Lua: string: evaluate if characters are in ascending order - lua

How can if evaluate whether all characters composing a string are in strictly ascending/descending order?
eg:
print(is_strictly_asc_or_desc("abcdefghijklmnopqrstuvwxyz")) --> true
print(is_strictly_asc_or_desc("abba")) --> false
print(is_strictly_asc_or_desc("dj")) --> true
print(is_strictly_asc_or_desc("ace")) --> true
print(is_strictly_asc_or_desc("cent")) --> true
print(is_strictly_asc_or_desc("foot")) --> true
print(is_strictly_asc_or_desc("old")) --> true
print(is_strictly_asc_or_desc("file")) --> false
print(is_strictly_asc_or_desc("")) --> true
print(is_strictly_asc_or_desc("b")) --> true
I tried something (but it is not working, and even if fixed, I doubt that it will be efficient...):
function is_strictly_asc_or_desc(s)
local alphabet = {a=1,b=2,c=3,d=4,e=5,f=6,g=7,h=8,i=9,j=10,k=11,l=12,m=13,n=14,o=15,p=16,q=17,r=18,s=19,t=20,u=21,v=22,w=23,x=24,y=25,z=26}
if alphabet[s[1]] < alphabet[s[2]] then
for i,letter in ipairs(s) do
if alphabet[s[i]] > alphabet[s[i+1]] then
return false
end
end
else
for i,letter in ipairs(s) do
if alphabet[s[i]] < alphabet[s[i+1]] then
return false
end
end
end
return true
end
We can assume words are solely constructed from chars in "abcdefghijklmnopqrstuvwxyz" IE only lower case letters; EG: "abc!f" --> invalid; "Hello" --> invalid; etc.

To solve this we can iterate over the string and check their byte values!
function Validate(str,asc)
local temp = asc and 0 or math.huge
local temp2
for i = 1,#str do
temp2 = str:sub(i,i):byte()
if (ask and temp2 < temp) or temp2 < temp then
return false
else
temp = temp2
end
end
return true
end
EDIT: Fixed function to accept optional ascending argument, this allows you to determine if it's ascending to descending separately. I feel this is more powerful since you can use it in different situations.

A similar variation for either ascending or descending:
function is_strictly_asc_or_desc(s)
while #s > 2 and s:sub(2,2) == s:sub(1,1) do s = s:sub(2) end
local temp = s:sub(1,1)
local up = s:sub(2,2) > temp
for c = 2, #s do
c = s:sub(c,c)
if up and c < temp or not up and c > temp then return false end
temp = c
end
return true
end

Related

Lua function constantly returning false out of SQL function

I have this code
function IsAuthorized(xPlayer, doorID, locked, usedLockpick)
local jobName, grade = {}, {}
jobName[1] = xPlayer.job.name
grade[1] = xPlayer.job.grade
if xPlayer.job2 then
jobName[2] = xPlayer.job2.name
grade[2] = xPlayer.job2.grade
end
local canOpen = false
if doorID.lockpick and usedLockpick then
count = xPlayer.getInventoryItem('lockpick').count
if count and count >= 1 then canOpen = true end
end
if not canOpen and doorID.authorizedJobs then
for job,rank in pairs(doorID.authorizedJobs) do
if (job == jobName[1] and rank <= grade[1]) or (jobName[2] and job == jobName[2] and rank <= grade[2]) then
canOpen = true
if canOpen then break end
end
end
end
if not canOpen and doorID.items then
local count
for k,v in pairs(doorID.items) do
count = xPlayer.getInventoryItem(v).count
if count and count >= 1 then
canOpen = true
local consumables = { ['ticket']=1 }
if locked and consumables[v] then
xPlayer.removeInventoryItem(v, 1)
end
break
end
end
if not count or count < 1 then canOpen = false end
end
if not canOpen then
local group = xPlayer.getGroup()
if group == 'management' or group == 'owner' then
print(group..' '..xPlayer.getName()..' was authorised to use a door')
canOpen = true
end
if doorID.authorizedgang then
print(xPlayer.identifier .. " | " .. doorID.authorizedgang)
MySQL.Async.fetchSingle('SELECT * FROM users WHERE identifier = ? AND gang = ?', {xPlayer.identifier, doorID.authorizedgang}, function(foundplayer)
if foundplayer then
print("found")
canOpen = true
print(canOpen)
end
----------------------------canopen returns true until here
end)
end
end
print(canOpen)
return canOpen
end
Essentially what is does is return a true or false value based on the if statements. I did not write this script myself, I simply added on. The code that I added to this function is
if doorID.authorizedgang then
print(xPlayer.identifier .. " | " .. doorID.authorizedgang)
MySQL.Async.fetchSingle('SELECT * FROM users WHERE identifier = ? AND gang = ?', {xPlayer.identifier, doorID.authorizedgang}, function(foundplayer)
if foundplayer then
print("found")
canOpen = true
print(canOpen)
end
----------------------------canopen returns true until here
end)
end
This code essentially makes a database call to check if it'll find a player with X identifier and Y gang, and this actually does work because it prints out "found" and canOpen returns true until the line that I marked, after this it returns false at the bottom of the function.
I've been trying other ways to get the data but ultimately I need the SQL DB call for this and im not sure why the variable isnt setting when in fact the database returns found. Any ideas what I could be doing wrong here?

