Flatbuffers library added to the list of third party libraries.
This commit is contained in:
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/*
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* Copyright 2018 Dan Field. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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import 'package:flat_buffers/flat_buffers.dart' as fb;
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import './monster_my_game.sample_generated.dart' as myGame;
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// Example how to use FlatBuffers to create and read binary buffers.
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void main() {
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builderTest();
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objectBuilderTest();
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}
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void builderTest() {
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final builder = new fb.Builder(initialSize: 1024);
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final int weaponOneName = builder.writeString("Sword");
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final int weaponOneDamage = 3;
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final int weaponTwoName = builder.writeString("Axe");
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final int weaponTwoDamage = 5;
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final swordBuilder = new myGame.WeaponBuilder(builder)
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..begin()
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..addNameOffset(weaponOneName)
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..addDamage(weaponOneDamage);
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final int sword = swordBuilder.finish();
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final axeBuilder = new myGame.WeaponBuilder(builder)
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..begin()
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..addNameOffset(weaponTwoName)
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..addDamage(weaponTwoDamage);
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final int axe = axeBuilder.finish();
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// Serialize a name for our monster, called "Orc".
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final int name = builder.writeString('Orc');
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// Create a list representing the inventory of the Orc. Each number
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// could correspond to an item that can be claimed after he is slain.
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final List<int> treasure = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];
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final inventory = builder.writeListUint8(treasure);
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final weapons = builder.writeList([sword, axe]);
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// Struct builders are very easy to reuse.
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final vec3Builder = new myGame.Vec3Builder(builder);
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vec3Builder.finish(4.0, 5.0, 6.0);
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vec3Builder.finish(1.0, 2.0, 3.0);
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// Set his hit points to 300 and his mana to 150.
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final int hp = 300;
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final int mana = 150;
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final monster = new myGame.MonsterBuilder(builder)
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..begin()
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..addNameOffset(name)
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..addInventoryOffset(inventory)
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..addWeaponsOffset(weapons)
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..addEquippedType(myGame.EquipmentTypeId.Weapon)
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..addEquippedOffset(axe)
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..addHp(hp)
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..addMana(mana)
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..addPos(vec3Builder.finish(1.0, 2.0, 3.0))
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..addColor(myGame.Color.Red);
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final int monsteroff = monster.finish();
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final buffer = builder.finish(monsteroff);
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if (verify(buffer)) {
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print(
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"The FlatBuffer was successfully created with a builder and verified!");
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}
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}
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void objectBuilderTest() {
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// Create the builder here so we can use it for both weapons and equipped
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// the actual data will only be written to the buffer once.
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var axe = new myGame.WeaponObjectBuilder(name: 'Axe', damage: 5);
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var monsterBuilder = new myGame.MonsterObjectBuilder(
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pos: new myGame.Vec3ObjectBuilder(x: 1.0, y: 2.0, z: 3.0),
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mana: 150,
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hp: 300,
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name: 'Orc',
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inventory: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9],
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color: myGame.Color.Red,
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weapons: [new myGame.WeaponObjectBuilder(name: 'Sword', damage: 3), axe],
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equippedType: myGame.EquipmentTypeId.Weapon,
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equipped: axe,
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);
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var buffer = monsterBuilder.toBytes();
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// We now have a FlatBuffer we can store on disk or send over a network.
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// ** file/network code goes here :) **
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// Instead, we're going to access it right away (as if we just received it).
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if (verify(buffer)) {
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print(
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"The FlatBuffer was successfully created with an object builder and verified!");
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}
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}
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bool verify(List<int> buffer) {
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// Get access to the root:
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var monster = new myGame.Monster(buffer);
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// Get and test some scalar types from the FlatBuffer.
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assert(monster.hp == 80);
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assert(monster.mana == 150); // default
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assert(monster.name == "MyMonster");
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// Get and test a field of the FlatBuffer's `struct`.
