--luacheck:ignore global table local random = math.random local floor = math.floor local remove = table.remove local tonumber = tonumber local pairs = pairs local table_size = table_size --- Searches a table to remove a specific element without an index -- @param t to search -- @param table element to search for function table.remove_element(t, element) for k, v in pairs(t) do if v == element then remove(t, k) break end end end --- Removes an item from an array in O(1) time. -- The catch is that fast_remove doesn't guarantee to maintain the order of items in the array. -- @param tbl
arrayed table -- @param index Must be >= 0. The case where index > #tbl is handled. function table.fast_remove(tbl, index) local count = #tbl if index > count then return elseif index < count then tbl[index] = tbl[count] end tbl[count] = nil end --- Adds the contents of table t2 to table t1 -- @param t1
to insert into -- @param t2
to insert from function table.add_all(t1, t2) for k, v in pairs(t2) do if tonumber(k) then t1[#t1 + 1] = v else t1[k] = v end end end --- Checks if a table contains an element -- @param t
-- @param e table element -- @returns the index of the element or nil function table.index_of(t, e) for k, v in pairs(t) do if v == e then return k end end return nil end --- Checks if the arrayed portion of a table contains an element -- @param t
-- @param e table element -- @returns the index of the element or nil function table.index_of_in_array(t, e) for i = 1, #t do if t[i] == e then return i end end return nil end local index_of = table.index_of --- Checks if a table contains an element -- @param t
-- @param e table element -- @returns indicating success function table.contains(t, e) return index_of(t, e) and true or false end local index_of_in_array = table.index_of_in_array --- Checks if the arrayed portion of a table contains an element -- @param t
-- @param e table element -- @returns indicating success function table.array_contains(t, e) return index_of_in_array(t, e) and true or false end --- Adds an element into a specific index position while shuffling the rest down -- @param t
to add into -- @param index the position in the table to add to -- @param element to add to the table function table.set(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 end error('Index out of bounds', 2) end --- Chooses a random entry from a table -- because this uses math.random, it cannot be used outside of events -- @param t
-- @param key to indicate whether to return the key or value -- @return a random element of table t function table.get_random_dictionary_entry(t, key) local target_index = random(1, table_size(t)) local count = 1 for k, v in pairs(t) do if target_index == count then if key then return k else return v end end count = count + 1 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
of tables with items and their weights -- @param item_index of the index of items, defaults to 1 -- @param weight_index of the index of the weights, defaults to 2 -- @return table element -- @see features.chat_triggers::hodor function table.get_random_weighted(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
to shuffle function table.shuffle_table(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
to clear -- @param array to indicate whether the table is an array or not function table.clear_table(t, array) if array then for i = 1, #t do t[i] = nil end else for i in pairs(t) do t[i] = nil end end end --[[ 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. 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)) else game.print("value found at index: " .. index) end ]] function table.binary_search(t, target) --For some reason bit32.bnot doesn't return negative numbers so I'm using ~x = -1 - x instead. local lower = 1 local upper = #t if upper == 0 then return -2 -- ~1 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 until lower > upper return -1 - lower -- ~lower end -- add table-related functions that exist in base factorio/util to the 'table' table require 'util' --- Similar to serpent.block, returns a string with a pretty representation of a table. -- Notice: This method is not appropriate for saving/restoring tables. It is meant to be used by the programmer mainly while debugging a program. -- @param table
the table to serialize -- @param options
options are depth, newline, indent, process -- depth sets the maximum depth that will be printed out. When the max depth is reached, inspect will stop parsing tables and just return {...} -- process is a function which allow altering the passed object before transforming it into a string. -- A typical way to use it would be to remove certain values so that they don't appear at all. -- return the prettied table table.inspect = require 'utils.inspect' --- Takes a table and returns the number of entries in the table. (Slower than #table, faster than iterating via pairs) table.size = table_size --- Creates a deepcopy of a table. Metatables and LuaObjects inside the table are shallow copies. -- Shallow copies meaning it copies the reference to the object instead of the object itself. -- @param object
the object to copy -- @return
the copied object table.deep_copy = table.deepcopy --- Merges multiple tables. Tables later in the list will overwrite entries from tables earlier in the list. -- Ex. merge({{1, 2, 3}, {[2] = 0}, {[3] = 0}}) will return {1, 0, 0} -- @param tables
takes a table of tables to merge -- @return
a merged table table.merge = util.merge --- Determines if two tables are structurally equal. -- Notice: tables that are LuaObjects or contain LuaObjects won't be compared correctly, use == operator for LuaObjects -- @param tbl1
-- @param tbl2
-- @return table.equals = table.compare return table