- Node v8.5 +
This module is distributed via [npm][npm] which is bundled with [node][node] and
should be installed as one of your project's devDependencies
:
yarn add @iopipe/scripts --dev
This is a CLI and exposes a bin called iopipe-scripts.
This project actually dogfoods itself. If you look in the package.json, you'll find scripts with node src {scriptName}. This serves as an example of some of the things you can do with iopipe-scripts.
A great example of this package in use can be found at the IOpipe event-info plugin repo.
You'll see that this repo uses scripts for linting, building, testing, and releasing. You'll also find the current recommended usage for eslint, until this eslint issue is resolved.
@iopipe/scripts
allows you to specify your own
configuration for things and have that plug directly into the way things work
with @iopipe/scripts
. There are various ways that it works, but basically if you
want to have your own config for something, just add the configuration and
@iopipe/scripts
will use that instead of it's own internal config. In addition,
@iopipe/scripts
exposes its configuration so you can use it and override only
the parts of the config you need to.
This can be a very helpful way to make editor integration work for tools like ESLint which require project-based ESLint configuration to be present to work.
So, if we were to do this for ESLint, you could create an .eslintrc
with the
contents of:
{"extends": "./node_modules/iopipe-scripts/eslint.js"}
Note: for now, you'll have to include an
.eslintignore
in your project until this eslint issue is resolved.
Or, for babel
, a .babelrc
with:
{"presets": ["./node_modules/@iopipe/scripts/babel"]}
Or, for jest
:
const { jest: jestConfig } = require('iopipe-scripts/config');
module.exports = Object.assign(jestConfig, {
// your overrides here
});
Note:
iopipe-scripts
intentionally does not merge things for you when you start configuring things to make it less magical and more straightforward. Extending can take place on your terms. I think this is actually a great way to do this.
Thanks to Kent C. Dodds and contributors for the base repository. https://github.com/kentcdodds/kcd-scripts