from twisted.internet import reactor from twisted.internet import task from twisted.internet import defer from colorama import Fore, Back, Style from twisted.python import log from twisted.internet.task import coiterate from twisted.internet.defer import gatherResults from itertools import cycle import pendulum from pprint import pformat def merge(color_string): """ Given a string of colorama ANSI, merge them if you can. """ return color_string.replace("m\x1b[", ";") class PlayerInput(object): """ Player Input Example: from flexible import PlayerInput ask = PlayerInput(self.game) # abort_blank means, if the input field is blank, abort. Use error_back. d = ask.prompt("What is your quest?", 40, name="quest", abort_blank=True) # Display the user's input / but not needed. d.addCallback(ask.output) d.addCallback( lambda ignore: ask.prompt( "What is your favorite color?", 10, name="color" ) ) d.addCallback(ask.output) d.addCallback( lambda ignore: ask.prompt( "What is your least favorite number?", 12, name="number", digits=True, ) ) d.addCallback(ask.output) def show_values(show): log.msg(show) self.queue_game.put(pformat(show).replace("\n", "\n\r") + self.nl) d.addCallback(lambda ignore: show_values(ask.keep)) d.addCallback(self.welcome_back) # On error, just return back d.addErrback(self.welcome_back) """ def __init__(self, game): # I think game gives us access to everything we need self.game = game self.observer = self.game.observer self.save = None self.deferred = None self.queue_game = game.queue_game self.keep = {} # default colors self.c = merge(Style.BRIGHT + Fore.WHITE + Back.BLUE) self.cp = merge(Style.BRIGHT + Fore.YELLOW + Back.BLUE) # useful consts self.r = Style.RESET_ALL self.nl = "\n\r" self.bsb = "\b \b" self.keepalive = None def color(self, c): self.c = c def colorp(self, cp): self.cp = cp def alive(self): log.msg("PlayerInput.alive()") self.game.queue_player.put(" ") def prompt(self, user_prompt, limit, **kw): """ Generate prompt for user input. Note: This returns deferred. prompt = text displayed. limit = # of characters allowed. default = (text to default to) keywords: abort_blank : Abort if they give us blank text. name : Stores the input in self.keep dict. digits : Only allow 0-9 to be entered. """ log.msg("PlayerInput({0}, {1}, {2}".format(user_prompt, limit, kw)) self.limit = limit self.input = "" self.kw = kw assert self.save is None assert self.keepalive is None # Note: This clears out the server "keep alive" self.save = self.observer.save() self.observer.connect("player", self.get_input) self.keepalive = task.LoopingCall(self.alive) self.keepalive.start(30) # We need to "hide" the game output. # Otherwise it WITH mess up the user input display. self.to_player = self.game.to_player self.game.to_player = False # Display prompt # self.queue_game.put(self.r + self.nl + self.c + user_prompt + " " + self.cp) self.queue_game.put(self.r + self.c + user_prompt + self.r + " " + self.cp) # Set "Background of prompt" self.queue_game.put(" " * limit + "\b" * limit) assert self.deferred is None d = defer.Deferred() self.deferred = d log.msg("Return deferred ...", self.deferred) return d def get_input(self, chunk): """ Data from player (in bytes) """ chunk = chunk.decode("utf-8", "ignore") for ch in chunk: if ch == "\b": if len(self.input) > 0: self.queue_game.put(self.bsb) self.input = self.input[0:-1] else: self.queue_game.put("\a") elif ch == "\r": self.queue_game.put(self.r + self.nl) log.msg("Restore observer dispatch", self.save) assert not self.save is None self.observer.load(self.save) self.save = None log.msg("Disable keepalive") self.keepalive.stop() self.keepalive = None line = self.input self.input = "" assert not self.deferred is None self.game.to_player = self.to_player # If they gave us the keyword name, save the value as that name if "name" in self.kw: self.keep[self.kw["name"]] = line if "abort_blank" in self.kw and self.kw["abort_blank"]: # Abort on blank input if line.strip() == "": # Yes, input is blank, abort. log.msg("errback, abort_blank") reactor.callLater( 0, self.deferred.errback, Exception("abort_blank") ) self.deferred = None return # Ok, use deferred.callback, or reactor.callLater? # self.deferred.callback(line) reactor.callLater(0, self.deferred.callback, line) self.deferred = None return elif ch.isprintable(): # Printable, but is it acceptable? if "digits" in self.kw: if not ch.isdigit(): self.queue_game.put("\a") continue if len(self.input) + 1 <= self.limit: self.input += ch self.queue_game.put(ch) else: self.queue_game.put("\a") def output(self, line): """ A default display of what they just input. """ log.msg("PlayerInput.output({0})".format(line)) self.game.queue_game.put(self.r + "[{0}]".format(line) + self.nl) return line PORT_CLASSES = { 1: "BBS", 2: "BSB", 3: "SBB", 4: "SSB", 5: "SBS", 6: "BSS", 7: "SSS", 8: "BBB", } CLASSES_PORT = {v: k for k, v in PORT_CLASSES.items()} import re # The CIMWarpReport -- is only needed if the json file gets damaged in some way. # or needs to be reset. The warps should automatically update themselves now. class CIMWarpReport(object): def __init__(self, game): self.game = game self.queue_game = game.queue_game self.queue_player = game.queue_player self.observer = game.observer # Yes, at this point we would activate self.prompt = game.buffer self.save = self.observer.save() # I actually don't want