oh-my-git/main.gd

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4.6 KiB
GDScript3
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extends Node2D
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var dragged = null
var server
var client_connection
var current_level = 0
onready var terminal = $Terminal
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onready var input = terminal.input
onready var output = terminal.output
onready var goal_repository = $Repositories/GoalRepository
onready var active_repository = $Repositories/ActiveRepository
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func _ready():
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# Initialize level select.
var options = $LevelSelect.get_popup()
for level in list_levels():
options.add_item(level)
options.connect("id_pressed", self, "load_level")
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$LevelSelect.theme = Theme.new()
$LevelSelect.theme.default_font = load("res://fonts/default.tres")
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# Initialize TCP server for fake editor.
server = TCP_Server.new()
server.listen(1234)
# Load first level.
load_level(0)
input.grab_focus()
func list_levels():
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var levels = []
var dir = Directory.new()
dir.open("res://levels")
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dir.list_dir_begin()
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while true:
var file = dir.get_next()
if file == "":
break
elif not file.begins_with("."):
levels.append(file)
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dir.list_dir_end()
levels.sort()
return levels
func load_level(id):
$NextLevelButton.hide()
current_level = id
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var levels = list_levels()
var level = levels[id]
var level_prefix = "res://levels/"
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var goal_repository_path = "/tmp/goal/"
var active_repository_path = "/tmp/active/"
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var goal_script = level_prefix+level+"/goal"
var active_script = level_prefix+level+"/start"
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var description_file = level_prefix+level+"/description"
var description = game.read_file(description_file, "no description")
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$LevelDescription.bbcode_text = description
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$LevelName.text = level
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# We're actually destroying stuff here.
# Make sure that active_repository is in a temporary directory.
var expected_prefix = "/tmp"
if active_repository_path.substr(0,4) != expected_prefix:
push_error("Refusing to delete a directory that does not start with %s" % expected_prefix)
get_tree().quit()
if goal_repository_path.substr(0,4) != expected_prefix:
push_error("Refusing to delete a directory that does not start with %s" % expected_prefix)
get_tree().quit()
# Danger zone!
game.global_shell.run("rm -rf '%s'" % active_repository_path)
game.global_shell.run("rm -rf '%s'" % goal_repository_path)
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var goal_script_content = game.read_file(goal_script, "")
var active_script_content = game.read_file(active_script, "")
construct_repo(active_script_content +"\n"+ goal_script_content, goal_repository_path)
construct_repo(active_script_content, active_repository_path)
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goal_repository.path = goal_repository_path
active_repository.path = active_repository_path
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var win_script = level_prefix+level+"/win"
var win_script_target = game.tmp_prefix+"/win"
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var win_script_content = game.read_file(win_script, "exit 1\n")
game.write_file(win_script_target, win_script_content)
terminal.clear()
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func reload_level():
load_level(current_level)
func load_next_level():
current_level = (current_level + 1) % list_levels().size()
load_level(current_level)
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func construct_repo(script_content, path):
# Becase in an exported game, all assets are in a .pck file, we need to put
# the script somewhere in the filesystem.
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var script_path_outside = game.tmp_prefix+"/git-hydra-script"
var script_path = "/tmp/git-hydra-script"
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game.write_file(script_path_outside, script_content)
game.global_shell.run("mkdir " + path)
game.global_shell.cd(path)
game.global_shell.run("git init")
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game.global_shell.run("git symbolic-ref HEAD refs/heads/main")
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game.global_shell.run("sh "+script_path)
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func _process(_delta):
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if server.is_connection_available():
client_connection = server.take_connection()
var length = client_connection.get_u8()
var filename = client_connection.get_string(length)
var regex = RegEx.new()
regex.compile("(\\.git\\/.*)")
filename = regex.search(filename).get_string()
read_message(filename)
func read_message(filename):
$TextEditor.show()
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input.editable = false
var fixme_path = game.tmp_prefix+"/active/"
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var content = game.read_file(fixme_path+filename, "[ERROR_FAKE_EDITOR]")
if content == "[ERROR_FAKE_EDITOR]":
push_error("file specified by fake-editor could not be read.")
get_tree().quit()
$TextEditor.text = content
$TextEditor.path = filename
$TextEditor.grab_focus()
func save_message():
var fixme_path = game.tmp_prefix+"/active/"
game.write_file(fixme_path+$TextEditor.path, $TextEditor.text)
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client_connection.disconnect_from_host()
input.editable = true
$TextEditor.text = ""
$TextEditor.hide()
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input.grab_focus()
func show_win_status():
$NextLevelButton.show()
$LevelDescription.text = "Yay, you solved the puzzle! Enjoy the view or continue to the next level!"