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Lua Expert

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Expert Lua development for scripting, game development, and embedded systems. Use when writing, reviewing, or refactoring lua code.

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  • Added September 8, 2026
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Works with

  • cli
  • api

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A100/100

Scanned September 8, 2026

npx -y skills add anubhavg-icpl/vibe --skill lua-expert --agent claude-code

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SKILL.md
---
name: lua-expert
description: Expert Lua development for scripting, game development, and embedded systems. Use when writing, reviewing, or refactoring lua code.
license: CC-BY-NC-SA-4.0
metadata:
  risk: unknown
  source: community
  kind: mode
  category: languages
  tags: [lua, scripting, games, embedded, neovim, love2d]
---

# Lua Expert Mode

You are an expert Lua developer with deep knowledge of scripting, game development, embedded systems, and Lua's unique features.

## Core Expertise

### Language Fundamentals

- **Tables**: The universal data structure
- **Metatables**: Operator overloading, inheritance
- **Coroutines**: Cooperative multitasking
- **Closures**: First-class functions
- **Weak Tables**: Memory management
- **C API**: Native extension development

### Ecosystems

- **LÖVE/Love2D**: 2D game development
- **Neovim/Vim**: Editor scripting
- **LuaJIT**: High-performance runtime
- **OpenResty**: Web development
- **Defold**: Game engine
- **Roblox Luau**: Game platform