the player input, but I'll grab it anyway. self.observer.connect("player", self.player) self.observer.connect("prompt", self.game_prompt) self.observer.connect("game-line", self.game_line) # If we want it, it's here. self.defer = None self.to_player = self.game.to_player # Hide what's happening from the player self.game.to_player = False self.queue_player.put("^") # Activate CIM self.state = 1 # self.warpdata = {} self.warpcycle = cycle(["/", "-", "\\", "|"]) def game_prompt(self, prompt): if prompt == ": ": if self.state == 1: # Ok, then we're ready to request the port report self.warpcycle = cycle(["/", "-", "\\", "|"]) self.queue_player.put("I") self.state = 2 elif self.state == 2: self.queue_player.put("Q") self.state = 3 if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt): if self.state == 3: # Ok, time to exit # exit from this... self.game.to_player = self.to_player self.observer.load(self.save) self.save = None # self.game.warpdata = self.warpdata self.queue_game.put("\b \b\r\n") if not self.defer is None: self.defer.callback(self.game.gamedata.warps) self.defer = None def game_line(self, line): if line == "" or line == ": ": return if line == ": ENDINTERROG": return if line.startswith('Command [TL='): return # This should be the CIM Report Data -- parse it if self.warpcycle: if len(self.game.gamedata.warps) % 10 == 0: self.queue_game.put("\b" + next(self.warpcycle)) work = line.strip() parts = re.split(r"(?<=\d)\s", work) parts = [int(x) for x in parts] sector = parts.pop(0) # tuples are nicer on memory, and the warpdata map isn't going to be changing. # self.warpdata[sector] = tuple(parts) self.game.gamedata.warp_to(sector, *parts) def __del__(self): log.msg("CIMWarpReport {0} RIP".format(self)) def whenDone(self): self.defer = defer.Deferred() # Call this to chain something after we exit. return self.defer def player(self, chunk): """ Data from player (in bytes). """ chunk = chunk.decode("utf-8", "ignore") key = chunk.upper() log.msg("CIMWarpReport.player({0}) : I AM stopping...".format(key)) # Stop the keepalive if we are activating something else # or leaving... # self.keepalive.stop() self.queue_game.put("\b \b\r\n") if not self.defer is None: # We have something, so: self.game.to_player = self.to_player self.observer.load(self.save) self.save = None self.defer.errback(Exception("User Abort")) self.defer = None else: # Still "exit" out. self.game.to_player = self.to_player self.observer.load(self.save) # the CIMPortReport will still be needed. # We can't get fresh report data (that changes) any other way. class CIMPortReport(object): """ Parse data from CIM Port Report Example: from flexible import CIMPortReport report = CIMPortReport(self.game) d = report.whenDone() d.addCallback(self.port_report) d.addErrback(self.welcome_back) def port_report(self, portdata): self.portdata = portdata self.queue_game.put("Loaded {0} records.".format(len(portdata)) + self.nl) self.welcome_back() def welcome_back(self,*_): ... restore keep alive timers, etc. """ def __init__(self, game): self.game = game self.queue_game = game.queue_game self.queue_player = game.queue_player self.observer = game.observer # Yes, at this point we would activate self.prompt = game.buffer self.save = self.observer.save() # I actually don't want the player input, but I'll grab it anyway. self.observer.connect("player", self.player) self.observer.connect("prompt", self.game_prompt) self.observer.connect("game-line", self.game_line) # If we want it, it's here. self.defer = None self.to_player = self.game.to_player log.msg("to_player (stored)", self.to_player) # Hide what's happening from the player self.game.to_player = False self.queue_player.put("^") # Activate CIM self.state = 1 # self.portdata = {} self.portcycle = cycle(["/", "-", "\\", "|"]) def game_prompt(self, prompt): if prompt == ": ": if self.state == 1: # Ok, then we're ready to request the port report self.portcycle = cycle(["/", "-", "\\", "|"]) self.queue_player.put("R") self.state = 2 elif self.state == 2: self.queue_player.put("Q") self.state = 3 if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt): if self.state == 3: # Ok, time to exit # exit from this... self.game.to_player = self.to_player self.observer.load(self.save) self.save = None # self.game.portdata = self.portdata self.queue_game.put("\b \b\r\n") if not self.defer is None: self.defer.callback(self.game.gamedata.ports) self.defer = None def game_line(self, line): if line == "" or line == ": ": return if line == ": ENDINTERROG": return # This should be the CIM Report Data -- parse it if self.portcycle: if len(self.game.gamedata.ports) % 10 == 0: self.queue_game.put("\b" + next(self.portcycle)) work = line.replace("%", "") parts = re.split(r"(?