Trying to figure out how to Grab part of a table. (hard to explain fully) - lua

So, what i am trying to do is... well it's best to show. oh and This is with Fivem and trying to modify an existing resource, but...
`BMProducts = {
{
["lostItems"] = {
[1] = { name = "weapon_shotgun", price = 1500, crypto = 2500, amount = 1 },
},
}
}
table.insert(BMProducts, {
["ballasItems"] = {
[1] = { name = "weapon_pistol", price = 1500, crypto = 2500, amount = 1 },
},
})
Config.Products = BMProducts`
And I have a another config, that i need to pull the Correct table, but now sure entirely how
`["products"] = Config.Products["ballasItems"],`
Is what I have but it won't read it, due to what I assume is what i saw when debugging, that when inserting to the table, it assigns a number, ie;
[1] = {lostitems = {... [2] = {ballasItems = {...
One that works, but what my ultimate goal is to make the code plug and play with the table inserts, is this
`BMProducts =
{
["lostItems"] = {
[1] = { name = "weapon_pistol", price = 1500, crypto = 2500, amount = 1 },
},
["ballasItems"] = {
[1] = { name = "weapon_pistol", price = 1500, crypto = 2500, amount = 1 },
},
}`
which works with the config above because the way just above does not assign numbers and not inserting into a table. Any ideas how i can go about setting that config for the correct Products table?
When i try it with the table insert, and with the
`["products"] = Config.Products["ballasItems"],`
It can't find the table, which is due to what i assume the table format being different than what it was, which was the code block at the bottom
so my main thing, is to get
`["products"] = Config.Products["ballasItems"],`
to = the correct table when there is a table insert.

If you don't want to table.insert, then don't table.insert:
BMProducts["ballasItems"] = {
{ name = "weapon_pistol", price = 1500, crypto = 2500, amount = 1 },
}
Now I think you told to not modify the config, so another approach is to just use that additional array index when indexing:
["products"] = Config.Products[2]["ballasItems"]
Which obviously assumes that the config never changes and the entry with ballasItems is on index 2.
If you do not know the index, you may want to iterate over Config.Products and look for the right product.
for i,v in ipairs(Config.Products) do
if v["ballasItems"] then
end
end
You may also consider the case where two or more products match.

Related

Nvim-cmp is adding multiple times the same sources

I'm using nvim-cmpto have a contextual window to display my LSP suggestions and my snippets but when I open multiple buffers, I have an issue : the same source is added multiple times to nvim-cmp causing the same result to be repeated in the popup.
For example, here is the result of :CmpStatus: after a few minutes of work.
# ready source names
- vsnip
- buffer
- nvim_lsp:pylsp
- vsnip
- nvim_lsp:pylsp
- nvim_lsp:pylsp
Here is my nvim-cmpconfig :
cmp.setup({
snippet = {
expand = function(args)
vim.fn["vsnip#anonymous"](args.body)
end,
},
...
sources = {
{ name = 'vsnip' },
{ name = 'nvim_lua' },
{ name = 'nvim_lsp' },
{ name = 'buffer', keyword_length = 3 }
},
}
Does anyone know how to adress this issue ? Is it a problem with my configuration ?
In your cmp configuration, you can use the dup keyword for vim_item with the formatting option / format function. See help for complete-item for explanations (:help complete-item).
cmp.setup({
formatting = {
format = function(entry, vim_item)
vim_item.menu = ({
nvim_lsp = '[LSP]',
vsnip = '[Snippet]',
nvim_lua = '[Nvim Lua]',
buffer = '[Buffer]',
})[entry.source.name]
vim_item.dup = ({
vsnip = 0,
nvim_lsp = 0,
nvim_lua = 0,
buffer = 0,
})[entry.source.name] or 0
return vim_item
end
}
})
You can see details in this feature request for nvim-cmp plugin.
I had the same problem and managed to solve the issue by realizing that cmp is somehow installed twice.
Try removing or better first renaming the cmp-packages in the plugged directory, for example
cmp-nvim-lsp to cmp-nvim-lsp_not
cml-nvim-buffer to cmp-nvim-buffer_not
etc.
This did the job for me.

Minimal NeoVim lua config for using nvim-cmp with lsp

I'm trying to write my own NeoVim Lua based config, stripped down to the minimum I need and with the goal to understand at least most of the config. LSP setup is working fine and is the only source I configured for nvim-cmp:
local cmp = require("cmp")
cmp.setup {
sources = {
{ name = 'nvim_lsp' }
}
}
local capabilities = vim.lsp.protocol.make_client_capabilities()
capabilities = require('cmp_nvim_lsp').update_capabilities(capabilities)
After some startup delay the completion is working in the sense that I see popups with proposed completions, based on information from LSP.
But I cannot select any of the proposed completions. I can just continue to type which reduces the proposed completions, but I cannot use tab, arrow keys, ... to select an entry from the popup. I saw in the docs that one can define keyboard mappings but cannot make sense out of them. They are all rather sophisticated, require a snippet package to be installed, ...
I would prefer to select the next completion via tab and to navigate them via arrow key. "Enter" should select the current one.
Could somebody show me a minimal configuration for this setup or point me to more "basic" docs?
Nvim-cmp requires you to set the mapping for tab and other keys explicitly, here is my working example:
local cmp = require'cmp'
local lspkind = require'lspkind'
cmp.setup({
snippet = {
expand = function(args)
-- For `ultisnips` user.
vim.fn["UltiSnips#Anon"](args.body)
end,
},
mapping = cmp.mapping.preset.insert({
['<Tab>'] = function(fallback)
if cmp.visible() then
cmp.select_next_item()
else
fallback()
end
end,
['<S-Tab>'] = function(fallback)
if cmp.visible() then
cmp.select_prev_item()
else
fallback()
end
end,
['<CR>'] = cmp.mapping.confirm({ select = true }),
['<C-e>'] = cmp.mapping.abort(),
['<Esc>'] = cmp.mapping.close(),
['<C-d>'] = cmp.mapping.scroll_docs(-4),
['<C-f>'] = cmp.mapping.scroll_docs(4),
}),
sources = {
{ name = 'nvim_lsp' }, -- For nvim-lsp
{ name = 'ultisnips' }, -- For ultisnips user.
{ name = 'nvim_lua' }, -- for nvim lua function
{ name = 'path' }, -- for path completion
{ name = 'buffer', keyword_length = 4 }, -- for buffer word completion
{ name = 'omni' },
{ name = 'emoji', insert = true, } -- emoji completion
},
completion = {
keyword_length = 1,
completeopt = "menu,noselect"
},
view = {
entries = 'custom',
},
formatting = {
format = lspkind.cmp_format({
mode = "symbol_text",
menu = ({
nvim_lsp = "[LSP]",
ultisnips = "[US]",
nvim_lua = "[Lua]",
path = "[Path]",
buffer = "[Buffer]",
emoji = "[Emoji]",
omni = "[Omni]",
}),
}),
},
})
This is working great for me. The mapping part corresponds to the config for key mapping in the table. You can tweak your conf based on my config to make it work for you.

How do I use information from Roblox Games API?

So I am trying to make some code that gets information about games using the Roblox API. I do get data back when I send a request, but I can't figure out a way to use the data in the code. Because when I decode it, it looks like this:
{
["data"] = ▼ {
[1] = ▼ {
["allowedGearCategories"] = {},
["allowedGearGenres"] = ▶ {...},
["copyingAllowed"] = false,
["createVipServersAllowed"] = false,
["created"] = <creation date>,
["creator"] = ▶ {...},
["description"] = "",
["favoritedCount"] = 0,
["genre"] = "Comedy",
["id"] = <the id>,
["isAllGenre"] = false,
["isFavoritedByUser"] = false,
["isGenreEnforced"] = true,
["maxPlayers"] = 10,
["name"] = <the name>,
["playing"] = 0,
["rootPlaceId"] = <the id>,
["studioAccessToApisAllowed"] = false,
["universeAvatarType"] = "PlayerChoice",
["updated"] = <update date>,
["visits"] = 0
}
}
}
I censored some of the information about which game it is, but that information isn't important here. The important thing is that it says "1" under "data", and if I type that into the code, it uses it as a number. So I can't access anything further down in the list than "data".
Here is my code, if it helps:
local universe = Proxy:Get("https://api.roblox.com/universes/get-universe-containing-place?placeid="..placeId).body
local universeDecoded = http:JSONDecode(universe)
local universeId = universeDecoded.UniverseId
local placeInfo = http:JSONDecode(Proxy:Get("https://games.roblox.com/v1/games?universeIds="..universeId).body)
print(placeInfo.data)
Also, sorry for not knowing a lot of programming words, so I say stuff like "further down in the list". But I hope it's clear what I mean.
I figured it out myself. I just had to write
print(placeInfo.data[1])

