oh-my-git/main.gd

139 lines
4 KiB
GDScript

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):
$NextLevelButton.hide()
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 = (current_level + 1) % list_levels().size()
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 = ""
if ResourceLoader.exists(script):
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")
game.global_shell.run("sh "+script_path)
func _process(_delta):
if server.is_connection_available():
print("Client connected")
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()
print(filename)
read_commit_message(filename)
func read_commit_message(filename):
$CommitMessage.show()
input.editable = false
var fixme_path = game.tmp_prefix+"/active/"
$CommitMessage.text = game.read_file(fixme_path+filename)
$CommitMessage.path = filename
$CommitMessage.grab_focus()
func save_commit_message():
var fixme_path = game.tmp_prefix+"/active/"
game.write_file(fixme_path+$CommitMessage.path, $CommitMessage.text)
client_connection.disconnect_from_host()
input.editable = true
$CommitMessage.text = ""
$CommitMessage.hide()
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!"