Lua - Execute a Function Stored in a Table - function

I was able to store functions into a table. But now I have no idea of how to invoke them. The final table will have about 100 calls, so if possible, I'd like to invoke them as if in a foreach loop. Thanks!
Here is how the table was defined:
game_level_hints = game_level_hints or {}
game_level_hints.levels = {}
game_level_hints.levels["level0"] = function()
return
{
[on_scene("scene0")] =
{
talk("hint0"),
talk("hint1"),
talk("hint2")
},
[on_scene("scene1")] =
{
talk("hint0"),
talk("hint1"),
talk("hint2")
}
}
end
Aaand the function definitions:
function on_scene(sceneId)
-- some code
return sceneId
end
function talk(areaId)
-- some code
return areaId
end
EDIT:
I modified the functions so they'll have a little more context. Basically, they return strings now. And what I was hoping to happen is that at then end of invoking the functions, I'll have a table (ideally the levels table) containing all these strings.

Short answer: to call a function (reference) stored in an array, you just add (parameters), as you'd normally do:
local function func(a,b,c) return a,b,c end
local a = {myfunc = func}
print(a.myfunc(3,4,5)) -- prints 3,4,5
In fact, you can simplify this to
local a = {myfunc = function(a,b,c) return a,b,c end}
print(a.myfunc(3,4,5)) -- prints 3,4,5
Long answer: You don't describe what your expected results are, but what you wrote is likely not to do what you expect it to do. Take this fragment:
game_level_hints.levels["level0"] = function()
return
{
[on_scene("scene0")] =
{
talk("hint0"),
}
}
end
[This paragraph no longer applies after the question has been updated] You reference on_scene and talk functions, but you don't "store" those functions in the table (since you explicitly referenced them in your question, I presume the question is about these functions). You actually call these functions and store the values they return (they both return nil), so when this fragment is executed, you get "table index is nil" error as you are trying to store nil using nil as the index.
If you want to call the function you stored in game_level_hints.levels["level0"], you just do game_level_hints.levels["level0"]()

Using what you guys answered and commented, I was able to come up with the following code as a solution:
asd = game_level_hints.levels["level0"]()
Now, asd contains the area strings I need. Although ideally, I intended to be able to access the data like:
asd[1][1]
accessing it like:
asd["scene0"][1]
to retrieve the area data would suffice. I'll just have to work around the keys.
Thanks, guys.

It's not really clear what you're trying to do. Inside your anonymous function, you're returning a table that uses on_scene's return value as keys. But your on_scene doesn't return anything. Same thing for talk.
I'm going to assume that you wanted on_scene and talk to get called when invoking each levels in your game_level_hints table.
If so, this is how you can do it:
local maxlevel = 99
for i = 0, maxlevel do
game_level_hints.levels["level" .. i] = function()
on_scene("scene" .. i)
talk("hint" .. i)
end
end
-- ...
for levelname, levelfunc in pairs(game_level_hints.levels) do
levelfunc()
end

Related

Retrieving A Function From A WebhookScript Global Variable

In WebhookScript, I can store a function in a variable with:
sub = function(a, b) {
return a - b
}
I'd like to store a function in a Global Variable so that I can use it in multiple Custom Actions. But if I've saved the above function as $sub$ then
sub2 = var('$sub$')
subX = sub(1,2)
causes an error:
Trying to invoke a non-function 'string' # line...
And
function subX(a,b){
var('$sub$')
}
when sub only contains return a - b, doesn't work either.
Obviously I need to convert the string to a function but I'm not sure whether that's possible.
I know this is a bit of an obscure language but if anyone knows how this can be done in similar languages like JavaScript and PHP, I'm happy to test out any guesses...
The solution here is to remove the function section and just enter the script, which inherits the execution scope so if my global variable $script$ is:
return 'hello ' + a
Then I can execute the function with:
a = 'world'
value = exec(var('$script$'))
echo(value)
(credit to Webhook.Site's support team for explaining this)

How can I write a recursion function with a vector parameter?

I have a function that takes a vector as a parameter, scan this vector and generates a random word. It's expected from me that the generated words' letters are different from each other. So, I want to check it with a simple if-else condition inside the same function. If all letters are different, function returns this word. If not, I need to use the same function which I am already inside while using conditions. But first parameter that I used in the main function doesn't work when I attempt to use it for the second time. Here the generateaRandomWord(vector a) function:
vector<string> currentVector;
string generateaRandomWord(vector<string> a) {
currentVector = a;
string randomWord;
int randomNumber = rand() % currentVector.size();
randomWord = currentVector.at(randomNumber);
if (hasUniqueChars(randomWord)) {
return randomWord;
}
else {
generateaRandomWord(currentVector);
}
}
I thought that it is a good idea to keep a vector (currentVector) outside of the function. So, for the first time I use the function this vector will be defined and I will be able to use it if using recursion is necessary. But that didn't work either.
The main problem you have is that your recursive case doesn't return anything -- it throws away the returned value from the recursive call, then falls off the end of the function (returning garbage -- undefined behvaior). You need to actually return the value returned by the recursive call:
return generateaRandomWord(currentVector);