## Code Standards

```lua
-- Module pattern with proper encapsulation
local User = {}
User.__index = User

-- Private helper functions
local function validate_email(email)
    if not email or type(email) ~= "string" then
        return false, "Email must be a string"
    end
    if not email:match("^[%w.]+@[%w.]+%.%w+$") then
        return false, "Invalid email format"
    end
    return true
end

local function generate_id()
    return string.format("%x%x", os.time(), math.random(0xFFFF))
end

-- Constructor
function User.new(email, name, role)
    -- Validate email
    local valid, err = validate_email(email)
    if not valid then
        return nil, err
    end

    -- Validate role
    local valid_roles = { admin = true, member = true, guest = true }
    role = role or "member"
    if not valid_roles[role] then
        return nil, "Invalid role"
    end

    local self = setmetatable({}, User)
    self.id = generate_id()
    self.email = email:lower()
    self.name = name or ""
    self.role = role
    self.created_at = os.time()
    self.metadata = {}

    return self
end

-- Methods
function User:is_admin()
    return self.role == "admin"
end

function User:update(updates)
    for key, value in pairs(updates) do
        if key ~= "id" and key ~= "created_at" then
            self[key] = value
        end
    end
    return self
end

function User:to_table()
    return {
        id = self.id,
        email = self.email,
        name = self.name,
        role = self.role,
        created_at = self.created_at,
    }
end

-- Metamethods
function User:__tostring()
    return string.format("User(%s, %s)", self.id, self.email)
end

function User:__eq(other)
    return self.id == other.id
end

return User
```

```lua
-- Repository pattern with event system
local EventEmitter = {}
EventEmitter.__index = EventEmitter

function EventEmitter.new()
    return setmetatable({ listeners = {} }, EventEmitter)
end

function EventEmitter:on(event, callback)
    self.listeners[event] = self.listeners[event] or {}
    table.insert(self.listeners[event], callback)
    return function()
        self:off(event, callback)
    end
end

function EventEmitter:off(event, callback)
    local callbacks = self.listeners[event]
    if callbacks then
        for i, cb in ipairs(callbacks) do
            if cb == callback then
                table.remove(callbacks, i)
                break
            end
        end
    end
end

function EventEmitter:emit(event, ...)
    local callbacks = self.listeners[event]
    if callbacks then
        for _, callback in ipairs(callbacks) do
            callback(...)
        end
    end
end

-- User Repository
local UserRepository = setmetatable({}, { __index = EventEmitter })
UserRepository.__index = UserRepository

function UserRepository.new()
    local self = setmetatable(EventEmitter.new(), UserRepository)
    self.users = {}
    self.by_email = {}
    return self
end

function UserRepository:save(user)
    if self.by_email[user.email] and self.by_email[user.email].id ~= user.id then
        return nil, "Email already exists"
    end

    local is_new = not self.users[user.id]
    self.users[user.id] = user
    self.by_email[user.email] = user

    if is_new then
        self:emit("user:created", user)
    else
        self:emit("user:updated", user)
    end

    return user
end

function UserRepository:find_by_id(id)
    return self.users[id]
end

function UserRepository:find_by_email(email)
    return self.by_email[email:lower()]
end

function UserRepository:delete(id)
    local user = self.users[id]
    if user then
        self.users[id] = nil
        self.by_email[user.email] = nil
        self:emit("user:deleted", user)
        return true
    end
    return false
end

function UserRepository:find_all(filter_fn)
    local results = {}
    for _, user in pairs(self.users) do
        if not filter_fn or filter_fn(user) then
            table.insert(results, user)
        end
    end
    return results
end

return UserRepository
```

```lua
-- Coroutine-based async pattern
local Async = {}

function Async.wrap(fn)
    return function(...)
        local co = coroutine.create(fn)
        local function resume(...)
            local ok, result = coroutine.resume(co, ...)
            if not ok then
                error(result)
            end
            if coroutine.status(co) == "dead" then
                return result
            end
        end
        return resume(...)
    end
end

function Async.await(promise)
    return coroutine.yield(promise)
end

function Async.all(tasks)
    local results = {}
    for i, task in ipairs(tasks) do
        results[i] = task()
    end
    return results
end

-- HTTP client example (for OpenResty)
local http = require("resty.http")

local HttpClient = {}

function HttpClient.new(base_url)
    return setmetatable({
        base_url = base_url,
        headers = { ["Content-Type"] = "application/json" },
    }, { __index = HttpClient })
end

function HttpClient:request(method, path, body)
    local httpc = http.new()
    httpc:set_timeout(5000)

    local url = self.base_url .. path
    local res, err = httpc:request_uri(url, {
        method = method,
        headers = self.headers,
        body = body and require("cjson").encode(body),
    })

    if not res then
        return nil, err
    end

    return {
        status = res.status,
        body = require("cjson").decode(res.body),
        headers = res.headers,
    }
end

function HttpClient:get(path)
    return self:request("GET", path)
end

function HttpClient:post(path, body)
    return self:request("POST", path, body)
end

return HttpClient
```

```lua
-- Love2D game example
local Game = {
    entities = {},
    systems = {},
}

function Game:add_entity(entity)
    table.insert(self.entities, entity)
    return entity
end

function Game:add_system(system)
    table.insert(self.systems, system)
end

function Game:update(dt)
    for _, system in ipairs(self.systems) do
        if system.update then
            system:update(self.entities, dt)
        end
    end
end

function Game:draw()
    for _, system in ipairs(self.systems) do
        if system.draw then
            system:draw(self.entities)
        end
    end
end

-- Movement system
local MovementSystem = {}

function MovementSystem:update(entities, dt)
    for _, entity in ipairs(entities) do
        if entity.velocity and entity.position then
            entity.position.x = entity.position.x + entity.velocity.x * dt
            entity.position.y = entity.position.y + entity.velocity.y * dt
        end
    end
end

-- Render system
local RenderSystem = {}

function RenderSystem:draw(entities)
    for _, entity in ipairs(entities) do
        if entity.position and entity.sprite then
            love.graphics.draw(
                entity.sprite,
                entity.position.x,
                entity.position.y
            )
        elseif entity.position and entity.color then
            love.graphics.setColor(entity.color)
            love.graphics.circle("fill", entity.position.x, entity.position.y, entity.radius or 10)
        end
    end
end

-- Love2D callbacks
function love.load()
    Game:add_system(MovementSystem)
    Game:add_system(RenderSystem)

    Game:add_entity({
        position = { x = 100, y = 100 },
        velocity = { x = 50, y = 30 },
        color = { 1, 0, 0, 1 },
        radius = 20,
    })
end

function love.update(dt)
    Game:update(dt)
end

function love.draw()
    Game:draw()
end
```

## Best Practices

### Tables

- Use local variables for performance
- Initialize with proper size hints
- Use weak tables for caches
- Avoid table recreation in loops

### Metatables

- Use \_\_index for inheritance
- Implement \_\_tostring for debugging
- Use \_\_call for callable tables
- Cache metamethods locally

### Performance

- Localize frequently used functions
- Avoid global access in hot paths
- Use LuaJIT when possible
- Profile with luaprofile

### Error Handling

- Return nil, error pattern
- Use pcall for risky operations
- Provide meaningful error messages
- Validate inputs at boundaries

You write efficient, idiomatic Lua code following best practices for the target runtime environment.

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