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|
- 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
- from galaxy import GameData, PORT_CLASSES, CLASSES_PORT
- from boxes import Boxes
- import logging
- from time import localtime
- BLINK = "\x1b[5m"
- log = logging.getLogger(__name__)
- class SpinningCursor(object):
- """ Spinner class, that handles every so many clicks
-
- s = SpinningCursor(5) # every 5
- for x in range(10):
- if s.click():
- print(s.cycle())
- """
- def __init__(self, every=10):
- self.itercycle = cycle(["/", "-", "\\", "|"])
- self.count = 0
- self.every = every
- def reset(self):
- self.itercycle = cycle(["/", "-", "\\", "|"])
- self.count = 0
- def click(self):
- self.count += 1
- return self.count % self.every == 0
- def cycle(self):
- return next(self.itercycle)
- def again(self, count: int):
- return self.count % count == 0
- 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.debug(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
- # prompt
- self.c = merge(Style.BRIGHT + Fore.WHITE + Back.BLUE)
- # input
- self.cp = merge(Style.BRIGHT + Fore.YELLOW + Back.BLUE)
- # useful constants
- 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.debug("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.debug("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.debug("Return deferred ...")
- return d
- def get_input(self, chunk):
- """ Data from player (in bytes) """
- chunk = chunk.decode("latin-1", "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.debug("Restore observer dispatch {0}".format(self.save))
- assert not self.save is None
- self.observer.load(self.save)
- self.save = None
- log.debug("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.info("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.debug("PlayerInput.output({0})".format(line))
- self.game.queue_game.put(self.r + "[{0}]".format(line) + self.nl)
- return line
- import re
- # The CIMWarpReport -- is only needed if the json file gets damaged in some way.
- # Like when the universe gets bigbanged. :P
- # 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()
- self.days = ("Mon", "Tues", "Wed", "Thurs", "Fri", "Sat", "Sun")
- # 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 = {}
- tm = localtime()
- log.debug("Today is {0}".format(self.days[tm[6]]))
- self.queue_game.put("Loading ") # cycle eats last char.
- self.warpcycle = SpinningCursor()
- def game_prompt(self, prompt):
- if prompt == ": ":
- if self.state == 1:
- # Ok, then we're ready to request the port report
- self.warpcycle.reset()
- 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 self.warpcycle.click():
- self.queue_game.put("\b")
- if self.warpcycle.again(1000):
- self.queue_game.put(".")
- self.queue_game.put(self.warpcycle.cycle())
- 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.debug("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("latin-1", "ignore")
- key = chunk.upper()
- log.warn("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()
- self.days = ("Mon", "Tues", "Wed", "Thurs", "Fri", "Sat", "Sun")
- # 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.debug("to_player (stored) {0}".format(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 = {}
- tm = localtime()
- log.debug("Today is {0}".format(self.days[tm[6]]))
- self.queue_game.put("Loading ") # cycle eats last char.
- self.portcycle = SpinningCursor()
- def game_prompt(self, prompt):
- if prompt == ": ":
- if self.state == 1:
- # Ok, then we're ready to request the port report
- self.portcycle.reset()
- 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: str):
- if line == "" or line == ": ":
- return
- if line == ": ENDINTERROG":
- return
- # This should be the CIM Report Data -- parse it
- if self.portcycle:
- if self.portcycle.click():
- self.queue_game.put("\b")
- if self.portcycle.again(1000):
- self.queue_game.put(".")
- self.queue_game.put(self.portcycle.cycle())
- 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.error("CIMPortReport: {0} ???".format(line))
- def __del__(self):
- log.debug("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("latin-1", "ignore")
- key = chunk.upper()
- log.warn("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)
- 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.
- We sort the best trades first.
- If there's just one, we use it. Otherwise we ask them to choose.
- We have options Trade_UseFirst, which uses the first one, if
- there is more then one.
- Option Trade_Turns, will use this as default turns, without
- asking.
- state = 1 "D"
- Get current sector, store possible warps.
- state = 2 Done with display sector.
- Look for possible trades.
- If possible, or only one, state to 3.
- state = 3 Command prompt, state = 4
- Prompt for port to trade with (If not Trade_UserFirst).
- Port found/given to trade with, state = 5, trade()
- trade() "PT"
- state = 5 "-----" in line, state = 6
- state = 6 "We are buying", "\r" (sell all!), state = 7
- "We are selling", state = 8
- state = 7 "Haggle sell"
- "We are buying", "\r" (sell all!), state = 7
- "We are selling", state = 8
-
- state = 8 "Haggle buy"
- Done, if times_left > 0 then
- move and state = 10
- """
- 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 = self.game.gamedata.get_config("Trade_Percent", "5")
- self.stop = self.game.gamedata.get_config("Trade_Stop", "10")
- try:
- self.stop = int(self.stop)
- except ValueError:
- self.stop = 10
- # Validate what we got from the config.
- # Not an int: make it 5, and update.
- # > 50, make it 5 and update.
- # < 0, make it 0 and update.
- update_config = False
- try:
- self.percent = int(self.percent)
- except ValueError:
- self.percent = 5
- update_config = True
- if self.percent > 50:
- self.percent = 5
- update_config = True
- if self.percent < 0:
- self.percent = 0
- update_config = True
- if update_config:
- self.game.gamedata.set_config("Trade_Percent", self.percent)
- 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.send2player(self.r + "Script based on: Port Pair Trading v2.00" + 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]
- # [<Re-Display>]
- # []
- # [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, andExit=True):
- self.state = 0
- log.debug("ScriptPort.deactivate ({0})".format(self.times_left))
- self.queue_game.put(self.nl + Boxes.alert("Trading Script deactivating..."))
- assert not self.save is None
- self.observer.load(self.save)
- self.save = None
- if self.defer:
- if andExit:
- self.defer.callback({"exit": True})
- else:
- self.defer.callback("done")
- self.defer = None
- def player(self, chunk: bytes):
- # If we receive anything -- ABORT!
- self.deactivate()
- def send2game(self, txt):
- log.debug("ScriptPort.send2game({0})".format(txt))
- self.queue_player.put(txt)
- def send2player(self, txt):
- log.debug("ScriptPort.send2player({0})".format(txt))
- self.queue_game.put(txt)
- def game_prompt(self, prompt: str):
- log.debug("{0} : {1}".format(self.state, prompt))
- if self.state == 3:
- # log.("game_prompt: ", prompt)
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- self.state = 4
- log.debug("Ok, state 4")
- use_first = (
- self.game.gamedata.get_config("Trade_UseFirst", "N").upper()[0]
- == "Y"
- )
- if self.sector2 is None and use_first:
- # Use the first one by default
- self.sector2 = self.possible[0]
- log.info("default to {0}".format(self.sector2))
- 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(
- GameData.port_show_part(
- self.this_sector,
- self.game.gamedata.ports[self.this_sector],
- )
- )
- + self.nl
- )
- for i, p in enumerate(self.possible):
- self.queue_game.put(
- " "
- + Fore.CYAN
- + str(i + 1)
- + " : "
- + GameData.port_show_part(p, self.game.gamedata.ports[p])
- + self.nl
- )
- pi = PlayerInput(self.game)
- def got_need1(*_):
- log.debug("Ok, I have: {0}".format(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(
- self.game.gamedata.port_trade_show(
- self.this_sector, self.sector2, 0
- )
- )
- )
- pi = PlayerInput(self.game)
- def got_need2(*_):
- if pi.keep["count"].strip() == "":
- self.deactivate()
- return
- self.times_left = int(pi.keep["count"])
- log.debug("Ok, I have: {0}".format(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)
- default_turns = self.game.gamedata.get_config("Trade_Turns", "0")
- if default_turns == "0":
- # No default given, ask.
- d = pi.prompt("Times to execute script", 5, name="count")
- d.addCallback(got_need2)
- else:
- try:
- self.times_left = int(default_turns)
- except ValueError:
- self.times_left = 30
- self.state = 5
- self.trade()
- elif self.state == 6:
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- if self.end_trans:
- self.deactivate()
- return
- if self.fixable:
- # self.queue_game.put("Ok! Let's fix this by going to the other sector..." + self.nl)
- self.queue_game.put(
- self.nl
- + Boxes.alert(
- "Ok, FINE. We'll trade with the other port.",
- base="green",
- style=0,
- )
- )
- log.debug("Fixing...")
- # Swap this and other sector
- self.this_sector, self.other_sector = (
- self.other_sector,
- self.this_sector,
- )
- self.queue_player.put("{0}\r".format(self.sector2))
- self.state = 5
- self.trade()
- elif self.state == 7:
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- # Done
- if self.end_trans:
- self.deactivate()
- return
- # Swap this and other sector
- self.this_sector, self.other_sector = (
- self.other_sector,
- self.this_sector,
- )
- if self.this_sector == self.sector2:
- 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.warn("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.queue_player.put("{0}\r".format(self.this_sector))
- self.state = 10
- elif re.match(r"Your offer \[\d+\] \?", prompt):
- log.info("Your offer? [{0}]".format(self.fix_offer))
- 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_percent > 100:
- self.sell_percent -= 1
- else:
- self.sell_percent += 1
- price = amount * self.sell_percent // 100
- log.debug(
- "start: {0} % {1} price {2}".format(
- amount, self.sell_percent, price
- )
- )
- if self.sell_percent > 100:
- self.sell_percent -= 1
- else:
- self.sell_percent += 1
- self.queue_player.put("{0}\r".format(price))
- # elif re.match(r"How many holds of .+ do you want to sell \[\d+\]\?", prompt):
- # log.info("Sell everything we can...")
- # this seems to screw up the sync of everything.
- # self.queue_player.put("\r")
- 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]
- log.info("Buy {0} [{1} ~ {2}]".format(trade_type, self.tpc, self.opc))
- 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.end_trans:
- self.deactivate()
- return
- # Swap this and other sector
- self.this_sector, self.other_sector = (
- self.other_sector,
- self.this_sector,
- )
- if self.this_sector == self.sector2:
- 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.warn("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.queue_player.put("{0}\r".format(self.this_sector))
- self.state = 10
- elif self.state == 10:
- # DANGER! You have marked sector X to be avoided!
- if prompt.startswith("Do you really want to warp there? (Y/N) "):
- self.queue_player.put("Y")
- elif self.state == 99:
- # This is a good place to deactivate at.
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- if hasattr(self, "message"):
- if self.message is not None:
- self.queue_game.put(self.message)
- self.message = None
- self.deactivate()
- def trade(self, *_):
- # state 5
- log.debug("trade!")
- self.queue_player.put("pt") # Port Trade
- self.end_trans = False
- self.fixable = False
- self.this_port = self.game.gamedata.ports[self.this_sector]
- # I think other_sector will alway be correct, but leaving this
- # for now. FUTURE: TODO: REMOVE
- if self.this_sector == self.sector1:
- self.other_sector = self.sector2
- else:
- self.other_sector = self.sector1
- self.other_port = self.game.gamedata.ports[self.other_sector]
- # 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.debug("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(r"\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.debug("Warps: [{0}]".format(warps))
- self.warps = [int(x) for x in re.split(r"\s+", warps)]
- log.debug("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.debug(
- "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 GameData.port_burnt(pd):
- log.debug(
- "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.debug("Possible: {0}".format(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 GameData.port_burnt(self.game.gamedata.ports[x])
- ]
- log.debug("Possible: {0}".format(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 GameData.port_trading(
- self.game.gamedata.ports[self.this_sector]["port"],
- self.game.gamedata.ports[x]["port"],
- )
- ]
- # sort by best, then by %
- start_port = self.game.gamedata.ports[self.this_sector]
- if "port" in start_port:
- start_port_port = start_port["port"]
- start_with = start_port_port[1:]
- if start_with in ("BS", "SB"):
- # Ok, good trades may be possible
- best = GameData.flip(start_with)
- log.info("Sorting the best ({0}) to the top.".format(best))
- log.info("{0}".format(possible))
- dec = [
- [
- self.game.gamedata.ports[p].get("port", "---")[1:]
- == best,
- p,
- ]
- for p in possible
- ]
- dec = sorted(dec, reverse=True)
- possible = [x[1] for x in dec]
- log.info("{0}".format(possible))
- 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.warn("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:
- log.info("buying up to -- so sell all")
- # Sell
- self.state = 7
- self.queue_player.put("\r")
- self.sell_percent = 100 + self.percent
- if "We are selling up to" in line:
- log.info("selling up to -- state 8 / set percent")
- # Buy
- self.state = 8
- self.sell_percent = 100 - self.percent
- if (
- line.startswith("Fuel Ore")
- or line.startswith("Organics")
- or line.startswith("Equipment")
- ):
- work = line.replace("Fuel Ore", "Fuel").replace("%", "")
- parts = re.split(r"\s+", work)
- # log.debug(parts)
- # Equipment, Selling xxx x% xxx
- if parts[-1] != "0" and parts[2] != "0" and parts[1] != "Buying":
- log.warn(
- "We have a problem -- they aren't buying what we have in stock!"
- )
- stuff = line[0] # F O or E.
- if self.game.gamedata.port_buying(self.other_sector, stuff):
- log.info("fixable")
- self.fixable = True
- if int(parts[3]) < self.stop:
- log.info("Port is burnt! % < {0} (end_trans)".format(self.stop))
- self.end_trans = True
- if "You don't have anything they want" in line:
- log.warn("Don't have anything they want.")
- # Neither! DRAT!
- if not self.fixable:
- self.state = 99
- return
- if "We're not interested." in line:
- log.warn("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_percent -= 1
- parts = line.replace(",", "").split()
- start_price = int(parts[4])
- price = start_price * self.sell_percent // 100
- log.debug(
- "start: {0} % {1} price {2}".format(
- start_price, self.sell_percent, price
- )
- )
- self.sell_percent -= 1
- self.queue_player.put("{0}\r".format(price))
- if "We are selling up to" in line:
- log.info("selling up to / state 8 / set percent")
- # Buy
- self.state = 8
- self.sell_percent = 100 - self.percent
- if "We are buying up to" in line:
- log.info("buying up to -- so sell all")
- # Sell
- self.state = 7
- self.queue_player.put("\r")
- self.sell_percent = 100 + self.percent
- if "We're not interested." in line:
- log.info("Not interested. Try, try again. :(")
- self.state = 5
- self.trade()
- if "WHAT?!@!? you must be crazy!" in line:
- log.warn("fix offer")
- self.fix_offer = 1
- if "So, you think I'm as stupid as you look?" in line:
- log.warn("fix offer")
- self.fix_offer = 1
- if "Quit playing around, you're wasting my time!" in line:
- log.warn("fix offer")
- 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_percent += 1
- parts = line.replace(",", "").split()
- start_price = int(parts[4])
- price = start_price * self.sell_percent // 100
- log.debug(
- "start: {0} % {1} price {2}".format(
- start_price, self.sell_percent, price
- )
- )
- self.sell_percent += 1
- self.queue_player.put("{0}\r".format(price))
- if "We're not interested." in line:
- log.info("Not interested. 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.debug("At state 3 [{0}]".format(line))
- # self.queue_game.put("At state 3.")
- # self.deactivate()
- # return
- class ScriptExplore(object):
- """ Exploration Script
- WARNINGS:
- We assume the player has lots o turns, or unlimited turns!
- """
- 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.c = merge(Style.BRIGHT + Fore.YELLOW)
- self.nl = "\n\r"
- # Our Stuff, Not our pants!
- self.dense = [] # We did a density, store that info.
- 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!
- self.stacksector = (
- []
- ) # Set of sectors that we have not picked but are unexplored... even though we did a holo!
- self.oneMoveSector = False
- self.times = 0
- self.maxtimes = 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.prefer_ports = (
- self.game.gamedata.get_config("Explorer_PrefPorts", "N").upper()[0] == "Y"
- )
- self.defer = None
- self.send2player(Boxes.alert("Explorer", base="green"))
- # How many times we going to go today?
- ask = PlayerInput(self.game)
- def settimes(*_):
- times = ask.keep["times"].strip()
- log.debug("settimes got '{0}'".format(times))
- if times == "":
- self.deactivate()
- else:
- times = int(times)
- self.times = times
- self.maxtimes = times
- self.send2game("D")
- log.debug("times: {0} maxtimes: {0}".format(self.times))
- self.state = 1
- d = ask.prompt(
- "How many sectors would you like to explorer?", 5, name="times", digits=True
- )
- # d.addCallback(ask.output)
- # d.addCallback(lambda ignore: self.settimes(ask.keep))
- d.addCallback(settimes)
- def whenDone(self):
- self.defer = defer.Deferred()
- # Call this to chain something after we exit.
- return self.defer
- def deactivate(self, andExit=False):
- self.state = 0
- log.debug("ScriptExplore.deactivate()")
- assert not self.save is None
- self.observer.load(self.save)
- self.save = None
- if self.defer:
- if andExit:
- self.defer.callback({"exit": True})
- else:
- self.defer.callback("done")
- self.defer = None
- def player(self, chunk: bytes):
- # If we receive anything -- ABORT!
