// Code generated by the FlatBuffers compiler. DO NOT EDIT. package report import ( flatbuffers "github.com/google/flatbuffers/go" ) type Player struct { _tab flatbuffers.Table } func GetRootAsPlayer(buf []byte, offset flatbuffers.UOffsetT) *Player { n := flatbuffers.GetUOffsetT(buf[offset:]) x := &Player{} x.Init(buf, n+offset) return x } func FinishPlayerBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) { builder.Finish(offset) } func GetSizePrefixedRootAsPlayer(buf []byte, offset flatbuffers.UOffsetT) *Player { n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:]) x := &Player{} x.Init(buf, n+offset+flatbuffers.SizeUint32) return x } func FinishSizePrefixedPlayerBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) { builder.FinishSizePrefixed(offset) } func (rcv *Player) Init(buf []byte, i flatbuffers.UOffsetT) { rcv._tab.Bytes = buf rcv._tab.Pos = i } func (rcv *Player) Table() flatbuffers.Table { return rcv._tab } func (rcv *Player) Name() []byte { o := flatbuffers.UOffsetT(rcv._tab.Offset(4)) if o != 0 { return rcv._tab.ByteVector(o + rcv._tab.Pos) } return nil } func (rcv *Player) Drive() float32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(6)) if o != 0 { return rcv._tab.GetFloat32(o + rcv._tab.Pos) } return 0.0 } func (rcv *Player) MutateDrive(n float32) bool { return rcv._tab.MutateFloat32Slot(6, n) } func (rcv *Player) Weapons() float32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(8)) if o != 0 { return rcv._tab.GetFloat32(o + rcv._tab.Pos) } return 0.0 } func (rcv *Player) MutateWeapons(n float32) bool { return rcv._tab.MutateFloat32Slot(8, n) } func (rcv *Player) Shields() float32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(10)) if o != 0 { return rcv._tab.GetFloat32(o + rcv._tab.Pos) } return 0.0 } func (rcv *Player) MutateShields(n float32) bool { return rcv._tab.MutateFloat32Slot(10, n) } func (rcv *Player) Cargo() float32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(12)) if o != 0 { return rcv._tab.GetFloat32(o + rcv._tab.Pos) } return 0.0 } func (rcv *Player) MutateCargo(n float32) bool { return rcv._tab.MutateFloat32Slot(12, n) } func (rcv *Player) Population() float32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(14)) if o != 0 { return rcv._tab.GetFloat32(o + rcv._tab.Pos) } return 0.0 } func (rcv *Player) MutatePopulation(n float32) bool { return rcv._tab.MutateFloat32Slot(14, n) } func (rcv *Player) Industry() float32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(16)) if o != 0 { return rcv._tab.GetFloat32(o + rcv._tab.Pos) } return 0.0 } func (rcv *Player) MutateIndustry(n float32) bool { return rcv._tab.MutateFloat32Slot(16, n) } func (rcv *Player) Planets() uint16 { o := flatbuffers.UOffsetT(rcv._tab.Offset(18)) if o != 0 { return rcv._tab.GetUint16(o + rcv._tab.Pos) } return 0 } func (rcv *Player) MutatePlanets(n uint16) bool { return rcv._tab.MutateUint16Slot(18, n) } func (rcv *Player) Relation() []byte { o := flatbuffers.UOffsetT(rcv._tab.Offset(20)) if o != 0 { return rcv._tab.ByteVector(o + rcv._tab.Pos) } return nil } func (rcv *Player) Votes() float32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(22)) if o != 0 { return rcv._tab.GetFloat32(o + rcv._tab.Pos) } return 0.0 } func (rcv *Player) MutateVotes(n float32) bool { return rcv._tab.MutateFloat32Slot(22, n) } func (rcv *Player) Extinct() bool { o := flatbuffers.UOffsetT(rcv._tab.Offset(24)) if o != 0 { return rcv._tab.GetBool(o + rcv._tab.Pos) } return false } func (rcv *Player) MutateExtinct(n bool) bool { return rcv._tab.MutateBoolSlot(24, n) } func PlayerStart(builder *flatbuffers.Builder) { builder.StartObject(11) } func PlayerAddName(builder *flatbuffers.Builder, name flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(name), 0) } func PlayerAddDrive(builder *flatbuffers.Builder, drive float32) { builder.PrependFloat32Slot(1, drive, 0.0) } func PlayerAddWeapons(builder *flatbuffers.Builder, weapons float32) { builder.PrependFloat32Slot(2, weapons, 0.0) } func PlayerAddShields(builder *flatbuffers.Builder, shields float32) { builder.PrependFloat32Slot(3, shields, 0.0) } func PlayerAddCargo(builder *flatbuffers.Builder, cargo float32) { builder.PrependFloat32Slot(4, cargo, 0.0) } func PlayerAddPopulation(builder *flatbuffers.Builder, population float32) { builder.PrependFloat32Slot(5, population, 0.0) } func PlayerAddIndustry(builder *flatbuffers.Builder, industry float32) { builder.PrependFloat32Slot(6, industry, 0.0) } func PlayerAddPlanets(builder *flatbuffers.Builder, planets uint16) { builder.PrependUint16Slot(7, planets, 0) } func PlayerAddRelation(builder *flatbuffers.Builder, relation flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(8, flatbuffers.UOffsetT(relation), 0) } func PlayerAddVotes(builder *flatbuffers.Builder, votes float32) { builder.PrependFloat32Slot(9, votes, 0.0) } func PlayerAddExtinct(builder *flatbuffers.Builder, extinct bool) { builder.PrependBoolSlot(10, extinct, false) } func PlayerEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT { return builder.EndObject() }