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526 lines
14 KiB
TypeScript
526 lines
14 KiB
TypeScript
// Export of item icons and locale
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import fs from "fs-extra";
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import path from "path";
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import Jimp from "jimp";
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import JSZip from "jszip";
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import * as lib from "@clusterio/lib";
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import * as libBuildMod from "@clusterio/lib/dist/node/build_mod";
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import type { FactorioServer } from "./server";
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interface Prototype {
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[index: string]: unknown,
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type: string,
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name: string,
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}
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interface SimpleIconSpecification {
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icon: string;
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icon_size?: number;
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icon_mipmaps?: number;
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}
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interface IconLayer {
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icon: string;
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icon_size?: number;
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tint?: lib.FactorioColor,
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shift?: [number, number],
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scale?: number,
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icon_mipmaps?: number,
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}
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interface LayeredIconSpecification {
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icons: IconLayer[];
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icon_size?: number;
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icon_mipmaps?: number;
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}
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type IconSpecification = LayeredIconSpecification | SimpleIconSpecification;
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type ItemPrototype = Prototype & IconSpecification;
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type Prototypes = Record<string, Record<string, Prototype>>
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/**
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* Generate the export mod needed for exportData
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*
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* Packs the lua export mod located in lua/export into the mods folder for
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* the server given, with dependencies generated for all the mods present in
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* the server's mods folder.
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*
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* @param server -
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* The server to generate the export mod for.
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*/
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async function generateExportMod(server: FactorioServer) {
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let dependencies = [];
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let splitter = /^(.*)_(\d+\.\d+\.\d+)(\.zip)?$/;
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for (let entry of await fs.readdir(server.writePath("mods"))) {
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let match = splitter.exec(entry);
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if (match && match[1] !== "export") {
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dependencies.push(`? ${match[1]}`);
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}
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}
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await libBuildMod.build({
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clean: false,
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build: true,
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pack: true,
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sourceDir: path.join(__dirname, "..", "..", "..", "lua", "export"),
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outputDir: server.writePath("mods"),
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bumpPatch: false,
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factorioVersion: server.version?.replace(/\.\d+$/, ""),
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dependencies,
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});
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}
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let zipCache = new Map();
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async function loadZip(server: FactorioServer, modVersions: Map<string, string>, mod: string) {
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let modVersion = modVersions.get(mod);
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if (!modVersion) {
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throw new Error(`Got path for unknown mod ${mod}`);
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}
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let zipPath = server.writePath("mods", `${mod}_${modVersion}.zip`);
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let zip = zipCache.get(zipPath);
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if (!zip) {
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zip = await JSZip.loadAsync(await fs.readFile(zipPath));
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zipCache.set(zipPath, zip);
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}
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return zip.folder(lib.findRoot(zip));
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}
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/**
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* Load the given Factorio file path into a Buffer
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*
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* @param server - The server to load the file from.
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* @param modVersions - Mapping of mod to version used.
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* @param modPath - Factorio style path to the file to load.
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* @returns The content of the file or null if not found.
