ldyom-definitions

Generate Lua declaration files from C++ sol2 bindings in LDYOM2.

10|1|Updated Apr 10, 2019
One-click install
npx skills add https://github.com/GeTechG/LDYOM --skill ldyom-definitions
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ldyom-definitions
Source: https://github.com/GeTechG/LDYOM/tree/main/LDYOM2/.claude/skills/ldyom-definitions
Command: npx skills add https://github.com/GeTechG/LDYOM --skill ldyom-definitions

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill automates the creation of Lua declaration files (with ---@meta annotations) from the C++ sol2 bindings used in the LDYOM2 project, enabling IDEs to provide accurate autocomplete and type checking for Lua addons.

Core Features & Use Cases

  • Declarative bindings extraction: scans LDYOM2/src/lua for binding definitions and derives corresponding LuaLS annotations.
  • Output generation: writes .lua declaration files to ingame/definitions/core alongside the LDYOM2 project.
  • Use Case: when you add a new C++ binding or modify an existing one, run this skill to regenerate the Lua declarations and update IDE support.

Quick Start

Run this skill to generate Lua declarations from LDYOM2 C++ bindings located under LDYOM2/src/lua and produce the output in ingame/definitions/core.

Frequently Asked Questions about ldyom-definitions

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate Lua definitions for sol2 C++ bindings?

To generate Lua declarations for sol2 C++ bindings, this skill scans binding files under LDYOM2/src/lua, maps C++ types to LuaLS annotations, and writes .lua declaration files to ingame/definitions/core.

Can I automate LuaLS annotation creation from C++ sol2 code?

You can automate LuaLS annotation creation by running this skill after modifying C++ sol2 bindings, which regenerates the corresponding Lua declaration files with ---@meta tags for IDE autocomplete support.

Does this tool work with the LDYOM2 GTA San Andreas mission editor?

This tool works specifically with the LDYOM2 GTA San Andreas mission editor project, generating definitions under ingame/definitions/core to provide accurate autocomplete for Lua addons.

What is the best way to update IDE autocomplete for Lua addons in LDYOM2?

The best way to update IDE autocomplete is to run this skill to regenerate Lua declaration files from your updated C++ sol2 bindings, ensuring the IDE has the latest type checking and autocomplete information.

Why do I need to refresh Lua declarations after changing C++ sol2 bindings?

You need to refresh Lua declarations because the IDE relies on the generated LuaLS annotations to provide accurate type checking and autocomplete for Lua addons based on the current C++ binding definitions.