1// Copyright 2018 Google Inc. All rights reserved.
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7//     http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
15include from "../lobster/"
16include "monster_generated.lobster"
17
18// Example of how to use FlatBuffers to create and read binary buffers.
19
20// Create a builder.
21let b = flatbuffers_builder {}
22
23// Create some weapons for our monster.
24let weapon_names = [ "Sword", "Axe" ]
25let weapon_damages = [ 3, 5 ]
26
27weapon_offsets := map(weapon_names) name, i:
28    let ns = b.CreateString(name)
29    b.MyGame_Sample_WeaponStart()
30    b.MyGame_Sample_WeaponAddName(ns)
31    b.MyGame_Sample_WeaponAddDamage(weapon_damages[i])
32    b.MyGame_Sample_WeaponEnd()
33
34let weapons = b.MyGame_Sample_MonsterCreateWeaponsVector(weapon_offsets)
35
36// Name of the monster.
37let name = b.CreateString("Orc")
38
39// Inventory.
40let inv = b.MyGame_Sample_MonsterCreateInventoryVector(map(10): _)
41
42// Now pack it all together in our root monster object.
43b.MyGame_Sample_MonsterStart()
44b.MyGame_Sample_MonsterAddPos(b.MyGame_Sample_CreateVec3(1.0, 2.0, 3.0))
45b.MyGame_Sample_MonsterAddHp(300)
46b.MyGame_Sample_MonsterAddName(name)
47b.MyGame_Sample_MonsterAddInventory(inv)
48b.MyGame_Sample_MonsterAddColor(MyGame_Sample_Color_Red)
49b.MyGame_Sample_MonsterAddWeapons(weapons)
50b.MyGame_Sample_MonsterAddEquippedType(MyGame_Sample_Equipment_Weapon)
51b.MyGame_Sample_MonsterAddEquipped(weapon_offsets[1])
52let orc = b.MyGame_Sample_MonsterEnd()
53
54// Finish the buffer!
55b.Finish(orc)
56
57// We now have a FlatBuffer that we could store on disk or send over a network.
58
59let buf = b.SizedCopy()
60
61// ...Saving to file or sending over a network code goes here...
62
63// Instead, we are going to access this buffer right away (as if we just
64// received it).
65
66// Get the root object accessor.
67let monster = MyGame_Sample_GetRootAsMonster(buf)
68
69// Note: We did not set the `mana` field explicitly, so we get a default value.
70assert monster.mana == 150
71assert monster.hp == 300
72assert monster.name == "Orc"
73assert monster.color == MyGame_Sample_Color_Red
74let pos = monster.pos
75assert pos
76assert pos.x == 1.0
77assert pos.y == 2.0
78assert pos.z == 3.0
79
80// Get and test the `inventory` FlatBuffer vector.
81for(monster.inventory_length) e, i:
82  assert monster.inventory(i) == e
83
84// Get and test the `weapons` FlatBuffer vector of tables.
85for(monster.weapons_length) i:
86  assert monster.weapons(i).name == weapon_names[i]
87  assert monster.weapons(i).damage == weapon_damages[i]
88
89// Get and test the `equipped` FlatBuffer union.
90assert monster.equipped_type() == MyGame_Sample_Equipment_Weapon
91
92// Now that we know the union value is a weapon, we can safely call as_Weapon:
93let union_weapon = monster.equipped_as_Weapon
94
95assert union_weapon.name == "Axe"
96assert union_weapon.damage == 5
97
98print "The FlatBuffer was successfully created and verified!"
99