func (m *QueueMutation) ID() (id int, exists bool)

ID returns the id value in the mutation. Note that, the id is available only if it was provided to the builder.

func (*QueueMutation) Op

func (m *QueueMutation) Op() Op

Op returns the operation name.

func (*QueueMutation) Order

func (m *QueueMutation) Order() (r int, exists bool)

Order returns the order value in the mutation.

func (*QueueMutation) RemovedEdges

func (m *QueueMutation) RemovedEdges() []string

RemovedEdges returns all edge names that were removed in this mutation.

func (*QueueMutation) RemovedIDs

func (m *QueueMutation) RemovedIDs(name string) []ent.Value

RemovedIDs returns all ids (to other nodes) that were removed for the given edge name.

func (*QueueMutation) ResetAction

func (m *QueueMutation) ResetAction()

ResetAction reset all changes of the action field.

func (*QueueMutation) ResetCity

func (m *QueueMutation) ResetCity()

ResetCity reset all changes of the city edge.

func (*QueueMutation) ResetCompletion

func (m *QueueMutation) ResetCompletion()

ResetCompletion reset all changes of the completion field.

func (*QueueMutation) ResetConstruction

func (m *QueueMutation) ResetConstruction()

ResetConstruction reset all changes of the construction edge.

func (*QueueMutation) ResetEdge

func (m *QueueMutation) ResetEdge(name string) error

ResetEdge resets all changes in the mutation regarding the given edge name. It returns an error if the edge is not defined in the schema.

func (*QueueMutation) ResetField

func (m *QueueMutation) ResetField(name string) error

ResetField resets all changes in the mutation regarding the given field name. It returns an error if the field is not defined in the schema.

func (*QueueMutation) ResetOrder

func (m *QueueMutation) ResetOrder()

ResetOrder reset all changes of the order field.

func (*QueueMutation) SetAction

func (m *QueueMutation) SetAction(i int)

SetAction sets the action field.

func (*QueueMutation) SetCityID

func (m *QueueMutation) SetCityID(id int)

SetCityID sets the city edge to City by id.

func (*QueueMutation) SetCompletion

func (m *QueueMutation) SetCompletion(t time.Time)

SetCompletion sets the completion field.

func (*QueueMutation) SetConstructionID

func (m *QueueMutation) SetConstructionID(id int)

SetConstructionID sets the construction edge to Construction by id.

func (*QueueMutation) SetField

func (m *QueueMutation) SetField(name string, value ent.Value) error

SetField sets the value for the given name. It returns an error if the field is not defined in the schema, or if the type mismatch the field type.

func (*QueueMutation) SetOrder

func (m *QueueMutation) SetOrder(i int)

SetOrder sets the order field.

func (QueueMutation) Tx

func (m QueueMutation) Tx() (*Tx, error)

Tx returns an `ent.Tx` for mutations that were executed in transactions; it returns an error otherwise.

func (*QueueMutation) Type

func (m *QueueMutation) Type() string

Type returns the node type of this mutation (Queue).

type QueueQuery

type QueueQuery struct {
	// contains filtered or unexported fields
}

QueueQuery is the builder for querying Queue entities.

func (*QueueQuery) All

func (qq *QueueQuery) All(ctx context.Context) ([]*Queue, error)

All executes the query and returns a list of Queues.

func (*QueueQuery) AllX

func (qq *QueueQuery) AllX(ctx context.Context) []*Queue

AllX is like All, but panics if an error occurs.

func (*QueueQuery) Clone

func (qq *QueueQuery) Clone() *QueueQuery

Clone returns a duplicate of the query builder, including all associated steps. It can be used to prepare common query builders and use them differently after the clone is made.

func (*QueueQuery) Count

func (qq *QueueQuery) Count(ctx context.Context) (int, error)

Count returns the count of the given query.

func (*QueueQuery) CountX

func (qq *QueueQuery) CountX(ctx context.Context) int

CountX is like Count, but panics if an error occurs.

func (*QueueQuery) Exist

func (qq *QueueQuery) Exist(ctx context.Context) (bool, error)

Exist returns true if the query has elements in the graph.

func (*QueueQuery) ExistX

func (qq *QueueQuery) ExistX(ctx context.Context) bool

ExistX is like Exist, but panics if an error occurs.

func (*QueueQuery) First

func (qq *QueueQuery) First(ctx context.Context) (*Queue, error)

First returns the first Queue entity in the query. Returns *NotFoundError when no queue was found.

func (*QueueQuery) FirstID

func (qq *QueueQuery) FirstID(ctx context.Context) (id int, err error)

FirstID returns the first Queue id in the query. Returns *NotFoundError when no id was found.

func (*QueueQuery) FirstX

func (qq *QueueQuery) FirstX(ctx context.Context) *Queue

FirstX is like First, but panics if an error occurs.

func (*QueueQuery) FirstXID

func (qq *QueueQuery) FirstXID(ctx context.Context) int

FirstXID is like FirstID, but panics if an error occurs.

func (*QueueQuery) GroupBy

func (qq *QueueQuery) GroupBy(field string, fields ...string) *QueueGroupBy

GroupBy used to group vertices by one or more fields/columns. It is often used with aggregate functions, like: count, max, mean, min, sum.

Example:

var v []struct {
	Completion time.Time `json:"completion,omitempty"`
	Count int `json:"count,omitempty"`
}

client.Queue.Query().
	GroupBy(queue.FieldCompletion).
	Aggregate(ent.Count()).
	Scan(ctx, &v)

func (*QueueQuery) IDs

func (qq *QueueQuery) IDs(ctx context.Context) ([]int, error)

IDs executes the query and returns a list of Queue ids.

func (*QueueQuery) IDsX

func (qq *QueueQuery) IDsX(ctx context.Context) []int

IDsX is like IDs, but panics if an error occurs.

func (*QueueQuery) Limit

func (qq *QueueQuery) Limit(limit int) *QueueQuery

Limit adds a limit step to the query.

func (*QueueQuery) Offset

func (qq *QueueQuery) Offset(offset int) *QueueQuery

Offset adds an offset step to the query.

func (*QueueQuery) Only

func (qq *QueueQuery) Only(ctx context.Context) (*Queue, error)

Only returns the only Queue entity in the query, returns an error if not exactly one entity was returned.

func (*QueueQuery) OnlyID

func (qq *QueueQuery) OnlyID(ctx context.Context) (id int, err error)

OnlyID returns the only Queue id in the query, returns an error if not exactly one id was returned.

func (*QueueQuery) OnlyX

func (qq *QueueQuery) OnlyX(ctx context.Context) *Queue

OnlyX is like Only, but panics if an error occurs.

func (*QueueQuery) OnlyXID

func (qq *QueueQuery) OnlyXID(ctx context.Context) int

OnlyXID is like OnlyID, but panics if an error occurs.

func (*QueueQuery) Order

func (qq *QueueQuery) Order(o ...OrderFunc) *QueueQuery

Order adds an order step to the query.

func (*QueueQuery) QueryCity

func (qq *QueueQuery) QueryCity() *CityQuery

QueryCity chains the current query on the city edge.

func (*QueueQuery) QueryConstruction

func (qq *QueueQuery) QueryConstruction() *ConstructionQuery

QueryConstruction chains the current query on the construction edge.

func (*QueueQuery) Select

func (qq *QueueQuery) Select(field string, fields ...string) *QueueSelect

Select one or more fields from the given query.