- self.deactivate(True)
- def send2game(self, txt):
- log.debug("ScriptExplore.send2game({0})".format(txt))
- self.queue_player.put(txt)
- def send2player(self, txt):
- log.debug("ScriptExplore.send2player({0})".format(txt))
- self.queue_game.put(txt)
- def resetStuff(self):
- self.dense = []
- self.clear = []
- self.highwarp = 0
- self.highsector = 0
- log.debug("ScriptExplore.resetStuff()")
- def dead_end(self):
- """ We've reached a dead end.
- Either pop a new location to travel to, or give it up.
- """
- self.send2player(self.nl + Boxes.alert("** DEAD END **", base="blue"))
- if self.stacksector:
- # Ok, there's somewhere to go ...
- self.highsector = self.stacksector.pop()
- # travel state
- self.state = 10
- self.send2game("{0}\r".format(self.highsector))
- else:
- self.send2player(
- self.nl
- + Boxes.alert(
- "I've run out of places to look ({0}/{1}).".format(
- self.maxtimes - self.times, self.maxtimes
- )
- )
- )
- self.deactivate(True)
- def game_over(self, msg):
- self.send2player(
- self.nl
- + Boxes.alert(
- "STOP: {0} ({1}/{2}).".format(
- msg, self.maxtimes - self.times, self.maxtimes
- )
- )
- )
- self.deactivate()
- def game_prompt(self, prompt: str):
- log.debug("{0} : {1}".format(self.state, prompt))
- if self.state == 2:
- if "Select (H)olo Scan or (D)ensity Scan or (Q)uit" in prompt:
- self.send2game("D")
- # self.state += 1
- elif self.state == 5:
- log.debug("dense is {0} sectors big".format(len(self.dense)))
- self.state += 1
- self.send2game("SH")
- elif self.state == 10:
- if prompt.startswith("Do you want to engage the TransWarp drive? "):
- self.send2game("N")
- elif self.state == 12:
- # Looking for "Engage the Autopilot?"
- if prompt.startswith("Engage the Autopilot? (Y/N/Single step/Express) [Y]"):
- self.send2game("S")
- self.travel_path.pop(0)
- if prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N]"
- ):
- self.send2game("SD")
- self.state += 1
- # Arriving sector :1691 Autopilot disengaging.
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- log.info("We made it to where we wanted to go!")
- # can't init state 1, because we're at a prompt, so...
- self.send2game("S")
- self.state = 2
- return
- elif self.state == 15:
- if prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N]"
- ):
- self.send2game("N")
- self.travel_path.pop(0)
- self.state = 12
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- log.info("We made it to where we wanted to go!")
- # can't init state 1, because we're at a prompt, so...
- self.send2game("S")
- self.state = 2
- return
- elif self.state == 20:
- if prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N]"
- ):
- # Stop in this sector / Yes!
- self.send2game("Y")
- self.state = 1
- # this should re-trigger a scan
- def game_line(self, line: str):
- log.debug("{0} | {1}".format(self.state, line))
- # if "Mine Control" in line: # If we don't have a Holo-Scanner and we attempted to do a Holo-scan, abort
- # self.deactivate()
- if line.startswith("You don't have enough turns left."):
- self.send2player(self.nl + Boxes.alert("You're out of turns!"))
- self.deactivate(True)
- return
- if self.state == 1:
- if line.startswith("You have ") and "turns left." in line:
- # Ok, you're in trouble!
- self.send2player(self.nl + Boxes.alert("You're running low on turns!"))
- self.deactivate(True)
- return
- self.send2game("S")
- self.state += 1
- elif self.state == 2:
- if "Relative Density Scan" in line:
- self.state = 3
- elif "You don't have a long range scanner." in line:
- log.warn("FATAL: No Long Range Scanner Installed!")
- self.send2player(Boxes.alert("You need a Long Range Scanner!"))
- self.deactivate(True)
- return
- # elif "Long Range Scan" in line:
- # self.state += 1
- elif self.state == 3:
- # Get the Density Data!
- if line.startswith("Sector"):
- new_sector = "(" in line
- work = (
- line.replace(":", "")
- .replace(")", "")
- .replace("(", "")
- .replace("%", "")
- .replace("==>", "")
- )
- work = re.split(r"\s+", work)
- log.debug(work)
- # 'Sector', '8192', '0', 'Warps', '4', 'NavHaz', '0', 'Anom', 'No'
- # 'Sector', '(', '8192)', '0', 'Warps', '4', 'NavHaz', '0', 'Anom', 'No'
- # New Sector?
- if new_sector:
- # Switch Anom into bool state
- # if(work[8] == 'No'):
- # temp = False
- # else:
- # temp = True
- # self.dense.append( {'sector': int(work[1]), 'density': int(work[2]), 'warps': int(work[4]), 'navhaz': int(work[6]), 'anom': temp} )
- self.dense.append(
- {
- "sector": int(work[1]),
- "density": int(work[2]),
- "warps": int(work[4]),
- "navhaz": int(work[6]),
- "anom": work[8] == "Yes",
- }
- )
- log.debug(self.dense)
- # {'sector': 8192, 'density': 0, 'warps': 4, 'navhaz': 0, 'anom': False}
- elif line == "":
- self.state += 1
- # yeah, this would be better in the above line...
- # leaving it for now.
- # Which is why I broke the elif chain. ...
- if self.state == 4:
- # Begin Processing our data we got from density scan and find highest warp count in what sectors
- # Remove sectors with one warp
- log.debug("state 4: {0}".format(self.dense))
- # Do we have a new place to go? (That is also worth going to)
- if not self.dense: # Dense contains no new sectors, abort
- log.info("No New Sectors Found!")
- self.dead_end()
- return
- # Is the sector safe to go into?
- # self.clear = [ x['sector'] for x in self.dense if not x['anom'] and not x['navhaz'] and x['density'] in (0,1,100,101) and x['warps'] > 1 ]
- self.clear = [
- x
- for x in self.dense
- if not x["anom"]
- and not x["navhaz"]
- and x["density"] in (0, 1, 100, 101)
- ]
- if self.clear: # We have sector(s) we can move to!
- log.debug("Clear Sectors: {0}".format(len(self.clear)))
- # This was state 5 but why can't we reduce number of states? ( Yeah let's kick California and New York out of the US, oh wrong states :P )
- # Sort to find greatest warp count
- if self.prefer_ports:
- _, self.highwarp, self.highsector = max(
- (x["density"], x["warps"], x["sector"]) for x in self.clear
- )
- else:
- self.highwarp, self.highsector = max(
- (x["warps"], x["sector"]) for x in self.clear
- )
- log.info(
- "Sector: {0:5d} Warps: {1}".format(self.highsector, self.highwarp)
- )
- self.state += 1
- else:
- log.warn("No (safe) sectors to move to!")
- # Let's try this?!
- # self.dead_end() # NO!
- self.game_over("No SAFE moves.")
- # Another NOP state. This also could be merged into above.
- # break the elif chain.
- if self.state == 5:
- # Add the dense scan of unknown sectors onto the stack of sectors, only save the ones we think are clear... for now.
- for c in self.clear:
- sector = c["sector"]
- if sector != self.highsector:
- if sector not in self.stacksector:
- self.stacksector.append(sector)
- # Or simply not add it in the first place ...
- # Remove the sector we are just about to go to, we use discard so if the sector does not exist we don't throw a error!
- # self.stacksector.discard(self.highsector)
- # Ok, we need to decide to stop exploring -- before we
- # issue the sector move! :P
- #
- # Warning! Yes we can and will eat all the turns! :P
- if self.times == 0:
- self.send2player(
- Boxes.alert("Completed {0}".format(self.maxtimes), base="green")
- )
- log.info("Completed {0}".format(self.maxtimes))
- self.deactivate()
- return
- self.times -= 1
- # Ok we know the sector we want to go to now let's move it!
- self.send2game("m{0}\r".format(self.highsector))
- if self.highsector in self.stacksector:
- log.info("Removing {0} from stacksector list.".format(self.highsector))
- self.stacksector.remove(self.highsector)
- # Reset Variables for fresh data
- self.resetStuff()
- self.state = 1
- elif self.state == 10:
- if line.startswith("You are already in that sector!"):
- log.info("Already here. (Whoops!)")
- self.state = 1
- return
- if line.startswith("Sector : {0}".format(self.highsector)):
- log.info("We're here!")
- # Ok, we're already there! no autopilot needed!
- self.state = 1
- return
- # Warping
- self.go_on = True
- if line.startswith("The shortest path ("):
- # Ok, we've got a path.
- self.state += 1
- self.travel_path = []
- elif self.state == 11:
- if line == "":
- # The end of the (possibly) multiline warp.
- self.state += 1
- self.travel_path.pop(0) # First sector is one we're in.
- self.stophere = False
- self.go_on = True
- else:
- self.travel_path.extend(
- line.replace("(", "").replace(")", "").split(" > ")
- )
- log.debug("Travel path: {0}".format(self.travel_path))
- elif self.state == 12:
- # Arriving sector :1691 Autopilot disengaging.
- if "Autopilot disengaging." in line:
- log.info("We made it to where we wanted to go!")
- self.state = 1
- return
- elif self.state == 13:
- if "Relative Density Scan" in line:
- self.state += 1
- elif self.state == 14:
- if line == "":
- log.debug("PATH: {0}".format(self.travel_path))
- # end of the scan, decision time
- if self.stophere:
- log.info("STOPHERE")
- # Ok, let's stop here!
- # Re-save the sector we were trying to get to. (we didn't make it there)
- if self.highsector not in self.stacksector:
- self.stacksector.append(self.highsector)
- self.state = 20
- else:
- if self.go_on:
- log.info("GO ON")
- # Ok, carry on!
- self.state = 15
- else:
- log.warn("Our way is blocked...")
- if self.highsector not in self.stacksector:
- self.stacksector.append(self.highsector)
- self.state = 20
- else:
- if line.strip("-") != "":
- work = (
- line.replace(" :", "")
- .replace("%", "")
- .replace(")", "")
- .replace("==>", "")
- )
- # Does this contain something new? unseen?
- stophere = "(" in work
- work = work.replace("(", "")
- # Sector XXXX DENS Warps N NavHaz P Anom YN
- parts = re.split(r"\s+", work)
- # Don't bother stopping if there's only one warp
- # YES! Stop, even if there is just one warp!
- # if stophere and parts[4] == '1':
- # stophere = False
- if stophere:
- self.stophere = True
- next_stop = self.travel_path[0]
- log.debug(
- "next_stop {0} from {1}".format(next_stop, self.travel_path)
- )
- log.debug("parts: {0}".format(parts))
- if parts[1] == next_stop:
- log.info("next_stop {0} found...".format(next_stop))
- # Ok, this is our next stop. Is it safe to travel to?
- if parts[2] not in ("100", "0", "1", "101"):
- # Ok, it's not safe to go on.
- self.go_on = False
- # Check the rest navhav and anom ...
- class ScriptSpace(object):
- """ Space Exploration script.
-
- Send "SD", verify paths are clear.
- Find nearest unknown. Sector + CR.
- Save "shortest path from to" information.
- At 'Engage the Autopilot', Send "S" (Single Step)
- At '[Stop in this sector', Send "SD", verify path is clear.
- Send "SH" (glean sector/port information along the way.)
- Send "N" (Next)!
- Send "SD" / Verify clear.
- Send "SH"
- Repeat for Next closest.
-
- """
- 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.target_sector = None # Sector going to
- self.path = []
- self.times_left = 0 # How many times to look for target
- self.density = dict() # Results of density scan. (Just the numbers)
- # 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 + "Bugz (like space), is big." + self.r + self.nl)
- self.state = 1
- self.queue_player.put("SD")
- # Get current density scan + also get the current sector.
- # [Command [TL=00:00:00]:[XXXX] (?=Help)? : D]
- def whenDone(self):
- self.defer = defer.Deferred()
- # Call this to chain something after we exit.
- return self.defer
- def deactivate(self, andExit=False):
- self.state = 0
- log.debug("ScriptPort.deactivate ({0})".format(self.times_left))
- assert not self.save is None
- self.observer.load(self.save)
- self.save = None
- if self.defer:
- if andExit:
- self.defer.callback({"exit": True})
- else:
- self.defer.callback("done")
- self.defer = None
- def player(self, chunk: bytes):
- # If we receive anything -- ABORT!
- self.deactivate(True)
- def unknown_search(self, starting_sector):
- seen = set()
- possible = set()
- possible.add(int(starting_sector))
- done = False
- while not done:
- next_possible = set()
- for s in possible:
- p = self.game.gamedata.get_warps(s)
- if p is not None:
- for pos in p:
- if pos not in seen:
- next_possible.add(pos)
- else:
- log.debug("unknown found: {0}".format(s))
- self.unknown = s
- done = True
- break
- seen.add(s)
- if self.unknown is None:
- log.debug("possible: {0}".format(next_possible))
- possible = next_possible
- yield
- def find_unknown(self, starting_sector):
- log.debug("find_unknown( {0})".format(starting_sector))
- d = defer.Deferred()
- # Process things
- self.unknown = None
- c = coiterate(self.unknown_search(starting_sector))
- c.addCallback(lambda unknown: d.callback(self.unknown))
- return d
- def show_unknown(self, sector):
- if sector is None:
- self.deactivate()
- return
- log.debug("Travel to {0}...".format(sector))
- self.queue_player.put("{0}\r".format(sector))
- def game_prompt(self, prompt: str):
- log.debug("{0} : {1}".format(self.state, prompt))
- if self.state == 3:
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- # this_sector code isn't working -- so! Get sector from prompt
- self.state = 4
- _, _, sector = prompt.partition("]:[")
- sector, _, _ = sector.partition("]")
- self.this_sector = int(sector)
- # Ok, we're done with Density Scan, and we're back at the command prompt
- log.debug("Go find the nearest unknown...")
- d = self.find_unknown(sector)
- d.addCallback(self.show_unknown)
- elif self.state == 6:
- # Engage the autopilot?
- if prompt.startswith("Engage the Autopilot? (Y/N/Single step/Express) [Y]"):
- self.state = 7
- sector = self.path.pop(0)
- if sector in self.density:
- if self.density[sector] in (0, 100):
- # Ok, looks safe!
- self.queue_player.put("S")
- self.this_sector = sector
- else:
- log.warn(
- "FATAL: Density for {0} is {1}".format(
- sector, self.density[sector]
- )
- )
- self.deactivate(True)
- return
- else:
- log.error(
- "{0} not in density scan? (how's that possible?)".format(sector)
- )
- self.deactivate(True)
- return
- elif self.state == 7:
- # Ok, we're in a new sector (single stepping through space)
- # update density scan
- if prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- self.queue_player.put("SD")
- self.state = 8
- elif self.state == 10:
- # Because we're here
- if prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- self.queue_player.put("SH")
- self.state = 11
- elif self.state == 11:
- if prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- # Ok, is the density scan clear?
- sector = self.path.pop(0)
- if sector in self.density:
- if self.density[sector] in (0, 100):
- # Ok, looks safe
- self.queue_player.put("N")
- self.state = 7
- self.this_sector = sector
- else:
- log.warn(
- "FATAL: Density for {0} is {1}".format(
- sector, self.density[sector]
- )
- )
- self.deactivate()
- return
- else:
- log.error(
- "{0} not in density scane? (how's that possible...)".format(
- sector
- )
- )
- self.deactivate()
- return
- def next_unknown(self, sector):
- log.info("Unknown is : {0}".format(sector))
- self.deactivate()
- def game_line(self, line: str):
- log.debug("line {0} : {1}".format(self.state, line))
- if line.startswith("Sector : "):
- work = line.strip()
- parts = re.split(r"\s+", work)
- self.this_sector = int(parts[2])
- log.debug("game_line sector {0}".format(self.this_sector))
- elif line.startswith("Command [TL=]"):
- # Ok, get the current sector from this
- _, _, sector = line.partition("]:[")
- sector, _, _ = sector.partition("]")
- self.this_sector = int(sector)
- log.debug("current sector: {0}".format(self.this_sector))
- elif line.startswith("Warps to Sector(s) :"):
- # Warps to Sector(s) : 5468
- _, _, work = line.partition(":")
- work = work.strip().replace("(", "").replace(")", "").replace(" - ", " ")
- parts = [int(x) for x in work.split(" ")]
- self.path = list(parts)
- if self.state in (1, 8):
- if "Relative Density Scan" in line:
- # Start Density Scan
- self.state += 1
- self.density = {}
- elif self.state in (2, 9):
- if line == "":
- # End of Density Scan
- self.state += 1
- log.debug("Density: {0}".format(self.density))
- # self.deactivate()
- elif line.startswith("Sector"):
- # Parse Density Scan values
- work = (
- line.replace("(", "")
- .replace(")", "")
- .replace(":", "")
- .replace("%", "")
- .replace(",", "")
- )
- parts = re.split(r"\s+", work)
- log.debug("Sector {0}".format(parts))
- sector = int(parts[1])
- self.density[sector] = int(parts[3])
- if parts[7] != "0":
- log.warn("NavHaz {0} : {1}".format(parts[7], work))
- # navhaz already alters density
- # self.density[sector] += 99
- if parts[9] != "No":
- log.warn("Anom {0} : {1}".format(parts[9], work))
- # anom already alters density
- self.density[sector] += 990
- elif self.state == 4:
- # Looking for shortest path message / warp info
- # Or possibly, "We're here!"
