Full path to the required value - lua

How do I get the full path to the required value in the table? I want to track changes in another table through a proxy table.
I understand that I need to use metatables and __index in it. But I haven't been able to come up with a tracker yet.
Sample table structure:
Objects = {
Panel = { layer = 1, x = 600, y = 328, w = 331, h = 491;
objects = {
label = { layer = 1, x = 0, y = 0, text = 'header' };
Window = { layer = 2, x = 400, y = 100, w = 100, h = 100;
objects = {
label = { layer = 1, x = 0, y = 0, text = 'lorem ipsum dorem' };
};
};
};
};
};
Path: Objects.Panel.objects.Window.objects.label.text
I tried to create a metatable for each of the tables and collect the result of each call to __index into a table in order to roughly understand which key and value were retrieved or changed in order to synchronize these values ​​with other tables.

This will prove itself to be horrendously slow and memory inefficient. Anyway, you were right on the track: proxy and handle __index and __newindex metamethods to your liking. This being said you also need to track the state of the proxy somehow.
You can try to hide it with some closures and upvalues but the easy way is to store the information directly in the proxy tables:
function make_tracker (o, name)
local mt = {}
mt.__index = function (proxy, key)
local path = {unpack(rawget(proxy, "__path"))} -- Stupid shallow copy
local object = rawget(proxy, "__to")
table.insert(path, key)
if type(object[key]) == "table" then
return setmetatable({__to = object[key], __path = path}, mt)
else
return table.concat(path, ".") .. " = " .. tostring(object[key])
end
end
return setmetatable({__to = o, __path = {name}}, mt)
end
__to fields indicates what proxy should point to and __path is there to cover fields we have trespassed so far. It does a shallow copy, so that one can use subproxies with local variables. name parameter is there to initialize the name of the first table, as you just simply can't know that. You use it like this:
local tObjects = make_tracker(Objects, "Objects")
local subproxy = tObjects.Panel.objects.Window
print(subproxy.objects.label.text)
print(tObjects.Panel.objects.label.text)
print(subproxy.x)
-- prints:
-- Objects.Panel.objects.Window.objects.label.text = lorem ipsum dorem
-- Objects.Panel.objects.label.text = header
-- Objects.Panel.objects.Window.x = 400
Of course, I doubt that appending the path to the original value is what you want. Modify insides of else block:
return table.concat(path, ".") .. " = " .. tostring(object[key])
according to your needs, e.g:
register_tracked_path(table.concat(path, "."))
return object[key]
If you want to handle modification of values you need to extend the metatable with similar __newindex.

