oh-my-git/main.gd

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6.1 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 = $HBoxContainer/RightSide/Terminal
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onready var input = terminal.input
onready var output = terminal.output
onready var goal_repository = $HBoxContainer/Repositories/GoalRepository
onready var active_repository = $HBoxContainer/Repositories/ActiveRepository
onready var level_select = $HBoxContainer/RightSide/TopStuff/Menu/LevelSelect
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onready var chapter_select = $HBoxContainer/RightSide/TopStuff/Menu/ChapterSelect
onready var next_level_button = $HBoxContainer/RightSide/TopStuff/Menu/NextLevelButton
onready var level_name = $HBoxContainer/RightSide/TopStuff/LevelPanel/LevelName
onready var level_description = $HBoxContainer/RightSide/TopStuff/LevelPanel/Text/LevelDescription
onready var level_congrats = $HBoxContainer/RightSide/TopStuff/LevelPanel/Text/LevelCongrats
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func _ready():
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# Initialize level select.
var options = level_select.get_popup()
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options.connect("id_pressed", self, "load_level")
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# Initialize chapter select.
options = chapter_select.get_popup()
options.connect("id_pressed", self, "load_chapter")
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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 = []
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var level_sequence = Array(game.read_file("res://levels/%s/sequence" % chapter, "").split("\n"))
for level in level_sequence:
if level == "":
continue
if not levels.has(level):
push_error("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]
chapter_select.text = chapter
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 = "/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")
# 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 = game.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.
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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# 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+"/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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# Read stdin from /dev/null so that interactive commands don't block.
game.global_shell.run("bash "+script_path+" </dev/null")
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func show_win_status():
next_level_button.show()
level_description.hide()
level_congrats.show()
func repopulate_levels():
var options = level_select.get_popup()
options.clear()
for level in list_levels():
options.add_item(level)
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func repopulate_chapters():
var options = chapter_select.get_popup()
options.clear()
for chapter in list_chapters():
options.add_item(chapter)