dndgen

package
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Published: Sep 7, 2023 License: MIT Imports: 15 Imported by: 0

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Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func NewExecutableSchema

func NewExecutableSchema(cfg Config) graphql.ExecutableSchema

NewExecutableSchema creates an ExecutableSchema from the ResolverRoot interface.

func NewSchema

func NewSchema(client *ent.Client) graphql.ExecutableSchema

Types

type ComplexityRoot

type ComplexityRoot struct {
	AbilityBonus struct {
		AbilityScore   func(childComplexity int) int
		AbilityScoreID func(childComplexity int) int
		Bonus          func(childComplexity int) int
		ID             func(childComplexity int) int
		Race           func(childComplexity int) int
		Subrace        func(childComplexity int) int
	}

	AbilityScore struct {
		AbilityBonuses func(childComplexity int) int
		Desc           func(childComplexity int) int
		FullName       func(childComplexity int) int
		ID             func(childComplexity int) int
		Indx           func(childComplexity int) int
		Name           func(childComplexity int) int
		Skills         func(childComplexity int) int
	}

	AbilityScoreConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	AbilityScoreEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Armor struct {
		ArmorCategory       func(childComplexity int) int
		ArmorClass          func(childComplexity int) int
		Equipment           func(childComplexity int) int
		EquipmentID         func(childComplexity int) int
		ID                  func(childComplexity int) int
		Indx                func(childComplexity int) int
		MinStrength         func(childComplexity int) int
		Name                func(childComplexity int) int
		StealthDisadvantage func(childComplexity int) int
	}

	ArmorClass struct {
		Base     func(childComplexity int) int
		DexBonus func(childComplexity int) int
		ID       func(childComplexity int) int
		MaxBonus func(childComplexity int) int
	}

	ArmorConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	ArmorEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Class struct {
		Equipment          func(childComplexity int) int
		EquipmentChoices   func(childComplexity int) int
		HitDie             func(childComplexity int) int
		ID                 func(childComplexity int) int
		Indx               func(childComplexity int) int
		Name               func(childComplexity int) int
		Proficiencies      func(childComplexity int) int
		ProficiencyChoices func(childComplexity int) int
	}

	ClassConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	ClassEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Coin struct {
		Desc               func(childComplexity int) int
		GoldConversionRate func(childComplexity int) int
		ID                 func(childComplexity int) int
		Indx               func(childComplexity int) int
	}

	DamageType struct {
		Desc         func(childComplexity int) int
		ID           func(childComplexity int) int
		Indx         func(childComplexity int) int
		Name         func(childComplexity int) int
		WeaponDamage func(childComplexity int) int
	}

	DamageTypeConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	DamageTypeEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Equipment struct {
		Armor             func(childComplexity int) int
		Choice            func(childComplexity int) int
		Class             func(childComplexity int) int
		Cost              func(childComplexity int) int
		EquipmentCategory func(childComplexity int) int
		Gear              func(childComplexity int) int
		ID                func(childComplexity int) int
		Indx              func(childComplexity int) int
		Name              func(childComplexity int) int
		Tool              func(childComplexity int) int
		Vehicle           func(childComplexity int) int
		Weapon            func(childComplexity int) int
		Weight            func(childComplexity int) int
	}

	EquipmentCategory struct {
		Children         func(childComplexity int) int
		Equipment        func(childComplexity int) int
		ID               func(childComplexity int) int
		Name             func(childComplexity int) int
		Parent           func(childComplexity int) int
		ParentCategoryID func(childComplexity int) int
	}

	EquipmentChoice struct {
		Choose    func(childComplexity int) int
		Class     func(childComplexity int) int
		Desc      func(childComplexity int) int
		Equipment func(childComplexity int) int
		ID        func(childComplexity int) int
	}

	EquipmentConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	EquipmentCost struct {
		Coin        func(childComplexity int) int
		CoinID      func(childComplexity int) int
		Equipment   func(childComplexity int) int
		EquipmentID func(childComplexity int) int
		GpValue     func(childComplexity int) int
		ID          func(childComplexity int) int
		Quantity    func(childComplexity int) int
	}

	EquipmentEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Gear struct {
		Equipment    func(childComplexity int) int
		EquipmentID  func(childComplexity int) int
		GearCategory func(childComplexity int) int
		ID           func(childComplexity int) int
		Indx         func(childComplexity int) int
		Name         func(childComplexity int) int
		Quantity     func(childComplexity int) int
	}

	GearConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	GearEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Language struct {
		Desc         func(childComplexity int) int
		ID           func(childComplexity int) int
		Indx         func(childComplexity int) int
		LanguageType func(childComplexity int) int
		Name         func(childComplexity int) int
		RaceSpeakers func(childComplexity int) int
		Script       func(childComplexity int) int
	}

	LanguageConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	LanguageEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	MagicSchool struct {
		Desc func(childComplexity int) int
		ID   func(childComplexity int) int
		Indx func(childComplexity int) int
		Name func(childComplexity int) int
	}

	MagicSchoolConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	MagicSchoolEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	PageInfo struct {
		EndCursor       func(childComplexity int) int
		HasNextPage     func(childComplexity int) int
		HasPreviousPage func(childComplexity int) int
		StartCursor     func(childComplexity int) int
	}

	Proficiency struct {
		Choice              func(childComplexity int) int
		Classes             func(childComplexity int) int
		Equipment           func(childComplexity int) int
		EquipmentCategory   func(childComplexity int) int
		ID                  func(childComplexity int) int
		Indx                func(childComplexity int) int
		Name                func(childComplexity int) int
		ProficiencyCategory func(childComplexity int) int
		Races               func(childComplexity int) int
		SavingThrow         func(childComplexity int) int
		Skill               func(childComplexity int) int
		Subraces            func(childComplexity int) int
	}

	ProficiencyChoice struct {
		Choose       func(childComplexity int) int
		Class        func(childComplexity int) int
		Desc         func(childComplexity int) int
		ID           func(childComplexity int) int
		ParentChoice func(childComplexity int) int
		Proficiency  func(childComplexity int) int
		Race         func(childComplexity int) int
		SubChoice    func(childComplexity int) int
	}

	ProficiencyConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	ProficiencyEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Query struct {
		AbilityScores    func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.AbilityScoreOrder, where *ent.AbilityScoreWhereInput) int
		Armors           func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ArmorOrder, where *ent.ArmorWhereInput) int
		Classes          func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ClassOrder, where *ent.ClassWhereInput) int
		DamageTypes      func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.DamageTypeOrder, where *ent.DamageTypeWhereInput) int
		EquipmentSlice   func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.EquipmentOrder, where *ent.EquipmentWhereInput) int
		Gears            func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.GearOrder, where *ent.GearWhereInput) int
		Languages        func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.LanguageOrder, where *ent.LanguageWhereInput) int
		MagicSchools     func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.MagicSchoolOrder, where *ent.MagicSchoolWhereInput) int
		Node             func(childComplexity int, id int) int
		Nodes            func(childComplexity int, ids []int) int
		Proficiencies    func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ProficiencyOrder, where *ent.ProficiencyWhereInput) int
		Races            func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RaceOrder, where *ent.RaceWhereInput) int
		RuleSections     func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RuleSectionOrder, where *ent.RuleSectionWhereInput) int
		Rules            func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RuleOrder, where *ent.RuleWhereInput) int
		Skills           func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.SkillOrder, where *ent.SkillWhereInput) int
		Subraces         func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.SubraceOrder, where *ent.SubraceWhereInput) int
		Tools            func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ToolOrder, where *ent.ToolWhereInput) int
		Traits           func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.TraitOrder, where *ent.TraitWhereInput) int
		Vehicles         func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.VehicleOrder, where *ent.VehicleWhereInput) int
		WeaponDamages    func(childComplexity int) int
		WeaponProperties func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.WeaponPropertyOrder, where *ent.WeaponPropertyWhereInput) int
		Weapons          func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.WeaponOrder, where *ent.WeaponWhereInput) int
	}

	Race struct {
		AbilityBonuses    func(childComplexity int) int
		Age               func(childComplexity int) int
		Alignment         func(childComplexity int) int
		ID                func(childComplexity int) int
		Indx              func(childComplexity int) int
		LanguageDesc      func(childComplexity int) int
		Languages         func(childComplexity int) int
		Name              func(childComplexity int) int
		Proficiencies     func(childComplexity int) int
		ProficiencyChoice func(childComplexity int) int
		Size              func(childComplexity int) int
		SizeDescription   func(childComplexity int) int
		Speed             func(childComplexity int) int
		Subrace           func(childComplexity int) int
		Traits            func(childComplexity int) int
	}

	RaceConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	RaceEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Rule struct {
		Desc         func(childComplexity int) int
		ID           func(childComplexity int) int
		Indx         func(childComplexity int) int
		Name         func(childComplexity int) int
		RuleSections func(childComplexity int) int
	}

	RuleConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	RuleEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	RuleSection struct {
		Desc  func(childComplexity int) int
		ID    func(childComplexity int) int
		Indx  func(childComplexity int) int
		Name  func(childComplexity int) int
		Rules func(childComplexity int) int
	}

	RuleSectionConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	RuleSectionEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Skill struct {
		AbilityScore func(childComplexity int) int
		Desc         func(childComplexity int) int
		ID           func(childComplexity int) int
		Indx         func(childComplexity int) int
		Name         func(childComplexity int) int
	}

	SkillConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	SkillEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Subrace struct {
		AbilityBonuses func(childComplexity int) int
		Desc           func(childComplexity int) int
		ID             func(childComplexity int) int
		Indx           func(childComplexity int) int
		Name           func(childComplexity int) int
		Proficiencies  func(childComplexity int) int
		Race           func(childComplexity int) int
		Traits         func(childComplexity int) int
	}

	SubraceConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	SubraceEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Tool struct {
		Equipment    func(childComplexity int) int
		EquipmentID  func(childComplexity int) int
		ID           func(childComplexity int) int
		Indx         func(childComplexity int) int
		Name         func(childComplexity int) int
		ToolCategory func(childComplexity int) int
	}

	ToolConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	ToolEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Trait struct {
		Desc     func(childComplexity int) int
		ID       func(childComplexity int) int
		Indx     func(childComplexity int) int
		Name     func(childComplexity int) int
		Races    func(childComplexity int) int
		Subraces func(childComplexity int) int
	}

	TraitConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	TraitEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Vehicle struct {
		Capacity        func(childComplexity int) int
		Equipment       func(childComplexity int) int
		EquipmentID     func(childComplexity int) int
		ID              func(childComplexity int) int
		Indx            func(childComplexity int) int
		Name            func(childComplexity int) int
		VehicleCategory func(childComplexity int) int
	}

	VehicleConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	VehicleEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	Weapon struct {
		Equipment        func(childComplexity int) int
		ID               func(childComplexity int) int
		Indx             func(childComplexity int) int
		Name             func(childComplexity int) int
		WeaponCategory   func(childComplexity int) int
		WeaponDamage     func(childComplexity int) int
		WeaponProperties func(childComplexity int) int
		WeaponRange      func(childComplexity int) int
	}

	WeaponConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	WeaponDamage struct {
		DamageType   func(childComplexity int) int
		DamageTypeID func(childComplexity int) int
		Dice         func(childComplexity int) int
		ID           func(childComplexity int) int
		Weapon       func(childComplexity int) int
		WeaponID     func(childComplexity int) int
	}

	WeaponEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}

	WeaponProperty struct {
		Desc    func(childComplexity int) int
		ID      func(childComplexity int) int
		Indx    func(childComplexity int) int
		Name    func(childComplexity int) int
		Weapons func(childComplexity int) int
	}

	WeaponPropertyConnection struct {
		Edges      func(childComplexity int) int
		PageInfo   func(childComplexity int) int
		TotalCount func(childComplexity int) int
	}

	WeaponPropertyEdge struct {
		Cursor func(childComplexity int) int
		Node   func(childComplexity int) int
	}
}

type Config

type Config struct {
	Resolvers  ResolverRoot
	Directives DirectiveRoot
	Complexity ComplexityRoot
}

type DirectiveRoot

type DirectiveRoot struct {
}

type QueryResolver

type QueryResolver interface {
	Node(ctx context.Context, id int) (ent.Noder, error)
	Nodes(ctx context.Context, ids []int) ([]ent.Noder, error)
	AbilityScores(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.AbilityScoreOrder, where *ent.AbilityScoreWhereInput) (*ent.AbilityScoreConnection, error)
	Armors(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ArmorOrder, where *ent.ArmorWhereInput) (*ent.ArmorConnection, error)
	Classes(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ClassOrder, where *ent.ClassWhereInput) (*ent.ClassConnection, error)
	DamageTypes(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.DamageTypeOrder, where *ent.DamageTypeWhereInput) (*ent.DamageTypeConnection, error)
	EquipmentSlice(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.EquipmentOrder, where *ent.EquipmentWhereInput) (*ent.EquipmentConnection, error)
	Gears(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.GearOrder, where *ent.GearWhereInput) (*ent.GearConnection, error)
	Languages(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.LanguageOrder, where *ent.LanguageWhereInput) (*ent.LanguageConnection, error)
	MagicSchools(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.MagicSchoolOrder, where *ent.MagicSchoolWhereInput) (*ent.MagicSchoolConnection, error)
	Proficiencies(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ProficiencyOrder, where *ent.ProficiencyWhereInput) (*ent.ProficiencyConnection, error)
	Races(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RaceOrder, where *ent.RaceWhereInput) (*ent.RaceConnection, error)
	Rules(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RuleOrder, where *ent.RuleWhereInput) (*ent.RuleConnection, error)
	RuleSections(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RuleSectionOrder, where *ent.RuleSectionWhereInput) (*ent.RuleSectionConnection, error)
	Skills(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.SkillOrder, where *ent.SkillWhereInput) (*ent.SkillConnection, error)
	Subraces(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.SubraceOrder, where *ent.SubraceWhereInput) (*ent.SubraceConnection, error)
	Tools(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ToolOrder, where *ent.ToolWhereInput) (*ent.ToolConnection, error)
	Traits(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.TraitOrder, where *ent.TraitWhereInput) (*ent.TraitConnection, error)
	Vehicles(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.VehicleOrder, where *ent.VehicleWhereInput) (*ent.VehicleConnection, error)
	Weapons(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.WeaponOrder, where *ent.WeaponWhereInput) (*ent.WeaponConnection, error)
	WeaponDamages(ctx context.Context) ([]*ent.WeaponDamage, error)
	WeaponProperties(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.WeaponPropertyOrder, where *ent.WeaponPropertyWhereInput) (*ent.WeaponPropertyConnection, error)
}

type Resolver

type Resolver struct{ Client *ent.Client }

func (*Resolver) Query

func (r *Resolver) Query() QueryResolver

Query returns QueryResolver implementation.

type ResolverRoot

type ResolverRoot interface {
	Query() QueryResolver
}

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