how do i fix ')' (to close '(' at line 38), got '.'

for i, v in pairs(Buttons:GetChildren()) do
local NewItem = BoughtItems:FindFirstChild(v.Item.value)
if NewItem ~= nil then
Items[NewItem.Name] = NewItem:Clone()
NewItem:Destroy()
else
v.ButtonPart.Transparency = 1
v.ButtonPart.CanCollide = false
v.ButtonPart.BillBoardGui.Frame.Visible = false
end
if v:FindFirstChild("Dependency") then
coroutine.resume(coroutine.create(function(
v.ButtonPart.Transparency = 1
v.ButtonPart.CanCollide = false
v.ButtonPart.BillBoardGui.Frame.Visible = false
if BoughtItems:WaitForChild(v.Dependency.Value, 100000)then
v.ButtonPart.Transparency = 0
v.ButtonPart.CanCollide = true
v.ButtonPart.BillBoardGui.Frame.Visible = true
end
end))
end
v.ButtonPart.Touched:Connect(function(Hit)
if Hit.Parent:FindFirstChild("Humanoid")then
local Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
if Values.OwnerValue.Value == Player then
if v.ButtonPart.CanCollide == true and v.ButtonPart.Transparency == 0 then
if Player:WaitForChild("leaderstats").Cash.Value >= v.Price.Value then
Player.leaderstats.Cash.Value -= v.Price.Value
Items[v.Item.Value].Parent = BoughtItems
v:Destroy()
end
end
end
end
end)
end
how do i fix this the header is the problem i dont knw what it means so is there a fix to it for my tycoon if anyone knows pls comment (heres some random stuff since my post is mostly code) A brief Introduction to Copypasta. Copypasta means to copy a text or a part of the text from an existing manuscript and inclusion of that very text in an under-process manuscript by pasting. At present, the societies are going to be expanded with an enormous pattern.
Parenthesis always come in pairs. The error message already strongly suggests that you are missing a closing parenthesis for an opening one in line 38.
1 2 3
coroutine.resume(coroutine.create(function(
v.ButtonPart.Transparency = 1
v.ButtonPart.CanCollide = false
v.ButtonPart.BillBoardGui.Frame.Visible = false
if BoughtItems:WaitForChild(v.Dependency.Value, 100000)then
v.ButtonPart.Transparency = 0
v.ButtonPart.CanCollide = true
v.ButtonPart.BillBoardGui.Frame.Visible = true
end
end)) <--- one is missing
1 2
Use a text editor that autocompletes pairs or even better one that hightlights pairs in matching colors to avoid errors like this.

Why is this string not splitting in lua

So I am working on a project and I need to split a string that would look something like this:
if (x == 2){ output("Hello") }
This is my code:
local function splitIfStatement(str)
local t = {}
t[1] = ""
t[2] = ""
t[3] = ""
local firstSplit = false
local secondSplit = false
local thirdSplit = false
str:gsub(".", function(c)
if c == "(" then
firstSplit = true
end
if firstSplit == true then
if c == "=" then
firstSplit = false
secondSplit = true
else
if c == "(" then
else
t[1] = t[1] .. c
end
end
end
if secondSplit == true then
if c == ")" then
secondSplit = false
thirdSplit = true
else
if c == "=" then
else
t[2] = t[2] .. c
end
end
end
end)
return t
end
I need to split the string at "(" so t[1] is only equal to "x" and t[2] is equal to 2 and then t[3] is equal to the "output()"
But when I run my code(note I haven't added the t[3]) t[1] returns: "x "Hello") }" and t[2] returns 2 like it should.
Anyways why isn't the split function working on the first split but it works on the second.
Thanks!
In your loop you set firstSplit true if it hits a ( this happens in 2 places in your example, before x and right before "Hello"
you can fix this by setting firstSplit true and ignore the leading if ( before you beginning the loop. Then you allow the logic you have to handle the rest.
I also notice you dont have any logic that references t[3] right now.
That all said you really should use a pattern to parse something like this.
local function splitIfStatement(str)
t = {str:match("if%s*%((%w+)%s*[=<>]+%s*(%d+)%)%s*{(.+)}")}
return t
end
this pattern is very narrow and expects a specific type of if statement, you can learn more about lua patterns here: Understanding Lua Patterns
If the input is of the form
if (AAA == BBB){ CCC("Hello") }
with possible whitespace around the fields in question, then this code works:
S=[[if (x == 2){ output("Hello") } ]]
a,b,c = S:match('%(%s*(.-)%s.-%s+(.-)%)%s*{%s*(.-)%(')
print(a,b,c)

Lua: Merge 2 strings collections in a case-insensitive manner

I want to merge two strings collections in a case-insensitive manner:
string_collection1 = {"hello","buddy","world","ciao"}
string_collection2 = {"Hello","Buddy","holly","Bye", "bYe"}
merged_string_collection = merge_case_insensitive(string_collection1,string_collection2) --> {"hello","buddy","world","holly","bye","ciao"}
Here's an attempt, but it does not work...
function merge_case_insensitive(t1,t2)
t3 = {}
for _,s1 in pairs(t1) do
for _,s2 in pairs(t2) do
if string.lower(s1) == string.lower(s2) then
t3[s1] = s1
end
end
end
t4 = {}
i = 1
for s,_ in pairs(t3) do
t4[i] = string.lower(s)
i = i + 1
end
return t4
end
string_collection1 = {"hello","buddy","world","ciao"}
string_collection2 = {"Hello","Buddy","holly","Bye", "bYe"}
merged_string_collection = merge_case_insensitive(string_collection1,string_collection2)
for k,v in pairs(merged_string_collection) do print(k,v) end
It does not work because you use == to compare both strings which is case-sensitive.
You could do something like string.lower(s1) == string.lower(s2) to fix that.
Edit:
As you can't figure out the rest yourself, here's some code:
local t1 = {"hello","buddy","world","ciao"}
local t2 = {"Hello","Buddy","holly","Bye", "bYe"}
local aux_table = {}
local merged_table = {}
for k,v in pairs(t1) do
aux_table[v:lower()] = true
end
for k,v in pairs(t2) do
aux_table[v:lower()] = true
end
for k,v in pairs(aux_table) do
table.insert(merged_table, k)
end
merged_table now contains the lower case version of every word in both input tables.
Now pour that into a function that takes any number of input tables and you are done.
What we did here: we use the lower case version of every word in those tables and store them in a list. aux_table[string.lower("Hello")] will index the same value as aux_table[string.lower("hello")]. So we end up with one entry for each word, even if a word comes in multiple variations.
Using the keys saves us the hassle of comparing strings and distiguishing between unique words and others.
To get a table with all strings from two other tables appearing once (without regard to case), you need something like this:
function merge_case_insensitive(t1,t2)
local ans = {}
for _,v in pairs(t1) do ans[v:lower()] = true end
for _,v in pairs(t2) do ans[v:lower()] = true end
return ans
end
string_collection1 = {"hello","buddy","world","ciao"}
string_collection2 = {"Hello","Buddy","holly","Bye", "bYe"}
merged_string_collection = merge_case_insensitive(string_collection1,string_collection2)
for k in pairs(merged_string_collection) do print(k) end
Edit: And in case you want an array result (without adding another iteration)
function merge_case_insensitive(t1,t2)
local ans = {}
local
function add(t)
for _,v in pairs(t) do
v = v:lower()
if ans[v] == nil then ans[#ans+1] = v end
ans[v] = true
end
end
add(t1)
add(t2)
return ans
end
string_collection1 = {"hello","buddy","world","ciao"}
string_collection2 = {"Hello","Buddy","holly","Bye", "bYe"}
merged_string_collection = merge_case_insensitive(string_collection1,string_collection2)
for _,v in ipairs(merged_string_collection) do print(v) end
We can do this by simply iterations over both tables, and storing a temporary dictionary for checking what words we have already found, and if not there yet, putting them in our new array:
function Merge(t1, t2)
local found = {} --Temporary dictionary
local new = {} --New array
local low --Value to store low versions of words in later
for i,v in ipairs(t1) do --Begin iterating over table one
low = v:lower()
if not found[low] then --If not found yet
new[#new+1] = low --Put it in the new table
found[low] = true --Add it to found
end
end
for i,v in ipairs(t2) do --Repeat with table 2
low = v:lower()
if not found[low] then
new[#new+1] = low
found[low] = true
end
end
return new --Return the new array
end
This method eliminates the need for a third iteration, like in Piglet's answer, and doesn't keep redefining a function and closure and calling them like in tonypdmtr's answer.