<=\d)\s", work) if len(parts) == 8: port = int(parts[0].strip()) data = dict() def portBS(info): if info[0] == "-": bs = "B" else: bs = "S" return (bs, int(info[1:].strip())) data["fuel"] = dict() data["fuel"]["sale"], data["fuel"]["units"] = portBS(parts[1]) data["fuel"]["pct"] = int(parts[2].strip()) data["org"] = dict() data["org"]["sale"], data["org"]["units"] = portBS(parts[3]) data["org"]["pct"] = int(parts[4].strip()) data["equ"] = dict() data["equ"]["sale"], data["equ"]["units"] = portBS(parts[5]) data["equ"]["pct"] = int(parts[6].strip()) # Store what this port is buying/selling data["port"] = ( data["fuel"]["sale"] + data["org"]["sale"] + data["equ"]["sale"] ) # Convert BBS/SBB to Class number 1-8 data["class"] = CLASSES_PORT[data["port"]] self.game.gamedata.set_port(port, data) # self.portdata[port] = data else: log.msg("CIMPortReport:", line, "???") def __del__(self): log.msg("CIMPortReport {0} RIP".format(self)) def whenDone(self): self.defer = defer.Deferred() # Call this to chain something after we exit. return self.defer def player(self, chunk): """ Data from player (in bytes). """ chunk = chunk.decode("utf-8", "ignore") key = chunk.upper() log.msg("CIMPortReport.player({0}) : I AM stopping...".format(key)) # Stop the keepalive if we are activating something else # or leaving... # self.keepalive.stop() self.queue_game.put("\b \b\r\n") if not self.defer is None: # We have something, so: self.game.to_player = self.to_player self.observer.load(self.save) self.save = None self.defer.errback(Exception("User Abort")) self.defer = None else: # Still "exit" out. self.game.to_player = self.to_player self.observer.load(self.save) def port_burnt(port): """ Is this port burned out? """ if all( x in port for x in ['fuel', 'org', 'equ']): if all( 'pct' in port[x] for x in ['fuel', 'org', 'equ']): if port['equ']['pct'] <= 20 or port['fuel']['pct'] <= 20 or port['org']['pct'] <= 20: return True return False # Since we don't have any port information, hope for the best, assume it isn't burnt. return False def flip(port): return port.replace('S', 'W').replace('B', 'S').replace('W', 'B') def port_trading(port1, port2): """ Are there possible trades at these ports? """ if port1 == port2: return False p1 = [ c for c in port1] p2 = [ c for c in port2] # Any that are the same? Remove them. rem = False for i in range(3): if p1[i] == p2[i]: p1[i] = 'X' p2[i] = 'X' rem = True if rem: j1 = "".join(p1).replace('X', '') j2 = "".join(p2).replace('X', '') if j1 == 'BS' and j2 == 'SB': return True if j1 == 'SB' and j2 == 'BS': return True # Matching 2 of them. rport1 = flip(port1) c = 0 match = [] for i in range(3): if rport1[i] == port2[i]: match.append(port2[i]) c += 1 if c > 1: f = flip(match.pop(0)) if f in match: return True return False return False class ScriptPort(object): """ Performs the Port script. This is close to the original. We don't ask for the port to trade with -- because that information is available to us after "D" (display). We look at the adjacent sectors, and see if we know any ports. If the ports are burnt (< 20%), we remove them from the list. If there's just one, we use it. Otherwise we ask them to choose. """ def __init__(self, game): self.game = game self.queue_game = game.queue_game self.queue_player = game.queue_player self.observer = game.observer self.r = Style.RESET_ALL self.nl = "\n\r" self.this_sector = None # Starting sector self.sector1 = None # Current Sector self.sector2 = None # Next Sector Stop self.percent = 5 # Stick with the good default. self.credits = 0 self.last_credits = None self.times_left = 0 # Activate self.prompt = game.buffer self.save = self.observer.save() self.observer.connect('player', self.player) self.observer.connect("prompt", self.game_prompt) self.observer.connect("game-line", self.game_line) self.defer = None self.queue_game.put( self.nl + "Script based on: Port Pair Trading v2.00" + self.r + self.nl ) self.possible_sectors = None self.state = 1 self.queue_player.put("D") # Original, send 'D' to display current sector. # We could get the sector number from the self.prompt string -- HOWEVER: # IF! We send 'D', we can also get the sectors around -- we might not even need to # prompt for sector to trade with (we could possibly figure it out ourselves). # [Command [TL=00:00:00]:[967] (?=Help)? : D] # [] # [] # [Sector : 967 in uncharted space.] # [Planets : (M) Into the Darkness] # [Warps to Sector(s) : 397 - (562) - (639)] # [] def whenDone(self): self.defer = defer.Deferred() # Call this to chain something after we exit. return self.defer def deactivate(self): self.state = 0 log.msg("ScriptPort.deactivate ({0})".format(self.times_left)) assert(not self.save is None) self.observer.load(self.save) self.save = None if self.defer: self.defer.callback('done') self.defer = None def player(self, chunk: bytes): # If we receive anything -- ABORT! self.deactivate() def game_prompt(self, prompt: str): log.msg("{0} : {1}".format(self.state, prompt)) if self.state == 3: log.msg("game_prompt: ", prompt) if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt): self.state = 4 log.msg("Ok, state 4") if self.sector2 is None: # Ok, we need to prompt for this. self.queue_game.put(self.r + self.nl + "Which sector to trade with? {0}".format(port_show_part(self.this_sector, self.game.gamedata.ports[self.this_sector])) + self.nl + Fore.CYAN) for i, p in enumerate(self.possible): self.queue_game.put(" " + str(i + 1) + " : " + port_show_part(p, self.game.gamedata.ports[p]) + self.nl) pi = PlayerInput(self.game) def got_need1(*_): log.msg("Ok, I have:", pi.keep) if pi.keep['count'].strip() == '': self.deactivate() return self.times_left = int(pi.keep['count']) if pi.keep['choice'].strip() == '': self.deactivate() return c = int(pi.keep['choice']) -1 if c < 0 or c >= len(self.possible): self.deactivate() return self.sector2 = self.possible[int(pi.keep['choice']) -1] # self.queue_game.put(pformat(pi.keep).replace("\n", "\n\r")) self.state = 5 self.trade() d = pi.prompt("Choose -=>", 5, name='choice', digits=True) d.addCallback(lambda ignore: pi.prompt("Times to execute script:", 5, name='count', digits=True)) d.addCallback(got_need1) else: # We already have our target port, so... self.queue_game.put(self.r + self.nl + "Trading from {0} ({1}) to default {2} ({3}).".format( self.this_sector, self.game.gamedata.ports[self.this_sector]['port'], self.sector2, self.game.gamedata.ports[self.sector2]['port']) + self.nl ) self.queue_game.put(self.r + self.nl + "Trading {0}".format( port_show(self.this_sector, self.game.gamedata.ports[self.this_sector], self.sector2, self.game.gamedata.ports[self.sector2]) )) # The code is smart enough now, that this can't happen. :( Drat! if self.game.gamedata.ports[self.this_sector]['port'] == self.game.gamedata.ports[self.sector2]['port']: self.queue_game.put("Hey dummy! Look out the window! These ports are the same class!" + nl) self.deactivate() return pi = PlayerInput(self.game) def got_need2(*_): if pi.keep['count'].strip() == '': self.deactivate() return self.times_left = int(pi.keep['count']) log.msg("Ok, I have:", pi.keep) # self.queue_game.put(pformat(pi.keep).replace("\n", "\n\r")) self.state = 5 self.trade() self.queue_game.put(self.r + self.nl) d = pi.prompt("Times to execute script", 5, name='count') d.addCallback(got_need2) elif self.state == 6: if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt): if self.fixable: log.msg("Fixing...") if self.this_sector == self.sector1: self.this_sector = self.sector2 self.queue_player.put("{0}\r".format(self.sector2)) self.state = 5 self.trade() else: self.this_sector = self.sector1 self.queue_player.put("{0}\r".format(self.sector1)) self.state = 5 self.trade() elif self.state == 7: if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt): # Done if self.this_sector == self.sector1: self.this_sector = self.sector2 self.queue_player.put("{0}\r".format(self.sector2)) self.state = 10 else: self.times_left -= 1 if self.times_left <= 0: # Ok, exit out self.deactivate() return if self.last_credits is None: self.last_credits = self.credits else: if self.credits <= self.last_credits: log.msg("We don't seem to be making any money here...") self.queue_game.put(self.r + self.nl + "We don't seem to be making any money here. I'm stopping!" + self.nl) self.deactivate() return self.this_sector = self.sector1 self.queue_player.put("{0}\r".format(self.sector1)) self.state = 10 elif re.match(r'Your offer \[\d+\] \?', prompt): if self.fix_offer: # Make real offer / WHAT?@?! work = prompt.replace(',', '') parts = re.split(r"\s+", work) amount = parts[2] # Ok, we have the amount, now to figure pct... if self.sell_pct > 100: self.sell_pct -= 1 else: self.sell_pct += 1 price = amount * self.sell_pct // 100 log.msg("start: {0} % {1} price {2}".format(amount, self.sell_perc, price)) if self.sell_pct > 100: self.sell_pct -= 1 else: self.sell_pct += 1 self.queue_player.put("{0}\r".format(price)) elif self.state == 8: # What are we trading # How many holds of Equipment do you want to buy [75]? if re.match(r"How many holds of .+ do you want to buy \[\d+\]\?", prompt): parts = prompt.split() trade_type = parts[4] if trade_type == 'Fuel': if (self.tpc in (5,7)) and (self.opc in (2,3,4,8)): # Can buy equipment - fuel ore is worthless. self.queue_player.put("0\r") return if (self.tpc in(4,7)) and (self.opc in (1,3,5,8)): # Can buy organics - fuel ore is worthless. self.queue_player.put("0\r") return if (self.tpc in (4,7,3,5)) and (self.opc in (3,4,5,7)): # No point in buying fuel ore if it can't be sold. self.queue_player.put("0\r") return elif trade_type == 'Organics': if (self.tpc in (6,7)) and (self.opc in (2,3,4,8)): # Can buy equipment - organics is worthless. self.queue_player.put("0\r") return if (self.tpc in (2,4,6,7)) and (self.opc in (2,4,6,7)): # No point in buying organics if it can't be sold. self.queue_player.put("0\r") return elif trade_type == 'Equipment': if (self.opc in (1,5,6,7)): # No point in buying equipment if it can't be sold. self.queue_player.put("0\r") return self.queue_player.put("\r") elif re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt): # Done if self.this_sector == self.sector1: self.this_sector = self.sector2 self.queue_player.put("{0}\r".format(self.sector2)) self.state = 10 else: self.times_left -= 1 if self.times_left <= 0: # Ok, exit out self.deactivate() return if self.last_credits is None: self.last_credits = self.credits else: if self.credits <= self.last_credits: log.msg("We don't seem to be making any money here...") self.deactivate() return self.this_sector = self.sector1 self.queue_player.put("{0}\r".format(self.sector1)) self.state = 10 def trade(self, *_): # state 5 log.msg("trade!") self.queue_player.put("pt") # Port Trade self.this_port = self.game.gamedata.ports[self.this_sector] if self.this_sector == self.sector1: self.other_port = self.game.gamedata.ports[self.sector2] else: self.other_port = self.game.gamedata.ports[self.sector1] # Ok, perform some calculations self.tpc = self.this_port['class'] self.opc = self.other_port['class'] self.fixable = 0 self.fix_offer = 0 # [ Items Status Trading % of max OnBoard] # [ ----- ------ ------- -------- -------] # [Fuel Ore Selling 2573 93% 0] # [Organics Buying 2960 100% 0] # [Equipment Buying 1958 86% 0] # [] # [] # [You have 1,000 credits and 20 empty cargo holds.] # [] # [We are selling up to 2573. You have 0 in your holds.] # [How many holds of Fuel Ore do you want to buy [20]? 