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FlatBuffers implementation for the Lobster programming language
Language, see: http://strlen.com/lobster/ and https://github.com/aardappel/lobster
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115
samples/monster_generated.lobster
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115
samples/monster_generated.lobster
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// automatically generated by the FlatBuffers compiler, do not modify
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include "flatbuffers.lobster"
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namespace MyGame_Sample
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enum +
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Color_Red = 0,
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Color_Green = 1,
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Color_Blue = 2
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enum +
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Equipment_NONE = 0,
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Equipment_Weapon = 1
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struct Vec3
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struct Monster
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struct Weapon
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struct Vec3 : flatbuffers_handle
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def x():
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buf_.read_float32_le(pos_ + 0)
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def y():
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buf_.read_float32_le(pos_ + 4)
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def z():
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buf_.read_float32_le(pos_ + 8)
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def CreateVec3(b_:flatbuffers_builder, x:float, y:float, z:float):
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b_.Prep(4, 12)
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b_.PrependFloat32(z)
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b_.PrependFloat32(y)
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b_.PrependFloat32(x)
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return b_.Offset()
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struct Monster : flatbuffers_handle
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def pos():
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o := buf_.flatbuffers_field_struct(pos_, 4)
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if o: MyGame_Sample_Vec3 { buf_, o } else: nil
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def mana():
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buf_.flatbuffers_field_int16(pos_, 6, 150)
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def hp():
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buf_.flatbuffers_field_int16(pos_, 8, 100)
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def name():
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buf_.flatbuffers_field_string(pos_, 10)
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def inventory(i:int):
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buf_.read_int8_le(buf_.flatbuffers_field_vector(pos_, 14) + i * 1)
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def inventory_length():
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buf_.flatbuffers_field_vector_len(pos_, 14)
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def color():
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buf_.flatbuffers_field_int8(pos_, 16, 2)
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def weapons(i:int):
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MyGame_Sample_Weapon { buf_, buf_.flatbuffers_indirect(buf_.flatbuffers_field_vector(pos_, 18) + i * 4) }
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def weapons_length():
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buf_.flatbuffers_field_vector_len(pos_, 18)
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def equipped_type():
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buf_.flatbuffers_field_int8(pos_, 20, 0)
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def equipped_as_Weapon():
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MyGame_Sample_Weapon { buf_, buf_.flatbuffers_field_table(pos_, 22) }
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def GetRootAsMonster(buf:string): Monster { buf, buf.flatbuffers_indirect(0) }
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def MonsterStart(b_:flatbuffers_builder):
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b_.StartObject(10)
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def MonsterAddPos(b_:flatbuffers_builder, pos:int):
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b_.PrependStructSlot(0, pos, 0)
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def MonsterAddMana(b_:flatbuffers_builder, mana:int):
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b_.PrependInt16Slot(1, mana, 150)
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def MonsterAddHp(b_:flatbuffers_builder, hp:int):
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b_.PrependInt16Slot(2, hp, 100)
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def MonsterAddName(b_:flatbuffers_builder, name:int):
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b_.PrependUOffsetTRelativeSlot(3, name, 0)
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def MonsterAddInventory(b_:flatbuffers_builder, inventory:int):
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b_.PrependUOffsetTRelativeSlot(5, inventory, 0)
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def MonsterStartInventoryVector(b_:flatbuffers_builder, n_:int):
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b_.StartVector(1, n_, 1)
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def MonsterCreateInventoryVector(b_:flatbuffers_builder, v_:[int]):
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b_.StartVector(1, v_.length, 1)
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reverse(v_) e_: b_.PrependUint8(e_)
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b_.EndVector(v_.length)
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def MonsterAddColor(b_:flatbuffers_builder, color:int):
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b_.PrependInt8Slot(6, color, 2)
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def MonsterAddWeapons(b_:flatbuffers_builder, weapons:int):
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b_.PrependUOffsetTRelativeSlot(7, weapons, 0)
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def MonsterStartWeaponsVector(b_:flatbuffers_builder, n_:int):
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b_.StartVector(4, n_, 4)
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def MonsterCreateWeaponsVector(b_:flatbuffers_builder, v_:[int]):
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b_.StartVector(4, v_.length, 4)
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reverse(v_) e_: b_.PrependUOffsetTRelative(e_)
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b_.EndVector(v_.length)
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def MonsterAddEquippedType(b_:flatbuffers_builder, equipped_type:int):
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b_.PrependUint8Slot(8, equipped_type, 0)
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def MonsterAddEquipped(b_:flatbuffers_builder, equipped:int):
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b_.PrependUOffsetTRelativeSlot(9, equipped, 0)
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def MonsterEnd(b_:flatbuffers_builder):
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b_.EndObject()
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struct Weapon : flatbuffers_handle
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def name():
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buf_.flatbuffers_field_string(pos_, 4)
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def damage():
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buf_.flatbuffers_field_int16(pos_, 6, 0)
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def GetRootAsWeapon(buf:string): Weapon { buf, buf.flatbuffers_indirect(0) }
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def WeaponStart(b_:flatbuffers_builder):
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b_.StartObject(2)
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def WeaponAddName(b_:flatbuffers_builder, name:int):
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b_.PrependUOffsetTRelativeSlot(0, name, 0)
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def WeaponAddDamage(b_:flatbuffers_builder, damage:int):
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b_.PrependInt16Slot(1, damage, 0)
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def WeaponEnd(b_:flatbuffers_builder):
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b_.EndObject()
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