/*
* The Blue Alliance API v3
*
* # Overview Information and statistics about FIRST Robotics Competition teams and events. # Authentication All endpoints require an Auth Key to be passed in the header `X-TBA-Auth-Key`. If you do not have an auth key yet, you can obtain one from your [Account Page](/account).
*
* The version of the OpenAPI document: 3.8.2
*
* Generated by: https://openapi-generator.tech
*/
/// EventInsights2016 : Insights for FIRST Stronghold qualification and elimination matches.
#[derive(Clone, Debug, PartialEq, Default, Serialize, Deserialize)]
pub struct EventInsights2016 {
/// For the Low Bar - An array with three values, number of times damaged, number of opportunities to damage, and percentage.
#[serde(rename = "LowBar")]
pub low_bar: Vec<f32>,
/// For the Cheval De Frise - An array with three values, number of times damaged, number of opportunities to damage, and percentage.
#[serde(rename = "A_ChevalDeFrise")]
pub a_cheval_de_frise: Vec<f32>,
/// For the Portcullis - An array with three values, number of times damaged, number of opportunities to damage, and percentage.
#[serde(rename = "A_Portcullis")]
pub a_portcullis: Vec<f32>,
/// For the Ramparts - An array with three values, number of times damaged, number of opportunities to damage, and percentage.
#[serde(rename = "B_Ramparts")]
pub b_ramparts: Vec<f32>,
/// For the Moat - An array with three values, number of times damaged, number of opportunities to damage, and percentage.
#[serde(rename = "B_Moat")]
pub b_moat: Vec<f32>,
/// For the Sally Port - An array with three values, number of times damaged, number of opportunities to damage, and percentage.
#[serde(rename = "C_SallyPort")]
pub c_sally_port: Vec<f32>,
/// For the Drawbridge - An array with three values, number of times damaged, number of opportunities to damage, and percentage.
#[serde(rename = "C_Drawbridge")]
pub c_drawbridge: Vec<f32>,
/// For the Rough Terrain - An array with three values, number of times damaged, number of opportunities to damage, and percentage.
#[serde(rename = "D_RoughTerrain")]
pub d_rough_terrain: Vec<f32>,
/// For the Rock Wall - An array with three values, number of times damaged, number of opportunities to damage, and percentage.
#[serde(rename = "D_RockWall")]
pub d_rock_wall: Vec<f32>,
/// Average number of high goals scored.
#[serde(rename = "average_high_goals")]
pub average_high_goals: f32,
/// Average number of low goals scored.
#[serde(rename = "average_low_goals")]
pub average_low_goals: f32,
/// An array with three values, number of times breached, number of opportunities to breach, and percentage.
#[serde(rename = "breaches")]
pub breaches: Vec<f32>,
/// An array with three values, number of times scaled, number of opportunities to scale, and percentage.
#[serde(rename = "scales")]
pub scales: Vec<f32>,
/// An array with three values, number of times challenged, number of opportunities to challenge, and percentage.
#[serde(rename = "challenges")]
pub challenges: Vec<f32>,
/// An array with three values, number of times captured, number of opportunities to capture, and percentage.
#[serde(rename = "captures")]
pub captures: Vec<f32>,
/// Average winning score.
#[serde(rename = "average_win_score")]
pub average_win_score: f32,
/// Average margin of victory.
#[serde(rename = "average_win_margin")]
pub average_win_margin: f32,
/// Average total score.
#[serde(rename = "average_score")]
pub average_score: f32,
/// Average autonomous score.
#[serde(rename = "average_auto_score")]
pub average_auto_score: f32,
/// Average crossing score.
#[serde(rename = "average_crossing_score")]
pub average_crossing_score: f32,
/// Average boulder score.
#[serde(rename = "average_boulder_score")]
pub average_boulder_score: f32,
/// Average tower score.
#[serde(rename = "average_tower_score")]
pub average_tower_score: f32,
/// Average foul score.
#[serde(rename = "average_foul_score")]
pub average_foul_score: f32,
/// An array with three values, high score, match key from the match with the high score, and the name of the match.
#[serde(rename = "high_score")]
pub high_score: Vec<String>,
}
impl EventInsights2016 {
/// Insights for FIRST Stronghold qualification and elimination matches.
pub fn new(low_bar: Vec<f32>, a_cheval_de_frise: Vec<f32>, a_portcullis: Vec<f32>, b_ramparts: Vec<f32>, b_moat: Vec<f32>, c_sally_port: Vec<f32>, c_drawbridge: Vec<f32>, d_rough_terrain: Vec<f32>, d_rock_wall: Vec<f32>, average_high_goals: f32, average_low_goals: f32, breaches: Vec<f32>, scales: Vec<f32>, challenges: Vec<f32>, captures: Vec<f32>, average_win_score: f32, average_win_margin: f32, average_score: f32, average_auto_score: f32, average_crossing_score: f32, average_boulder_score: f32, average_tower_score: f32, average_foul_score: f32, high_score: Vec<String>) -> EventInsights2016 {
EventInsights2016 {
low_bar,
a_cheval_de_frise,
a_portcullis,
b_ramparts,
b_moat,
c_sally_port,
c_drawbridge,
d_rough_terrain,
d_rock_wall,
average_high_goals,
average_low_goals,
breaches,
scales,
challenges,
captures,
average_win_score,
average_win_margin,
average_score,
average_auto_score,
average_crossing_score,
average_boulder_score,
average_tower_score,
average_foul_score,
high_score,
}
}
}