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RedMew/utils/table.lua
2019-05-13 11:07:11 +01:00

280 lines
8.4 KiB
Lua

--luacheck: globals 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 <table> to search
-- @param <any> 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 <table> arrayed table
-- @param index <number> 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 <table> to insert into
-- @param t2 <table> 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 <table>
-- @param e <any> table element
-- @returns <any> 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 <table>
-- @param e <any> table element
-- @returns <number|nil> 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 <table>
-- @param e <any> table element
-- @returns <boolean> 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 <table>
-- @param e <any> table element
-- @returns <boolean> 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 <table> to add into
-- @param index <number> the position in the table to add to
-- @param element <any> 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
--- Returns an array of keys for a table.
--@param tbl <table>
function table.keys(tbl)
local n = 1
local keys = {}
for k in pairs(tbl) do
keys[n] = k
n = n + 1
end
return keys
end
--- Chooses a random entry from a table
-- because this uses math.random, it cannot be used outside of events
-- @param t <table>
-- @param key <boolean> to indicate whether to return the key or value
-- @return <any> 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 <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
-- @return <any> 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 <table> 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 <table> to clear
-- @param array <boolean> 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 <table> the table to serialize
-- @param options <table> 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 <string> 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 <table> the object to copy
-- @return <table> 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 <table> takes a table of tables to merge
-- @return <table> 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 <table>
-- @param tbl2 <table>
-- @return <boolean>
table.equals = table.compare
return table