I'm trying to figure out how to randomly select multiple entries in a table.
This is what I have currently
local letters = {"w", "x", "y", "z"}
function randomletterselect()
local randomletters = {}
for i,v in pairs(letters) do
table.insert(randomletters,i)
end
local letter = letters[randomletters[math.random(#randomletters)]]
-- set multiple selected letters to the new table?
end
randomletterselect()
this code here works for selecting ONE random element(letter) from the table. essentially, when I run this, I want it to be multiple random letters selected. for example, one time it may select x,y another time it may be x,y,z.
The closest thing I found was honestly just what I had figured out, in this post Randomly select a key from a table in Lua
You can do...
randomletterselect=function()
local chars={}
for i=65,math.random(65,90) do
table.insert(chars,string.char(math.random(65,90)):lower())
end
print(table.concat(chars,','))
return chars
end
randomletterselect()
...for lowercase letters.
And this version returns a table without doubles...
randomletterselect=function()
local chars=setmetatable({},{__name='randomletters'})
for i=65,90 do
table.insert(chars,string.char(i):lower())
end
for i=1,math.random(#chars) do
table.remove(chars,math.random(#chars))
end
print(#chars,table.concat(chars,','))
return chars
end
local tbl = {'a', 'b', 'c', 'd'} -- your characters here
local MIN_NUM, MAX_NUM = 1, 2 ^ #tbl - 1
-- if the length of the table has changed, MAX_NUM gonna change too
math.randomseed(os.time())
local randomNum = math.random(MIN_NUM, MAX_NUM)
local function getRandomElements(num)
local rsl = {}
local cnt = 1
while num > 0 do
local sign = num % 2 -- to binary
-- if the num is 0b1010, sign will be 0101
num = (num - sign)/2
if sign == 1 then
local idx = #rsl + 1
-- use tbl[#tbl + 1] to expand the table (array)
rsl[idx] = tbl[cnt]
end
cnt = cnt + 1
end
return table.concat(rsl)
end
print(getRandomElements(randomNum))
I have another method to solve the problem, try.
MIN_NUM should be 1 cuz when its 0, getRandomElements will return an empty string
Related
I am currently learning Lua, and I am attempting to create a bubble sort algorithm with it. However, I am unable to get this to work. Is anyone able to point out why?
Some details I can point out are that, on shorter lists such as lists 3 elements long, the algorithm does succeed in sorting it but then continues to sort it as if it was not sorted. On longer lists such as lists 5 elements long, the program does not sort it at all. I have gotten this information by making the program print the list every time two elements are swapped.
user_input = 0
list = {}
while user_input ~= "SORT" do
print("Input number value, or input SORT to start sort")
user_input = io.read()
if user_input ~= "SORT" then
table.insert(list, user_input)
end
end
done = false
while done == false do
done = true
for k, v in pairs(list) do
if k ~= 1 then
if list[k] < list[k - 1] then
list[k], list[k - 1] = list[k - 1], list[k]
done = false
for k, v in pairs(list) do
io.write(v .. " ")
end
print()
end
end
if k == 1 then
if list[k] < list[table.maxn(list)] then
list[k], list[table.maxn(list)] = list[table.maxn(list)], list[k]
done = false
for k, v in pairs(list) do
io.write(v .. " ")
end
print()
end
end
end
end
io.write("RESULT: ")
for k, v in pairs(list) do
io.write(v .. " ")
end
print()
In Lua there are 2 functions for creating iterators for tables pairs and ipairs
With pairs the order produced is indeterminate, it will returned all key, value pairs but the order can not be garenteed.
You can find this under next in the reference manual for Lua 5.1
example: {1,2,3,4,5} the output could be 5,2,4,1,3
the order of ipairs is 1 to the first nil it will not return any non-integer keys.
example: {1,2,3,nil,5} would give you 1,2,3
Using pairs your algorithm's output could be correct but could appear incorrect due to the ordering from pairs
You want you use ipairs to evaluate your algorithm's output, so that it will be ordered by index.
Your algorithm does not perform a bubble sort as it is now, I can include corrections for that if you want. For this initial answer I think clearing up what would create an inconsistent output should point you in the right direction.
A bubble sort should "sort" 1 index at a time, the first pass will get the last value of the array sorted. then each pass after sorts following position. for example:
before first pass 2,1,3,4,5,8,7,6
after first pass 1,2,3,4,5,7,6,8
Wikipedia has great pages for sorting algorithms with gif images that can really help understand how it should function: Bubble Sort
You're using pairs() instead of ipairs()
plus your code has an extra maxn() routine that isn't needed.
