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Debug: Change script location, and make helptext for sh/script more clear. Last addition, I swear.

This commit is contained in:
John 2021-11-14 07:36:30 -06:00
parent dae4c56a2b
commit b8d0e008d1

View File

@ -41,7 +41,7 @@ var helptext = {
"command_getprop": [" prop", "Get the value of property prop\n" ], "command_getprop": [" prop", "Get the value of property prop\n" ],
"command_setprop": [" prop value", "Set the property prop to value.\n" ], "command_setprop": [" prop value", "Set the property prop to value.\n" ],
"command_script": [" path", "Load and execute a script at a given path.\n" ], "command_script": [" path", "Load and execute a script at user://scripts/<name>\n" ],
"command_echo": [" on/off", "Controls whether lines should be printed to the screen\n" ], "command_echo": [" on/off", "Controls whether lines should be printed to the screen\n" ],
"command_restart": ["", "Kill the current scene tree and plant a new Root.\n" ], "command_restart": ["", "Kill the current scene tree and plant a new Root.\n" ],
"command_exit": ["", "Quits the program.\n" ], "command_exit": ["", "Quits the program.\n" ],
@ -80,7 +80,7 @@ var commands = {
["restart", "killall"]: "command_restart", ["restart", "killall"]: "command_restart",
["exit", "quit"]: "command_exit", ["exit", "quit"]: "command_exit",
[""]: "command_empty" ["", "#"]: "command_empty"
} }
#List of all of Godot's builtin types #List of all of Godot's builtin types
@ -526,21 +526,27 @@ func command_perf(command):
else: else:
debug_print_line(get_usage(command[0])) debug_print_line(get_usage(command[0]))
# script: run a script from user:// # script: run a script from user://scripts/
func command_script(command): func command_script(command):
var script = [] var script = []
if (command.size() > 1): if (command.size() > 1):
var path = "user://" + command[1] var path = "user://scripts/" + command[1]
var f = File.new() var f = File.new()
var err = f.open(path, File.READ) var err = f.open(path, File.READ)
if err == OK: if err == OK:
# Read the file
while not f.eof_reached(): while not f.eof_reached():
script.push_back(f.get_line()) script.push_back(f.get_line())
f.close() f.close()
# Save state and turn off echo
echo = false echo = false
var pwn = present_working_node
var h = history_pos var h = history_pos
# Execute the script
for cmd in script: for cmd in script:
_on_LineEdit_text_entered(cmd) _on_LineEdit_text_entered(cmd)
# Restore state and turn on echo
present_working_node = pwn
history_pos = h history_pos = h
echo = true echo = true
else: else: