I know my question would sound silly but I'm new to Lua so I'm trying to make the best practice as I can.
function wait(n)
local start = os.time()
repeat until os.time() > start + n
end
function hi(x)
while x do
print("Hi")
wait(.5)
end
end
hi(true)
For example, I want to turn off the function "hi" after running for 6 seconds and re-enable it after stopping for 2 seconds, how can I do it? Thank you so much!
Try this changes...
function wait(n)
local start = os.clock()
repeat until os.clock() > start + n
end
function hi(x)
for i = 1, x do
print("Hi")
wait(.5)
end
end
hi(4) -- With the hardcoded wait(.5) this will end after 2s
One warning.
Lua is fast so wait() will run in high performance mode.
Let it run by hi(120) for a minute will also run your fans in high cooling mode.
...it is better to have a more CPU friendly wait/sleep.
Easy Peasy with LuaJIT: https://luajit.org/ext_ffi_tutorial.html
Related
This is my attempt to make a Logitech high-precision delay, accurate to 1ms.
Why do you need high precision delay? Because starting with Win10 release 2004, Logitech Sleep(1) is actually sleeps for 15.6ms, so you might need a more precise Sleep() to preserve the original (Win10 1909) behavior of your old scripts.
function Sleep3(time)
local a = GetRunningTime()
while GetRunningTime()-a < time do
end
end
Is Sleep3() accuracy really equals to 1ms?
Logitech GetRunningTime() just invokes WinAPI function GetTickCount
As you can see from the doc,
The resolution of the GetTickCount function is limited to the resolution of the system timer, which is typically in the range of 10 milliseconds to 16 milliseconds
In other words, the values returned by GetRunningTime() are not sequential integers.
When you call GetRunningTime() in a loop, you will receive something like the following:
0,0,0,...,0,15,15,15,...,15,31,31,..,31,46,46,...
This means it is unable to make 1ms-precision delay by using GetRunningTime().
The actual precision of Sleep3() is 15ms, as usual Sleep() has.
function OnEvent(event,arg)
if event == "MOUSE_BUTTON_PRESSED" and arg == 4 then
a = GetRunningTime()
for i = 1,1000,1 do
Sleep(1)
end
OutputLogMessage((GetRunningTime() - a) / 1000)
end
end
I want to make my mydicebot (by seuntje) Lua program sleep AROUND A DAY, after betting for a day... like
function sleep(n)
t = os.clock()
while os.clock() - t <= n do
-- nothing
end
end
function playsleep()
sec = math.random(80000,90000)
sleep(sec) -- around 86400 seconds
end
timestart = os.time()
dur = math.random(70000,80000)
function dobet()
if os.time() - timestart < math.random then
playsleep()
end
timestart = os.time() -- reset the time counter
end
but when I call the playsleep function in the dobet function
it ends up I cannot click anything in my program, cannot move another tab also
and the CPU is not sleeping either, even get busy
and sometimes it stucks even after 90000 seconds
-- THE QUESTIONS --
A. so can I make a function where the sleep is a real sleep?
B. can it sleep until 90000 seconds?
C. or what is the max number of sleep in seconds for the variable "sec" above?
Use the posix module to sleep:
posix = require("posix")
posix.sleep(86400)
But this will still block your program and you won't be able to click anything. You will need to provide more detail about your program in order to receive better advice.
Also os is there.
Why not...
do os.execute('$(type -path sleep) '..(3600*24)) end
...?
I'm quite new to lua scripting.. now i'm trying to code in game boss
local function SlitherEvents(event, creature, attacker, damage)
if(creature:GetHealthPct() <= 60) then
creature:SendUnitYell("Will punish you all",0)
creature:RegisterEvent(AirBurst, 1000, 0) -- 1 seconds
return
end
end
this should make the boss talk when his health = 60% or less but it should run one time, when I run the code the boss keep saying and attacking all the time. How can I make it run once?
Use a boolean created outside the scope of the function callback:
local has_talked = false
local function SlitherEvents(event, creature, attacker, damage)
if creature:GetHealthPct() <= 60 and not has_talked then
has_talked = true
creature:SendUnitYell("Will punish you all",0)
creature:RegisterEvent(AirBurst, 1000, 1) -- 1 seconds
return
end
end
EDIT
If you are actually using the Eluna Engine's RegisterEvent call, then set the number of repeats to 1 and not 0. This will resolve the issue you had.
I'm making an addon for world of warcraft, and I'm to the point where my project is done, but it runs once and is done.
My objective is to make an interface on my screen that shows certain stats, and during combat you may get a proc of some sort and your stats will increase.
Right now my code creates the interface and shows base stats.
This is a function I wrote that I can use to update it correctly.
local function updateFunction()
AgilityLine.text:SetText("Agility = ".. getRangedAgility())
AttackPowerLine.text:SetText("AP = ".. getRangedAttackPower())
CritLine.text:SetText("Crit = ".. getRangedCrit() .."%")
MasteryLine.text:SetText("Mastery = ".. getRangedMastery())
HasteLine.text:SetText("Haste = ".. getHaste() .."%")
end
I test it by making an in game command to run the function. How can I make the function run itself at a reasonable rate, maybe twice a second.