Example:

var v []struct {
	Completion time.Time `json:"completion,omitempty"`
}

client.Queue.Query().
	Select(queue.FieldCompletion).
	Scan(ctx, &v)

func (*QueueQuery) Where

func (qq *QueueQuery) Where(ps ...predicate.Queue) *QueueQuery

Where adds a new predicate for the builder.

func (*QueueQuery) WithCity

func (qq *QueueQuery) WithCity(opts ...func(*CityQuery)) *QueueQuery
WithCity tells the query-builder to eager-loads the nodes that are connected to

the "city" edge. The optional arguments used to configure the query builder of the edge.

func (*QueueQuery) WithConstruction

func (qq *QueueQuery) WithConstruction(opts ...func(*ConstructionQuery)) *QueueQuery
WithConstruction tells the query-builder to eager-loads the nodes that are connected to

the "construction" edge. The optional arguments used to configure the query builder of the edge.

type QueueSelect

type QueueSelect struct {
	// contains filtered or unexported fields
}

QueueSelect is the builder for select fields of Queue entities.

func (*QueueSelect) Bools

func (qs *QueueSelect) Bools(ctx context.Context) ([]bool, error)

Bools returns list of bools from selector. It is only allowed when selecting one field.

func (*QueueSelect) BoolsX

func (qs *QueueSelect) BoolsX(ctx context.Context) []bool

BoolsX is like Bools, but panics if an error occurs.

func (*QueueSelect) Float64s

func (qs *QueueSelect) Float64s(ctx context.Context) ([]float64, error)

Float64s returns list of float64s from selector. It is only allowed when selecting one field.

func (*QueueSelect) Float64sX

func (qs *QueueSelect) Float64sX(ctx context.Context) []float64

Float64sX is like Float64s, but panics if an error occurs.

func (*QueueSelect) Ints

func (qs *QueueSelect) Ints(ctx context.Context) ([]int, error)

Ints returns list of ints from selector. It is only allowed when selecting one field.

func (*QueueSelect) IntsX

func (qs *QueueSelect) IntsX(ctx context.Context) []int

IntsX is like Ints, but panics if an error occurs.

func (*QueueSelect) Scan

func (qs *QueueSelect) Scan(ctx context.Context, v interface{}) error

Scan applies the selector query and scan the result into the given value.

func (*QueueSelect) ScanX

func (qs *QueueSelect) ScanX(ctx context.Context, v interface{})

ScanX is like Scan, but panics if an error occurs.

func (*QueueSelect) Strings

func (qs *QueueSelect) Strings(ctx context.Context) ([]string, error)

Strings returns list of strings from selector. It is only allowed when selecting one field.

func (*QueueSelect) StringsX

func (qs *QueueSelect) StringsX(ctx context.Context) []string

StringsX is like Strings, but panics if an error occurs.

type QueueUpdate

type QueueUpdate struct {
	// contains filtered or unexported fields
}

QueueUpdate is the builder for updating Queue entities.

func (*QueueUpdate) AddAction

func (qu *QueueUpdate) AddAction(i int) *QueueUpdate

AddAction adds i to action.

func (*QueueUpdate) AddOrder

func (qu *QueueUpdate) AddOrder(i int) *QueueUpdate

AddOrder adds i to order.

func (*QueueUpdate) ClearCity

func (qu *QueueUpdate) ClearCity() *QueueUpdate

ClearCity clears the city edge to City.

func (*QueueUpdate) ClearConstruction

func (qu *QueueUpdate) ClearConstruction() *QueueUpdate

ClearConstruction clears the construction edge to Construction.

func (*QueueUpdate) Exec

func (qu *QueueUpdate) Exec(ctx context.Context) error

Exec executes the query.

func (*QueueUpdate) ExecX

func (qu *QueueUpdate) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

func (*QueueUpdate) Save

func (qu *QueueUpdate) Save(ctx context.Context) (int, error)

Save executes the query and returns the number of rows/vertices matched by this operation.

func (*QueueUpdate) SaveX

func (qu *QueueUpdate) SaveX(ctx context.Context) int

SaveX is like Save, but panics if an error occurs.

func (*QueueUpdate) SetAction

func (qu *QueueUpdate) SetAction(i int) *QueueUpdate

SetAction sets the action field.

func (*QueueUpdate) SetCity

func (qu *QueueUpdate) SetCity(c *City) *QueueUpdate

SetCity sets the city edge to City.

func (*QueueUpdate) SetCityID

func (qu *QueueUpdate) SetCityID(id int) *QueueUpdate

SetCityID sets the city edge to City by id.

func (*QueueUpdate) SetCompletion

func (qu *QueueUpdate) SetCompletion(t time.Time) *QueueUpdate

SetCompletion sets the completion field.

func (*QueueUpdate) SetConstruction

func (qu *QueueUpdate) SetConstruction(c *Construction) *QueueUpdate

SetConstruction sets the construction edge to Construction.

func (*QueueUpdate) SetConstructionID

func (qu *QueueUpdate) SetConstructionID(id int) *QueueUpdate

SetConstructionID sets the construction edge to Construction by id.

func (*QueueUpdate) SetNillableCityID

func (qu *QueueUpdate) SetNillableCityID(id *int) *QueueUpdate

SetNillableCityID sets the city edge to City by id if the given value is not nil.

func (*QueueUpdate) SetNillableConstructionID

func (qu *QueueUpdate) SetNillableConstructionID(id *int) *QueueUpdate

SetNillableConstructionID sets the construction edge to Construction by id if the given value is not nil.

func (*QueueUpdate) SetOrder

func (qu *QueueUpdate) SetOrder(i int) *QueueUpdate

SetOrder sets the order field.

func (*QueueUpdate) Where

func (qu *QueueUpdate) Where(ps ...predicate.Queue) *QueueUpdate

Where adds a new predicate for the builder.

type QueueUpdateOne

type QueueUpdateOne struct {
	// contains filtered or unexported fields
}

QueueUpdateOne is the builder for updating a single Queue entity.

func (*QueueUpdateOne) AddAction

func (quo *QueueUpdateOne) AddAction(i int) *QueueUpdateOne

AddAction adds i to action.

func (*QueueUpdateOne) AddOrder

func (quo *QueueUpdateOne) AddOrder(i int) *QueueUpdateOne

AddOrder adds i to order.

func (*QueueUpdateOne) ClearCity

func (quo *QueueUpdateOne) ClearCity() *QueueUpdateOne

ClearCity clears the city edge to City.

func (*QueueUpdateOne) ClearConstruction

func (quo *QueueUpdateOne) ClearConstruction() *QueueUpdateOne

ClearConstruction clears the construction edge to Construction.

func (*QueueUpdateOne) Exec

func (quo *QueueUpdateOne) Exec(ctx context.Context) error

Exec executes the query on the entity.

func (*QueueUpdateOne) ExecX

func (quo *QueueUpdateOne) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

func (*QueueUpdateOne) Save

func (quo *QueueUpdateOne) Save(ctx context.Context) (*Queue, error)

Save executes the query and returns the updated entity.

func (*QueueUpdateOne) SaveX

func (quo *QueueUpdateOne) SaveX(ctx context.Context) *Queue

SaveX is like Save, but panics if an error occurs.

func (*QueueUpdateOne) SetAction

func (quo *QueueUpdateOne) SetAction(i int) *QueueUpdateOne

SetAction sets the action field.

func (*QueueUpdateOne) SetCity

func (quo *QueueUpdateOne) SetCity(c *City) *QueueUpdateOne

SetCity sets the city edge to City.

func (*QueueUpdateOne) SetCityID

func (quo *QueueUpdateOne) SetCityID(id int) *QueueUpdateOne

SetCityID sets the city edge to City by id.