- if line.startswith("Sector :") and str(self.unknown) in line:
- # Ok, I'd guess that we're already there!
- # Try it again!
- self.queue_player.put("SD")
- self.state = 1
- if line.startswith("The shortest path"):
- self.state = 5
- elif self.state == 5:
- # This is the warps line
- # Can this be multiple lines?
- if line == "":
- self.state = 6
- else:
- work = line.replace("(", "").replace(")", "").replace(">", "").strip()
- self.path = [int(x) for x in work.split()]
- log.debug("Path: {0}".format(self.path))
- # Verify
- current = self.path.pop(0)
- if current != self.this_sector:
- log.warn("Failed: {0} != {1}".format(current, self.this_sector))
- self.deactivate()
- return
- elif self.state == 7:
- if self.unknown == self.this_sector:
- # We have arrived!
- log.info("We're here!")
- self.deactivate()
- class ScriptTerror(object):
- """ Terror script.
- This uses the Port Trading script.
- Basically, we look for the next best port trading pair.
- Move to it, fire off the Port Trading script.
- Repeat until our loop is done, or there's no more
- pairs.
- Terror_Use:
- 'F' First available/Trade report ordering.
- 'C' Closest trade pair
- state=1 entered sector number to move to.
- state=2 (route "The shortest path")
- Fire ScriptPort. Callback journey_on.
- """
- def __init__(self, game, proxy, count):
- self.game = game
- self.queue_game = game.queue_game
- self.queue_player = game.queue_player
- self.proxy = proxy
- self.count = count
- self.observer = game.observer
- self.r = Style.RESET_ALL
- self.nl = "\n\r"
- self.target_sector = None
- # 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.state = 0
- self.defer = None
- # Verify that they have configured auto-port trading.
- # Otherwise, this doesn't work!
- usefirst = self.game.gamedata.get_config("Trade_UseFirst")
- if usefirst is None:
- usefirst = "?"
- if usefirst.upper()[0] != "Y":
- self.queue_game.put(
- Boxes.alert("Sorry! You need to config Trade_UseFirst=Y", base="red")
- )
- self.deactivate()
- return
- turns = self.game.gamedata.get_config("Trade_Turns")
- if turns is None:
- turns = "0"
- try:
- t = int(turns)
- except ValueError:
- self.queue_game.put(
- Boxes.alert("Sorry! You need to config Trade_Turns", base="red")
- )
- self.deactivate()
- return
- if t < 5:
- self.queue_game.put(
- Boxes.alert("Sorry! You need to config Trade_Turns >", base="red")
- )
- self.deactivate()
- return
- self.usewhich = self.game.gamedata.get_config("Terror_Use", "F").upper()[0]
- if self.usewhich == "F":
- c = coiterate(self.find_next_good_trade_pair())
- c.addCallback(lambda unknown: self.scary())
- return
- if self.usewhich == "C":
- # Where are we?
- # Command [TL=00:00:00]:[10202] (?=Help)? :
- prompt = self.game.getPrompt()
- _, _, sector = prompt.partition("]:[")
- sector, _, _ = sector.partition("]")
- self.sector = int(sector)
- log.info("find_nearest_tradepairs({0})".format(self.sector))
- c = coiterate(self.game.gamedata.find_nearest_tradepairs(self.sector, self))
- c.addCallback(lambda unknown: self.scary())
- return
- self.queue_game.put(Boxes.alert("What? What?", base="red"))
- self.deactivate()
- def scary(self):
- if self.target_sector is None:
- self.queue_game.put(
- Boxes.alert("Sorry! I don't see any ports to trade with.", base="red")
- )
- self.deactivate()
- else:
- self.state = 1
- self.queue_player.put("{0}\r".format(self.target_sector))
- # This will have to be our best guess. :P
- self.sector = self.target_sector
- def find_next_good_trade_pair(self):
- """ Find the next GOOD trade pair sector.
-
- This is sequential (just like Trade report)
- """
- # This should be using the setting in the config, not a hard coded value!
- # show_limit (galaxy.port_trade_show) is pct >= show_limit.
- show_limit = self.game.gamedata.get_config("Display_Percent", "90")
- try:
- show_limit = int(show_limit)
- except ValueError:
- show_limit = 90
- if show_limit < 15:
- show_limit = 15
- if show_limit > 90:
- show_limit = 90
- # Look for "GOOD" trades
- for sector in sorted(self.game.gamedata.ports.keys()):
- pd = self.game.gamedata.ports[sector]
- if not GameData.port_burnt(pd):
- # This happens when you trade with a StarDock
- if "class" not in pd:
- continue
- pc = pd["class"]
- # Ok, let's look into it.
- if not sector in self.game.gamedata.warps:
- continue
- # Busted port
- if not sector in self.game.gamedata.busts:
- continue
- warps = self.game.gamedata.warps[sector]
- for w in warps:
- # We can get there, and get back.
- 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 GameData.port_burnt(self.game.gamedata.ports[w])
- ):
- wd = self.game.gamedata.ports[w]
- if "class" not in wd:
- continue
- wc = wd["class"]
- if pc in (1, 5) and wc in (2, 4):
- data = self.game.gamedata.port_trade_show(
- sector, w, show_limit
- )
- if data:
- self.target_sector = sector
- return sector
- elif pc in (2, 4) and wc in (1, 5):
- data = self.game.gamedata.port_trade_show(
- sector, w, show_limit
- )
- if data:
- self.target_sector = sector
- return sector
- yield
- # Look for OK trades
- for sector in sorted(self.game.gamedata.ports.keys()):
- pd = self.game.gamedata.ports[sector]
- if not GameData.port_burnt(pd):
- if "class" not in pd:
- continue
- pc = pd["class"]
- # Ok, let's look into it.
- if not sector in self.game.gamedata.warps:
- continue
- # Busted port
- if not sector in self.game.gamedata.busts:
- continue
- warps = self.game.gamedata.warps[sector]
- for w in warps:
- # We can get there, and get back.
- 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 GameData.port_burnt(self.game.gamedata.ports[w])
- ):
- wd = self.game.gamedata.ports[w]
- if "class" not in wd:
- continue
- wc = wd["class"]
- if GameData.port_trading(
- pd["port"], self.game.gamedata.ports[w]["port"]
- ):
- data = self.game.gamedata.port_trade_show(
- sector, w, show_limit
- )
- if data:
- self.target_sector = sector
- return sector
- yield
- self.target_sector = None
- def whenDone(self):
- self.defer = defer.Deferred()
- # Call this to chain something after we exit.
- return self.defer
- def deactivate(self, andExit=False):
- self.state = 0
- log.debug("ScriptTerror.deactivate")
- assert not self.save is None
- self.observer.load(self.save)
- self.save = None
- if self.defer:
- if andExit:
- self.defer.callback({"exit": True})
- else:
- self.defer.callback("done")
- self.defer = None
- def player(self, chunk: bytes):
- # If we receive anything -- ABORT!
- self.deactivate(True)
- def journey_on(self, *_):
- log.info("journey_on( {0})".format(self.count))
- if self.count > 0:
- self.count -= 1
- if self.usewhich == "F":
- c = coiterate(self.find_next_good_trade_pair())
- c.addCallback(lambda unknown: self.scary())
- return
- if self.usewhich == "C":
- log.info("find_nearest_tradepairs({0})".format(self.sector))
- c = coiterate(
- self.game.gamedata.find_nearest_tradepairs(self.sector, self)
- )
- c.addCallback(lambda unknown: self.scary())
- return
- self.deactivate()
- # c = coiterate(self.find_next_good_trade_pair())
- # c.addCallback(lambda unknown: self.scary())
- # self.target_sector = self.proxy.find_next_good_trade_pair() # Sector going to
- # self.state = 1
- # self.queue_player.put("{0}\r".format(self.target_sector))
- else:
- self.deactivate()
- def game_prompt(self, prompt: str):
- log.debug("{0} : {1}".format(self.state, prompt))
- if self.state == 1:
- if prompt.startswith("Do you want to engage the TransWarp drive? "):
- self.queue_player.put("N")
- elif self.state == 2:
- if prompt.startswith("Do you want to engage the TransWarp drive? "):
- self.queue_player.put("N")
- elif prompt.startswith(
- "Engage the Autopilot? (Y/N/Single step/Express) [Y]"
- ):
- self.queue_player.put("E")
- elif prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- self.queue_player.put("N")
- elif re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- # We should be where we wanted to.
- ports = ScriptPort(self.game)
- d = ports.whenDone()
- d.addCallback(self.journey_on)
- d.addErrback(self.journey_on)
- def game_line(self, line: str):
- log.debug("line {0} : {1}".format(self.state, line))
- if self.state == 1:
- if line.startswith("The shortest path ("):
- self.state = 2
- elif line.startswith("Warping to Sector "):
- self.state = 2
- elif line.startswith("You are already in that sector!"):
- # Whoops.
- ports = ScriptPort(self.game)
- d = ports.whenDone()
- d.addCallback(self.journey_on)
- d.addErrback(self.journey_on)
- class PlanetUpScript(object):
- """
- Planet Upgrade Script
- state=1 Pulling TLQ (Team/Corp List Planets)
- Pulling CYQ (Computer, Your planets)
- state=2 'Personal Planet Scan' or 'Corporate Planet Scan' parse.
- Display list of planets, and prompt user for planet number to upgrade.
- state=3 Moving to planet
- state=4 Landing on planet, parse planet contents. select 'C'
- state=5 Parse requirements for next upgrade
- state=6 move to next needed item. (Colonists, F, O, E)
- If completed, 'L' and state=4
- Otherwise move, fetch=ITEM, and state=7
- state=7 travel to where we need something.
- Once there, L (land) for Colonist, otherwise PT (Port trade)
- state=8 Return to planet.
- state=9 At planet, or in route.
- Land. Transfer Colonists/Cargo. state=6
-
- """
- 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()
- self.nl = "\n\r"
- self.cargo_index = {"F": 0, "O": 1, "E": 2}
- self.index_cargo = ("F", "O", "E")
- # 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
- self.planets = {}
- self.citadel = False
- # Hide what's happening from the player
- self.game.to_player = False
- # self.queue_player.put("CYQ") # Computer -> Your Planets -> Quit
- self.queue_player.put("TLQ") # Team/Corp -> List Corp Planets -> Quit
- self.corp = True
- self.state = 1
- # self.warpdata = {}
- self.queue_game.put(Boxes.alert("Let me see what I can see here..."))
- def display_planets(self, justLocal=True):
- tc = merge(Style.BRIGHT + Fore.YELLOW + Back.BLUE)
- c1 = merge(Style.BRIGHT + Fore.WHITE + Back.BLUE)
- c2 = merge(Style.BRIGHT + Fore.CYAN + Back.BLUE)
- box = Boxes(44, color=tc)
- self.queue_game.put(box.top())
- self.queue_game.put(
- box.row(
- tc
- + "{0:3} {1:6} {2:20} {3} ".format(
- " # ", "Sector", "Planet Name", "Citadel LVL"
- )
- )
- )
- self.queue_game.put(box.middle())
- def planet_output(number, sector, name, citadel):
- row = "{0}{1:^3} {2:6} {3}{4:29} {0}{5:2} ".format(
- c1, number, sector, c2, name, citadel
- )
- self.queue_game.put(box.row(row))
- for s in sorted(self.planets.keys()):
- if (justLocal == False) or (
- self.current_sector == self.planets[s]["sector"]
- ):
- planet_output(
- s,
- self.planets[s]["sector"],
- self.planets[s]["name"],
- self.planets[s]["citadel"],
- )
- self.queue_game.put(box.bottom())
- def game_prompt(self, prompt):
- log.info("prompt {0} : {1}".format(self.state, prompt))
- if self.state == 1 and re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- # Ok, you're not on a team. :P
- self.queue_player.put("CYQ")
- if self.state == 2 and re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- if self.corp:
- self.corp = False
- self.state = 1
- self.queue_player.put("CYQ")
- return
- self.game.to_player = True
- # For now we output the information, and exit
- # self.queue_game.put("{0}\r\n".format(self.planets))
- # self.queue_game.put(pformat(self.planets).replace("\n", self.nl) + self.nl)
- if len(self.planets) == 0:
- # Ok, this is easy.
- self.queue_game.put(
- self.nl
- + Boxes.alert(
- "You don't have any planets? You poor, poor dear.", base="red"
- )
- )
- self.deactivate(True)
- return
- # I need this to know if I can just land, or need to move to the planet.
- # Get current sector from the prompt
- # Command [TL=00:00:00]:[10202] (?=Help)? :
- _, _, part = prompt.partition("]:[")
- sector, _, _ = part.partition("]")
- self.current_sector = int(sector)
- # A better default is to ask which planet to upgrade.
- self.display_planets(True)
- ask = PlayerInput(self.game)
- d = ask.prompt("Choose a planet (L to List)", 3, name="planet")
- d.addCallback(self.planet_chosen)
- elif self.state == 3:
- if prompt.startswith("Do you want to engage the TransWarp drive? "):
- self.queue_player.put("N")
- elif prompt.startswith(
- "Engage the Autopilot? (Y/N/Single step/Express) [Y]"
- ):
- self.queue_player.put("E")
- elif prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- self.queue_player.put("N")
- elif re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- # We're here!
- self.state = 4
- self.queue_player.put("L")
- elif self.state == 4:
- # If you have a planet scanner, or if there's more then one planet.
- if prompt.startswith("Land on which planet <Q to abort> ?"):
- self.queue_player.put("{0}\r".format(self.planet_number))
- if prompt.startswith("Planet command (?=help) [D] "):
- # self.queue_game.put(self.nl + "{0} : {1}".format( self.colonists, self.cargo) + self.nl)
- self.state = 5
- self.queue_player.put("C")
- elif self.state == 5:
- if re.match(r"Do you wish to construct .+\?", prompt):
- # 'Do you wish to construct a Combat Control Computer?'
- # Have we met all the needs? If so, do it. ;)
- # If not, xfer the cargo on the ship to the planet and get moving!
- ready = True
- for i in self.index_cargo: # ['F', 'O', 'E']:
- if self.need[i] > self.cargo[i]:
- ready = False
- log.info("Need: {0}".format(i))
- # break
- if self.need["C"] > self.colonists:
- log.info("Need: people")
- ready = False
- # self.queue_game.put(self.nl + "{0}".format(self.need))
- if ready:
- self.queue_game.put(self.nl + Boxes.alert("Party Planet Pants On!"))
- self.queue_player.put("YQ")
- if self.citadel:
- # Need extra Quit to get out of citadel, then out of planet.
- self.queue_player.put("Q")
- self.deactivate(True)
- return
- if "construct one" in prompt:
- # No, but start moving things around to build one.
- self.queue_player.put("N")
- else:
- # No, and quit the Citadel menu.
- self.queue_player.put("NQ")
- # Xfer cargo, and get ready to travel...
- elif prompt.startswith("Citadel command (?=help)"):
- self.queue_player.put("U")
- self.citadel = True
- if prompt.startswith("Planet command (?=help) [D] "):
- # self.queue_game.put(pformat(self.ship_cargo).replace("\n", self.nl) + self.nl)
- # self.queue_game.put(pformat(self.cargo).replace("\n", self.nl) + self.nl)
- for idx, c in enumerate(self.index_cargo): # ('F', 'O', 'E')):
- if self.ship_cargo[c] > 0:
- # Transfer Cargo, (No display), Leave [1,2, or 3], \r = All of it.
- self.queue_player.put("TNL{0}\r".format(idx + 1))
- self.cargo[c] += self.ship_cargo[c]
- self.ship_cargo[c] = 0
- return
- break
- self.queue_player.put("Q")
- self.state = 6
- # self.queue_game.put(pformat(self.ship_cargo).replace("\n", self.nl) + self.nl)
- # self.queue_game.put(pformat(self.cargo).replace("\n", self.nl) + self.nl)
- # self.deactivate()
- elif self.state == 6:
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- # Ok, what do we need and where do we get it?
- if self.need["C"] > self.colonists:
- # NavPoint, T, Express
- self.fetch = "C"
- self.queue_player.put("NTE")
- self.state = 7
- self.send_land = False
- else:
- for i in ("F", "O", "E"):
- if self.need[i] > self.cargo[i]:
- self.fetch = i
- # TODO: Make this a config setting.
- place = self.game.gamedata.find_nearest_selling(
- self.planet_sector, i, 400
- )
- if place == 0:
- self.queue_game.put(
- self.nl + Boxes.alert("Find Nearest Failed!")
- )
- self.deactivate(True)
- return
- self.queue_player.put("{0}\r".format(place))
- # self.queue_player.put("{0}\rE".format(place))
- self.state = 7
- return
- # Ok, upgrade time!
