Using Insert with a large multi-layered table using Lua - lua

So I am working on a script for GTA5 and I need to transfer data over to a js script. However so I don't need to send multiple arrays to js I require a table, the template for the table should appear as below.
The issue I'm having at the moment is in the second section where I receive all vehicles and loop through each to add it to said 'vehicleTable'. I haven't been able to find the "table.insert" method used in a multilayered table
So far I've tried the following
table.insert(vehicleTable,vehicleTable[class][i][vehicleName])
This seems to store an 'object'(table)? so it does not show up when called in the latter for loop
Next,
vehicleTable = vehicleTable + vehicleTable[class][i][vehicleName]
This seemed like it was going nowhere as I either got a error or nothing happened.
Next,
table.insert(vehicleTable,class)
table.insert(vehicleTable[class],i)
table.insert(vehicleTable[class][i],vehicleName)
This one failed on the second line, I'm unsure why however it didn't even reach the next problem I saw later which would be the fact that line 3 had no way to specify the "Name" field.
Lastly the current one,
local test = {[class] = {[i]={["Name"]=vehicleName}}}
table.insert(vehicleTable,test)
It works without errors but ultimately it doesn't file it in the table instead it seems to create its own branch so object within the object.
And after about 3 hours of zero progress on this topic I turn to the stack overflow for assistance.
local vehicleTable = {
["Sports"] = {
[1] = {["Name"] = "ASS", ["Hash"] = "Asshole2"},
[2] = {["Name"] = "ASS2", ["Hash"] = "Asshole1"}
},
["Muscle"] = {
[1] = {["Name"] = "Sedi", ["Hash"] = "Sedina5"}
},
["Compacts"] = {
[1] = {["Name"] = "MuscleCar", ["Hash"] = "MCar2"}
},
["Sedan"] = {
[1] = {["Name"] = "Blowthing", ["Hash"] = "Blowthing887"}
}
}
local vehicles = GetAllVehicleModels();
for i=1, #vehicles do
local class = vehicleClasses[GetVehicleClassFromName(vehicles[i])]
local vehicleName = GetLabelText(GetDisplayNameFromVehicleModel(vehicles[i]))
print(vehicles[i].. " " .. class .. " " .. vehicleName)
local test = {[class] = {[i]={["Name"]=vehicleName}}}
table.insert(vehicleTable,test)
end
for k in pairs(vehicleTable) do
print(k)
-- for v in pairs(vehicleTable[k]) do
-- print(v .. " " .. #vehicleTable[k])
-- end
end
If there is not way to add to a library / table how would I go about sorting all this without needing to send a million (hash, name, etc...) requests to js?
Any recommendations or support would be much appreciated.

Aside the fact that you do not provide the definition of multiple functions and tables used in your code that would be necessary to provide a complete answere without making assumptions there are many misconceptions regarding very basic topics in Lua.
The most prominent is that you don't know how to use table.insert and what it can do. It will insert (append by default) a numeric field to a table. Given that you have non-numeric keys in your vehicleTable this doesn't make too much sense.
You also don't know how to use the + operator and that it does not make any sense to add a table and a string.
Most of your code seems to be the result of guess work and trial and error.
Instead of referring to the Lua manual so you know how to use table.insert and how to index tables properly you spend 3 hours trying all kinds of variations of your incorrect code.
Assuming a vehicle model is a table like {["Name"] = "MyCar", ["Hash"] = "MyCarHash"} you can add it to a vehicle class like so:
table.insert(vehicleTable["Sedan"], {["Name"] = "MyCar", ["Hash"] = "MyCarHash"})
This makes sense because vehicleTable.Sedan has numeric indices. And after that line it would contain 2 cars.
Read the manual. Then revisit your code and fix your errors.

