oh-my-git/main.gd

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5.9 KiB
GDScript3
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extends Control
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var dragged = null
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var chapter = "bottom-up"
var current_level = 0
onready var terminal = $Columns/RightSide/Terminal
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onready var input = terminal.input
onready var output = terminal.output
onready var goal_repository = $Columns/Repositories/GoalRepository
onready var active_repository = $Columns/Repositories/ActiveRepository
onready var level_select = $Columns/RightSide/TopStuff/Menu/LevelSelect
onready var chapter_select = $Columns/RightSide/TopStuff/Menu/ChapterSelect
onready var next_level_button = $Columns/RightSide/TopStuff/Menu/NextLevelButton
onready var level_name = $Columns/RightSide/TopStuff/LevelPanel/LevelName
onready var level_description = $Columns/RightSide/TopStuff/LevelPanel/Text/LevelDescription
onready var level_congrats = $Columns/RightSide/TopStuff/LevelPanel/Text/LevelCongrats
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func _ready():
var args = helpers.parse_args()
if args.has("sandbox"):
var err = get_tree().change_scene("res://sandbox.tscn")
if err != OK:
helpers.crash("Could not change to sandbox scene")
return
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# Initialize level select.
level_select.connect("item_selected", self, "load_level")
repopulate_levels()
level_select.select(0)
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# Initialize chapter select.
chapter_select.connect("item_selected", self, "load_chapter")
repopulate_chapters()
chapter_select.select(0)
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# Load first level.
load_level(0)
input.grab_focus()
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func list_chapters():
var chapters = []
var dir = Directory.new()
dir.open("res://levels/")
dir.list_dir_begin()
while true:
var file = dir.get_next()
if file == "":
break
elif not file.begins_with("."):
chapters.append(file)
dir.list_dir_end()
chapters.sort()
return chapters
func list_levels():
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var levels = []
var dir = Directory.new()
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dir.open("res://levels/%s" % chapter)
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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(".") and file != "sequence":
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levels.append(file)
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dir.list_dir_end()
levels.sort()
var final_level_sequence = []
var level_sequence = Array(helpers.read_file("res://levels/%s/sequence" % chapter, "").split("\n"))
for level in level_sequence:
if level == "":
continue
if not levels.has(level):
helpers.crash("Level '%s' is specified in the sequence, but could not be found" % level)
levels.erase(level)
final_level_sequence.push_back(level)
final_level_sequence += levels
return final_level_sequence
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func load_chapter(id):
var chapters = list_chapters()
chapter = chapters[id]
load_level(0)
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func load_level(id):
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), true)
next_level_button.hide()
level_congrats.hide()
level_description.show()
current_level = id
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var levels = list_levels()
var level = levels[id]
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var level_prefix = "res://levels/%s/" % chapter
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var goal_repository_path = game.tmp_prefix_inside+"/repos/goal/"
var active_repository_path = game.tmp_prefix_inside+"/repos/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 = helpers.read_file(description_file, "(no description)")
# Surround all lines indented with four spaces with [code] tags.
var monospace_regex = RegEx.new()
monospace_regex.compile("\n (.*)\n")
description = monospace_regex.sub(description, "\n [code]$1[/code]\n", true)
level_description.bbcode_text = description
var congrats_file = level_prefix+level+"/congrats"
var congrats = helpers.read_file(congrats_file, "Good job, you solved the level!\n\nFeel free to try a few more things or click 'Next Level'.")
level_congrats.bbcode_text = congrats
level_name.text = level
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# We're actually destroying stuff here.
# Make sure that active_repository is in a temporary directory.
helpers.careful_delete(active_repository_path)
helpers.careful_delete(goal_repository_path)
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var goal_script_content = helpers.read_file(goal_script, "")
var active_script_content = helpers.read_file(active_script, "")
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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"
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var win_script_target = game.tmp_prefix_outside+"/win"
var win_script_content = helpers.read_file(win_script, "exit 1\n")
helpers.write_file(win_script_target, win_script_content)
terminal.clear()
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# Unmute the audio after a while, so that player can hear pop sounds for
# nodes they create.
var t = Timer.new()
t.wait_time = 3
add_child(t)
t.start()
yield(t, "timeout")
AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), false)
# FIXME: Need to clean these up when switching levels somehow.
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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_outside+"/git-hydra-script"
var script_path_inside = game.tmp_prefix_inside+"/git-hydra-script"
helpers.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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# Read stdin from /dev/null so that interactive commands don't block.
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game.global_shell.run("bash "+script_path_inside+" </dev/null")
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func show_win_status():
next_level_button.show()
level_description.hide()
level_congrats.show()
func repopulate_levels():
level_select.clear()
for level in list_levels():
level_select.add_item(level)
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func repopulate_chapters():
chapter_select.clear()
for c in list_chapters():
chapter_select.add_item(c)