attempt to index a boolean value (local 'target') - lua

I have looked at different ways to fix this but have no understanding at all. I've tried fixing the code in every was possible and still have no success.
RegisterServerEvent('housing:attemptsale')
AddEventHandler('housing:attemptsale',
function(args,price,hid,model)
local src = source
local user = exports["np-base"]:getModule("Player"):GetUser(src)
local char = user:getCurrentCharacter()
local target = exports["np-base"]:getModule("Player"):GetUser(args)
local targetchar = user:getCurrentCharacter()
if target:getCash() >= price then
target:removeMoney(price)
exports.ghmattimysql:execute("UPDATE houses SET `cid` = #cid, `price` = #price, `model` = #model WHERE `id` = #id", {
['#cid'] = targetchar.id,
['#price'] = price,
['#id'] = hid,
['#model'] = model
})
else
TriggerClientEvent('DoShortHudText', args, 'You dont got money', 2)
end
end)

As you did not provide any resources on those functiosn you're using there is not much we can do for you.
Actually this is pretty simple.
You're indexing a boolean value local target.
That means your doing something like target:something(), target.something, target[something].
Here you create target:
local target = exports["np-base"]:getModule("Player"):GetUser(args)
Then you do this target:getCash(). At this point target is a boolean, that means it is either true or false.
So you know exports["np-base"]:getModule("Player"):GetUser(args) returned true or false.
Now you have two options.
find out why the function returns a boolean and not what you expect and fix that
don't index target if target is not indexable.

Related

Unable to assign property Text. string expected, got Instance

I was making random text script (dont mind the sounds thing) and I got this error: Unable to assign property Text. string expected, got Instance.
while thing == true do
wait(math.random(3, 12))
local txts = game.ServerStorage.CallTexts:GetChildren()
local Choices = script:GetChildren()
local RandomIndex = math.random(1, #Choices)
local RandomSound = Choices[RandomIndex]
local RandomTextIndex = math.random(1, #txts)
local RandomText = Choices[RandomTextIndex]
RandomSound:Play()
game.Workspace["Talking Ben's Room"].furniture.desk.phone["De Text"].BilBord.toxt.Text = RandomText
wait(RandomSound.TimeLength)
end
Text should be a string. RandomText is an Instance. Like the error told you. What type are the Choices, e.g. the children of CallTexts? Do they have a getter/toString?
If they are StringValues you will need RandomText.Value
If they are TextLabels (your case), you will need RandomText.ContentText

Changing Variable by using variable+string? LUA

I have a script where I have many variables for different guns. There are
UMP45Ammo = false
UMP45Fov = false
AKMAmmo = false
AKMFov = false
etc I got like 12 guns and more variables
Then I have a global variable called cgun
My problem is when a button is clicked I wanna change the value of selected guns specific property(like ammo to true)
So I tried something like
cgun+Ammo = true and I tried even making new local variable
mgun1 = cgun+Ammo
mgun1 = true
etc. How can I do this or is it impossible?
It may be better to use objects to describe the guns. Then it's easy to change a gun property of the current gun.
-- gun list
UMP45 = {Ammo = false, Fov = false}
AKMA = {Ammo = false, Fov = false}
cgun = UMP45 -- set current gun
print(cgun.Ammo)
cgun.Ammo = true -- set Ammo of current gun
print(cgun.Ammo)
Yes, it is possible to access global memory using the _G variable. It works, but it's ugly in this case:
_G[cgun.."Ammo"] = 0
Note that if cgun is a reference you have to change it to a string, either using debug.getlocal or using a simple search:
for k, v in pairs(_G) do if v == cgun then _G[k.."Ammo"] = 0 break end
Again this is not a very good solution. Generally speaking, you don't want to pollute the global space _G with a lot of variables.
Just store a reference to your current gun as Mike suggested.
currentGun = { ammo = 10, name = "AK47" }

Computercraft function that returns an array, use first element for boolean

Edited for more details:
I'm trying to have a turtle that is sitting in front of a sapling wait for it to grow before cutting it down. It compares the log to the item in front until it matches. The system I'm currently using works, but I was hoping there was a slightly more minimal way to write it.
checkTarget = {
forward = function(tgt)
check = {turtle.inspect()} --creates table with first as boolean, second as information table
local rtn = {false, check[2]}
if type(tgt) == "table" then
for k, v in pairs(tgt) do
if check[2].name == v then
rtn = {true, v}
break
end
end
elseif tgt == nil then
return check[1]
elseif check[2].name == tgt then
rtn[1] = true
end
return rtn
end,--continued
This takes an argument, either a string or an array of strings, to compare against. When it checks the block in front it saves the detailed information to the second element in rtn and the first to a default of false. If the string matches the checked block's name, then it changes rtn[1] to true and returns all of it, which is the table at the bottom when doing checkTarget.forward("minecraft:log").
My question was, I am currently making a disposable variable to store the array that is returned from checkTarget, and then calling the variable's first element to get if it's true or not. I was hoping there was a way to include it in the if statement without the disposable variable (tempV)
repeat
local tempV = fox.checkTarget.forward("minecraft:log")
if tempV[1] then
cut()
fox.goTo({x = 0, y = 0, z = 0})
fox.face(0)
end
tempV = fox.checkTarget.forward("minecraft:log")
until not run
{
false,
{
state = {
stage = 0,
type = "birch",
},
name = "minecraft:sapling",
metadata = 2
}
}
Instead of
local tempV = fox.checkTarget.forward("minecraft:log")
if tempV[1] then
end
You can do
if fox.checkTarget.forward("minecraft:log")[1] then
end
and then calling the variable's first element to get if it's true or
not.
With tempV[1] you're not calling the first element, you're indexing it.
To call something you have to use the call operator () which doesn't make sense as a boolean is not callable.