func (*QueueUpdateOne) SetCompletion

func (quo *QueueUpdateOne) SetCompletion(t time.Time) *QueueUpdateOne

SetCompletion sets the completion field.

func (*QueueUpdateOne) SetConstruction

func (quo *QueueUpdateOne) SetConstruction(c *Construction) *QueueUpdateOne

SetConstruction sets the construction edge to Construction.

func (*QueueUpdateOne) SetConstructionID

func (quo *QueueUpdateOne) SetConstructionID(id int) *QueueUpdateOne

SetConstructionID sets the construction edge to Construction by id.

func (*QueueUpdateOne) SetNillableCityID

func (quo *QueueUpdateOne) SetNillableCityID(id *int) *QueueUpdateOne

SetNillableCityID sets the city edge to City by id if the given value is not nil.

func (*QueueUpdateOne) SetNillableConstructionID

func (quo *QueueUpdateOne) SetNillableConstructionID(id *int) *QueueUpdateOne

SetNillableConstructionID sets the construction edge to Construction by id if the given value is not nil.

func (*QueueUpdateOne) SetOrder

func (quo *QueueUpdateOne) SetOrder(i int) *QueueUpdateOne

SetOrder sets the order field.

type Queues

type Queues []*Queue

Queues is a parsable slice of Queue.

type Tx

type Tx struct {

	// City is the client for interacting with the City builders.
	City *CityClient
	// Construction is the client for interacting with the Construction builders.
	Construction *ConstructionClient
	// Queue is the client for interacting with the Queue builders.
	Queue *QueueClient
	// User is the client for interacting with the User builders.
	User *UserClient
	// contains filtered or unexported fields
}

Tx is a transactional client that is created by calling Client.Tx().

func TxFromContext

func TxFromContext(ctx context.Context) *Tx

TxFromContext returns the Tx stored in a context, or nil if there isn't one.

func (*Tx) Client

func (tx *Tx) Client() *Client

Client returns a Client that binds to current transaction.

func (*Tx) Commit

func (tx *Tx) Commit() error

Commit commits the transaction.

func (*Tx) OnCommit

func (tx *Tx) OnCommit(f func(error))

OnCommit adds a function to call on commit.

func (*Tx) OnRollback

func (tx *Tx) OnRollback(f func(error))

OnRollback adds a function to call on rollback.

func (*Tx) Rollback

func (tx *Tx) Rollback() error

Rollback rollbacks the transaction.

type User

type User struct {

	// ID of the ent.
	ID int `json:"id,omitempty"`
	// Name holds the value of the "name" field.
	Name string `json:"name,omitempty"`
	// Email holds the value of the "email" field.
	Email string `json:"email,omitempty"`
	// PasswordHash holds the value of the "password_hash" field.
	PasswordHash string `json:"password_hash,omitempty"`
	// Gold holds the value of the "gold" field.
	Gold int `json:"gold,omitempty"`
	// Diamonds holds the value of the "diamonds" field.
	Diamonds int `json:"diamonds,omitempty"`
	// Darkwood holds the value of the "darkwood" field.
	Darkwood int `json:"darkwood,omitempty"`
	// Runestone holds the value of the "runestone" field.
	Runestone int `json:"runestone,omitempty"`
	// Veritium holds the value of the "veritium" field.
	Veritium int `json:"veritium,omitempty"`
	// Trueseed holds the value of the "trueseed" field.
	Trueseed int `json:"trueseed,omitempty"`
	// Rank holds the value of the "rank" field.
	Rank int `json:"rank,omitempty"`
	// AllianceRank holds the value of the "alliance_rank" field.
	AllianceRank int `json:"alliance_rank,omitempty"`
	// Edges holds the relations/edges for other nodes in the graph.
	// The values are being populated by the UserQuery when eager-loading is set.
	Edges UserEdges `json:"edges"`
	// contains filtered or unexported fields
}

User is the model entity for the User schema.

func (*User) QueryCities

func (u *User) QueryCities() *CityQuery

QueryCities queries the cities edge of the User.

func (*User) String

func (u *User) String() string

String implements the fmt.Stringer.

func (*User) Unwrap

func (u *User) Unwrap() *User

Unwrap unwraps the entity that was returned from a transaction after it was closed, so that all next queries will be executed through the driver which created the transaction.

func (*User) Update

func (u *User) Update() *UserUpdateOne

Update returns a builder for updating this User. Note that, you need to call User.Unwrap() before calling this method, if this User was returned from a transaction, and the transaction was committed or rolled back.

type UserClient

type UserClient struct {
	// contains filtered or unexported fields
}

UserClient is a client for the User schema.

func NewUserClient

func NewUserClient(c config) *UserClient

NewUserClient returns a client for the User from the given config.

func (*UserClient) Create

func (c *UserClient) Create() *UserCreate

Create returns a create builder for User.

func (*UserClient) Delete

func (c *UserClient) Delete() *UserDelete

Delete returns a delete builder for User.

func (*UserClient) DeleteOne

func (c *UserClient) DeleteOne(u *User) *UserDeleteOne

DeleteOne returns a delete builder for the given entity.

func (*UserClient) DeleteOneID

func (c *UserClient) DeleteOneID(id int) *UserDeleteOne

DeleteOneID returns a delete builder for the given id.

func (*UserClient) Get

func (c *UserClient) Get(ctx context.Context, id int) (*User, error)

Get returns a User entity by its id.

func (*UserClient) GetX

func (c *UserClient) GetX(ctx context.Context, id int) *User

GetX is like Get, but panics if an error occurs.

func (*UserClient) Hooks

func (c *UserClient) Hooks() []Hook

Hooks returns the client hooks.

func (*UserClient) Query

func (c *UserClient) Query() *UserQuery

Create returns a query builder for User.

func (*UserClient) QueryCities

func (c *UserClient) QueryCities(u *User) *CityQuery

QueryCities queries the cities edge of a User.

func (*UserClient) Update

func (c *UserClient) Update() *UserUpdate

Update returns an update builder for User.

func (*UserClient) UpdateOne

func (c *UserClient) UpdateOne(u *User) *UserUpdateOne

UpdateOne returns an update builder for the given entity.

func (*UserClient) UpdateOneID

func (c *UserClient) UpdateOneID(id int) *UserUpdateOne

UpdateOneID returns an update builder for the given id.

func (*UserClient) Use

func (c *UserClient) Use(hooks ...Hook)

Use adds a list of mutation hooks to the hooks stack. A call to `Use(f, g, h)` equals to `user.Hooks(f(g(h())))`.

type UserCreate

type UserCreate struct {
	// contains filtered or unexported fields
}

UserCreate is the builder for creating a User entity.

func (*UserCreate) AddCities

func (uc *UserCreate) AddCities(c ...*City) *UserCreate

AddCities adds the cities edges to City.

func (*UserCreate) AddCityIDs

func (uc *UserCreate) AddCityIDs(ids ...int) *UserCreate

AddCityIDs adds the cities edge to City by ids.

func (*UserCreate) Save

func (uc *UserCreate) Save(ctx context.Context) (*User, error)

Save creates the User in the database.

func (*UserCreate) SaveX

func (uc *UserCreate) SaveX(ctx context.Context) *User

SaveX calls Save and panics if Save returns an error.

func (*UserCreate) SetAllianceRank

func (uc *UserCreate) SetAllianceRank(i int) *UserCreate

SetAllianceRank sets the alliance_rank field.