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* @internal
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*/
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async function loadFile(server: FactorioServer, modVersions: Map<string, string>, modPath: string) {
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let match = /^__([^\/]+)__\/(.*)$/.exec(modPath);
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if (!match) {
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throw new Error(`Bad mod path ${match}`);
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}
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let [, mod, filePath] = match;
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const builtinModNames = ["core", ...lib.ModPack.getBuiltinModNames(server.version!)];
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if (builtinModNames.includes(mod)) {
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try {
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return await fs.readFile(server.dataPath(mod, filePath));
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} catch (err: any) {
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if (err.code === "ENOENT") {
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return null;
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}
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throw err;
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}
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}
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let zip;
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try {
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zip = await loadZip(server, modVersions, mod);
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} catch (err: any) {
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if (err.code === "ENOENT") {
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return null;
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}
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throw err;
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}
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let file = zip.file(filePath);
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if (!file) {
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return null;
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}
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return await file.async("nodebuffer");
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}
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type IconCache = Map<string, Jimp | null>;
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async function loadIcon(
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server: FactorioServer,
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modVersions: Map<string, string>,
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iconPath: string,
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iconSize: number,
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iconMipmaps: number,
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iconCache: IconCache,
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) {
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let icon = iconCache.get(iconPath);
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if (icon === undefined) {
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let fileContent = await loadFile(server, modVersions, iconPath);
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if (fileContent) {
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icon = await Jimp.read(fileContent);
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icon.crop(0, 0, iconSize, iconSize);
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iconCache.set(iconPath, icon);
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} else {
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icon = null;
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server._logger.warn(`${iconPath} not found`);
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}
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iconCache.set(iconPath, icon);
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}
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return icon;
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}
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async function loadSimpleIcon(
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server: FactorioServer,
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modVersions: Map<string, string>,
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item: SimpleIconSpecification,
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size: number,
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iconCache: IconCache,
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) {
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let icon = await loadIcon(server, modVersions, item.icon, item.icon_size ?? 64, 0, iconCache);
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if (icon) {
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let iconScale = size / (item.icon_size ?? 64);
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if (iconScale !== 1) {
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icon = icon.clone();
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icon.scale(iconScale);
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}
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}
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return icon;
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}
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async function loadLayeredIcon(
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server: FactorioServer,
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modVersions: Map<string, string>,
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item: LayeredIconSpecification,
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size: number,
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iconCache: IconCache,
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) {
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let baseLayerSize = (item.icons[0].icon_size || item.icon_size) ?? 64;
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let icon = await Jimp.create(size, size);
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// The scaling factor of the base layer
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let baseLayerScale = item.icons[0].scale || 32 / baseLayerSize;
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// The size in pixels of one unit
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let baseUnit = size / (baseLayerSize * baseLayerScale);
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for (let layer of item.icons) {
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let layerSize = (layer.icon_size || item.icon_size) ?? 64;
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let iconLayer = await loadIcon(server, modVersions, layer.icon, layerSize, layer.icon_mipmaps || 0, iconCache);
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if (!iconLayer) {
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continue;
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}
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iconLayer = iconLayer.clone();
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let tint: lib.Color;
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if (layer.tint) {
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tint = lib.normalizeColor(layer.tint);
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} else {
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tint = { r: 1, b: 1, g: 1, a: 1 };
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}
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let layerScale = layer.scale || 32 / layerSize;
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let [xs, ys] = layer.shift || [0, 0];
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let realScale = layerScale * baseUnit;
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let sizeShift = (size - layerSize * realScale) / 2;
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xs = xs * baseUnit + sizeShift;
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ys = ys * baseUnit + sizeShift;
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if (realScale !== 1) {
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iconLayer.scale(realScale);
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}
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// eslint-disable-next-line no-loop-func
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iconLayer.scan(0, 0, iconLayer.bitmap.width, iconLayer.bitmap.height, (x, y, sidx) => {
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x += xs;
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y += ys;
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if (x < 0 || x >= size || y < 0 || y >= size) {
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return;
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}
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let sdata = iconLayer!.bitmap.data;
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let ddata = icon.bitmap.data;
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let didx = icon.getPixelIndex(x, y);
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let sa = sdata[sidx + 3] / 255;
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let da = ddata[didx + 3] / 255;
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let db = da * (1 - sa * tint.a);
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let cb = sa + da * (1 - sa);
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ddata[didx + 0] = Math.min(255, (sdata[sidx + 0] * sa * tint.r + ddata[didx + 0] * db) / cb);
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ddata[didx + 1] = Math.min(255, (sdata[sidx + 1] * sa * tint.g + ddata[didx + 1] * db) / cb);
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ddata[didx + 2] = Math.min(255, (sdata[sidx + 2] * sa * tint.b + ddata[didx + 2] * db) / cb);
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ddata[didx + 3] = Math.min(255, sdata[sidx + 3] + ddata[didx + 3] * (1 - sa));
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});
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}
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return icon;
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}
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function fixIcons(item: ItemPrototype) {
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const icons = item.icons;
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if (typeof icons === "object" && !(icons instanceof Array) && icons !== null) {
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// It's possible to specify icons as an object with arbitrary keys
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// and the game will still accept it, cast the value to array if
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// this is the case.
