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RedMew/utils/table.lua

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local random = math.random
local floor = math.floor
local remove = table.remove
local insert = table.insert
local tonumber = tonumber
local pairs = pairs
local table_size = table_size
--- Searches a table to remove a specific element without an index
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-- @param t table to search
-- @param element to search for
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table.remove_element = function(t, element)
for k, v in pairs(t) do
if v == element then
remove(t, k)
break
end
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end
end
--- Adds the contents of table t2 to table t1
-- @param t1 table to insert into
-- @param t2 table to insert from
table.add_all = function(t1, t2)
for k, v in pairs(t2) do
if tonumber(k) then
insert(t1, v)
else
t1[k] = v
end
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end
end
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--- Checks if a table contains an element
-- @param t table to search
-- @param e element to search for
-- @returns the index of an element or -1
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table.index_of = function(t, e)
local i = 1
for _, v in pairs(t) do
if v == e then
return i
end
i = i + 1
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end
return -1
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end
local index_of = table.index_of
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--- Checks if a table contains an element
-- @param t table to search
-- @param e element to search for
-- @returns true or false
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table.contains = function(t, e)
return index_of(t, e) > -1
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end
--- Adds an element into a specific index position while shuffling the rest down
-- @param t table to add into
-- @param index the position in the table to add to
-- @param element to add
table.set = function(t, index, element)
local i = 1
for k in pairs(t) do
if i == index then
t[k] = element
return nil
end
i = i + 1
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end
error('Index out of bounds', 2)
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end
--- Chooses a random entry from a table
-- because this uses math.random, it cannot be used outside of events
-- @param t table to select an element from
-- @param sorted boolean to indicate whether the table is sorted by numerical index or not
-- @param key boolean to indicate whether to return the key or value
-- @return a random element of table t
table.get_random = function(t, sorted, key)
if sorted then
return t[random(#t)]
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end
local target_index = random(1, table_size(t))
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local count = 1
for k, v in pairs(t) do
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if target_index == count then
if key then
return k
else
return t[v]
end
end
count = count + 1
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end
end
--- Chooses a random entry from a weighted table
-- because this uses math.random, it cannot be used outside of events
-- @param weight_table table of tables with items and their weights
-- @param item_index number of the index of items, defaults to 1
-- @param weight_index number of the index of the weights, defaults to 2
-- @returns a table entry
-- @see features.chat_triggers::hodor
table.get_random_weighted = function(weighted_table, item_index, weight_index)
local total_weight = 0
item_index = item_index or 1
weight_index = weight_index or 2
for _, w in pairs(weighted_table) do
total_weight = total_weight + w[weight_index]
end
local index = random() * total_weight
local weight_sum = 0
for _, w in pairs(weighted_table) do
weight_sum = weight_sum + w[weight_index]
if weight_sum >= index then
return w[item_index]
end
end
end
--- Creates a fisher-yates shuffle of a sequential number-indexed table
-- because this uses math.random, it cannot be used outside of events if no rng is supplied
-- from: http://www.sdknews.com/cross-platform/corona/tutorial-how-to-shuffle-table-items
-- @param t table to shuffle
table.shuffle_table = function(t, rng)
local rand = rng or math.random
local iterations = #t
if iterations == 0 then
error('Not a sequential table')
return
end
local j
for i = iterations, 2, -1 do
j = rand(i)
t[i], t[j] = t[j], t[i]
end
end
--- Clears all existing entries in a table
-- @param t table to clear
-- @param sorted boolean to indicate whether the table is sorted by numerical index or not
table.clear_table = function(t, sorted)
if sorted then
for i = 1, #t do
t[i] = nil
end
else
for i in pairs(t) do
t[i] = nil
end
end
end
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--[[
Returns the index where t[index] == target.
If there is no such index, returns a negative value such that bit32.bnot(value) is
the index that the value should be inserted to keep the list ordered.
t must be a list in ascending order for the return value to be valid.
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Usage example:
local t = {1,3,5,7,9}
local x = 5
local index = table.binary_search(t, x)
if index < 0 then
game.print("value not found, smallest index where t[index] > x is: " .. bit32.bnot(index))
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else
game.print("value found at index: " .. index)
end
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]]
table.binary_search = function(t, target)
--For some reason bit32.bnot doesn't return negative numbers so I'm using ~x = -1 - x instead.
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local lower = 1
local upper = #t
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if upper == 0 then
return -2 -- ~1
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end
repeat
local mid = floor((lower + upper) * 0.5)
local value = t[mid]
if value == target then
return mid
elseif value < target then
lower = mid + 1
else
upper = mid - 1
end
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until lower > upper
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return -1 - lower -- ~lower
end
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-- add table-related functions that exist in base factorio to the 'table' table
table.inspect = require 'utils.inspect'
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table.size = table_size