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
This commit is contained in:
Adam 2022-07-05 23:44:23 +02:00
parent 88982d818a
commit 90dc520d22
62 changed files with 2629 additions and 713 deletions

View file

@ -41,7 +41,9 @@ val deployModToLocalClient by tasks.registering(Copy::class) {
description = "Copy the mod to the Factorio client"
group = FactorioMod.TASK_GROUP
onlyIf { clientModsDirectory.orNull?.asFile?.exists() == true }
val clientModsDirectory123 = clientModsDirectory
onlyIf { clientModsDirectory123.orNull?.asFile?.exists() == true }
from(factorioMod)
into(clientModsDirectory)
@ -61,9 +63,12 @@ val clientLaunch by tasks.registering(Exec::class) {
description = "Run local Factorio Steam game client"
group = FactorioMod.TASK_GROUP
val steamExe123 = steamExe
val clientModsDirectory444 = clientModsDirectory
onlyIf(!serviceOf<ExecOperations>().isFactorioRunning())
onlyIf { steamExe.orNull?.asFile?.exists() == true }
onlyIf { clientModsDirectory.orNull?.asFile?.exists() == true }
onlyIf { steamExe123.orNull?.asFile?.exists() == true }
onlyIf { clientModsDirectory444.orNull?.asFile?.exists() == true }
dependsOn(deployModToLocalClient)
mustRunAfter(clientKill, ":modules:infra-factorio-server:processRun")