massive refactor to export entities (buildings and resources)
- minor version bumps - new Factorio version - use both prototype name and type to identify a prototype - kxs-ts-gen: use BrandTyping, but exclude some identifiers - kxs-ts-gen: manually create zip dist, so it can run after the project compiles - mod: use typed-factorio strict types - mod: refactor event handlers to be a little more consistent and object-oriented
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62 changed files with 2629 additions and 713 deletions
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@ -41,7 +41,9 @@ val deployModToLocalClient by tasks.registering(Copy::class) {
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description = "Copy the mod to the Factorio client"
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group = FactorioMod.TASK_GROUP
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onlyIf { clientModsDirectory.orNull?.asFile?.exists() == true }
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val clientModsDirectory123 = clientModsDirectory
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onlyIf { clientModsDirectory123.orNull?.asFile?.exists() == true }
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from(factorioMod)
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into(clientModsDirectory)
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@ -61,9 +63,12 @@ val clientLaunch by tasks.registering(Exec::class) {
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description = "Run local Factorio Steam game client"
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group = FactorioMod.TASK_GROUP
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val steamExe123 = steamExe
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val clientModsDirectory444 = clientModsDirectory
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onlyIf(!serviceOf<ExecOperations>().isFactorioRunning())
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onlyIf { steamExe.orNull?.asFile?.exists() == true }
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onlyIf { clientModsDirectory.orNull?.asFile?.exists() == true }
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onlyIf { steamExe123.orNull?.asFile?.exists() == true }
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onlyIf { clientModsDirectory444.orNull?.asFile?.exists() == true }
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dependsOn(deployModToLocalClient)
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mustRunAfter(clientKill, ":modules:infra-factorio-server:processRun")
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