forked from Mirrorlandia_minetest/minetest
Replace worldlist by generic filterlist implementation
This commit is contained in:
parent
5c7ecdb7c5
commit
868f35e27a
@ -10,6 +10,7 @@ dofile(scriptpath .. DIR_DELIM .. "gamemgr.lua")
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local menu = {}
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local tabbuilder = {}
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local menubar = {}
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local worldlist = nil
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--------------------------------------------------------------------------------
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function render_favourite(spec,render_details)
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@ -166,7 +167,7 @@ function menu.update_gametype()
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local gamedetails = menu.lastgame()
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engine.set_topleft_text(gamedetails.name)
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worldlist.set_gamefilter(gamedetails.id)
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filterlist.set_filtercriteria(worldlist,gamedetails.id)
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--background
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local background_set = false
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@ -208,7 +209,7 @@ end
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--------------------------------------------------------------------------------
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function menu.reset_gametype()
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worldlist.set_gamefilter(nil)
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filterlist.set_filtercriteria(worldlist,nil)
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menu.game_last_check = nil
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local path_background_texture = menu.basetexturedir .. "menu_background.png"
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@ -246,6 +247,27 @@ end
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function init_globals()
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--init gamedata
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gamedata.worldindex = 0
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worldlist = filterlist.create(
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engine.get_worlds,
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compare_worlds,
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function(element,uid)
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if element.name == uid then
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return true
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end
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return false
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end, --unique id compare fct
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function(element,gameid)
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if element.gameid == gameid then
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return true
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end
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return false
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end --filter fct
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)
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filterlist.add_sort_mechanism(worldlist,"alphabetic",sort_worlds_alphabetic)
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filterlist.set_sortmode(worldlist,"alphabetic")
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end
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--------------------------------------------------------------------------------
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@ -309,7 +331,7 @@ end
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function menu.render_world_list()
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local retval = ""
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local current_worldlist = worldlist.get_list()
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local current_worldlist = filterlist.get_list(worldlist)
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for i,v in ipairs(current_worldlist) do
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if retval ~= "" then
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@ -371,7 +393,7 @@ end
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--------------------------------------------------------------------------------
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function menu.update_last_game()
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local current_world = worldlist.get_raw_world(
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local current_world = filterlist.get_raw_element(worldlist,
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engine.setting_get("mainmenu_last_selected_world")
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)
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@ -397,17 +419,17 @@ function menu.handle_key_up_down(fields,textlist,settingname)
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if oldidx > 1 then
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local newidx = oldidx -1
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engine.setting_set(settingname,
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worldlist.get_engine_index(newidx))
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filterlist.get_engine_index(worldlist,newidx))
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end
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end
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if fields["key_down"] then
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local oldidx = engine.get_textlist_index(textlist)
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if oldidx < worldlist.size() then
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if oldidx < filterlist.size(worldlist) then
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local newidx = oldidx + 1
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engine.setting_set(settingname,
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worldlist.get_engine_index(newidx))
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filterlist.get_engine_index(worldlist,newidx))
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end
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end
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end
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@ -508,7 +530,7 @@ end
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--------------------------------------------------------------------------------
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function tabbuilder.dialog_delete_world()
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return "label[2,2;Delete World \"" .. worldlist.get_raw_list()[menu.world_to_del].name .. "\"?]"..
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return "label[2,2;Delete World \"" .. filterlist.get_raw_list(worldlist)[menu.world_to_del].name .. "\"?]"..
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"button[3.5,4.2;2.6,0.5;world_delete_confirm;Yes]" ..