LUA and table data - finding data in a nested loop

I have the following table
scavenging =
{
{
type = "Greenskin|16",
fast_levelup = 20, --Number of levels with 75% chance to level up after required level
normal_levelup = 40, --Number of levels with 50% chance to level up after fast_levelup + required level
slow_levelup = 40, --Number of levels with 25% chance
drops = --Drops
{
{items = {"Linen", "Bolt of Linen", "Coarse Thread", "Feather", "Cotton"}, droprates = {60, 10, 10, 10, 2}},
},
},
}
This is one data value in a series. I use
function scavenge_meta(scavenge_name)
for _, meta in pairs(scavenging) do
if string.match(meta.type, scavenge_name) then
return meta
end
end
end
to pull the needed data. The question is, is there an easy way to get to the droprates value without having to do a few for (pairs)? Right now for example I can use:
local founditem = scavenge_meta("Greenskin|16")
And this works, and then I can use founditem.fast_levelup etc. I was hoping to access the drops table with founditem.drops.items for example, but this doesn't work, I need to do a pairs(founditem.drops) then pairs(valuefound.items) /etc.
Maybe there is a better way of doing this?
if you can change the table then do:
scavenging =
{
["Greenskin|16"] = {
type = "Greenskin|16",
fast_levelup = 20,
normal_levelup = 40,
slow_levelup = 40,
drops =
{
{items = {"Linen", "Bolt of Linen", "Coarse Thread", "Feather", "Cotton"}, droprates = {60, 10, 10, 10, 2}},
},
},
}
and get data directly by index
print(scavenging["Greenskin|16"].fast_levelup)
otherwise, just by searching as you did.

Sorting an array of tables

This may be easier than I'm making it on myself. I am relatively new to Lua, but experienced in other languages.
I have a table that looks like this:
local state = {}
state[1] = {
show = true,
changed = true,
progressType = "static",
value = 0,
total = 9,
name = "nine",
}
state[2] = {
show = true,
changed = true,
progressType = "static",
value = 0,
total = 7,
name = "seven",
}
state[3] = {
show = true,
changed = true,
progressType = "static",
value = 0,
total = 8,
name = "eight",
}
state[4] = {
show = true,
changed = true,
progressType = "static",
value = 0,
total = 6,
name = "six",
}
What I need to do is sort each table[] entry based on the value of table.value5. I can't find any functions in the docs that expressely say they do more than just a basic table.sort so I find myself a bit stuck. Do I need to manually sort by iterating through and creating a new table with the sorted data?
I can't find any functions in the docs that expressely say they do more than just a basic table.sort so I find myself a bit stuck.
I might be misunderstanding your issue, but table.sort is exactly what you need in this case:
local state = {}
state[1] = {
total = 9,
name = "nine",
}
state[2] = {
total = 7,
name = "seven",
}
state[3] = {
total = 8,
name = "eight",
}
state[4] = {
total = 6,
name = "six",
}
-- Use table.sort with a custom anonymous function
-- to specify how to compare the nested tables.
table.sort(state, function (a, b)
return a.total < b.total
end)
for i=1, #state do
print(i, state[i].name)
end
With table.sort you can provide an optional custom function, which can be as easy or complicated as you want it to be. In this case (as per your question) it is enough to simply compare the total values of your table.

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