Related

LUA indexed table access via named constants

I am using LUA as embedded language on a µC project, so the ressources are limited. To save some cycles and memory I do always only indexed based table access (table[1]) instead og hash-based access (table.someMeaning = 1). This saves a lot of memory.
The clear drawback of this is approach are the magic numbers thrughtout the code.
A Cpp-like preprocessor would help here to replace the number with named-constants.
Is there a good way to achieve this?
A preprocessor in LUA itself, loading the script and editing the chunk and then loading it would be a variant, but I think this exhausts the ressources in the first place ...
So, I found a simple solution: write your own preprocessor in Lua!
It's probably the most easy thing to do.
First, define your symbols globally:
MySymbols = {
FIELD_1 = 1,
FIELD_2 = 2,
FIELD_3 = 3,
}
Then you write your preprocessing function, which basically just replace the strings from MySymbols by their value.
function Preprocess (FilenameIn, FilenameOut)
local FileIn = io.open(FilenameIn, "r")
local FileString = FileIn:read("*a")
for Name, Value in pairs(MySymbols) do
FileString = FileString:gsub(Name, Value)
end
FileIn:close()
local FileOut = io.open(FilenameOut, "w")
FileOut:write(FileString)
FileOut:close()
end
Then, if you try with this input file test.txt:
TEST FIELD_1
TEST FIELD_2
TEST FIELD_3
And call the following function:
Preprocess("test.txt", "test-out.lua")
You will get the fantastic output file:
TEST 1
TEST 2
TEST 3
I let you the joy to integrate it with your scripts/toolchain.
If you want to avoid attributing the number manually, you could just add a wonderful closure:
function MakeCounter ()
local Count = 0
return function ()
Count = Count + 1
return Count
end
end
NewField = MakeCounter()
MySymbols = {
FIELD_1 = NewField(),
FIELD_2 = NewField(),
FIELD_3 = NewField()
}

Creating a mix and max function

I have a function which tells me if there is a crossover between sources (not allowed) between elements for two vendors. I won't go into how this is constructed as it will require a lot of explanation and I'm trying to keep this simple. All you need to know is that it takes two concatenated vendor names and returns true/false if they have no overlap or do (respectively).
E.g.
noCrossover["TescoSainsburys"] = true
Now, I want to find the best combination of stores to get a product A, without calling the source multiple times. For just two stores, this is easy (I have a table constructed earlier which contains vendors already):
vendorsCalled = {"Tesco", "Sainsburys"}
if noCrossover[vendorsCalled[1] .. vendorsCalled[2]] then
numProductsAgr = tescoProductA + sainsburysProductA
else
numProductsAgr = math.max(tescoProductA, sainsburysProductA)
end
However, as I increase the number of vendors, it gets more complex:
vendorsCalled = {"Tesco", "Sainsburys", Waitrose"}
if noCrossover[vendorsCalled[1] .. vendorsCalled[2]] and
noCrossover[vendorsCalled[1] .. vendorsCalled[3]] and
noCrossover[vendorsCalled[2] .. vendorsCalled[3]] then
numProductsAgr123 = tescoProductA + sainsburysProductA + waitroseProductA
else
numProductsAgr123 = 0
end
if noCrossover[vendorsCalled[1] .. vendorsCalled[2]] then
numProductsAgr12 = tescoProductA + sainsburysProductA
else
numProductsAgr12 = math.max(tescoProductA, sainsburysProductA)
end
if noCrossover[vendorsCalled[1] .. vendorsCalled[3]] then
numProductsAgr13 = tescoProductA + waitroseProductA
else
numProductsAgr13= math.max(tescoProductA, waitroseProductA)
end
if noCrossover[vendorsCalled[2] .. vendorsCalled[3]] then
numProductsAgr23 = sainsburysProductA + waitroseProductA
else
numProductsAgr23 = math.max(sainsburysProductA + waitroseProductA)
end
numResidencyMatchesAgr = math.max(numProductsAgr123 , numProductsAgr12 , numProductsAgr13 , numProductsAgr23 )
and it gets harder again with 4.
It's also worth noting that these are used in different places (1,2,3,4 stores) so I can use separate functions for each where I define how many stores are used.
I also need to be able to work out which vendors my final number steams from
Is there a better, more concise way of doing this to avoid needing to write out these log error prone scripts?

