mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
203 lines
5.5 KiB
Lua
203 lines
5.5 KiB
Lua
local random = math.random
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local floor = math.floor
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local remove = table.remove
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local insert = table.insert
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local tonumber = tonumber
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local pairs = pairs
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local table_size = table_size
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--- Searches a table to remove a specific element without an index
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-- @param t table to search
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-- @param element to search for
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table.remove_element = function(t, element)
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for k, v in pairs(t) do
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if v == element then
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remove(t, k)
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break
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end
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end
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end
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--- Adds the contents of table t2 to table t1
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-- @param t1 table to insert into
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-- @param t2 table to insert from
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table.add_all = function(t1, t2)
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for k, v in pairs(t2) do
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if tonumber(k) then
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insert(t1, v)
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else
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t1[k] = v
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end
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end
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end
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--- Checks if a table contains an element
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-- @param t table to search
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-- @param e element to search for
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-- @returns the index of an element or -1
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table.index_of = function(t, e)
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local i = 1
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for _, v in pairs(t) do
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if v == e then
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return i
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end
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i = i + 1
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end
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return -1
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end
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local index_of = table.index_of
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--- Checks if a table contains an element
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-- @param t table to search
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-- @param e element to search for
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-- @returns true or false
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table.contains = function(t, e)
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return index_of(t, e) > -1
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end
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--- Adds an element into a specific index position while shuffling the rest down
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-- @param t table to add into
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-- @param index the position in the table to add to
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-- @param element to add
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table.set = function(t, index, element)
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local i = 1
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for k in pairs(t) do
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if i == index then
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t[k] = element
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return nil
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end
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i = i + 1
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end
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error('Index out of bounds', 2)
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end
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--- Chooses a random entry from a table
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-- because this uses math.random, it cannot be used outside of events
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-- @param t table to select an element from
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-- @param sorted boolean to indicate whether the table is sorted by numerical index or not
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-- @param key boolean to indicate whether to return the key or value
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-- @return a random element of table t
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table.get_random = function(t, sorted, key)
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if sorted then
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return t[random(#t)]
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end
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local target_index = random(1, table_size(t))
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local count = 1
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for k, v in pairs(t) do
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if target_index == count then
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if key then
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return k
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else
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return t[v]
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end
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end
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count = count + 1
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end
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end
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--- Chooses a random entry from a weighted table
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-- because this uses math.random, it cannot be used outside of events
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-- @param weight_table table of tables with items and their weights
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-- @param item_index number of the index of items, defaults to 1
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-- @param weight_index number of the index of the weights, defaults to 2
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-- @returns a table entry
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-- @see features.chat_triggers::hodor
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table.get_random_weighted = function(weighted_table, item_index, weight_index)
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local total_weight = 0
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item_index = item_index or 1
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weight_index = weight_index or 2
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for _, w in pairs(weighted_table) do
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total_weight = total_weight + w[weight_index]
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end
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local index = random() * total_weight
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local weight_sum = 0
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for _, w in pairs(weighted_table) do
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weight_sum = weight_sum + w[weight_index]
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if weight_sum >= index then
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return w[item_index]
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end
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end
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end
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--- Creates a fisher-yates shuffle of a sequential number-indexed table
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-- because this uses math.random, it cannot be used outside of events if no rng is supplied
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-- from: http://www.sdknews.com/cross-platform/corona/tutorial-how-to-shuffle-table-items
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-- @param t table to shuffle
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table.shuffle_table = function(t, rng)
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local rand = rng or math.random
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local iterations = #t
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if iterations == 0 then
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error('Not a sequential table')
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return
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end
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local j
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for i = iterations, 2, -1 do
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j = rand(i)
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t[i], t[j] = t[j], t[i]
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end
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end
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--- Clears all existing entries in a table
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-- @param t table to clear
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-- @param sorted boolean to indicate whether the table is sorted by numerical index or not
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table.clear_table = function(t, sorted)
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if sorted then
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for i = 1, #t do
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t[i] = nil
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end
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else
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for i in pairs(t) do
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t[i] = nil
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end
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end
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end
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--[[
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Returns the index where t[index] == target.
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If there is no such index, returns a negative value such that bit32.bnot(value) is
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the index that the value should be inserted to keep the list ordered.
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t must be a list in ascending order for the return value to be valid.
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Usage example:
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local t = {1,3,5,7,9}
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local x = 5
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local index = table.binary_search(t, x)
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if index < 0 then
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game.print("value not found, smallest index where t[index] > x is: " .. bit32.bnot(index))
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else
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game.print("value found at index: " .. index)
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end
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]]
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table.binary_search = function(t, target)
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--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
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local upper = #t
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if upper == 0 then
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return -2 -- ~1
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end
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repeat
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local mid = floor((lower + upper) * 0.5)
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local value = t[mid]
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if value == target then
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return mid
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elseif value < target then
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lower = mid + 1
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else
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upper = mid - 1
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end
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until lower > upper
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return -1 - lower -- ~lower
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end
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-- add table-related functions that exist in base factorio to the 'table' table
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table.inspect = require 'utils.inspect'
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table.size = table_size
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