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var pos = monster.pos;
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assert(pos != null);
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assert(pos.z == 3.0);
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// Get a test an element from the `inventory` FlatBuffer's `vector`.
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var inv = monster.inventory;
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assert(inv != null);
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assert(inv.length == 10);
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assert(inv[9] == 9);
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// Get and test the `weapons` FlatBuffers's `vector`.
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var expected_weapon_names = ["Sword", "Axe"];
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var expected_weapon_damages = [3, 5];
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var weps = monster.weapons;
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for (int i = 0; i < weps.length; i++) {
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assert(weps[i].name == expected_weapon_names[i]);
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assert(weps[i].damage == expected_weapon_damages[i]);
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}
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// Get and test the `Equipment` union (`equipped` field).
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assert(monster.equippedType.value == myGame.EquipmentTypeId.Weapon.value);
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assert(monster.equippedType == myGame.EquipmentTypeId.Weapon);
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assert(monster.equipped is myGame.Weapon);
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var equipped = monster.equipped as myGame.Weapon;
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assert(equipped.name == "Axe");
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assert(equipped.damage == 5);
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print(monster);
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return true;
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}
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@@ -0,0 +1,440 @@
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// automatically generated by the FlatBuffers compiler, do not modify
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// ignore_for_file: unused_import, non_constant_identifier_names
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library my_game.sample;
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import 'dart:typed_data' show Uint8List;
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import 'package:flat_buffers/flat_buffers.dart' as fb;
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class Color {
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final int value;
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const Color._(this.value);
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factory Color.fromValue(int value) {
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if (value == null) return null;
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if (!values.containsKey(value)) {
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throw new StateError('Invalid value $value for bit flag enum Color');
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}
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return values[value];
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}
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static const int minValue = 0;
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static const int maxValue = 2;
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static bool containsValue(int value) => values.containsKey(value);
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static const Color Red = const Color._(0);
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static const Color Green = const Color._(1);
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static const Color Blue = const Color._(2);
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static get values => {0: Red,1: Green,2: Blue,};
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static const fb.Reader<Color> reader = const _ColorReader();
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@override
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String toString() {
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return 'Color{value: $value}';
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}
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}
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class _ColorReader extends fb.Reader<Color> {
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const _ColorReader();
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@override
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int get size => 1;
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@override
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Color read(fb.BufferContext bc, int offset) =>
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new Color.fromValue(const fb.Int8Reader().read(bc, offset));
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}
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class EquipmentTypeId {
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final int value;
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const EquipmentTypeId._(this.value);
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factory EquipmentTypeId.fromValue(int value) {
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if (value == null) return null;
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if (!values.containsKey(value)) {
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throw new StateError('Invalid value $value for bit flag enum EquipmentTypeId');
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}
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return values[value];
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}
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static const int minValue = 0;
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static const int maxValue = 1;
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static bool containsValue(int value) => values.containsKey(value);
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static const EquipmentTypeId NONE = const EquipmentTypeId._(0);
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static const EquipmentTypeId Weapon = const EquipmentTypeId._(1);
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static get values => {0: NONE,1: Weapon,};
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static const fb.Reader<EquipmentTypeId> reader = const _EquipmentTypeIdReader();
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@override
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String toString() {
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return 'EquipmentTypeId{value: $value}';
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}
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}
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class _EquipmentTypeIdReader extends fb.Reader<EquipmentTypeId> {
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const _EquipmentTypeIdReader();
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@override
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int get size => 1;
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@override
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EquipmentTypeId read(fb.BufferContext bc, int offset) =>
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new EquipmentTypeId.fromValue(const fb.Uint8Reader().read(bc, offset));
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}
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class Vec3 {
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Vec3._(this._bc, this._bcOffset);
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static const fb.Reader<Vec3> reader = const _Vec3Reader();
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final fb.BufferContext _bc;
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final int _bcOffset;
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double get x => const fb.Float32Reader().read(_bc, _bcOffset + 0);
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double get y => const fb.Float32Reader().read(_bc, _bcOffset + 4);
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double get z => const fb.Float32Reader().read(_bc, _bcOffset + 8);
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@override
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String toString() {
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return 'Vec3{x: $x, y: $y, z: $z}';
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}
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}
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class _Vec3Reader extends fb.StructReader<Vec3> {
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const _Vec3Reader();
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@override
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int get size => 12;
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@override
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Vec3 createObject(fb.BufferContext bc, int offset) =>
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new Vec3._(bc, offset);
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}
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class Vec3Builder {
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Vec3Builder(this.fbBuilder) {
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assert(fbBuilder != null);
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}
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final fb.Builder fbBuilder;
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int finish(double x, double y, double z) {
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fbBuilder.putFloat32(z);
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fbBuilder.putFloat32(y);
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fbBuilder.putFloat32(x);
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return fbBuilder.offset;
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}
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}
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class Vec3ObjectBuilder extends fb.ObjectBuilder {
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final double _x;
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final double _y;
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final double _z;
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Vec3ObjectBuilder({
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double x,
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double y,
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double z,
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})
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: _x = x,
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_y = y,
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_z = z;
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/// Finish building, and store into the [fbBuilder].