func (*UserCreate) SetDarkwood

func (uc *UserCreate) SetDarkwood(i int) *UserCreate

SetDarkwood sets the darkwood field.

func (*UserCreate) SetDiamonds

func (uc *UserCreate) SetDiamonds(i int) *UserCreate

SetDiamonds sets the diamonds field.

func (*UserCreate) SetEmail

func (uc *UserCreate) SetEmail(s string) *UserCreate

SetEmail sets the email field.

func (*UserCreate) SetGold

func (uc *UserCreate) SetGold(i int) *UserCreate

SetGold sets the gold field.

func (*UserCreate) SetName

func (uc *UserCreate) SetName(s string) *UserCreate

SetName sets the name field.

func (*UserCreate) SetNillableAllianceRank

func (uc *UserCreate) SetNillableAllianceRank(i *int) *UserCreate

SetNillableAllianceRank sets the alliance_rank field if the given value is not nil.

func (*UserCreate) SetNillableDarkwood

func (uc *UserCreate) SetNillableDarkwood(i *int) *UserCreate

SetNillableDarkwood sets the darkwood field if the given value is not nil.

func (*UserCreate) SetNillableDiamonds

func (uc *UserCreate) SetNillableDiamonds(i *int) *UserCreate

SetNillableDiamonds sets the diamonds field if the given value is not nil.

func (*UserCreate) SetNillableGold

func (uc *UserCreate) SetNillableGold(i *int) *UserCreate

SetNillableGold sets the gold field if the given value is not nil.

func (*UserCreate) SetNillableRank

func (uc *UserCreate) SetNillableRank(i *int) *UserCreate

SetNillableRank sets the rank field if the given value is not nil.

func (*UserCreate) SetNillableRunestone

func (uc *UserCreate) SetNillableRunestone(i *int) *UserCreate

SetNillableRunestone sets the runestone field if the given value is not nil.

func (*UserCreate) SetNillableTrueseed

func (uc *UserCreate) SetNillableTrueseed(i *int) *UserCreate

SetNillableTrueseed sets the trueseed field if the given value is not nil.

func (*UserCreate) SetNillableVeritium

func (uc *UserCreate) SetNillableVeritium(i *int) *UserCreate

SetNillableVeritium sets the veritium field if the given value is not nil.

func (*UserCreate) SetPasswordHash

func (uc *UserCreate) SetPasswordHash(s string) *UserCreate

SetPasswordHash sets the password_hash field.

func (*UserCreate) SetRank

func (uc *UserCreate) SetRank(i int) *UserCreate

SetRank sets the rank field.

func (*UserCreate) SetRunestone

func (uc *UserCreate) SetRunestone(i int) *UserCreate

SetRunestone sets the runestone field.

func (*UserCreate) SetTrueseed

func (uc *UserCreate) SetTrueseed(i int) *UserCreate

SetTrueseed sets the trueseed field.

func (*UserCreate) SetVeritium

func (uc *UserCreate) SetVeritium(i int) *UserCreate

SetVeritium sets the veritium field.

type UserDelete

type UserDelete struct {
	// contains filtered or unexported fields
}

UserDelete is the builder for deleting a User entity.

func (*UserDelete) Exec

func (ud *UserDelete) Exec(ctx context.Context) (int, error)

Exec executes the deletion query and returns how many vertices were deleted.

func (*UserDelete) ExecX

func (ud *UserDelete) ExecX(ctx context.Context) int

ExecX is like Exec, but panics if an error occurs.

func (*UserDelete) Where

func (ud *UserDelete) Where(ps ...predicate.User) *UserDelete

Where adds a new predicate to the delete builder.

type UserDeleteOne

type UserDeleteOne struct {
	// contains filtered or unexported fields
}

UserDeleteOne is the builder for deleting a single User entity.

func (*UserDeleteOne) Exec

func (udo *UserDeleteOne) Exec(ctx context.Context) error

Exec executes the deletion query.

func (*UserDeleteOne) ExecX

func (udo *UserDeleteOne) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

type UserEdges

type UserEdges struct {
	// Cities holds the value of the cities edge.
	Cities []*City
	// contains filtered or unexported fields
}

UserEdges holds the relations/edges for other nodes in the graph.

func (UserEdges) CitiesOrErr

func (e UserEdges) CitiesOrErr() ([]*City, error)

CitiesOrErr returns the Cities value or an error if the edge was not loaded in eager-loading.

type UserGroupBy

type UserGroupBy struct {
	// contains filtered or unexported fields
}

UserGroupBy is the builder for group-by User entities.

func (*UserGroupBy) Aggregate

func (ugb *UserGroupBy) Aggregate(fns ...AggregateFunc) *UserGroupBy

Aggregate adds the given aggregation functions to the group-by query.

func (*UserGroupBy) Bools

func (ugb *UserGroupBy) Bools(ctx context.Context) ([]bool, error)

Bools returns list of bools from group-by. It is only allowed when querying group-by with one field.

func (*UserGroupBy) BoolsX

func (ugb *UserGroupBy) BoolsX(ctx context.Context) []bool

BoolsX is like Bools, but panics if an error occurs.

func (*UserGroupBy) Float64s

func (ugb *UserGroupBy) Float64s(ctx context.Context) ([]float64, error)

Float64s returns list of float64s from group-by. It is only allowed when querying group-by with one field.

func (*UserGroupBy) Float64sX

func (ugb *UserGroupBy) Float64sX(ctx context.Context) []float64

Float64sX is like Float64s, but panics if an error occurs.

func (*UserGroupBy) Ints

func (ugb *UserGroupBy) Ints(ctx context.Context) ([]int, error)

Ints returns list of ints from group-by. It is only allowed when querying group-by with one field.

func (*UserGroupBy) IntsX

func (ugb *UserGroupBy) IntsX(ctx context.Context) []int

IntsX is like Ints, but panics if an error occurs.

func (*UserGroupBy) Scan

func (ugb *UserGroupBy) Scan(ctx context.Context, v interface{}) error

Scan applies the group-by query and scan the result into the given value.

func (*UserGroupBy) ScanX

func (ugb *UserGroupBy) ScanX(ctx context.Context, v interface{})

ScanX is like Scan, but panics if an error occurs.

func (*UserGroupBy) Strings

func (ugb *UserGroupBy) Strings(ctx context.Context) ([]string, error)

Strings returns list of strings from group-by. It is only allowed when querying group-by with one field.

func (*UserGroupBy) StringsX

func (ugb *UserGroupBy) StringsX(ctx context.Context) []string

StringsX is like Strings, but panics if an error occurs.

type UserMutation

type UserMutation struct {
	// contains filtered or unexported fields
}

UserMutation represents an operation that mutate the Users nodes in the graph.

func (*UserMutation) AddAllianceRank

func (m *UserMutation) AddAllianceRank(i int)

AddAllianceRank adds i to alliance_rank.

func (*UserMutation) AddCityIDs

func (m *UserMutation) AddCityIDs(ids ...int)

AddCityIDs adds the cities edge to City by ids.

func (*UserMutation) AddDarkwood

func (m *UserMutation) AddDarkwood(i int)

AddDarkwood adds i to darkwood.

func (*UserMutation) AddDiamonds

func (m *UserMutation) AddDiamonds(i int)

AddDiamonds adds i to diamonds.

func (*UserMutation) AddField

func (m *UserMutation) AddField(name string, value ent.Value) error

AddField adds the value for the given name. It returns an error if the field is not defined in the schema, or if the type mismatch the field type.

func (*UserMutation) AddGold

func (m *UserMutation) AddGold(i int)

