Lua 如何将现有文件中的数据放入表中

Lua 如何将现有文件中的数据放入表中,lua,computercraft,Lua,Computercraft,我有一个程序,是一个乌龟在计算机工艺,这是一个存储单元。我输入了一个项目,它应该读取一个文件以找到该项目的放置位置。如果有新项目,它会将信息添加到文件中。 当我这样做的时候 blockTypes = {} local file = fs.open(blockTable","r") line = file.readAll() table.insert(blockTypes,line) file.close() 信息以字符串形式输入。这意味着我做不到 print(blockTypes[1][1]

我有一个程序,是一个乌龟在计算机工艺,这是一个存储单元。我输入了一个项目,它应该读取一个文件以找到该项目的放置位置。如果有新项目,它会将信息添加到文件中。 当我这样做的时候

blockTypes = {}

local file = fs.open(blockTable","r")
line = file.readAll()
table.insert(blockTypes,line)
file.close()
信息以字符串形式输入。这意味着我做不到

print(blockTypes[1][1])
并接收通常位于该位置的值

这是我的密码:

blockAmount = 3
highestVal = {2,0,5}
blockTypes = {}
function addBlock()
    local file = fs.open("blockTable", "a")
    file.write(name)
    file.write(" = {")
    file.write(highestVal[1])
    file.write(",")
    file.write(highestVal[2])
    file.write(",")
    file.write(highestVal[3])
    file.writeLine("};")
    file.close()
end
function getBlock()
    local file = fs.open("blockTable","r")
    line = file.readAll()
    table.insert(blockTypes,line)
    file.close()
end
--This was used to test before implementing the new file system that I am trying to get to work
blockTypesOld = {
    log = {2.0,0,1};
    dirt = {2,0,2};
    cobblestone = {2,0,3};
    iron_ingot = {2,0,4};
    planks = {2,0,5};
}
pos = {0,0,0}
looking = 0
function fuel()
    if turtle.getFuelLevel() < 20 then
        turtle.select(16)
        turtle.refuel(1)
    end
end
function left()
    turtle.turnLeft()
    looking = looking - 1
    if looking < 0 then
        looking = 3
    end
end
function right()
    turtle.turnRight()
    looking = looking + 1
    if looking > 3 then
        looking = 0
    end
end
function forward()
    fuel()
        if turtle.forward() then
            if looking == 0 then
                pos[1] = pos[1] - 1
            elseif looking == 1 then
                pos[3] = pos[3] - 1 
            elseif looking == 2 then
                pos[1] = pos[1] + 1
            elseif looking == 3 then
                pos[3] = pos[3] + 1
            else
            end
        end