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item = { ...item };
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item.icons = Object.values(icons);
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}
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return item;
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}
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const itemTypes = new Set([
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"item",
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"ammo",
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"capsule",
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"gun",
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"item-with-entity-data",
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"item-with-label",
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"item-with-inventory",
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"blueprint-book",
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"item-with-tags",
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"selection-tool",
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"blueprint",
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"copy-paste-tool",
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"deconstruction-item",
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"upgrade-item",
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"module",
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"rail-planner",
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"spidertron-remote",
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"tool",
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"armor",
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"mining-tool",
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"repair-tool",
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// XXX Bad hack to get icons for fluids. These should be treated as a
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// separate namespace from items as they may be named the same as items.
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"fluid",
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// TODO consider adding virtual signals and recipes
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]);
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function filterItems(prototypes: Prototypes): ItemPrototype[] {
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return Object.entries(prototypes)
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.filter(([type, _]) => itemTypes.has(type))
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.flatMap(([_, typePrototypes]) => Object.values(typePrototypes) as ItemPrototype[])
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.map(fixIcons)
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;
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}
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/**
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* Export item icons and data
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*
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* Assembles and packs the icons for the item prototypes given into a single
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* spritesheet and json file with meta data.
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*
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* @param server -
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* The server to generate the export mod for.
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* @param modVersions -
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* Mapping of mod name to versions to get icons from.
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* @param items - Array of item prototypes.
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* @return Item spritesheet and metadata.
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* @internal
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*/
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async function exportItems(server: FactorioServer, modVersions: Map<string, string>, items: ItemPrototype[]) {
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// Size to render icons at
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let size = 32;
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// Width of spritesheet
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let width = 1024;
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let rows = Math.ceil(items.length / (width / size));
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let iconSheet = await Jimp.create(width, rows * size);
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let itemData = new Map();
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let pos = 0;
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let iconCache: IconCache = new Map();
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let simpleIcons = new Map();
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for (let item of items) {
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let icon: Jimp | null = null;
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let iconPos: number | undefined;
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if (item.icons) {
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icon = await loadLayeredIcon(server, modVersions, item as LayeredIconSpecification, size, iconCache);
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iconPos = pos;
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} else {
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iconPos = simpleIcons.get(item.icon);
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if (iconPos === undefined) {
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icon = await loadSimpleIcon(server, modVersions, item as SimpleIconSpecification, size, iconCache);
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if (icon) {
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iconPos = pos;
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simpleIcons.set(item.icon, pos);
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}
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}
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}
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if (iconPos !== undefined) {
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itemData.set(item.name, {
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x: iconPos * size % width,
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y: Math.floor(iconPos / (width / size)) * size,
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size,
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localised_name: item.localised_name,
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localised_description: item.localised_description,
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});
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}
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if (icon) {
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iconSheet.composite(icon, pos * size % width, Math.floor(pos / (width / size)) * size);
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pos += 1;
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}
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}
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iconSheet.crop(0, 0, width, Math.ceil(pos / (width / size)) * size);
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return { iconSheet, itemData };
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}
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/**
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* Exports the locale files for the base game and the given mods
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*
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* Parses and merges all the locales for the all the mods given through
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* `modVersions` and `modOrder`.
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*
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* @param server - The server to export the locale from.
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* @param modVersions - Mapping of mod name to version to export locale from.
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* @param modOrder - Load order of the mods.
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* @param languageCode - Language to export locale for.
