/*
 * Bungie.Net API
 *
 * These endpoints constitute the functionality exposed by Bungie.net, both for more traditional website functionality and for connectivity to Bungie video games and their related functionality.
 *
 * The version of the OpenAPI document: 2.18.0
 * Contact: support@bungie.com
 * Generated by: https://github.com/openapitools/openapi-generator.git
 */


using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.IO;
using System.Runtime.Serialization;
using System.Text;
using System.Text.RegularExpressions;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
using Newtonsoft.Json.Linq;
using System.ComponentModel.DataAnnotations;
using OpenAPIDateConverter = Destiny.Client.OpenAPIDateConverter;

namespace Destiny.Model
{
    /// <summary>
    /// BNet attempts to group vendors into similar collections. These groups aren&#39;t technically game canonical, but they are helpful for filtering vendors or showing them organized into a clean view on a webpage or app.  These definitions represent the groups we&#39;ve built. Unlike in Destiny 1, a Vendors&#39; group may change dynamically as the game state changes: thus, you will want to check DestinyVendorComponent responses to find a vendor&#39;s currently active Group (if you care).  Using this will let you group your vendors in your UI in a similar manner to how we will do grouping in the Companion.
    /// </summary>
    [DataContract(Name = "Destiny.Definitions.DestinyVendorGroupDefinition")]
    public partial class DestinyDefinitionsDestinyVendorGroupDefinition : IEquatable<DestinyDefinitionsDestinyVendorGroupDefinition>, IValidatableObject
    {
        /// <summary>
        /// Initializes a new instance of the <see cref="DestinyDefinitionsDestinyVendorGroupDefinition" /> class.
        /// </summary>
        /// <param name="order">The recommended order in which to render the groups, Ascending order..</param>
        /// <param name="categoryName">For now, a group just has a name..</param>
        /// <param name="hash">The unique identifier for this entity. Guaranteed to be unique for the type of entity, but not globally.  When entities refer to each other in Destiny content, it is this hash that they are referring to..</param>
        /// <param name="index">The index of the entity as it was found in the investment tables..</param>
        /// <param name="redacted">If this is true, then there is an entity with this identifier/type combination, but BNet is not yet allowed to show it. Sorry!.</param>
        public DestinyDefinitionsDestinyVendorGroupDefinition(int order = default(int), string categoryName = default(string), int hash = default(int), int index = default(int), bool redacted = default(bool))
        {
            this.Order = order;
            this.CategoryName = categoryName;
            this.Hash = hash;
            this.Index = index;
            this.Redacted = redacted;
        }

        /// <summary>
        /// The recommended order in which to render the groups, Ascending order.
        /// </summary>
        /// <value>The recommended order in which to render the groups, Ascending order.</value>
        [DataMember(Name = "order", EmitDefaultValue = false)]
        public int Order { get; set; }

        /// <summary>
        /// For now, a group just has a name.
        /// </summary>
        /// <value>For now, a group just has a name.</value>
        [DataMember(Name = "categoryName", EmitDefaultValue = false)]
        public string CategoryName { get; set; }

        /// <summary>
        /// The unique identifier for this entity. Guaranteed to be unique for the type of entity, but not globally.  When entities refer to each other in Destiny content, it is this hash that they are referring to.
        /// </summary>
        /// <value>The unique identifier for this entity. Guaranteed to be unique for the type of entity, but not globally.  When entities refer to each other in Destiny content, it is this hash that they are referring to.</value>
        [DataMember(Name = "hash", EmitDefaultValue = false)]
        public int Hash { get; set; }

        /// <summary>
        /// The index of the entity as it was found in the investment tables.
        /// </summary>
        /// <value>The index of the entity as it was found in the investment tables.</value>
        [DataMember(Name = "index", EmitDefaultValue = false)]
        public int Index { get; set; }

        /// <summary>
        /// If this is true, then there is an entity with this identifier/type combination, but BNet is not yet allowed to show it. Sorry!
        /// </summary>
        /// <value>If this is true, then there is an entity with this identifier/type combination, but BNet is not yet allowed to show it. Sorry!</value>
        [DataMember(Name = "redacted", EmitDefaultValue = true)]
        public bool Redacted { get; set; }

        /// <summary>
        /// Returns the string presentation of the object
        /// </summary>
        /// <returns>String presentation of the object</returns>
        public override string ToString()
        {
            StringBuilder sb = new StringBuilder();
            sb.Append("class DestinyDefinitionsDestinyVendorGroupDefinition {\n");
            sb.Append("  Order: ").Append(Order).Append("\n");
            sb.Append("  CategoryName: ").Append(CategoryName).Append("\n");
            sb.Append("  Hash: ").Append(Hash).Append("\n");
            sb.Append("  Index: ").Append(Index).Append("\n");
            sb.Append("  Redacted: ").Append(Redacted).Append("\n");
            sb.Append("}\n");
            return sb.ToString();
        }

        /// <summary>
        /// Returns the JSON string presentation of the object
        /// </summary>
        /// <returns>JSON string presentation of the object</returns>
        public virtual string ToJson()
        {
            return Newtonsoft.Json.JsonConvert.SerializeObject(this, Newtonsoft.Json.Formatting.Indented);
        }

        /// <summary>
        /// Returns true if objects are equal
        /// </summary>
        /// <param name="input">Object to be compared</param>
        /// <returns>Boolean</returns>
        public override bool Equals(object input)
        {
            return this.Equals(input as DestinyDefinitionsDestinyVendorGroupDefinition);
        }

        /// <summary>
        /// Returns true if DestinyDefinitionsDestinyVendorGroupDefinition instances are equal
        /// </summary>
        /// <param name="input">Instance of DestinyDefinitionsDestinyVendorGroupDefinition to be compared</param>
        /// <returns>Boolean</returns>
        public bool Equals(DestinyDefinitionsDestinyVendorGroupDefinition input)
        {
            if (input == null)
            {
                return false;
            }
            return 
                (
                    this.Order == input.Order ||
                    this.Order.Equals(input.Order)
                ) && 
                (
                    this.CategoryName == input.CategoryName ||
                    (this.CategoryName != null &&
                    this.CategoryName.Equals(input.CategoryName))
                ) && 
                (
                    this.Hash == input.Hash ||
                    this.Hash.Equals(input.Hash)
                ) && 
                (
                    this.Index == input.Index ||
                    this.Index.Equals(input.Index)
                ) && 
                (
                    this.Redacted == input.Redacted ||
                    this.Redacted.Equals(input.Redacted)
                );
        }

        /// <summary>
        /// Gets the hash code
        /// </summary>
        /// <returns>Hash code</returns>
        public override int GetHashCode()
        {
            unchecked // Overflow is fine, just wrap
            {
                int hashCode = 41;
                hashCode = (hashCode * 59) + this.Order.GetHashCode();
                if (this.CategoryName != null)
                {
                    hashCode = (hashCode * 59) + this.CategoryName.GetHashCode();
                }
                hashCode = (hashCode * 59) + this.Hash.GetHashCode();
                hashCode = (hashCode * 59) + this.Index.GetHashCode();
                hashCode = (hashCode * 59) + this.Redacted.GetHashCode();
                return hashCode;
            }
        }

        /// <summary>
        /// To validate all properties of the instance
        /// </summary>
        /// <param name="validationContext">Validation context</param>
        /// <returns>Validation Result</returns>
        IEnumerable<System.ComponentModel.DataAnnotations.ValidationResult> IValidatableObject.Validate(ValidationContext validationContext)
        {
            yield break;
        }
    }

}