AddGold adds i to gold.

func (*UserMutation) AddRank

func (m *UserMutation) AddRank(i int)

AddRank adds i to rank.

func (*UserMutation) AddRunestone

func (m *UserMutation) AddRunestone(i int)

AddRunestone adds i to runestone.

func (*UserMutation) AddTrueseed

func (m *UserMutation) AddTrueseed(i int)

AddTrueseed adds i to trueseed.

func (*UserMutation) AddVeritium

func (m *UserMutation) AddVeritium(i int)

AddVeritium adds i to veritium.

func (*UserMutation) AddedAllianceRank

func (m *UserMutation) AddedAllianceRank() (r int, exists bool)

AddedAllianceRank returns the value that was added to the alliance_rank field in this mutation.

func (*UserMutation) AddedDarkwood

func (m *UserMutation) AddedDarkwood() (r int, exists bool)

AddedDarkwood returns the value that was added to the darkwood field in this mutation.

func (*UserMutation) AddedDiamonds

func (m *UserMutation) AddedDiamonds() (r int, exists bool)

AddedDiamonds returns the value that was added to the diamonds field in this mutation.

func (*UserMutation) AddedEdges

func (m *UserMutation) AddedEdges() []string

AddedEdges returns all edge names that were set/added in this mutation.

func (*UserMutation) AddedField

func (m *UserMutation) AddedField(name string) (ent.Value, bool)

AddedField returns the numeric value that was in/decremented from a field with the given name. The second value indicates that this field was not set, or was not define in the schema.

func (*UserMutation) AddedFields

func (m *UserMutation) AddedFields() []string

AddedFields returns all numeric fields that were incremented or decremented during this mutation.

func (*UserMutation) AddedGold

func (m *UserMutation) AddedGold() (r int, exists bool)

AddedGold returns the value that was added to the gold field in this mutation.

func (*UserMutation) AddedIDs

func (m *UserMutation) AddedIDs(name string) []ent.Value

AddedIDs returns all ids (to other nodes) that were added for the given edge name.

func (*UserMutation) AddedRank

func (m *UserMutation) AddedRank() (r int, exists bool)

AddedRank returns the value that was added to the rank field in this mutation.

func (*UserMutation) AddedRunestone

func (m *UserMutation) AddedRunestone() (r int, exists bool)

AddedRunestone returns the value that was added to the runestone field in this mutation.

func (*UserMutation) AddedTrueseed

func (m *UserMutation) AddedTrueseed() (r int, exists bool)

AddedTrueseed returns the value that was added to the trueseed field in this mutation.

func (*UserMutation) AddedVeritium

func (m *UserMutation) AddedVeritium() (r int, exists bool)

AddedVeritium returns the value that was added to the veritium field in this mutation.

func (*UserMutation) AllianceRank

func (m *UserMutation) AllianceRank() (r int, exists bool)

AllianceRank returns the alliance_rank value in the mutation.

func (*UserMutation) CitiesIDs

func (m *UserMutation) CitiesIDs() (ids []int)

CitiesIDs returns the cities ids in the mutation.

func (*UserMutation) ClearEdge

func (m *UserMutation) ClearEdge(name string) error

ClearEdge clears the value for the given name. It returns an error if the edge name is not defined in the schema.

func (*UserMutation) ClearField

func (m *UserMutation) ClearField(name string) error

ClearField clears the value for the given name. It returns an error if the field is not defined in the schema.

func (*UserMutation) ClearedEdges

func (m *UserMutation) ClearedEdges() []string

ClearedEdges returns all edge names that were cleared in this mutation.

func (*UserMutation) ClearedFields

func (m *UserMutation) ClearedFields() []string

ClearedFields returns all nullable fields that were cleared during this mutation.

func (UserMutation) Client

func (m UserMutation) Client() *Client

Client returns a new `ent.Client` from the mutation. If the mutation was executed in a transaction (ent.Tx), a transactional client is returned.

func (*UserMutation) Darkwood

func (m *UserMutation) Darkwood() (r int, exists bool)

Darkwood returns the darkwood value in the mutation.

func (*UserMutation) Diamonds

func (m *UserMutation) Diamonds() (r int, exists bool)

Diamonds returns the diamonds value in the mutation.

func (*UserMutation) EdgeCleared

func (m *UserMutation) EdgeCleared(name string) bool

EdgeCleared returns a boolean indicates if this edge was cleared in this mutation.

func (*UserMutation) Email

func (m *UserMutation) Email() (r string, exists bool)

Email returns the email value in the mutation.

func (*UserMutation) Field

func (m *UserMutation) Field(name string) (ent.Value, bool)

Field returns the value of a field with the given name. The second boolean value indicates that this field was not set, or was not define in the schema.

func (*UserMutation) FieldCleared

func (m *UserMutation) FieldCleared(name string) bool

FieldCleared returns a boolean indicates if this field was cleared in this mutation.

func (*UserMutation) Fields

func (m *UserMutation) Fields() []string

Fields returns all fields that were changed during this mutation. Note that, in order to get all numeric fields that were in/decremented, call AddedFields().

func (*UserMutation) Gold

func (m *UserMutation) Gold() (r int, exists bool)

Gold returns the gold value in the mutation.

func (*UserMutation) ID

func (m *UserMutation) ID() (id int, exists bool)

ID returns the id value in the mutation. Note that, the id is available only if it was provided to the builder.

func (*UserMutation) Name

func (m *UserMutation) Name() (r string, exists bool)

Name returns the name value in the mutation.

func (*UserMutation) Op

func (m *UserMutation) Op() Op

Op returns the operation name.

func (*UserMutation) PasswordHash

func (m *UserMutation) PasswordHash() (r string, exists bool)

PasswordHash returns the password_hash value in the mutation.

func (*UserMutation) Rank

func (m *UserMutation) Rank() (r int, exists bool)

Rank returns the rank value in the mutation.

func (*UserMutation) RemoveCityIDs

func (m *UserMutation) RemoveCityIDs(ids ...int)

RemoveCityIDs removes the cities edge to City by ids.

func (*UserMutation) RemovedCitiesIDs

func (m *UserMutation) RemovedCitiesIDs() (ids []int)

RemovedCities returns the removed ids of cities.

func (*UserMutation) RemovedEdges

func (m *UserMutation) RemovedEdges() []string

RemovedEdges returns all edge names that were removed in this mutation.

func (*UserMutation) RemovedIDs

func (m *UserMutation) RemovedIDs(name string) []ent.Value

RemovedIDs returns all ids (to other nodes) that were removed for the given edge name.

func (*UserMutation) ResetAllianceRank

func (m *UserMutation) ResetAllianceRank()

ResetAllianceRank reset all changes of the alliance_rank field.

func (*UserMutation) ResetCities

func (m *UserMutation) ResetCities()

ResetCities reset all changes of the cities edge.

func (*UserMutation) ResetDarkwood

func (m *UserMutation) ResetDarkwood()

ResetDarkwood reset all changes of the darkwood field.

func (*UserMutation) ResetDiamonds

func (m *UserMutation) ResetDiamonds()

ResetDiamonds reset all changes of the diamonds field.

func (*UserMutation) ResetEdge

func (m *UserMutation) ResetEdge(name string) error

ResetEdge resets all changes in the mutation regarding the given edge name. It returns an error if the edge is not defined in the schema.

func (*UserMutation) ResetEmail

func (m *UserMutation) ResetEmail()

ResetEmail reset all changes of the email field.

