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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2024-11-17 15:24:52 +00:00
Commit Graph

13 Commits

Author SHA1 Message Date
Jonathan Coates
a17b001950
Move the core API into a separate module
It should be possible to consume the ComputerCraft's core (i.e.
non-Minecraft code) in other projects, such as emulators.  While this
has been possible for years, it's somewhat tricky from a maintenance
perspective - it's very easy to accidentally add an MC dependency
somewhere!

By publishing a separate "core" jar, we can better distinguish the
boundaries between our Lua runtime and the Minecraft-specific code.

Ideally we could have one core project (rather than separate core and
core-api modules), and publish a separate "api" jar, like we do for the
main mod. However, this isn't really possible to express using Maven
dependencies, and so we must resort to this system.

Of course, this is kinda what the Java module system is meant to solve,
but unfortunately getting that working with Minecraft is infeasible.
2022-11-04 21:41:59 +00:00
Jonathan Coates
f478c4ffc4
Reformat everything
- Switch to a fairly standard code format. This is largely based on
   IntelliJ defaults, with some minor tweaks applied via editor config.
   Should mean people don't need to import a config!

 - Use "var" everywhere instead of explicit types. Type inference is a
   joy, and I intend to use it to its fullest.

 - Start using switch expressions: we couldn't use them before because
   IntelliJ does silly things with our previous brace style, but now we
   have the luxury of them!
2022-11-04 13:41:38 +00:00
Jonathan Coates
0db32bd0fe
Merge branch 'mc-1.16.x' into mc-1.18.x 2022-11-02 09:55:10 +00:00
Jonathan Coates
aefda6a381
Fix a couple of issues with the release process
Only way to test these is in prod, alas :D:
2022-11-01 21:53:05 +00:00
Jonathan Coates
38b2c944f3
Merge branch 'mc-1.16.x' into mc-1.18.x 2022-10-30 08:49:52 +00:00
Jonathan Coates
71f81e1201
Move some test support code into testFixtues
This offers very few advantages now, but helps support the following in
the future:

 - Reuse test support code across multiple projects (useful for
   multi-loader).
 - Allow using test fixture code in testMod. We've got a version of our
   gametest which use Kotlin instead of Lua for asserting computer
   behaviour.

We can't use java-test-fixtures here for Forge reasons, so have to roll
our own version. Alas.

 - Add an ILuaMachine implementation which runs Kotlin coroutines
   instead. We can use this for testing asynchronous APIs. This also
   replaces the FakeComputerManager.

 - Move most things in the .support module to .test.core. We need to use
   a separate package in order to cope with Java 9 modules (again,
   thanks Forge).
2022-10-29 18:17:02 +01:00
Jonathan Coates
8171578e80
Some minor build system improvements
- Correctly handle Git commands failing. We need an actual default
   value, not just null!

 - Use run/ and build/tmp/ for temporary test locations, not
   /test-files.
2022-10-24 19:21:09 +01:00
Jonathan Coates
3e3bc8d4b1
Fix a whole bunch of GH action issues
- Switch over to the Gradle GH action. Not expecting massive changes,
   but might provide some better caching.

 - Bump some GH action versions.

 - Fix a Java 8 compatability issue in our build scripts.
2022-10-22 21:36:52 +01:00
Jonathan Coates
6ab90dc30d
Convert build script to Kotlin
- Add a new Node plugin. This automatically installs npm dependencies
   and provides a "NpxExecToDir" to dir task. This allows us to make the
   doc website task dependencies a little nicer, by simply chaining
   tasks together, rather than doing dependsOn + `input.files(the other
   task output)`.

 - Switch over to CurseForgeGradle from CurseGradle. The latter is
   super clunky to use in non-Groovy languages.

 - Copy our Modrinth description body to our repo, and add support for
   syncing it. We'll still have to do CF manually I think.
2022-10-22 21:09:08 +01:00
Jonathan Coates
0cfdd7b5e9
Move some more build logic to buildSrc
Look, I don't enjoy having 600 LOC long build.gradle files, it's just
very easy to do! This at least moves some of the complexity elsewhere,
so the build script is a little more declarative.
2022-10-22 20:47:47 +01:00
Jonathan Coates
af5d816798
Use spotless for enforcing licenses
It's more verbose as the default license plugin doesn't support multiple
license headers. However, it also gives us some other goodies (namely
formatting Kotlin and removing unused imports), so worth doing.
2022-10-22 18:19:51 +01:00
Jonathan Coates
9db3e6d2a0
Load the CC API with services loaders
This is a little odd (it's more complex for one!), but means we can
reuse the internal API interface in other classes, which is useful for
the data provider refactor I'm about to do.

This is much nicer in Java 17 :D (records, ServiceLoader.stream()),
but such is the perils of still targetting 1.16.
2022-10-21 23:50:44 +01:00
Jonathan Coates
ba64e06ca7
Use a Gradle plugin to download illuaminate
Previously illumainate required manual users to manually download it and
place it in ./bin/. This is both inconvenient for the user, and makes it
hard to ensure people are running the "right" version.

We now provide a small Gradle plugin which registers illuaminate as a
ependency, downloading the appropriate (now versioned!) file. This also
theoretically supports Macs, though I don't have access to one to test
this.

This enables the following changes:

 - The Lua lint script has been converted to a Gradle task (./gradle
   lintLua).

 - illuaminateDocs now uses a task definition with an explicit output
   directory. We can now consume this output as an input to another
   task, and get a task dependency implicitly.

 - Move the pre-commit config into the root of the tree. We can now use
   the default GitHub action to run our hooks.

 - Simplify CONTRIBUTING.md a little bit. Hopefully it's less
   intimidating now.
2022-09-11 14:11:33 +01:00