I have a table which will be used to store each players name, id and another value
{
{
rpname = "name",
SteamID = "STEAM_0:0:",
giftsFound = "1",
},
The table is being sent from server to client via net.ReadTable()
I want to be able to choose each value seperatley but when I have tried the following below it only returns the first letter of every value instead of the first value
for k, v in pairs(tableData) do
for k, v in pairs(v) do
print(v[1]
end
end
Please could somebody help me out?
If I understood correctly, the sample table you wrote in the first block of code would be what you called tableData in the second, right? So, what you want to have is:
An array of players
Each entry in this array is a table
A way of getting each field of each player
With a few tweaks we can make your code more readable and, from that, correct it. Firsly, I would rename some things:
Rename your table players, for it is an array of players
local players = {
{
rpname = "john",
SteamID = "STEAM_0:0:1",
giftsFound = "4",
},
-- [...]
}
Rename your variables in the for-loop
In Lua it is common pratice to use _ to name variable we are not going to use. In this case, the key (originally named k) is not something we will use.
Since it is a list of players, each entry is a player, so it is logical to rename the variable v to player.
Also, I changed pairs() to ipairs() and there's a good reason for that. I won't cover it here, but here it is explained as best as I could. Rule of thumb: if your table is array-like, use ipairs(); else, use pairs().
for _, player in ipairs(players) do
-- [...]
end
For the nested for-loop, it does make sense using k, v and pairs, so it would be something like this:
for k, v in pairs(player) do
print(k,v)
end
Running the full piece would produce this:
rpname john
giftsFound 4
SteamID STEAM_0:0:1
I suppose it solves your problem. The real errors in your code were the way you tried to access the nested table field and, arguably, naming variables with names you have already used (k and v) in the same scope, which is, in the best case, misleading.
If you want to access a specific field in the table, instead of going through the whole thing, you can do:
-- To print every player's name
for _, player in ipairs(players) do
local name = player.rpname
print(name)
end
Or even:
-- To get the first player's (in the array) name
local name = players[1].rpname
One last thing: "Lua" is not an acronym, you don't need to use all capital letters. Lua was created in Brazil and here we speak portuguese. Lua means Moon in portuguese.
Related
Our task is create a table, and read values to the table using a loop. Print the values after the process is complete. - Create a table. - Read the number of values to be read to the table. - Read the values to the table using a loop. - Print the values in the table using another loop. for this we had written code as
local table = {}
for value in ipairs(table) do
io.read()
end
for value in ipairs(table) do
print(value)
end
not sure where we went wrong please help us. Our exception is
Input (stdin)
3
11
22
abc
Your Output (stdout)
~ no output ~
Expected Output
11
22
abc
Correct Code is
local table1 = {}
local x = io.read()
for line in io.lines() do
table.insert(table1, line)
end
for K, value in ipairs(table1) do
print(value)
end
Let's walk through this step-by-step.
Create a table.
Though the syntax is correct, table is a reserved pre-defined global name in Lua, and thus cannot should not be declared a variable name to avoid future issues. Instead, you'll need to want to use a different name. If you're insistent on using the word table, you'll have to distinguish it from the function global table. The easiest way to do this is change it to Table, as Lua is a case-sensitive language. Therefore, your table creation should look something like:
local Table = {}
Read values to the table using a loop.
Though Table is now established as a table, your for loop is only iterating through an empty table. It seems your goal is to iterate through the io.read() instead. But io.read() is probably not what you want here, though you can utilize a repeat loop if you wish to use io.read() via table.insert. However, repeat requires a condition that must be met for it to terminate, such as the length of the table reaching a certain amount (in your example, it would be until (#Table == 4)). Since this is a task you are given, I will not provide an example, but allow you to research this method and use it to your advantage.
Print the values after the process is complete.
You are on the right track with your printing loop. However, it must be noted that iterating through a table always returns two results, an index and a value. In your code, you would only return the index number, so your output would simply return:
1
2
3
4
If you are wanting the actual values, you'll need a placeholder for the index. Oftentimes, the placeholder for an unneeded variable in Lua is the underscore (_). Modify your for loop to account for the index, and you should be set.
Try modifying your code with the suggestions I've given and see if you can figure out how to achieve your end result.
Edited:
Thanks, Piglet, for corrections on the insight! I'd forgotten table itself wasn't a function, and wasn't reserved, but still bad form to use it as a variable name whether local or global. At least, it's how I was taught, but your comment is correct!
Brand new to lua as of a few hours ago, I have some moderate background in C++ and Java but nothing amazing.
I'm trying to work on an addon for a game that checks for players around me, and if so(within 10 yards) greets them.
It works great, except I ONLY want it to run once per player, as it would be spammy and annoying to constantly greet people.
