mirror of
https://github.com/git-learning-game/oh-my-git.git
synced 2024-11-13 19:04:54 +01:00
151 lines
4.6 KiB
GDScript
151 lines
4.6 KiB
GDScript
extends Node2D
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var dragged = null
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var server
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var client_connection
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var current_level = 0
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onready var terminal = $Terminal
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onready var input = terminal.input
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onready var output = terminal.output
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onready var goal_repository = $Repositories/GoalRepository
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onready var active_repository = $Repositories/ActiveRepository
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func _ready():
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# Initialize level select.
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var options = $LevelSelect.get_popup()
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for level in list_levels():
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options.add_item(level)
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options.connect("id_pressed", self, "load_level")
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$LevelSelect.theme = Theme.new()
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$LevelSelect.theme.default_font = load("res://fonts/default.tres")
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# Initialize TCP server for fake editor.
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server = TCP_Server.new()
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server.listen(1234)
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# Load first level.
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load_level(0)
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input.grab_focus()
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func list_levels():
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var levels = []
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var dir = Directory.new()
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dir.open("res://levels")
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dir.list_dir_begin()
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while true:
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var file = dir.get_next()
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if file == "":
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break
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elif not file.begins_with("."):
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levels.append(file)
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dir.list_dir_end()
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levels.sort()
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return levels
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func load_level(id):
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$NextLevelButton.hide()
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current_level = id
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var levels = list_levels()
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var level = levels[id]
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var level_prefix = "res://levels/"
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var goal_repository_path = "/tmp/goal/"
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var active_repository_path = "/tmp/active/"
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var goal_script = level_prefix+level+"/goal"
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var active_script = level_prefix+level+"/start"
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var description_file = level_prefix+level+"/description"
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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.
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# Make sure that active_repository is in a temporary directory.
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var expected_prefix = "/tmp"
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if active_repository_path.substr(0,4) != expected_prefix:
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push_error("Refusing to delete a directory that does not start with %s" % expected_prefix)
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get_tree().quit()
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if goal_repository_path.substr(0,4) != expected_prefix:
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push_error("Refusing to delete a directory that does not start with %s" % expected_prefix)
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get_tree().quit()
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# Danger zone!
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game.global_shell.run("rm -rf '%s'" % active_repository_path)
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game.global_shell.run("rm -rf '%s'" % goal_repository_path)
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var goal_script_content = game.read_file(goal_script, "")
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var active_script_content = game.read_file(active_script, "")
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construct_repo(active_script_content +"\n"+ goal_script_content, goal_repository_path)
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construct_repo(active_script_content, active_repository_path)
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goal_repository.path = goal_repository_path
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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+"/win"
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var win_script_content = game.read_file(win_script, "exit 1\n")
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game.write_file(win_script_target, win_script_content)
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terminal.clear()
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func reload_level():
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load_level(current_level)
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func load_next_level():
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current_level = (current_level + 1) % list_levels().size()
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load_level(current_level)
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func construct_repo(script_content, path):
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# Becase in an exported game, all assets are in a .pck file, we need to put
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# the script somewhere in the filesystem.
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var script_path_outside = game.tmp_prefix+"/git-hydra-script"
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var script_path = "/tmp/git-hydra-script"
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game.write_file(script_path_outside, script_content)
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game.global_shell.run("mkdir " + path)
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game.global_shell.cd(path)
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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():
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client_connection = server.take_connection()
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var length = client_connection.get_u8()
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var filename = client_connection.get_string(length)
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var regex = RegEx.new()
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regex.compile("(\\.git\\/.*)")
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filename = regex.search(filename).get_string()
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read_message(filename)
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func read_message(filename):
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$TextEditor.show()
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input.editable = false
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var fixme_path = game.tmp_prefix+"/active/"
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var content = game.read_file(fixme_path+filename, "[ERROR_FAKE_EDITOR]")
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if content == "[ERROR_FAKE_EDITOR]":
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push_error("file specified by fake-editor could not be read.")
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get_tree().quit()
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$TextEditor.text = content
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$TextEditor.path = filename
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$TextEditor.grab_focus()
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func save_message():
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var fixme_path = game.tmp_prefix+"/active/"
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game.write_file(fixme_path+$TextEditor.path, $TextEditor.text)
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client_connection.disconnect_from_host()
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input.editable = true
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$TextEditor.text = ""
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$TextEditor.hide()
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input.grab_focus()
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func show_win_status():
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$NextLevelButton.show()
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$LevelDescription.text = "Yay, you solved the puzzle! Enjoy the view or continue to the next level!"
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