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
15import from "../lobster/"
16import monster_generated
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
27let weapon_offsets = map(weapon_names) name, i:
28    let ns = b.CreateString(name)
29    MyGame_Sample_WeaponBuilder { b }
30        .start()
31        .add_name(ns)
32        .add_damage(weapon_damages[i])
33        .end()
34
35let weapons = b.MyGame_Sample_MonsterCreateWeaponsVector(weapon_offsets)
36
37// Name of the monster.
38let name = b.CreateString("Orc")
39
40// Inventory.
41let inv = b.MyGame_Sample_MonsterCreateInventoryVector(map(10): _)
42
43// Now pack it all together in our root monster object.
44let orc = MyGame_Sample_MonsterBuilder { b }
45    .start()
46    .add_pos(b.MyGame_Sample_CreateVec3(1.0, 2.0, 3.0))
47    .add_hp(300)
48    .add_name(name)
49    .add_inventory(inv)
50    .add_color(MyGame_Sample_Color_Red)
51    .add_weapons(weapons)
52    .add_equipped_type(MyGame_Sample_Equipment_Weapon)
53    .add_equipped(weapon_offsets[1])
54    .end()
55
56// Finish the buffer!
57b.Finish(orc)
58
59// We now have a FlatBuffer that we could store on disk or send over a network.
60
61let buf = b.SizedCopy()
62
63// ...Saving to file or sending over a network code goes here...
64
65// Instead, we are going to access this buffer right away (as if we just
66// received it).
67
68// Get the root object accessor.
69let monster = MyGame_Sample_GetRootAsMonster(buf)
70
71// Note: We did not set the `mana` field explicitly, so we get a default value.
72assert monster.mana == 150
73assert monster.hp == 300
74assert monster.name == "Orc"
75assert monster.color == MyGame_Sample_Color_Red
76let pos = monster.pos
77assert pos
78assert pos.x == 1.0
79assert pos.y == 2.0
80assert pos.z == 3.0
81
82// Get and test the `inventory` FlatBuffer vector.
83for(monster.inventory_length) e, i:
84  assert monster.inventory(i) == e
85
86// Get and test the `weapons` FlatBuffer vector of tables.
87for(monster.weapons_length) i:
88  assert monster.weapons(i).name == weapon_names[i]
89  assert monster.weapons(i).damage == weapon_damages[i]
90
91// Get and test the `equipped` FlatBuffer union.
92assert monster.equipped_type() == MyGame_Sample_Equipment_Weapon
93
94// Now that we know the union value is a weapon, we can safely call as_Weapon:
95let union_weapon = monster.equipped_as_Weapon
96
97assert union_weapon.name == "Axe"
98assert union_weapon.damage == 5
99
100print "The FlatBuffer was successfully created and verified!"
101