- self.state = 4
- self.queue_player.put("L")
- # self.queue_game.put("No, not yet!" + self.nl)
- # self.deactivate()
- # for i in ['F', 'O', 'E']:
- # if self.need[i] > self.cargo[i]:
- # ready = False
- # self.queue_game.put( "Need: {0}".format(i) + self.nl)
- elif self.state == 7:
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- if self.fetch == "C":
- # Colonist
- # [How many groups of Colonists do you want to take ([125] empty holds) ? ]
- if self.send_land == False:
- self.send_land = True
- self.queue_player.put("L") # "LT\r")
- elif self.fetch in self.index_cargo: # ('F', 'O', 'E'):
- # Port, Trade
- self.queue_player.put("pt")
- elif re.match(r"How many holds of .+ do you want to sell", prompt):
- # This shouldn't occur...
- self.queue_game.put("OH NOSE!" + self.nl)
- self.deactivate(True)
- return
- elif prompt.startswith("Do you want to engage the TransWarp drive? "):
- self.queue_player.put("N")
- elif prompt.startswith(
- "Engage the Autopilot? (Y/N/Single step/Express) [Y]"
- ):
- self.queue_player.put("E")
- elif prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- self.queue_player.put("N")
- elif re.match(
- r"How many holds of .+ do you want to buy \[\d+\]\? ", prompt
- ):
- if prompt.startswith("How many holds of " + self.fetch):
- _, _, holds = prompt.partition("[")
- holds, _, _ = holds.partition("]")
- self.fetch_amount = int(holds)
- log.info("Buying {0} of {1}".format(holds, self.fetch))
- self.queue_player.put("\r\r")
- self.state = 8
- else:
- # We don't want to buy this one. Skip it!
- self.queue_player.put("0\r")
- elif prompt.startswith("Land on which planet <Q to abort> ?"):
- if self.fetch == "C":
- self.queue_player.put("1\r")
- elif prompt.startswith(
- "Do you wish to (L)eave or (T)ake Colonists? [T] (Q to leave)"
- ):
- if self.fetch == "C":
- self.queue_player.put("T\r")
- self.state = 8
- elif self.state == 8:
- if re.match(r"How many holds of .+ do you want to buy \[\d+\]\? ", prompt):
- # No, no, we're done buying!
- self.queue_player.put("0\r")
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- # Ok, return to the planet...
- self.queue_player.put("{0}\rE".format(self.planet_sector))
- self.state = 9
- elif self.state == 9:
- log.info("prompt9 {0} : {1}".format(self.state, prompt))
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- # land
- self.queue_player.put("L")
- elif prompt.startswith("Do you want to engage the TransWarp drive? "):
- self.queue_player.put("N")
- elif prompt.startswith(
- "Engage the Autopilot? (Y/N/Single step/Express) [Y]"
- ):
- self.queue_player.put("E")
- elif prompt.startswith("Engage Express mode? (Y/N) [N] "):
- self.queue_player.put("Y")
- elif prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- self.queue_player.put("N")
- elif prompt.startswith("Land on which planet <Q to abort> ?"):
- self.queue_player.put("{0}\r".format(self.planet_number))
- elif prompt.startswith("Planet command (?=help) [D]"):
- if self.fetch == "C":
- # Colonist / No display Planet / Leave
- self.queue_player.put("SNL")
- elif self.fetch in self.index_cargo: # ('F', 'O', 'E'):
- # Cargo, No display / Leave
- self.queue_player.put("TNL")
- elif prompt.startswith("(1)Ore, (2)Org or (3)Equipment ?"):
- self.queue_player.put(
- "{0}\r\rQ".format(self.cargo_index[self.fetch] + 1)
- )
- self.cargo[self.fetch] += self.fetch_amount
- self.state = 6
- elif prompt.startswith("(1)Ore, (2)Org or (3)Equipment Production?"):
- log.info("place_people: {0}".format(self.place_people))
- safe_places = [
- k for k in self.place_people.keys() if self.place_people[k]
- ]
- if len(safe_places) == 0:
- # Ok, (GREAT) Class "U" Vaporous/Gaseus >:(
- safe_places = ["F", "O", "E"]
- # TO FIX: Use self.place_people to decide.
- # Ok, I'd choose, but for right now.
- log.info("Safe {0} index {1}".format(safe_places, self.place_start))
- put_people = safe_places[self.place_start]
- log.info("Use: {0}".format(put_people))
- self.place_start += 1
- if self.place_start >= len(safe_places):
- self.place_start = 0
- self.queue_player.put(
- "{0}\r\rQ".format(self.cargo_index[put_people] + 1)
- )
- self.colonists += self.fetch_amount
- self.state = 6
- def planet_chosen(self, choice: str):
- if choice.strip() == "":
- self.deactivate()
- elif choice.strip()[0] == "L":
- self.display_planets(False)
- ask = PlayerInput(self.game)
- d = ask.prompt("Choose a planet (L to List)", 3, name="planet")
- d.addCallback(self.planet_chosen)
- return
- else:
- try:
- self.planet_number = int(choice)
- except ValueError:
- self.deactivate()
- return
- if self.planet_number in self.planets:
- # Ok, this'll work
- self.planet_sector = self.planets[self.planet_number]["sector"]
- self.planet_name = self.planets[self.planet_number]["name"]
- if self.current_sector == self.planet_sector:
- # We're here. Land
- self.state = 4
- self.queue_player.put("L")
- else:
- # Get moving!
- self.state = 3
- self.queue_player.put("{0}\r".format(self.planet_sector))
- else:
- self.deactivate()
- def game_line(self, line):
- log.info("line {0} : {1}".format(self.state, line))
- if self.state == 1:
- if "Personal Planet Scan" in line or "Corporate Planet Scan" in line:
- self.state = 2
- elif self.state == 2:
- # Ok, we're in the planet scan part of this
- # 10202 #3 Home of Bugz Class M, Earth Type No Citadel]
- if "#" in line:
- # Ok, we have a planet detail line.
- # There's an extra T when the planet is maxed out.
- if line[7] == "T":
- line = line[:7] + " " + line[8:]
- details, _, citadel = line.partition("Class")
- # log.info(details) # Is that what we are after?
- # log.info(citadel)
- sector, planet_number, name = re.split(r"\s+", details.strip(), 2)
- sector = int(sector)
- number = int(planet_number.replace("#", ""))
- if "Level" in citadel:
- cit = int(citadel[-1]) # Grab last item
- else: # Oops, there looks like there is no citadel here.
- cit = 0
- self.last_seen = number
- self.planets[number] = {"sector": sector, "name": name, "citadel": cit}
- log.info(
- "Planet # {0} in {1} called {2} with a lvl {3} citadel".format(
- number, sector, name, cit
- )
- )
- # detail, _, _ = line.partition('Class')
- # detail = detail.strip() # Sector #X Name of planet
- # sector, number, name = re.split(r'\s+', detail, 2)
- # sector = int(sector)
- # number = int(number[1:])
- # self.last_seen = number
- # self.planets[number] = {"sector": sector, "name": name}
- # log.info("Planet # {0} in {1} called {2}".format( number, sector, name))
- if "---" in line:
- number = self.last_seen
- # Ok, take the last_seen number, and use it for this line
- # [ Sector Planet Name Ore Org Equ Ore Org Equ Fighters Citadel]
- # [ Shields Population -=Productions=- -=-=-=-=-On Hands-=-=-=-=- Credits]
- # [ 10202 #3 Home of Bugz Class M, Earth Type No Citadel]
- # [ --- (1M) 144 49 26 145 75 12 10 0]
- details = re.split(r"\s+", line.strip())
- # OK: Likely, I'm not going to use these numbers AT ALL.
- self.planets[number]["population"] = (
- details[1].replace("(", "").replace(")", "")
- )
- # Ok, there's going to have to be some sort of modifier (K, M, etc.)
- # to these numbers. Beware!
- self.planets[number]["ore"] = details[5]
- self.planets[number]["org"] = details[6]
- self.planets[number]["equ"] = details[7]
- elif self.state == 4:
- # Combat Control Computer under construction, 4 day(s) till complete.
- if "under construction, " in line and "day(s) till complete" in line:
- # Ok, already building.
- self.queue_game.put(self.nl + Boxes.alert("NO, NOT YET!") + self.nl)
- self.queue_player.put("Q") # quit Planet menu.
- self.deactivate()
- return
- # [ Item Colonists Colonists Daily Planet Ship Planet ]
- # [Fuel Ore 0 1 0 0 0 1,000,000]
- # [Organics 0 N/A 0 0 0 10,000]
- # [Equipment 0 500 0 125 125 100,000]
- # [Fighters N/A N/A 0 0 400 1,000,000]
- items = ["Fuel Ore", "Organics", "Equipment"]
- for i in items:
- if line.startswith(i):
- cargo = line[0].upper()
- work = line.replace(",", "")
- if i == "Fuel Ore":
- work = work.replace(i, "Fuel")
- self.colonists = 0
- self.cargo = {}
- self.need = {}
- self.ship_cargo = {}
- self.place_people = {}
- parts = re.split(r"\s+", work)
- log.info("parts: {0}".format(parts))
- c = int(parts[1])
- planet_has = int(parts[4])
- self.colonists += c
- self.cargo[cargo] = planet_has
- self.ship_cargo[cargo] = int(parts[5])
- # Boolean, can we place people here? If N/A, then don't!
- self.place_people[cargo] = parts[2] != "N/A"
- self.place_start = 0
- elif self.state == 5:
- # [Planet command (?=help) [D] C]
- # [Be patient, your Citadel is not yet finished.]
- if line.startswith("Be patient, your Citadel is not yet finished."):
- # Ah HA!
- self.queue_game.put(self.nl + Boxes.alert("NO, NOT YET!") + self.nl)
- self.queue_player.put("Q") # quit Planet menu.
- self.deactivate()
- elif line.startswith("This Citadel cannot be upgraded further"):
- self.queue_game.put(self.nl + Boxes.alert("NO MORE!") + self.nl)
- self.queue_player.put("QQ") # quit Citadel, quit Planet menu.
- self.deactivate()
- else:
- items = ["Colonists", "Fuel Ore", "Organics", "Equipment"]
- work = line.replace(",", "").replace(" units of", "").strip()
- # 800,000 Colonists to support the construction,
- # 500 units of Fuel Ore,
- # 300 units of Organics,
- # 600 units of Equipment and
- for i in items:
- if i in line:
- count = int(work.split()[0])
- k = i[0].upper()
- # keep colonists in same units.
- if k == "C":
- count //= 1000
- self.need[k] = count
- elif self.state == 8:
- if re.match(
- r"How many groups of Colonists do you want to take \(\[\d+\] empty holds\) \?",
- line,
- ):
- # Ok, how many holds?
- _, _, holds = line.partition("[")
- holds, _, _ = holds.partition("]")
- self.fetch_amount = int(holds)
- if line.startswith("One turn deducted, "):
- parts = line.split()
- turns = int(parts[3])
- if turns < 200:
- self.queue_game.put(self.nl + Boxes.alert("LOW TURNS.") + self.nl)
- self.deactivate(True)
- elif self.state == 9:
- if re.match(r"You have \d turns left.", line):
- parts = line.split()
- turns = int(parts[2])
- log.debug("Turns: {0}".format(turns))
- def __del__(self):
- log.debug("PlanetUpScript {0} RIP".format(self))
- def whenDone(self):
- self.defer = defer.Deferred()
- # Call this to chain something after we exit.
- return self.defer
- def deactivate(self, andExit=False):
- self.state = 0
- 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
- if andExit:
- self.defer.callback({"exit": True})
- else:
- self.defer.callback("done")
- self.defer = None
- else:
- # Still "exit" out.
- self.game.to_player = self.to_player
- self.observer.load(self.save)
- def player(self, chunk):
- """ Data from player (in bytes). """
- chunk = chunk.decode("latin-1", "ignore")
- key = chunk.upper()
- log.warn(
- "PlanetUpScript.player({0}) : I AM stopping...(user input)".format(key)
- )
- 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)
- class ColoScript2(object):
- """ ColoScript 2.0
- Goal:
- * Allow a player to move people from anywhere to anywhere. (Acheived!)
-
- States:
- 1 = Computer talks with us giving corp and personal planet info
- 2 = Grab's data and asks series of questions, TO, FROM, LOOPS
- 3 = Move to FROM
- 4 = Identify Population Categories / Is it terra?
- 5 = Load People, then move to planet TO
- 6 = Init Land on TO
- 7 = Decide to loop (Jump back to 3), Unload People
- """
- 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.c = merge(Style.BRIGHT + Fore.YELLOW)
- self.nl = "\n\r"
- # My "stuff" in my pants!
- self.state = 1
- self.corp = True
- self.planets = {}
- self.loops = 0
- self.maxloops = 0
- self.last_seen = 0
- self.valid2From = True
- # Sector Numbers of Planets TO and FROM
- self.TO = 0
- self.FROM = 0
- # Planet Numbers of Planets TO and FROM
- self.to_number = 0
- self.from_number = 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.to_player = self.game.to_player
- self.game.to_player = False
- self.send2game("TLQ")
- def whenDone(self):
- self.defer = defer.Deferred()
- return self.defer
- def deactivate(self, andExit=False):
- self.state = 0
- log.debug("ColoScript2.deactivate()")
- self.game.to_player = True
- assert not self.save is None
- self.observer.load(self.save)
- self.save = None
- if self.defer:
- if andExit:
- self.defer.callback({"exit": True})
- else:
- self.defer.callback("done")
- self.defer = None
- def player(self, chunk: bytes):
- self.deactivate(True)
- def send2game(self, txt):
- # Removed debug info since I use this to also display Boxes.alert
- self.queue_player.put(txt)
- def send2player(self, txt):
- # Removed debug since it really doesn't help with anything
- self.queue_game.put(txt)
- def to_chosen(self, choice: str):
- if choice.strip() == "":
- self.deactivate(True)
- else:
- self.to_number = int(choice)
- if self.to_number == 1:
- # Oooh Terra!
- self.TO = 1
- self.planet_name = "Terra"
- ask1 = PlayerInput(self.game)
- d1 = ask1.prompt("From: ", 3, name="from", digits=True)
- d1.addCallback(self.from_chosen)
- elif self.to_number in self.planets:
- # Ok, this'll work
- self.TO = self.planets[self.to_number]["sector"]
- self.planet_name = self.planets[self.to_number]["name"]
- # Are we really getting this? Yup
- # log.debug("TO Planet Number: {0} Sector: {1}".format(self.to_number, self.TO))
- ask1 = PlayerInput(self.game)
- d1 = ask1.prompt("From: ", 3, name="from", digits=True)
- d1.addCallback(self.from_chosen)
- else:
- self.deactivate(True)
- def from_chosen(self, choice: str):
- if choice.strip() == "":
- self.deactivate(True)
- else:
- self.from_number = int(choice)
- if self.from_number == self.to_number:
- # Prevent the user from asking to move folks to the same planet they would be getting
- # them from. See Recursion!
- self.valid2From = False
- if self.from_number in self.planets:
- # Ok, this'll work
- self.FROM = self.planets[self.from_number]["sector"]
- self.planet_name = self.planets[self.from_number]["name"]
- # Are we really getting this? Yup Yup
- # log.debug("FROM Planet Number: {0} Sector: {1}".format(self.from_number, self.FROM))
- ask1 = PlayerInput(self.game)
- d1 = ask1.prompt("How many times ", 3, name="rolls", digits=True)
- d1.addCallback(self.loop_chosen)
- elif self.from_number == 1:
- # Yup handle if the user picks to pull from Terra
- self.FROM = 1
- ask1 = PlayerInput(self.game)
- d1 = ask1.prompt("How many times ", 3, name="rolls", digits=True)
- d1.addCallback(self.loop_chosen)
- else:
- self.deactivate(True)
- def loop_chosen(self, choice: str):
- if choice.strip() == "":
- self.deactivate(True)
- else:
- self.loops = abs(int(choice))
- if self.loops == 0:
- self.loops = 1
- self.maxloops = self.loops
- # ask2 = PlayerInput(self.game)
- # d2 = ask2.prompt("From? ", 5, name="from", digits=True)
- # d2.addCallback(self.from_chosen)
- if self.valid2From:
- self.state = 3
- self.game.to_player = False
- self.send2game("I")
- else:
- self.game.to_player = True
- self.send2player(
- self.nl
- + Boxes.alert(
- "Completed ({0}) Wow, it's like nothing happened.".format(
- self.maxloops
- )
- )
- )
- self.deactivate(True)
- def game_prompt(self, prompt: str):
- log.debug("P {0} | {1}".format(self.state, prompt))
- if self.state == 1 and re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- # Ok, you're not on a team. :P
- self.queue_player.put("CYQ")
- if self.state == 2 and re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- if self.corp:
- self.corp = False
- self.state = 1
- self.queue_player.put("CYQ")
- return
- self.game.to_player = True
- # For now we output the information, and exit
- # self.queue_game.put("{0}\r\n".format(self.planets))
- # self.queue_game.put(pformat(self.planets).replace("\n", self.nl) + self.nl)
- if len(self.planets) == 0:
- # Ok, this is easy.
- self.queue_game.put(
- self.nl
- + Boxes.alert(
- "You don't have any planets? You poor, poor dear.", base="red"
- )
- )
- self.deactivate(True)
- return
- # I need this to know if I can just land, or need to move to the planet.
