# automatically generated by the FlatBuffers compiler, do not modify # namespace: wire_protocol import flatbuffers from flatbuffers.compat import import_numpy np = import_numpy() class GameState(object): __slots__ = ['_tab'] @classmethod def GetRootAs(cls, buf, offset=0): n = flatbuffers.encode.Get(flatbuffers.packer.uoffset, buf, offset) x = GameState() x.Init(buf, n + offset) return x @classmethod def GetRootAsGameState(cls, buf, offset=0): """This method is deprecated. Please switch to GetRootAs.""" return cls.GetRootAs(buf, offset) # GameState def Init(self, buf, pos): self._tab = flatbuffers.table.Table(buf, pos) # GameState def Rows(self): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(4)) if o != 0: return self._tab.Get(flatbuffers.number_types.Int16Flags, o + self._tab.Pos) return 0 # GameState def Cols(self): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(6)) if o != 0: return self._tab.Get(flatbuffers.number_types.Int16Flags, o + self._tab.Pos) return 0 # GameState def NextPiece(self): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(8)) if o != 0: return self._tab.Get(flatbuffers.number_types.Int16Flags, o + self._tab.Pos) return 0 # GameState def CurrentPiece(self): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(10)) if o != 0: return self._tab.Get(flatbuffers.number_types.Int16Flags, o + self._tab.Pos) return 0 # GameState def PieceRotation(self): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(12)) if o != 0: return self._tab.Get(flatbuffers.number_types.Int16Flags, o + self._tab.Pos) return 0 # GameState def PieceRow(self): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(14)) if o != 0: return self._tab.Get(flatbuffers.number_types.Int16Flags, o + self._tab.Pos) return 0 # GameState def PieceCol(self): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(16)) if o != 0: return self._tab.Get(flatbuffers.number_types.Int16Flags, o + self._tab.Pos) return 0 # GameState def Score(self): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(18)) if o != 0: return self._tab.Get(flatbuffers.number_types.Int16Flags, o + self._tab.Pos) return 0 # GameState def Grid(self, j): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(20)) if o != 0: a = self._tab.Vector(o) return self._tab.Get(flatbuffers.number_types.Uint8Flags, a + flatbuffers.number_types.UOffsetTFlags.py_type(j * 1)) return 0 # GameState def GridAsNumpy(self): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(20)) if o != 0: return self._tab.GetVectorAsNumpy(flatbuffers.number_types.Uint8Flags, o) return 0 # GameState def GridLength(self): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(20)) if o != 0: return self._tab.VectorLen(o) return 0 # GameState def GridIsNone(self): o = flatbuffers.number_types.UOffsetTFlags.py_type(self._tab.Offset(20)) return o == 0 def GameStateStart(builder): builder.StartObject(9) def Start(builder): return GameStateStart(builder) def GameStateAddRows(builder, rows): builder.PrependInt16Slot(0, rows, 0) def AddRows(builder, rows): return GameStateAddRows(builder, rows) def GameStateAddCols(builder, cols): builder.PrependInt16Slot(1, cols, 0) def AddCols(builder, cols): return GameStateAddCols(builder, cols) def GameStateAddNextPiece(builder, nextPiece): builder.PrependInt16Slot(2, nextPiece, 0) def AddNextPiece(builder, nextPiece): return GameStateAddNextPiece(builder, nextPiece) def GameStateAddCurrentPiece(builder, currentPiece): builder.PrependInt16Slot(3, currentPiece, 0) def AddCurrentPiece(builder, currentPiece): return GameStateAddCurrentPiece(builder, currentPiece) def GameStateAddPieceRotation(builder, pieceRotation): builder.PrependInt16Slot(4, pieceRotation, 0) def AddPieceRotation(builder, pieceRotation): return GameStateAddPieceRotation(builder, pieceRotation) def GameStateAddPieceRow(builder, pieceRow): builder.PrependInt16Slot(5, pieceRow, 0) def AddPieceRow(builder, pieceRow): return GameStateAddPieceRow(builder, pieceRow) def GameStateAddPieceCol(builder, pieceCol): builder.PrependInt16Slot(6, pieceCol, 0) def AddPieceCol(builder, pieceCol): return GameStateAddPieceCol(builder, pieceCol) def GameStateAddScore(builder, score): builder.PrependInt16Slot(7, score, 0) def AddScore(builder, score): return GameStateAddScore(builder, score) def GameStateAddGrid(builder, grid): builder.PrependUOffsetTRelativeSlot(8, flatbuffers.number_types.UOffsetTFlags.py_type(grid), 0) def AddGrid(builder, grid): return GameStateAddGrid(builder, grid) def GameStateStartGridVector(builder, numElems): return builder.StartVector(1, numElems, 1) def StartGridVector(builder, numElems): return GameStateStartGridVector(builder, numElems) def GameStateEnd(builder): return builder.EndObject() def End(builder): return GameStateEnd(builder)