#! /usr/bin/env lua
local user_input = 0
local list = {}
while user_input ~= 'sort' do
print( 'Input number value, or input SORT to start sort' )
user_input = io.read() :lower()
-- the word 'sort' doesn't return a number, thus no final insertion
table.insert( list, tonumber( user_input ) )
end
local found_swap = true
while found_swap do
found_swap = false
for i = 2, #list do
if list[i] < list[i -1] then
list[i], list[i -1] = list[i -1], list[i]
found_swap = true
end
end
end
io.write( 'RESULT: ' )
for i, v in ipairs( list ) do
io.write( v ..' ' )
end
print()
here's my implementation, a couple notes:
My version of lua (luau) supports type checking etc. so you may need to remove : table from the paramater. (If you'd like to find more out about luau - here's the link: https://roblox.github.io/luau/ - it's really cool)
local function bubbleSort(t: table)
local function check(i, v)
local nextNum = t[i+1]
if nextNum and (nextNum < v) then
t[i] = nextNum
t[i + 1] = v
return true
end
end
local changeMade
repeat
changeMade = false
for i, v in next, t do
changeMade = check(i, v) or changeMade
end
until changeMade == false
end
local tableForSorting = {2,5,4} --2,4,5
bubbleSort(tableForSorting)
print(tableForSorting)
Hope this is of some help and shows how you can really slim down your codebase and it still work exactly the same! The reason yours wasn't working - as others - have mentioned is pairs() doesn't consistently order the list the same way.
In practise we use pairs() for dictionaries while we use ipairs() for arrays. You'll notice i'm using next in this example, next is exactly the same as ipairs(). Drop a question below if you have any follow up questions :)!
How i can add to table only max 10 users ?
Because i saving scoretbl in txt, and this file have more 100 lines :/ So i want save only 10 users.
I don't know how can i check there is username in the table, and don't add this user or not this username in the table and add it?
Example:
local scoretbl = {}
local num = 0
for i=1, 10 do
table.insert(scoretbl,{'Name '..i, 100 + num})
num = num + 100
end
local function AddToTable(name, score)
if table.HasValue(scoretbl,name) then return end // hmm its not work ?
table.insert(scoretbl,{name, score})
end
AddToTable('User 55', 5454)// 11 user
AddToTable('User 55', 5454)// check: only one username in table
AddToTable('User 32', 5454)// 12 user
local function ShowOnly10()
table.sort( scoretbl, function( a, b ) return a[2] > b[2] end )
//table.remove(scoretbl,#scoretbl) remove last index in table, if i need only 10 value, i need delete in cycle ?
for k, v in pairs(scoretbl) do
print(k ,v[1], v[2])
end
end
ShowOnly10()
// upd: maybe its fix username ?
local function AddToTable(name, score)
for k, v in pairs(scoretbl) do
if v[1] == name then return false end
end
table.insert(scoretbl,{name, score})
end
I recommend that you make use of Lua's hashtable, v.name and v.score are easier to read than v[1] and v[2].
The function table.HasValue does not exist. You have to write your own.
When you want to print only the first ten elements, you should only iterate over the first ten (or up to the length of the table if it is less than ten elements long).
Line comments in Lua start with --, not //.
local scoretbl = {}
for i = 1,10 do
table.insert(scoretbl, { name = 'Name '..i, score = 100*i })
end
local function AddToTable(name, score)
-- Walk the whole table to find whether a name exists
for i,v in ipairs(scoretbl) do
if v.name == name then
-- if the record is present, update it
scoretbl[i].score = score
return
end
end
-- Insert new record
table.insert(scoretbl, { name = name, score = score })
end
AddToTable('User 55', 5454) -- 11 users
AddToTable('User 55', 5454) -- check: only one username in table
AddToTable('User 32', 5454) -- 12 users
local function ShowOnly10()
table.sort(scoretbl,function(a,b) return a.score > b.score end)
for i = 1,math.min(#scoretbl,10) do
print(i, scoretbl[i].name, scoretbl[i].score)
end
end
ShowOnly10()
--The view of the table
local originalStats = {
Info = {Visit = false, Name = "None", Characters = 1},
Stats = {Levels = 0, XP = 0, XP2 = 75, Silver = 95},
Inventory = {
Hats = {"NoobHat"},
Robes = {"NoobRobe"},
Boots = {"NoobBoot"},
Weapons = {"NoobSword"}
}
}
local tempData = {}
--The arrangement here
function Module:ReadAll(player)
for k,v in pairs(tempData[player]) do
if type(v) == 'table' then
for k2, v2 in pairs(v) do
print(k2) print(v2)
if type(v2) == 'table' then
for k3, v3 in pairs(v2) do
print(k3) print(v3)
end
else
print(k2) print(v2)
end
end
else
print(k) print(v)
end
end
end
I'm sorry, but I can't seem to figure out how to arrange this 'ReadAll' function to where It'll show all the correct stats in the right orders.