- # Get current sector from the prompt
- # Command [TL=00:00:00]:[10202] (?=Help)? :
- _, _, part = prompt.partition("]:[")
- sector, _, _ = part.partition("]")
- self.current_sector = int(sector)
- # A better default is to ask which planet to upgrade.
- tc = merge(Style.BRIGHT + Fore.YELLOW + Back.BLUE)
- c1 = merge(Style.BRIGHT + Fore.WHITE + Back.BLUE)
- c2 = merge(Style.BRIGHT + Fore.CYAN + Back.BLUE)
- box = Boxes(44, color=tc)
- self.queue_game.put(box.top())
- self.queue_game.put(
- box.row(
- tc
- + "{0:3} {1:6} {2:20} {3} ".format(
- " # ", "Sector", "Planet Name", "Citadel LVL"
- )
- )
- )
- self.queue_game.put(box.middle())
- def planet_output(number, sector, name, citadel):
- row = "{0}{1:^3} {2:6} {3}{4:29} {0}{5:2} ".format(
- c1, number, sector, c2, name, citadel
- )
- self.queue_game.put(box.row(row))
- # Manually add in Terra so a player knows about it,
- # Since we now support Terra being TO or FROM.
- terra = row = "{0}{1:^3} {2:6} {3}{4:29} {0}{5:2} ".format(
- c1, 1, 1, c2, "Terra", " "
- )
- self.send2player(box.row(terra))
- for s in sorted(self.planets.keys()):
- planet_output(
- s,
- self.planets[s]["sector"],
- self.planets[s]["name"],
- self.planets[s]["citadel"],
- )
- self.queue_game.put(box.bottom())
- ask = PlayerInput(self.game)
- d = ask.prompt("To: ", 3, name="planet", digits=True)
- d.addCallback(self.to_chosen)
- elif self.state == 3:
- # Initalize moving to sector 1, Terra
- if prompt.startswith("Do you want to engage the TransWarp drive? "):
- self.queue_player.put("N")
- elif prompt.startswith(
- "Engage the Autopilot? (Y/N/Single step/Express) [Y]"
- ):
- self.queue_player.put("E")
- elif prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- self.queue_player.put("N")
- elif re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- self.state = 4
- self.game.to_player = True
- self.send2game("{0}\r".format(self.FROM))
- # Move to planet FROM
- elif self.state == 4:
- # Are we there yet? (NNY)
- if prompt.startswith("Do you want to engage the TransWarp drive? "):
- self.queue_player.put("N")
- elif prompt.startswith(
- "Engage the Autopilot? (Y/N/Single step/Express) [Y]"
- ):
- self.queue_player.put("E")
- elif prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- self.queue_player.put("N")
- elif re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- self.state = 5
- self.send2game("L")
- elif self.state == 5:
- if self.FROM == 1: # Is our FROM planet Terra?
- if prompt.startswith("Land on which planet <Q to abort> ?"):
- self.send2game("1\r\r\r{0}\r".format(self.TO))
- self.state = 6
- # Planetary Scanner Detected, Move to sector with planet
- elif prompt.startswith(
- "Do you wish to (L)eave or (T)ake Colonists? [T] (Q to leave)"
- ):
- self.send2game("\r\r{0}\r".format(self.TO))
- self.state = 6
- # No Planetary Scanner Detected, Move to sector with planet
- elif prompt.startswith(
- "Engage the Autopilot? (Y/N/Single step/Express) [Y]"
- ):
- self.send2game("E")
- self.state = 4
- # We are not at terra, go back
- else:
- if prompt.startswith("Land on which planet <Q to abort> ?"):
- self.send2game(
- "{0}\rs\rt1\rq{1}\r".format(self.from_number, self.TO)
- )
- self.state = 6
- # Planetary Scanner Detected, Move to sector with planet
- elif prompt.startswith("Planet command (?=help) [D] "):
- self.send2game("s\rt1\rq{0}\r".format(self.TO))
- self.state = 6
- elif prompt.startswith(
- "Engage the Autopilot? (Y/N/Single step/Express) [Y]"
- ):
- self.send2game("E")
- self.state = 4
- # We are not at terra, go back
- elif self.state == 6:
- if prompt.startswith("Do you want to engage the TransWarp drive? "):
- self.queue_player.put("N")
- elif prompt.startswith(
- "Engage the Autopilot? (Y/N/Single step/Express) [Y]"
- ):
- self.queue_player.put("E")
- elif prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- self.queue_player.put("N")
- elif re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- self.state = 6
- self.send2game("L")
- if self.TO != 1:
- if prompt.startswith("Land on which planet <Q to abort> ?"):
- self.state = 7
- self.send2game("{0}\r".format(self.to_number))
- # Planetary Scanner Detected selecting planet number
- elif prompt.startswith("Planet command (?=help) [D] "):
- self.state = 7
- self.send2game("D")
- # No Planetary Scaner skip on
- else:
- if prompt.startswith("Land on which planet <Q to abort> ?"):
- self.state = 7
- self.send2game("1\r")
- # Planetary Scanner Detected selecting planet number
- elif prompt.startswith("Do you wish to (L)eave or (T)ake Colonists?"):
- self.state = 7
- self.send2game("L")
- # No Planetary Scaner skip on
- elif self.state == 7:
- if prompt.startswith("Engage the Autopilot? (Y/N/Single step/Express) [Y]"):
- self.state = 6
- self.send2game("E")
- # Missed moving jump back to state 6
- if self.TO != 1:
- if prompt.startswith("Land on which planet <Q to abort> ?"):
- self.queue_player.put("{0}\r".format(self.to_number))
- # Planetary Scanner Detected selecting planet number
- if prompt.startswith("Planet command (?=help) [D] "):
- # Unload people and process the loop
- self.loops -= 1
- if self.loops:
- self.state = 3
- self.send2game("S\r\r1\rQ")
- # Jump to state 3 we are not done
- else:
- self.send2game("S\r\r1\rQ")
- self.send2player(
- "\r" + Boxes.alert("Completed ({0})".format(self.maxloops))
- )
- self.deactivate(True)
- # Ok we are done
- else:
- if prompt.startswith("Land on which planet <Q to abort> ?"):
- self.queue_player.put("1\r")
- # Planetary Scanner Detected selecting planet number
- if prompt.startswith("Do you wish to (L)eave or (T)ake Colonists?"):
- # Unload people and process the loop
- self.loops -= 1
- if self.loops:
- self.state = 3
- self.send2game("L\r")
- # Jump to state 3 we are not done
- else:
- self.send2game("L\r")
- self.send2player(
- "\r" + Boxes.alert("Completed ({0})".format(self.maxloops))
- )
- self.deactivate(True)
- # Ok we are done
- if prompt.startswith(
- "How many groups of Colonists do you want to leave"
- ):
- self.loops -= 1
- if self.loops:
- self.state = 3
- self.send2game("\r")
- # Jump to state 3 we are not done
- else:
- self.send2game("\r")
- self.send2player(
- "\r" + Boxes.alert("Completed ({0})".format(self.maxloops))
- )
- self.deactivate(True)
- # Ok we are done
- def game_line(self, line: str):
- log.debug("L {0} | {1}".format(self.state, line))
- # IF at any state we see turns left lets grab it
- if "turns left" in line:
- work = line[19:].replace(" turns left.", "").strip()
- self.turns = work
- log.debug("TURNS LEFT: {0}".format(self.turns))
- if int(self.turns) < 200:
- self.send2player(
- "\r" + Boxes.alert("Low Turns! ({0})".format(self.turns))
- )
- self.deactivate(True)
- # IF at any state we see how many holds avalible let's get that
- if "Total Holds" in line:
- work = line[16:].replace("-", "").replace("=", " ").split()
- self.total_holds = int(work[0])
- count = 0
- seen_empty = False
- for w in work:
- if w != "Empty":
- count += 1
- elif w == "Empty":
- count += 1
- self.holds = int(work[count])
- log.debug("EMPTY HOLDS = {0}".format(self.holds))
- self.holds_percent = int((self.holds / self.total_holds) * 100.0)
- log.debug("HOLDS PERCENT = {0}%".format(self.holds_percent))
- seen_empty = True
- if self.holds < self.total_holds:
- self.send2player(
- "\r"
- + Boxes.alert(
- "You need {0} holds empty! ({1} Empty)".format(
- self.total_holds, self.holds
- )
- )
- )
- self.deactivate(True)
- if (
- seen_empty != True
- ): # Just incase we didn't see Empty... meaning we have 0 avalible holds
- self.send2player(
- "\r"
- + Boxes.alert(
- "You need {0} holds empty! (0 Empty)".format(self.total_holds)
- )
- )
- self.deactivate(True)
- if "There aren't that many on the planet!" in line:
- self.send2player("\r" + Boxes.alert("We're missing people!"))
- self.deactivate(True)
- if "There isn't room on the planet for that many!" in line:
- self.send2player("\r" + Boxes.alert("We have to many people!"))
- self.deactivate(True)
- if "There aren't that many on Terra!" in line:
- self.send2player("\r" + Boxes.alert("No people on Terra to get!"))
- self.deactivate(True)
- # Now back to our scheduled program
- if self.state == 1:
- if "Personal Planet Scan" in line or "Corporate Planet Scan" in line:
- self.state = 2
- elif self.state == 2:
- # Ok, we're in the planet scan part of this
- # 10202 #3 Home of Bugz Class M, Earth Type No Citadel]
- if "#" in line:
- # Ok, we have a planet detail line.
- # There's an extra T when the planet is maxed out.
- # [ 986 #114 Trantor Class M, Earth Type No Citadel]
- # [ 23 #17 gift Class O, Oceanic Level 1]
- if line[7] == "T":
- line = line[:7] + " " + line[8:]
- details, _, citadel = line.partition("Class")
- # log.info(details) # Is that what we are after?
- # log.info(citadel)
- sector, planet_number, name = re.split(r"\s+", details.strip(), 2)
- sector = int(sector)
- number = int(planet_number.replace("#", ""))
- if "Level" in citadel:
- cit = int(citadel[-1]) # Grab last item
- else: # Oops, there looks like there is no citadel here.
- cit = 0
- self.last_seen = number
- self.planets[number] = {"sector": sector, "name": name, "citadel": cit}
- log.info(
- "Planet # {0} in {1} called {2} with a lvl {3} citadel".format(
- number, sector, name, cit
- )
- )
- if "---" in line:
- number = self.last_seen
- # Ok, take the last_seen number, and use it for this line
- # [ Sector Planet Name Ore Org Equ Ore Org Equ Fighters Citadel]
- # [ Shields Population -=Productions=- -=-=-=-=-On Hands-=-=-=-=- Credits]
- # [ 10202 #3 Home of Bugz Class M, Earth Type No Citadel]
- # [ --- (1M) 144 49 26 145 75 12 10 0]
- details = re.split(r"\s+", line.strip())
- log.debug(details) # What are we getting?
- # OK: Likely, I'm not going to use these numbers AT ALL.
- self.planets[number]["population"] = (
- details[1].replace("(", "").replace(")", "")
- )
- # Ok, there's going to have to be some sort of modifier (K, M, etc.)
- # to these numbers. Beware!
- self.planets[number]["ore"] = details[5]
- self.planets[number]["org"] = details[6]
- self.planets[number]["equ"] = details[7]
- # self.planets[number]['cit'] = details[9] # This is if we wanted cit money... but that's not it
- class MaxFighterMake(object):
- """ Max Fighter Make
- State of the Union:
- 1 = Grab planets in current sector
- 2 = Ask what planet to utilize, land
- 3 = Grab Snapshot of planet (We will need to check population lvls too)
- 4 = try cat 1 to cat 2 (Or perhaps this defaults to false if cat 2 is N/A)
- 5 = if bad then try cat 1 to cat 3 (Or perhaps this defaults to false if cat 3 is N/A)
- 6 = if bad then try cat 2 to cat 3 (Or perhaps this defaults to false if cat 3 is N/A)
- 7 = loop back to state 3 until all result in bad (Yay best acheived)
- """
- 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.c = merge(Style.BRIGHT + Fore.YELLOW)
- self.nl = "\n\r"
- # My "stuff" in my pants!
- self.state = 1
- self.corp = True
- self.target_sector = 0 # Sector Number of target
- self.target_number = 0 # Planet Number of target
- self.last_seen = {"Ore": False, "Org": False, "Equ": False, "Fig": False}
- self.max_product = 0
- self.trying = "Ore2Org"
- self.trying_NEXT = False
- self.movement = 1000
- self.planets_list = [] # Will be a list of dicts, containing planet information
- self.cap = False # Capture line for planet
- # 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.ore = {}
- self.org = {}
- self.equ = {}
- self.fig = {}
- self.defer = None
- self.to_player = self.game.to_player
- self.game.to_player = False
- self.send2game("D")
- def whenDone(self):
- self.defer = defer.Deferred()
- return self.defer
- def deactivate(self, andExit=False):
- self.state = 0
- log.debug("MaxFighterMake.deactivate()")
- self.game.to_player = True
- assert not self.save is None
- self.observer.load(self.save)
- self.save = None
- if self.defer:
- if andExit:
- self.defer.callback({"exit": True})
- else:
- self.defer.callback("done")
- self.defer = None
- def player(self, chunk: bytes):
- self.deactivate(True)
- def send2game(self, txt):
- # Removed debug info since I use this to also display Boxes.alert
- self.queue_player.put(txt)
- def send2player(self, txt):
- # Removed debug since it really doesn't help with anything
- self.queue_game.put(txt)
- def target_chosen(self, choice: str):
- if choice.strip() == "":
- self.deactivate(True)
- else:
- self.target_number = int(choice)
- if self.target_number > self.total:
- self.deactivate(True)
- else:
- self.state = 3
- self.send2game("L")
- def check_resource(self, resource):
- # Given a valid string that can be converted to int
- if resource == "N/A":
- resource = -1
- else:
- resource = int(resource.replace(",", ""))
- return resource
- def game_prompt(self, prompt: str):
- log.debug("P {0} | {1}".format(self.state, prompt))
- if self.state == 2:
- self.game.to_player = True
- if len(self.planets_list) == 0:
- self.send2player(self.nl + Boxes.alert("No planets in this sector!"))
- self.deactivate(True)
- tc = merge(Style.BRIGHT + Fore.YELLOW + Back.BLUE)
- c1 = merge(Style.BRIGHT + Fore.WHITE + Back.BLUE)
- c2 = merge(Style.BRIGHT + Fore.CYAN + Back.BLUE)
- box = Boxes(44, color=tc)
- self.queue_game.put(box.top())
- self.queue_game.put(
- box.row(
- tc
- + "{0:3} {1:20} {2:18} ".format(" # ", "Planet Name", "Planet Type")
- )
- )
- self.queue_game.put(box.middle())
- def planet_output(num, planet_name, planet_type):
- row = "{0}{1:3} {2}{3:29} {4:9} ".format(
- c1, num, c2, planet_name, planet_type
- )
- self.send2player(box.row(row))
- self.total = 0
- for p in self.planets_list:
- planet_output(self.total, p["name"], p["type"])
- self.total += 1
- ask = PlayerInput(self.game)
- d = ask.prompt("Choose a planet", 3, name="planet", digits=True)
- d = d.addCallback(self.target_chosen)
- elif self.state == 4:
- if prompt.startswith("Planet command (?=help) [D]"):
- self.send2game("?")
- self.state = 6
- elif self.state == 6:
- if prompt.startswith("Planet command (?=help) [D]"):
- self.send2game("P")
- self.state = 7
- elif self.state == 7:
- if prompt.startswith("Display planet?"):
- self.send2game("N")
- self.state = 8
- elif self.state == 8:
- if prompt.startswith("(1)Ore, (2)Org or (3)Equipment?"):
- if self.trying == "Ore2Org" or self.trying == "Ore2Equ":
- self.send2game("1")
- elif self.trying == "Org2Equ" or self.trying == "Org2Ore":
- self.send2game("2")
- elif self.trying == "Equ2Org" or self.trying == "Equ2Ore":
- self.send2game("3")
- self.state = 9
- elif self.state == 9:
- if prompt.startswith("How many groups of Colonists do you want to move?"):
- self.send2game("{0}\r".format(self.movement))
- self.state = 10
- elif self.state == 10:
- if prompt.startswith("(1)Ore, (2)Org or (3)Equipment?"):
- if self.trying == "Org2Ore" or self.trying == "Equ2Ore":
- self.send2game("1")
- elif self.trying == "Ore2Org" or self.trying == "Equ2Org":
- self.send2game("2")
- elif self.trying == "Ore2Equ" or self.trying == "Org2Equ":
- self.send2game("3")
- self.state = 11
- elif self.state == 11:
- if prompt.startswith("Planet command (?=help) [D]"):
- self.send2game("D")
- self.trying_NEXT = False
- self.last_seen["Ore"] = False
- self.last_seen["Org"] = False
- self.last_seen["Equ"] = False
- self.last_seen["Fig"] = False
- self.state = 12
- elif self.state == 12:
- if prompt.startswith("Planet command (?=help) [D]"):
- self.send2game("?")
