I have the table listed below
raids = {
{
T1I0 = {
{'Mightstone of Sargaras', 'Mightstone of Sargaras\n\nMightstone of Sargaras is obtained by farming. GL'}
},
T1I1 = {
{'Blessings Jewel of Elune', 'test'}
},
T1I2 = {
{'Lifegiving Gem of Amanthel', 'test'}
},
T2I0 = {
{'Practicing monster pot', 'test'}
},
T2I1 = {
{'Nuwa stone', 'test'}
}
}
}
I've managed to count the amount of elements T1I0 -> T2I1 = 5 by using the function below, combined with tablelength(raids[1])
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
But I'm having some problem with counting only elements starting with T1, sound return 3.
Anyone got an ide how I can modify the last part?
Try this code:
for k in pairs(T) do if k:sub(1,2)=="T1" then count = count + 1 end end
However, consider re-structuring the table in two layers, the first one having keys T1 and T2. After this, the count you want is simply #raids.T1.
Related
Is it possible to edit the contents of a table which is inside another table using a function?
local MainTable = {
subtable = {
x = 0,
y = 0
},
addX = function()
subtable.x = subtable.x + 1
end
}
I'm getting the error attempt to index ? (a nil value)
Is it possible to achieve this?
It works outside the table, I used:
print(MainTable.subtable.x+1)
How come it doesn't work inside the table? Does tables being objects play a role?
Thank you!
Lua tables aren't objects; just because you're declaring addX inside MainTable, it is not aware of anything else inseide MainTable.
One solution would be:
local MainTable
MainTable = {
...
addX = function()
MainTable.subtable.x = MainTable.subtable.x + 1
end
}
but a better way would be
local MainTable = {
subtable = {
x = 0,
y = 0
}
}
function MainTable:addX()
self.subtable.x = self.subtable.x + 1
end
-- Use it as:
MainTable:addX()
I'm looking to clone a row 3x, but only keeping data from one column.
So essentially I have the following [Name / Time / Booking], and each row is populated with all 3 properties, I'm trying to create 3 blank rows underneath each current row which is populated with only the persons name.
Can't work how to do it in scripting and can't find a plugin to do this. My data set is over 10,000 big so doing it manually isn't an option.
What I have:
What I want:
UPDATED code:
function duplicateRows() {
var sh, v, arr, c, b;
sh = SpreadsheetApp.getActive()
.getSheetByName('Blad1')
v = sh.getRange(1, 1, sh.getLastRow(), 40)
.getValues();
arr = [v[0]];
v.splice(1)
.forEach(function (r, i) {
arr.push(r)
c = 0
while (c < 3) {
dup = makeEmptyArrayXEl(40)
dup[0] = r[0];
arr.push(dup)
c += 1;
}
})
sh.getRange(1, 1, arr.length, arr[0].length)
.setValues(arr);
}
function makeEmptyArrayXEl(num) {
var arr = [];
for (var i = 0; i < num; i++) {
arr.push("")
}
return arr;
}
Would this work for you? It requires a free column to the left of Booking in the original data set. The formula below is a new sheet.
=ArrayFormula(sort({A2:A4,B2:B4,C2:C4;A2:A4,D2:D4,D2:D4;A2:A4,D2:D4,D2:D4;A2:A4,D2:D4,D2:D4},1,FALSE))
I got a table which is not meant to be sorted in a way I need it to be sorted at a specific point.
Thus, I cannot sort the table while creation but have to sort it when needed.
Problem is, there are plenty gabs in the indeces and the Values I want to sort here are nested.
Simplified model:
table = {
[1] = { a = 1 , b = 31231, c = { c1 = "foo" , true } },
[8] = { a = 2 , b = 5231 , c = { c1 = "bar" , true } },
[92] = { a = 8 , b = 2 , c = { c1 ="asdgköbana" , false } },
}
Now I want to sort this table by length of c[1].
How can I do that in the fastest way? Length of table in first dimension will stay under 100 entries.
Indices don't need to be kept. So by a table with 3 entries, it's okay when last index is [3] after the portage. Basicly in this case, I only use the index to identifies neighbors, they have no prior use.