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"button[6,4.2;2.8,0.5;world_delete_cancel;No]"
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end
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@ -570,7 +592,7 @@ function tabbuilder.handle_create_world_buttons(fields)
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local message = nil
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if not worldlist.exists(worldname) then
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if not filterlist.uid_exists(worldlist,worldname) then
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engine.setting_set("mg_name",fields["dd_mapgen"])
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message = engine.create_world(worldname,gameindex)
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else
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@ -583,9 +605,9 @@ function tabbuilder.handle_create_world_buttons(fields)
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menu.last_game = gameindex
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engine.setting_set("main_menu_last_game_idx",gameindex)
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worldlist.refresh()
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filterlist.refresh(worldlist)
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engine.setting_set("mainmenu_last_selected_world",
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worldlist.engine_index_by_name(worldname))
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filterlist.engine_index_by_uid(worldlist,worldname))
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end
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else
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gamedata.errormessage = "No worldname given or no game selected"
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@ -608,10 +630,10 @@ function tabbuilder.handle_delete_world_buttons(fields)
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if fields["world_delete_confirm"] then
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if menu.world_to_del > 0 and
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menu.world_to_del <= #worldlist.get_raw_list() then
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menu.world_to_del <= #filterlist.get_raw_list(worldlist) then
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engine.delete_world(menu.world_to_del)
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menu.world_to_del = 0
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worldlist.refresh()
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filterlist.refresh(worldlist)
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end
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end
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@ -756,7 +778,7 @@ function tabbuilder.handle_server_buttons(fields)
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end
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if event.typ == "CHG" then
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engine.setting_set("mainmenu_last_selected_world",
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worldlist.get_engine_index(engine.get_textlist_index("srv_worlds")))
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filterlist.get_engine_index(worldlist,engine.get_textlist_index("srv_worlds")))
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end
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end
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@ -783,7 +805,7 @@ function tabbuilder.handle_server_buttons(fields)
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gamedata.password = fields["te_passwd"]
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gamedata.port = fields["te_serverport"]
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gamedata.address = ""
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gamedata.selected_world = worldlist.get_engine_index(selected)
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gamedata.selected_world = filterlist.get_engine_index(worldlist,selected)
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menu.update_last_game(gamedata.selected_world)
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engine.start()
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@ -799,12 +821,12 @@ function tabbuilder.handle_server_buttons(fields)
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if fields["world_delete"] ~= nil then
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local selected = engine.get_textlist_index("srv_worlds")
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if selected > 0 and
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selected <= worldlist.size() then
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local world = worldlist.get_list()[selected]
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selected <= filterlist.size(worldlist) then
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local world = filterlist.get_list(worldlist)[selected]
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if world ~= nil and
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world.name ~= nil and
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world.name ~= "" then
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menu.world_to_del = worldlist.get_engine_index(selected)
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menu.world_to_del = filterlist.get_engine_index(worldlist,selected)
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tabbuilder.current_tab = "dialog_delete_world"
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tabbuilder.is_dialog = true
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tabbuilder.show_buttons = false
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@ -817,7 +839,7 @@ function tabbuilder.handle_server_buttons(fields)
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if fields["world_configure"] ~= nil then
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selected = engine.get_textlist_index("srv_worlds")
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if selected > 0 then
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modmgr.world_config_selected_world = worldlist.get_engine_index(selected)
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modmgr.world_config_selected_world = filterlist.get_engine_index(worldlist,selected)
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if modmgr.init_worldconfig() then
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tabbuilder.current_tab = "dialog_configure_world"
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tabbuilder.is_dialog = true
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@ -897,7 +919,7 @@ function tabbuilder.handle_singleplayer_buttons(fields)
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if event.typ == "CHG" then
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engine.setting_set("mainmenu_last_selected_world",
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worldlist.get_engine_index(engine.get_textlist_index("sp_worlds")))
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filterlist.get_engine_index(worldlist,engine.get_textlist_index("sp_worlds")))
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end
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end
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@ -916,7 +938,7 @@ function tabbuilder.handle_singleplayer_buttons(fields)
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fields["key_enter"] then
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local selected = engine.get_textlist_index("sp_worlds")