0] def game_line(self, line: str): if line.startswith("You have ") and 'credits and' in line: parts = line.replace(',', '').split() credits = int(parts[2]) log.msg("Credits: {0}".format(credits)) self.credits = credits if self.state == 1: # First exploration if line.startswith("Sector :"): # We have starting sector information parts = re.split("\s+", line) self.this_sector = int(parts[2]) # These will be the ones swapped around as we trade back and forth. self.sector1 = self.this_sector elif line.startswith("Warps to Sector(s) : "): # Warps to Sector(s) : 397 - (562) - (639) _, _, warps = line.partition(':') warps = warps.replace('-', '').replace('(', '').replace(')', '').strip() log.msg("Warps: [{0}]".format(warps)) self.warps = [ int(x) for x in re.split("\s+", warps)] log.msg("Warps: [{0}]".format(self.warps)) self.state = 2 elif self.state == 2: if line == "": # Ok, we're done self.state = 3 # Check to see if we have information on any possible ports # if hasattr(self.game, 'portdata'): if True: if not self.this_sector in self.game.gamedata.ports: self.state = 0 log.msg("Current sector {0} not in portdata.".format(self.this_sector)) self.queue_game.put(self.r + self.nl + "I can't find the current sector in the portdata." + self.nl) self.deactivate() return else: # Ok, we are in the portdata pd = self.game.gamedata.ports[self.this_sector] if port_burnt(pd): log.msg("Current sector {0} port is burnt (<= 20%).".format(self.this_sector)) self.queue_game.put(self.r + self.nl + "Current sector port is burnt out. <= 20%." + self.nl) self.deactivate() return possible = [ x for x in self.warps if x in self.game.gamedata.ports ] log.msg("Possible:", possible) # BUG: Sometimes links to another sector, don't link back! # This causes the game to plot a course / autopilot. # if hasattr(self.game, 'warpdata'): if True: # Great! verify that those warps link back to us! possible = [ x for x in possible if x in self.game.gamedata.warps and self.this_sector in self.game.gamedata.warps[x]] if len(possible) == 0: self.state = 0 self.queue_game.put(self.r + self.nl + "I don't see any ports in [{0}].".format(self.warps) + self.nl) self.deactivate() return possible = [ x for x in possible if not port_burnt(self.game.gamedata.ports[x]) ] log.msg("Possible:", possible) if len(possible) == 0: self.state = 0 self.queue_game.put(self.r + self.nl + "I don't see any unburnt ports in [{0}].".format(self.warps) + self.nl) self.deactivate() return possible = [ x for x in possible if port_trading(self.game.gamedata.ports[self.this_sector]['port'], self.game.gamedata.ports[x]['port'])] self.possible = possible if len(possible) == 0: self.state = 0 self.queue_game.put(self.r + self.nl + "I don't see any possible port trades in [{0}].".format(self.warps) + self.nl) self.deactivate() return elif len(possible) == 1: # Ok! there's only one! self.sector2 = possible[0] # Display possible ports: # spos = [ str(x) for x in possible] # self.queue_game.put(self.r + self.nl + self.nl.join(spos) + self.nl) # At state 3, we only get a prompt. return else: self.state = 0 log.msg("We don't have any portdata!") self.queue_game.put(self.r + self.nl + "I have no portdata. Please run CIM Port Report." + self.nl) self.deactivate() return elif self.state == 5: if "-----" in line: self.state = 6 elif self.state == 6: if "We are buying up to" in line: # Sell self.state = 7 self.queue_player.put("\r") self.sell_perc = 100 + self.percent if "We are selling up to" in line: # Buy self.state = 8 self.sell_perc = 100 - self.percent if line.startswith('Fuel Ore') or line.startswith('Organics') or line.startswith('Equipment'): work = line.replace('Fuel Ore', 'Fuel') parts = re.split(r"\s+", work) # log.msg(parts) # Equipment, Selling xxx x% xxx if parts[-1] != '0' and parts[2] != '0' and parts[1] != 'Buying': log.msg("We have a problem -- they aren't buying what we have in stock!") stuff = line[0] # F O or E. if stuff == 'F': spos = 0 elif stuff == 'O': spos = 1 else: spos = 2 other = self.other_port['port'] if other[spos] == 'B': self.fixable = 1 if "You don't have anything they want" in line: # Neither! DRAT! if not self.fixable: self.deactivate() return if "We're not interested." in line: log.msg("Try, try again. :(") self.state = 5 self.trade() elif self.state == 7: # Haggle Sell if "We'll buy them for" in line or "Our final offer" in line: if "Our final offer" in line: self.sell_perc -= 1 parts = line.replace(',', '').split() start_price = int(parts[4]) price = start_price * self.sell_perc // 100 log.msg("start: {0} % {1} price {2}".format(start_price, self.sell_perc, price)) self.sell_perc -= 1 self.queue_player.put("{0}\r".format(price)) if "We are selling up to" in line: # Buy self.state = 8 self.sell_perc = 100 - self.percent if "We're not interested." in line: log.msg("Try, try again. :(") self.state = 5 self.trade() if "WHAT?!