How broadcast variables are used in dask parallelization

I have some code applying a map function on a dask bag. I need a lookup dictionary to apply that function and it doesn't work with client.scatter.
I don't know if I am doing the right things, because the workers starts, but they don't do anything. I have tried different configuration looking to different examples, but I can't get it to work. Any support will be appreciated.
I know from Spark, you define a broadcast variable and you access the content by variable.value inside the function you want to apply. I don't see the same with dask.
# Function to map
def transform_contacts_add_to_historic_sin(data,historic_dict):
raw_buffer = ''
line = json.loads(data)
if line['timestamp] > historic_dict['timestamp]:
raw_buffer = raw_buffer + line['vid']
return raw_buffer
# main program
# historic_dict is a dictionary previously filled, which is the lookup variable for map function
# file_records will be a list of json.dump getting from a S3 file
from distributed import Client
client = Client()
historic_dict_scattered = client.scatter(historic_dict, broadcast=True)
file_records = []
raw_data = s3_procedure.read_raw_file(... S3 file.......)
data = TextIOWrapper(raw_data)
for line in data:
file_records.append(line)
bag_chunk = db.from_sequence(file_records, npartitions=16)
bag_transform = bag_chunk.map(lambda x: transform_contacts_add_to_historic(x), args=[historic_dict_scattered])
bag_transform.compute()
If your dictionary is small you can just include it directly
def func(partition, d):
return ...
my_dict = {...}
b = b.map(func, d=my_dict)
If it's large then you might want to wrap it up in Dask delayed first
my_dict = dask.delayed(my_dict)
b = b.map(func, d=my_dict)
If it's very large then yes, you might want to scatter it first (though I would avoid this if things work out with either of the approaches above).
[my_dict] = client.scatter([my_dict])
b = b.map(func, d=my_dict)

In Lua, using a boolean variable from another script in the same project ends up with nill value error

This code is for a modding engine, Unitale base on Unity Written in Lua
So I am trying to use a Boolean Variable in my script poseur.lua, so when certain conditions are met so I can pass it to the other script encounter.lua, where a engine Predefined functions is being uses to make actions happens base on the occurring moment.
I tried to read the engine documentation multiple times, follow the exact syntax of Lua's fonction like GetVar(), SetVar(), SetGobal(),GetGlobal().
Searching and google thing about the Language, post on the subreddit and Game Exchange and tried to solve it by myself for hours... I just can't do it and I can't understand why ?
I will show parts of my codes for each.
poseur:
-- A basic monster script skeleton you can copy and modify for your own creations.
comments = {"Smells like the work\rof an enemy stand.",
"Nidhogg_Warrior is posing like his\rlife depends on it.",
"Nidhogg_Warrior's limbs shouldn't\rbe moving in this way."}
commands = {"GREET", "JUMP", "FLIRT", "CRINGE"}
EndDialougue = {" ! ! !","ouiii"}
sprite = "poseur" --Always PNG. Extension is added automatically.
name = "Nidhogg_Warrior"
hp = 99
atk = 1
def = 1
check = "The Nidhogg_Warrior is\rsearching for the Nidhogg"
dialogbubble = "rightlarge" -- See documentation for what bubbles you have available.
canspare = false
cancheck = true
GreetCounter = 5
Berserk = false
encounter:
-- A basic encounter script skeleton you can copy and modify for your own creations.
encountertext = "Nidhogg_Warrior is\rrunning frantically"
nextwaves = {"bullettest_chaserorb"}
wavetimer = 5.0
arenasize = {155, 130}
music = "musAncientGuardian"
enemies = {"poseur"}
require("Monsters.poseur")
enemypositions = {{0, 0}}
-- A custom list with attacks to choose from.
-- Actual selection happens in EnemyDialogueEnding().
-- Put here in case you want to use it.
possible_attacks = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}
function EncounterStarting()
-- If you want to change the game state immediately, this is the place.
Player.lv = 20
Player.hp = 99
Player.name = "Teemies"
poseur.GetVar("Berserk")
end
Thank you for reading.
The answer to my problem was to use SetGobal(), GetGobal().
For some reasons my previous attempt to simply use SetGobal()Resulted in nil value despite writing it like that SetGobal("Berserk",true) gave me a nill value error, as soon as I launch the game.
But I still used them wrong. First I needed to put it SetGobal() at the end of the condition instead of at the start of the the poseur.lua script because the change of value... for some reasons was being overwritten by it first installment.
And to test the variable in the function in my encounter.lua, I needed to write it like that
function EnemyDialogueStarting()
-- Good location for setting monster dialogue depending on how the battle is going.
if GetGlobal("Jimmies") == true then
TEEEST()
end
end
Also any tips an suggestions are still welcome !
Well firstly, in lua simple values like bool and number are copied on assignment:
global={}
a=2
global.a=a--this is a copy
a=4--this change won't affect value in table
print(global.a)--2
print(a)--4
Secondly,
SetGobal and the other mentioned functions are not part of lua language, they must be related to your engine. Probably, they use word 'Global' not as lua 'global' but in a sense defined by engine.
Depending on the engine specifics these functions might as well do a deep copy of any variable they're given (or might as well not work with complicated objects).