func (*UserMutation) ResetField

func (m *UserMutation) ResetField(name string) error

ResetField resets all changes in the mutation regarding the given field name. It returns an error if the field is not defined in the schema.

func (*UserMutation) ResetGold

func (m *UserMutation) ResetGold()

ResetGold reset all changes of the gold field.

func (*UserMutation) ResetName

func (m *UserMutation) ResetName()

ResetName reset all changes of the name field.

func (*UserMutation) ResetPasswordHash

func (m *UserMutation) ResetPasswordHash()

ResetPasswordHash reset all changes of the password_hash field.

func (*UserMutation) ResetRank

func (m *UserMutation) ResetRank()

ResetRank reset all changes of the rank field.

func (*UserMutation) ResetRunestone

func (m *UserMutation) ResetRunestone()

ResetRunestone reset all changes of the runestone field.

func (*UserMutation) ResetTrueseed

func (m *UserMutation) ResetTrueseed()

ResetTrueseed reset all changes of the trueseed field.

func (*UserMutation) ResetVeritium

func (m *UserMutation) ResetVeritium()

ResetVeritium reset all changes of the veritium field.

func (*UserMutation) Runestone

func (m *UserMutation) Runestone() (r int, exists bool)

Runestone returns the runestone value in the mutation.

func (*UserMutation) SetAllianceRank

func (m *UserMutation) SetAllianceRank(i int)

SetAllianceRank sets the alliance_rank field.

func (*UserMutation) SetDarkwood

func (m *UserMutation) SetDarkwood(i int)

SetDarkwood sets the darkwood field.

func (*UserMutation) SetDiamonds

func (m *UserMutation) SetDiamonds(i int)

SetDiamonds sets the diamonds field.

func (*UserMutation) SetEmail

func (m *UserMutation) SetEmail(s string)

SetEmail sets the email field.

func (*UserMutation) SetField

func (m *UserMutation) SetField(name string, value ent.Value) error

SetField sets the value for the given name. It returns an error if the field is not defined in the schema, or if the type mismatch the field type.

func (*UserMutation) SetGold

func (m *UserMutation) SetGold(i int)

SetGold sets the gold field.

func (*UserMutation) SetName

func (m *UserMutation) SetName(s string)

SetName sets the name field.

func (*UserMutation) SetPasswordHash

func (m *UserMutation) SetPasswordHash(s string)

SetPasswordHash sets the password_hash field.

func (*UserMutation) SetRank

func (m *UserMutation) SetRank(i int)

SetRank sets the rank field.

func (*UserMutation) SetRunestone

func (m *UserMutation) SetRunestone(i int)

SetRunestone sets the runestone field.

func (*UserMutation) SetTrueseed

func (m *UserMutation) SetTrueseed(i int)

SetTrueseed sets the trueseed field.

func (*UserMutation) SetVeritium

func (m *UserMutation) SetVeritium(i int)

SetVeritium sets the veritium field.

func (*UserMutation) Trueseed

func (m *UserMutation) Trueseed() (r int, exists bool)

Trueseed returns the trueseed value in the mutation.

func (UserMutation) Tx

func (m UserMutation) Tx() (*Tx, error)

Tx returns an `ent.Tx` for mutations that were executed in transactions; it returns an error otherwise.

func (*UserMutation) Type

func (m *UserMutation) Type() string

Type returns the node type of this mutation (User).

func (*UserMutation) Veritium

func (m *UserMutation) Veritium() (r int, exists bool)

Veritium returns the veritium value in the mutation.

type UserQuery

type UserQuery struct {
	// contains filtered or unexported fields
}

UserQuery is the builder for querying User entities.

func (*UserQuery) All

func (uq *UserQuery) All(ctx context.Context) ([]*User, error)

All executes the query and returns a list of Users.

func (*UserQuery) AllX

func (uq *UserQuery) AllX(ctx context.Context) []*User

AllX is like All, but panics if an error occurs.

func (*UserQuery) Clone

func (uq *UserQuery) Clone() *UserQuery

Clone returns a duplicate of the query builder, including all associated steps. It can be used to prepare common query builders and use them differently after the clone is made.

func (*UserQuery) Count

func (uq *UserQuery) Count(ctx context.Context) (int, error)

Count returns the count of the given query.

func (*UserQuery) CountX

func (uq *UserQuery) CountX(ctx context.Context) int

CountX is like Count, but panics if an error occurs.

func (*UserQuery) Exist

func (uq *UserQuery) Exist(ctx context.Context) (bool, error)

Exist returns true if the query has elements in the graph.

func (*UserQuery) ExistX

func (uq *UserQuery) ExistX(ctx context.Context) bool

ExistX is like Exist, but panics if an error occurs.

func (*UserQuery) First

func (uq *UserQuery) First(ctx context.Context) (*User, error)

First returns the first User entity in the query. Returns *NotFoundError when no user was found.

func (*UserQuery) FirstID

func (uq *UserQuery) FirstID(ctx context.Context) (id int, err error)

FirstID returns the first User id in the query. Returns *NotFoundError when no id was found.

func (*UserQuery) FirstX

func (uq *UserQuery) FirstX(ctx context.Context) *User

FirstX is like First, but panics if an error occurs.

func (*UserQuery) FirstXID

func (uq *UserQuery) FirstXID(ctx context.Context) int

FirstXID is like FirstID, but panics if an error occurs.

func (*UserQuery) GroupBy

func (uq *UserQuery) GroupBy(field string, fields ...string) *UserGroupBy

GroupBy used to group vertices by one or more fields/columns. It is often used with aggregate functions, like: count, max, mean, min, sum.

Example:

var v []struct {
	Name string `json:"name,omitempty"`
	Count int `json:"count,omitempty"`
}

client.User.Query().
	GroupBy(user.FieldName).
	Aggregate(ent.Count()).
	Scan(ctx, &v)

func (*UserQuery) IDs

func (uq *UserQuery) IDs(ctx context.Context) ([]int, error)

IDs executes the query and returns a list of User ids.

func (*UserQuery) IDsX

func (uq *UserQuery) IDsX(ctx context.Context) []int

IDsX is like IDs, but panics if an error occurs.

func (*UserQuery) Limit

func (uq *UserQuery) Limit(limit int) *UserQuery

Limit adds a limit step to the query.

func (*UserQuery) Offset

func (uq *UserQuery) Offset(offset int) *UserQuery

Offset adds an offset step to the query.

func (*UserQuery) Only

func (uq *UserQuery) Only(ctx context.Context) (*User, error)

Only returns the only User entity in the query, returns an error if not exactly one entity was returned.

func (*UserQuery) OnlyID

func (uq *UserQuery) OnlyID(ctx context.Context) (id int, err error)

OnlyID returns the only User id in the query, returns an error if not exactly one id was returned.

func (*UserQuery) OnlyX

func (uq *UserQuery) OnlyX(ctx context.Context) *User

OnlyX is like Only, but panics if an error occurs.

func (*UserQuery) OnlyXID

func (uq *UserQuery) OnlyXID(ctx context.Context) int

OnlyXID is like OnlyID, but panics if an error occurs.

func (*UserQuery) Order

func (uq *UserQuery) Order(o ...OrderFunc) *UserQuery

Order adds an order step to the query.

func (*UserQuery) QueryCities

func (uq *UserQuery) QueryCities() *CityQuery

QueryCities chains the current query on the cities edge.

func (*UserQuery) Select

func (uq *UserQuery) Select(field string, fields ...string) *UserSelect

Select one or more fields from the given query.