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if selected > 0 then
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gamedata.selected_world = worldlist.get_engine_index(selected)
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gamedata.selected_world = filterlist.get_engine_index(worldlist,selected)
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gamedata.singleplayer = true
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menu.update_last_game(gamedata.selected_world)
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@ -934,12 +956,12 @@ function tabbuilder.handle_singleplayer_buttons(fields)
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if fields["world_delete"] ~= nil then
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local selected = engine.get_textlist_index("sp_worlds")
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if selected > 0 and
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selected <= worldlist.size() then
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local world = worldlist.get_list()[selected]
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selected <= filterlist.size(worldlist) then
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local world = filterlist.get_list(worldlist)[selected]
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if world ~= nil and
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world.name ~= nil and
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world.name ~= "" then
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menu.world_to_del = worldlist.get_engine_index(selected)
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menu.world_to_del = filterlist.get_engine_index(worldlist,selected)
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tabbuilder.current_tab = "dialog_delete_world"
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tabbuilder.is_dialog = true
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tabbuilder.show_buttons = false
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@ -952,7 +974,7 @@ function tabbuilder.handle_singleplayer_buttons(fields)
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if fields["world_configure"] ~= nil then
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selected = engine.get_textlist_index("sp_worlds")
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if selected > 0 then
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modmgr.world_config_selected_world = worldlist.get_engine_index(selected)
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modmgr.world_config_selected_world = filterlist.get_engine_index(worldlist,selected)
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if modmgr.init_worldconfig() then
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tabbuilder.current_tab = "dialog_configure_world"
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tabbuilder.is_dialog = true
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@ -1102,7 +1124,7 @@ end
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--------------------------------------------------------------------------------
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function tabbuilder.tab_server()
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local index = worldlist.get_current_index(
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local index = filterlist.get_current_index(worldlist,
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tonumber(engine.setting_get("mainmenu_last_selected_world"))
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)
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@ -1154,7 +1176,7 @@ end
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--------------------------------------------------------------------------------
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function tabbuilder.tab_singleplayer()
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local index = worldlist.get_current_index(
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local index = filterlist.get_current_index(worldlist,
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tonumber(engine.setting_get("mainmenu_last_selected_world"))
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)
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@ -1300,6 +1322,7 @@ engine.event_handler = function(event)
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tabbuilder.is_dialog = false
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tabbuilder.show_buttons = true
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tabbuilder.current_tab = engine.setting_get("main_menu_tab")
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menu.update_gametype()
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update_menu()
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else
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engine.close()
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@ -1313,7 +1336,6 @@ end
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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init_globals()
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worldlist.init()
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menu.init()
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tabbuilder.init()
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menubar.refresh()
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@ -1,80 +1,105 @@
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worldlist = {}
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--------------------------------------------------------------------------------
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-- Generic implementation of a filter/sortable list --
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--------------------------------------------------------------------------------
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filterlist = {}
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--------------------------------------------------------------------------------
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function worldlist.refresh()
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worldlist.m_raw_worldlist = engine.get_worlds()
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worldlist.process()
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function filterlist.refresh(this)
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this.m_raw_list = this.m_raw_list_fct()
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filterlist.process(this)
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end
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--------------------------------------------------------------------------------
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function worldlist.init()
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worldlist.m_gamefilter = nil
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worldlist.m_sortmode = "alphabetic"
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function filterlist.create(raw_fct,compare_fct,uid_match_fct,filter_fct)
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worldlist.m_processed_worldlist = nil
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worldlist.m_raw_worldlist = engine.get_worlds()
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assert((raw_fct ~= nil) and (type(raw_fct) == "function"))
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assert((compare_fct ~= nil) and (type(compare_fct) == "function"))
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local this = {}