Using index value in method

In my Rails application, in a model, I am trying to use the loop index x in the following method, and I can't figure out how to get the value:
def set_winners ## loops over 4 quarters
1.upto(4) do |x|
qtr_[x]_winner.winner = 1
qtr_[x]_winner.save
end
end
I'm going to keep searching but any help would be greatly appreciated!
edit: So I guess I can't do that! Here is the original method I was trying to refactor in full by looping four times:
def set_winners
## set all 4 quarter's winning squares
home_qtr_1 = game.home_q1_score.to_s.split('').last.to_i
away_qtr_1 = game.away_q1_score.to_s.split('').last.to_i
qtr_1_winner = squares.where(xvalue:home_qtr_1, yvalue:away_qtr_1).first
qtr_1_winner.winner = 1
qtr_1_winner.save
home_qtr_2 = game.home_q2_score.to_s.split('').last.to_i
away_qtr_2 = game.away_q2_score.to_s.split('').last.to_i
qtr_2_winner = squares.where(xvalue:home_qtr_2, yvalue:away_qtr_2).first
qtr_2_winner.winner = 1
qtr_2_winner.save
home_qtr_3 = game.home_q3_score.to_s.split('').last.to_i
away_qtr_3 = game.away_q3_score.to_s.split('').last.to_i
qtr_3_winner = squares.where(xvalue:home_qtr_3, yvalue:away_qtr_3).first
qtr_3_winner.winner = 1
qtr_3_winner.save
home_qtr_4 = game.home_q4_score.to_s.split('').last.to_i
away_qtr_4 = game.away_q4_score.to_s.split('').last.to_i
qtr_4_winner = squares.where(xvalue:home_qtr_4, yvalue:away_qtr_4).first
qtr_4_winner.winner = 1
qtr_4_winner.save
end
Is there a better way to do this if it's bad practice to dynamically change attribute names?
It looks like you are trying to do a PHP-like trick in a language that doesn't support it, and where we recommend NOT doing it because it results in code that is very difficult to debug due to the dynamically named variables.
It looks like you want to generate a variable name using:
qtr_[x]_winner
to create something like:
qtr_1_winner
Instead, consider creating an array named qtr_winner containing your objects and access the elements like:
qtr_winner[1]
or
qtr_winner[2]
etc.
You could create a hash to do a similar thing:
qtr_winner = {}
qtr_winner[1] = 5
then later access it using qtr_winner[1] and get 5 back or
qtr_winner[1].winner = 1
The determination of whether to use a hash or an array is whether you need to walk the container, or need random access. If you are always indexing into it using a value, then it's probably a wash about which is faster.
Based on your edit, you don't need dynamic variables. The only thing that changes in your loop is game.home_qN_score, so that's what the focus of your refactoring should be. Given that, here's a viable solution:
1.upto(4) do |i|
home_qtr = game.send("home_q#{i}_score)".to_s.split('').last.to_i
away_qtr = game.send("away_q#{i}_score)".to_s.split('').last.to_i
winner = squares.where(xvalue:home_qtr, yvalue:away_qtr).first
winner.winner = 1
winner.save
end
Original answer:
If qtr_1_winner, etc. are instance methods, you can use Object#send to achieve what you want:
def set_winners ## loops over 4 quarters
1.upto(4) do |x|
send("qtr_#{x}_winner").winner = 1
send("qtr_#{x}_winner").save
end
end

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