How to parse the config file shown to create a lua table that is desired?

I want to parse a config file which has information like:
[MY_WINDOW_0]
Address = 0xA0B0C0D0
Size = 0x100
Type = cpu0
[MY_WINDOW_1]
Address = 0xB0C0D0A0
Size = 0x200
Type = cpu0
[MY_WINDOW_2]
Address = 0xC0D0A0B0
Size = 0x100
Type = cpu1
into a LUA table as follows
CPU_TRACE_WINDOWS =
{
["cpu0"] = {{address = 0xA0B0C0D0, size = 0x100},{address = 0xB0C0D0A0, size = 0x200},}
["cpu1"] = {{address = 0xC0D0A0B0, size = 0x100},...}
}
I tried my best with some basic LUA string manipulation functions but couldn't get the output that I'm looking for due to repetition of strings in each sections like 'Address',' Size', 'Type' etc. Also my actual config file is huge with 20 such sections.
I got so far, this is basically one section of the code, rest would be just repetition of the logic.
OriginalConfigFile = "test.cfg"
os.execute("cls")
CPU_TRACE_WINDOWS = {}
local bus
for line in io.lines(OriginalConfigFile) do
if string.find(line, "Type") ~= nil then
bus = string.gsub(line, "%a=%a", "")
k,v = string.match(bus, "(%w+) = (%w+)")
table.insert(CPU_TRACE_WINDOWS, v)
end
end
Basically I'm having trouble with coming up with the FINAL TABLE STRUCTURE that I need. v here is the different rvalues of the string "Type". I'm having issues with arranging it in the table. I'm currently working to find a solution but I thought I could ask for help meanwhile.
This should work for you. Just change the filename to wherever you have your config file stored.
f, Address, Size, Type = io.input("configfile"), "", "", ""
CPU_TRACE_WINDOWS = {}
for line in f:lines() do
if line:find("MY_WINDOW") then
Type = ""
Address = ""
Size = ""
elseif line:find("=") then
_G[line:match("^%a+")] = line:match("[%d%a]+$")
if line:match("Type") then
if not CPU_TRACE_WINDOWS[Type] then
CPU_TRACE_WINDOWS[Type] = {}
end
table.insert(CPU_TRACE_WINDOWS[Type], {address = Address, size = Size})
end
end
end
end
It searches for the MY_WINDOW phrase and resets the variable. If the table exists within CPU_TRACE_WINDOWS, then it just appends a new table value, otherwise it just creates it. Note that this is dependent upon Type always being the last entry. If it switches up anywhere, then it will not have all the required information. There may be a cleaner way to do it, but this works (tested on my end).
Edit: Whoops, forgot to change the variables in the middle there if MY_WINDOW matched. That needed to be corrected.
Edit 2: Cleaned up the redundancy with table.insert. Only need it once, just need to make sure the table is created first.