end
function up()
    fuel()
    turtle.up()
    pos[2] = pos[2] + 1
end
function down()
    fuel()
    turtle.down()
    pos[2] = pos[2] - 1
end
function goHome()
    while pos[3] > 0 do
        while  looking > 1 do
            left()
        end
        forward()
    end
    while  pos[2] > 0 do
        down()
    end
    while  pos[1] > 0 do
        while  looking > 0 do
            left()
        end
        forward()
    end
end
function goTo(a,b,c)
    goHome()
    while looking < 2 or looking > 2 do
        right()
    end
    for i = pos[1],a do
        forward()
    end
    while looking > 3 or looking < 3 do
        right()
    end
    for i = pos[3],c do
        forward()
    end
    for i = pos[2],b do
        up()
    end
    while looking < 2 or looking > 2 do
        left()
    end
end
while true do
    turtle.select(15)
    while not turtle.suck() do
        sleep(1)
    end
    itemDetails = turtle.getItemDetail()
    --Finding what mod item is from and removing corresponding labels--
    --EX: "minecraft:log" becomes "log"
    if itemDetails.name:match("^ae2stuff:(.+)$") then
        name = itemDetails.name:match("^ae2stuff:(.+)$")
    elseif itemDetails.name:match("^minecraft:(.+)$") then
        name = itemDetails.name:match("^minecraft:(.+)$")
    elseif itemDetails.name:match("^appliedenergistics2:(.+)$") then
        name = itemDetails.name:match("^appliedenergistics2:(.+)$")
    elseif itemDetails.name:match("^buildcraftbuilders:(.+)$") then
        name = itemDetails.name:match("^buildcraftbuilders:(.+)$")
    elseif itemDetails.name:match("^forge:(.+)$") then
        name = itemDetails.name:match("^forge:(.+)$")
    elseif itemDetails.name:match("^buildcraftenergy:(.+)$") then
        name = itemDetails.name:match("^buildcraftenergy:(.+)$")
    elseif itemDetails.name:match("^buildcraftfactory:(.+)$") then
        name = itemDetails.name:match("^buildcraftfactory:(.+)$")
    elseif itemDetails.name:match("^buildcraftsilicon:(.+)$") then
        name = itemDetails.name:match("^buildcraftsilicon:(.+)$")
    elseif itemDetails.name:match("^buildcrafttransport:(.+)$") then
        name = itemDetails.name:match("^buildcrafttransport:(.+)$")
    elseif itemDetails.name:match("^buildcraftcore:(.+)$") then
        name = itemDetails.name:match("^buildcraftcore:(.+)$")
    elseif itemDetails.name:match("^buildcraftlib:(.+)$") then
        name = itemDetails.name:match("^buildcraftlib:(.+)$")
    elseif itemDetails.name:match("^computercraft:(.+)$") then
        name = itemDetails.name:match("^computercraft:(.+)$")
    elseif itemDetails.name:match("^enderstorage:(.+)$") then
        name = itemDetails.name:match("^enderstorage:(.+)$")
    elseif itemDetails.name:match("^extracells:(.+)$") then
        name = itemDetails.name:match("^extracells:(.+)$")
    elseif itemDetails.name:match("^thermaldynamics:(.+)$") then
        name = itemDetails.name:match("^thermaldynamics:(.+)$")
    elseif itemDetails.name:match("^thermalexpansion:(.+)$") then
            name = itemDetails.name:match("^thermalexpansion:(.+)$")
    elseif itemDetails.name:match("^thermalfoundation:(.+)$") then
        name = itemDetails.name:match("^thermalfoundation:(.+)$")
    elseif itemDetails.name:match("^tconstruct:(.+)$") then
        name = itemDetails.name:match("^tconstruct:(.+)$")
    elseif itemDetails.name:match("^webdisplays:(.+)$") then
        name = itemDetails.name:match("^webdisplays:(.+)$")
    elseif itemDetails.name:match("^ironchest:(.+)$") then
        name = itemDetails.name:match("^ironchest:(.+)$")
    else
        print("ERROR MOD NOT FOUND")
    end
    getBlock()
    local elem = blockTypes[name]
    --Gets fuel from fuel chest
    right()
    turtle.select(16)
    turtle.suck(5)
    turtle.select(15)
    if elem then
    --If the item does exist, the turtle goes to it's chest and places it in the chest
        goTo(elem[1]-1, elem[2]-1, elem[3]-1)
        turtle.select(15)
        turtle.drop()
        goHome()
        right()
        turtle.select(16)
        turtle.drop()
        turtle.select(15)
        left()
    else
        --Creates information for new item--
        addBlock()
        blockAmount = blockAmount + 1
        highestVal[3] = highestVal[3] + 1
        if highestVal[3] > 5 then
            highestVal[3] = 1
            highestVal[2] = highestVal[2] + 1
        end
        if highestVal[2] > 4 then
            highestVal[2] = 0
            highestVal[1] = highestVal[1] + 2
        end
        blockTypes[blockAmount] = name
        blockTypes[name] = {highestVal[1],highestVal[2],highestVal[3]}
        local elem = blockTypes[name]
        left()
        turtle.select(15)
        turtle.drop()
        right()
        turtle.select(16)
        turtle.suck(2)
        fuel()
        turtle.drop()