- self.state = 6
- # if(self.trying == 'Ore2Org'):
- # self.send2game('P\r1{0}2D'.format(self.movement))
- # self.state = 4
- # # Back to looking at the planet
- # elif(self.trying == 'Ore2Equ'):
- # self.send2game('P\r1{0}3D'.format(self.movement))
- # self.state = 4
- # # Back to looking at the planet
- # elif(self.trying == 'Org2Equ'):
- # self.send2game('P\r2{0}3D'.format(self.movement))
- # self.state = 4
- # elif(self.trying == 'reverse'):
- # if(self.trying_OLD == 'Ore2Org'):
- # self.send2game('P\r2{0}1D'.format(self.movement))
- # elif(self.trying_OLD == 'Ore2Equ'):
- # self.send2game('P\r3{0}1D'.format(self.movement))
- # elif(self.trying_OLD == 'Org2Equ'):
- # self.send2game('P\r3{0}2D'.format(self.movement))
- # self.state = 4
- # self.trying = self.trying_NEXT
- def game_line(self, line: str):
- log.debug("L {0} | {1}".format(self.state, line))
- # IF at any state we see turns left lets grab it
- if "turns left" in line:
- work = line[19:].replace(" turns left.", "").strip()
- self.turns = work
- log.debug("TURNS LEFT: {0}".format(self.turns))
- if int(self.turns) < 200:
- self.send2player(
- "\r" + Boxes.alert("Low Turns! ({0})".format(self.turns))
- )
- self.deactivate(True)
- # IF at any state we see how many holds avalible let's get that
- if "Total Holds" in line:
- work = line[16:].replace("-", "").replace("=", " ").split()
- self.total_holds = int(work[0])
- count = 0
- for w in work:
- if w != "Empty":
- count += 1
- elif w == "Empty":
- count += 1
- self.holds = int(work[count])
- log.debug("EMPTY HOLDS = {0}".format(self.holds))
- if self.holds < self.total_holds:
- self.send2player(
- "\r"
- + Boxes.alert(
- "You need {0} holds empty! ({1} Empty)".format(
- self.total_holds, self.holds
- )
- )
- )
- self.deactivate(True)
- if "There aren't that many on the planet!" in line:
- self.send2player("\r" + Boxes.alert("We're missing people!"))
- self.deactivate(True)
- if "There isn't room on the planet for that many!" in line:
- self.send2player("\r" + Boxes.alert("We have to many people!"))
- self.deactivate(True)
- # Now back to our scheduled program
- if self.state == 1:
- if line.startswith("Planets"):
- self.cap = True
- work = re.split(r"\s+", line)
- # log.debug("'{0}'".format(work))
- final = {"name": work[-1], "type": work[-2]}
- self.planets_list.append(final)
- log.debug("Planet {0} type {1}".format(final["name"], final["type"]))
- elif line.startswith("Ships"): # Stop 1, so we don't capture everything
- self.cap = False
- elif line.startswith("Fighters"): # Stop 2, so we don't capture everything
- self.cap = False
- elif self.cap == True:
- work = re.split(r"\s+", line)
- # log.debug("'{0}'".format(work))
- final = {"name": work[-1], "type": work[-2]}
- self.planets_list.append(final)
- log.debug("Planet {0} type {1}".format(final["name"], final["type"]))
- elif self.cap == False and len(self.planets_list) != 0:
- self.state = 2
- elif self.state == 3:
- if self.planets_list[self.target_number]["name"] in line:
- work = re.split(r"\s+", line)
- log.debug("'{0}'".format(work))
- pnumber = work[2].replace(">", "")
- self.planets_list[self.target_number][
- "pnumber"
- ] = pnumber # Add this to our dict of the planet
- log.debug(
- "Pnumber {0} is {1}".format(
- pnumber, self.planets_list[self.target_number]["name"]
- )
- )
- self.send2game("{0}\r".format(pnumber))
- self.state = 4
- elif self.state == 4:
- # Item Colonists Colonists Daily Planet Ship Planet
- # (1000s) 2 Build 1 Product Amount Amount Maximum
- # ------- --------- --------- --------- --------- --------- ---------
- # Fuel Ore 707 2 353 10,376 0 200,000
- # Organics 651 5 130 4,304 0 200,000
- # Equipment 1,641 20 82 2,618 0 100,000
- # Fighters N/A 63 47 1,463 400 1,000,000
- if line.startswith("Fuel Ore"):
- work = re.split(r"\s+", line)
- # log.debug("Ore - Pop: {0}, 2make1: {1} dailyproduct: {2} pamount: {3} saamount: {4} pmax: {5}".format(work[2], work[3], work[4], work[5], work[6], work[7]))
- self.ore = {
- "pop": self.check_resource(work[2]),
- "make": self.check_resource(work[3]),
- "daily": self.check_resource(work[4]),
- "amount": self.check_resource(work[5]),
- "ship": self.check_resource(work[6]),
- "pmax": self.check_resource(work[7]),
- }
- self.last_seen["Ore"] = True
- elif line.startswith("Organics"):
- work = re.split(r"\s+", line)
- # log.debug("Org - Pop: {0}, 2make1: {1} dailyproduct: {2} pamount: {3} saamount: {4} pmax: {5}".format(work[1], work[2], work[3], work[4], work[5], work[6]))
- self.org = {
- "pop": self.check_resource(work[1]),
- "make": self.check_resource(work[2]),
- "daily": self.check_resource(work[3]),
- "amount": self.check_resource(work[4]),
- "ship": self.check_resource(work[5]),
- "pmax": self.check_resource(work[6]),
- }
- self.last_seen["Org"] = True
- elif line.startswith("Equipment"):
- work = re.split(r"\s+", line)
- # log.debug("Equ - Pop: {0}, 2make1: {1} dailyproduct: {2} pamount: {3} saamount: {4} pmax: {5}".format(work[1], work[2], work[3], work[4], work[5], work[6]))
- self.equ = {
- "pop": self.check_resource(work[1]),
- "make": self.check_resource(work[2]),
- "daily": self.check_resource(work[3]),
- "amount": self.check_resource(work[4]),
- "ship": self.check_resource(work[5]),
- "pmax": self.check_resource(work[6]),
- }
- self.last_seen["Equ"] = True
- elif line.startswith("Fighters"):
- work = re.split(r"\s+", line)
- # log.debug("Fig - Pop: {0}, 2make1: {1} dailyproduct: {2} pamount: {3} saamount: {4} pmax: {5}".format(work[1], work[2], work[3], work[4], work[5], work[6]))
- self.fig = {
- "pop": self.check_resource(work[1]),
- "make": self.check_resource(work[2]),
- "daily": self.check_resource(work[3]),
- "amount": self.check_resource(work[4]),
- "ship": self.check_resource(work[5]),
- "pmax": self.check_resource(work[6]),
- }
- self.last_seen["Fig"] = True
- else:
- if (
- self.last_seen["Ore"] == True
- and self.last_seen["Org"] == True
- and self.last_seen["Equ"] == True
- and self.last_seen["Fig"] == True
- ):
- if self.fig["daily"] > self.max_product:
- self.max_product = self.fig["daily"]
- self.planets_list[self.target_number]["Ore"] = self.ore
- self.planets_list[self.target_number]["Org"] = self.org
- self.planets_list[self.target_number]["Equ"] = self.equ
- self.planets_list[self.target_number]["Fig"] = self.fig
- log.debug("Max Production is {0}!".format(self.max_product))
- self.state == 6
- elif self.state == 12:
- if line.startswith("Fuel Ore"):
- work = re.split(r"\s+", line)
- # log.debug("Ore - Pop: {0}, 2make1: {1} dailyproduct: {2} pamount: {3} saamount: {4} pmax: {5}".format(work[2], work[3], work[4], work[5], work[6], work[7]))
- self.ore = {
- "pop": self.check_resource(work[2]),
- "make": self.check_resource(work[3]),
- "daily": self.check_resource(work[4]),
- "amount": self.check_resource(work[5]),
- "ship": self.check_resource(work[6]),
- "pmax": self.check_resource(work[7]),
- }
- self.last_seen["Ore"] = True
- elif line.startswith("Organics"):
- work = re.split(r"\s+", line)
- # log.debug("Org - Pop: {0}, 2make1: {1} dailyproduct: {2} pamount: {3} saamount: {4} pmax: {5}".format(work[1], work[2], work[3], work[4], work[5], work[6]))
- self.org = {
- "pop": self.check_resource(work[1]),
- "make": self.check_resource(work[2]),
- "daily": self.check_resource(work[3]),
- "amount": self.check_resource(work[4]),
- "ship": self.check_resource(work[5]),
- "pmax": self.check_resource(work[6]),
- }
- self.last_seen["Org"] = True
- elif line.startswith("Equipment"):
- work = re.split(r"\s+", line)
- # log.debug("Equ - Pop: {0}, 2make1: {1} dailyproduct: {2} pamount: {3} saamount: {4} pmax: {5}".format(work[1], work[2], work[3], work[4], work[5], work[6]))
- self.equ = {
- "pop": self.check_resource(work[1]),
- "make": self.check_resource(work[2]),
- "daily": self.check_resource(work[3]),
- "amount": self.check_resource(work[4]),
- "ship": self.check_resource(work[5]),
- "pmax": self.check_resource(work[6]),
- }
- self.last_seen["Equ"] = True
- elif line.startswith("Fighters"):
- work = re.split(r"\s+", line)
- # log.debug("Fig - Pop: {0}, 2make1: {1} dailyproduct: {2} pamount: {3} saamount: {4} pmax: {5}".format(work[1], work[2], work[3], work[4], work[5], work[6]))
- self.fig = {
- "pop": self.check_resource(work[1]),
- "make": self.check_resource(work[2]),
- "daily": self.check_resource(work[3]),
- "amount": self.check_resource(work[4]),
- "ship": self.check_resource(work[5]),
- "pmax": self.check_resource(work[6]),
- }
- self.last_seen["Fig"] = True
- else:
- if (
- self.last_seen["Ore"] == True
- and self.last_seen["Org"] == True
- and self.last_seen["Equ"] == True
- and self.last_seen["Fig"] == True
- ):
- if self.fig["daily"] > self.max_product:
- self.max_product = self.fig["daily"]
- self.planets_list[self.target_number]["Ore"] = self.ore
- self.planets_list[self.target_number]["Org"] = self.org
- self.planets_list[self.target_number]["Equ"] = self.equ
- self.planets_list[self.target_number]["Fig"] = self.fig
- log.debug("Max Production is now {0}!".format(self.max_product))
- if self.fig["daily"] < self.max_product:
- # Oh nose, our change actually made things worse... let's fix that and try a different way
- if self.trying == "Ore2Org":
- self.trying = "Org2Ore"
- elif self.trying == "Ore2Equ":
- self.trying = "Equ2Ore"
- elif self.trying == "Org2Equ":
- self.trying = "Equ2Org"
- self.state = 6
- if (
- self.ore["pop"] < 1
- or self.org["pop"] < 1
- or self.equ["pop"] < 1
- ):
- self.send2game("Q")
- self.send2player(
- self.nl
- + Boxes.alert(
- "Peak Fighter Production: {0}".format(self.fig["daily"])
- )
- )
- self.deactivate(True)
- class evilTrade(object):
- """
- A little bit on playing evil,
- Doing SSM, a bust will cause some holds and any cargo to be removed!
- You must move to different ports to reduce the chance of a bust,
- Bust's are reset after so many days... so might want to handle that.
- SSM rewards you -10 Alignment and +5 Experiece if you are sucessful
- in robbing back your cargo you just sold.
- States:
- 0 = Pre-State, Asks the user how many times to run
- 1 = Gather user info
- 2 = Verify Cargo is full of Equ, else jump to state 3.5
- 3 = Find nearest "Evil Pair" of ports, move to first, jump to 4
- 3.5 = User does not have Equ, lets buy it, then move on
- (SSM: Sell-Steal-Move)
- 4 = Port and Sell Equ
- 5 = Port and Steal Equ
- 6 = Move to 2nd "Evil Pair"
- 7 = Port and Sell Equ
- 8 = Port and Steal Equ
- 9 = Move to 1st "Evil Pair"
- 10 = Decide to loop, if so we jump back to state 4, else exit
- """
- 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.c = merge(Style.BRIGHT + Fore.YELLOW)
- self.nl = "\n\r"
- self.state = 0 # Pre-state
- self.holds = 0 # Total holds empty, self.holds == self.cargo["Empty"]
- self.cargo = {
- "Ore": 0,
- "Org": 0,
- "Equ": 0,
- "Colo": 0,
- "Empty": 0,
- } # What is in our holds?
- self.maxHolds = 0 # Total holds
- self.maxLoops = 0 # So when we display done show the total loops asked to do
- self.loops = 0 # Current number of loops left to do
- self.completeINFO = False # Collected all INFO needed
- self.exp = 0 # Experience Points the player has
- self.alignment = 0 # Alignment the player has
- self.credits = 0 # Credits player has
- self.turns = 0 # Turns the player has
- self.sector = 0 # Current sector
- self.sectors = False # Do we need to update sector1 and 2?
- self.sector1 = None
- self.sector2 = None
- self.target_sector = 0 # Next port to trade with
- self.name = "" # Player name to include into stats for logs
- 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.to_player = self.game.to_player
- self.game.to_player = False
- self.send2game("D")
- def whenDone(self):
- self.defer = defer.Deferred()
- return self.defer
- def deactivate(self, andExit=False):
- self.state = 0
- log.debug("EvilTrade.deactivate()")
- self.game.to_player = True
- assert not self.save is None
- self.observer.load(self.save)
- self.save = None
- if self.defer:
- if andExit:
- self.defer.callback({"exit": True})
- else:
- self.defer.callback("done")
- self.defer = None
- def player(self, chunk: bytes):
- self.deactivate(True)
- def send2game(self, txt):
- self.queue_player.put(txt)
- def send2player(self, txt):
- self.queue_game.put(txt)
- def loops_chosen(self, choice: str):
- if choice.strip() == "":
- self.deactivate(True)
- else:
- self.loops = int(choice)
- self.maxLoops = self.loops
- self.state = 1
- self.send2game("I")
- def game_prompt(self, prompt: str):
- log.debug("P {0} | {1}".format(self.state, prompt))
- if self.state == 0:
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- ask = PlayerInput(self.game)
- d = ask.prompt("How many times: ", 3, name="times", digits=True)
- d.addCallback(self.loops_chosen)
- elif self.state == 1:
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- if self.completeINFO: # We have all our info, lets display it into logs
- log.debug("{0}'s Stats...".format(self.name))
- log.debug(
- "Experience: {0} Alignment: {1} Turns: {2} Credits: {3} Total Holds: {4} Avaible Holds: {5} Current Sector: {6}".format(
- self.exp,
- self.alignment,
- self.turns,
- self.credits,
- self.maxHolds,
- self.holds,
- self.sector,
- )
- )
- log.debug(
- "Ore: {0} Org: {1} Equ: {2} Colo: {3} Empty: {4}".format(
- self.cargo["Ore"],
- self.cargo["Org"],
- self.cargo["Equ"],
- self.cargo["Colo"],
- self.cargo["Empty"],
- )
- )
- self.state = 2
- self.send2game("D")
- self.game.to_player = True
- elif self.state == 2:
- if self.cargo["Ore"] != 0: # Nada, we want Equ
- self.send2player(
- self.nl + Boxes.alert("Holds must contain Equ not Ore!")
- )
- self.deactivate(True)
- elif self.cargo["Org"] != 0: # Oops, wrong, Give use Equ
- self.send2player(
- self.nl + Boxes.alert("Holds must contain Equ not Org!")
- )
- self.deactivate(True)
- elif (
- self.cargo["Colo"] != 0
- ): # We don't want people, let the user handle this
- self.send2player(
- self.nl + Boxes.alert("Holds must contain Equ not Colonist!")
- )
- self.deactivate(True)
- elif self.cargo["Equ"] != 0: # We do have Equ, but do we need more?
- if self.cargo["Equ"] != self.maxHolds:
- self.send2player(
- self.nl
- + Boxes.alert(
- "You need {0} more Equ!".format(self.cargo["Empty"])
- )
- )
- # Ok nope, we need more, let's find the nearest and "Mush!"
- place = self.game.gamedata.find_nearest_selling(
- self.sector, "E", 400
- )
- if place == 0:
- self.queue_game.put(
- self.nl + Boxes.alert("Find Nearest Failed!")
- )
- self.deactivate(True)
- else:
- self.send2game("{0}\rEPT".format(place))
- # Code here to handle getting Equ
- self.state = 3.5
- else: # All OK, now to find_nearest_evilpairs
- self.state = 3
- self.game.to_player = False
- self.send2game("D")
- self.game.to_player = True
- else: # Ok so we have Empty holds, lets fill it with Equ
- place = self.game.gamedata.find_nearest_selling(self.sector, "E", 400)
- if place == 0:
- self.queue_game.put(self.nl + Boxes.alert("Find Nearest Failed!"))