@!? you must be crazy!" in line: self.fix_offer = 1 if "So, you think I'm as stupid as you look?" in line: self.fix_offer = 1 elif self.state == 8: # Haggle Buy if "We'll sell them for" in line or "Our final offer" in line: if "Our final offer" in line: self.sell_perc += 1 parts = line.replace(',', '').split() start_price = int(parts[4]) price = start_price * self.sell_perc // 100 log.msg("start: {0} % {1} price {2}".format(start_price, self.sell_perc, price)) self.sell_perc += 1 self.queue_player.put("{0}\r".format(price)) if "We're not interested." in line: log.msg("Try, try again. :(") self.state = 5 self.trade() elif self.state == 10: if "Sector : " in line: # Trade self.state = 5 reactor.callLater(0, self.trade, 0) # self.trade() # elif self.state == 3: # log.msg("At state 3 [{0}]".format(line)) # self.queue_game.put("At state 3.") # self.deactivate() # return class ScriptExplore(object): """ Script Explore v1.00 By: David Thielemann WARNINGS: We assume the player has a Holo-Scanner! We assume the player has lots o turns, or unlimited turns! We assume the player is aware we run infinitly until we can't find new sectors to move to! """ def __init__(self, game): self.game = game self.queue_game = game.queue_game self.queue_player = game.queue_player self.observer = game.observer self.r = Style.RESET_ALL self.nl = "\n\r" # Our Stuff, Not our pants! self.dense = [] # We did a density, store that info. self.didScan = False # Track if we did a scan already... prevents us calling a scan multiple times. self.clear = [] # Warps that we know are clear. self.highsector = 0 # Selected Sector to move to next! self.highwarp = 0 # Selected Sector's Warp Count! # Activate self.prompt = game.buffer self.save = self.observer.save() self.observer.connect('player', self.player) self.observer.connect("prompt", self.game_prompt) self.observer.connect("game-line", self.game_line) self.defer = None self.send2player("Explorer v1.00") self.state = 1 # Begin to Gather cur_sector, and cur_warps self.send2game("D") def whenDone(self): self.defer = defer.Deferred() # Call this to chain something after we exit. return self.defer def deactivate(self): self.state = 0 log.msg("ScriptExplore.deactivate()") assert(not self.save is None) self.observer.load(self.save) self.save = None if self.defer: self.defer.callback('done') self.defer = None def player(self, chunk: bytes): # If we receive anything -- ABORT! self.deactivate() def send2game(self, txt): self.queue_player.put(txt) def send2player(self, txt): self.queue_game.put( self.nl + txt + self.r + self.nl ) def game_prompt(self, prompt: str): log.msg("{0} : {1}".format(self.state, prompt)) if self.state == 3: log.msg("dense is {0} sectors big".format(len(self.dense))) self.state = 4 self.send2game("SH") def game_line(self, line: str): log.msg("{0} | {1}".format(self.state, line)) if self.state == 1: # Density Scan, (Assume we have the Holo-Scanner) if not self.didScan: self.send2game("SD") self.didScan = True if "Relative Density Scan" in line: self.state = 2 elif self.state == 2: if line.startswith("Sector"): work = line.replace(':', '').replace(')', '').replace('%', '').replace('==>', '') work = re.split(r"\s+", work) # 'Sector', '8192', '0', 'Warps', '4', 'NavHaz', '0', 'Anom', 'No' # 'Sector', '(', '8192)', '0', 'Warps', '4', 'NavHaz', '0', 'Anom', 'No' # New Sector? if work[1] == '(': temp1 = True else: temp1 = False # Yes new sector! So we will add it! if temp1: if(work[9] == 'No'): temp = False else: temp = True self.dense.append( {'sector': int(work[2]), 'density': int(work[3]), 'warps': int(work[5]), 'navhaz': int(work[7]), 'anom': temp} ) # {'sector': 8192, 'density': 0, 'warps': 4, 'navhaz': 0, 'anom': False} elif line == "": self.state = 3 elif self.state == 4: # Ok so we do our Holo-Scan now how can we parse this... hmm. # Or do we just do that and then do a move? Hmmm... (I think we get enough info to make a choice) # Perhaps what we will do is do a Holo-Scan just to "count" as us going into that sector if not self.dense: log.msg("No New Sectors Found!") self.send2player("Find a new area for me to search in!") self.deactivate() for d in self.dense: if not d['anom']: # Sector does not contain a Anomoly if d['navhaz'] == 0: # Sector does not contain Hazards if d['density'] == 0 or d['density'] == 1 or d['density'] == 100 or d['density'] == 101: # Sector does contain empty space / a beacon / a port / or a beacon and port if d['warps'] > 1: # If Sector is worth checking out? self.clear.append(d['sector']) if self.clear: log.msg("Clear Sectors: {0}".format(len(self.clear))) self.state = 5 elif self.state == 5: # Ok so we now have a idea of howmany and what sectors are clear and have greater than 1 warps # Now to sort thru that to see which ones have the highest warps and if they have a port or not # Then randomly if needed pick from those to actually move too! \o/ And poof we will be ready to make it loop # TEST, Just to show that my code picks the highest sector number if multiple sectors have the same warp count! #self.clear = [1, 2, 3] #self.dense = [ # {'sector': 1, 'density': 0, 'warps': 2, 'navhaz': 0, 'anom': False}, # {'sector': 2, 'density': 0, 'warps': 3, 'navhaz': 0, 'anom': False}, # {'sector': 3, 'density': 0, 'warps': 3, 'navhaz': 0, 'anom': False}, #] #log.msg("Clear: {0} Dense: {1}".format(len(self.clear), len(self.dense))) # Sort to find greatest warp count for c in self.clear: for d in self.dense: if d['sector'] == c: if d['warps'] > self.highwarp: self.highwarp = d['warps'] self.highsector = c elif d['warps'] == self.highwarp: if c > self.highsector: self.highsector = c # Is this the same sector we were at a few seconds ago? # If it is go for one of the other sectors # If we found the best sector to move to and with previous test of safety