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this.m_raw_list_fct = raw_fct
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this.m_compare_fct = compare_fct
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this.m_filter_fct = filter_fct
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this.m_uid_match_fct = uid_match_fct
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this.m_filtercriteria = nil
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this.m_sortmode = "none"
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this.m_sort_list = {}
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worldlist.process()
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this.m_processed_list = nil
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this.m_raw_list = this.m_raw_list_fct()
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filterlist.process(this)
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return this
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end
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--------------------------------------------------------------------------------
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function worldlist.set_gamefilter(gameid)
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if gameid == worldlist.m_gamefilter then
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function filterlist.add_sort_mechanism(this,name,fct)
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this.m_sort_list[name] = fct
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end
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--------------------------------------------------------------------------------
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function filterlist.set_filtercriteria(this,criteria)
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if criteria == this.m_filtercriteria then
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return
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end
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worldlist.m_gamefilter = gameid
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worldlist.process()
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this.m_filtercriteria = criteria
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filterlist.process(this)
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end
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--------------------------------------------------------------------------------
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function worldlist.get_gamefilter()
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return worldlist.m_gamefilter
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function filterlist.get_filtercriteria(this)
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return this.m_filtercriteria
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end
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--------------------------------------------------------------------------------
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--supported sort mode "alphabetic|none"
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function worldlist.set_sortmode(mode)
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if (mode == worldlist.m_sortmode) then
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function filterlist.set_sortmode(this,mode)
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if (mode == this.m_sortmode) then
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return
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end
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worldlist.m_sortmode = mode
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worldlist.process()
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this.m_sortmode = mode
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filterlist.process(this)
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end
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--------------------------------------------------------------------------------
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function worldlist.get_list()
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return worldlist.m_processed_worldlist
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function filterlist.get_list(this)
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return this.m_processed_list
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end
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--------------------------------------------------------------------------------
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function worldlist.get_raw_list()
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return worldlist.m_raw_worldlist
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function filterlist.get_raw_list(this)
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return this.m_raw_list
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end
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--------------------------------------------------------------------------------
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function worldlist.get_raw_world(idx)
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function filterlist.get_raw_element(this,idx)
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if type(idx) ~= "number" then
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idx = tonumber(idx)
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end
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if idx ~= nil and idx > 0 and idx < #worldlist.m_raw_worldlist then
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return worldlist.m_raw_worldlist[idx]
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if idx ~= nil and idx > 0 and idx < #this.m_raw_list then
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return this.m_raw_list[idx]
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end
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return nil
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end
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--------------------------------------------------------------------------------
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function worldlist.get_engine_index(worldlistindex)
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assert(worldlist.m_processed_worldlist ~= nil)
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function filterlist.get_engine_index(this,listindex)
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assert(this.m_processed_list ~= nil)
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if worldlistindex ~= nil and worldlistindex > 0 and
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worldlistindex <= #worldlist.m_processed_worldlist then
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local entry = worldlist.m_processed_worldlist[worldlistindex]
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if listindex ~= nil and listindex > 0 and
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listindex <= #this.m_processed_list then
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local entry = this.m_processed_list[listindex]
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for i,v in ipairs(worldlist.m_raw_worldlist) do
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for i,v in ipairs(this.m_raw_list) do
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if worldlist.compare(v,entry) then
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if this.m_compare_fct(v,entry) then
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return i