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* @returns merged locale information
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* @internal
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*/
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async function exportLocale(
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server: FactorioServer,
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modVersions: Map<string, string>,
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modOrder: string[],
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languageCode: string
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) {
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let mergedLocales = new Map<string, string>();
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function mergeLocale(locale: Record<string, string | Record<string, string>>) {
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for (let [category, entries] of Object.entries(locale)) {
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if (typeof entries === "string") {
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mergedLocales.set(category, entries);
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} else {
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for (let [key, value] of Object.entries(entries)) {
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mergedLocales.set(`${category}.${key}`, value);
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}
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}
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}
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}
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const builtinModNames = [
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// Filter if on builtin mods so "core" does not need to be specified in modOrder
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"core", ...lib.ModPack.getBuiltinModNames(server.version!).filter(mod => modOrder.includes(mod)),
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];
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for (const builtinModName of builtinModNames) {
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const localeFilePath = server.dataPath(builtinModName, "locale", languageCode, `${builtinModName}.cfg`);
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mergeLocale(lib.parse(await fs.readFile(localeFilePath, "utf8")));
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}
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const builtinModNamesExport = ["export", ...builtinModNames];
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for (let mod of modOrder) {
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if (builtinModNamesExport.includes(mod)) {
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continue;
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}
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let zip;
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try {
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zip = await loadZip(server, modVersions, mod);
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} catch (err: any) {
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if (err.code === "ENOENT") {
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continue;
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}
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throw err;
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}
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for (let file of zip.file(new RegExp(`locale\\/${languageCode}\\/.*\\.cfg`))) {
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let content = await file.async("nodebuffer");
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mergeLocale(lib.parse(content.toString("utf8")));
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}
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}
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return mergedLocales;
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}
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/**
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* Export the locale and item icons for the given factorio server
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*
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* @param server - The server to export the data from.
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* @returns zip file with exported data.
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*/
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export async function exportData(server: FactorioServer) {
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await generateExportMod(server);
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let settings: Prototypes = {};
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let prototypes: Prototypes = {};
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let modVersions = new Map();
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let modOrder: string[] = [];
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function add(obj: Prototypes, prototype: Prototype) {
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if (!Object.prototype.hasOwnProperty.call(obj, prototype.type)) {
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obj[prototype.type] = {};
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}
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obj[prototype.type][prototype.name] = prototype;
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}
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server.on("ipc-prototype_export", data => add(prototypes, data));
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server.on("ipc-settings_export", data => add(settings, data));
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server.on("ipc-mod_setting_mod", ({ name, mod }) => {
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for (let type of Object.values(settings)) {
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if (Object.prototype.hasOwnProperty.call(type, name)) {
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type[name].mod = mod;
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return;
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}
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}
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server._logger.error(`Unable to find ${name} in settings prototypes`);
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});
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server.on("ipc-mod_list", data => { modVersions = new Map(Object.entries(data)); });
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server.on("output", parsed => {
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if (parsed.format === "seconds" && parsed.type === "generic") {
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let match = /^Checksum of (.*): \d+$/.exec(parsed.message);
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if (match) {
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modOrder.push(match[1]);
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}
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}
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});
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try {
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await server.startScenario("base/freeplay");
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await server.kill();
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} finally {
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await fs.unlink(server.writePath("mods", "export_0.0.0.zip"));
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}
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if (!Object.keys(prototypes).length) {
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throw new Error("No prototypes got exported");
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}
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// Some mod authors put leading zeros into the versions of their zip files.
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let splitter = /^(.*)_(\d+)\.(\d+)\.(\d+)\.zip?$/;
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for (let entry of await fs.readdir(server.writePath("mods"))) {
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let match = splitter.exec(entry);
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if (!match) {
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continue;
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}
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let modVersion = `${match[2]}.${match[3]}.${match[4]}`;
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let normalizedVersion =
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`${Number.parseInt(match[2], 10)}.${Number.parseInt(match[3], 10)}.${Number.parseInt(match[4], 10)}`
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;
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if (modVersion === normalizedVersion) {
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continue;
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}
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if (modVersions.get(match[1]) === normalizedVersion) {
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modVersions.set(match[1], modVersion);
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}
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}
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let { iconSheet, itemData } = await exportItems(server, modVersions, filterItems(prototypes));
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let locale = await exportLocale(server, modVersions, modOrder, "en");
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// Free up the memory used by zip files loaded during the export.
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zipCache.clear();
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let zip = new JSZip();
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zip.file("export/settings.json", JSON.stringify(settings));
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zip.file("export/prototypes.json", JSON.stringify(prototypes));
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zip.file("export/item-spritesheet.png", await iconSheet.getBufferAsync(Jimp.MIME_PNG));
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zip.file("export/item-metadata.json", JSON.stringify([...itemData.entries()]));
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zip.file("export/locale.json", JSON.stringify([...locale.entries()]));
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return zip;
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}
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// For testing only
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export const _exportLocale = exportLocale;
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