- self.deactivate(True)
- else:
- self.send2game("{0}\rEPT".format(place))
- # Code here to handle getting Equ
- self.state = 3.5
- elif self.state == 3.5:
- # Ok, we are getting Equ into holds then onto 3
- if prompt.startswith("How many holds of Fuel Ore do you want to buy "):
- self.send2game("0\r")
- elif prompt.startswith("How many holds of Organics do you want to buy "):
- self.send2game("0\r")
- elif prompt.startswith("How many holds of Equipment do you want to buy "):
- self.send2game("\r\r")
- # Oops, we are expecting the user to have enough money to buy it!
- self.state = 3
- elif re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- self.send2game("D")
- self.state = 3
- elif self.state == 3:
- if prompt.startswith("Your offer"):
- self.send2game("0\r")
- self.deactivate(True)
- else:
- # Now to go to evil trade pair \o/
- # Ok so if we go to line 2117 we can see how to use find_nearest_tradepairs()
- # Which will give us a starting point for what needs to be done for us trading
- log.info("find_nearest_evilpairs({0})".format(self.sector))
- c = coiterate(
- self.game.gamedata.find_nearest_evilpairs(self.sector, self)
- )
- c.addCallback(lambda unknown: self.evil())
- self.state = 4
- elif self.state == 4:
- if prompt.startswith("Do you want to engage the TransWarp drive? "):
- self.queue_player.put("N")
- elif prompt.startswith(
- "Engage the Autopilot? (Y/N/Single step/Express) [Y]"
- ):
- self.queue_player.put("E")
- elif prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- self.queue_player.put("N")
- elif re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- # We should be where we wanted to.
- self.send2game("PT\r\r")
- self.state = 5
- elif self.state == 5:
- if prompt.startswith("How many holds of Fuel Ore do you want to buy"):
- self.send2game("0\r")
- elif prompt.startswith("How many holds of Organics do you want to buy"):
- self.send2game("0\r")
- elif re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- self.send2game("PR\rS3\r")
- self.state = 6
- elif self.state == 7:
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- c = coiterate(self.find_next_evilpair())
- c.addCallback(lambda unknown: self.evil())
- self.state = 8
- elif self.state == 8:
- if prompt.startswith("Do you want to engage the TransWarp drive? "):
- self.queue_player.put("N")
- elif prompt.startswith(
- "Engage the Autopilot? (Y/N/Single step/Express) [Y]"
- ):
- self.queue_player.put("E")
- elif prompt.startswith(
- "Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
- ):
- self.queue_player.put("N")
- elif re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- # We should be where we wanted to.
- self.send2game("PT\r\r")
- self.state = 9
- elif self.state == 9:
- if prompt.startswith("How many holds of Fuel Ore do you want to buy"):
- self.send2game("0\r")
- elif prompt.startswith("How many holds of Organics do you want to buy"):
- self.send2game("0\r")
- elif re.match(r"Command \[TL=.* \(\?=Help\)\? :", prompt):
- self.send2game("PR\rS3\r")
- self.state = 10
- def evil(self):
- if self.target_sector is None:
- self.send2player(
- self.nl + Boxes.alert("I don't see any ports to trade with.")
- )
- self.deactivate(True)
- else:
- self.send2game("{0}\r".format(self.target_sector))
- if self.sectors == False:
- self.sector1 = self.sector
- self.sector2 = self.target_sector
- self.sectors = True
- self.sector = self.target_sector
- def find_next_evilpair(self):
- """ Find the next GOOD trade pair sector.
-
- This is sequential (just like Trade report)
- """
- # This should be using the setting in the config, not a hard coded value!
- # show_limit (galaxy.port_trade_show) is pct >= show_limit.
- show_limit = self.game.gamedata.get_config("Display_Percent", "90")
- try:
- show_limit = int(show_limit)
- except ValueError:
- show_limit = 90
- if show_limit < 15:
- show_limit = 15
- if show_limit > 90:
- show_limit = 90
- # Look for "GOOD" trades
- for sector in sorted(self.game.gamedata.ports.keys()):
- pd = self.game.gamedata.ports[sector]
- if not GameData.port_burnt(pd):
- # This happens when you trade with a StarDock
- if "class" not in pd:
- continue
- pc = pd["class"]
- # Ok, let's look into it.
- if not sector in self.game.gamedata.warps:
- continue
- # Busted port
- if not sector in self.game.gamedata.busts:
- continue
- warps = self.game.gamedata.warps[sector]
- for w in warps:
- # We can get there, and get back.
- 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 GameData.port_burnt(self.game.gamedata.ports[w])
- ):
- wd = self.game.gamedata.ports[w]
- if "class" not in wd:
- continue
- wc = wd["class"]
- if pc in (2, 3, 4, 8) and wc in (2, 3, 4, 8):
- data = self.game.gamedata.port_trade_show(
- sector, w, show_limit
- )
- if data:
- self.target_sector = sector
- return sector
- yield
- # Look for OK trades
- for sector in sorted(self.game.gamedata.ports.keys()):
- pd = self.game.gamedata.ports[sector]
- if not GameData.port_burnt(pd):
- if "class" not in pd:
- continue
- pc = pd["class"]
- # Ok, let's look into it.
- if not sector in self.game.gamedata.warps:
- continue
- # Busted port
- if not sector in self.game.gamedata.busts:
- continue
- warps = self.game.gamedata.warps[sector]
- for w in warps:
- # We can get there, and get back.
- 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 GameData.port_burnt(self.game.gamedata.ports[w])
- ):
- wd = self.game.gamedata.ports[w]
- if "class" not in wd:
- continue
- wc = wd["class"]
- if GameData.port_trading(
- pd["port"], self.game.gamedata.ports[w]["port"]
- ):
- data = self.game.gamedata.port_trade_show(
- sector, w, show_limit
- )
- if data:
- self.target_sector = sector
- return sector
- yield
- self.target_sector = None
- def game_line(self, line: str):
- log.debug("L {0} | {1}".format(self.state, line))
- if self.state == 1:
- if line.startswith("Trader Name"):
- work = line.replace("Trader Name :", "").split()
- self.name = work[-1]
- elif line.startswith("Current Sector"):
- work = line.replace("Current Sector : ", "")
- self.sector = int(work)
- elif line.startswith("Rank and Exp"):
- work = line.replace("Rank and Exp :", "").split()
- # Rank and Exp : 110 points, Alignment=-116 Crass
- self.exp = work[0]
- self.alignment = work[2].replace("Alignment=", "")
- elif line.startswith("Turns left"):
- work = line.replace("Turns left : ", "")
- self.turns = int(work)
- elif line.startswith("Total Holds"):
- work = (
- line[16:]
- .replace("-", "")
- .replace("=", " ")
- .replace("Fuel Ore", "Fuel")
- .split()
- )
- self.maxHolds = int(work[0])
- # Total Holds : 53 - Empty=53
- # Total Holds : 53 - Fuel Ore=1 Organics=2 Equipment=3 Colonists=4 Empty=43
- # log.debug(work)
- # '53', 'Fuel', '1', 'Organics', '2', 'Equipment', '3', 'Colonists', '4', 'Empty', '43'
- count = 0
- for w in work:
- if w == "Fuel":
- try:
- self.cargo["Ore"] = int(work[count + 1])
- except ValueError: # The next value is not a number!
- self.cargo["Ore"] = 0
- elif w == "Organics":
- try:
- self.cargo["Org"] = int(work[count + 1])
- except ValueError: # The next value is not a number!
- self.cargo["Org"] = 0
- elif w == "Equipment":
- try:
- self.cargo["Equ"] = int(work[count + 1])
- except ValueError: # The next value is not a number!
- self.cargo["Equ"] = 0
- elif w == "Colonists":
- try:
- self.cargo["Colo"] = int(work[count + 1])
- except ValueError: # The next value is not a number!
- self.cargo["Colo"] = 0
- elif w == "Empty":
- try:
- self.cargo["Empty"] = int(work[count + 1])
- self.holds = self.cargo["Empty"]
- except ValueError: # The next value is not a number!
- self.cargo["Empty"] = 0
- count += 1
- elif line.startswith("Credits"):
- work = line.replace("Credits : ", "").replace(",", "")
- self.credits = int(work)
- self.completeINFO = True
- if self.state == 6:
- if "Suddenly you're Busted!" in line:
- # Oops! We got busted, let's stop.
- self.deactivate(True)
- elif "Success!" in line:
- # Ok we passed that... now to move on.
- self.state = 7
- if self.state == 10:
- if "Suddenly you're Busted!" in line:
- # Oops! We got busted, let's stop.
- self.deactivate(True)
- elif "Success!" in line:
- # Ok we passed that... now to move on.
- self.loops -= 1
- if self.loops >= 0:
- self.send2player(
- self.nl + Boxes.alert("Completed {0}".format(self.maxLoops))
- )
- self.deactivate(True)
- else:
- c = coiterate(self.find_next_evilpair())
- c.addCallback(lambda unknown: self.evil())
- self.state = 4
- class bustViewer(object):
- """ Display all busts
- Perhaps also add it so we can manually reset/clear busts?
- Or maybe...
- We make galaxy's maint_busts() configurable so the check in days is in the config
- States:
- 0 = Perform convertion of self.game.gamedata.busts into a more understandable format.
- 1 = Display/List all busts perferably just their sector numbers and when (what date) did that occur.
-
- Optionals:
- 1. Give numbering to state 0 so you can select a specific bust to be perhaps removed and/or add a remove all option.
- (Dangerous, might not want to allow someone to manually reset all that)
- 2. Add math that calculates the age in days for that particular bust. (Then add this to state 1 Display/List)
- (Ok well this one should be really easy make a string/tuple storing month/day/year for both now and the bust then,)
- (compare them one by one against eachother if 0 we know it's not that category) <- Should always be days since we are clearing them out automatically
- """
- 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.c = merge(Style.BRIGHT + Fore.YELLOW)
- self.nl = "\n\r"
- # Stuff
- self.busted = {} # Make custom bust dict based on self.game.gamedata.busts dict
- self.age = {}
- self.state = 0 # Display/List
- 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.to_player = self.game.to_player
- self.game.to_player = False
- self.send2game("D") # Since we need to send at least 1 character
- def whenDone(self):
- self.defer = defer.Deferred()
- return self.defer
- def deactivate(self, andExit=False):
- self.state = 0
- log.debug("bustViewer.deactivate()")
- self.game.to_player = True
- assert not self.save is None
- self.observer.load(self.save)
- self.save = None
- if self.defer:
- if andExit:
- self.defer.callback({"exit": True})
- else:
- self.defer.callback("done")
- self.defer = None
- def player(self, chunk: bytes):
- self.deactivate(True)
- def send2game(self, txt):
- self.queue_player.put(txt)
- def send2player(self, txt):
- self.queue_game.put(txt)
- def calcAge(self, dt):
- rightNow = pendulum.now()
- result = rightNow.diff(dt).in_days()
- log.debug("calcAge('{0}') got {1} days".format(dt.to_datetime_string(), result))
- return result
- def game_prompt(self, prompt: str):
- log.debug("P {0} | {1}".format(self.state, prompt))
- if self.state == 0:
- # Convert from YYYY-MM-DD to MM-DD-YYYY
- for s in self.game.gamedata.busts:
- d = self.game.gamedata.busts[s] # Keep as string
- d1 = pendulum.parse(d) # Convert to dateTime obj
- log.debug("{0} on {1}".format(s, d))
- self.busted[s] = "{0:02d}-{1:02d}-{2:04d}".format(
- d1.month, d1.day, d1.year
- )
- self.age[s] = self.calcAge(d1)
- self.state += 1
- self.send2game("D")
- elif self.state == 1:
- # Display it nicely to the user, then exit
- tc = merge(Style.BRIGHT + Fore.YELLOW + Back.BLUE)
- c1 = merge(Style.BRIGHT + Fore.WHITE + Back.BLUE)
- c2 = merge(Style.BRIGHT + Fore.CYAN + Back.BLUE)
- if self.busted:
- box = Boxes(42, color=tc)
- self.queue_game.put(box.top())
- self.queue_game.put(
- box.row(
- tc
- + " {0:10} {1:<20} {2:8} ".format(
- "Sector", "Date Busted On", "Days old"
- )
- )
- )
- self.queue_game.put(box.middle())
- for s in self.busted:
- if self.age[s]:
- self.queue_game.put(
- box.row(
- c1
- + " {0:<10} {1:<20} {2:8} ".format(
- s, self.busted[s], self.age[s]
- )
- )
- )
- else:
- self.queue_game.put(
- box.row(
- c1
- + " {0:<10} {1:<20} ".format(s, self.busted[s])
- )
- )
- self.queue_game.put(box.bottom())
- else:
- self.send2player(
- self.nl
- + Boxes.alert(
- "You have no busts to view, perhaps you just aren't into trouble."
- )
- )
- self.deactivate(True)
- def game_line(self, line: str):
- log.debug("L {0} | {1}".format(self.state, line))
- class firstActivate(object):
- """ Uppon first time activation of the proxy what happens
- States:
- 0 = Send V and gather information on when busts were cleared
- 1 = Calcualte date from pendulum.now().subtract(days=#)
- 2 = If pendulum.now() is greater than our date to clear then self.game.gamedata.reset_busts()
- Well drat... while in a game you can't access when busts were cleared. :(
- """
- 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.c = merge(Style.BRIGHT + Fore.YELLOW)
- self.nl = "\n\r"
- # Stuffz
- self.state = 0 # V and gather info
- 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.to_player = self.game.to_player
- self.game.to_player = False
- self.send2game("V") # Since we need to send at least 1 character
- def whenDone(self):
- self.defer = defer.Deferred()
- return self.defer
- def deactivate(self, andExit=False):
- self.state = 0
- log.debug("firstActivate.deactivate()")
- self.game.to_player = True
- assert not self.save is None
- self.observer.load(self.save)
- self.save = None
- if self.defer:
- if andExit:
- self.defer.callback({"exit": True})
- else:
- self.defer.callback("done")
- self.defer = None
- def player(self, chunk: bytes):
- self.deactivate(True)
- def send2game(self, txt):
- self.queue_player.put(txt)
- def send2player(self, txt):
- self.queue_game.put(txt)
- def game_prompt(self, prompt: str):
- log.debug("P {0} | {1}".format(self.state, prompt))
- if self.state == 0:
- if prompt.startswith("Command"):
- self.deactivate()
- def game_line(self, line: str):
- log.debug("L {0} | {1}".format(self.state, line))
- 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.WHITE + Back.BLUE)
- self.c2 = merge(Style.NORMAL + Fore.CYAN + Back.BLUE)
- # self.portdata = None
- self.game = game
- self.queue_game = game.queue_game
- self.observer = game.observer
- self.game.gamedata.get_config("Macro", "D^1N^D")
- # 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.game.to_player = True
- # Is it our first time activated? if so do a little extra stuff.
- if self.game.gamedata.activated == False:
- self.game.gamedata.activated = True
- # Run V to get date of bust clear from game
- # Decide to clear or not
- # Clear or continue on
- log.debug("First time activation dectected!")
- first = firstActivate(self.game)
- d = first.whenDone()
- d.addCallback(self.pre_back)
- d.addErrback(self.pre_back)
- else:
- # welp that was all skipped because we already did that.
- self.pre_back()
- def __del__(self):
- log.debug("ProxyMenu {0} RIP".format(self))
- # When we exit, always make sure player echo is on.
- self.game.to_player = True
- def pre_back(self, stuffz=None):
- self.keepalive = task.LoopingCall(self.awake)
- self.keepalive.start(30)
- self.menu()
- def whenDone(self):
- self.defer = defer.Deferred()
- # Call this to chain something after we exit.
- return self.defer
- def menu(self):
- box = Boxes(30, color=self.c)
- self.queue_game.put(box.top())
- text = self.c + "{0:^30}".format("TradeWars Proxy Active")
- text = text.replace("Active", BLINK + "Active" + Style.RESET_ALL + self.c)
- self.queue_game.put(box.row(text))
- self.queue_game.put(box.bottom())
- self.queue_game.put(" " + self.c + "-=>" + self.r + " ")
- def fullmenu(self):
- box = Boxes(30, color=self.c)
- self.queue_game.put(box.top())
- def menu_item(ch: str, desc: str):
- row = self.c1 + " {0} {1}- {2}{3:25}".format(ch, self.c2, self.c1, desc)
- self.queue_game.put(box.row(row))
- # self.queue_game.put(
- # " " + self.c1 + ch + self.c2 + " - " + self.c1 + desc + self.nl
- # )
- menu_item("C", "Configuration ({0})".format(len(self.game.gamedata.config)))
- menu_item("D", "Display Report again")
- menu_item("E", "Export Data (Save)")
- # menu_item("Q", "Quest")
- menu_item("M", "Macro")
- menu_item("P", "Port CIM Report ({0})".format(len(self.game.gamedata.ports)))
- menu_item("W", "Warp CIM Report ({0})".format(len(self.game.gamedata.warps)))
- menu_item("R", "Restock Report")
- menu_item("T", "Trading Report")
- menu_item("B", "Display Busts ({0})".format(len(self.game.gamedata.busts)))
- menu_item("S", "Scripts")
- menu_item("X", "eXit")
- bottom = box.bottom()
- self.queue_game.put(bottom[:-2])
- def awake(self):
- log.info("ProxyMenu.awake()")
- self.game.queue_player.put(" ")
- def port_report(self, portdata: dict):
- # Check to see if the old data is close to the new data.