How to get xth key of a table in Lua

I have 2 functions in Lua which create a dictionary table and allow to check if a word exists:
local dictTable = {}
local dictTableSize = 0
function buildDictionary()
local path = system.pathForFile("wordlist.txt")
local file = io.open( path, "r")
if file then
for line in file:lines() do
dictTable[line] = true
dictTableSize = dictTableSize + 1
end
io.close(file)
end
end
function checkWord(word)
if dictTable[word] then
return(true)
else
return(false)
end
end
Now I want to be able to generate a couple of random words. But since the words are the keys, how can I pick some, given the dictTableSize.
Thanks
Just add a numerical index for each word to the dictionary while loading it:
function buildDictionary()
local path = system.pathForFile("wordlist.txt")
local file = io.open( path, "r")
if file then
local index = 1
for line in file:lines() do
dictTable[line] = true
dictTable[index] = line
index = index + 1
end
io.close(file)
end
end
Now you can get a random word like this:
function randomWord()
return dictTable[math.random(1,#dictTable)]
end
Side note: nil evaluates to false in Lua conditionals, so you could write checkWord like this:
function checkWord(word)
return dictTable[word]
end
Another side note, you'll get less polution of the global namespace if you wrap the dictionary functionality into an object:
local dictionary = { words = {} }
function dictionary:load()
local path = system.pathForFile('wordlist.txt')
local file = io.open( path, 'r')
if file then
local index = 1
for line in file:lines() do
self.words[line] = true
self.words[index] = line
index = index + 1
end
io.close(file)
end
end
function dictionary:checkWord(word)
return self.words[word]
end
function dictionary:randomWord()
return self.words[math.random(1,#self.words)]
end
Then you can say:
dictionary:load()
dictionary:checkWord('foobar')
dictionary:randomWord()
Probably two ways: you can keep the array with words and just do words[math.random(#words)] when you need to pick a random word (just make sure that the second one is different from the first).
The other way is to use next the number of times you need:
function findNth(t, n)
local val = next(t)
for i = 2, n do val = next(t, val) end
return val
end
This will return b for findNth({a = true, b = true, c = true}, 3) (the order is undefined).
You can avoid repetitive scanning by memoizing the results (at this point you will be better off using the first way).
this is a trade off that you have for using the word table the way you are. i would invert the word table once you load it, so that you can get references to words by index as well if you have to. something like this:
-- mimic your dictionary structure
local t = {
["asdf"] = true, ["wer"] = true, ["iweir"] = true, ["erer"] = true
}
-- function to invert your word table
function invert(tbl)
local t = {}
for k,_ in pairs(tbl) do
table.insert(t, k)
end
return t
end
-- now the code to grab random words
local idx1, idx2 = math.random(dictTableSize), math.random(dictTableSize)
local new_t = invert(t)
local word1, word2 = new_t[idx1], new_t[idx2]
-- word1 and word2 now have random words from your 'dictTable'

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