Update Lobster monster sample

This commit is contained in:
Wouter van Oortmerssen
2023-09-17 21:18:03 -07:00
parent d3e8cb60a1
commit a3dfcf3326

View File

@@ -1,7 +1,7 @@
// automatically generated by the FlatBuffers compiler, do not modify // automatically generated by the FlatBuffers compiler, do not modify
import flatbuffers import flatbuffers
namespace MyGame_Sample namespace MyGame.Sample
enum Color: enum Color:
Color_Red = 0 Color_Red = 0
@@ -18,7 +18,7 @@ class Monster
class Weapon class Weapon
class Vec3 : flatbuffers_handle class Vec3 : flatbuffers.handle
def x() -> float: def x() -> float:
return buf_.read_float32_le(pos_ + 0) return buf_.read_float32_le(pos_ + 0)
def y() -> float: def y() -> float:
@@ -26,50 +26,50 @@ class Vec3 : flatbuffers_handle
def z() -> float: def z() -> float:
return buf_.read_float32_le(pos_ + 8) return buf_.read_float32_le(pos_ + 8)
def CreateVec3(b_:flatbuffers_builder, x:float, y:float, z:float): def CreateVec3(b_:flatbuffers.builder, x:float, y:float, z:float):
b_.Prep(4, 12) b_.Prep(4, 12)
b_.PrependFloat32(z) b_.PrependFloat32(z)
b_.PrependFloat32(y) b_.PrependFloat32(y)
b_.PrependFloat32(x) b_.PrependFloat32(x)
return b_.Offset() return b_.Offset()
class Monster : flatbuffers_handle class Monster : flatbuffers.handle
def pos() -> MyGame_Sample_Vec3?: def pos() -> MyGame.Sample.Vec3?:
let o = buf_.flatbuffers_field_struct(pos_, 4) let o = flatbuffers.field_struct(buf_, pos_, 4)
return if o: MyGame_Sample_Vec3 { buf_, o } else: nil return if o: MyGame.Sample.Vec3 { buf_, o } else: nil
def mana() -> int: def mana() -> int:
return buf_.flatbuffers_field_int16(pos_, 6, 150) return flatbuffers.field_int16(buf_, pos_, 6, 150)
def hp() -> int: def hp() -> int:
return buf_.flatbuffers_field_int16(pos_, 8, 100) return flatbuffers.field_int16(buf_, pos_, 8, 100)
def name() -> string: def name() -> string:
return buf_.flatbuffers_field_string(pos_, 10) return flatbuffers.field_string(buf_, pos_, 10)
def inventory(i:int) -> int: def inventory(i:int) -> int:
return buf_.read_uint8_le(buf_.flatbuffers_field_vector(pos_, 14) + i * 1) return read_uint8_le(buf_, buf_.flatbuffers.field_vector(pos_, 14) + i * 1)
def inventory_length() -> int: def inventory_length() -> int:
return buf_.flatbuffers_field_vector_len(pos_, 14) return flatbuffers.field_vector_len(buf_, pos_, 14)
def color() -> Color: def color() -> Color:
return Color(buf_.flatbuffers_field_int8(pos_, 16, 2)) return Color(flatbuffers.field_int8(buf_, pos_, 16, 2))
def weapons(i:int) -> MyGame_Sample_Weapon: def weapons(i:int) -> MyGame.Sample.Weapon:
return MyGame_Sample_Weapon { buf_, buf_.flatbuffers_indirect(buf_.flatbuffers_field_vector(pos_, 18) + i * 4) } return MyGame.Sample.Weapon { buf_, flatbuffers.indirect(buf_, flatbuffers.field_vector(buf_, pos_, 18) + i * 4) }
def weapons_length() -> int: def weapons_length() -> int:
return buf_.flatbuffers_field_vector_len(pos_, 18) return flatbuffers.field_vector_len(buf_, pos_, 18)
def equipped_type() -> Equipment: def equipped_type() -> Equipment:
return Equipment(buf_.flatbuffers_field_uint8(pos_, 20, 0)) return Equipment(flatbuffers.field_uint8(buf_, pos_, 20, 0))
def equipped_as_Weapon(): def equipped_as_Weapon():
return MyGame_Sample_Weapon { buf_, buf_.flatbuffers_field_table(pos_, 22) } return MyGame.Sample.Weapon { buf_, flatbuffers.field_table(buf_, pos_, 22) }
def path(i:int) -> MyGame_Sample_Vec3: def path(i:int) -> MyGame.Sample.Vec3:
return MyGame_Sample_Vec3 { buf_, buf_.flatbuffers_field_vector(pos_, 24) + i * 12 } return MyGame.Sample.Vec3 { buf_, flatbuffers.field_vector(buf_, pos_, 24) + i * 12 }
def path_length() -> int: def path_length() -> int:
return buf_.flatbuffers_field_vector_len(pos_, 24) return flatbuffers.field_vector_len(buf_, pos_, 24)
def GetRootAsMonster(buf:string): return Monster { buf, buf.flatbuffers_indirect(0) } def GetRootAsMonster(buf:string): return Monster { buf, flatbuffers.indirect(buf, 0) }
struct MonsterBuilder: struct MonsterBuilder:
b_:flatbuffers_builder b_:flatbuffers.builder
