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