I figured the best way to do this was to store their character name in an array, but I'm struggling to understand the syntax of arrays.
function Wave()
local totalObjects = GetObjectCount()
local shouldMessage = false
local player = GetActivePlayer()
arrayNames = {}
for i = 1, totalObjects do
local object = GetObjectWithIndex(i)
if object ~= player and UnitIsPlayer(object) == true and UnitIsDead(object) == false then
local yards = GetDistanceBetweenObjects(player, object)
local name = ObjectName(object)
----------------- The beginning of my issue ----------------
if yards < 10 and arrayNames[i] ~= name then -- if name isnt in array already?
arrayNames[i] = name -- trying to add the name to array
print(arrayNames[i])
break
end
end
end
if storeName then
end
end
The issue is that your table is getting cleared after each call to Wave. This is because you are doing arrayNames = {} inside your function, so each time it is run the table is set to a new empty table. you can define arrayNames outside of your Wave function or change it to arrayNames = arrayNames or {} The second option will set arrayNames equal to arrayNames when it is defined or to a new table if it is not defined.
Additionally
Your code only checks if the name exists in the array at the specific index, rather then checking the whole array. If the player's index can change then you will likely greet them again using this method.
You will need to go over the whole array too be sure you have not greeted this person already. This means as you greet more and more people the check will get longer and longer
Rather than use an array, I suggest using a set:
if yards < 10 and not arrayNames[name] then -- if name isnt in set already?
arrayNames[name] = true -- trying to add the name to set
print(name)
break
end
simply add to the table using the name as the key and setting the value to true this will provide O(1) performance for your check.
Here is more information on sets:
https://en.wikipedia.org/wiki/Set_(abstract_data_type)
In computer science, a set is an abstract data type that can store unique values, without any particular order. It is a computer implementation of the mathematical concept of a finite set. Unlike most other collection types, rather than retrieving a specific element from a set, one typically tests a value for membership in a set.
Reading the injected comments in the Code Snippet should give enough context.
--| Table |--
QuestData = {
["QuestName"]={
["Quest Descrip"]={8,1686192712},
["Quest Descrip"]={32,1686193248},
["Quest Descrip"]={0,2965579272},
},
}
--| Code Snippet |--
--| gets QuestName then does below |--
if QuestName then
-- (K = QuestName) and (V = the 3 entries below it in the table)
for k,v in pairs(QuestData) do
-- Checks to make sure the external function that obtained the QuestName matches what is in the table before cont
if strlower(k) == strlower(QuestName) then
local index = 0
-- Iterates over the first two pairs - Quest Descrip key and values
for kk,vv in pairs(v) do
index = index + 1
end
-- Iterates over the second two pairs of values
if index == 1 then
for kk,vv in pairs(v) do
-- Sends the 10 digit hash number to the function
Quest:Function(vv[2])
end
end
end
end
end
The issue I'm running into is that Lua will only pick up one of the numbers and ignore the rest. I need all the possible hash numbers regardless of duplicates. The QuestData table ("database") has well over 10,000 entries. I'm not going to go through all of them and remove the duplicates. Besides, the duplicates are there because the same quest can be picked up in more than one location in the game. It's not a duplicate quest but it has a different hash number.
Key is always unique. It is the point of the key, that the key is pointing to unique value and you can't have more keys with same name to point different values. It is by definition by Lua tables.
It is like if you would want to have two variables with same name and different content. It does not make sense ...
The table type implements associative arrays. [...]
Like global variables, table fields evaluate to nil if they are not initialized. Also like global variables, you can assign nil to a table field to delete it. That is not a coincidence: Lua stores global variables in ordinary tables.
Quote from Lua Tables
Hashing in Lua
Based on comments, I update the answer to give some idea about hashing.
You are using hashing usually in low-level languages like C. In Lua, the associative arrays are already hashed somehow in the background, so it will be overkill (especially using SHA or so).
Instead of linked lists commonly used in C, you should just construct more levels of tables to handle collisions (there is nothing "better" in Lua).
And if you want to have it fancy set up some metatables to make it somehow transparent. But from your question, it is really not clear how your data look like and what you really want.
Basically you don't need more than this:
QuestData = {
["QuestName"]={
["Quest Descrip"]={
{8,1686192712},
{32,1686193248},
{0,2965579272},
},
},
}
As Jakuje already mentioned table keys are unique.
But you can store both as a table member like:
QuestData = {
-- "QuestName" must be unique! Of course you can put it into a table member as well
["QuestName"]={
{hash = "Quest Descrip", values = {8,1686192712} },
{hash = "Quest Descrip", values = {32,1686193248} },
{hash = "Quest Descrip", values = {0,2965579272} }
}
}
I'm sure you can organize this in a better way. It looks like a rather confusing concept to me.
You've said you can't "rewrite the database", but the problem is the QuestData table doesn't hold what you think it holds.