Re-initialize table without losing references

I'd like to re-initialize a table without losing references to it.
What I want to achieve is defining tables in files, and when a file is changed (with a text editor) the file is reloaded, changing the table. Of course this doesn't change the table but creates a new instance, old references will still point to the old table.
Any suggestions?
EDIT: I want to elaborate on what I want to achieve. An example with game characters and weapons. I want to modify the weapons.lua and so affect the characters.
-- weapons.lua
sword = { damage = 3 }
-- characters.lua
character = { weapon = sword }
Adding a level of indirection (putting "sword" inside "weapons") like suggested by JWT doesn't help, unless I split character into { weaponTable = weapons, weaponKey = "sword" } but I don't see this as an option.
Anchor everything that needs to survive in the global environment. Nesting is fine, and this doesn't have to be your primary reference. (You can still local things, but make sure to initialize those local variables from the global environment and update the global if you change the local.)
To initialize the global values, say
foo = foo or value -- if foo is always true-ish
bar = (bar == nil) and value or bar -- if bar may be `false`
To initialize or update tables, you can
foo = foo or { }
foo.bar = foo.bar or 23
foo.baz = foo.baz or 42
-- and so on...
but that's kinda icky, so maybe say
function reinit( new, old ) -- (re)initialize one level, prefer old
if old == nil then return new end
if type( old ) ~= "table" then return old end
for k, v in pairs( new ) do
if old[k] == nil then old[k] = v end
end
return old
end
function reset( new, old ) -- (re)initialize one level, prefer new
if old == nil then return new end
if type( old ) ~= "table" then return new end
for k, v in pairs( new ) do old[k] = v end
return old
end
and then just
foo = reinit( { bar = 23, baz = 42 }, foo ) -- only setting if not defined
-- or
foo = reset( { bar = 23, baz = 42 }, foo ) -- always overriding given fields
or maybe make it even more fancy and say
function traverse( t, path )
local here, last, lastk, created = t
-- follow path of several keys starting from t, creating tables as needed
for k in path:gmatch "[^.]+" do
k = tonumber( k ) or k -- convert all-number keys to integer (for arrays)
local next = here[k]
if not next then
next, created = { }, true
here[k] = next
else
created = false
end
lastk, last, here = k, here, next
end
return here, last, lastk, created
end
function repopulate( path, value, update )
update = update or reinit -- pass 'reset' as 'update' for the other behavior
-- or something entirely different if that's what you need
local here, last, lastk, created = traverse( _G, path )
if type( value ) == "table" then
update( value, here )
else
if created then last[lastk] = nil end -- created one level too much
update( { [lastk] = value }, last )
end
end
and then (with arbitrary nesting)
-- No need to create 'state' first if it doesn't exist yet!
-- (If it exists, it will get updated, otherwise it's created)
repopulate( "state.player.weapon", { kind = "sword", damage = 11 } )
-- Do keep in mind that generally update order is relevant -- you may want to
-- give a newly created player a default inventory, but you may not want to
-- "refill" the player's inventory on every reload. So generally `repopulate`
-- with the parent and all child nodes for from-scratch creation, then
-- `repopulate` the child nodes that need to be checked & potentially updated
-- as well.
-- (So here you'd probably repopulate `state.player` first and then
-- `state.player.weapon` or other fields only if they should be updated anyway.)
-- e.g.:
repopulate( "state.player", {
x = 0, y = 0, hp = 100, mp = 100, level = 0, -- and so on
weapon = { kind = "sword", damage = 11 }, -- etc. etc.
} )
-- on reload always force a sword-kind weapon, leave rest (damage, ...) as-is
repopulate( "state.player.weapon", { kind = "sword" }, reset )
-- or alternatively: only if player has no weapon, give them a sword
repopulate( "state.player.weapon", { kind = "sword", damage = 3 } )
And you can go further, add metamethods to hide some of that shuffling, define different update policies, ... – you've seen some of the possibilities, now go and build your own version that fits your style and your code.
(While you're free to use the above code in any way, please note that it was written ad-hoc in the browser. I did some testing, fixed some glitches, and it seems to work now, but don't be surprised if there's still one or two bugs hiding in there. So play with this, change it, break it (and see how/why it breaks), adapt and extend it, ... – but unless you completely understand what it does and can fix any bugs, I strongly suggest you write your own version, or just stick to the basics. You probably don't need everything that this does, and you're likely to need other things that this doesn't do. As this is a central part of the reloading/live-coding infrastructure and everything has to be adapted to be reload-compatible, any mismatch between your tooling and what you actually need will result in a lot of pain everywhere in your code. So if you need something like this, put in a day or two to make it work the way you need it to, or you will regret it.)
(Free bonus warning: If you do OOP, you'll probably have to store and retrieve your classes instead of creating them every time, otherwise old objects from previous iterations will miss code updates and still run their old methods. I've forgotten about that more than just a couple of times and wasted several hours pondering "why isn't it fixed now?!?" after repeatedly re-loading code... So remember to anchor your metatables, anchor your classes!)
You could nest the tables in another table.
Before:
local a = { 1, 2, 3 }
local b = { 7, 8, 9 }
print(a[2] + b[2]) -- #=> 10
After:
local lookup = {
a = { 1, 2, 3 },
b = { 7, 8, 9 }
}
print(lookup.a[2] + lookup.b[2]) -- #=> 10
Then you can fully replace (or just update) a table in the lookup table and any dependent statements will use that updated value:
lookup.a = { 100, 50, 0 }
print(lookup.a[2] + lookup.b[2]) -- #=> 58
I don't know if it's exactly what you needed (As an ID is necessary) but I hope it will fit your needs.
meta = {
tables = {},
__call = function(arg, t)
for k, v in pairs(t) do
arg[k] = v
end
end,
__bnot = function(arg)
return arg.__key
end,
__newindex = function(arg, key, val)
meta.tables[arg.__key][key] = val
end,
__index = function(arg, key)
return meta.tables[arg.__key][key]
end
}
function RefTable(arg)
local newtable = {}
if arg ~= nil then
newtable.__key = arg
setmetatable(newtable, meta)
if meta.tables[arg] == nil then
meta.tables[arg] = {}
end
else
error("RefTable can't have nil key")
end
return newtable
end
-- Using the RefTable
sword = RefTable("Sword")
sword({damage = 3})
sword.cooldown = 10
character = {sword = sword}
print("base", sword.damage, sword.cooldown)
print("embed", character.sword.damage, character.sword.cooldown)
sword = RefTable("Sword")
sword({damage = 8, cooldown = 50})
print("embed2", character.sword.damage, character.sword.cooldown)
print(sword.__key, sword.cooldown)
ref = RefTable("Sword")
ref.cooldown = 1000
print(sword.cooldown)

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