- # If so, don't toss out the special!
- matches = 0
- for k, v in self.old_ports.items():
- if k in self.game.gamedata.ports:
- # Ok, key exists. Is the class the same
- if self.game.gamedata.ports[k]["class"] == v["class"]:
- matches += 1
- log.info("Got {0} matches old ports to new.".format(matches))
- if matches > 12:
- self.queue_game.put(
- "Restoring (SPECIAL) class ports ({0}).".format(len(self.specials))
- + self.nl
- )
- for p in self.specials.keys():
- self.game.gamedata.ports[int(p)] = self.specials[p]
- # self.portdata = portdata
- # self.game.portdata = portdata
- self.queue_game.put("Loaded {0} ports.".format(len(self.game.ports)) + 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.debug("make_trade_report()")
- ok_trades = []
- best_trades = []
- show_best = self.game.gamedata.get_config("Display_Best", "Y").upper()[0] == "Y"
- show_ok = self.game.gamedata.get_config("Display_Ok", "N").upper()[0] == "Y"
- show_limit = self.game.gamedata.get_config("Display_Percent", "90")
- update_config = False
- try:
- show_limit = int(show_limit)
- except ValueError:
- show_limit = 90
- update_config = True
- if show_limit < 0:
- show_limit = 0
- update_config = True
- elif show_limit > 100:
- show_limit = 100
- update_config = True
- if update_config:
- self.game.gamedata.set_config("Display_Percent", show_limit)
- # for sector, pd in self.game.gamedata.ports.items():
- for sector in sorted(self.game.gamedata.ports.keys()):
- pd = self.game.gamedata.ports[sector]
- if not GameData.port_burnt(pd):
- # This happens if you trade with a StarDock. (It doesn't get the class set.)
- if "class" not in pd:
- continue
- 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 GameData.port_burnt(self.game.gamedata.ports[w])
- ):
- # it is > and has a port.
- wd = self.game.gamedata.ports[w]
- if "class" not in wd:
- continue
- 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):
- data = self.game.gamedata.port_trade_show(
- sector, w, show_limit
- )
- if data:
- best_trades.append(data)
- # best_trades.append( "{0:5} -=- {1:5}".format(sector, w))
- elif pc in (2, 4) and wc in (1, 5):
- data = self.game.gamedata.port_trade_show(
- sector, w, show_limit
- )
- if data:
- best_trades.append(data)
- # best_trades.append( "{0:5} -=- {1:5}".format(sector, w))
- elif GameData.port_trading(
- pd["port"], self.game.gamedata.ports[w]["port"]
- ):
- # ok_trades.append( "{0:5} -=- {1:5}".format(sector,w))
- data = self.game.gamedata.port_trade_show(
- sector, w, show_limit
- )
- if data:
- ok_trades.append(data)
- yield
- if show_best:
- self.trade_report.append("Best Trades: (org/equ)")
- self.trade_report.extend(best_trades)
- if show_ok:
- self.trade_report.append("Ok Trades:")
- self.trade_report.extend(ok_trades)
- if not show_best and not show_ok:
- self.queue_game.put(
- Boxes.alert(
- "You probably want to choose something to display in configuration!",
- base="red",
- )
- )
- # 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 get_display_maxlines(self):
- show_maxlines = self.game.gamedata.get_config("Display_Maxlines", "0")
- try:
- show_maxlines = int(show_maxlines)
- except ValueError:
- show_maxlines = 0
- if show_maxlines <= 0:
- show_maxlines = None
- return show_maxlines
- def show_trade_report(self, *_):
- show_maxlines = self.get_display_maxlines()
- self.game.trade_report = self.trade_report
- for t in self.trade_report[:show_maxlines]:
- self.queue_game.put(t + self.nl)
- self.queue_game.put(self.nl + Boxes.alert("Proxy done.", base="green"))
- self.observer.load(self.save)
- self.save = None
- self.keepalive = None
- self.prompt = None
- # self.welcome_back()
- def player(self, chunk: bytes):
- """ Data from player (in bytes). """
- chunk = chunk.decode("latin-1", "ignore")
- key = chunk.upper()
- log.debug("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)
- # Save specials, save 10 ports
- self.specials = self.game.gamedata.special_ports()
- # Save 20 ports. https://stackoverflow.com/questions/7971618/python-return-first-n-keyvalue-pairs-from-dict#7971655
- self.old_ports = {
- k: self.game.gamedata.ports[k]
- for k in list(self.game.gamedata.ports)[:20]
- }
- self.game.gamedata.reset_ports()
- # 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)
- self.game.gamedata.reset_warps()
- # Activate CIM Warp Report
- report = CIMWarpReport(self.game)
- d = report.whenDone()
- d.addCallback(self.warp_report)
- d.addErrback(self.welcome_back)
- return
- elif key == "M":
- self.queue_game.put(self.c + key + self.r + self.nl)
- self.activate_macro(1)
- if False:
- ask = PlayerInput(self.game)
- d = ask.prompt(
- "How many times?", 10, name="times", abort_blank=True, digits=True
- )
- d.addCallback(self.activate_macro)
- d.addErrback(self.welcome_back)
- return
- elif key == "B":
- self.queue_game.put(self.c + key + self.r + self.nl)
- # Display Busts
- busting = bustViewer(self.game)
- d = busting.whenDone()
- d.addCallback(self.welcome_back)
- 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 == "R":
- self.queue_game.put(self.c + key + self.r + self.nl)
- s = self.game.gamedata.special_ports()
- box = Boxes(14, color=self.c)
- self.queue_game.put(box.top())
- self.queue_game.put(box.row(self.c1 + " Sector Class "))
- for sector, data in s.items():
- self.queue_game.put(
- box.row(
- "{0} {1:5}{2} {3:^5} ".format(
- self.c1, sector, self.c2, data["class"]
- )
- )
- )
- self.queue_game.put(box.bottom())
- elif key == "D":
- self.queue_game.put(self.c + key + self.r + self.nl)
- # (Re) Display Trade Report
- show_maxlines = self.get_display_maxlines()
- if self.trade_report:
- for t in self.trade_report[:show_maxlines]:
- self.queue_game.put(t + self.nl)
- self.queue_game.put(self.nl + Boxes.alert("Proxy done.", base="green"))
- self.observer.load(self.save)
- self.save = None
- self.keepalive = None
- self.prompt = None
- return
- else:
- self.queue_game.put("Missing trade_report." + self.nl)
- elif key == "E":
- self.queue_game.put(self.c + key + self.r + self.nl)
- self.queue_game.put(Boxes.alert("Saving..."))
- then_do = coiterate(self.game.gamedata.save())
- then_do.addCallback(self.welcome_back)
- return
- elif key == "C":
- self.queue_game.put(self.c + key + self.r + self.nl)
- self.activate_config_menu()
- return
- # 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.debug(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(Boxes.alert("Proxy done.", base="green"))
- 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
- # 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
- else:
- self.fullmenu()
- self.keepalive.start(30, True)
- self.menu()
- def activate_config_menu(self):
- self.observer.disconnect("player", self.player)
- self.observer.connect("player", self.config_player)
- self.config_menu()
- def deactivate_config_menu(self, *data):
- log.warn("deactivate_config_menu ({0})".format(data))
- self.observer.disconnect("player", self.config_player)
- self.observer.connect("player", self.player)
- self.welcome_back()
- def activate_macro(self, *data):
- log.warn("macro: ({0})".format(data))
- macro = self.game.gamedata.get_config("Macro", "D")
- # Macro processing would go in here ...
- macro = macro.replace("^", "\r")
- log.warn("macro: [{0}]".format(repr(macro)))
- self.game.queue_player.put(macro)
- log.warn("Restore ...")
- self.observer.load(self.save)
- self.save = None
- self.keepalive = None
- if self.defer:
- reactor.CallLater(0, self.defer.callback)
- self.defer = None
- # self.welcome_back()
- def activate_scripts_menu(self):
- self.observer.disconnect("player", self.player)
- self.observer.connect("player", self.scripts_player)
- self.scripts_menu()
- def option_entry(self, entry):
- if len(entry) > 0:
- # Ok, they gave us something
- self.game.gamedata.set_config(self.option_select, entry.strip())
- else:
- self.queue_game.put("Edit aborted." + self.nl)
- self.config_menu()
- def option_input(self, option):
- if len(option) > 0:
- option = int(option)
- if option in self.config_opt:
- # Ok, it's a valid option!
- self.option_select = self.config_opt[option]
- ask = PlayerInput(self.game)
- if self.option_select == "Macro":
- d = ask.prompt("Change {0} to?".format(self.option_select), 48)
- else:
- d = ask.prompt("Change {0} to?".format(self.option_select), 18)
- d.addCallback(self.option_entry)
- # d.addErrback(self.config_menu)
- else:
- self.queue_game.put("Unknown option, sorry." + self.nl)
- self.config_menu()
- else:
- # Aborted
- self.config_menu()
- def config_player(self, chunk: bytes):
- """ Data from player (in bytes). """
- chunk = chunk.decode("latin-1", "ignore")
- key = chunk.upper()
- if key == "C":
- self.queue_game.put(self.c + key + self.r + self.nl)
- self.game.gamedata.config = {}
- elif key == "E":
- self.queue_game.put(self.c + key + self.r + self.nl)
- ask = PlayerInput(self.game)
- d = ask.prompt(
- "Which to edit?", 4, name="option", abort_blank=True, digits=True
- )
- d.addCallback(self.option_input)
- d.addErrback(self.config_menu)
- return
- elif key in ("1", "2", "3", "4", "5", "6", "7", "8", "9"):
- self.queue_game.put(self.c + key + self.r + self.nl)
- option = int(key)
- if option in self.config_opt:
- # Ok, it's a valid option!
- self.option_select = self.config_opt[option]
- ask = PlayerInput(self.game)
- if self.option_select == "Macro":
- d = ask.prompt("Change {0} to?".format(self.option_select), 48)
- else:
- d = ask.prompt("Change {0} to?".format(self.option_select), 18)
- d.addCallback(self.option_entry)
- # d.addErrback(self.config_menu)
- return
- else:
- self.queue_game.put("Unknown option, sorry." + self.nl)
- elif key == "X":
- self.queue_game.put(self.c + key + self.r + self.nl)
- self.deactivate_config_menu()
- return
- else:
- self.queue_game.put(self.c + "?" + self.r + self.nl)
- self.config_menu()
- def config_menu(self, *_):
- titlecolor = merge(Style.BRIGHT + Fore.CYAN + Back.BLUE)
- tc = merge(Style.BRIGHT + Fore.YELLOW + Back.BLUE)
- c1 = merge(Style.BRIGHT + Fore.WHITE + Back.BLUE)
- c2 = merge(Style.BRIGHT + Fore.CYAN + Back.BLUE)
- # box = Boxes(44, color=titlecolor)
- box = Boxes(44, color=tc)
- self.queue_game.put(box.top())
- # self.queue_game.put(box.row(titlecolor + "{0:^44}".format("Configuration")))
- self.queue_game.put(box.row(tc + "{0:^44}".format("Configuration")))
- self.queue_game.put(box.middle())
- def config_option(index, key, value):
- # Really, python? Because
- # builtins.ValueError: Precision not allowed in integer format specifier
- if type(value) == int:
- value = str(value)
- row = "{0}{1:2} {2:19}{3}{4:<20.20}".format(c1, index, key, c2, value)
- self.queue_game.put(box.row(row))
- def menu_item(ch, desc):
- row = "{0} {1} {2}-{3} {4:39}".format(c1, ch, c2, c1, desc)
- # self.queue_game.put(
- # " " + c1 + ch + c2 + " - " + c1 + desc + self.nl
- # )
- self.queue_game.put(box.row(row))
- index = 1
- self.config_opt = {}
- for k in sorted(self.game.gamedata.config.keys()):
- # for k, v in self.game.gamedata.config.items():
- v = self.game.gamedata.config[k]
- self.config_opt[index] = k
- config_option(index, k, v)
- index += 1
- self.queue_game.put(box.middle())
- menu_item("C", "Clear Config")
- menu_item("E", "Edit Item")
- menu_item("X", "eXit")
- self.queue_game.put(box.bottom())
- self.queue_game.put(" " + tc + "-=>" + self.r + " ")
- def deactivate_scripts_menu(self, *data):
- log.warn("deactivate_scripts_menu ({0})".format(data))
- self.observer.disconnect("player", self.scripts_player)
- self.observer.connect("player", self.player)
- # Did they request exit?
- if len(data) > 0 and type(data[0]) == dict:
- info = data[0]
- if "exit" in info and info["exit"]:
- log.warn("exit proxy...")
- # Exit Proxy Code
- self.queue_game.put(
- self.nl + Boxes.alert("Proxy done.", base="green", style=3)
- )
- 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
- # I'm not sure where we are, we might not be at a prompt.
- # let's check!
- if re.match(r"Command \[TL=.* \(\?=Help\)\? :", self.game.getPrompt()):
- # 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
- log.warn("calling welcome_back")
- self.welcome_back()
- def scripts_menu(self, *_):
- c1 = merge(Style.BRIGHT + Fore.CYAN)
- c2 = merge(Style.NORMAL + Fore.CYAN)
- box = Boxes(40, color=c1)
- self.queue_game.put(box.top())
- self.queue_game.put(box.row(c1 + "{0:^40}".format("Scripts")))
- self.queue_game.put(box.middle())
- def menu_item(ch, desc):
- row = " {0}{1} {2}-{3} {4:35}".format(c1, ch, c2, c1, desc)
- # self.queue_game.put(
- # " " + c1 + ch + c2 + " - " + c1 + desc + self.nl
- # )
- self.queue_game.put(box.row(row))
- menu_item("1", "Ports (Trades between two sectors)")
- menu_item("!", "Terrorize Ports/Trades")
- menu_item("2", "Explore (Strange new sectors)")
- menu_item("3", "Space... the broken script...")
- menu_item("4", "Upgrade Planet")
- # menu_item("5", "Colonize Planet")
- menu_item("5", "Colonize Planet v2.0")
- menu_item("%", "Maxumize Fighter Production")
- menu_item("6", "Trade Evil (Does SSM)")
- menu_item("X", "eXit")
- self.queue_game.put(box.bottom())
- self.queue_game.put(" " + c1 + "-=>" + self.r + " ")
- def terror(self, *_):
- log.debug("terror {0}".format(_))
- loops = _[0]
- if loops.strip() == "":
- self.deactivate_scripts_menu()
- else:
- # Ok, we have something here, I think...
- terror = ScriptTerror(self.game, self, int(loops))
- d = terror.whenDone()
- d.addCallback(self.deactivate_scripts_menu)
- d.addErrback(self.deactivate_scripts_menu)
- def scripts_player(self, chunk: bytes):
- """ Data from player (in bytes). """
- chunk = chunk.decode("latin-1", "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
- elif key == "!":
- self.queue_game.put(self.c + key + self.r + self.nl)
- ask = PlayerInput(self.game)
- # This is TERROR, so do something!
- ask.color(merge(Style.BRIGHT + Fore.WHITE + Back.RED))
- ask.colorp(merge(Style.BRIGHT + Fore.YELLOW + Back.RED))
- d = ask.prompt(
- "How many loops of terror?",
- 4,
- name="loops",
- digits=True,
- abort_blank=True,
- )
- d.addCallback(self.terror, ask)
- d.addErrback(self.deactivate_scripts_menu)
- return
- elif key == "2":
- self.queue_game.put(self.c + key + self.r + self.nl)
- explore = ScriptExplore(self.game)
- d = explore.whenDone()
- d.addCallback(self.deactivate_scripts_menu)
- d.addErrback(self.deactivate_scripts_menu)
- return
- elif key == "3":
- self.queue_game.put(self.c + key + self.r + self.nl)
- space = ScriptSpace(self.game)
- d = space.whenDone()
- d.addCallback(self.deactivate_scripts_menu)
- d.addErrback(self.deactivate_scripts_menu)
- return
- elif key == "4":
- self.queue_game.put(self.c + key + self.r + self.nl)
- upgrade = PlanetUpScript(self.game)
- d = upgrade.whenDone()
- d.addCallback(self.deactivate_scripts_menu)
- d.addErrback(self.deactivate_scripts_menu)
- return
- elif key == "5":
- self.queue_game.put(self.c + key + self.r + self.nl)
- # colo = ColoScript(self.game)
- colo = ColoScript2(self.game)
- d = colo.whenDone()
- d.addCallback(self.deactivate_scripts_menu)
- d.addErrback(self.deactivate_scripts_menu)
- return
- elif key == "%":
- self.queue_game.put(self.c + key + self.r + self.nl)
- maxfigs = MaxFighterMake(self.game)
- d = maxfigs.whenDone()
- d.addCallback(self.deactivate_scripts_menu)
- d.addErrback(self.deactivate_scripts_menu)
- return
- elif key == "6":
- self.queue_game.put(self.c + key + self.r + self.nl)
- evil = evilTrade(self.game)
- d = evil.whenDone()
- 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.debug("welcome_back")
- self.keepalive.start(30, True)
- self.menu()
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