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end
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end
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@ -84,16 +109,16 @@ function worldlist.get_engine_index(worldlistindex)
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end
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--------------------------------------------------------------------------------
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function worldlist.get_current_index(worldlistindex)
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assert(worldlist.m_processed_worldlist ~= nil)
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function filterlist.get_current_index(this,listindex)
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assert(this.m_processed_list ~= nil)
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if worldlistindex ~= nil and worldlistindex > 0 and
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worldlistindex <= #worldlist.m_raw_worldlist then
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local entry = worldlist.m_raw_worldlist[worldlistindex]
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if listindex ~= nil and listindex > 0 and
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listindex <= #this.m_raw_list then
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local entry = this.m_raw_list[listindex]
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for i,v in ipairs(worldlist.m_processed_worldlist) do
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for i,v in ipairs(this.m_processed_list) do
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if worldlist.compare(v,entry) then
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if this.m_compare_fct(v,entry) then
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return i
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end
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end
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@ -103,37 +128,82 @@ function worldlist.get_current_index(worldlistindex)
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end
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--------------------------------------------------------------------------------
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function worldlist.process()
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assert(worldlist.m_raw_worldlist ~= nil)
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function filterlist.process(this)
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assert(this.m_raw_list ~= nil)
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if worldlist.m_sortmode == "none" and
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worldlist.m_gamefilter == nil then
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worldlist.m_processed_worldlist = worldlist.m_raw_worldlist
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if this.m_sortmode == "none" and
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this.m_filtercriteria == nil then
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this.m_processed_list = this.m_raw_list
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return
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end
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worldlist.m_processed_worldlist = {}
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this.m_processed_list = {}
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for i,v in ipairs(worldlist.m_raw_worldlist) do
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for i,v in ipairs(this.m_raw_list) do
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if worldlist.m_gamefilter == nil or
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v.gameid == worldlist.m_gamefilter then
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table.insert(worldlist.m_processed_worldlist,v)
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if this.m_filtercriteria == nil or
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this.m_filter_fct(v,this.m_filtercriteria) then
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table.insert(this.m_processed_list,v)
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end
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end
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if worldlist.m_sortmode == "none" then
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if this.m_sortmode == "none" then
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return
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end
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||||
|
||||
if worldlist.m_sortmode == "alphabetic" then
|
||||
worldlist.sort_alphabetic()
|
||||
if this.m_sort_list[this.m_sortmode] ~= nil and
|
||||
type(this.m_sort_list[this.m_sortmode]) == "function" then
|
||||
|
||||
this.m_sort_list[this.m_sortmode](this)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
function worldlist.compare(world1,world2)
|
||||
function filterlist.size(this)
|
||||
if this.m_processed_list == nil then
|
||||
return 0
|
||||
end
|
||||
|
||||
return #this.m_processed_list
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
function filterlist.uid_exists_raw(this,uid)
|
||||
for i,v in ipairs(this.m_raw_list) do
|
||||
if this.m_uid_match_fct(v,uid) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
function filterlist.engine_index_by_uid(this, uid)
|
||||
local elementcount = 0
|
||||
local elementidx = 0
|
||||
for i,v in ipairs(this.m_raw_list) do
|
||||
if this.m_uid_match_fct(v,uid) then
|
||||
elementcount = elementcount +1
|
||||
elementidx = i
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- If there are more elements than one with same name uid can't decide which
|
||||
-- one is meant. This shouldn't be possible but just for sure.
|
||||
if elementcount > 1 then
|
||||
elementidx=0
|
||||
end
|
||||
|
||||
return elementidx
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
-- COMMON helper functions --
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
function compare_worlds(world1,world2)
|
||||
|
||||
if world1.path ~= world2.path then
|
||||
return false
|
||||
@ -151,50 +221,9 @@ function worldlist.compare(world1,world2)
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
function worldlist.size()
|
||||
if worldlist.m_processed_worldlist == nil then
|
||||
return 0
|
||||
end
|
||||
|
||||
return #worldlist.m_processed_worldlist
|
||||
end
|
||||
function sort_worlds_alphabetic(this)
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
function worldlist.exists(worldname)
|
||||
for i,v in ipairs(worldlist.m_raw_worldlist) do
|
||||
if v.name == worldname then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
function worldlist.engine_index_by_name(worldname)
|
||||
local worldcount = 0
|
||||
local worldidx = 0
|
||||
for i,v in ipairs(worldlist.m_raw_worldlist) do
|
||||
if v.name == worldname then
|
||||
worldcount = worldcount +1
|
||||
worldidx = i
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- If there are more worlds than one with same name we can't decide which
|
||||
-- one is meant. This shouldn't be possible but just for sure.
|
||||
if worldcount > 1 then
|
||||
worldidx=0
|
||||
end
|
||||
|
||||
return worldidx
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
function worldlist.sort_alphabetic()
|
||||
|
||||
table.sort(worldlist.m_processed_worldlist, function(a, b)
|
||||
table.sort(this.m_processed_list, function(a, b)
|
||||
local n1 = a.name
|
||||
local n2 = b.name
|
||||
local count = math.min(#n1, #n2)
|
||||
|
Loading…
Reference in New Issue
Block a user