Most code-editors provide a type-checker for the most common languages. Static type-checking guarantees the program will never crash from lack of type-safety.
Due to being an interpreted dynamically typed language, Lua's typechecker isn't very good on its own. One can help it by adding special comments before variable or function declarations to tell it what the expected value-type in that spot is. If there is a type mismatch between the expected and the provided, the typechecker will show an error (or in the case of lua's typechecker, a warning)
Documentation about annotations found here https://luals.github.io/wiki/annotations/
The main 3 notations to keep in mind would be:
-- variables
---@type variablename type
-- tables
---@type tablevariablename table<keytype, valuetype>
-- functions (to avoid the rather verbose `---@param name type` and `---@return name type` alternative)
---@type fun(param1: type1, param2: type2, param3: type3, ...): returntype
Unfortunately, I cannot find an example of a mod that uses type hints to justify this by precedent, and the game doesn't either; would be nice to have though.
Most code-editors provide a type-checker for the most common languages. Static type-checking guarantees the program will never crash from lack of type-safety.
Due to being an interpreted dynamically typed language, Lua's typechecker isn't very good on its own. One can help it by adding special comments before variable or function declarations to tell it what the expected value-type in that spot is. If there is a type mismatch between the expected and the provided, the typechecker will show an error (or in the case of lua's typechecker, a warning)
Documentation about annotations found here https://luals.github.io/wiki/annotations/
The main 3 notations to keep in mind would be:
Unfortunately, I cannot find an example of a mod that uses type hints to justify this by precedent, and the game doesn't either; would be nice to have though.