Here's how you update every 2s seconds :
local total = 0
local function onUpdate(self,elapsed)
total = total + elapsed
if total >= 2 then
updateFunction()
total = 0
end
end
local f = CreateFrame("frame")
f:SetScript("OnUpdate", onUpdate)
Just using intern update system for addon =)
Source : http://wowprogramming.com/snippets/Create_a_mini-timer_using_OnUpdate_3
you should add this function into the game loop function, maybe like timetick(); or you should write the timetick function yourself and call this updateFunction
I'm writing a script in Lua that among many other functions will perform a single loop at a specific time on a specific day. The loop is started when a button is pressed, pondering over this for a while now I have gathered that I will have to check the system time in millis using os.time which in table form can return the date too which is very helpful. The only thing I am stuck with is how to express it, and if it would be possible to include multiple definitions of os.time; so on day (x), loop1 will run and on day (y) loop 2 will occur and so on. I'm most likely over complicating this a lot...
Here's my code so far: (it crashes and burns when called by the button press)
function runiftime()
day1 = a;
day2 = b;
day3 = c;
day4 = d;
status = 0; -- Default status == 0
target = day4;
-- Where a, b, c & d are shown above I would like different os.time outputs which relate to days in the future an example output of os.time is => = os.time() outputs '1384988715'.
repeat
if os.time() == "day1" then
os.execute("Some command");
result = Shell.Execute("Some program", "open", "", "", SW_SHOWNORMAL, false);
status = 1;
end
if os.time() == "day2" then
os.execute("Some command");
result = Shell.Execute("Some program", "open", "", "", SW_SHOWNORMAL, false);
status = 1;
end
if os.time == "day3" then
os.execute("Some command");
result = Shell.Execute("Some program", "open", "", "", SW_SHOWNORMAL, false);
status = 1;
end
if os.time == "day4" then
os.execute("Some command");
result = Shell.Execute("Some program", "open", "", "", SW_SHOWNORMAL, false);
status = 1;
end
if status == 1 then
Input.SetText("feed", "Routine Successful! Waiting for Command...");
else
Input.SetText("feed", "Automated Routine Started! Waiting for OS Clock...");
end
until (os.time == target);
end
I've noticed a few issues with your code. First of all, half the time, you're comparing to os.time which is a function and os.time() which will be a number. Secondly, you're going into an infinite loop with until (os.time == target);, since os.time will never change unless you change it.
Even then, if you were correctly comparing with os.time(), going into an infinite loop to check the time all the time is going to max out CPU usage for the Lua VM, as infinite loops are wont to do. This will probably freeze up the process, which might be what you mean by "crash and burn."
Last but not least, comparing the current time to a time in the future with an == is generally a bad idea, due to the low probability of the condition executing precisely during the exact desired time.
I'd recommend sleeping as long as possible until the earliest task is ready to be carried out. This way, you avoid taking up any unnecessary CPU time with constant polling. From Lua, you could do something like this.
local target = os.time{year = 2013, month = 11, day = 21, hour = 9, min = 30}
local function sleep(s) -- wait for `s` seconds
if type(s) ~= 'number' then
error's is not a number'
elseif s < 1 then
return
end
s = math.floor(s)
-- Windows (delay range limited to 0-9999)
--os.execute('choice /n /d:y /t:' .. math.min(s, 9999) .. ' > NUL')
-- *nix
os.execute('sleep ' .. s)
end
local d
repeat
d = target - os.time()
if d <= 0 then break end
sleep(d) -- sleep for the difference
until false
print'Target time has arrived.'
Ideally, you'd accomplish something like this by having your operating system's scheduler, such as cron on *nix or Task Scheduler on Windows, control the timing of the script's execution. However, if you plan to handle the timing through Lua, have a look through this page in Programming in Lua.
Edit: Making use of our sleep function from last time, we can easily create the foundation for a complete task scheduler in Lua that can handle multiple events with only a few lines of code.
local alarm = {}
local function sort_alarm(a, b) return a.time > b.time end
local function schedule(when, what)
if os.time() <= when then
table.insert(alarm, {time = when, event = what})
table.sort(alarm, sort_alarm)
else -- What to do when a scheduled event is in the past?
what()
end
end
local function run_scheduler()
local d
while #alarm > 0 do
d = alarm[#alarm].time - os.time()
if d <= 0 then
-- Pop the latest alarm from the stack and call it.
table.remove(alarm).event()
else
sleep(d)
end
end
end
-- Schedule some events.
schedule(os.time{year = 2013, month = 11, day = 22, hour = 9}, function()
print'This function runs at a specific point in time.'
end)
schedule(os.time() + 30, function()
print'This function will run 30 seconds from the start of the script.'
end)
schedule(os.time() + 5, function()
print'This function will run 5 seconds from the start of the script.'
schedule(os.time() + 10, function()
print'You can even schedule new functions this way.'
print'This one will run 15 seconds from the start of the script.'
end)
end)
local function repeater()
print'How about a repeating event?'
print'This function will run every 10 seconds.'
schedule(os.time() + 10, repeater)
end
schedule(os.time() + 10, repeater)
-- Start the scheduler loop.
run_scheduler()
-- No more events left at this point, thus the script will end.
In closing, I must note that if you plan to use this seriously, you'll want to replace the sleep function with something more robust in the future. There's a page on the users wiki listing some solutions. I'd say it's easiest to do from LuaJIT using the FFI, if you happen to be using it already.