Related

Getting all data names from a table

I have a nested table of global variables in my lua file like
GLOBAL.ADVANTAGES =
{
CLASS =
{
WARRIOR =
{
ATTACK = 0,
DEFEND = 0,
CRIT_CHANCE = 0,
CRIT_DAMAGE = 0
},
PALADIN =
{
ATTACK = 0,
DEFEND = 0,
CRIT_CHANCE = 0,
CRIT_DAMAGE = 0
},
PRIEST =
{
ATTACK = 0,
DEFEND = 0,
CRIT_CHANCE = 0,
CRIT_DAMAGE = 0
},
...
...
I want to traverse table to return all variable names in strings like "GLOBAL.CLASS.PRIEST.ATTACK", "GLOBAL.CLASS.PRIEST.DEFENSE", and so on. I already can traverse whole table but It returns values solely as "ATTACK", "DEFENSE" and such...
How can I get full "address" of each value?
More efficient and easier way is to use table.concat. For example, to show all fields:
local myprint
myprint = function(tab, prefixtab) -- Tab = tab to print, prefix = inital tab ({'GLOBAL'} in your case) or nil
prefixtab = prefixtab or {}
local idx = #prefixtab+1
for k,v in pairs(tab) do
prefixtab[idx] = k
print(table.concat(prefixtab, '.')) -- Comment to don't print for every path
if type(v) == 'table' then
myprint(v, prefixtab)
--else -- To print only complete pathes
--print(table.concat(prefixtab, '.'))
end
end
prefixtab[idx] = nil
end
Example (based on your table):
> myprint(GLOBAL, {'GLOBAL'})
GLOBAL.ADVANTAGES
GLOBAL.ADVANTAGES.CLASS
GLOBAL.ADVANTAGES.CLASS.WARRIOR
GLOBAL.ADVANTAGES.CLASS.WARRIOR.CRIT_DAMAGE
GLOBAL.ADVANTAGES.CLASS.WARRIOR.ATTACK
GLOBAL.ADVANTAGES.CLASS.WARRIOR.CRIT_CHANCE
GLOBAL.ADVANTAGES.CLASS.WARRIOR.DEFEND
GLOBAL.ADVANTAGES.CLASS.PRIEST
GLOBAL.ADVANTAGES.CLASS.PRIEST.CRIT_DAMAGE
GLOBAL.ADVANTAGES.CLASS.PRIEST.ATTACK
GLOBAL.ADVANTAGES.CLASS.PRIEST.CRIT_CHANCE
GLOBAL.ADVANTAGES.CLASS.PRIEST.DEFEND
GLOBAL.ADVANTAGES.CLASS.PALADIN
GLOBAL.ADVANTAGES.CLASS.PALADIN.CRIT_DAMAGE
GLOBAL.ADVANTAGES.CLASS.PALADIN.ATTACK
GLOBAL.ADVANTAGES.CLASS.PALADIN.CRIT_CHANCE
GLOBAL.ADVANTAGES.CLASS.PALADIN.DEFEND
Or complete-only path version:
> myprint(GLOBAL, {'GLOBAL'})
GLOBAL.ADVANTAGES.CLASS.PRIEST.CRIT_CHANCE
GLOBAL.ADVANTAGES.CLASS.PRIEST.ATTACK
GLOBAL.ADVANTAGES.CLASS.PRIEST.CRIT_DAMAGE
GLOBAL.ADVANTAGES.CLASS.PRIEST.DEFEND
GLOBAL.ADVANTAGES.CLASS.WARRIOR.CRIT_CHANCE
GLOBAL.ADVANTAGES.CLASS.WARRIOR.ATTACK
GLOBAL.ADVANTAGES.CLASS.WARRIOR.CRIT_DAMAGE
GLOBAL.ADVANTAGES.CLASS.WARRIOR.DEFEND
GLOBAL.ADVANTAGES.CLASS.PALADIN.CRIT_CHANCE
GLOBAL.ADVANTAGES.CLASS.PALADIN.ATTACK
GLOBAL.ADVANTAGES.CLASS.PALADIN.CRIT_DAMAGE
GLOBAL.ADVANTAGES.CLASS.PALADIN.DEFEND
Assuming you are doing a depth-first traversal (aka in-order), as you descend the hierarchy, pass down the path for the parent node. At the point where you capture the leaf's name, prepend it with the parent node's path. If the node is not a leaf, prepend the node's name with the parent node's path and pass it down.
local node = path .. "." .. tostring(key) -- tostring used in case key is not a string
Use "GLOBAL" as the initial path.

Lua: Concise expression of table scope

I'm working on a game where a bunch of characters will be generated on the fly, based on some constraints defined either in the project or externally via mod files. I am using MoonSharp Lua (5.2) interpreter for interfacing with my C# code, and Lua tables to store the constraint presets. As an example:
require "Defaults"
AgePresets = {}
-- Single value
AgePresets.Newborn = 0
-- Simple ranges
AgePresets.Default = defaultAgeRange --referring to the Defaults require
AgePresets.Child = {1, 12}
AgePresets.Teenager = {13, 19}
AgePresets.YoungAdult = {20, 29}
AgePresets.Adult = {30, 40}
AgePresets.MiddleAge = {40, 60}
AgePresets.Senior = {61, 80}
AgePresets.Elder = {81, 99}
AgePresets.Methuselah = {100, 150}
AgePresets.Methuselah2 = {150, 200}
-- Weighted ranges // again referring to previously defined elements to keep things concise
AgePresets.Tween = {
{weight = 1, minmax = AgePresets.Teenager },
{weight = 1, minmax = AgePresets.YoungAdult }
}
This works fine, but from an end-user point of view, there's a lot of unnecessary typing involved. We are clearly working on AgePresets here but it is still mentioned as a prefix before every member name.
I could of course define AgePresets as an array, like AgePresets = { Child = {}, Teenager = {} } but the problem with that is then I cannot refer to previously defined elements in the array.
This doesn't work:
AgePresets = {
Child = {1,12},
RefToChild = Child, //attempt to index a nil value exception
Teen = {13,19}
}
What I ideally want to achieve is a clean, concise way for users to enter this data in, like in the first example but without having to put AgePresets. prefix before everything. How do I go about declaring a scope in a file such that all succeeding members defined in the file will be within that scope, while maintaining the ability to refer to other members defined previously in the scope?
AgePresets = setmetatable({}, {__index = _G})
do
local _ENV = AgePresets
Newborn = 0
Child = {1,12}
RefToChild = Child -- this ref is Ok
Teen = {13,19}
YoungAdult = {20,29}
Tween = {
{weight = 1, minmax = Teen },
{weight = 1, minmax = YoungAdult }
}
rnd = math.random(10) -- global functions are available here
end
setmetatable(AgePresets, nil)
You can mix the two styles: table constructor for fields that don't need to reference variables that aren't in scope yet, followed by assignment statements for the rest.
I would do that unless the order of the fields in the code significantly enhanced comprehension.