Using table as a variable kills the table library, which you need to get the sort function.
Try the code below. Note that it makes a new table to hold the sorted list but reuses the internal tables.
local t = {
[1] = { a = 1 , b = 31231, c = { c1 = "foo" , true } },
[8] = { a = 2 , b = 5231 , c = { c1 = "bar" , true } },
[92] = { a = 8 , b = 2 , c = { c1 ="asdgköbana" , false } },
}
local s = {}
for k,v in pairs(t) do
s[#s+1]=v
end
table.sort(s,function (a,b)
return #a.c.c1 < #b.c.c1
end)
for k,v in ipairs(s) do
print(k,v.a,v.c.c1)
end
I'm writing a game using Corona SDK in lua language. I'm having a hard time coming up with a logic for a system like this;
I have different items. I want some items to have 1/1000 chance of being chosen (a unique item), I want some to have 1/10, some 2/10 etc.
I was thinking of populating a table and picking a random item. For example I'd add 100 of "X" item to the table and than 1 "Y" item. So by choosing randomly from [0,101] I kind of achieve what I want but I was wondering if there were any other ways of doing it.
items = {
Cat = { probability = 100/1000 }, -- i.e. 1/10
Dog = { probability = 200/1000 }, -- i.e. 2/10
Ant = { probability = 699/1000 },
Unicorn = { probability = 1/1000 },
}
function getRandomItem()
local p = math.random()
local cumulativeProbability = 0
for name, item in pairs(items) do
cumulativeProbability = cumulativeProbability + item.probability
if p <= cumulativeProbability then
return name, item
end
end
end
You want the probabilities to add up to 1. So if you increase the probability of an item (or add an item), you'll want to subtract from other items. That's why I wrote 1/10 as 100/1000: it's easier to see how things are distributed and to update them when you have a common denominator.
You can confirm you're getting the distribution you expect like this:
local count = { }
local iterations = 1000000
for i=1,iterations do
local name = getRandomItem()
count[name] = (count[name] or 0) + 1
end
for name, count in pairs(count) do
print(name, count/iterations)
end
I believe this answer is a lot easier to work with - albeit slightly slower in execution.
local chancesTbl = {
-- You can fill these with any non-negative integer you want
-- No need to make sure they sum up to anything specific
["a"] = 2,
["b"] = 1,
["c"] = 3
}
local function GetWeightedRandomKey()
local sum = 0
for _, chance in pairs(chancesTbl) do
sum = sum + chance
end
local rand = math.random(sum)
local winningKey
for key, chance in pairs(chancesTbl) do
winningKey = key
rand = rand - chance
if rand <= 0 then break end
end
return winningKey
end
I'm writing a program with lua. I have data that organized in the following way:
t= {
i1 = {
p1 = { value = "i1p1" },
p2 = { value = "i1p2" },
-- etc
pm = { value = "i1pm" }
},
i2 = {
p1 = { value = "i2p1" },
p2 = { value = "i2p2" },
-- etc
pm = { value = "i2pm" }
},
im = {
p1 = { value = "imp1" },
p2 = { value = "imp2" },
-- etc
pm = { value = "impm" }
}
} --(inner tables)
In another way each group of data is indexed by two variables i&p,I am sure that the data is kept correctly but I want a way to print the data from their tables because I won't know the values of i and p to iterate over them or even the numbers n & m any body know how to do this with lua?
If you know the depth of your nested (inner) tables, you can iterate explicitly to that depth:
for k1,v1 in pairs(t) do
for k2,v2 in pairs(v1) do
for k3, v3 in pairs(v2) do
print(k3, ":", v3)
end
end
end
Alternatively, you can recursively iterate into your nested structure:
function print_tbl(tbl)
if type(tbl) == "table" then
for _,v in pairs(tbl) do
print_tbl(v)
end
else
print(tbl)
end
end
print_tbl(t)
This is just an example. If your tables contain functions, contains userdata, or your nesting has cycles, you'll need a different approach. Take a look at table serialization on the Lua user wiki. Serialization requires sensible handling of tables with nesting, functions, cycles, etc. You may be able to use lessons learned on your data.