Here's your table:
QuestData = {
["QuestName"]={
["Quest Descrip"]={8,1686192712},
["Quest Descrip"]={32,1686193248},
["Quest Descrip"]={0,2965579272},
},
}
But, this is actually like writing...
QuestData["Quest Descrip"] = {8,1686192712}
QuestData["Quest Descrip"] = {32,1686193248}
QuestData["Quest Descrip"] = {0,2965579272}
So the second (and then, third) values overwrite the first. The problem is not that you can't access the table, but that the table doesn't contain the values any more.
You need to find a different way of representing your data.
My understanding is that pairs(t) simply returns next, t, nil.
If I change that to next, t, someKey (where someKey is a valid key in my table) will next start at/after that key?
I tried this on the Lua Demo page:
t = { foo = "foo", bar = "bar", goo = "goo" }
for k,v in next, t, t.bar do
print(k);
end
And got varying results each time I ran the code. So specifying a starting key has an effect, unfortunately the effect seems somewhat random. Any suggestions?
Every time you run a program that traverses a Lua table the order will be different because Lua internally uses a random salt in hash tables.
This was introduced in Lua 5.2. See luai_makeseed.
From the lua documentation:
The order in which the indices are enumerated is not specified, even
for numeric indices. (To traverse a table in numeric order, use a
numerical for.)
First of all: I'm an inexperienced coder and just started reading PiL. I only know a thing or two but I'm fast learning and understanding. This method is really unnecessary but I sort of want to give myself a hard time in order to learn more.
Okay so for testing and for getting to know the language more, I'm trying to grab two different values from two different files and storing them in tables
local gamemap = file.Read("addons/easymap/data/maplist.txt", "GAME")
local mapname = string.Explode( ",", gamemap )
local mapid = file.Read("addons/easymap/data/mapid.txt", "GAME")
local id = string.Explode( ",", mapid )
I'm grabbing two values which in the end are mapname and id
Once I have them, I know that using
for k, v in pairs(mapname)
It will give specific values to the data taken from the file, or at least assign them.
But what I need to do with the both tables is that if there is certain map in the server, check for the value in the table unless the map name is nil and then once having the name, grab the value of that map and match it with the id of the other file.
For example, I have in the maplist.txt file gm_construct and it is the first entry [1] and its corresponding id in mapid.txt lets say it is 54321 and it is also the first entry [1].
But now I must check the server's current map with game.GetMap function, I have that solved and all, I grab the current map, match it with the mapname table and then check for its corresponding value in the id table, which would be gm_construct = 1.
For example it would be something like
local mapdl = game.GetMap()
local match = mapname[mapdl]
if( match != nil )then --supposing the match isn't nil and it is in the table
--grab its table value, lets say it is 1 and match it with the one in the id table
It is a more complex version of this http://pastebin.com/3652J8Pv
I know it is unnecessary but doing this script will give me more options to expand the script further.
TL;DR: I need to find a function that lets me match two values coming from different tables and files, but in the end they are in the same order ([1] = [1]) in both files. Or a way to fetch a full table from another file. I don't know if a table can be loaded globally and then grabbed by another file to use it in that file.
I'm sorry if I'm asking too much, but where I live, if you want to learn to program, you have to do it on your own, no schools have classes or anything similar, at least not until University, and I'm far away from even finishing High School.
Edit: this is intended to be used on Garry's mod. The string.Explode is explained here: http://wiki.garrysmod.com/page/string/Explode
It basically separates phrases by a designated character, in this case, a comma.
Okay. If I understand correctly... You have 2 Files with data.
One with Map Names
gm_construct,
gm_flatgrass,
de_dust2,
ttt_waterworld
And One with IDs, Numbers, Whataver (related to the entries at the same position in the Map Names File
1258,
8592,
1354,
2589
And now you want to find the ID of the current Map, right?
Here is your Function
local function GetCurrentMapID()
-- Get the current map
local cur_map = game.GetMap()
-- Read the Files and Split them
local mapListRaw = file.Read("addons/easymap/data/maplist.txt", "GAME")
local mapList= string.Explode(",", mapListRaw)
local mapIDsRaw = file.Read("addons/easymap/data/mapid.txt", "GAME")
local mapIDs = string.Explode(",", mapIDsRaw)
-- Iterate over the whole map list
for k, v in pairs(mapList) do
-- Until you find the current map
if (v == cur_map) then
-- then return the value from mapIDs which is located at the same key (k)
return mapIDs[k]
end
end
-- Throw a non-breaking error if the current map is not in the Maplist
ErrorNoHalt( "Current map is not registered in the Maplist!\n" )
end
Code could have errors 'cause I couldn't test it. Pls Comment with error if so.
Source: My Experience and the GMod Wiki