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@override
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int finish(
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fb.Builder fbBuilder) {
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assert(fbBuilder != null);
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fbBuilder.putFloat32(_z);
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fbBuilder.putFloat32(_y);
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fbBuilder.putFloat32(_x);
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return fbBuilder.offset;
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}
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/// Convenience method to serialize to byte list.
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@override
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Uint8List toBytes([String fileIdentifier]) {
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fb.Builder fbBuilder = new fb.Builder();
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int offset = finish(fbBuilder);
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return fbBuilder.finish(offset, fileIdentifier);
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}
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}
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class Monster {
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Monster._(this._bc, this._bcOffset);
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factory Monster(List<int> bytes) {
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fb.BufferContext rootRef = new fb.BufferContext.fromBytes(bytes);
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return reader.read(rootRef, 0);
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}
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static const fb.Reader<Monster> reader = const _MonsterReader();
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final fb.BufferContext _bc;
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final int _bcOffset;
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Vec3 get pos => Vec3.reader.vTableGet(_bc, _bcOffset, 4, null);
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int get mana => const fb.Int16Reader().vTableGet(_bc, _bcOffset, 6, 150);
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int get hp => const fb.Int16Reader().vTableGet(_bc, _bcOffset, 8, 100);
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String get name => const fb.StringReader().vTableGet(_bc, _bcOffset, 10, null);
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List<int> get inventory => const fb.ListReader<int>(const fb.Uint8Reader()).vTableGet(_bc, _bcOffset, 14, null);
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Color get color => new Color.fromValue(const fb.Int8Reader().vTableGet(_bc, _bcOffset, 16, 2));
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List<Weapon> get weapons => const fb.ListReader<Weapon>(Weapon.reader).vTableGet(_bc, _bcOffset, 18, null);
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EquipmentTypeId get equippedType => new EquipmentTypeId.fromValue(const fb.Uint8Reader().vTableGet(_bc, _bcOffset, 20, null));
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dynamic get equipped {
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switch (equippedType?.value) {
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case 1: return Weapon.reader.vTableGet(_bc, _bcOffset, 22, null);
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default: return null;
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}
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}
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List<Vec3> get path => const fb.ListReader<Vec3>(Vec3.reader).vTableGet(_bc, _bcOffset, 24, null);
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@override
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String toString() {
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return 'Monster{pos: $pos, mana: $mana, hp: $hp, name: $name, inventory: $inventory, color: $color, weapons: $weapons, equippedType: $equippedType, equipped: $equipped, path: $path}';
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}
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}
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class _MonsterReader extends fb.TableReader<Monster> {
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const _MonsterReader();
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@override
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Monster createObject(fb.BufferContext bc, int offset) =>
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new Monster._(bc, offset);
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}
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class MonsterBuilder {
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MonsterBuilder(this.fbBuilder) {
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assert(fbBuilder != null);
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}
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final fb.Builder fbBuilder;
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void begin() {
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fbBuilder.startTable();
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}
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int addPos(int offset) {
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fbBuilder.addStruct(0, offset);
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return fbBuilder.offset;
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}
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int addMana(int mana) {
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fbBuilder.addInt16(1, mana);
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return fbBuilder.offset;
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}
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int addHp(int hp) {
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fbBuilder.addInt16(2, hp);
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return fbBuilder.offset;
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}
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int addNameOffset(int offset) {
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fbBuilder.addOffset(3, offset);
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return fbBuilder.offset;
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}
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int addInventoryOffset(int offset) {
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fbBuilder.addOffset(5, offset);
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return fbBuilder.offset;
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}
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int addColor(Color color) {
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fbBuilder.addInt8(6, color?.value);
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return fbBuilder.offset;
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}
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int addWeaponsOffset(int offset) {
