1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-09 18:40:14 +00:00

Merge branch 'openmw_aux' into 'master'

[Lua] Update openmw_aux.util

See merge request OpenMW/openmw!1797
This commit is contained in:
psi29a 2022-04-27 15:11:29 +00:00
commit cd1a5f2de9

View File

@ -6,52 +6,107 @@
local aux_util = {} local aux_util = {}
--- local function deepToString(val, level, prefix)
-- Works like `tostring` but shows also content of tables. local level = (level or 1) - 1
-- @function [parent=#util] deepToString
-- @param #any value The value to conver to string
-- @param #number maxDepth Max depth of tables unpacking (optional, 2 by default)
function aux_util.deepToString(val, level, prefix)
level = (level or 1) - 1
local ok, iter, t = pcall(function() return pairs(val) end) local ok, iter, t = pcall(function() return pairs(val) end)
if level < 0 or not ok then if level < 0 or not ok then
return tostring(val) return tostring(val)
end end
local prefix = prefix or ''
local newPrefix = prefix .. ' ' local newPrefix = prefix .. ' '
local strs = {tostring(val) .. ' {\n'} local strs = {tostring(val) .. ' {\n'}
for k, v in iter, t do for k, v in iter, t do
strs[#strs + 1] = newPrefix .. tostring(k) .. ' = ' .. aux_util.deepToString(v, level, newPrefix) .. ',\n' strs[#strs + 1] = newPrefix .. tostring(k) .. ' = ' .. deepToString(v, level, newPrefix) .. ',\n'
end end
strs[#strs + 1] = prefix .. '}' strs[#strs + 1] = prefix .. '}'
return table.concat(strs) return table.concat(strs)
end end
------------------------------------------------------------------------------- ---
-- Finds the nearest object to the given point in the given list. -- Works like `tostring` but shows also content of tables.
-- Ignores cells, uses only coordinates. Returns the nearest object, -- @function [parent=#util] deepToString
-- and the distance to it. If objectList is empty, returns nil. -- @param #any value The value to convert to string
-- @function [parent=#util] findNearestTo -- @param #number maxDepth Max depth of tables unpacking (optional, 1 by default)
-- @param openmw.util#Vector3 point function aux_util.deepToString(value, maxDepth)
-- @param openmw.core#ObjectList objectList return deepToString(value, maxDepth, '')
-- @param #number minDist (optional) ignore objects that are closer than minDist end
-- @param #number maxDist (optional) ignore objects that are farther than maxDist
-- @return openmw.core#GameObject, #number the nearest object and the distance ---
function aux_util.findNearestTo(point, objectList, minDist, maxDist) -- Finds the element the minimizes `scoreFn`.
local res = nil -- @function [parent=#util] findMinScore
local resDist = nil -- @param #table array Any array
local minDist = minDist or 0 -- @param #function scoreFn Function that returns either nil/false or a number for each element of the array
for i = 1, #objectList do -- @return element The element the minimizes `scoreFn`
local obj = objectList[i] -- @return #number score The output of `scoreFn(element)`
local dist = (obj.position - point):length() -- @return #number index The index of the chosen element in the array
if dist >= minDist and (not res or dist < resDist) then -- @usage -- Find the nearest NPC
res = obj -- local nearestNPC, distToNPC = aux_util.findMinScore(
resDist = dist -- nearby.actors,
-- function(actor)
-- return actor.type == types.NPC and (self.position - actor.position):length()
-- end)
function aux_util.findMinScore(array, scoreFn)
local bestValue, bestScore, bestIndex
for i = 1, #array do
local v = array[i]
local score = scoreFn(v)
if score and (not bestScore or bestScore > score) then
bestValue, bestScore, bestIndex = v, score, i
end end
end end
if res and (not maxDist or resDist <= maxDist) then return bestValue, bestScore, bestIndex
return res, resDist end
---
-- Computes `scoreFn` for each element of `array` and filters out elements with false and nil results.
-- @function [parent=#util] mapFilter
-- @param #table array Any array
-- @param #function scoreFn Filter function
-- @return #table Output array
-- @return #table Array of the same size with corresponding scores
-- @usage -- Find all NPCs in `nearby.actors`
-- local NPCs = aux_util.mapFilter(
-- nearby.actors,
-- function(actor) return actor.type == types.NPC end)
function aux_util.mapFilter(array, scoreFn)
local res = {}
local scores = {}
for i = 1, #array do
local v = array[i]
local f = scoreFn(v)
if f then
scores[#res + 1] = f
res[#res + 1] = v
end
end end
return res, scores
end
---
-- Filters and sorts `array` by the scores calculated by `scoreFn`. The same as `aux_util.mapFilter`, but the result is sorted.
-- @function [parent=#util] mapFilterSort
-- @param #table array Any array
-- @param #function scoreFn Filter function
-- @return #table Output array
-- @return #table Array of the same size with corresponding scores
-- @usage -- Find all NPCs in `nearby.actors` and sort them by distances
-- local NPCs, distances = aux_util.mapFilterSort(
-- nearby.actors,
-- function(actor)
-- return actor.type == types.NPC and (self.position - actor.position):length()
-- end)
function aux_util.mapFilterSort(array, scoreFn)
local values, scores = aux_util.mapFilter(array, scoreFn)
local size = #values
local ids = {}
for i = 1, size do ids[i] = i end
table.sort(ids, function(i, j) return scores[i] < scores[j] end)
local sortedValues = {}
local sortedScores = {}
for i = 1, size do
sortedValues[i] = values[ids[i]]
sortedScores[i] = scores[ids[i]]
end
return sortedValues, sortedScores
end end
return aux_util return aux_util