Lua中的表键和值 - 不知道如何

时间:2016-10-12 23:10:45

标签: lua lua-table garrys-mod

我想用两条信息制作动态播放器表。作为字符串提供的播放器的SteamID将用作键,值应为数字。

应该看起来像table = { "ExampleSteamID" = 3, "ExampleSteamID2" = 4 }

我找到了类似table.insert(table, { key = x, value = z})的内容,但它没有用。

gameevent.Listen("player_connect")

local function AdminBotOnJoinCheck(data)
    local ply = data.networkid -- SteamID of joining player
    local tableisempty = true -- some random stuff
    for k, tableply in pairs(adminbot_players) do --checking for players already writed to table, maybe need fix
        if not ply == tableply then
            --need code here
            MsgC("\nAdminBot: Player table updated | ", ply, "\n")
        end
        tableisempty = false --clear table = table break - just dont execute code. 
    end
    if tableisempty == true then
        --here same code
        MsgC("\nAdminBot: Player table updated | ", ply, "\n")
    end
    if file.Exists("adminbotplayers.txt", "DATA") == true and adminbot_teamkills_use_file == true then -- Random stuff for file writing
        local adminbot_players_json = util.TableToJSON(adminbot_players)
        file.Write("adminbotplayers.txt", adminbot_players_json)
    end
end

5 个答案:

答案 0 :(得分:2)

所以你基本上想要在现有的表中添加一个新的播放器。如果是这样,那就这么简单:

theTable[key] = value

在您的情况下,如果蒸汽ID存储在ply中,那么我们只需要使用密钥adminbot_players将您的值添加到表ply。在这种情况下,它将是:

adminbot_players[ply] = 5

答案 1 :(得分:1)

要附加新密钥,请使用此代码:table[newkey] = newvalue

您的唯一值实现不正确:

local yourwantedkeydefinedsomewhere = "yourwantedkeydefinedsomewhere"
local found = false
for k, tableply in pairs(adminbot_players) do --checking for players already writed to table, maybe need fix
           if ply == tableply then
                  found = true
                     break
            end
           tableisempty = false --clear table = table break - just dont execute code. 
    end

       if not found then
            adminbot_players[yourwantedkeydefinedsomewhere] = ply
            MsgC("\nAdminBot: Player table updated | ", ply, "\n")
       end

在您的案例for k,table ...循环中,任何经过测试的密钥都将被定义为唯一。

答案 2 :(得分:0)

我找到了使用" table.insert"的其他方法。 我为用于搜索所选玩家的值的玩家制作了自定义ID。 不幸的是我使用了两张桌子,但这样做更容易。
小架构:

  • 搜索播放器。如果存在,则将表号保存为varliable。
  • 如果不存在则添加新播放器。还保存号码
  • 为具有相同ID的其他表添加值。

谢谢你的回答。这很有帮助:))

答案 3 :(得分:0)

此行的Lua语法不正确

table = { "ExampleSteamID" = 3, "ExampleSteamID2" = 4 }

正确的方法:

table = { ["ExampleSteamID"] = 3, ["ExampleSteamID2"] = 4 }

您的代码的简化版本(我希望我的想法正确)

adminbot_players = {}
local function AdminBotOnJoinCheck(data)
    local ply = data.networkid
    adminbot_players[ply] = { ["ExampleSteamID"] = 3, ["ExampleSteamID2"] = 4 };
    MsgC("\nAdminBot: Player table updated | ", ply, "\n");
    if file.Exists("adminbotplayers.txt", "DATA") and adminbot_teamkills_use_file then
        file.Write("adminbotplayers.txt", util.TableToJSON(adminbot_players))
    end
end

答案 4 :(得分:0)

所以,如果我正确理解你想要的东西......

你想要计算每个球员的队伍技能,并希望这个值能够持久 然而,你的方法不是很理想。 teamkill计数器应该是玩家的一部分。这也会简化和缩短您的代码。

这是一个如何做到这一点的例子。

-- You want to run this ASAP after the server is started and the world loaded

local playerMeta = FindMetaTable( "Player" ) -- get the meta table for player

function playerMeta:AddTeamkill() -- this function will increase the counter
    local teamkills = self:GetPData("teamkills", 0)
    self:SetPData("teamkills", teamkills + 1)
end

function playerMeta:GetTeamkills() -- this function will return the current counter
    return self:GetPData("teamkills", 0)
end

-- Feel free to add more functions here... Maybe a 'SetTeamkills' or 'ResetTeamkills'

然后您可以像这样使用它:

-- Add a teamkill
local player_that_teamkilled = player.GetByID(1) -- you obviously would get the player a different way...
player_that_teamkilled:AddTeamkill()

-- Get teamkills
local somePlayer = player.GetByID(1) -- same as above
somePlayer:GetTeamkills()

您不必乱用加载和保存计数器的代码。您也没有与坐在不同表格中的玩家相关的信息。这意味着您无需跟踪表中哪一行属于谁。这意味着,您不必在(可能是巨大的)表中搜索正确的行,只需修改(或读取)一个数字。

计数器将保存到sv.db中,或者如果您在cl.db

中的客户端(>)上运行此代码

请注意:您必须手动将计数器同步到客户端,这应该不是什么大问题。

进一步阅读:
FindMetaTable()
Player:GetPData()
Player:SetPData()