Lua - iterating through nested list

I'm going to simplify the situation as much as I can. I have the following code:
windows = { "window1", "window2" }
window1 = {
x = 100
y = 100
properties = { active = false, width = 200, height = 200 }
}
window2 = {
x = 0
y = 0
properties = { active = false, width = 200, height = 200 }
}
If I do the following, I get the correct output:
print (window1.x)
OUTPUT: 0
print (window1.properties.active)
OUTPUT: false
HOWEVER, if I iterate through the list, I get "nil" values for "l.x" and "l.properties.active":
for _,l in ipairs(windows) do
print (l)
print (l.x)
print (l.properties.active)
end
Is there a different way I need to iterate through the variables in the lists, so I can get the values?
That is not a nested table, but just a table containing strings. And, as you just saw, a string doesn't contain a value for the key "x".
You have to put the tables in a sequence:
local window1 = {...} -- first table
local window2 = {...} -- second table
local windows = {window1, window2}
for _,l in ipairs(windows) do
-- do stuff with l
end
Or, if you want to keep the list of strings and iterate over the strings, put the windows in a second table using these strings as a key.
local windowNames = { "window1", "window2" }
local windows = {}
windows.window1 = {...} -- first table
windows.window2 = {...} -- second table
for _,l in ipairs(windowNames) do
local ourWindow = windows[l]
-- do stuff with ourWindow
end

How do I make a Lua function return key,pairs to a yet unpopulated table?

I want the key pairs to be tableToPopulate.width = 30 and tableToPopulate.Height = 20
They are currently tableToPopulate[1] = 30 and tableToPopulate[2] = 20
local function X ()
code, code...
return 30,20
end
local tableToPopulate = {
x()
}
Why don't you just return a table?
local function X ()
return {width=30, height=20}
end
You could pass in the table you want the values set on, like this:
function x(tbl)
tbl.Height = 20;
tbl.Width = 30;
end
local t={}
x(t)
print(t.Height, t.Width)
although it may make more sense to use nested tables depending on how complex the structure will be of whatever is in the table.
function x(tbl)
table.insert(tbl, {Height = 20, Width = 30})
end
local t={}
x(t)
print(t[1].Height, t[1].Width)
which would be equivalent to this:
function x()
return {Height = 20, Width = 30}
end
local t = {x()}
print(t[1].Height, t[1].Width)
So really, it depends on how you want to group the data and which syntax you prefer.

Lua table variables the same even for new objects

I'm trying to create a Lua table that represents a matrix, however I keep running into a problem where if I create two Matrices, and initialize some values they both have the same values.
--Test.Lua
require"Matrix"
M1 = Matrix.Matrix:New()
M2 = Matrix.Matrix:New()
M1._11 = 2
print(M1._11) --Prints 2
print(M2._11) --Prints 2
--Matrix.lua
module("Matrix", package.seeall)
Matrix = {}
Matrix = { _11 = 0, _12 = 0, _13 = 0,
_21 = 0, _22 = 0, _23 = 0,
_31 = 0, _32 = 0, _33 = 0
}
function Matrix:New()
object = object or {}
setmetatable(object, self)
self.__index = self
return object
end
object = object or {}
This is why that happens. You only ever create one Matrix object. There is only every one object table which you return, and there is only ever one self table that you use as a metatable.
So how can you expect different instances when Matrix:New will always return the exact same value on every call?
You need to return a new table for each New call; that's why we use that name ;) Because of the way you're using a metatable, you also have to return a new metatable; you can't return the same metatable attached to new tables and expect it to work.
As nicol is explaining, on one hand you are trying to "reuse the same object over and over" (probably to "make it faster") and on the other you want to have different objects.
The solution is - don't reuse object on New call.
local Matrix = {} -- don't use the module function. Make Matrix local ...
Matrix.__index = Matrix
function Matrix:New()
local object = { -- create one local variable on every call to New
_11 = 0, _12 = 0, _13 = 0,
_21 = 0, _22 = 0, _23 = 0,
_31 = 0, _32 = 0, _33 = 0
}
setmetatable(object, self)
return object
end
return Matrix -- ... and return the Matrix local var at the end
A couple notes:
You really must learn how to use local
Usage of the module function is not recommended. Return a local table instead, as in my example.
Usage: assuming that that file is called "Matrix.lua":
local Matrix = require 'Matrix'
local M1 = Matrix:New()
local M2 = Matrix:New()
-- etc
As a sidenote, the Matrix:New() function can be made shorter (and faster). The following implementation works exactly as the one above, but it's slightly more efficient:
function Matrix:New()
return setmetatable({
_11 = 0, _12 = 0, _13 = 0,
_21 = 0, _22 = 0, _23 = 0,
_31 = 0, _32 = 0, _33 = 0
},
self)
end
This works because setmetatable(t,m) returns t with m already set as its metatable.

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