The output is something like this:
Boots
table: 1A73CF10
1
NoobBoot
Weapons
table: 1A7427F0
1
NoobSword
Robes
table: 1A743D50
1
NoobRobe
Hats
table: 1A73C9D0
1
NoobHat
XP2
75
XP2
75
Levels
2
Levels
2
XP
0
XP
0
Here's a way to print all the elements without double or table reference values showing up.
As the name states, this function will print all the elements within a table, no matter how many nested tables there are inside it. I don't have a way to order them at the moment, but I'll update my answer if I find a way. You can also get rid of the empty spaces in the print line, I just used it so it would look neater. Let me know if it works.
function allElementsInTable(table)
for k,v in pairs(table) do
if type(table[k]) == 'table' then
print(k .. ":")
allElementsInTable(v)
else
print(" " .. k .. " = " .. tostring(v))
end
end
end
--place the name of your table in the parameter for this function
allElementsInTable(originalStats)
After more experimenting, I got this, if anyone wants it, feel free to use it.
tempData = { Info = {Visit = false, Name = 'None'},
Stats = {LVL = 0, XP = 0, Silver = 75},
Inventory = { Armors = {'BasicArmor'},
Weapons = {'BasicSword'} }
}
function Read()
for i, v in pairs(tempData['Info']) do
print(i..'\t',v)
end
----------
for i2, v2 in pairs(tempData['Stats']) do
print(i2..'\t',v2)
end
----------
for i3, v3 in pairs(tempData['Inventory']) do
print(i3..':')
for i4, v4 in pairs(v3) do
print('\t',v4)
end
end
end
Read()
Don't expect table's fields to be iterated with pairs() in some specific order. Internally Lua tables are hashtables, and the order of fields in it is not specified at all. It will change between runs, you can't have them iterated in the same order as they were filled.Only arrays with consecutive integer indices will maintain the order of their elements.
I'm trying to build a script for a MUD I play that will create a table to keep track of average xp for each mob. I'm having trouble with the syntax of checking whether an element in a table exists and if not creating it. I tried something like this but keep getting: attempt to index field '?' (a nil value)
mobz_buried = {
{mob = "troll", quantity = 2}
{mob = "warrior", quantity = 1}
{mob = "wizard", quantity = 1}} -- sample data
number_of_mobz_buried = 4
xp_from_bury = 2000 -- another script generates these values, these are all just examples
xp_per_corpse = xp_from_bury / number_of_mobz_buried
for _, v in ipairs(mobz_buried) do
if type(mobz[v].kc) == "variable" then -- kc for 'kill count', number of times killed
mobz[v].kc = mobz[v].kc + 1 -- if it exists increment kc
else
mobz[v].kc = 1 -- if it doesn't exist create a key value that matches the mobs name and make the kc 1
end
if type(mobz[v].xp) == "variable" then -- xp for average experience points
mobz[v].xp = (((mobz[v].kc - 1) * mobz[v].xp + xp_per_corpse)/mobz[v].kc) -- just my formula to find the average xp over a range of differant buries
else
mobz[v].xp = xp_per_corpse -- if it doesn't exist create the table just like before
end
end
I'm trying to end up with mobz.troll = {kc, xp}, mobz.warrior = {kc, xp}, mobz.wizard = {kc, xp} and the ability to add more key values based off of the names mobz_buried gives me.
Based on extra info from your comments, it sounds like you didn't construct a table for mobz. Try this:
local mobz = {}
for _, v in ipairs(mobz_buried) do
mobz[v.mob] = mobz[v.mob] or {}
mobz[v.mob].kc = (mobz[v.mob].kc or 0) + 1
-- etc...
end
I need a piece of code in lua language that can find sequential items in an array that the number of item in the group exceeds a specific nubmer. Example:if I have the array(the numbers won't be in the right order, randomly distributed)->( 2,5,9,10,11,21,23,15,14,12,22,13,24 ) ; there are two sequential groups (9,10,11,12,13,14,15) and (21,22,23,24 ) . I want the first group to be found if the specific number say (4) or more, or I can get the two groups if the number is (3) or less for example.
thanks
The logical way would seem to be to reorder the table and look for gaps in the sequences.
function table.copy(t)
local t2 = {}
for k,v in pairs(t) do
t2[k] = v
end
return t2
end
function groups(org, cnt)
-- Returns a table containing tables containing the groups found
local res = {}
local group = {}
tbl = table.copy(org) -- Prevent reordering of Original Table
table.sort(tbl)
local last = nil
for _,val in ipairs(tbl) do
if last and last + 1 ~= val then
if #group >= cnt then
table.insert(res,group)
end
group = {}
end
table.insert(group,val)
last = val
end
if #group >= cnt then
table.insert(res,group)
end
return res
end
local org = { 2,5,9,10,11,21,23,15,14,12,22,13,24 }
local result = groups(org,3)
print('Number of Groups',#result)