        goTo(1,-1,4)
        --Crafts an Iron Chest for the New Item
        for i = 1,3 do
            turtle.select(i)
            turtle.suck(1)
        end
        turtle.select(5)
        turtle.suck(1)
        turtle.select(7)
        turtle.suck(1)
        for i = 9,11 do
            turtle.select(i)
            turtle.suck(1)
        end
        turtle.select(6)
        turtle.craft()
        goTo(1,-1,3)
        for i = 1,3 do
            turtle.select(i)
            turtle.suck(1)
        end
        turtle.select(5)
        turtle.suck(1)
        turtle.select(7)
        turtle.suck(1)
        for i = 9,11 do
            turtle.select(i)
            turtle.suck(1)
        end
        turtle.select(1)
        turtle.craft()
        goHome()
        right()
        turtle.select(16)
        turtle.suck(5)
        goTo(elem[1]-1, elem[2]-1, elem[3]-1)
        turtle.select(1)
        turtle.place()
        goHome()
    end
end

当我放入一个新项目时,它会登记该项目,制作一个箱子,然后放入。当我把同样的东西放进去时,它会直接放进箱子,而不需要制作一个新的。然而,当我重新启动乌龟并放入相同的物品时,它会创建另一个新的箱子,并尝试为新物品放置它。我希望它能够保留其信息,即使在重新启动后。我已经为这个项目奋斗了一段时间,任何帮助都将不胜感激。谢谢大家! 你有一个文件系统,为什么不使用它呢?创建一个目录,为每个块名编写一个新文件,然后将坐标保存在其中。这也允许你为每一种区块类型储存多个箱子,以防你在使用海龟挖掘大块地图时比预期的要快得多

我刚刚意识到我并没有真正回答这个问题,所以我说:

当您有一个文件
file
时,您可以使用
file.readLine()
轻松地读取一行。这将返回它作为字符串读取的行,如果您在文件末尾,则返回
nil
。假设您只需在块名称后写入三个由空格分隔的坐标,则可以将它们解析为如下表:

local file = fs.open('chests')
local chests = {}
while true do
  local line = file.readLine()
  if line then
    local name, x, y, z = line:match("(%a+) ([%d.+-]+) ([%d.+-]+) ([%d.+-]+)")
    chests[name] = {
      tonumber(x),
      tonumber(y),
      tonumber(z)
    }
  else
    break
  end
end
将这一切包装在一个功能中,以获得额外的整洁

旁注:

计算机处理文件有点不方便。在常规Lua中,我会这样做:

local function map(f, elem, ...)
    if elem then return f(elem), map(f, ...) end
end

local function readchests(file)
    local res = {}
    for line in io.open(file):lines() do
        local name, x, y, z = line:match("(%a+)"..(" [%d.-+]+"):rep(3))
        res[name]={map(tonumber, x, y, z)}
    end
    return res
end

如果希望将存储数据的格式保持为有效的Lua代码,可以使用
file.readAll()
读取整个文件,在开始处添加
“return{”
,在结束处添加
“}”
,然后加载并执行该字符串。一般来说,我不建议这样做。如果整个文件只是可以读取和运行的有效Lua代码,则不会更好。

但不建议每次添加到DarkWiiPlayer所述的新块时都读取该文件

要回答您的问题,您可以阅读中的表格,并使用
loadstring
从字符串中执行代码

要使用您提供的文件中的现有字符串执行此操作,需要做一些额外的工作。 可以通过调整文件中的字符串来删除这些额外工作

blockTypes = {}

line = "oak_stairs = {2.0,0.0,5.0};"
table_name = line:match("[%a_]+%s")
do_line = assert(loadstring('local ' .. line .. ' return ' .. table_name))
table = do_line();
table.insert(blockTypes,table)
这里我们使用
match
获得正在加载的表的名称。 为
loadstring
创建一个字符串,用于生成并返回表。 执行加载的字符串,并将其插入到
块类型中


或者,您可以调整要保存的文件,使其充当模块

local blocktypes = {
    oak_stairs = {2.0,0.0,5.0},
    iron_ingot = {2.0,0.0,4.0},
    turtle = {2.0,0.0,5.0},
}
return blockTypes
然后,您可以通过以下方式加载数据:

blockTypes = require("blockTable")

@WatsonBoi很高兴听到这个消息:)
blockTypes = require("blockTable")