extends Node2D var dragged = null var server var client_connection var current_level = 0 onready var input = $Terminal/Control/Input onready var output = $Terminal/Control/Output onready var goal_repository = $Repositories/GoalRepository onready var active_repository = $Repositories/ActiveRepository func _ready(): # Initialize level select. var options = $LevelSelect.get_popup() for level in list_levels(): options.add_item(level) options.connect("id_pressed", self, "load_level") # 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(): var levels = [] 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("."): levels.append(file) dir.list_dir_end() levels.sort() return levels func load_level(id): current_level = id var levels = list_levels() var level = levels[id] var level_prefix = "res://levels/" var goal_repository_path = "/tmp/goal/" var active_repository_path = "/tmp/active/" var goal_script = level_prefix+level+"/goal" var active_script = level_prefix+level+"/start" var description = game.read_file(level_prefix+level+"/description") $LevelDescription.bbcode_text = description # 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) construct_repo(goal_script, goal_repository_path) construct_repo(active_script, active_repository_path) goal_repository.path = goal_repository_path active_repository.path = active_repository_path var win_script = level_prefix+level+"/win" var win_script_target = game.tmp_prefix+"/win" var dir = Directory.new() dir.copy(win_script, win_script_target) func load_next_level(): current_level += 1 load_level(current_level) func construct_repo(script, path): # Becase in an exported game, all assets are in a .pck file, we need to put # the script somewhere in the filesystem. var content = game.read_file(script) var script_path_outside = game.tmp_prefix+"/git-hydra-script" var script_path = "/tmp/git-hydra-script" game.write_file(script_path_outside, content) game.global_shell.run("mkdir " + path) game.global_shell.cd(path) game.global_shell.run("git init") var o = game.global_shell.run("sh "+script_path) if game.debug: print(o) func _process(_delta): if server.is_connection_available(): print("Client connected") client_connection = server.take_connection() read_commit_message() func read_commit_message(): $CommitMessage.show() input.editable = false var fixme_path = game.tmp_prefix+"/active" $CommitMessage.text = game.read_file(fixme_path+"/.git/COMMIT_EDITMSG") $CommitMessage.grab_focus() func save_commit_message(): var fixme_path = game.tmp_prefix+"/active" game.write_file(fixme_path+"/.git/COMMIT_EDITMSG", $CommitMessage.text) print("disconnect") client_connection.disconnect_from_host() input.editable = true $CommitMessage.text = "" $CommitMessage.hide() input.grab_focus()