def start(): def start():
b_.StartObject(11) b_.StartObject(11)
return this return this
def add_pos(pos:flatbuffers_offset): def add_pos(pos:flatbuffers.offset):
b_.PrependStructSlot(0, pos) b_.PrependStructSlot(0, pos)
return this return this
def add_mana(mana:int): def add_mana(mana:int):
@@ -78,61 +78,61 @@ struct MonsterBuilder:
def add_hp(hp:int): def add_hp(hp:int):
b_.PrependInt16Slot(2, hp, 100) b_.PrependInt16Slot(2, hp, 100)
return this return this
def add_name(name:flatbuffers_offset): def add_name(name:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(3, name) b_.PrependUOffsetTRelativeSlot(3, name)
return this return this
def add_inventory(inventory:flatbuffers_offset): def add_inventory(inventory:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(5, inventory) b_.PrependUOffsetTRelativeSlot(5, inventory)
return this return this
def add_color(color:Color): def add_color(color:Color):
b_.PrependInt8Slot(6, color, 2) b_.PrependInt8Slot(6, color, 2)
return this return this
def add_weapons(weapons:flatbuffers_offset): def add_weapons(weapons:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(7, weapons) b_.PrependUOffsetTRelativeSlot(7, weapons)
return this return this
def add_equipped_type(equipped_type:Equipment): def add_equipped_type(equipped_type:Equipment):
b_.PrependUint8Slot(8, equipped_type, 0) b_.PrependUint8Slot(8, equipped_type, 0)
return this return this
def add_equipped(equipped:flatbuffers_offset): def add_equipped(equipped:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(9, equipped) b_.PrependUOffsetTRelativeSlot(9, equipped)
return this return this
def add_path(path:flatbuffers_offset): def add_path(path:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(10, path) b_.PrependUOffsetTRelativeSlot(10, path)
return this return this
def end(): def end():
return b_.EndObject() return b_.EndObject()
def MonsterStartInventoryVector(b_:flatbuffers_builder, n_:int): def MonsterStartInventoryVector(b_:flatbuffers.builder, n_:int):
b_.StartVector(1, n_, 1) b_.StartVector(1, n_, 1)
def MonsterCreateInventoryVector(b_:flatbuffers_builder, v_:[int]): def MonsterCreateInventoryVector(b_:flatbuffers.builder, v_:[int]):
b_.StartVector(1, v_.length, 1) b_.StartVector(1, v_.length, 1)
reverse(v_) e_: b_.PrependUint8(e_) reverse(v_) e_: b_.PrependUint8(e_)
return b_.EndVector(v_.length) return b_.EndVector(v_.length)
def MonsterStartWeaponsVector(b_:flatbuffers_builder, n_:int): def MonsterStartWeaponsVector(b_:flatbuffers.builder, n_:int):
b_.StartVector(4, n_, 4) b_.StartVector(4, n_, 4)
def MonsterCreateWeaponsVector(b_:flatbuffers_builder, v_:[flatbuffers_offset]): def MonsterCreateWeaponsVector(b_:flatbuffers.builder, v_:[flatbuffers.offset]):
b_.StartVector(4, v_.length, 4) b_.StartVector(4, v_.length, 4)
reverse(v_) e_: b_.PrependUOffsetTRelative(e_) reverse(v_) e_: b_.PrependUOffsetTRelative(e_)
return b_.EndVector(v_.length) return b_.EndVector(v_.length)
def MonsterStartPathVector(b_:flatbuffers_builder, n_:int): def MonsterStartPathVector(b_:flatbuffers.builder, n_:int):
b_.StartVector(12, n_, 4) b_.StartVector(12, n_, 4)
class Weapon : flatbuffers_handle class Weapon : flatbuffers.handle
def name() -> string: def name() -> string:
return buf_.flatbuffers_field_string(pos_, 4) return flatbuffers.field_string(buf_, pos_, 4)
def damage() -> int: def damage() -> int:
return buf_.flatbuffers_field_int16(pos_, 6, 0) return flatbuffers.field_int16(buf_, pos_, 6, 0)
def GetRootAsWeapon(buf:string): return Weapon { buf, buf.flatbuffers_indirect(0) } def GetRootAsWeapon(buf:string): return Weapon { buf, flatbuffers.indirect(buf, 0) }
struct WeaponBuilder: struct WeaponBuilder:
b_:flatbuffers_builder b_:flatbuffers.builder
def start(): def start():
b_.StartObject(2) b_.StartObject(2)
return this return this
def add_name(name:flatbuffers_offset): def add_name(name:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(0, name) b_.PrependUOffsetTRelativeSlot(0, name)
return this return this
def add_damage(damage:int): def add_damage(damage:int):