we will now move to that sector! if self.highwarp != 0 or self.highsector != 0: log.msg("Sector: {0:5d} Warps: {1}".format(self.highsector, self.highwarp)) self.state = 6 else: log.msg("Oh Nose! We didn't find any Sector with higher Warps than any of the others!") self.deactivate() elif self.state == 6: # Ok we know the sector we want to go to now let's move it! self.send2game("m{0}\n\r".format(self.highsector)) # Reset Variables for fresh data self.didScan = False self.dense = [] self.clear = [] self.highwarp = 0 self.highsector = 0 self.state = 1 # We are in a infinite Loop! Warning! Yes we can and will eat all the turns! :P def port_pct(port): # Make sure these exist in the port data given. if all( x in port for x in ['fuel', 'org', 'equ']): return "{0:3},{1:3},{2:3}%".format( port['fuel']['pct'], port['org']['pct'], port['equ']['pct']) else: return "---,---,---%" def port_show_part(sector, sector_port): return "{0:5} ({1}) {2}".format(sector, sector_port['port'], port_pct(sector_port)) def port_show(sector, sector_port, warp, warp_port): sector_pct = port_pct(sector_port) warp_pct = port_pct(warp_port) return "{0} -=- {1}".format( port_show_part(sector, sector_port), port_show_part(warp, warp_port) ) class ProxyMenu(object): """ Display ProxyMenu Example: from flexible import ProxyMenu if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt): menu = ProxyMenu(self.game) """ def __init__(self, game): self.nl = "\n\r" self.c = merge(Style.BRIGHT + Fore.YELLOW + Back.BLUE) self.r = Style.RESET_ALL self.c1 = merge(Style.BRIGHT + Fore.BLUE) self.c2 = merge(Style.NORMAL + Fore.CYAN) # self.portdata = None self.game = game self.queue_game = game.queue_game self.observer = game.observer # Am I using self or game? (I think I want game, not self.) # if hasattr(self.game, "portdata"): # self.portdata = self.game.portdata # else: # self.portdata = {} # if hasattr(self.game, 'warpdata'): # self.warpdata = self.game.warpdata # else: # self.warpdata = {} if hasattr(self.game, 'trade_report'): self.trade_report = self.game.trade_report else: self.trade_report = [] # Yes, at this point we would activate self.prompt = game.buffer self.save = self.observer.save() self.observer.connect("player", self.player) # If we want it, it's here. self.defer = None self.keepalive = task.LoopingCall(self.awake) self.keepalive.start(30) self.menu() def __del__(self): log.msg("ProxyMenu {0} RIP".format(self)) def whenDone(self): self.defer = defer.Deferred() # Call this to chain something after we exit. return self.defer def menu(self): self.queue_game.put( self.nl + self.c + "TradeWars Proxy active." + self.r + self.nl ) def menu_item(ch: str, desc: str): self.queue_game.put( " " + self.c1 + ch + self.c2 + " - " + self.c1 + desc + self.nl ) menu_item("D", "Display Report again") # menu_item("Q", "Quest") # if hasattr(self.game, 'portdata'): # ports = len(self.game.portdata) # else: # ports = '?' menu_item("P", "Port CIM Report ({0})".format(len(self.game.gamedata.ports))) # if hasattr(self.game, 'warpdata'): # warps = len(self.game.warpdata) # else: # warps = '?' menu_item("W", "Warp CIM Report ({0})".format(len(self.game.gamedata.warps))) menu_item("T", "Trading Report") menu_item("S", "Scripts") menu_item("X", "eXit") self.queue_game.put(" " + self.c + "-=>" + self.r + " ") def awake(self): log.msg("ProxyMenu.awake()") self.game.queue_player.put(" ") def port_report(self, portdata: dict): # self.portdata = portdata # self.game.portdata = portdata self.queue_game.put("Loaded {0} ports.".format(len(portdata)) + self.nl) self.welcome_back() def warp_report(self, warpdata: dict): # self.warpdata = warpdata # self.game.warpdata = warpdata self.queue_game.put("Loaded {0} sectors.".format(len(warpdata)) + self.nl) self.welcome_back() def make_trade_report(self): log.msg("make_trade_report()") ok_trades = [] best_trades = [] for sector, pd in self.game.gamedata.ports.items(): if not port_burnt(pd): pc = pd['class'] # Ok, let's look into it. if not sector in self.game.gamedata.warps: continue warps = self.game.gamedata.warps[sector] for w in warps: # Verify that we have that warp's info, and that the sector is in it. # (We can get back from it) if w in self.game.gamedata.warps and sector in self.game.gamedata.warps[w]: # Ok, we can get there -- and get back! if w > sector and w in self.game.gamedata.ports and not port_burnt(self.game.gamedata.ports[w]): # it is > and has a port. wd = self.game.gamedata.ports[w] wc = wd['class'] # 1: "BBS", # 2: "BSB", # 3: "SBB", # 4: "SSB", # 5: "SBS", # 6: "BSS", # 7: "SSS", # 8: "BBB", if pc in (1,5) and wc in (2,4): best_trades.append(port_show(sector, pd, w, wd)) # best_trades.append( "{0:5} -=- {1:5}".format(sector, w)) elif pc in (2,4) and wc in (1,5): best_trades.append(port_show(sector, pd, w, wd)) # best_trades.append( "{0:5} -=- {1:5}".format(sector, w)) elif port_trading(pd['port'], self.game.gamedata.ports[w]['port']): # ok_trades.append( "{0:5} -=- {1:5}".format(sector,w)) ok_trades.append(port_show(sector, pd, w, wd)) yield self.trade_report.append("Best Trades: (org/equ)") self.trade_report.extend(best_trades) self.trade_report.append("Ok Trades:") self.trade_report.extend(ok_trades) # self.queue_game.put("BEST TRADES:" + self.nl + self.nl.join(best_trades) + self.nl) # self.queue_game.put("OK TRADES:" + self.nl + self.nl.join(ok_trades) + self.nl) def