GDQuest / GDQuest/learn-gdscript
Implement a general mechanism for detecting typos in symbols
- Dominant language
- GDScript
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Description
There are some words in particular that learners struggle with typing, and the generic "not found in base self" message is not good enough for them.
This task is about adding a way to detect typos and symbols and suggest a correction instead of falling back on the generic compiler error.
This is something to test in particular in exercises like L4.P3, for example, with the move forward function, a lot of people omit an R or something like that. I would like them to get an error message like "You wrote move_foward, which does not exist, did you mean move_fo**r**ward?" highlighting the differences like this if possible, but even if not, it's okay.
I don't know if this is something that should be automatic or based on the symbols we register in the documentation. There's some decision to make here, so don't hesitate to ping me to discuss that. I just know that this is a problem we want to address in more than a single specific case.
There are related specific problems where I would like a more specialized message. For example, people may often type `vector2` instead of `Vector2`. In this case, I would like to be able to explain them specifically about this `Vector2` value type that is specific to Godot.
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