Roblox - invalid argument #2 to 'remove' (number expected, got string) - lua

so I have a simple problem that can probably be easily fixed. My script randomly chooses a string from a table. After it has chosen it ad displayed it, it removes it from the table. But when I try to do that, I get this error, invalid argument #2 to 'remove' (number expected, got string). Here is my script.
local textTable = {
"What is this?",
"What is that?",
"What would match this statement?",
"Pick the option that would match the image."
}
while wait(2) do
local choice = textTable[math.random(1,#textTable)]
script.Parent:WaitForChild("ComputerGui").Game1.TextLabel.Text = choice
table.remove(textTable, choice)
choice = textTable[math.random(1,#textTable)]
end
I have looked into this but nothing has helped my situation. Any help appreciated!

maybe try
while wait(2) do
if #textTable == 0 then
break
end
local choice = math.random(1,#textTable)
script.Parent:WaitForChild("ComputerGui").Game1.TextLabel.Text = textTable[choice]
table.remove(textTable, choice)
choice = math.random(1,#textTable)
end
edit: just read the comments, added if statement check

Related

I am looking for a Lua find and replace logic

enter image description here
I just started working on lua scripting since a week. I have a lua file where in the logic needs to be written for a certain condition.
The condition when gets triggered
it does an iteration on one of the fields to change value from
(ABC123-XYZ) to this value
(ABC123#1-XYZ) and it keeps increasing whenever iterations happens (ABC123#2-XYZ)
I need to run a function that removes the # followed by number to change it back to (ABC123-XYZ). Looking for any advice!
Edit 1:
Below is the updated code that is written Thanks to #Piglet
I have another scenario if therr are two hashes in the variable.
local x = 'BUS144611111-PNB_00#80901#1555-122TRNHUBUS'
local b = x:gsub("#%d+","")
function remove_char(a) a=a:gsub("#%d+","")
return a;
end if string.match(x,"#")
then print('function')
print(remove_char(x));
else print(x);
end
Expected output should be
x = 'BUS144611111-PNB_00#80901-122TRNHUBUS' for the aforesaid variable
local a = "ABC123#1-XYZ"
local b = a:gsub("#%d+", "")
this will remove any # followed by or one more digits from your string.

Lua How to create a table inside a function?

I'm a beginner at Lua and programming in general (I've had some experience in other languages but nothing huge) and I've been following a tutorial where there's this one exercise on tables:
"Make a function with a table in it, where each key in the table is an animal name. Give each key a value equal to the sound the animal makes and return the animal sound. Try invoking the function and see if you get back the correct sound."
Here's my current solution:
make_sound = function(input)
animal_sounds = {
["cat"] = "meow",
["dog"] = "woof"
}
return animal_sounds.input
end
print(make_sound("cat"))
This just prints 'nil'. I've tried so many variations of this but they all either print 'nil' as well or give me an error saying something about nil (sorry I can't remember the original message or erroneous code).
I know this is a really dumb question and probably has an extremely basic answer so I'm sorry for my stupidity. All the other exercises have been a breeze and then I suddenly get hit with this thing for an hour. I searched everywhere but could only find results about functions inside arrays or something else completely. I didn't want to just give up on a seemingly easy task so here I am...
If your function returns the whole animal_sounds table, though it is not what is asked of you, you get the animal sound by print(make_sound().cat):
make_sound is a function,
make_sound() returns a table,
make_sound()['cat'] is a field of that table,
and make_sound().cat is syntactic sugar for it, as is said in the answer above.
Also, better declare everything local, including function make_sound and animal_sounds table.
And you can skip [""]/[''] in table keys, if they are strings of basic Latin, numbers and underscores: cat = 'mew' not ['cat'] = 'mew'.
Unless you are going to use make_sound as a variable, it is better to declare it with local function syntax, rather than an assignment.
You can skip parentheses around the only string or table parametre in the function call: f'str' rather than f( 'str' ).
Most imporantly, your function never uses input, which is supposed to be the animal. Therefore, it has to return not the table, but the sound. So, move the [] part inside the function.
So:
local function make_sound( input )
local animal_sounds = {
cat = 'meow',
dog = 'woof',
cow = 'moo'
}
return animal_sounds[input]
end
print( make_sound 'cat' )
P.S. You can even make the table anonymous, though it will need to be surrounded with parentheses, otherwise Lua will think that return is not the last operator before end as it should be:
local function make_sound( input )
return ({
cat = 'meow',
dog = 'woof',
cow = 'moo'
})[input]
end
print( make_sound 'cat' )
Try this:
return animal_sounds[input]
The animal_sounds.input is equivalent to animal_sounds["input"] and your table does not have the "input" key, hence it returns nil.