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fbBuilder.addOffset(7, offset);
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return fbBuilder.offset;
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}
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int addEquippedType(EquipmentTypeId equippedType) {
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fbBuilder.addUint8(8, equippedType?.value);
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return fbBuilder.offset;
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}
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int addEquippedOffset(int offset) {
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fbBuilder.addOffset(9, offset);
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return fbBuilder.offset;
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}
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int addPathOffset(int offset) {
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fbBuilder.addOffset(10, offset);
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return fbBuilder.offset;
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}
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int finish() {
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return fbBuilder.endTable();
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}
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}
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class MonsterObjectBuilder extends fb.ObjectBuilder {
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final Vec3ObjectBuilder _pos;
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final int _mana;
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final int _hp;
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final String _name;
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final List<int> _inventory;
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final Color _color;
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final List<WeaponObjectBuilder> _weapons;
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final EquipmentTypeId _equippedType;
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final dynamic _equipped;
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final List<Vec3ObjectBuilder> _path;
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MonsterObjectBuilder({
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Vec3ObjectBuilder pos,
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int mana,
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int hp,
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String name,
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List<int> inventory,
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Color color,
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List<WeaponObjectBuilder> weapons,
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EquipmentTypeId equippedType,
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dynamic equipped,
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List<Vec3ObjectBuilder> path,
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})
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: _pos = pos,
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_mana = mana,
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_hp = hp,
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_name = name,
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_inventory = inventory,
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_color = color,
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_weapons = weapons,
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_equippedType = equippedType,
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_equipped = equipped,
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_path = path;
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/// Finish building, and store into the [fbBuilder].
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@override
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int finish(
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fb.Builder fbBuilder) {
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assert(fbBuilder != null);
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final int nameOffset = fbBuilder.writeString(_name);
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final int inventoryOffset = _inventory?.isNotEmpty == true
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? fbBuilder.writeListUint8(_inventory)
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: null;
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final int weaponsOffset = _weapons?.isNotEmpty == true
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? fbBuilder.writeList(_weapons.map((b) => b.getOrCreateOffset(fbBuilder)).toList())
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: null;
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final int equippedOffset = _equipped?.getOrCreateOffset(fbBuilder);
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final int pathOffset = _path?.isNotEmpty == true
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? fbBuilder.writeListOfStructs(_path)
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: null;
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fbBuilder.startTable();
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if (_pos != null) {
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fbBuilder.addStruct(0, _pos.finish(fbBuilder));
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}
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fbBuilder.addInt16(1, _mana);
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fbBuilder.addInt16(2, _hp);
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if (nameOffset != null) {
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fbBuilder.addOffset(3, nameOffset);
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}
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if (inventoryOffset != null) {
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fbBuilder.addOffset(5, inventoryOffset);
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}
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fbBuilder.addInt8(6, _color?.value);
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if (weaponsOffset != null) {
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fbBuilder.addOffset(7, weaponsOffset);
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}
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fbBuilder.addUint8(8, _equippedType?.value);
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if (equippedOffset != null) {
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fbBuilder.addOffset(9, equippedOffset);
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}
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if (pathOffset != null) {
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fbBuilder.addOffset(10, pathOffset);
|
||||
}
|
||||
return fbBuilder.endTable();
|
||||
}
|
||||
|
||||
/// Convenience method to serialize to byte list.