Example:

var v []struct {
	Name string `json:"name,omitempty"`
}

client.User.Query().
	Select(user.FieldName).
	Scan(ctx, &v)

func (*UserQuery) Where

func (uq *UserQuery) Where(ps ...predicate.User) *UserQuery

Where adds a new predicate for the builder.

func (*UserQuery) WithCities

func (uq *UserQuery) WithCities(opts ...func(*CityQuery)) *UserQuery
WithCities tells the query-builder to eager-loads the nodes that are connected to

the "cities" edge. The optional arguments used to configure the query builder of the edge.

type UserSelect

type UserSelect struct {
	// contains filtered or unexported fields
}

UserSelect is the builder for select fields of User entities.

func (*UserSelect) Bools

func (us *UserSelect) Bools(ctx context.Context) ([]bool, error)

Bools returns list of bools from selector. It is only allowed when selecting one field.

func (*UserSelect) BoolsX

func (us *UserSelect) BoolsX(ctx context.Context) []bool

BoolsX is like Bools, but panics if an error occurs.

func (*UserSelect) Float64s

func (us *UserSelect) Float64s(ctx context.Context) ([]float64, error)

Float64s returns list of float64s from selector. It is only allowed when selecting one field.

func (*UserSelect) Float64sX

func (us *UserSelect) Float64sX(ctx context.Context) []float64

Float64sX is like Float64s, but panics if an error occurs.

func (*UserSelect) Ints

func (us *UserSelect) Ints(ctx context.Context) ([]int, error)

Ints returns list of ints from selector. It is only allowed when selecting one field.

func (*UserSelect) IntsX

func (us *UserSelect) IntsX(ctx context.Context) []int

IntsX is like Ints, but panics if an error occurs.

func (*UserSelect) Scan

func (us *UserSelect) Scan(ctx context.Context, v interface{}) error

Scan applies the selector query and scan the result into the given value.

func (*UserSelect) ScanX

func (us *UserSelect) ScanX(ctx context.Context, v interface{})

ScanX is like Scan, but panics if an error occurs.

func (*UserSelect) Strings

func (us *UserSelect) Strings(ctx context.Context) ([]string, error)

Strings returns list of strings from selector. It is only allowed when selecting one field.

func (*UserSelect) StringsX

func (us *UserSelect) StringsX(ctx context.Context) []string

StringsX is like Strings, but panics if an error occurs.

type UserUpdate

type UserUpdate struct {
	// contains filtered or unexported fields
}

UserUpdate is the builder for updating User entities.

func (*UserUpdate) AddAllianceRank

func (uu *UserUpdate) AddAllianceRank(i int) *UserUpdate

AddAllianceRank adds i to alliance_rank.

func (*UserUpdate) AddCities

func (uu *UserUpdate) AddCities(c ...*City) *UserUpdate

AddCities adds the cities edges to City.

func (*UserUpdate) AddCityIDs

func (uu *UserUpdate) AddCityIDs(ids ...int) *UserUpdate

AddCityIDs adds the cities edge to City by ids.

func (*UserUpdate) AddDarkwood

func (uu *UserUpdate) AddDarkwood(i int) *UserUpdate

AddDarkwood adds i to darkwood.

func (*UserUpdate) AddDiamonds

func (uu *UserUpdate) AddDiamonds(i int) *UserUpdate

AddDiamonds adds i to diamonds.

func (*UserUpdate) AddGold

func (uu *UserUpdate) AddGold(i int) *UserUpdate

AddGold adds i to gold.

func (*UserUpdate) AddRank

func (uu *UserUpdate) AddRank(i int) *UserUpdate

AddRank adds i to rank.

func (*UserUpdate) AddRunestone

func (uu *UserUpdate) AddRunestone(i int) *UserUpdate

AddRunestone adds i to runestone.

func (*UserUpdate) AddTrueseed

func (uu *UserUpdate) AddTrueseed(i int) *UserUpdate

AddTrueseed adds i to trueseed.

func (*UserUpdate) AddVeritium

func (uu *UserUpdate) AddVeritium(i int) *UserUpdate

AddVeritium adds i to veritium.

func (*UserUpdate) Exec

func (uu *UserUpdate) Exec(ctx context.Context) error

Exec executes the query.

func (*UserUpdate) ExecX

func (uu *UserUpdate) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

func (*UserUpdate) RemoveCities

func (uu *UserUpdate) RemoveCities(c ...*City) *UserUpdate

RemoveCities removes cities edges to City.

func (*UserUpdate) RemoveCityIDs

func (uu *UserUpdate) RemoveCityIDs(ids ...int) *UserUpdate

RemoveCityIDs removes the cities edge to City by ids.

func (*UserUpdate) Save

func (uu *UserUpdate) Save(ctx context.Context) (int, error)

Save executes the query and returns the number of rows/vertices matched by this operation.

func (*UserUpdate) SaveX

func (uu *UserUpdate) SaveX(ctx context.Context) int

SaveX is like Save, but panics if an error occurs.

func (*UserUpdate) SetAllianceRank

func (uu *UserUpdate) SetAllianceRank(i int) *UserUpdate

SetAllianceRank sets the alliance_rank field.

func (*UserUpdate) SetDarkwood

func (uu *UserUpdate) SetDarkwood(i int) *UserUpdate

SetDarkwood sets the darkwood field.

func (*UserUpdate) SetDiamonds

func (uu *UserUpdate) SetDiamonds(i int) *UserUpdate

SetDiamonds sets the diamonds field.

func (*UserUpdate) SetEmail

func (uu *UserUpdate) SetEmail(s string) *UserUpdate

SetEmail sets the email field.

func (*UserUpdate) SetGold

func (uu *UserUpdate) SetGold(i int) *UserUpdate

SetGold sets the gold field.

func (*UserUpdate) SetName

func (uu *UserUpdate) SetName(s string) *UserUpdate

SetName sets the name field.

func (*UserUpdate) SetNillableAllianceRank

func (uu *UserUpdate) SetNillableAllianceRank(i *int) *UserUpdate

SetNillableAllianceRank sets the alliance_rank field if the given value is not nil.

func (*UserUpdate) SetNillableDarkwood

func (uu *UserUpdate) SetNillableDarkwood(i *int) *UserUpdate

SetNillableDarkwood sets the darkwood field if the given value is not nil.

func (*UserUpdate) SetNillableDiamonds

func (uu *UserUpdate) SetNillableDiamonds(i *int) *UserUpdate

SetNillableDiamonds sets the diamonds field if the given value is not nil.

func (*UserUpdate) SetNillableGold

func (uu *UserUpdate) SetNillableGold(i *int) *UserUpdate

SetNillableGold sets the gold field if the given value is not nil.

func (*UserUpdate) SetNillableRank

func (uu *UserUpdate) SetNillableRank(i *int) *UserUpdate

SetNillableRank sets the rank field if the given value is not nil.

func (*UserUpdate) SetNillableRunestone

func (uu *UserUpdate) SetNillableRunestone(i *int) *UserUpdate

SetNillableRunestone sets the runestone field if the given value is not nil.

func (*UserUpdate) SetNillableTrueseed

func (uu *UserUpdate) SetNillableTrueseed(i *int) *UserUpdate

SetNillableTrueseed sets the trueseed field if the given value is not nil.

func (*UserUpdate) SetNillableVeritium

func (uu *UserUpdate) SetNillableVeritium(i *int) *UserUpdate

SetNillableVeritium sets the veritium field if the given value is not nil.

func (*UserUpdate) SetPasswordHash

func (uu *UserUpdate) SetPasswordHash(s string) *UserUpdate

SetPasswordHash sets the password_hash field.