show_trade_report(self, *_): self.game.trade_report = self.trade_report for t in self.trade_report: self.queue_game.put(t + self.nl) self.welcome_back() def player(self, chunk: bytes): """ Data from player (in bytes). """ chunk = chunk.decode("utf-8", "ignore") key = chunk.upper() log.msg("ProxyMenu.player({0})".format(key)) # Stop the keepalive if we are activating something else # or leaving... self.keepalive.stop() if key == "T": self.queue_game.put(self.c + key + self.r + self.nl) # Trade Report # do we have enough information to do this? # if not hasattr(self.game, 'portdata') and not hasattr(self.game, 'warpdata'): # self.queue_game.put("Missing portdata and warpdata." + self.nl) # elif not hasattr(self.game, 'portdata'): # self.queue_game.put("Missing portdata." + self.nl) # elif not hasattr(self.game, 'warpdata'): # self.queue_game.put("Missing warpdata." + self.nl) # else: if True: # Yes, so let's start! self.trade_report = [] d = coiterate(self.make_trade_report()) d.addCallback(self.show_trade_report) return elif key == "P": self.queue_game.put(self.c + key + self.r + self.nl) # Activate CIM Port Report report = CIMPortReport(self.game) d = report.whenDone() d.addCallback(self.port_report) d.addErrback(self.welcome_back) return elif key == "W": self.queue_game.put(self.c + key + self.r + self.nl) # Activate CIM Warp Report report = CIMWarpReport(self.game) d = report.whenDone() d.addCallback(self.warp_report) d.addErrback(self.welcome_back) return elif key == "S": self.queue_game.put(self.c + key + self.r + self.nl) # Scripts self.activate_scripts_menu() return elif key == "D": self.queue_game.put(self.c + key + self.r + self.nl) # (Re) Display Trade Report if self.trade_report: for t in self.trade_report: self.queue_game.put(t + self.nl) else: self.queue_game.put("Missing trade_report." + self.nl) # self.queue_game.put(pformat(self.portdata).replace("\n", "\n\r") + self.nl) # self.queue_game.put(pformat(self.warpdata).replace("\n", "\n\r") + self.nl) elif key == "Q": self.queue_game.put(self.c + key + self.r + self.nl) # This is an example of chaining PlayerInput prompt calls. ask = PlayerInput(self.game) d = ask.prompt("What is your quest?", 40, name="quest", abort_blank=True) # Display the user's input d.addCallback(ask.output) d.addCallback( lambda ignore: ask.prompt( "What is your favorite color?", 10, name="color" ) ) d.addCallback(ask.output) d.addCallback( lambda ignore: ask.prompt( "What is the meaning of the squirrel?", 12, name="squirrel", digits=True, ) ) d.addCallback(ask.output) def show_values(show): log.msg(show) self.queue_game.put(pformat(show).replace("\n", "\n\r") + self.nl) d.addCallback(lambda ignore: show_values(ask.keep)) d.addCallback(self.welcome_back) # On error, just return back # This doesn't seem to be getting called. # d.addErrback(lambda ignore: self.welcome_back) d.addErrback(self.welcome_back) return elif key == "X": self.queue_game.put(self.c + key + self.r + self.nl) self.queue_game.put("Proxy done." + self.nl) self.observer.load(self.save) self.save = None # It isn't running (NOW), so don't try to stop it. # self.keepalive.stop() self.keepalive = None # Ok, this is a HORRIBLE idea, because the prompt might be # outdated. # self.queue_game.put(self.prompt) self.prompt = None # Possibly: Send '\r' to re-display the prompt # instead of displaying the original one. self.game.queue_player.put("d") # Were we asked to do something when we were done here? if self.defer: reactor.CallLater(0, self.defer.callback) # self.defer.callback() self.defer = None return self.keepalive.start(30, True) self.menu() def activate_scripts_menu(self): self.observer.disconnect("player", self.player) self.observer.connect("player", self.scripts_player) self.scripts_menu() def deactivate_scripts_menu(self, *_): self.observer.disconnect("player", self.scripts_player) self.observer.connect("player", self.player) self.welcome_back() def scripts_menu(self, *_): c1 = merge(Style.BRIGHT + Fore.CYAN) c2 = merge(Style.NORMAL + Fore.CYAN) def menu_item(ch, desc): self.queue_game.put( " " + c1 + ch + c2 + " - " + c1 + desc + self.nl ) menu_item("1", "Ports (Trades between two sectors)") menu_item("2", "Explore (Strange new sectors)") menu_item("3", "TODO") menu_item("X", "eXit") self.queue_game.put(" " + c1 + "-=>" + self.r + " ") def scripts_player(self, chunk: bytes): """ Data from player (in bytes). """ chunk = chunk.decode("utf-8", "ignore") key = chunk.upper() if key == '1': self.queue_game.put(self.c + key + self.r + self.nl) # Activate this magical event here ports = ScriptPort(self.game) d = ports.whenDone() # d.addCallback(self.scripts_menu) # d.addErrback(self.scripts_menu) d.addCallback(self.deactivate_scripts_menu) d.addErrback(self.deactivate_scripts_menu) return if key == '2': self.queue_game.put(self.c + key + self.r + self.nl) # Activate this magical event here explore = ScriptExplore(self.game) d = explore.whenDone() # d.addCallback(self.scripts_menu) # d.addErrback(self.scripts_menu) d.addCallback(self.deactivate_scripts_menu) d.addErrback(self.deactivate_scripts_menu) return elif key == 'X': self.queue_game.put(self.c + key + self.r + self.nl) self.deactivate_scripts_menu() return else: self.queue_game.put(self.c + "?" + self.r + self.nl) self.scripts_menu() def welcome_back(self, *_): log.msg("welcome_back") self.keepalive.start(30, True) self.menu()