Find all upper/lower/mixed combinations of a string

I need this for a game server using Lua..
I would like to be able to save all combinations of a name
into a string that can then be used with:
if exists (string)
example:
ABC_-123
aBC_-123
AbC_-123
ABc_-123
abC_-123
etc
in the game only numbers, letters and _ - . can be used as names.
(A_B-C, A-B.C, AB_8 ... etc)
I understand the logic I just don't know how to code it:D
0-Lower
1-Upper
then
000
001
etc
You can use recursive generator. The first parameter contains left part of the string generated so far, and the second parameter is the remaining right part of the original string.
function combinations(s1, s2)
if s2:len() > 0 then
local c = s2:sub(1, 1)
local l = c:lower()
local u = c:upper()
if l == u then
combinations(s1 .. c, s2:sub(2))
else
combinations(s1 .. l, s2:sub(2))
combinations(s1 .. u, s2:sub(2))
end
else
print(s1)
end
end
So the function is called in this way.
combinations("", "ABC_-123")
You only have to store intermediate results instead of printing them.
If you are interested only in the exists function then you don't need all combinations.
local stored_string = "ABC_-123"
function exists(tested_string)
return stored_string:lower() == tested_string:lower()
end
You simply compare the stored string and the tested string in case-insensitive way.
It can be easily tested:
assert(exists("abC_-123"))
assert(not exists("abd_-123"))
How to do this?
There's native function in Lua to generate all permutations of a string, but here are a few things that may prove useful.
Substrings
Probably the simplest solution, but also the least flexible. Rather than combinations, you can check if a substring exists within a given string.
if str:find(substr) then
--code
end
If this solves your problem, I highly reccomend it.
Get all permutations
A more expensive, but still a working solution. This accomplishes nearly exactly what you asked.
function GetScrambles(str, tab2)
local tab = {}
for i = 1,#str do
table.insert(tab, str:sub(i, i))
end
local tab2 = tab2 or {}
local scrambles = {}
for i = 0, Count(tab)-1 do
local permutation = ""
local a = Count(tab)
for j = 1, #tab do
tab2[j] = tab[j]
end
for j = #tab, 1, -1 do
a = a / j
b = math.floor((i/a)%j) + 1
permutation = permutation .. tab2[b]
tab2[b] = tab2[j]
end
table.insert(scrambles, permutation)
end
return scrambles
end
What you asked
Basically this would be exactly what you originally asked for. It's the same as the above code, except with every substring of the string.
function GetAllSubstrings(str)
local substrings = {}
for i = 1,#str do
for ii = i,#str do
substrings[#substrings+1]=str:sub(ii)
end
end
return substrings
end
Capitals
You'd basically have to, with every permutation, make every possible combination of capitals with it.
This shouldn't be too difficult, I'm sure you can code it :)
Are you joking?
After this you should probably be wondering. Is all of this really necessary? It seems like a bit much!
The answer to this lies in what you are doing. Do you really need all the combinations of the given characters? I don't think so. You say you need it for case insensitivity in the comments... But did you know you could simply convert it into lower/upper case? It's very simple
local str = "hELlO"
print(str:lower())
print(str:upper())
This is HOW you should store names, otherwise you should leave it case sensitive.
You decide
Now YOU pick what you're going to do. Whichever direction you pick, I wish you the best of luck!

How to fix "attempt to concatenate table and string"?

