// Code generated by the FlatBuffers compiler. DO NOT EDIT.

package battle

import (
	flatbuffers "github.com/google/flatbuffers/go"
)

type GameBattleRequest struct {
	_tab flatbuffers.Table
}

func GetRootAsGameBattleRequest(buf []byte, offset flatbuffers.UOffsetT) *GameBattleRequest {
	n := flatbuffers.GetUOffsetT(buf[offset:])
	x := &GameBattleRequest{}
	x.Init(buf, n+offset)
	return x
}

func FinishGameBattleRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
	builder.Finish(offset)
}

func GetSizePrefixedRootAsGameBattleRequest(buf []byte, offset flatbuffers.UOffsetT) *GameBattleRequest {
	n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
	x := &GameBattleRequest{}
	x.Init(buf, n+offset+flatbuffers.SizeUint32)
	return x
}

func FinishSizePrefixedGameBattleRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
	builder.FinishSizePrefixed(offset)
}

func (rcv *GameBattleRequest) Init(buf []byte, i flatbuffers.UOffsetT) {
	rcv._tab.Bytes = buf
	rcv._tab.Pos = i
}

func (rcv *GameBattleRequest) Table() flatbuffers.Table {
	return rcv._tab
}

func (rcv *GameBattleRequest) GameId(obj *UUID) *UUID {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
	if o != 0 {
		x := o + rcv._tab.Pos
		if obj == nil {
			obj = new(UUID)
		}
		obj.Init(rcv._tab.Bytes, x)
		return obj
	}
	return nil
}

func (rcv *GameBattleRequest) Turn() uint32 {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
	if o != 0 {
		return rcv._tab.GetUint32(o + rcv._tab.Pos)
	}
	return 0
}

func (rcv *GameBattleRequest) MutateTurn(n uint32) bool {
	return rcv._tab.MutateUint32Slot(6, n)
}

func (rcv *GameBattleRequest) BattleId(obj *UUID) *UUID {
	o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
	if o != 0 {
		x := o + rcv._tab.Pos
		if obj == nil {
			obj = new(UUID)
		}
		obj.Init(rcv._tab.Bytes, x)
		return obj
	}
	return nil
}

func GameBattleRequestStart(builder *flatbuffers.Builder) {
	builder.StartObject(3)
}
func GameBattleRequestAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
	builder.PrependStructSlot(0, flatbuffers.UOffsetT(gameId), 0)
}
func GameBattleRequestAddTurn(builder *flatbuffers.Builder, turn uint32) {
	builder.PrependUint32Slot(1, turn, 0)
}
func GameBattleRequestAddBattleId(builder *flatbuffers.Builder, battleId flatbuffers.UOffsetT) {
	builder.PrependStructSlot(2, flatbuffers.UOffsetT(battleId), 0)
}
func GameBattleRequestEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
	return builder.EndObject()
}