While Iterator in groovy

I'm trying to create a loop to read, for example, 4200 users from 1000 to 1000 but I can't get it to cut when it reaches the end. I tried it with if, for and I couldn't do it.
I have programmed in JAVA but with Groovy I see that the structure is different.
urlUsers = urlUsers.concat("/1/1000");
List<UserConnectorObject> usersList = null;
while({
gesdenResponse = GesdenUtils.sendHttpRequest(urlUsers, "LOOKUP", null,
request.getMetaData()?.getLogin(), request.getMetaData()?.getPassword());
log.info("Users data in JSON: "+gesdenResponse.getOutput())
usersList = GesdenUtils.fromJSON(gesdenResponse.getOutput(), GesdenConstants.USER_IDENTITY_KEY);
usersList.size() == 10;
log.info("List size in JSON "+usersList.size());
}()) continue
Groovy has lots of loop structures, but it is crucial to separate the regular ones (lang built-ins) and the api functions which take closure as an argument
take closure - no plain way to escape
If you want to iterate from A to B users, you can use, for instance,
(10..20).each { userNo -> // Here you will have all 10 iterations
if ( userNo == 5) {
return
}
}
If something outrageous happens in the loop body and you cannot use return to escape, as loop boddy is a closure (separate function) and this resurn just exits this closure. Next iteration will happen just after.
use regular lang built-in loop structures - make use of break/continue
for (int userNo in 1..10) { // Here you will have only 5 iterations
if (userNo == 5) {
break
}
}
It looks like your closure always return falsy because there is no explicit return, and the last statement evaluated is the call to log.info(String) which returns void.
Use an explicit return or move/delete the log statement.

Lua: How to Properly Construct Nested Functions

I'm trying to create a function with local functions within it. The main function would receive an output from an outside source, and the functions within it would be required to translate that input and return results for later use. My problem is that the way I am currently attempting this, when I try to put in my first local function inside the main function, I continue to get nil. Here is an example:
function stats(input)
height, weight, name, age, gender, relate = string.match(input, "(%d*)ft,(%d*)lbs,(%w*),(%d*),(%u*),(%u)")
if name then
function nameInit(relate)
relateTable = {["F"] = "Friend", ["R"] = "Relative"}
for k,v in pairs (relateTable) do
if relate == k then
relship = v
return relship
end
end
end
end
person = name.." is "..age.." years old, weighs "..weight.." and blah blah blah....
return person
end
print (stats("5.8ft, 160lbs, Mike Scott, 19, M, F"))
Obviously, this subject isn't practical but what I'm trying to do is along the same lines in terms of end response. I'm currently getting lua: filename: attempt to concatenate global 'relship' (a nil value)? I can get the response I want without the nested function. But when I try to elaborate more on the response I would like to receive, and place that function inside the global function, I begin to get these response(s). This seems to be my problem anytime I attempt to use functions within other functions. I can make two separate global functions and print results from either one. But the minute I try to use one within another, I screw myself up. Anyone who can take some time to help a beginner better understand what he is doing wrong would be great! Thanks all.
Based on your statement "the functions within it would be required to translate that input and return results for later use", I'm not sure that nested functions is what you want. You say that when you have two global functions your code works:
function func1(args)
...
end
function func2(args)
...
end
but when you nest (for example) func1 inside func2, it no longer works. Lua does allow you to define nested functions, but I can only think of two reasons to use them:
to return a function that encapsulates a task, usually with some of the wrapper function's args and/or locals as upvalues.
to encapsulate some logic in a function to be called from within the wrapper function, with no need for any other functions to call it.
For example of case 1:
function func2(a, b, c)
function func1()
do something with a, b, c eventhough they are not args of func1
return result
end
return func1
end
someFunc = func2(1,2,3)
....
result = someFunc() -- calls func1 created inside func2, using 1,2,3
For example of case 2:
function func2(a, b, c)
function func1()
do something with a, b, c eventhough they are not args of func1
return result
end
result = func1()
...
end
func2(1,2,3)
You could also add a nested function to a table object (class) passed as argument, but I see this as a variation on case 1.

Calling the function name

As a beginner in Lua, I am sorry if the answer on this is easy.
I was trying to call a function within a code, yet after 2 hours of searching I couldn't find the wanted results. (Maybe I use the wrong search query's?)
Example code
function Test123 ()
SayTest = True
if SayTest = True then
-- This Is where I want to call the function name Test123,
-- yet I can't seem to succeed in this since it is just
-- starting a new function
SystemNotice ( role, function)
end
end
This should be the result:
function Test123 ()
SayTest = True
if SayTest = True then
SystemNotice ( role, 'Test123')
end
end
If anyone can help me out, I would be thankful. If I am still being unclear, just tell me and I will try to describe it better. My excuses for my limited English.
In Lua functions are actually values. That means they do not really have a name, you can only assign them to a variable or table field, but since the value itself has no concept of its name, you can't retrieve it.
That said, with the debug library, you can do this:
function getfname()
return debug.traceback("", 2):match("in function '(.-)'");
end
function bar()
print(getfname())
end
bar(); -- prints bar
foo = bar;
foo() -- prints foo
knerf = {rab = bar};
knerf.rab() -- prints rab
Note that this only works with the default Lua error handler or one that returns the same or very similar output, however you can obviously modify the pattern to suit what you need.
Read this: I would not advise this solution for performance-intensive tasks. Both string matching and the traceback are not really suited for this. Also, obviously the debug library must be enabled so you can actually use the traceback function.
Your function declaration lacks anend.
function Test123 ()
end
Read the functions chapter from the Lua manual. Just for the record, your if will also need an end.
This is a construct that just goes against the Lua philosophy that functions are first class citizens:
a function is just another value, and as such it has no name.
A variable can be assigned a value, thus binding a function to a name.
But that name can change. or a function can have multiple names. Which one to pick?
A better solution would be creating an anonymous function with an upvalue (a closure) instead:
function genTest(name)
return function()
SayTest = true
if SayTest == true then
print ( 'role', name)
end
end
end
Test123 = genTest('Test123')
Test123()
foobar = Test123
foobar()
This creates a function with a bound local variable name (see PiL 6.1 ).