I asked a question similar to this the other day, but another bug popped up "attempt to concatenate table and string"
local questions={
EN={
Q2={"Who is the lead developer of Transformice?","Tigrounette"},
Q4={"What is Eminem's most viewed song on youtube?","I love the way you lie"},
Q6={"What is the cubic root of 27?","3"},
Q8={"What are the first 3 digits of Pi","3.141"},
Q10={"What is the most populated country?","China"},
Q12={"What is the plural of the word 'Person'?","People"},
Q14={"Entomology is the science that studies ...?","Insects"},
Q16={"Who was the creator of the (bot ran) minigame fight?","Cptp"},
Q18={"The ozone layer restricts ... radiation","Ultraviolet"},
Q20={"Filaria is caused by ...","Mosquitos"}
}
local main = questions.EN["Q"..math.random(1,20)].."%s" -- bug here
local current_answer_en = string.gsub(current_question_en,1,2)
What type of object is questions.EN["Q"..math.random(1,20)]? Say random is 15, what type of object is questions.EN["Q6"]? It is a {"What is the cubic root of 27?","3"}, which is a table, which Lua doesn't know how to concatenate with a string ("%s" in your case). If you want to concatenate with the first item of this table, then
local main = questions.EN["Q"..math.random(1,20)][1] .. "%s"
Note however that you will need the "random with step" function that I posted in math.random function with step option?, otherwise you could get that the table EN["Q"..something] is nil (if the random number is an odd number, in the code you posted).
Note sure what you are trying to do with current_question_en but if you are trying to extract the question and answer you could do something like this:
local QA = questions.EN["Q"..math.random(1,20)] -- this is a table
local question, answer = QA[1], QA[2]
The other option is that you build your table like this:
local questions={
EN={
Q2={q="Who is ..?", a="Tigrounette"},
Q4={q="What is ...?", a="I love the way you lie"},
...
}
}
Then you could use
local QA = questions.EN["Q"..math.random(1,20)] -- this is a table
print("The question:", QA.q)
print("The answer:", QA.a)
Not sure what you're trying to do with string.gsub but it does not take integers as 2nd and 3rd args.

Lua: How to set a variable to zero

I have variable that contains a number. While Lua allows variables to be set to nil, the variable then becomes toxic - destroying all code in its path.
If a variable contains a nil, I want it converted to a zero.
local score;
score = gameResults.finalScore;
I want to ensure that score contains a number, so I try:
local score;
score = tonumber(gameResults.finalScore);
but that doesn't work. So I try:
local function ToNumberEx(v)
if (v == nil) then
return 0
else
return tonumber(v)
end
local score;
score = ToNumberEx(gameResults.finalScore);
but that doesn't work. So I try:
local function ToNumberEx(v)
if (v == nil) then
return 0
else
return tonumber(v)
end
local score;
score = ToNumberEx(gameResults.finalScore);
if (score == nil) then
score = 0
end
That works, but defeats the purpose of having a function.
What is wrong with the function? I'm sure there is a perfectly reasonable and logical explanation - except to anyone who is familiar with programming languages.
score = tonumber(gameResults.finalScore) or 0
If the argument is already a number or
a string convertible to a number, then
tonumber returns this number;
otherwise, it returns nil.
Your code was good, except you didn't take into account what happens when gameResult.finalScore can't be converted to a number, if it was " " or "stuff" or a table than tonumber would return nil. None of your checks could detect that kind of situation.
If you really want to enforce that this variable gameResults.finalScore has this behavior (set to zero when receives any value different from a number), than you should take a look at Lua metatables.
You could create a metatable for gameResults, and "overwrite" the "index" and "newindex" methods of the metatable, checking the value for the finalScore field, and thus enforcing it's value to be on the desired ranges.
Not the best solution, but depending on your case, could be a good defensive practice against some other "evil developer" on the team. :-)
www.lua.org/pil/13.html (I'm not currently allowed to post more than 1 link) PiL 1 can help too, if you are still using Lua 5.0 or you want a more deep understanding of the metatables concept.

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