func (*UserUpdate) SetRank

func (uu *UserUpdate) SetRank(i int) *UserUpdate

SetRank sets the rank field.

func (*UserUpdate) SetRunestone

func (uu *UserUpdate) SetRunestone(i int) *UserUpdate

SetRunestone sets the runestone field.

func (*UserUpdate) SetTrueseed

func (uu *UserUpdate) SetTrueseed(i int) *UserUpdate

SetTrueseed sets the trueseed field.

func (*UserUpdate) SetVeritium

func (uu *UserUpdate) SetVeritium(i int) *UserUpdate

SetVeritium sets the veritium field.

func (*UserUpdate) Where

func (uu *UserUpdate) Where(ps ...predicate.User) *UserUpdate

Where adds a new predicate for the builder.

type UserUpdateOne

type UserUpdateOne struct {
	// contains filtered or unexported fields
}

UserUpdateOne is the builder for updating a single User entity.

func (*UserUpdateOne) AddAllianceRank

func (uuo *UserUpdateOne) AddAllianceRank(i int) *UserUpdateOne

AddAllianceRank adds i to alliance_rank.

func (*UserUpdateOne) AddCities

func (uuo *UserUpdateOne) AddCities(c ...*City) *UserUpdateOne

AddCities adds the cities edges to City.

func (*UserUpdateOne) AddCityIDs

func (uuo *UserUpdateOne) AddCityIDs(ids ...int) *UserUpdateOne

AddCityIDs adds the cities edge to City by ids.

func (*UserUpdateOne) AddDarkwood

func (uuo *UserUpdateOne) AddDarkwood(i int) *UserUpdateOne

AddDarkwood adds i to darkwood.

func (*UserUpdateOne) AddDiamonds

func (uuo *UserUpdateOne) AddDiamonds(i int) *UserUpdateOne

AddDiamonds adds i to diamonds.

func (*UserUpdateOne) AddGold

func (uuo *UserUpdateOne) AddGold(i int) *UserUpdateOne

AddGold adds i to gold.

func (*UserUpdateOne) AddRank

func (uuo *UserUpdateOne) AddRank(i int) *UserUpdateOne

AddRank adds i to rank.

func (*UserUpdateOne) AddRunestone

func (uuo *UserUpdateOne) AddRunestone(i int) *UserUpdateOne

AddRunestone adds i to runestone.

func (*UserUpdateOne) AddTrueseed

func (uuo *UserUpdateOne) AddTrueseed(i int) *UserUpdateOne

AddTrueseed adds i to trueseed.

func (*UserUpdateOne) AddVeritium

func (uuo *UserUpdateOne) AddVeritium(i int) *UserUpdateOne

AddVeritium adds i to veritium.

func (*UserUpdateOne) Exec

func (uuo *UserUpdateOne) Exec(ctx context.Context) error

Exec executes the query on the entity.

func (*UserUpdateOne) ExecX

func (uuo *UserUpdateOne) ExecX(ctx context.Context)

ExecX is like Exec, but panics if an error occurs.

func (*UserUpdateOne) RemoveCities

func (uuo *UserUpdateOne) RemoveCities(c ...*City) *UserUpdateOne

RemoveCities removes cities edges to City.

func (*UserUpdateOne) RemoveCityIDs

func (uuo *UserUpdateOne) RemoveCityIDs(ids ...int) *UserUpdateOne

RemoveCityIDs removes the cities edge to City by ids.

func (*UserUpdateOne) Save

func (uuo *UserUpdateOne) Save(ctx context.Context) (*User, error)

Save executes the query and returns the updated entity.

func (*UserUpdateOne) SaveX

func (uuo *UserUpdateOne) SaveX(ctx context.Context) *User

SaveX is like Save, but panics if an error occurs.

func (*UserUpdateOne) SetAllianceRank

func (uuo *UserUpdateOne) SetAllianceRank(i int) *UserUpdateOne

SetAllianceRank sets the alliance_rank field.

func (*UserUpdateOne) SetDarkwood

func (uuo *UserUpdateOne) SetDarkwood(i int) *UserUpdateOne

SetDarkwood sets the darkwood field.

func (*UserUpdateOne) SetDiamonds

func (uuo *UserUpdateOne) SetDiamonds(i int) *UserUpdateOne

SetDiamonds sets the diamonds field.

func (*UserUpdateOne) SetEmail

func (uuo *UserUpdateOne) SetEmail(s string) *UserUpdateOne

SetEmail sets the email field.

func (*UserUpdateOne) SetGold

func (uuo *UserUpdateOne) SetGold(i int) *UserUpdateOne

SetGold sets the gold field.

func (*UserUpdateOne) SetName

func (uuo *UserUpdateOne) SetName(s string) *UserUpdateOne

SetName sets the name field.

func (*UserUpdateOne) SetNillableAllianceRank

func (uuo *UserUpdateOne) SetNillableAllianceRank(i *int) *UserUpdateOne

SetNillableAllianceRank sets the alliance_rank field if the given value is not nil.

func (*UserUpdateOne) SetNillableDarkwood

func (uuo *UserUpdateOne) SetNillableDarkwood(i *int) *UserUpdateOne

SetNillableDarkwood sets the darkwood field if the given value is not nil.

func (*UserUpdateOne) SetNillableDiamonds

func (uuo *UserUpdateOne) SetNillableDiamonds(i *int) *UserUpdateOne

SetNillableDiamonds sets the diamonds field if the given value is not nil.

func (*UserUpdateOne) SetNillableGold

func (uuo *UserUpdateOne) SetNillableGold(i *int) *UserUpdateOne

SetNillableGold sets the gold field if the given value is not nil.

func (*UserUpdateOne) SetNillableRank

func (uuo *UserUpdateOne) SetNillableRank(i *int) *UserUpdateOne

SetNillableRank sets the rank field if the given value is not nil.

func (*UserUpdateOne) SetNillableRunestone

func (uuo *UserUpdateOne) SetNillableRunestone(i *int) *UserUpdateOne

SetNillableRunestone sets the runestone field if the given value is not nil.

func (*UserUpdateOne) SetNillableTrueseed

func (uuo *UserUpdateOne) SetNillableTrueseed(i *int) *UserUpdateOne

SetNillableTrueseed sets the trueseed field if the given value is not nil.

func (*UserUpdateOne) SetNillableVeritium

func (uuo *UserUpdateOne) SetNillableVeritium(i *int) *UserUpdateOne

SetNillableVeritium sets the veritium field if the given value is not nil.

func (*UserUpdateOne) SetPasswordHash

func (uuo *UserUpdateOne) SetPasswordHash(s string) *UserUpdateOne

SetPasswordHash sets the password_hash field.

func (*UserUpdateOne) SetRank

func (uuo *UserUpdateOne) SetRank(i int) *UserUpdateOne

SetRank sets the rank field.

func (*UserUpdateOne) SetRunestone

func (uuo *UserUpdateOne) SetRunestone(i int) *UserUpdateOne

SetRunestone sets the runestone field.

func (*UserUpdateOne) SetTrueseed

func (uuo *UserUpdateOne) SetTrueseed(i int) *UserUpdateOne

SetTrueseed sets the trueseed field.

func (*UserUpdateOne) SetVeritium

func (uuo *UserUpdateOne) SetVeritium(i int) *UserUpdateOne

SetVeritium sets the veritium field.

type Users

type Users []*User

Users is a parsable slice of User.

type Value

type Value = ent.Value

ent aliases to avoid import conflict in user's code.

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