|
||||
@override
|
||||
Uint8List toBytes([String fileIdentifier]) {
|
||||
fb.Builder fbBuilder = new fb.Builder();
|
||||
int offset = finish(fbBuilder);
|
||||
return fbBuilder.finish(offset, fileIdentifier);
|
||||
}
|
||||
}
|
||||
class Weapon {
|
||||
Weapon._(this._bc, this._bcOffset);
|
||||
factory Weapon(List<int> bytes) {
|
||||
fb.BufferContext rootRef = new fb.BufferContext.fromBytes(bytes);
|
||||
return reader.read(rootRef, 0);
|
||||
}
|
||||
|
||||
static const fb.Reader<Weapon> reader = const _WeaponReader();
|
||||
|
||||
final fb.BufferContext _bc;
|
||||
final int _bcOffset;
|
||||
|
||||
String get name => const fb.StringReader().vTableGet(_bc, _bcOffset, 4, null);
|
||||
int get damage => const fb.Int16Reader().vTableGet(_bc, _bcOffset, 6, null);
|
||||
|
||||
@override
|
||||
String toString() {
|
||||
return 'Weapon{name: $name, damage: $damage}';
|
||||
}
|
||||
}
|
||||
|
||||
class _WeaponReader extends fb.TableReader<Weapon> {
|
||||
const _WeaponReader();
|
||||
|
||||
@override
|
||||
Weapon createObject(fb.BufferContext bc, int offset) =>
|
||||
new Weapon._(bc, offset);
|
||||
}
|
||||
|
||||
class WeaponBuilder {
|
||||
WeaponBuilder(this.fbBuilder) {
|
||||
assert(fbBuilder != null);
|
||||
}
|
||||
|
||||
final fb.Builder fbBuilder;
|
||||
|
||||
void begin() {
|
||||
fbBuilder.startTable();
|
||||
}
|
||||
|
||||
int addNameOffset(int offset) {
|
||||
fbBuilder.addOffset(0, offset);
|
||||
return fbBuilder.offset;
|
||||
}
|
||||
int addDamage(int damage) {
|
||||
fbBuilder.addInt16(1, damage);
|
||||
return fbBuilder.offset;
|
||||
}
|
||||
|
||||
int finish() {
|
||||
return fbBuilder.endTable();
|
||||
}
|
||||
}
|
||||
|
||||
class WeaponObjectBuilder extends fb.ObjectBuilder {
|
||||
final String _name;
|
||||
final int _damage;
|
||||
|
||||
WeaponObjectBuilder({
|
||||
String name,
|
||||
int damage,
|
||||
})
|
||||
: _name = name,
|
||||
_damage = damage;
|
||||
|
||||
/// Finish building, and store into the [fbBuilder].
|
||||
@override
|
||||
int finish(
|
||||
fb.Builder fbBuilder) {
|
||||
assert(fbBuilder != null);
|
||||
final int nameOffset = fbBuilder.writeString(_name);
|
||||
|
||||
fbBuilder.startTable();
|
||||
if (nameOffset != null) {
|
||||
fbBuilder.addOffset(0, nameOffset);
|
||||
}
|
||||
fbBuilder.addInt16(1, _damage);
|
||||
return fbBuilder.endTable();
|
||||
}
|
||||
|
||||
/// Convenience method to serialize to byte list.
|
||||
@override
|
||||
Uint8List toBytes([String fileIdentifier]) {
|
||||
fb.Builder fbBuilder = new fb.Builder();
|
||||
int offset = finish(fbBuilder);
|
||||
return fbBuilder.finish(offset, fileIdentifier);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user